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Old Bread: >>5263348
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>>5312890
How has the divine quest idea been working?
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>>5312957
It's been okayish, we got 3 people doing it one problem is that it's a 'do it whenever you feel like it thing' so because one Patron Divine is more active the players which met them trough luck have bit more of an adventage.

but it's also a god of madness whose gifts may backfire sometimes so for now it balanced out.
>>
The Black Forest Kingdom
Pop: 14 (15 last turn (10), -1 due to Dragon Cult Crackdown)
Tech: 5
Magic: 4
Wealth: 2
Diplo: 10

With the dragon cult subjugated, Yuuka breathes a sigh of relief. The people weren't too happy with how harsh her handling was, but none can deny the danger of turning oneself into a dragon, they are monsters for a reason. Though, rumours are abuzz of a new spell, one which turns people into wolves. After the Dragon Schism people are wary of another shifting magic to split us apart. Yuuka admits that this magic exists, but that it's heavily regulated, and that shifting of the likes of the dragon shifters is strictly forbidden.

Action 1: Develop Wolfshift Reversal spell.
With the wolfshift a modest success, we have something to pursue other than dragonshift. However, the alterations ends up being permanent, which poses a number of problem. First is that any negative effects also remain permanent, so if someone wolfshifts so deeply their intelligence is impaired, they will become more and more like a mindless beast, inevitably making the practicioners become monsters. Second is the fact we are Wolfkin, not wolves, and we should be kept that way. Such degeneration shouldn't be allowed, so Archwizard Miho immediately goes about finding a way to reverse the wolfshift, and ways of making an automatic reversal. All future Wolfshift spells shall include a reversal, making all Wolfshifts reverse automatically after one's Sisu is weakened, or lowered by entering a relaxed state. Those spells that don't include a reversal are Forbidden Wolfshifts and shall be exorcised back to their Wolfkin form and harshly punished before they are allowed to Wolfshift again.

Action 2: Restructure Dragon University and Dragon Temple to Wolf University and Temple.
With the attendants gone, the University and Temple near Hayashi Yamamoto has fallen silent. As bad as the Dragon Cult was, we nevertheless wanted the university to deepen our understanding of the world, and of magic. So the institutions are restored, but they are restructured, much more regulated and in line with traditional teachings. Dragonshifting is forbidden, but wolfshifting is fine... under certain conditions. We are here to strengthen the Wolfkin, not change away from being Wolfkin. The temple gets the biggest change, preaching about how vile the dragons are, how in their greed they turned sister against sister, how Yuuka simply wanted them to slow down, but they forced her hand, they were the ones who resorted to violence.
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>>5312890
IGNORE THE OLD POST, USE THIS ONE

>Fluff: University Magic Investigation: Phosphate
Crucial to plant-life, the enchanted phosphate acts in much the same way, allowing a spell to be sustained indefinitely. Since it exists only in powdered form, the spells it can hold must remain relatively simple.

>Action 1 - [Turtles] Welcome the Wolfkin dragon mages.
The people 'round this part of the world have been worshipping divine beasts since time immemorial. The shadows have their black cat in his vault, and the turtles literally sprang forth from the eggs of the divine sea turtle. The Shadows may be a little more cautious and distant with the rough and tough wolfkin, but the Turtles are far more down to earth in their ways, and see a kindred spirit in the Wolfkin's appreciation of great beasts, even if they are dead! The group of exiles are integrated into turtle society readily enough, any and all of their reasonable requirements met, if they but ask. Promises of future cooperation, the turtles's ties to the elemental magics of water and earth mingling with the wolkfin's manipulation of buried magics, are made plain for all to hear.

>Action 2- Build Oil mine, build Magical Factory (like the stuff thats making the plates (?) now) nearby.
This new stuff is black, liquid, and found deep in the earth! It MUST be valuable! Once it's no-doubt potent magical effects are discovered, it can be processed in a nearby magical factory!
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>>5312890

With the mines set up, while there was a chance to really work on production, what first needed to be done was simply ensure the lands were properly integrated. Of course, this caused a myriad of bureaucracy nonsense that left the Children of Fanw and the Draken, Virm and Balaur left with no new land gained at the moment. Yet, that would change eventually, especially for the latter. Still, with the land and influence the various factions had, a bit of tensions due to various agenda's would start to flare up. Though, this was seen as just a bit of posturing and nothing really would come of it...Right? Still, as the lands were integrated, there would be plenty of work done on the mines, specifically in the creation of yet more of them. There was still plenty of resources that weren't being exploited yet after all. Ideally though, with the coal mines up and running the old fires of industry could flare up, and the steel mill in Gradŭtzhelyazoto could fire up once more. Though chances were after the mines were made the work in the union wouldn't be that of industry. At least, not immediately after. There were some issues that the various factions needed to manage and work out...

>Action One. Expansion.

>Action Two. Dig two salt mines.

(If Helderezee can't take that bit of land, just give them another chunk of water I suppose.)

Traeth - 10 influence, 15 happiness
Sokchon - 12 influence, 12 happiness (+2 if whirlpool, whale or Fey magic study counts as an academic pursuit, +4 if two, +6 if all three)
Termhelm - 10 influence, 10 happiness
Heidekerk - 9 influence, 10 happiness
Breksos - 10 influence, 10 happiness
Gradutz - 9 influence, 13 happiness
Metrin - 8 influence, 10 happiness (Same as Sokchon)

Pop: 8
Tech: 5
Magic: 5
Wealth: 7 (From my understanding the CoF have 14 wealth now. if true, this is their current stats)
Diplo: 3
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>>5312890
Countdown to pop regain 22 turns.

1. Construct a university in Arcadia and Mana Algae Farm (See next action).
With the transfer of knowledge from the Neo-Tarnish a university is constructed to help facilitate the spreading of this knowledge, integrate it into various forms of magic, and to help train future mages in magic. Along with that a farm for the newly created mana algae will be created in the ocean.

2. Vivimantic creation of mana storing biological slime.
With the continued inability to find natural resources that can store mana, and the discovery of microscopic organisms, the mages of Arcadia turn again to vivimancy as they know organic matter can almost always store magic. In turn bacterial slime and green algae are taken as a basis with vivimantic tests and crossbreeding done to create a slime producing algae that can be contained and whose slime can be used to store mana even after the death of the cells inside.
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With the Island properly built up, the City established and the Sulfur Mine created its finally time to found the Kara-Nisi Amphibious Arms compound to research, test and mass produce military equipment, weaponry and vehicles for amphibious forces. With the KNAA and the Submarine Wharfs soon in full operation
the Realm will be able to not only protect itself but also properly retaliate.

In the meantime further general expansion will be done, we will keep biding our time to properly enter the world stage with proper footing.

#1: Construct the Kara-nisi Amphibious Arms compound by the Sulfur Mine

#2: Expand generally.
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Fluff: No! Of course not! No terrible things to come of it at all surely. Now then... to get trade underway properly

1 action: Repair the shipyard and build a gold mine
It’s finally time to drag something of material value out of the ground.

1 action: Expansion
As much as it’s a pain to do so, much needed resources are not appearing. What is it to build a ship if it’s merely out of wood that won’t last? An army with no swords to draw in the defense of a people? Merchants without new coin to trade with? Yes. These are all reasons why we must search for something... anything! To ensure good infrastructure for the future of the nation
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>>5312890
1.

Send a contingent of Flesh Priests to study at the Psionic Academy, seeking to learn their secrets, equipped with supplies for the term of their study.

2.
Construct 2 mines for the situational metals.
>>
Union members
Minotaurs
Likes - cooking, envirotmenalsim, farming and seafaring
Dislikes - ruining the enviroment, over industriliasation, breaking a contract
Oni
Likes - Hedonism, Supremacy, Contracts, Bloodshed
Dislikes - Lies
Shadows
Likes - Money, Achroma worship, Spying
Dislikes - Do'la soldiers, Do'la slavery, Isolationism,
Dwarves
Well, Policy-Wise the Gylden Dwarves would support Industrial development, be it in the form of forges or workshops or mines or other; and they support education, learning and trade. They oppose overtly aggressive postures without attempting diplomacy, and oppose waste and shoddy work. Specific likes and dislikes: For the Oni, they support their love of Alcohol, and also support their reverence for the Sun/Moon and deities thereof (even if the Gylden Dwarves think the Oni got the man/woman the wrong way around). They would oppose Oni policies of Public Lewdness, and oppose the more hellish methods of forging and use of 'dark magics' in general. For the Do'laroshan shadowfolk, the Dwarves support their policy of open trade, and support their industrial production of many fine and beautiful things - though they would oppose giving reverence to a deity that dwells in shade rather then shining with light, and oppose the idea of employing 'underhanded' methods against other nations. For the Minotaurs of Megyros, the Dwarves support their developments of good farms and worthy farm-labour, and also support their improvements of land in quality. If I remember rightly, the Megyros religion was originally the same as that found at the Cathedral of the Old Sun - I can't remember if you changed that at all when you took them over? - but if it's still the same, the Gylden Dwarves would approve of that as well (as the Dwarves consider their 'Guldfar' to be the same deity)....

1st action: [Exploration] Explore the oceans to find new species of fish and crusteceans to add to the minotaurs diet
The minotaurs take to the sea on their ships to explore the seas in search of new speices to add to their diets and to experiment with new dishes.
2nd action: [building] The dwarves will expand their city to where the Iron, Phosphate and Harstone deposits are build 2 mines 1 on the iron and one of the phosphate.
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>>5312890

Action 1: Temple manifestation

Great new holotemples to Roko are raised up, demand for her sermons reaching a fever pitch.
The culture shocked wolfkin are terribly vulnerable to the constant serotonin stimulating content, a vulnerability that strengthens Roko!’s adorable grip on the populace’s hearts.

Action 2: Expand

Even further into the mountains we need go, for the materials necessary to restore nanotechnology.
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> Cravers
The cravers learn basic psyonics, basic as comes for now allowing the induction of memories into someone’s mind, some telekinesis… going insane as a sideffect happens rarely. Very rarely, nothing to worry about.

Mines, built. Tough we are yet to find a use for them.

