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**Game 5 of Nations Role Play GMed by Lux**

The show goes on.

>Updates will be every Monday, Wednesday, and Friday
>Players will have one (1) turn per update, two (2) actions per turn
>If a Player misses a turn, he will receive one (1) make-up action the next turn
>No limit on diplomacy or lore posts
>Initiating a battle requires an action, but subsequent posts are free
>Once every six (6) turns players may ask the OP for a rumour
>Game is currently around the Medieval era, and includes Magic
>Rushing, Meta-gaming, & otherwise Unsportsmanlike behaviour will be punished
>OP's word is final

We are not currently taking new players, though people may join as Nations fall
All are free to spectate; the Discord - F2Patcf

Previous Thread: http://suptg.thisisnotatrueending.com/qstarchive/4788034/
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> Action 1: The City of New Venezia
Spurred on by the stories of Venezia from the old world plans are made to rebuild it in the nations Far West at the entrance of the canal.

A city on the entrance of the canal built in the sea where people have to move between houses in boats. It is going to also be the home of the rabbitfolk POW's from the last war which have started to integrate into Danderfey society.

> Action 2: The Sun Cult
Create a subsect of the Druidist (Bandruii) faith which centers around the sun and perseverance of purity and order. it shall incorporate or mimic many elements of the native rabbitfolk religion. The goal is to have the rabbitfolk POWs and their descendants convert to the faith and become loyal servants of the Queen having been given a new faith and purpose.

"Praise the sun!"
Fluff: With no more assailants, they relax properly now, adjusting to work on internal affairs for some time. With the undeniable recent defeat it only means we need to focus on bringing the nation to a new glory, and with it, a new age for both medicine, and combat. Mages and Soldiers are to be granted rest for their service, and work begins on finding out how to make the cost of magic more viable.

1 action: Silver mines
Make them bigger, the economy needs a boost

1 action: Full Body examination
Taking the body of a rabbit that has recently gone to the moon, take it apart and examine it. As they enter a new body, this old one wouldn't due anyhow so examining it and learning from it is the best that we can do. Perhaps it can give insight into how to better gear and aid both mages and civilians through knowledge of medicine.
The first of Colonial Guardsman Shan Mrek Vay's journals have been submitted to Dren Vay-Sah, and after bringing the information to the attention of the Daiimad at large. Written inside were details about the wider races of most of the world, as well as recommendations for dealings with various races. One thing in particular he recommends is the adoption of a new style of dress for the Colonial Guard. A basic uniform of Wool, colored in a slate gray, and a patch on the shoulder of the FHR/HCA's Flag. With ongoing reforms in the Colonial Guard already underway, assembled forces in uniform clothing in such a militaristic apperance would be a massive propaganda boom. Thus, production of such uniforms is approved. In addition, he believes that the species known as the "Dander", while physically reliant on being pacifisic else they quite literally will waste away and die, may possess firearms centuries in advance of the HCA, if the weapon possessed by their Queen is not a mere one off like she suggests. While this is undoubtibly the opinion of one soldier, the possibility cannot be overlooked.
1. Handcannons are good, but all in all, they are still relatively primative. We don't know what the extent of Danderfey firearms are, what they're capable of, but we know that they are advanced. This cannot be allowed to stand. Varke and Dzen are tasked with production on a new, more advanced model of gun.

2. Slavers, disgusting elves apparently to our south. The HCA's policy on slavers is clear; all must be killed. No quarter, no mercy. Ships are to be gathered, ones of our own make. Ships capable of landing forces onto land, and pushing back off. After such is done, we follow the map we have recieved from the "Dybet" to their location. Cannons will provide an initial ship-to-shore bombardment to soften up defenses, then forces are to be landed, and the annihilation of their race begins. Only those who had been slaves are to be spared, and seperated from those who were their "masters"
Diana hears news from her priestesses, the weird folk to the far north really hate slavers, and they have heard of Neleye to the east. However, this is quite the coincidence. Jafa had told that our blade should point north, then east. We have dealt with the bunnies to the north, and now we have elves to our east. Furthermore, these elves are rude, pompous and... they live in a fellow desert valley. Our marines struggled to operate in the frozen north, but this is home territory.

Action 1: Move northern fleet down south, and naval invade Neleye.
People underestimate the power of the navy. Those city walls will do nothing to stop us from simply sailing into their port and disembarking. Normally the small quantity of marines would struggle to fight the city garrison, but when each marine is a 10 foot tall giant clad in bronze and armed with Moleman steel, that's not so hard. Besides, the marines have difficulty finding work guarding merchants with how flooded the market has become in their absence. So this will be good work.

Action 2: Teach the Children of Fanw in Prenhearn, Albionic.
These fellow wolf people, people who aren't albino freaks, are most interesting. They also don't glare at us with every opportunity, so, let's try having a talk with them, but first, we need to teach them how to speak Albionic. We have scrolls to teach their neighbor to speak it, so it shouldn't be that different. We are certain that they have vowels too.
Action 1: Declare war on the Tanglegarden

The pixies have masqueraded as friends to the forest but now their true nature is revealed, and they will suffer for their crimes.

Stage one of the war is to evict the tanglegarden residents from all of our currently occupied land before making any further incursions to their land.

Using florakinesis destroy their homes in the trees, and shred them with violent branches and leaves representing the fury of the forest for being poisoned.
Those Fae unlucky enough to be near Valmad are the worst hit by florakinetic weaponry, as the elder tree is aided by dryad magics to exact its divine vengeance against all who dare oppose it.

With the fact most of the fighting is taking place in the forest the fae have no hope of defending against such attacks, they must land eventually, and when they do come near the trees they shall be struck to the ground or have their fragile wings broken apart.

Uhu Owls fly out and devour the traitors, the natural predator of these insects swooping down and scattering faeries, devouring the many that are caught, and simply bodying others.

M’vaa Battletoads from the Dalu wetlands hop into battle and extend their mighty tongues to swallow up multitudes of fae, the bane of any small insect is the sticky tongue of a giant frog.
The thick and rocky hide of these beasties is too far different from that of dryad flesh or bark, and the natural poison resistance of the frogs will lead to the most important weapon of the Fey being neutralised.

Not even the ground will be safe for them, as beetles scour the ground for those who’s wings have been injured or otherwise are stuck below to trample or chew the fae found there to death.
The thick carapace of the beetles is far different to any dryad bark, and is impenetrable to any creature as weak as a fey, allowing these mobile tanks to do as they will.

All of this, without even mentioning the dryad military itself, who arm themselves with weighted silk nets to toss allowing them to pin large numbers of fae to the ground for beetles or other dryads to take care of.

Spirit Archers fire broad headed arrows which can weave to hit multiple fae per shot due to the spirits within guiding them to their targets, ensuring no volley is wasted.

The Fae would like to believe they may simply occupy the air to attack us when we are defenceless with impunity but they are totally mistaken.
Nets, birds, and arrows, the trees themselves attack our tiny foes, and we wear metal armour.

The healing waters are ineffective at rejuvenating dryads afflicted by the mould in the long term, but in the short term the cure functions perfectly, and there is no reason that holy waters may not be used on regular poisons or mundane injuries.
What waters we can gather are bottled and used as healing vials for this campaign.
The dryads already poisoned or infected are our most loyal and ferocious warriors, the memories of all their ancestors dying with them they are intent on unleashing bedlam on their foes.
They make insane deals with powerful spirits to acquire their aid on this campaign, for they have nothing left to loose, and should the need arise they may rejuvenate themselves to their former glory using the healing waters, though this is never permanent sadly.

Blackstone is available to us but it is unlikely to make too much of a difference, as any hit against a Fae will immediately kill them due to the strength and size difference anyway, but it is still something to consider.
It does free up iron and bronze for more armour however.
Go out, daughters of Sen, and expel the fae from all our lands, and with swiftness deny them any access to the apothecaries dream while securing Valmad.

A big advantage we possess is that we have actually been at war recently and replenished our losses from said combat giving us a wide pool of veteran soldiers to draw from that the tanglegarden cannot compete with due to being at peace for their entire existence. Mere training cannot prepare anyone for the true nature of war, experience trumps all.

Action 2: The War-Totem Valmad (1/3?)

Valmad is dying. It was believed for a long time that there was no hope for saving it, even the waters did not work for long, but then a Va’siya shaper came down to Valmad and proposed an act of madness.

To Totemise the entire spirit of an elder tree could be considered nothing less than madness, but the alternative is burning.
Losing the history of tens of thousands of dryads in fire.

The Carvil’ax’seset choose to preserve.

Once Valmad has exacted its great and terrible rage against its foes it is healed for a final time with the waters of the pool, before the entire elder council of the city alongside two of the council of Bandru and the shaper of Va’siya begin the great and magically taxing process of crafting up a vessel to take its spirit, the gestalt of tens of thousands of dead dryads over the years, from its body.

The creation of the great War-Totem Valmad begins, and once finished shall allow the magical might of the tree to take pure vengeance against all its foes. No totem has ever even come close to the complexity of the one we craft now, Valmads spirit is both the tree itself and all the dryads that died to give their energy to him and so the amount of detail, rare materials, care and craftsmanship needed on every part of it boggles the mind, but with our understanding of unseen geometry we feel, we know, that the task is within our reach.

They will rue the day that they unleashed Poxylos upon the forest.
> fluff: spiteful warriors
The imnaki are a hardy people, and their honor is strong enough to make most reckless acts seem perfectly logical if justified by a slight.
But even these people have their limits.
Decades upon decades of war have worn them, with what feels like little gains.
Now, the ruler’s of the underground turn to improving their realm, and not only their blades

> look for beasts to ride
The imnaki have long fought the inhabitants of their caves, exterminating and eating them, but now that the need to carry materials over huge stretches of land arises, perhaps one of these worthy foes can become an ally?

> create a new district to the capital, this time in the south. Name it Bolak
A new city is born! The first of many to come, and the first with altars to the Lady of the Deep decorated with blackstone and steel
>Action 1: Combat Stimulants
The research of the Faeries has come a long way through their poisoncrafting and apothecary studies. Now the Faeries seek to use the numerous plants and their observed properties to concoct a sort of combat enhancement drug like a steroid to allow the Faeries to wield their anti-armor weaponry without requiring a second fairy to help hold it.

>Action 2: Improve Metallurgy
Multiple missions assigned the academy have told us the same information: This iron material is our greatest weapon against the Treefolk. Familiar with how iron weaponry can vary in quality, the Faeries begin to experiment with creating an improved design, experimenting with the conditions such as heat and purity as well as mixing with things such as their herbs and silver.
1. Gobbu; A Lesson on Being Cultured: With the little tasty gobbus being friendly now, it's time to teach these primitives the Oni way! (Teach them the Oni tongue)
2. Making Pixs and Axes to Reap the Land: Build mines for gobbu friends whenever they go
A hiss, a veritable hiss! Badion Grunkup is overjoyed by such a simple sound to hear, a proof that perhaps his long... 'strangeness', his sons had put it... might finally be vindicated. He prepares to help this little one out of the egg, to welcome them to family and clan. A new little brother or sister for Glovan and Bavir. If he remembers rightly from his time among them, Meluz mainly ate meat? As well as preparing some milk and a little fruit just on the offchance, he has some pork diced, some lamb minced, and a rat fried and cut up; so that the little one can be given a meal once free - after so many Tyrns growing it must be hungry!

The Kalnthrunra goes forth as the goddess decrees, spreading the word of Æblemor's priestesses and the promises made. There is celebration across the land, a veritable feast of Apple pies!

>Action 1: Strengthened Wards and Charms
The Goddess has strengthened and empowered the abilities and knowledge of her priestesses to comfort and heal the Dwarves of the throng. A wonderful blessing! But work does not stop just because of holy revelation; indeed revelation is an impetus to strive and work harder. Since the Gyldenland, Æblemor's priestesses have scattered Appleseed and woven Appleroot and silver thread to provide protections for Gylden Dwarves; wards and charms to dispel the threat of curses and protect Dwarves from malicious magics. Now that communion with the goddess is restored, now that a suitable Temple stands again as their headquarters with a seam of spiraling silver within, the Priestesses work to improve and enhance these abilities as well.

>Action 2: Fort and Mine
Alum! The white, soap-scented stone was well known in the Gyldenland for the uses it held. A mine is dug, so that these uses can begin again. And in the south, where jungle gives way to sandy coastline along the banks of the Kaphypso, a fortress is raised near the mouth of the river. Ablemor's priestess ward the land before the work begins, and as the structure rises artisans in the employ of Guldfar's priesthood work the flaming face of the great god into the masonry in Voktorz, to look out with burning visage to east, west and south as both guide and warning for shipping. Though the mouth of the river is very wide, a couple of Dwarven ships have noticed some activity on the southern bank as they sailed on by. Large figures on the horizon, very large in some cases. By his beard... might there be native Cewri in this new world as well?

Fluff - News of the atrocious demons from the afterlife (for that is what the Do'laroshans believe the endless expanse of ice is) has the shadowfolk society in an upheaval. Under the orders of the High Shamans, who's influence has only grown greater and greater over the recent years, hunters and assassins make their way to the fort south of Is'lara. Being only a single fort, it is not large enough to house the full force, who instead make their way to Dusks' sanctuary to meet with the nearby Fraternian forces moving north.

>Action 1 - Upgrade the two forts in the east, along the road.
Meant to guard the trade road and serve to augment the blockade, the forts can unfortunately be seen from the lake, which will no doubt upset Achroma! With guidance from the Shamans, the forts are upgraded, shortening their profiles to make them no longer visible from the lake, instead relying on expanded underground networks to allow them to store more goods and house more Do'laroshans.

>Action 2 - (If an action isn't needed for the war preparations) Prospect the Turtle's territory. Any 10 hexes within their land, or adjacent.
The Turtle's are an people after the Do'laroshans own heart! Reserved, moderate in their volume and tone, and clearly mercantile, if their hurry to open a market is of any indication. Still, by their own admission, they have barely tapped into the riches that may wait beneath them! A gesture of good will show them our intent, and perhaps, find something that may comfort Achroma anew. Talk of a road, constructed to allow the shadowfolk, fraternians and turtles easier access to each other's lands, is brought up as well.