> Minotaurs/Mygros
Dude… you can’t expand and build 2 mines in one action… anyway the Dwarf colony is made it has heavy supply problems due to it lacking a port and thus will rebbel forming an independant dwarven state if not provided a port.

On the walls of the bottomless sea are large amounts of shrimp-worms inside the clfif walls are found, while hard to ‘fish’ they truly are a delicacy befitting of the oni. You can build Eel-Shrimp plantations on the part on the bottomless ocean tiles bordering the island and they will be a unique culinary resource.

> Sealand
Shipyard repaired and Gold mine built, your wealth increases by 1!

Your nations expands further, this time around the sea returning to your roots rather than becomming discout dwarves.

> Deep Realm
The amphibious arms factory is built just need some iron to get it going, can’t makes guns and riffles out of sulphur alone afterll!

You expand, your land has become vast and thus becomming hard to keep track off to administer all land a new city might be useful.

> Arcadia
Mana slime development proves itself relatively fruitless, you can’t just make slime which works like that… nothing just comes out of nothing. A plantation is developped where basic prototypes are housed, but the slimes will still need 2 things to ‘work:

1. a source of food so they can multiply
2. a mana storage medium

While classically only aetherium or lapis would be good candidates, using the slimes as a liquid matrix for crystals could also allow for gems or amber+salt to be be used as a mana storage medium. Questions appear though, what consequences would the release of such organism have if they escaped into the wild?

> Union of the Astray
Your nation expands and the salt mines are built greatly increasing the saltiness of your nation. Also 2 count, studying Fey magic is pursuing magic not accademia.
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> Shadows
The Dragon cult finds a new home in your land settling north, they discover a new source of fossils to continue their path in meditation and Draconic ascenssion. A small plot of land becomes semi-autonomously governed by them.

Basic extraction of the useless stinky tar starts. At most it’s a fashin trend now used to make the people’s black fur shiny, another plate factory is built as of now not operational.

Enchanted phosphate works different than expected, a spell can’t be sustained forever, but as long as sunlife is shone on it. Phosphate while just a fertilizer seems to carry a spiritual connection to plants, thus just as they subsit ofp lant alone so can enchanted phosphate do so. As long as magic shines on them phospahte plates can produce weak magical effects of, but of any desired complexity.

> BFT
The old buildings of the Dragoncult same as their teachings were are repurposed, but an improvement to their techniques is made. And that is ‘burst ascenssion’. Instead of truly ascneding to wolves, bulk ascenssion allows one to briefly exude 10 times their cultivated wolf-ki at the cost of the transofrmation being temporary.

> Neo-Tarnish
The two temples are built and while not exactly converting the wolfkin from abroad they help stave off the encroachement of the Soulist faith from the Arcadian temple set up nearby.

Otherwise ever hungry for land an expanssion into the mountains follows. One can only hope it will bring many resources.
>>
With a new magic in place, the people have a safe outlet for their creative energies. Yuuka herself even uses it from time to time, to confirm that the wolfshift is indeed the right magic to pursue, so nobody will be trying to do dragonshifting. Still, one wonders where those dragonshifters went, they haven't heard anything from the golems, but they haven't found all their bodies yet so they could still be alive. Heck, survival is trivial for those magically inclined, being able to tear through beasts with ease, and being able to mold the earth makes creation of shelters much easier as well. But for now, we have the numbers and the military, and we will continue to grow.

Action 1: Build lumberjack and shipyard (factory) northeast of Hayashi Yamamoto. Make composite ships of normal wood and Iron Oak.
As the golems make more goods to trade downstream, the Iron Leaf Clan decides it's time to make those ships we promised. A purely Iron Oak design simply wont float, but if we use primarily normal wood and simply use the Iron Oak for the exterior hull and some high-strain pieces, it should be strong and able to float.

Action 2: Expand north.
Since it's gotten a bit cramped around Hayashi Yamamoto, people have decided to expand north, pushing our border and shortening the trek through untamed lands when trading up north. We'll have to make a city later, to administrate the region, but for now, the people will govern themselves, taming the lands.
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>>5314360
> the selected metals for the 2 mines are mercury and lithium
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>>5314360
Pop regain 21 turns.

1. Construct mines on the fossils and salt deposits.
2. Study the fossils.
As a small aside some of the mages decide to take the time to study the fossils using their magic to read the history of an object and non-magical practices.
>>
Tanuckers

the long project of rebuilting all the six collegium is finally completed with the last two remaining colleges. meanwhile in the north, the reincarnation of paipo is this close to jumping into the strange portal to meet the the divine who rules the island of aka before a voice rang inside is his head, that of the lector of collegium of the eyes who made a deal with his previous reincarnation. "did you forgot about someone hmmmm? surely there are better, more qualified group of academics more suited to solving your problem rather than some shady divines?"
1. build the last two collegium
2. hold a meeting to consult with all the six lectors of the collegium on how to obtain divine energy (edited)
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>>5314363

>Fluff - Shadow Enchant on the Oil/Gas
Shadow-magic has a strange reaction, or rather, a preference, to living matter. In the old world, living wood and well-preserved leather was the only material approaching the same enchantability as the more standard gold/gemstones, and that same interactivity has translated over to this new world, albeit not in exactly the same manner.
Coal, a similar substance, only releases it's magic upon combustion. It is theorized that, once enchanted, this black oil will have a similar, but more violent, release. Even simple, basic spells will be super-charged by the black tar, though losing some fine details in their explosion of magic.

>Action 1 - Build 2 coal mines
The strange Golems to the north, who tamed the wolfkin and speak of the stars above as if they were entirely new worlds, promise technology unlike anything the Do'la have seen. This 'electricity' that they speak of seems a pivotal technology, and so in preparation of it's use the shadowfolk need to dust off the old books and re-learn how to make it. For that, a fuel is needed, so these mines shall be step 1!

>Action 2 - Build Asbestos mine, build Achroma temple south/west to We'hida.
New materials to enchant are always wanted, and so it is with great excitement the Shamans order the strange substance known as Asbestos to be dug up from the earth. It's poisonous traits need careful management, of course, but the shadowfolk have worked with dangerous materials before!
Meanwhile, the arrival of a faction of bone-worshipping wolfkin alongside the hard-working miners of We'hida has not gone down well. Shadowfolk shamans begin the construction of a new temple, ostensibly for their own use, but certainly close enough for thewolfkin to see. Maybe they'll learn what a REAL, LIVING god looks like, instead of fussing with dead ones so much...
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>>5312890
Lyraran Union of Depau
stats:
Pop: 4 (+1 tarnish worker pop)
Tech: 5 (access to restoration mechanic)
Magic: 5
Wealth: 8
Diplo: 10* (diplo may be waning due to poor diplomacy)

Action 1:
Expand the reach of the nation further into the gulf (expand borders seaways westwards)
Action 2:
expand the territory on the northern island (expand borders)
:(
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>>5314360
Action 1: Expand once more

We are ever in need of land and resources


Action 2: Prospect the mountains once again

Unified theories of mineral deposition, scientific analysis of geological formations, half-baked predictions of planetary formation according to scrapped and reconstituted stellar theories

All are used in an effort to locate useful resources for the colony, to restore the nanofabricators to full operation.
>>
While a variety of issues were dealt with slowly but surely by the Union, the Fey of Cafoddwol worked on discovering what they could about the whirlpools once more. There was three key things wanted from their work. A method to replicate the power and devastation that such a whirlpool would be able to create. A method to shut it down temporarily or otherwise stop one of these magical whirlpools. And simply a greater understanding of the magics at play that allowed such large amounts of water to form into whirlpools so naturally. Of course this was all of interest to more than just the Fey, but they certainly were among those with the greatest interest in discovering more from the subject. Other than this, the nation would work once more on a program to ensure it's unity. That being Architecture. This was initially started by the Salivanids yet their knowledge on the subject would surprise even the most advanced nations as while their people were arguably the most primitive of them all, their architecture was honestly not far off from even modern methods, provided steel isn't used in the construction of course. Still, the various designs of the other nations architecture and their methods of construction would also be shared and preserved, but naturally those of the modern nations would be the most important and advanced. Yet even then the work by the Salivanids was not far off despite the major technological gap.


>Action One. Study the magic behind the whale made whirlpools and if there's a way to replicate it.

>Action Two. Architectural Knowledge Exchange.

Traeth - 10 influence, 15 happiness
Sokchon - 12 influence, 12 happiness (+2 if whirlpool, whale or Fey magic study counts as an academic pursuit, +4 if two, +6 if all three)
Termhelm - 10 influence, 10 happiness
Heidekerk - 9 influence, 10 happiness
Breksos - 10 influence, 12 happiness
Gradutz - 9 influence, 13 happiness
Metrin - 8 influence, 12 happiness (Same as Sokchon)

Pop: 8
Tech: 5
Magic: 5
Wealth: 7 (From my understanding the CoF have 14 wealth now. if true, this is their current stats)
Diplo: 3
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Fluff: What are dwarves anyways? Apparently some mountain dwellers of some sort? We are of the sea! Not the mountains, who came up with this terrible concept anyways?

1 action: Build Hardstone mine and Marketplace.
A mine to pull out general building materials, and a market place for ledger as to ensure it has a thriving economy.

1 action: Search for ore
Materials are needed, mainly iron. If there is none around then other action will need to be taken instead to potentially make use of current equipment.
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Having reached the deep trenches of the southern hydrothermal vents and still struggling with resources the Realm expanded along the deepest depths with its many trenches, cliffs and seamountains whilst constructing the City of "Haff Finsterberge",named for the despite the depth at times visible seamounts in the distance, like dark giants, to be granted to the House of Störte, a House already preferring to live and operate in the cold depths of the Oceans their architecture is rather sterile on the outside, utilizing metal almost exclusively with thousands of lights illuminating the area around the city. Part of it will be constructed into the cliff, allowing for more traditional central european hanseatic architecture of bricks and decor of mosaics, brick-decor banners and wall paintings and utilizing UV lighting and extensive greenery for some extra passive oxygen generation, though most will still come from algae farms and pumped into the city.

While this city will already be able to cut down travel time for workers of the local mine and Thermal Power plant the hopes are high that this rocky terrain soon grants more minerals to bring into the Realm.

#1: Found the city of Haff Finsterberge

#2: Expand along the depths
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>>5314360
These new resources are interesting, but little is known on how to utilize them. The Karnis had previously experimented with mercury, but little of those tests do we know.

1.
In our bio weapons lab, begin tests for the properties of lithium and mercury.

2.
Additional emerald plantations upon the emerald forests.
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> Black Forest
Your nations expands once more passing across the river and a port and shipyard are set up. You produce large amounts of youru nique ships creating them out of am ix of Iron and normal oak getting the best of both with a hard exterior, but a lighter interrior.

You boast a grand navy both ready for trade and naval combat.

> Arcadia
Mines are constructed.

Analyzing the fossils leads your archeologists to belive they come from right after a great extinction. Most fossils are creatures no bigger than mice, but looking exactly like dragons. Within a span of less than 2 million years the digestive system of the creatures and their apperance evolved greatly to become more practical life.

A reduction in magosynthetic compounds indicates a great collapse in presence of mabient mana in the world, leading to mass extinction and evolution of photosynthesis, chemosynthesis and more complex digestive system. Ironically it seams that the ‘alpha’ dragons of each of the 5 subtypes were what evolved into the mice because only the most powerful dragons had rudimentary digestive systems pre mana-collapse.

Your object reading magic helped you learn about the lifestyle of the creatures and about how they moved, as well as the process of fosilisation itself, revealing other fossil deposits from the same formation up-river.

> Tanuki
The last two Collegia are constructed, and with that the integration of the Collegiate is compelte. With more tanuki attending and the humans effectively extinct the Collegiate becomes part of the Tanuki nation, but with acceptance of their old foe as their own came a surge of applicants and with that the Collegiate roze to a major power within the fledgling Tanuki nation (semiautonomous region), giving you some boons, but making the opinion of the Collegiate somethign you need to respect unless you want your naiton to fall appart.

You gain a Nistillis hatchingground (golem laser-dragons) and a harstone mine supplying it as well as a city, which is the hub of the New Collegiate.

+1 pop

The collegiate says that there is many paths to divinity. One is divine cultivation, small amounts of divinity can be cultivated within mortals with sufficient amounts of effort, but few cultivators would be willing to just give up the fruit of their labour... though if compensated enough. (you can create a “Divine mana” factory which requires 2 pop to run, and you also need to ship 1 gems or 1 gold to Paleuimatsu to keep it going.)

Another potential soruce of divinity is adivine beign of course, it does not need to be dead if you want to sustain a constant flow of resources best would be harvesting blood. Lastly we think fossil deposits in this world contain residual amounts of divine energy akin to your portal.
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> Frakt
Oil/Gas indeed work like said exactly same as coal, but the rection is more violent.

3 mines and a temple are built.

> Depau
The Dragons expand, I will give you a 3rd expanssion in the sea because you’d have a 3rd make-up action this turn.

> Neo Tarnish
You expand and you prospect.

With the expanssions you gain your first direct border with the Wolfkin which is sure to stimulate migration and cultural expange. You get +1 pop.

You find phosphate, asbstos and iron.

> Pirate
Studyign the knwolege of the whale magic shows you that you either need to start from scratch and invesnt ‘swirl magic’ or the magic to create a swirl-vortex and strangthen it by continously adding energy to it… or a mroe primitive method. Harvest enough whale corpses and brute-force copying their magic by pumping magic into it.

Either way this is large scale weather manipulating magic, a great boon to have especially if you wish to dominate the seas and skies.

With architecture shared many tricks and secrets are exchanged, minor details which were considered insignifficant to one greatly advance the other leading to a boon in construction.
Next turn only you can make 3 buildings with 1 action.

> Deseptracons
4 mines are built, 3 exploiting oil and gas and one exploiting salt, letting your nation evolve into a true oil barony.

> Sealand
Buildings built.

You find Coal, Fossils and a strage Pink Crystal. (yes it’s Pinktonite)
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> Deep Realm
Haff Finsterberge is created a grand dome much, much deeper than Fathomhold, while originally granted to House Störte merely as an outpost to allow for easier mining and power generation access, going down to the thermal vents is truly fascinating.

Less reminiscent of thermal vents in the old world they seem more like deepsea coral reefs and expanding along them shows it’s not mere coincidence. This must be the work of ‘magic’. The biologists are certainly having a field day analyzing the various species of sea dragon one particularly catches their mind: Dubbed the Saint’s Dragon it is an odd creature, clearly a fish, but it’s apperance is that of a praying woman and it gives off a feing yellowish glow. Sailors following them seem to have always been lead to small piles of valuable trinkets like pears, gems, or really pretty floer-like polyps.

> Cravers
2 more plantations of Organic emeralds is built, making sure your nations is provided with many of said unique bioanorganic resource… but with that also all deposits of natural appearing Organic Emeralds are used up.

Lithium is rather unremarkable in it’s compounds… it’s basically tablesalt, but brought into metallic form it reacts violently with water and can also find wideranging applications as a basic regent in chemical procedures. It’s hard to think what one could do with this, explosives? stronger explosive with the phosphorus?

The mercury is mostly found to be a highly potent poison one we can;t really imagine incorporating into a bilogical organism, but it is found it reacts with nearly every other metal which means if we develop our anorganic technolgoy a bit or maybe psyonics we could use it to combat the metal birds of the enemy.
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>>5318430
Action 1 and 2: Expand

The colony undergoes another period of rapid expansion, achieving at last contiguous borders and dominance over the lake at its heart.

From this new position of centralised strength only great things can lie in the future as countless wolfkin spread to every corner of the nation.

Pop: 3
Tech: 16
Magic: 0
Wealth: 12
Diplo: 5
>>
The new ships sail up and down the river, they're small but robust little things. The hard shell and softer interior inspires the new name for it: Kani Boats, Kani meaning Crab, who have a hard exoskeleton but is soft inside, having no endoskeleton. The boats are quite small, hence they're not called ships. The ships allow great quantities of plutonium to be brought up and down the river, rather than hauling it through the mountains. Yuuka meanwhile oversees the Wolf University once more, it doesn't have the explosive growth it used to have, due to scholars distancing themselves from the Dragonbone, we'll have to find a way to make the wolf spirits consume the Dragonbone, absorb their power but not turn into dragons. But that's for later, we still got things to do.

Action 1: Develop Earth Golem Bodies for Ancestral Guardians and Ghost Warriors to inhabit.
While the bodied mages play around with Wolfshifting, the unbodied start to experiment with using earth magic to make a body for themselves to inhabit. No longer will we rely on the scarce remaining Arcadian golems from ages past, we shall make our own from the very earth beneath our feet. Mud golems are the first attempt, they are dirt cheap... literally, but also weak and sluggish, and requires watering to keep from crumbling, but watering also washes away material, so they require constant attention. Clay golems retain the moisture better, boasts more durability, and is still cheap enough for a Ghost Warrior on a budget, however... Pottery golems are the favourite of Ghost Warriors, the hollowed body lets them retain more of the agility of life, well worth the fragility and lesser strength, though it is also much more work to produce, as each piece is fired like a pot, and if they are dissatisfied with it's shape or it breaks, a whole new replacement for that part has to be made. So it is high maintenance in exchange for it's high performance. There is also stone bodies, which boast immense strength and durability, though it is difficult for a Ghost Warrior to animate a body of such mass, an Ancestral Guardian however, those take quite a liking to stone bodies, but also expect them to be engraved and decorated in accordance to their greatness. We'll need a golem factory to make stone bodies that satisfy the Ancestral Guardians, and a quarry.

Action 2: Establish city of Wangetsu Okawa on the opposite side of the great river from Hayashi Yamamoto.
The shipbuilders up north gather quite the wealth, building some fancy homes, and where there's money, there's opportunity. Many of the settlers north past the river make a business selling food, furs and crafts to those shipbuilders, and in turn, each other. A city springs forth, named after the great crescent river, Wangetsu Okawa. Yuuka also has whitehairs sent to oversee these people, and also some soldiers to enforce the Black Forest law in the forest to the north.
>>
>>5318426
Pop regain 20 turns.

1. Learn Chemistry from the the Neo-Tarnish school.
With the students still over learning in the Neo-Tarnish lands about the sciences and the Mana Algae slime reducing the need for certain materials down to other materials a certain question comes to the mages: Why? If that question can be answered then it may be possible to find more easily acquired materials or to even fabricate materials for future needs. As such some students begin to focus their studies on the knowledge of chemistry and atomic theory to better understand the materials that make up with world.

2. Research Transmutation Magic
From that study those mages will delve into a new magic; one left incomplete in the old world but the basic knowledge revamped and reused. With the knowledge of scientific elements, molecules, and magical elements the mages of all the physical and energy disciplines of magic will come together to improve the magics to manipulate matter and energy into a refined version that would allow the user to separate and reconfigure the base elements into new molecules or refined into pure elemental product.
>>
Fluff: Well... nothing found as of yet. The stone is good for building sturdier structures at the very least and the marketplace is bustling. However.. what is really needed is iron... or even copper at this point! The Amber has been a.. miraculous find, although at this point the only conductive metal for it is gold and that’s for trade and currency! So all that’s left.. is to keep searching as annoying as it is. However, this has been great for increasing population size. No war, no active terrors threatening the nation... just a treasure hunt for basic resources.

1 action: Expand once more along the coast line
May as well have a place to do trade and re-supply! Perhaps it will also yield more interesting finds as Elves have always done better when the clear waters and skies were involved.