Fluff - The blockade of the road begins this turn, but is enforced only by a skeletal militia (since most have moved west to fight the Galli), the merchants and few shamans who are invested in the area. All goods brought through the road are seized, and people chased off and warned that they may no longer trespass so flippantly in Achroma's domain. The Dander coming from the blackstone quarry will be the main target for this.
Exceptions to the blockade include, of course, any Fraternians, Shadowfolk or Turtles transporting goods along it. Their goods will still be checked, but otherwise left alone unless some smuggling from a 3rd party is occurring.
Of the Blackstone coalition, only Simfuni are allowed to traverse the road past the blockades. They may bring no goods, and may only travel to and from the cave where they practice their stone-shaping. When possible, Shamans and guards will accompany them, to observe and ensure they do not stray from the path.
>Everlasting Waters

>Global Diplo
All royal members of the Green Straight are welcome to attend or send dignitaries to the funeral of King Pa'pa'tui, his body being entombed the Eye of Sigod, namely
>The Danderfey
>Big Boss- if he wishes
>The Drya
>the Fanwen- will send a ship explaining the event
After laying his elder father to rest, Pa'nele'Tui is coronated, and finishes his father's last work - the grand fleet of the Everlasting Tide, finalized with some fine gifts from the molemen. It is hoped that with this strength of their navy, his new kingdom can be well protected from all threats that come over the water.

Another farm for Maui'loti, and a road leading to Carcosa.
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1. Use the new materials as well as the old to alloy with irons in the metalleaf drya to research better steel leaves.
2. It has been long since the drya have experimented with a new breed but now the time has come again. This time there shall be an interesting purpose. Small bits of gold and silver, associated with the Giver and Shifting White respectively, shall add an attraction to the divine above while birds shall be hunted and added for their natural flight. The end goal shall be a drya that may flay through the sky as the birds do. This new breed shall be named the Dryasylph.

The Drya have been the guards for the city of Neyele since the last war; unwilling to trust the elves to simple self governance since they folded at the threat of siege. When it is clear that the ship entering port is a warband and not traders, which may come from the Neyele fort along the coast to the west or when they arrive, the Ents will move in practice to get in formation. The Dybet advantage in size and strength is meaningless against the Ents who are just as large and arguably stronger being born for the purpose of fighting. Their steel weapons would match against steelleaf armor, shields, and weapons. When the attack is known the Sonyakians, resting near the harbor and appearing as seaweed to those who don't know what to look for, will be called to action to strike at the enemy ships who have yet to dock or try to escape as well as drowning the enemies that try to swim beneath the waves.

A messenger will be sent back the Yadi and an army of the Drya will be gathered to deal with this enemy and a fleet of transport ships hauled by Sonyakians and free Sonayakians shall be sent to the Neyele harbor to stage there. War comes to the Drya again and so the Yadi stirs.
action 1 expanded into shadow folk land to split it as agreed to in diplomatic talks (see pic for detail)

though it took a lot of back and forth, and grumbling on both sides, after a long time of debating threatening, and general arguing, both the Fraternian and shadow folk agreed, the Fraternians and shadow folk would share the land, finally allowing for the Fraternian people to once more continue their expansion eastward, and keeping the promise of their forefathers

action 2 develop magic

Transfer Lifeforce: The caster harnesses the life force of the target, using control life force, they take life force from the target, and add it to that of the caster.

This spell is illegal to use on sapient beings except in the case of execution for a high crime, commonly the life force of animals bred to be drained are used of those of plants that need to be removed.
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Nightmare war: the gathering storm
With the news Do'laroshan gave to the Fraternland Government, the growing threat cannot be ignored, the signs and descriptions of these demons of the north can’t be discounted, they are too close to those of the nightmares that very nearly took the old world. As such the peoples of Fraternitas will march to war once more, may Thistlepaw guide us in our righteous quest.

blue 1
the cities and smaller settlements within the nation are informed and rallied to the cause, the military units and reserve garrisons are being called up, they will rally and organize at fort Fraternia in preparation for the campaign north while the military marshaled and prepares for a campaign in the cold and frosty north, the government meets with the skeleton people of the north asking for accurate maps of the land north of them and for more details of how the enemy fights and operates. In the meantime, the navy of the crown is rallied for its own mission.

gray 1
The whole of the Fraternian fleet is rallied and called to the capital to launch a heavily armed and fully supplied expedition to the north to locate and nightmare infest strongholds.

gray 2
once the Expedition fleet has been formed up and supplied it will launch from the capital and sail, north on a mission to locate enemy waters and possible overrun settlements, this intelligence will be critical in the coming war.

>Learn the song of Nomos.
Nomos courts the attention of many Simfuni, as some idly listen to its song from the river banks and others splash around in its chilly embrace. Overtime there were those who would come to grow close to the river, and they would notice a rather remarkable trend. The waters that rushed pass were charged with emotion, not perhaps so much in the sense that it itself had any, but that it carried a strange trend to influence those around it. When the river flowed calm and smoothly during the winter, its gentle voice would set a soothing pace for the citizens of Theatra. After incredible storms, the river would roar furiously, and its rushing song would rile up the Simfuni with its tempo! This fascination lead to few curious Simfuni who would learn from Nomos, allowing themselves to flow with the river of their emotions instead of swimming against them.

>Prospecting new metals
It was during the act of Stone when the maestros encountered small deposits here and there within the mountain of strange and different ores apart from the copper they had grown used to. Though not in quantity to be of use, it still captured their interests. At the time there were greater things that needed their attention, and it was mostly left to memory. Recently the maestros find themselves with the time to visit the recounting songs of their predecessors of these metals, and believing there might be other metals hidden within the mountains, they travel along its stony hide listening for any hint of their faint voices muffled deep within.

With the strange group of deer clearly related to the hunter, some cruiosity is given to them, along with examination. For a short time an attempt to try and decipher what was said upon it's side was made yet after some time this would be given up. Considering the situation however, and how there was some concern as to what the meaning of their arrival was, a number of possibilities would come to be as to what they were. It could be a gift, a group of messengers of sorts, or perhaps a group sent to simply examine and check up on them. Regardless, presuming them to be a gift seemed unwise, and so, after a bit of time, some recently made bows would be given, along with seeing how the deer reacted to such, as perhaps they'd be able to take them back to the Hunter...Better caution then unintended chaos.

Other than this, a number of projects to better connect the colony with it's many buildings would be done. In an attempt to improve production, along with allow Iron to flow into the many cities of Prenhaearn faster, a number of roads would be created to connect to the many mines, farms, and various other buildings in the colony. It also would ideally speed up travel time and make expansion easier in the future, and ensure nice paved roads to allow smooth transport faster than normal. On a related note, the roads to the north would aid expansion there, as the mining industry in the colony ever grows and the idea of striking rich ore's grows. In fact one clan in particular has grown to be quite successful at finding things and claiming as much land and ore as they can, mainly helped by their unusual size for a non Brenhinol clan. Yet if they'll end up like Clan Nist remains to be seen as of now...

>Action One. Start construction on a number of stone roads to the various buildings, mines and farms.

>Action Two. Expansion
1. prospect territory. With new lands comes a potential new tribute source and so the goblins scour the lands for anything of worth.

2. Build two mines. Civilization slowly comes to the south. Around such valuble deposits such as gold some tribes are able to centralize wealth amongst themselves as they earn the favor of big boss and become capable of true trade with dybet instead of just raiding for supplies.
Action 1
The Turtles want to practice the fine art of digging holes in the ground, and getting good at it. Everything from mining, to entrenching, to tunnel warfare. Developing new inventions like a pump to pump water out of the mines, and steel claws for their strong hands so they can carve into the ground better, and better pickaxes and shovels and drill things.

2. Tandem to this, we will help carve and build a road for the Shadow people, who are aiding us in our mines. Cutting through forests and woods, laying gravel and stone, perhaps even digging through hills or mountains for tunnels, a fine way to refine our new skills we seek to learn.
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Once more the sun is darkened in the midday sky, though not a momentary blink, but a full hour of shadow. Even to those few who have studied the heavenly bodies, it is alarming, such an eclipse is unheard of! Are the Gods so aggrieved for the world?

In the western inlet of the Great Canal, spread across the bay there, the Dander set to work driving applewood piles into the muck. Over these are laid a series of alternating planks that support blocks of mountain-stone upon which the city may be built. With so much additional labour needed to found such a city, it is far smaller than most in this new world, but in time the wealth accumulated through canal tolls will, it is hoped, build New Venezia to glittering heights. It is to this watery prison that the captives of the Purity Wars are relocated, in hopes of ridding them of their terrible indoctrination, and integrating them into Danderfey society. The captives are kept well fed on imported rice from the Goblins, fish from both oceans, as well as plenty of sweet apples. A more major part of their efforts in this is to introduce a more familiar form of worship to them, one not of lunar hatred, but solar reverence. They are still cold to their captors, but at least they aren't always trying to stomp on the little Dander any more. (>>4858407) But oh, there are those among the canal-dwelling Gobbos who take to this faith also, for there exists within them some memory of a sun totem, revered in ancient Goblin lands far south.

[Full Moon]
[+3 PE]
The damage wrought by the impure against the silver mines is completely undone. Everything that can be done to increase supply has already been done, it may be time to further wade through the impurity of the world in search of new material. The empty vessels of those now upon the moon, those who had been within the mines, are brought to the city for proper disposal. Here another decree is fulfilled, one to understand the Rabbit body. Freezing temperatures had preserved those entombed, how strange that such things have aligned.
The mundane vessel which houses the true self is but a machine, one of flesh and bone. Beneath the skin lies muscle and tendon which move the limbs, beneath this meat lies bone upon which all is anchored. Like a marionette, the body can still be moved by the manipulation of the strings within. Inside the chest and belly is the stinking viscera, unfathomable cog. Dissection reveals the purpose of the stomach & entrails, and of the heart, lungs, and bladder. This still however leaves a pile of offal, connected all over with threads, tubes, and stringy gore, for which no use is immediately apparent in inanimacy. It may be perhaps necessary to vivisect, as well.

[+2 PE]
Jafa's word be done.
(>>4858303) Folk of similar kind, and they are accepting of learning. Very well, let them be taught the Dander-tongue.
A simple thing really, come to through trial and a little error, something from a distant past, brought back this tyrn. Matchlocks.
One cannot topple a nation with a navy of fishing boats. No something much larger, more cannoned, is in order. Work upon the first Colonial warships begins in earnest, to sink this slaver race. What else should one expect of Elves?

Let not a single buggering Faerie live.
To even think of such a thing in any other case would be, it cannot be put to words! But here, in this time when the only other option is to let the souls of an unknown number of Dryad simply blow away as ash, the unspeakable becomes a necessity. It takes an entire tyrn just to formulate the required ritual, gather the required resources, and calm the raging spirits.

A search for suitable Molerat steeds begins in the caves and tunnels.
>Spiders, and Centipedes, and Beetles (Oh my!)
While some can grow quite large by comparison, not one of them could be ridden by a runty pup, let alone a fully grown queensguard. Besides, they're all far too delicious to be used as cavalry.
>Salamanders and Olms
Of their variety, a single specimen could well be ridden, if it weren't aquatic and blinder than the Molerats themselves.
Oh no! Far too scary!
Perhaps the largest of them, could carry the smallest of Imnaki, but it's a matter of getting up there or bring them down here.
Beneath the forges there, the new district of Bolak is dug, much to the baffling amusement of many Dander.

The collected notes of the Apothecary's Dream, along with the folk-knowledge of the plants of the Tangle are brought together and studied in-depth. Concoctions of every imaginable combination are tried, resulting in more deaths than had been anticipated, before a suitable mixture is formulated; A guarded recipe of certain flowers, leaves, boilings, distillings, etc.. The resultant draught is a murky colour, smelling like a cess pit into which one has dropped a sprig of mint. The effect is instantaneous, a rush of adrenaline and untapped power, but for such a short time. For the imbiber invariably falls mid-flight, his heart not able to continue at such a pace. Is it worth it to use such a thing?
The first trials, a combination of the two metals, fails as they refuse to alloy, instead resulting in brittle mixture of the two shot through each other. Secondary trials, those of herbs, proves likewise futile. There is some hope in tertiary trials, those of wood, which strangely through pre-burning, results in hotter fires, and stronger iron. How strange.
(>>4858407) Let them speak Yuutsuna, not that scratchy garbled "language"!
Talks with the Goblins stalled for now as they learn the superior Oni language, another matter crosses the king's mind; His favourite little curse of old. Away from the Gak- the Goblins, he slinks to the shrine which houses the Helltear. It is tricky to align oneself with the sulphurous magicks which leak from the ragged portal, especially with a mind so full, but Beni forces himself to kneel and meditate and pray. Ah, there it is. With sore knees and a cricked back the king stands, barking out an order for priests, who come running in half-dressed, headdresses askew. With his royally hellish power, and the priests knowledge, together they craft an old curse anew, a curse to steal the vitality of another. Now to find an unwilling victim to test it upon.

[+2 PE]
In anxious excitement the expectant 'father' waits, his patience awarded with only the occasional, additional, little hiss. It is only when his eyelids begin to droop, as so often the case, that it happens. The first crack, which even on so little sleep jolts the Dwarf awake. For a terribly long moment, there is silence, and then at last another crack. Fractures trace over the entire egg as another loud crack comes. And then!... nothing. The egg is once more still. Badion frets wishing to help, or would he only hinder? Should he interfere? Can he assist at all? He worries into his hands when the shock of another crack rouses him. The shell falls away in pieces, to reveal a pair of Meluz, of ivory skin, and ebony tail, entwined with one another. They unfurl themselves, opening their yellow eyes, and gaze upon old Dwarf, hungrily.
Through the pillars the goddess whispers, guiding the hands of Her priestesses as they weave their charms. Her words spoken into the roots and threads, imbuing them as never before. A Dwarf who wears an amulet of apple and silver, though not immune to the sniffles and coughs of life, recovers from them far quicker than without.
Soon this Æbleblessed land will shine with the steadfast colours of old. The flags shall flying unbleaching, the banners wave vibrant as they day they were dyed! And Guldfar only knows what pigments may be pulled from the jungles. Near said jungle, a fortress is raised at the wide river mouth, to keep watch on the traffic coming and going. (>>4854152) It is here also that the busy schedules of the Dwarves and the Oni align, revealing the figures, (who it seems have rudely set up a wall against the river!) though giant, are not Cewri, but Devils!
[B] The might of Achroma looms over you, use it wisely.
Under shamanic guidance, the road forts are brought below the sightline of the sacred lake, whilst also expanding their stores and quarters.
(>>4858618) The search of the Turtles swamps turns up only more iron, close to their current mine. [taken as 2 half actions, 1 for prospecting 5 tiles, 1 for highway robbery]
(>>4853178, >>4853564, >>4858407, >>4858278) Stand and deliver! You Blackstone or your life!
>All goods brought through the road are seized, and people chased off and warned that they may no longer trespass so flippantly in Achroma's domain. The Dander coming from the blackstone quarry will be the main target for this. Of the Blackstone coalition, only Simfuni are allowed to traverse the road past the blockades. They may bring no goods, and may only travel to and from the cave where they practice their stone-shaping. When possible, Shamans and guards will accompany them, to observe and ensure they do not stray from the path.