1 action: Mines for. pinktonite and fossils
A look at the history of this world and an odd glowing crystal... where as one has valuable knowledge as to what existed here before us.. and what may still exist, the other is a fascinating stone with unknown properties. It should be handled with care.
>>
Action 1:
Scout for resources on the northern island
Action 2:
Expand on the mainland near the coasts

More time will be put into diplos.
>>
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>>5318430

While the expansion into mining area's was fairly simple, there were still plenty of people who wished to move into lands to the south. Naturally, the people of Gradŭtzhelyazoto and Metrin Kalan being closest to the south were the ones to expand the furthest, though the Fey would lay claim to the small portion of unclaimed land between the coal and phosphate mines and through use of their influence and numbers Haeran'Yi would manage to get an enclave near Metrin Kalan territory. Heidekerk, mainly due to their small population, and Termhelm and Traethllwyd due to their position would find themselves unable to gain more land, but this was fine, at least in terms of ensuring things remained mostly stable. Still, it cemented the main power players in the Union, though given the importance of Traethllwyd and their exploratory nature chances were they would regain their influence sooner rather than later. Still, as this went on, the new lands claimed by the Virm, Drakon and Balaur of Gradŭtzhelyazoto quickly went to work on industrializing the area, with 20th century coal power being utilized and a temple complex of four churches, one to one of the four Aspekti na bozhestvenostta that they believed in. Despite the peacefulness that existed, for now, there was some concerns. Mainly related to expansion. The bureaucratic nightmare of expansion was making something that should be quite quick a crawl and a mess with the politics of the Union. Something needed to be done in the future given how little land was left to develop in some area's, but this would be something to challenge in the future...

>Action One. Expansion.

>Action Two. Build a temple near Grad, build a coal power plant near Grad, build a port near Heidekerk aan Zee.

(Also given I have coal and Iron, the steel mill should be working.)

Traeth - 8 influence, 14 happiness
Sokchon - 14 influence, 16 happiness
Termhelm - 8 influence, 9 happiness
Heidekerk - 7 influence, 9 happiness
Breksos - 12 influence, 12 happiness
Gradutz - 13 influence, 13 happiness
Metrin - 16 influence, 16 happiness

Pop: 10
Tech: 4
Magic: 6
Wealth: 6 (From my understanding the CoF have 14 wealth now. if true, this is their current stats)
Diplo: 8
>>
> Mygros
The Mygrian Assembly's turn and stats.

Stats:
Pop: 9
Tech: 6
Magic: 10
Wealth: 14
Diplo: 20

Specializations
Tech - The minotaurs were capable of using mundane methods to get a better yield from their crops than what was the norm.
Magic - The minotaurs has access to earth magic that was capable of terraforming “waste land” tiles to a more bountiful and temperate environment, and being able to mold the very earth into all shapes and structures.
unique buildings - The Durralatgjal dock is capable of housing all sorts of ships no matter the size with the capability to repair them.
unique produced goods - A rare plant that was found north of the city that had various psychedelic properties.

Actions:

1st action: [expansion] The Dwarve's city borders will expand the claim the Phosphate deposit.

Using the woodlands as a source of timber and imported Dwarves who wish to venture to new lands an outpost is established near the area of the phosphate deposit, in order to have better administrative control over the area and explore the east cheaper and easier.

2nd action: [cultural] The Oni host a festival and invite everyone to join.

The Oni that lead their city start organizing a festival and send out emissaries to collect all sorts of foods and alcohol from the known cities while taking the opportunity to invite other members from the other cities to come for the opportunity to mingle with people from the other cities and enjoy the free drinks.
>>
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Phase 2 of the southern expansion will start, the border expansion is going to evened out as we begin prospecting for Iron and Nuclear Materials needed to finally begin production of Weapons, Gear, Vehicles and Submarines so we finally can rearm properly.

Despite not yet being there the Houses are already instructed to conduct small exercises in the shallows and utilize the space created for the testing of land based Weapons and Vehicles by the Amphibious Arms compound in preparation for when when our forces will be expanded in earnest and will require instructors.

Action 1: Prospect in the trench for Minerals with a focus on Iron, Nuclear Materials and other Minerals with a primarily military application.

Action 2: Expand Borders further to fill the gaps created by the last expansion.
>>
>>5318430


>Action 1 - Expand to the north, drawing closer to the strangers there.

>Action 2 - Prospect the claimed tiles.
>>
> Neo-Tarnish Colony
Empowered by their slightly grown poppulation the fledgling wokflik nation craves land expanding at a… comparably fast pace.

> BFK
Having begun to cultivate the stone spirits of the wolf the Wolfkin combine the new art with the old delving in the earth magic of the wolf and the soul magic of the old world. By tempering the stone and mud the first golems are created and interesting quirk is found tho.

Those dead who practiced the path of the wolf can streangthen their bodies from within akin to their lycanthroppic transformation. For now those elders are known as the “Terakotta Warriors”

A new city is built, with that the Wolfkin nation grows in centralisation and reach you gain 1 wealth and 1 culture.

> Arcadia
Chemistry opens to you a whole new world of knowledge. Alcehmistry taught one how to combien aspects of certain materials possibly enhancing one another. Chemistry teaches us how to create seemingly unrelated and new effects… I mean those madmen seem capable of making mundane salt into a toxic green gas and into exploding metal! Ridiculous.

Transmutation magic is improved allowing you to run 2 transmutation operations per 1 pop dedicated to factory.

> Sealand
You expand and build mines, nothing fancy.

The pinktonite becomes an interesting novelty item for bored elves to try leading to homosexuality becomming a poppular subculture in many elven cities.

> Depaun
You expand south and in the north the dragons dig deep into the land to see what lays beneeth and find deposits of Iron, Hardstone and Salt. Common goods but important for building a backbone of a strong nation.

> Union of the Astray
The steel mill is finally operational helping to initiate mass production of everyday steel goods such as spoons, forks, knives and for architecture.

Your nation expands creating some odd exclaves in the process, with Matrin Kalan being the big winner this time…. with Metrin Kalan, Gradutz and Breksos both teetering at the edge of rebellion.

Temple, Powerplant and port are built
>>
> Mygros
The Dwarves expand on mass, getting a colony on the main capital island now home to all 4 races. Leaving the Oni bit anxious about their few holdings, but it is not time to complain it is time to celebrate.

A great celebration is held and the Oni hotsprings are going full force! The full extent of the action will be detailed next turn.

> Shadows
You expand north and your borders meet. Now you border both wolfkin nations and have wolfkin ecpats in your nation. It’s all wolfkin all the way down. The new lands at least contain soem useful stuff posessing a deposit of coal and two deposits of sulphur.

In other news, Aetia has made landfall again. Well explained in discord.

> Deep Realm
Your next step in expanding continues and your nation, but sadly your expanssion speed was insufficient to settle all desired land in one go. Your exploration submarines do luckily enough manage to find deposits of interesting material.

One of it is Amber, while not terribly useful it is pretty and useful for trade, you also find deep-sea deposits of lapis-lazuli indicating that likely this now deep trench used to once be on the surface and lastly some good old coal. The lapiz lazuli though seems to be… how to say it ‘highly energetic’.

Some of the houses wish for another great expedition like on day 1 of visiting this world where the first uranium deposit was found, but it is understood this is risky. (instead of prospecting your land you can look for a speciffic resource, but it will be a random distance away from you and the action may fail)


> Tanuki
Update will come later, but feel free to also post actions for next turn already.
>>
>>5323576
Ah bugger I missed.

1.

Study the humans to the north, trying to guage their advanced technology, perhaps we can mimic what we can not learn. Their secrets of "electricity" perhaps?

2.
See if a mixture of acid dissolved lithium and other viscera has any effect upon Cravers, including those with psionics.

3.
For now, mercury shall be stored in bone Vats and stomach sacks in our bioweapons lab, until a greater use is found. The Flesh Priests are certain however -if the Karnis could make use of it, so can we.
>>
>>5323576
Action 1 and 2: Buildings

The unstoppable march of progress

Construct a phosphate mine and connect it to a new fertiliser factory and connect that to a new hydroponics farm.

After that, construct an iron mine.

Like a lotus unfurling construction vehicles release their spinnerets and begin assembling the groundwork for a new segment of the nation’s critical infrastructure, an agriplex suitable to feed hungry mouths enough that every wolfkin could have five kids, or more.

The neo-tarnish empire dominates both sides of the lake now, assimilating more iron to forge into suitable metals. The march of progress cannot be stopped, cannot be stalled, cannot be slowed.
>>
>>5323576
Pop regain 19 turns.

1. Expand south along the coast.
With the recent discoveries more land will be needed to construct new factories. While some may point out that there is the recently claimed it is decided that the island should be used for something else.
2. Construct a coal mine and a diamond factory.
With the knowledge of chemistry and transmutation at our fingers the coal mine will finally be built and connected to a new diamond factory where mages will transmute the coal into diamonds. This will be upgraded when batteries are available to be automated; but for now a hands on approach is needed.
>>
Fluff: No harm in new subcultures, just means more things to market and a wider number of things to enjoy in a long long life. And for once upon arriving here, magic is going to be worked upon as just expanding and building doesn’t make for a well rounded nation

1 action: Anti-magic strength enhancement
It’s already quite powerful, and shutting down a person from being able to connect to magic for a week is quite strong. But what if they had to go two weeks without magic?

1 action: Prospect the land
Earth mages to pull out more spires of land to see if it contains anything of value!
>>
The Black Forest
Pop: 14
Tech: 5
Magic: 4
Wealth: 3 (2 on turn 13, +1 due to growing centralisation)
Diplo: 11 (10 on turn 13, +1 due to growing centralisation)

Golems roam the streets, mostly soft clay, as it's much less strain than going full spirit. Some high status ones have replaced parts of their bodies with Terakotta, but full-Terakotta Warriors are rare, due to the amount of work needed to produce and maintain them. Though, if a dedicated golem factory was made, that might very well change.

Action 1: Develop Conclave Oakenclad.
The wolfshifting and golem crafting gives the druids of the Conclave an idea. They want the power of a golem yet to personally control it, like a part of their body. Thus they create Oakenclad, a sort of living wood golem, but one a druid will wear. It both gives the druid a thick suit of armour to protect them, as well as giving them tremendous strength, but this comes at the cost of speed, not only because of the sheer heft that needs to be moved, but also because trees aren't naturally speedy things. This can be countered by the druid working their magic on the wood, they can even heal damage in the middle of combat, though doing this will drain the Oakenclad's vitality. The vitality of the Oakenclad is much like a battery, limiting high performance output to a couple hours, even for an experienced druid. Fortunately, the Oakenclad can revitalise practically anywhere, merely needing somewhere with soil, water and sunlight, and a full charge can be done in mere weeks. The Oakenclad itself is mainly docile, but can be herded by a druid, which is handy for transportations, as you'd want to have spares to hop into as an Oakenclad's vitality starts to fade.