>Everlasting Waters
Through their grief the Laga work to bring about the vision of Pa'pa'tui. The planks hewn from the sturdy trunks of Maualuluga's trees are used up entirely for the works. But at last, as he is entombed within the Eye, the fruits of his plan sails out from the mighty port of Hi'laudolo.
Life must continue, even as one laments, and the gears of the state must continue to turn. Roads and canal for Carcosa, Farms for Maui'loti.

As the ash from the rains is eaten up, the Protector offers up a greater banquet in this coal, which feeds well the fire in the bellies of the forgetrees, and much stronger steel leaves are harvested.
So fragile are they sprouted, and even as mature Drya. Delicate, graceful, butterfly-like in their beauty and frailty. A strong rain or wind would tear them to floral shreds. Such is the price to float on air.

(>>4854618) Much grumbling, muttering, and secret signings, and eventually the land deal is done.
Life force (lifeforce?) is pulled from the source (giver? victim? condemned?) like a heavy rock from a gyre, and fed into the target person. The sensation is entirely unpleasant, described both as having "gorged on too large a meal, but throughout the body", "having another soul forced in", and "wrong in ways which cannot be adequately put into words". Moreover it is invariably both an uncomfortable and dangerous procedure (spell?), many experiencing burst blood vessels; most notably in the eyes and nose; shortness of breath, a ringing in the ears, and most strangely singed finger- and toe- tips.
As the Nomos sings in it's flow, it teaches the Simfuni. Not to mimic the song, but convey the emotion of both it and themselves, through themselves. To sing as the Nomos does, is to sing from within, to compose a song of the soul which makes it's way through life as water over the pebbles. In the song of the Simfuni, to be Nomost is to be in control of oneself, to be Inomost is to be unruly.
From their spire of Theatra, the Stone Maestros spiral outwards, echoing the resonance of the rock beneath them. Nil. Ah, some more copper here! Nil. Nil. Oh how strange, a new sound! [Precious Stone found, decide in chat]

The deer watch the approaching Fanwen with dark eyes. They watch them lay down bows, and they watch them retreat. They watch the Children watching them. A crow calls, the deer stand, each taking up a gift in their mouth, and return to the Grove. The next morning the same deer return, but the herd has grown, with as many new deer as bows given. Once more they set themselves down, and watch the Fanwen. The text(?) from before has been underlined.
From the west gate of Glaniadneifion pours a spinal road towards Traethllwyd, for now reaching the warrens, from which many small roads stretch out to the farms and mines, along with a spur heading west for the iron settlement. Another road begins from the east gate to the farms thereabouts.
As the Men before them, the Children of Fanw see future profits in the northern hills.

>Big Totem
Now that's more like it! Something that glitters in the sun; A nice cache of silver, and another source of tin.
Around the gold mine a new little chiefdom forms, around a boss dripping in jewellery, and by far the largest Goblin ever seen in the south! Except for almost every other Goblin that is. A little ways east, a more erratic tribe coalesces, bringing up the easily mineable lead there.

Ah! Iti comes again! She continues her journey 'round the isles and is not likely to make a stop just for this brood, but she would surely like to chat at least as she swims by!
Why use a shovel or pick, says the wise Turtle, when the Great Mother has gifted you the perfect tools? One needs only to harden them, to place upon them steel. But metal claws aren't much use in standing water, let alone the 'squits and gnats that gather in it. Buckets are only as good as the arm is strong, what's needed is some innovation. As the will of the world is so often want to do, a strange shell washes ashore in the night; A spiral shaped, something, of some deep sea, thing. Ideas ping about until one, and one, make three, and the first screw pump is constructed in the marshes.
Such fine work the Turtles do, roads of even stones from the Nest to the market, (>>4854618) come, there will be a feast of fish and sea-veggies to celebrate!


-The Dalu Purge: A Forced Migration-

Tangle spies warn of the coming purge. Women, children, the infirm, and all other non-combatants flee across the river mere hours before the Dryads and their birds strike. In Valmad, temple lands, and most crushingly to the gardeners, the Apothecary's Dream, the canopies are raked clear of the Fae & their homes. All the while the Uhu and Smyr keep watch over the trees, calling out whenever a Faerie makes himself known. Of these almost all are taken down before they can retreat or retaliate. Owl, Frog, and Beetle, even the very branches they may try to hide in, are against them. Wings are broken, Fae swallowed whole or torn apart in beak & talon. The fury of the forest is rallied. The Pixies are purged from this part of the Dalu, but the war is not yet won. They are too many to be swept aside in a single bout. The Dryad march south.

-The Slaver Conflict: Battle of the Dockgate-

It is another busy trading day in the ports of Neleye. The Anaye and Drya overseeing the boats of the Goblins, the Laga, and ah! the Anubisids are come this day. The Dyb ships crash into the jetties and other ships, causing panic and confusion. In the flurry it is not traders that disembark, but attackers! They charge from their vessels through the throngs towards the city gates, the guards are all but powerless to stop the horde of giants. A shout to close the gates too late, the enemy is in the city. Those who cannot cram into the gate easily defeat the Elven dock-guards, and fall to battle against the Drya there. Chaos then, as Ent & Elf rush to defend their home and vassal. Sonyakians attack the boats of the invaders from below, pulling away plank & rush, sinking many. Around the dockgate the battle unfolds, Elves firing bolts of crossbow and their heretofore unused magic of lightning! as the Ents slam the Anubisids into the cobbles. Soon it becomes too dangerous for the Elves to fire on, and the Drya are left to defend. Steel & bronze meets steeleaf. It is a bloody, sappy, attack, which rages on. The Elves evacuate while they can, out into their vast farmland, where slaves put up their masters.
-The Nightmare War or The War on the Ice: The Barrens-

The Apthians can give nothing but rumour, for the creatures had attacked at daybreak, and left none alive (this is the closest Do'la word) to tell of what had really transpired. They would lend aid if they could, but a few rattling bones in leather or bronze will only slow them. As for maps, again the Undead can give little, there is nothing but endless ice beyond the Deadwood. For their efforts in this however, the exchequer of Aphthys pays a moneyer's pound of silver upfront, with another of gold to be paid upon return.
The fleet is assembled, they set sail for the glacier. As far north as their ships will carry them in the icy waters, they disembark upon the snowy, rocky wasteland. Nothing can be heard, as a blizzard rolls across the horizon. There is nothing in sight, no sign of life in this barren land, not even nightmarish un-life. Nothing but white and grey as far as the eye can see. Where are these nightmares?

> Action 1: Expand
Expand 4 hexes (pink) danderfey land and 4 hexes (black) cooperative land

> Action 2
Build stone road along red marked line.
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Forgot picture, because of course I did.
Global Event: Celebration! Yes it must be a sign of great prosperity for the future. Surely it means like we controlled the blackstone for a moment the rabbits on the moon were able to take control as well throwing it off it’s normal course! A brilliant day, a brilliant day indeed! And for it to arrive upon the eve of our repairs and delving into medicine, yes. Those must be what shall aid us the most our future!

1 action: Religion
A religious celebration during the height of the eclipse. Prayers for the warriors that fought against the impure land and fell, and ceremonies to celebrate the mages and queen of the land

1 action: Culture
And those that survived shall be showered in praises, a great parade for them. Mirth, food, and festivities for the day of the total lunar eclipse, a time of merriment and to bathe in the pure light of the moon.
Global Event: Eclipse

We pretend it's not happening. We tell all rabbitfolk to stay inside for the day. Hopefully they don't notice.
Sorry for a 4th post, but requesting rumor.
Action 1 and 2: The War-Totem Valmad (3/3?)

The howl of the spirits is deafening, the spectral death cry throughout the rings of uncountable dryad spirits, and the great tree itself nearing death.

But all is not lost, the ritual has begun, all that is needed to craft the great totem has been acquired, and now comes the most difficult part, the forging of the totem, and the subsequent binding.

Once complete Valmads original body will surely perish in days with an infection so deeply rooted and wholly empty, but the spirit will endure within the totem. It will have nowhere to return to but this vessel, and so all efforts must be undertaken to ensure the totem is as grand and reflective of Valmad as possible.

The creation of the totem is the most exhausting part of the process, every detail adds to the work, every minor imperfection could be disastrous, multiple different materials must be worked together, metal intertwined with wood and stone and dusts and paints to create something that despite being artificially made appears as if it was always meant to be, all worked together in seamless harmony and according to the principles of unseen geometry.

The end result is a totem stretching ten meters tall, a work of art incorporating treasures purchased from the market, blackstone, in some places even rare metals, all embedded and woven around a treated silver heartwood body, the main material of the great totem.

All of this comes together to form the first and hopefully last war totem containing such a spirit, the magical powers this single entity may wield against our foe, it’s command over forests spectacular, given it is the rightful king over this forest in particular.

The totem is not a living thing, but with all these efforts the grand work should be enough to comfortably house Valmads greatness.

The pixies truly have no clue what force they have angered.

[R] Rumour time

War post:

Continue weaponising the forest and all its denizens against the pixies as described in the previous post, but now potentially with Valmad ready to personally take his vengeance on the hated foe.

The birds of the forest are perhaps one of our greatest weapons against the fae, inspiring absolute fear in their sort appropriate to a human being hunted down by a Gryphon of Grynox, so vast is the difference in scale and speed, they stand no chance against these aerial attackers who rout their swarms.

The Bandru’ii ready their boats at Xira Gate, though the gate part has yet to be constructed it still serves as a colossal harbour.

Our main objective this turn is to finish erasing the Fae in our lands and prepare to assault them in their lands, though not this turn.

The pixies may attempt a counter attack around this time, and the most likely target they will choose is the apothecaries dream, so we ensure to be ready there.

We also stand guard against any further attempts to spread Poxylos, whether to random trees or sacred ones.
Global Event: The Eclipse

A sign from the spirits, even the great sun spirit in the sky is enraged at the acts of the pixies, the Unseen are moved enough to show us support against the pests who infest and poison the forests.

At the height of the eclipse is when the ritual commences, as the sky is dark overhead with the moon blotting out the sun only shadow covers the great ritual circle and the totem at its centre, Valmad rises from his dying shell, and binds to his new vessel.
>Global event
Oni are enjoying the shade. Our gods are great!

Lore: While researching ways to return the magic of old to Oni, many of animals were sacrificed to achieve it. Over time though. Oni started adore some of the cute creatures; unwilling to kill them espically the rendogondo, a small red fur monkey with a heart shape face. Lately, more and more Oni are keeping pets creating a culture and business of pets!

1.Expand boarders
2. Build city named Yōjingehen
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>Event: Hour of Undseelig

The intersection of sun and moon in such a fashion is both surprising and joyous, for rare it is that Guldfar and Æblemor's celestial representation gets to catch such time together. But then time goes on, and on, the skies themselves growing dim as the event continues – even the divine need those special moments of intimate privacy! And as the gods do, so follow mortal Dwarves. Couples come together where they can, be they young sweethearts or elderly parents; and take the moment of time just to be with one another. Glodrana and Korek retire to the royal bedchambers, whilst out by the stables a blushing young maiden shares a chaste first kiss with Zuvrek. Even those Dwarves for whom their loved one lingers too far away might sit, and write letters of feelings most often hidden behind Dwarven restraint. Even old Badion would write; a reminiscing wistful letter to a long-departed wife with bones now confirmed to Golaetur'kot for many a Jidtyrn, with words that would leave the old Dwarf's eyes moist and beard dampened.

>The Egg Hatches
Badion's mood brightens as the pair of Meluz slip from their egg with surprising grace. Two, he had never expected two of them from a single egg! Carefully he steps forward, watched by his serving-dwarves, and offers out a plate on which sits his prepared feast. Will they go for the cut of goat, the slice of pork, the leg of partridge, the fricassee of rat? Perhaps even the live mouse, made lethargic through immersion in ale; or the day-old chicks? The snakefolk were ever a bit of an oddity in diet. He asks his scribes to make a note, how close might their choice align with what literature the Meluz had left behind?

>Action 1&2: Upriver Expansion
Though the Untirkol is only navigable up to where the rapid-flowing Lodaster joins her channel, the twin-rivers Rodkol and river Zarunteg are slow and navigable. And so it is these navigable, silty rivers which attract easiest Gylden-dwarf settlement out along their banks. But as the Dwarves spread, they find that the forest of the north is just like that on the borders of the Metaki hills - the impenetrable borders of these woodlands make it impossible to discern what form of life lurks within. Surely, such a barrier of living trees is warning from Æblemor not to cross lightly, a proclamation that these forests might contain bound dangers and hidden threats? And so, the Dwarves set up a small network of patrol-stations along their side of the forest border between the lands of Ederakung and Rodededun, for their Outriders to keep a watchful eye in case anything untoward might emerge from out of the branches.
We do not fear the Dryads; We outnumber them in what must be hundreds to one and have dedicated multiple years to developing the equipment to pierce their defenses as well as countless resources and time developing combat roles and academies to dominate the battlefield. With our numbers and speed, they have no hope to maintain a supply line, especially as they begin moving deeper into our traps and guerilla guardians. Though their natural durability was once a fear, we have made multiple developments to the quality and form of our weapons as well as repeatedly developing our combat roles to better enable strikers to safely exploit the dryads vulnerabilities; Best of all, piercing their defenses once took two faerie strikers but can now be accomplished with one, massively compounding our numeric advantage.
The dryads boldly expect that armor will be enough to protect them, but the Faeries have long since extensively developed the greatest armor of all; the magic of displacement. Only standing a foot or so tall, Faerie Warriors are capable of displacing their image 2 to 3 feet in any direction, providing a massive range of inaccuracy to the Dryads. Not only does this protect the warriors greatly but strikes on vulnerable locations are far easier to land when one appears to be striking your legs but is instead landing a blow to the neck.
Reminder: The Faeries have an innate magical potency.