Action 2: Build forts along the border with the shadows.
The Wolfkin at Hayashi Yamamoto has noticed something skulking around on our southern border. The whitehairs decide to start fortifying, so we can counteract their movement. Not only do they prowl our forests, but they also prowl the mountains. These creatures of darkness may be agents of destruction, so we must be prepared. Two forts are built, one in the forest and one in the mountains. The forest one is the largest, but also the hardest to spot, due to Conclave magic and camouflage. It should be able to hold off a full blown invasion long enough for the army to be raised and sallied forth to reinforce. The mountain fort is much smaller and in plain view, which makes people see it as a glorified speed bump. Thus the garrison consists mainly of low rank and unpopular warriors, a dead-end assignment with little potential for advancement. Because of this the mountain fort quickly becomes infested with crime, with warriors going to local villages to just take whatever they want, even cutting down and enslaving fellow Wolfkin, and the Black Forest puts up with it, because they will be the first to die should the Shadows attack from the mountain.
>>
>>5323937
>>5323581
Fuck it, reposting
Ah bugger I missed.

1.

Study the humans to the north, trying to guage their advanced technology, perhaps we can mimic what we can not learn. Their secrets of "electricity" perhaps?

2.
See if a mixture of acid dissolved lithium and other viscera has any effect upon Cravers, including those with psionics.

3.
For now, mercury shall be stored in bone Vats and stomach sacks in our bioweapons lab, until a greater use is found. The Flesh Priests are certain however -if the Karnis could make use of it, so can we.
>>
>>5323576
The mayor of River Reed handles his magic seeds as news of salt flows in from the colony in the far north.
In recent decades the political situation has grown complicated. New factions gave arisen based around such things as the power center of the mithril mines, fishing, foreign tarnish labourers, major land holders in the city and along the religious tensions between moderates, hardline obadinians and the controversial fayites. Not even the temple guard, whose expansion was retarded by the failure of the fayite inquisition can any longer maintain a centralized depau. Now militias have formed. Guarding local interests. This new northern city complicates things further, as not being tied down by the stagnant situation at home it could soon supplant the capitol’s position and thus the eminence of the mayor.
Thus he wills that these seeds of power be planted soon. Not at home however… too dangerous would that be instead they shall be planted in the mysterious eastern continent. In a small colony to be founded by fayites, close allies of the mayor…
Action 1:
Found a colony on the eastern continent (colonize land) on the peninsula south of the great whirlpool between the northern and southern city.
Action 2:
A port is built for the colony. Alongside this the salt deposits in the far north are exploited (create salt mine on northern island)
>>
>>5323576

While things in the Union had their issues, the Children of Fanw were content to stay out of the more heated debates and just keep their heads down while doing what they desired most. And to Clan Llewelyn that was further exploration. Specifically that to the west. While their hope port city of Traethllwyd was locked away quite a bit from expanding further south without traveling via sea, there was a good possibility that somewhere else was a land fully separate from the island or however large the landmass they found themselves on initially. Or at least far enough across modest non whirlpool filled waters that it'd be suitable for colonization. The hope was that a land could be discovered and, later claimed by the Children of Fanw. Not only would this place be a good base to keep save should things heat up in the Union and tensions reached a boiling point, but it also would serve as a good place to continue colonization. After all, the people of Traethllwyd were colonists originally from Llychlyn. This was no different, was it not?

Meanwhile, the Katzarin of Heidekerk worked away at trying to ensure that everyone had electricity. The easiest to manage with regards to this was simply those of Gradŭtzhelyazoto as they already had electricity infrastructure in place. All that was needed was to modernize it a bit. Traethllwyd was a bit harder, as electric infrastructure was limited, but it was important none the less. The places where this was hardest were those of the more primitive nations. Of course, the Salivanids would be prioritized, given the cold area's were not good for them, but otherwise they would serve to be a fairly sizable load on the electric grid given the heating they required. The other cities had their own issues, but the hardest among them were the homes of the Fey, simply because of the fact that their homes were so small that wiring was...difficult. Even with smaller wires made for the low voltage and amperage required for them. Still, ideally all the various cities would have at least the most basic electric infrastructure by the end of their work.

>Action One. Explore to the west

>Action Two. Electricity advancements.


Traeth - 8 influence, 16 happiness
Sokchon - 14 influence, 16 happiness
Termhelm - 8 influence, 9 happiness
Heidekerk - 7 influence, 9 happiness (11 happiness if Electricity is considered technological progress)
Breksos - 12 influence, 12 happiness
Gradutz - 13 influence, 13 happiness
Metrin - 16 influence, 16 happiness

Pop: 10
Tech: 4
Magic: 6
Wealth: 6 (From my understanding the CoF have 14 wealth now. if true, this is their current stats)
Diplo: 8
>>
>Boring turn sorry not sorry

>Expand 4 hexes east

>Prospect 3 of them.
>>
>>5323576
The mayor of River Reed handles his magic seeds as news of salt flows in from the colony in the far north.
In recent decades the political situation has grown complicated. New factions gave arisen based around such things as the power center of the mithril mines, fishing, foreign tarnish labourers, major land holders in the city and along the religious tensions between moderates, hardline obadinians and the controversial fayites. Not even the temple guard, whose expansion was retarded by the failure of the fayite inquisition can any longer maintain a centralized depau. Now militias have formed. Guarding local interests. This new northern city complicates things further, as not being tied down by the stagnant situation at home it could soon supplant the capitol’s position and thus the eminence of the mayor.
Thus he wills that these seeds of power be planted soon. Not at home however… too dangerous would that be instead they shall be planted in the mysterious eastern continent. In a small colony to be founded by fayites, close allies of the mayor…
Action 1:
Found a colony on the eastern continent (colonize land) on the peninsula south of the great whirlpool between the northern and southern city.
Action 2:
A port is built for the colony. Alongside this the salt deposits in the far north are exploited (create salt mine on northern island)
>>
> Depaun
An intermediate colony is established and a salt mine established allowing to now transport the salt and salted fish back to your capital. Your strangelhold over the intercontinental sea only grows.

> Shadows
You expand and prospect…

You find Iron, Sulphur and Hardstone. With sulphur found, it might open up a path towards firearms.

> Union of the Astray
Exploratory vessels are sent westward. With the east blocked, the west is the only place you can go and trough your exploration you encounter 2 peoples. One are Dragon-folk ones with glistening glowing skin they seem to be semiaquatic capable of living under water alongside them live some darkskinend humans made to work in the salt mines, some kind of drug is poppualr among them. The Llychlydyn would recognize these curious people.

Going further west you encounter more reptillians. Going past the site of a giant turtle beaching atre Turtlefolk, they seem to be a colony of a nation further away, it seems many races from your union know of beings akin to those… either way weird how many reptillians there are across the sea.

(electricity will not be considered tech progress, more like the more technologically behind nations catching up)
Among the more primitive nations the first electrical grids are set up rising the local standards of living and making many of the lower class in the more magically focused seeing an opportunity to rise trough the ranks with the spread of technology causing potential future cultural changes.

(Breksos, Termhelm and Sokchon will loose 1 happiness next turn)
>>
> Cravers
You have little problems grasping electricity, afterall there are those fancy eels which can shoot it out. With a bit of work you can build it into it, what you don’t understand is how many the silly shiny sparkles flow trough metal wires makes giant floating metal dragons… many among your kin think it might be the blessing of the God of the Humans known as Jesus. Allowing one to animate metal to life with electricity.

Adding lithium to salt makes it react like with water, even stronger. It explodes making a substance which is not very different to table salt… and a gas which also explodes. Man that’s a lot of explosions. The mixture if you get it right, not too acidic not too basic seems to have a calming effect on cravers, that does seem to help psyonicists controll their psyonic arts better.

Storing Quicksilver in the bones works relatively well, but the bones seem to turn blackish over time… thestomach sacks however… they turn white and fall appart and die. The substance seems to not be well absorbed by rganic life, but if you manage to get it absorbed it becomes one of the nastiest poisons in existance.

> Black Forest Kingdom
A new faction in the Conclave is created combining magic of the Wolfkin and Druids, the Oakenclad become tough soldiers slow unstoppable tanks which can easily move trough the trees a fortress of wood and the scarriest part? While in a forrest they are also extremely stealthy.

Forts along the border with the shadows are built, equipped with cnnection to the conclave and staffed both by Earth mages, Oakenclad and standard wolfkin they are sure to become a stiff barrier against future infiltration and invassion.

> Sea Elves
Antimagic is streangthened. It’s use seems complicated in this world where magic seeps out of the ground itself, but an interesting discovery is made by expandign the antimagic shield the local life seems to become extremely disoriented and panicky.

You find: Fossils, Coal and Iron

> Arcadia
A coal mine and diamond factory are constructed. Combining basic chemistry with advanced alchemy makes creating diamonds not easy… but possible. As such synthetic diamonds are created,mostly tiny ones and not very pretty, but they can be used in industry to focus light or in equipment for cutting stuff, grinding etc.

> Neo-Tarnish
Your food production is now at 12 you produce way more food than needed and whiel the wolfkin are growing obese still much of the food is going to waste. It might be a wise idea to trade some off to foreign nations. Though I guess if you wish you could invest it in urbanization though another city might be needed to expand the metropolitcan area. (you can declare orban tiles for free 0.5 upkeep per tile). The iron mine of course is also constructed.
>>
> Tanuki
The Hatching Bay is established, a small civilisation of turtles rises the shadows leave after teaching them the basics and all that remain are the turtlekin their brains and souls empty beyond their love of their mother Aetia. You can accept them as citizens of your nation gaining +1 pop, or potentially find another use for them.

The divine Mana Factory rizes and your one amber deposit is tied up being given as sacrifice to the Godflesh Collegiate… it’s less than they expected, but for now shall accept it. 2 of your pop is also tied up in the factory now time to get some use out of the divine mana, maybe some grand permanent ilussion?

Researching the scale gives it two potential uses, aybe it could be grinded up and used as fertilizer of that sickly World Tree sapling we have recieved? If Aka twisted it as punishment for insufficient sacrifice his pure mana could cure it too. Another option would be giving it to the Collegiate who could develop a school of the “Godscale”, this could be useful afterall the divine essence of Aka is very compatible with tanuki ilussion magic.

The attack on Aka island action is refunded because you solved it trough diplo so you got an extra action next turn.
>>
>>5333074
Action 1: Expand

The flurry of expansion comes with a need for more expansion to properly maintain cohesion among the new residents, the food surplus crisis becomes notable for being able to feed a nation many times the size of our own.

Action 2: A new city

The city of Rokotopia is constructed by the lake, one made in the beloved idols image it is an overstimulating nonsense mess only for the most truly devoted wolfkin Rokomaniacs, also functioning as a containment zone for the most truly devoted Rokomaniacs.

Despite this the city is productive still, some of the most obsessed fans work the hardest at other jobs and have a variety of skills obtained from RL streams and virtua-training.

City in green, urbanise all tiles in yellow
>>
>>5333074
Pop regain 18 turns.

Free Expansion: Into the continent.
1. Construct mana battery factories and a mine on the situational metals.
With the new synthetic diamond gemstones in production the final component for the mana batteries are completed. The gems will be combined with the mana algae product to turn into mana batteries.
2. Research mana circuits using silver or copper.
While gold has not yet shown itself to be present in our lands, yet, we have found other metals with the same properties chemically. Silver and copper will be tested for the same ability to transfer mana, possibly less efficiently, but with a replacement we can move forward with other plans.
>>
>>5333073

With the electric grid set up, there was a lot more comfort in most societies that once lacked them. However while much was done of this, there was still much to be done as some weren't a fan of the opportunities that the new electricity granted to those below. Of course, Sokchon was unique in that just about everyone was happy for the change except those in charge, while Termhelm had issues with wires above ground that disrupted their ability to fly off, something that made it more divisive. Ironically, the biggest issue for the Fairies and Chauns of Breksos and Cafoddwol was simply the fact that the wires caused a spike in storm fairies due to the natural and high level of electricity around their capital. While on the surface this wasn't a bad thing, it disrupted a balance in the general population with regards to the numbers that the Fey had, and naturally for them to get stronger, things that were electrical in nature were kept by them, which just lead to greater need for power and a greater expansion in their numbers. These storm fey were surprisingly fond of technology, unlike the rest of the fey. And slowly a unique district of Cafoddwol slowly got formed thanks to them. After a while, the ritual to create more fey was moved away from the city to stop this...

As this went on, further prospecting would be done outside the lands of the Union in the efforts to find more resources to kick start more delicate industry. Things like copper were quite important as otherwise gold would need to be used for further electrical components. Further copper was favored for the bottoms of wooden ships that the Children of Fanw used. Still, all of this aside, given the fact more or less everyone had power, a initiative by Heidekerk would go underway to better understand the genetic code of those around them and their own. Along with potential ways to manipulate it. Due to the fact this initial stage mostly was examining the samples, now that the city had power this would be easy. The latter part, of actually manipulating genetics, would be a bit harder, but still doable with some substitutions of materials. Meanwhile the Rimewall Warriors and Explorers along with the Firebrand warriors would manage to actually expand a bit. This was more due to a few gifts that allowed the expansion by some invested in their work than any increase in business for either, but it was still quite useful. Lastly, the new Stormfey would actually work upon their own magic, little known as it was. The few noble and singular queen fairy they had so far would work hard on discovering how to utilize their inherent powers...Perhaps they could be the key to a certain problem the Union has been having for some time?


>Action One. Prospecting.

>Action Two. Heidekerk Genetic Research.

>Action Three. RWWAE and FW expansion.

>Action Four. 'Seastorm magic'
>>
Traeth - 8 influence, 16 happiness
Sokchon - 14 influence, 15 happiness (17 if research into seastorm magic or genetic research counts as scholarly 19 if both do)
Termhelm - 8 influence, 8 happiness
Heidekerk - 7 influence, 11 happiness
Breksos - 12 influence, 15 happiness
Gradutz - 13 influence, 13 happiness
Metrin - 16 influence, 16 happiness (Same as Sokchon)

Pop: 10
Tech: 4
Magic: 6
Wealth: 6 (From my understanding the CoF have 14 wealth now. if true, this is their current stats)
Diplo: 8
>>
>>5333074
>Cravers
1.
An old tech from sigod, adding iron to bone, suspending construction of mote Chern'bolg for the time being, a strange construction takes place at the Shroomish'alat. A large belly swamp, filled with eels, white bone pylons stretching into the sky. Tonight, arcs of electricity dance across the bone metal.

2.
It is hoped that with these new modifications, along with the handy emeralds, liquid mercury could be contained for many tyrns, in a Cravic vessel. A sealed iron bone spongey honeycomb like cauldron, the holes in the inner pocket lined with emeralds, and patchwork with - strangely enough, Kahro shell collections, hopefully the necrotic material will prove unresponsive to the metal. Soon we will see how the liquid metal reacts to this new... "electrical current".
>>
The Second Age of Exile:
Queen Yuuka has gotten wrinkles in recent years, a clear sign that her regeneration has failed, she will now suffer from accelerated aging. Her joints are finally starting to feel the pain of her gigantism, as the chronic strain injuries can no longer be regenerated away. The druids of the Conclave of Life have investigated and report that instead of 30 years of life remaining, she might not even have 10, because of the burden of gigantism. Yuuka is saddened by these news, but still puts on a smile, since 100 years is still a long lifespan, and she's done so much. Still, she's not going to laze around in her final years, she'll do her job, bring prosperity to the Black Forest.

Yuuka launches a massive expansion effort, to the lake up north, into the mountains to contest the Shadows, into the waters, and even has the Conclave of Life make a colony down south, so they're no longer landlocked. It'll take time for these expansions to bear fruit, she has planted trees under whose shade she will never sit, and she's fine with that.

Action 1: Develop Iron Oak Kite Shields.
The Iron Leaf Clan starts experimenting with Iron Oak shields, figuring out ways of shaping the hard wood, many times involving the use of druidic magic. When they finally manage to make the Iron Oak take the desired shape, they find the shields either don't cover the user's legs, or it becomes too heavy, a problem caused by the circular hoplon-like design. So, the Iron Leaf Clan starts to develop a range of kite shields, ranging from small heater-like shields, to full on kite shields almost as large as the wielder. The teardrop shape is much more in line with the shape of the user, thus eliminating about half the weight while covering about as much.

Action 2: Create Clay Golem Factory south of Hayashi Yamamoto and create Oak Golem Factory southeast of New Eden.
As demand increases of the Terakotta Golems and the Oakenclad, factories arise to produce them. The Clay Golem Factory is made along the river south of Hayashi Yamamoto, the ready access to clay and water makes it excellent for creating the many spare parts needed for maintaining a vast array of Terakotta Golems. Similarly the druids of the Conclave need more than one Oakenclad because of how fast they drain their vitality starting out, and so they need spares to jump into when one becomes exhausted. However, the craftsmen are already planning bigger projects, it is no coincidence that the golem factories are positioned adjacent to a stone deposit and an Iron Oak forest.
>>
Fluff: There!! Iron! Finally found! To be dug out of the ground right away and connected to the forge unused!

1 action: Iron mine
Weapons, tools, and everything else needed for a thriving society. The little resources that could be spared from containing the Contaminated Atherium shall now be plentiful!

1 action: City Construction
And with tools once more, a city to be built upon the river far west. Not so much for trade but for a tourist destination to view the beautiful coral reefs and lovely sea grass that lines the coast. And soon, the nation of Sealand shall be something of beauty and plenty in this world, and perhaps.. a force to be reckoned with as in the old, of course for entirely defensive purposes.
>>
>accept turtle babies as citizens
1. Research spell: Shrouds of Secrets ™
2. Have the collegium develop godscales using the scales of aka
3. (refunded action) prospect resource within tanuki land (minerals, livestock etc)
4. expansion

After solving the divine mana issue, the reincarnation of paipo returned from the island of aka and retired to a quit villa on the coast of Sado, where he passed away peacefully and a new reincarnation was born bearing the sign of Shuringan, the divine illusion. Shuringan spend his youth observing the mist that hides sado from its surrounding and further improved its usage. now the mist can be cast using a ritual to target a one hex tile outside of the tanuki border, surrounding it with a mist that temporarily (2 turn) hides everything inside from the outside world whether it is by magical, divine or other means while also enhancing the strength of illusion magic cast within the tile as a side effect. the drawback is that unless a highly skilled illusion mages (archmage tier) is present it requires one turn action to set up the ritual spotting and mapping the exact location of the target. meanwhile the collegium is researching the scales of aka, seemingly very excited about the prospect of creating another godflesh school though it is unknown what exactly the characteristic of the new school will be. (edited)

1
[19:55]
>>
I am le banned
>>5333073
Expansions:
The northern island attracts settlers due to its apparent mineral riches
2 expansions northern island
1 expansion fertile gulf
Action 1:
The seaborn shipyards fall into disuse. This is because the threat of mainlander raids is no longer taken seriously.
Build 1 shipyard on the mainland continent
Build 1 new fishery
Action 2:
The time is nigh. One of the divine seeds is planted on the mayoral territory on the eastern continent.
It shall now be seen just what the fruits of that deal shall be.
>>
> Astray
Genetics is not a simple thing and trying to understand it proves… silly. It works on the things from heidekerk, but using their previously known techniques on the otherworldy races reveals lots of maguical mumbojumbo floating around and the Breksosi… have no cells they are just like smooth… and the local life? It seems all life on this bizzare planet shares merely 6 separate extremely long genetic sequences which have only small parts activated at a time. Like a cat and dog have the same genome, a whale and a dog, a mushroom and a frog, a bird… and another bird. And don’t get me started on hybridized life…

The two mercenary companies expand in power allowing each to count as a 5pop army unit which can be boosted to a 10pop army unit if supplied with gold or gems. Though as it is with mercenarries… first one needs a war to hire them. (and let’s hope it’s not a civil one)

(genetic reserach is scholarly storm thing not really)

The storm magic of the fey comes to be, but it is not a precise art. Storm fey are beings of the storm, their nature is to bring fourth storm not calm it. Their magic proves effective in disruptin the whirpools, but at the cost of a massive storm and the first experiment results in many washed up whales on nearby shores. An extermination of whales is possible with this, but not much more and of course it is more than useful in a naval war.