The Tangle has awaited this moment, too shy to strike due to fears of any sentimentality born from their bitter coexistence. Now, the heretical dryads cite their supposed prophet as justification for the war, a true insult to the sanctity of the quiet Forest Spirit who speaks to no man, only communicating through his actions. Oh, the poor, misled, heretics and their false leaders... Perhaps their prophet should have warned them of the long dark with his supposed divinity; We faeries, however, understand an order from the world-willing spirit of the forest when we see it... The plan begins as they are distracted.

The Faeries meet the Dalu in defense at the river where their superior mobility is best capitalized and the Dryad's manipulation of nature is minimized. It's time these arrogant fools experience true might and magic.
>Action 1 & 2: Scorched Earth
The clever and nimble faeries have learned the language of the Dryads, trained professional spies, and twice expanded their spy network to delve deep into the kingdom of the heretics, many befriending the nearby flora and fauna with their naturalistic ways to protect themselves from the Dryad's "tree-speak" as it has been dubbed. Though it pains them to do so, there is no race with a greater culture of duty and sacrifice than the guardians and gardeners of the tangle in their endless tending; The highly flammable alcohol and highly contagious rot much be weaponized deep within Dryad territory to exhaust their supply lines, panic their producers, and place their concentrated aggression on a time limit. The sun's disappearance is only further evidence of the Forest's outrage towards Dryad aggression, granting the already nimble Faeries the perfect cover to penetrate deep into enemy lines with more than just the spies, spreading their devastation deep into the Ash'sen area. Here the Faeries will capitalize on their massive population advantage and the absence of the Dryad army to keep legions behind lines to harass and prevent any attempts to stop the destruction.
Of course, we hate to see it suffer, but the will of the Forest Spirit can not be ignored. It understands that there will inevitably be regrowth, but there will only be one true race of guardians.
Event: The Giver weakens further and yet we still do not know the reason. The priests start to hypothosize that the Giver has given too much to too many and has started to rest more often as the Shifting White does. The purebreeds begin to debate if some should be pruned so the Giver will have less to give to. This new enemy may be a good chance to see if a Pruning could be useful.

1. Resources are the fuel of war as wood fuels a fire. The coal of the north shall be mined to fuel the inner fires of the metal leaves and the iron found at the southern edge of the Yadi to give the leaves sturdiness.
2. The Market finally passes by the Yadi and so the Drya take part in the moving center of trade. Having no use for most of it the Drya spend their value on the various scrolls and books found within. From there the writings would be deciphered for information of use to incorporate into the techniques of the Drya.

War: The invaders seek the city; but we shall ensure that the city becomes their tomb. The full might of the Drya now move across the desert or by sea in the boats. Archers upon ships shall rain arrows from the sea upon their ships with the Sonyakians striking from below for any vessels that remain. The Dryki and riders shall take to the outside of the city and hunt down any of the invaders that remain in the docks and push them into the city or back out to sea. Dryaven shall take to rooftops to hunt down enemy soldiers and strike at them with poisonous vines. Dryasylph shall take to the air and mark the location of enemy soldiers for the Dryaven and Ents so that they will have no where to hide. Sweep the city clear of the filth.
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Expand to red tiles. When Big Boss arrived at the new continent due to being invited to what was meant to be a royal feast he noticed an opportunity. This is a land that has probably never seen the glory of goblinkind until recently. The Big Totem demands that goblins cover the entire world and so this is a state of affairs that cannot stand! Conveniently there were already some water goblins being educated (how novel) in this nation. Their expertise, connection to the locals, and their strange unity is perfect for his scheme. As Big Boss wants goblins to spread as far as possible he will have the water goblins prepare a landing in the northern peninsula. From there waves of refugees from homeplace can hop along the various ports as needed until they reach their destination. The ocean goblins can ensure that these goblin waves keep on track and not make things "inconvenient" at the ports.
another edit. I can build 16 tiles of stone road per turn, but built 8 so the leftover half-action goes into upgrading the road in gobbo land so 16 tiles of dirt road to stone road.
Global Event: While time has naturally attritioned the dark goblins since the last ecplise the sun being out for a full hour has seen their numbers skyrocket throughout the nation. Suddenly made outcast where before they were consigned to being lowest on the totem poll or the short life of a hermit now there are enough to make proper tribes of them. This has also coincided with rumors of people and stone made of pure darkness leading to many individuals and these newly formed tribes to begin a pilgrimage up north past the danderfey lands. Many seek to work in either the blackstone quarry while others head to the lands of the daloroshans to observe their ways.

The unusually quiet sun goblins find themselves loudly panicking disrupting the peace that has been held at the cathedral while they clammer in the abbey. Peace returns when the sun returns although they will need to spend some time eating the bodies and licking all the bloodstains.
Posted on behalf of the HCA

1. A minor clan, Vorat, has come to the Daiimad with a....rather unique request. They wish to begin development of a new weapon, which while all well and good, piques the interest of the Daiimad when further elaborated upon. Animated beings of stone and metal. Gods know we have enough stone to last lifetimes, so turning it into tireless laborers or fighting soldiers is a welcome concept. The only matter is, will it work? The clan is allocated funding, and they will have such renewed if their project bears fruit.
2. With the war with the northern Grittidim seemingly sooner to occur than with the slavers of the south, me must prepare. With information obtained, mountain warfare training, the implementation of Maces, Warhammers and Poleaxes as frontline arms and development of mortars is underway, supervised by the three clans of Vay, Varke and Dzen.
> Warpost
Aid the Bandruii in non-combat roles in their war. Help with reconnaissance, troop transport, medicine as well as putting out fires.

With the return of the deer and in greater numbers, it was presumed that it might be some sort of gift after all. However, even so, there would be caution. If the deer exposed their necks further when one with a knife came close, then that would prove it. However, if not, then the desire of the hunter would remain unknown at this time, along with the meaning of what the symbols meant. Also of note and importance was the sudden darkness that happened...The more superstitious were starting to grow warry of this new world, for it seemed as if it was practically giving a warning...

Meanwhile with a deal arranged, the shipwrights of Clan Llewelyn would get to work on the creation of a grand ship. However most of the ships that were currently in use by both the colony and Llychlyn itself were more light...However with the nature of the ship in question being one of war, and the capital of a fleet, no effort would be spared in trying to come up with designs of ships that would fit as a proper capital ship. It was planned to be equipped with many canonau, and still remain fast. Yet, issues would come into play regarding maintaining speed and maintaining durability and seaworthiness. As such, a number of designs would be tested on smaller hulls for increasing speed and possibly structural integrity, all the while the plans for the ship that clan Llewelyn was commissioned to make were worked upon. Related to this, the extremely small number from Clan Tudor, along with a few other scholars, would get to work trying to recreate the canonau that the humans had made. Just larger and more capable of damaging the hull of another ship. They hardly cared about how easy the guns were to move on land, as their only goal would be to protect ships or potentially forts to destroy enemy siege weapons or provide consistent fire on the enemies camps...Regardless Clan Llewelyn wished to create the greatest class of ships put to sea, and they damn well would make sure of it.

>Action One. The Beginning of work on a great ship, mainly with ship design studies.

>Action Two. Work on creating Canonau, and larger than what the Humans have.
War, continued:

We continue expelling these fey from the forest as previously stated, on track to soon complete this task.
Whatever force they send to defend the forests has no chance of outmanoeuvring us with our superior mobility and eyes all over the forest granted by the Uhu and Smyr, we have defeated their first army already but they will likely bring more soon, their numbers are vast, but given our army contains not just dryads but all sorts of wildlife too their numbers advantage is nullified.