(+1 happiness for Breksos)

> Arcadia
The mana batery factory is finally on air and we now have little to fear from the Sea Elves… except the Aetherium of course. For now mana bateries have only been used to coutner antimagic, but who knows in this world they could be used to harvest mana from high mana conzentration areas and use them to use magical processes autnonmously without a mage present.

Copper shows itself not that effective, but silver shows promise though it seems to cause minor monstrification effects upon mana being codnucted trough it. As in the mana takes on the monster-slayer properties of silver, it also can’t conduct mana well underwater so mana would need to be supplied from a volcano rather than underwater vent.

(the situational metals have a mine already so feel free to do another building next turn)

> Neo-Tarnish
Your flurry of expanssions goes west only to see that the same land iscoveted by your eastern neighbour, thus delaying the construction of the new city.
(action refunded build city next turn after border overlap is cleared or spend action on something else)
>>
>>5339125
> Depaun
The treee is planted and land expanded. as the tree grows it grows into a grand withered looking tree. In a radius of 100 miles of the tree all meapons when swung hiss loudly like snakes about to bite, some swordsmen embroield in battle claim to have started to harness the ‘blade’s inner serpent’.

Then one day the branches of the tree sway and begin to look like fingers drawing magic circles in the sky the thick branches growing fingernails and 2 pairs of 2 and 1 alone snip. Within your whole nation the dead are bourhgt back to live increasing your pop by 2 and returning the frog-folk as a race to your nation. For 1pp settle them as a 6 tile 1 city NPC somewhere you can reasonably reach.

(Both efects were dandomly rolled)

> BFK
Tthe nation grows ever larger and abbandoning the fruitless search for futuristic golem technology the nation returns to it’s roots making just a slightly better shield. Well with Iron Oak it might stop some bullets so maybe it’s better than we give ‘em creddit!

THen two golem factories are constructed the clay one costing one pop to maintain… the other is more like powerarmro than true golemancy so what is needed there is merely a lumbermill… quality of the Oakenclad of course depending on the wood used.

> Cravers
Thunder dance over iron-bone, arcs of lighting dance swirl and sworld. Many a craver makes his bones of iron and lets the thunder flow trough them, redirecting and dancing with the lighting and thunder, to understand the essence of it, the essence of Jesus and humanity long lost. The voice of the God of man, thunder!

An experimental powerplant is built which consumes 1 food. A bio-powerplant is considered ecological so it takes up the whole action.

Connecting the light of Jesus to the mercurry seems borring at first, unresponsive yet the Cravers trough whom electrcity flows start toucking their arms and singing greanian prayers and with each one who grabs another arm the light and voice of Jesus become stronger.

“Ojcze nash który jest w niebie…” they pray in Greanian and touch the mercuty and the mercuty boils. Their flesh melts away and the mercury enters their iron bones blooming into grand mercury-iron sponges, which form a grand pillar of white towering over the city.

Looks kinda like this but massive: https://www.youtube.com/watch?v=IrdYueB9pY4

You gain +2 culture, Greanian Christianity gains a lot of poppularity.
>>
> Shadows
You find coal, salt and situational metals and your nation obviously also greatly expands.

Trough Aetie you learn of the Deseptracons.

> Tanuki
The trutlefolk become full members of your nation soon taking up your tradition like learning ilussion magic and attending the Godlsayer collegiates, they though seem most adept at martial arts. They are very well born palladins or knights, with straightforward minds, and bodies both strong and extremely robust. One thing foreign remains among them though worship of their mother Aetia and while part of your nation and a powerful asset they also will need to have their needs met… and their love for their mother does clash with the desires of the collegiates.

The collegium of the godscale is created the emulation of the power of the scale is achieved… and for the first time in centuries there is a Godflesh holder among the collegiates. Since comming to this world they have, merely been cultivatign what had remained from the old world, keeping ancient teachings from dissapearing, but now among them stood one who held true divine flesh… the Godscale and his collegium housing deceipt and ilussion. Sowing discord merely with his presence… but with that a new development came, whenever you do your ancestor roll you can also roll to summon the reincarnation of one of the 6 Godflesh holders, a risky albit very rewarding move if if you manage to calm the old grudges of the reincarnated.

The spell requires 1 divine mana upkeep per square and allows full manipulation of ilussions within said one hex. Casting the spell is one action, so you can keep the spell going indefinetely, but it consumes 1 divine mana per turn so same as your 1 factory produces. If cast in war the spell takes full effect with 1 turn delay.

You find: fossils, harstone and iron

> Sealand
AN iron mine is constructed and connected to the forge. (2 buildings per action not 1, so add 2nd building next turn) (also you didn’t take your 3 free expanssions make sure to do so next turn or they are lost)
>>
>>5339125

Actions 1 and 2: Build 4 temples

Rokomania Templecraft Streams

Don’t forget to catch the live never before seen RL build streams, and make sure to donate directly to Roko! to help support the construction efforts.

A series of four colossal temples are constructed, occupying the nations entire focus during this latest period, following the reaffirmation that the land in question belongs to the azure star clan and none other.
>>
>>5342996
Notes:

Ensure my borders contain all the tiles in the image
Urbanise all tiles in yellow
All tiles in pink have a temple on them
Tile with the green circle is my city
>>
The Black Forest
Pop: 13 (14 in Turn 15, -1 due to Terakotta Factory Upkeep)
Tech: 5
Magic: 4
Wealth: 3
Diplo: 11

Queen Yuuka Daikyo is angry. Most Wolfkin have a red leaf on their shield, and thus swear to obey her. Many of her decrees have leeway given, but when she decrees land forbidden, that is an absolute ruling. To settle there is nothing less than treason and punishable by death. Furthermore, Yuuka is getting old, she feels herself becoming weaker by the day, she can't even stand by herself anymore, and her subjects notice. She suspects her subjects are exploiting this weakness, to push her limits, assuming she would be merciful toward them and undermine her own rule. However, this will delegitimise the next queen's authority as well. It's her subject's fault that she must unleash her wrath upon them.

Action 1: The Slaughter of Crystal Lake, The Battle of Atom Peaks.
Queen Yuuka sends her greatest general, Tsuyoi Aka, to slaughter the traitors. Tsuyoi is excited for her task, bathing in the blood of a million traitors. She slaughters not just those in the contested area, but also those in bordering areas, thus starting the Slaughter of Crystal Lake, where the river flowing south runs red with blood. Though they don't enter the Neo-Tarnish lands, they do slaughter all those expelled from them. But while Tsuyoi does this, Yuuka has her agents look into how this happened, and finds out it's the doing of the Iron Leaf Clan, that they falsified orders from the Black Forest, putting the border at the mountain pass, not the lake. So Yuuka sends a smaller army to Atom Peaks, where the Iron Leaf Clan has a major presence, and begins slaughtering the people of that area. However, the locals put up formidable resistance, limiting the damage.

The Battle of Yamamoto Palace, The Death of Queen Yuuka Daikyo.
As Tsuyoi is busy up north, Queen Yuuka stays at her vacation palace near Hayashi Yamamoto, called Yamamoto Palace. This place is very big, as it ensures it has all the amenities the queen would ever need. It's a fortress in and of itself, with tall walls and a garrison of a thousand royal guard. But then it's attacked, by an army flying the black leaf, though only a few of them were Iron Leaf. Rebels and outlaws from all across the Black Forest Kingdom had gathered to end Queen Yuuka's tyranny, rallying under the banner of Tomoko Tetsu. The outer walls lasted a month, due to how disorganised the army was at first, but as proper siege equipment was made and earth mages hurled boulders at them, they fell, along with a third of the defenders. The inner walls lasted just a week as the guards were tired and the assaulters could cycle in fresh forces. Finally, the citadel, the palace itself, was the scene of Yuuka's last stand, fighting in the flesh, in spirit and finally, after 25 hours of combat, her spirit was put to rest.
>>
>>5345674
Black Forest Kingdom becomes minor faction, Black Forest Clan. Main faction becomes The Iron Kingdom, gets colour of grey (because black doesn't work when map borders are also black).

Rise of the Iron Kingdom, Death of Tsuyoi Aka and her Crimson Cohort.
After the death of Queen Yuuka Daikyo, Tomoko Tetsu took the throne, though, not all agree with her rule, those to the east of Hayashi Yamamoto, on the other side of the Iron Oak forest, declare themselves a separate territory. However, that is all they do for now, they will still trade, as the Iron Kingdom has much they want. Someone who will be a problem though, is Tsuyoi Aka, tasked with slaughter up north, she would happily kill everyone non-loyal, since it means she has more blood to bathe in. However, because of this, it is easy to rally troops to oppose her. A massive army of millions face Tsuyoi and her Crimson Cohort when she finally gets word that Yuuka has been slain. The battle is a bloody one, the Crimson Cohort embody the violence and brutality of the wolves, while the Iron Army, through the wolfshift, embody the visage of the wolves. They're wolves tearing each others' throats out.

At the end of it all, the Iron Army stands victorious, though bloodied. The Wolfkin rejoice, for the rule of brutality has ended... except they have just put the Iron Leaf Clan in charge, a clan of outcasts and criminals. But for now, there is peace.

Action 2: Build Hunting Ground at Wangetsu Okawa, and Tree Growery near New Eden (supplying Oakenclad factory).
While the battle had raged on, the Wolfkin has done their own thing. Wangetsu Okawa needs food, so they've established a wide swathe of the forest as hunting grounds. The abundance of food will also help rebound the population loss from the war. Meanwhile in New Eden, they've started growing the oak to make Oakenclads with. They must take special care with it though, since it needs to be alive when they make Oakenclads with it, and it needs to remain alive as the Oakenclad. It is also a testing ground for new and exciting Oaks, to try and enhance the Oakenclads further.
>>
>>5339125
Pop regain 17 turns.

Free building turned to Farm.
1. Construct a second farm and a fertilizer factory. Attach the fertilizer factory to one of the farms.
2. Culture Action: Culinary Revolution; Restaurants and Fine Dining style culinary specialization.
With the onset of immortality and the realization of an endless life with little to actually fear in terms of death the passing of time must be filled with something and many will turn to either seeking worldly pleasures in between the seeking of fulfillment and honing of their skills. This has culminated in the creation of restaurants where chefs honed their craft to fit their own tastes and styles, some taken from the old world and others from the Tarnish knowledge base, and many using Vivmantically engineered creatures as a food source or magic techniques in their cooking. A law is quickly made to ban the eating of any creature with a soul, though, to stop that logical end before it begins.
>>
>>5339126
>Cravers

1.
The Craver Amalgams are a sight to behold indeed, do they still live however, or are they fully converted to Non? What is this strange substance produced?

2.
A general upgrade to our ships, utilizing iron bone to have reinforced strut bones, braincases, and tentacle blades. (Would I need another source for this?
>>
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>>5339125

With the island a fair bit away from the union, the Children of Fanw decide that this place, similar to their home in some ways, would become colonized, ideally by themselves and themselves alone. The idea was that this place, separated from the rest of the Union, would be safe if tensions reached a boiling point and the Children of Fanw needed a safe place to go to. And given the only one to also have a moderate navy was Heidekerk, who's navy was inoperable due to the extensive high tech needed to use it and who overall were mostly aligned with the Children of Fanw's goals with the exception of their interest in fire arms that were larger than proper cannons, the Children of Fanw would be safe in the event of any conflict, and also have a safe place to retreat to after an evacuation if they felt the need to leave the Union. Fortunately or unfortunately, now that steel was able to be made and in high quality, better machine parts and better ships could be made, and the shipyards that made the vessels would be upgraded so the ships of steam that the Children of Fanw utilized could be made. However, this also meant that Heidekerk designs could, to a lesser extent, also be made. And parts for the non nuclear vessels in the Haidekerk navy would start flowing in, finally allowing them to fix their fleet. Of course, chances were, the people of Helderezee would not come into conflict with the children of Fanw, but it was less about them coming into conflict and more if they were overtaken...In a sense, a sort of alliance inside the union would be made under the table in case tensions reached a boiling point. That the Children of Fanw and the Katzarin would support each other. Though this, of course, was done quietly and under the table. Yet chances were other covert alliances would be made sooner rather than later. Just in case peaceful coexistence ceased...

>Action One. Expansion

>Action Two. Shipyard Upgrades

(Don't forget the prospecting from last turn.)

Traeth - 18 influence, 18 happiness
Sokchon - 16 influence, 17 happiness
Termhelm - 6 influence, 7 happiness
Heidekerk - 11 influence, 11 happiness
Breksos - 16 influence, 16 happiness
Gradutz - 11 influence, 12 happiness
Metrin - 18 influence, 19 happiness

Pop: 11
Tech: 6
Magic: 8
Wealth: 13 (From my understanding the CoF have 14 wealth now. if true, this is their current stats)
Diplo: 9
>>
Fluff: Wkth that out of the way, now comes other things to do

1 action: Farm
May as well have interesting food. How about something for fish this time?

1 action: Combat training
And with weapons for arrow heads and sword once more, the general soldier can practice their fighting skills

Free action: Expand 3 times
>>
> Tanuckers
1. build shrines of aetia in turtlefolk coast *conditions attached
2. create illusion spell: mirror image


As the turtlefolk population grows, more and more turtlefolks attend the collegium and become integrated within tanuki society. the turtlefolk understanding how the tanuki government worked sent a petition to the tanuki council of elders requesting that a shrine of aetia to be built on their coast. while the tanuki have no problem with their request the godflesh (though having compromise with the tanuki still dislike any form of divine worship) voiced their opposition, they argued that the turtlefolks as a relative newcomer havent contributed enough to the tanuki nation to warrant being given their own shrines and that the council should use their resource elsewhere. after long discussion and argument from both sides the council decided accept the request but in exchange the turtlefolks will periodically send half of the faith collected at the shrines of aetia towards the divine mana factory in the collegium lands, increasing the amount of divine mana stones produced from the factory.
while all of this is ongoing the reincarnation of shuringan is still researching further illusion magic. this time drawing inspiration from the tanuki ninjas the reincarnation of paipo created the spell of mirror image.

mirror image: create a clone of yourself using illusion magic. The clone will deal half amount of damage of the original and cannot be distinguished from the real ones except with specialized anti illusion magic/race trait. The clone is able to move certain distance away from the user depending on the user illusion magic proficiency.
- (tanuki only) tanuki illusion magic user is able to able to see and hear from the clones perspective. higher levelled tanuki illusionist is also able to shapeshift his/her clone.
- ritual cast version. using the stone garden formation the tanuki can use one divine stones and one action to cast large scale mirror image spell to create clones of not only tanuki but every citizen living in the tanuki country without individual illusion magic proficiency requirement (tl;dr use one divine stones and one action to double (maybe 1.5x instead if its too broken?) the population stats for one turn)
>>
> Cravers
The followers of Jesus are dead as dead as a craver can be, chunks of flesh within the Amalgam remind of their existance. The substance they created is essentially an iron-mercury sponge, though not a sponge which hodls water instead one which holds hydrogen! A useful substance you learned about from the northman missionaries, hydrogen is supposedly rather useful you make it from water trough thunder and it explodes and floats.
(I will refund the ship action because I am not sure what you mean, if you just want a ‘slight’ improvement to ships then Iron Bone being present is enough, if you want to upgrade all yoru ship-organisms then you need to supply the iron bone to the shipyard, no need to build a new one. Just clarify it and repeat the action next turn as a 3rd action)

> Astray
Your nation expands and a shipyard is built. Shipyards can’t be ‘upgraded’. So one is built in the new colony and one is refunded feel free to build another building next turn for free.

Heidekerk recieves one free water-expanssion giving them +1 influence over what you expected.

> Sealand
You expand, 2 fisheries are built and basic weapons training is practiced. Your soldiers go trough basic military drills some including the newly made improved metal forged equipment.

+1 pop from natural growth.

> Tanuki
Gods are not really fueled by faith, but the turtlefolk comply oddly enough giving half of their worship to the Godfleshholders and worshipping them as divines seems to have some effect, both temples dedicated to it manage to increase the divine mana output of the pactory to 2, but that’s the limit that can be achieved without a ‘divine catalyst’ a unique part of Aethias flesh such as her shell.

The spell is created.
>>
> Neo-Tarnish
> (also relevant to Black Forrest Kingdom)
As the Neo tarnish cultural and religious influence in the region grows many wolfkin find relief in the innocent music and faith in the north. Relief from the turmoil in their own nation, buying merchendise and saving up often for years to visit a Conzert in the great temples. Even the poorest among society spend years saving up to buy a Roko T-Shirt.

Neo-Tarnish: +1 wealth & Diplo
BFK: -1 wealth & diplo

The BFK gains a large religious minority following Roko, the faith is syncretic to your old faith so they follow both.

> The Iron Kingdom (formerly BFK)
The new faction comes to rule the lands of the wolfkin, the rule of bandits begins. A rule of Iron and blood.

You recieve a special event for next turn:

Overexcited bandits - just for next turn you may attack as many nations as you want, with each war allowing you to count your full army as present. Each war shall only have one battle and depending on the outcome the nation will be looted letting you steal some of the stats of said nation. (if you loose they may choose to loot you in retaliation, but this will require for them to proceed into your lands)

Aviable to attack nations are: Neo-Tarnish, Shadows, turtles, Tarnish and Depaun.

> Shadows
You find: Oils&Gas, 3xCoal, Iron and Hard Stone

> Arcadia
Trough investing in your quisine you increase your diplo by 2. The many new fruits and vegetables present allow for a revolution in culinary tastes. Much farmland is dedicated just to developpping these amazing dishes.

2 farms are built one produces 3 food due to fertilizer. Your nation has a food surplus you may use the surplus to urbanize 6 tiles for free. Alternatively gain 2 wealth which will consume 4 food permanently. (luxury quisine)
>>
>>5323581
First things first, the planned expansion and prospecting project has to be completed in full before another expansion is conducted by the Admirality of the Fathomhold. Further our problems of fueling submarines might be solved already anyway if this Lapis-Lazuli like material is a lasting enough material that allows its energy to be extracted relatively easily enough. Funds are given to the local research labs of Finsterhaff to refocus on taking samples and studying this different kind of Lapis Lazuli, even if its not useable for submarines as we hope it might still turn out more useful than just a nice powder to dye things with.

The Great Houses will have to be patient, though should the Merchants of Nahkimov get unruly a decade long loosening of trade regulations might just calm them long enough. Fortunately the hot blooded Hayreddin already have plenty of work on their hand with their island and with them the biggest potential for troublemaking is gone anyway and the Störte are likely already highly satisfied living in their dark canyon, watching the looming dark mountains and the radiant beauty of the bioluminescent Life far way from most sapient live.

#1 Continue the planned expansion.

#2 Conduct research on samples gained from that strange type of Lapis Lazuli.
>>
>>5347327
Pop: 3
Tech: 16
Magic: 0
Wealth: 13
Diplo: 6

Action 1: Ports and ports

Two great ports are wrought up, one by Rokotopia and another by the farm of the colonies southern province to provide easy crossing along the lake and also transport the farms goods to the new factory down the river.

Action 2: Market and factory

On the X a new market is established just by the port of Rokotopia, and on the wolfkin border. On the triangle a clothes factory is established. While the merchandise factory produces a variety of goods, the dedicated clothes factory can make high quality tarnish goods available at a low cost to a far wider market, increasing dependence on tarnish wares and bringing wealth to tarnish shores.

With the recent instability in the region, this serves to provide some measure of safety, provided of course things do not boil over completely…



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