They appeared to have no answer to birds in our first bout, so it seems fair to rely on them as well as our florakinesis and our two greatest weapons against the fae, given the fighting happens in what is essentially only heavily forested lands we have a significant terrain advantage.

The danderfey, tiny woodland creatures themselves, aid in running supply lines, keep a look out for the fey to stop them playing their tricks and alert the birds to take them out, and deliver medical supplies to tend to injured animals and Carvil’ax’seset.
Posted on behalf of the Gali

Action 1: Magic Enchantment, Durability
Lessons from our encounter with the living shadows have shown that even our strongest are capable of being outnumbered. Perhaps prey with an intellect that rivals our own need to be taken more seriously.

Action 2: Magic Enhancement, Stamina
A small fox, a color so similar to the snow it would have been impossible to spot were it not in a forest void of the icy powder. In our curiosity, we pursue. In response, it flees. This cycle continues till our hunters are exhausted, and empty-handed.

Action 3: Palace of the Gali
The strongest man among the tribe currently inhabits but the largest tent, an outsider may not be able to understand the gravity of meeting him should his dwelling me so... Drab. The first Gali with a sense of, perhaps, grandeur, he begins to order the construction of his own palace in the center of the tribal dwellings. Large evergreen trees are brought west, carried on the shoulders of men as the strength-less [magic-less] carve spikes other crude designs into the outer walls.
[This is a double fort building action flavored as a palace.]

Action 4: Spear Skirmishers
The astute among the tribe have come to understand the complexity of arrow working. For too long have the fletchings been added without realizing their use!
Though, the bow is such a puny device . Perhaps we could add some fletching to a large shaft of wood, carved to a spike at one end. Those with the arm for it could hit their prey nearly anywhere and still kill it, unlike with a bow. This is a suitable alternative for those who are unable to keep up with the fastest of the Gallisans but still possess the strength to be one of the hunters.
> global event:
While the other people despair, the moles dance! Such a reprieve from the tyranny of the sun is surely a blessing from the lady of the deep!

> train the newly discovered giant moles
These... things we found underground. They’re fluffy and seem to be rather friendly. Perhaps we can tame and breed them?
Specimens shall be brought to the depths of our lands, and the strongest and most resilient shall be selected for breeding

> build a wall around the blackstone quarry
The dander have given us an order, obviously to atone for the shame of letting the shadowfolk through despite our guard. This shall not happen again!
We will erect a Great Wall around the quarry, with our underground tunnels as the only way in and out of it!
>Everlasting Waters

>Global Event
The event is cataloged just a previous, and astrological states are measured to see if we could predict the next, although the increased length of this eclipse is concerning, what if the next one is longer? What if the Sun does not come back out from behind the moon?

Expansion as indicated.

Fort and farm for Maui'loti

>Neleye Under Attack

Soon after the Eclipse is over and the Dybet leave, we arrive to aid in the rebuilding, and also to ask the Neleye and the Drya if they would mind us putting one of our forts in their port.
Action 1 build port/fort Northern grasp see pic for details.
At the farthest reaches of our ships lies the frozen north and, in those frost wastes are the demons that threaten us all, described as nightmares we have no choice but to locate and destroy them. The port will allow for freshmen supplies and support to be constantly flowing into the region, as we prepare what comes next. Knowing that the nightmares would never allow such a move to go uncontested a defensive fort is build to protect the port and ensure our position cannot be taken without a fight.

action 2.
Stunning Bolt - The caster draws out a bolt of life magic, that when used against a target disrupts the body's connection to its own life force, stunning the target.
Stunning bolt, can dampen a person’s connection to their life force, dulling all their abilities, this is a spell that is available to all to learn, as a good self-defense spell, and support combat spell. The spell for the duration of its effect sustains itself on the life force of the target.
War post nightmare war: dude where’s my nightmare
With the coast clear, and the military rallied and prepared for the frosty north, the time for action is now, with the port and fort being raised it is up to the military to hold and protect the area while it is completed and ready for the advance.

Blue 1 the area around the port and fort is secured, on the left, a hard chock point is prepared using the hills and see as a chock point, and to the right patrols and scouts monitor the more open southern approach. And I the mountains, are the scouts prepared to send warning of attack from them.

Blue 2 with the fort and port raised and protected, the military sends out three scouting groups, while the main force holds the fort and port, first group moves through the chock point to scout north along the coast, the second will move to the right and around the far side of the hills to scout that northern land, and the third will move south to help located safe overland routes of movement, for resupply and if need be retreat.

the core of the current strategy is secure, hold, and scout

[R]umour! What word carries in the Taverns, what whispers are spoken of in the voices of the priesthoods?
Action 1: As the sons and daughters of Pask enter this new world, they do so without fear or grandeur. They do it with naught but the stoic determination put into them by their forefathers. The first thing that the Ministry of Obron does is begin the search for metals and minerals to mine, for such things are crucial to the expansion of Pask's power.

Action 2: Pask shall begin the process of building Deviseries, where the Force Rune shall be researched in accordance with this new land and applied to garments for a variety of purposes. If nothing else, at least the simplest Force Blast Rune will be viable.
Pharaoh Diana is dead, long live Pharaoh Uni.
Diana's death was neither age or accidental, she was murdered. The assassin was caught and tortured, but she took her secrets to the grave. A sweep has been done through the court and Uni moved to maximum guard, she is safe for now. Uni was personally tutored and trained by Diana, but she is far from finished in her lessons, but now is thrust onto the throne, and if she were to die, another succession crisis would be upon us, and the last one killed the best sons of Ahonehetsu II, making the heirs after Uni to likely be puppets of lesser powers.

Action 1: Leave Neleye. Pay reparations immediately.
The sun vanished for a whole hour, this is a grave omen, and it happened after we invaded Neleye, invaded through deceit. The sun is angry, if we do not correct our behavior, we will lose the sun forever. So what we must do is simple, leave. But we have already done damage, this must be rectified, repaired. We cannot survive without the sun to shower our crops with it's lifegiving rays. Perhaps a grand tribute of the sun's metal, gold, will suffice, in fact, make a whole statue of gold, to represent the sun. We have no gods to represent the sun, but we ought to have, we have a 5th god we have neglected.

Praise the Sun!

Action 2: Train Blackguard.
With an agreement with Prenhearn, we will take some of their finest warriors and train them. The Children of Fanw aren't as big or as strong as the Anubisids, furthermore they aren't well suited to the desert sun. But they take to the moonlight far better that we do, and boast greater agility and are skilled with the bow. We will therefore make Blackguards, out of sight at most times, but able to take out the Pharaoh's enemy from the shadows. They are trusted agents, for the Children of Fanw are the only ones we know for certain isn't responsible for the death of Diana. Though, we will still have them make an oath to Uni, to protect her. If this is broken, their lives are forfeit.
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>The Choir
So one horde displaces another. As greenskins swarm out over their leftovers, the Slimes slips into the sea. A miserable send off to a miserable race.

[These actions will take effect next turn]
Push... and pull. Dark ships sail out of the fog and crest upon the low-lying Dakan Shelf. In no time they set about making the icy tundra their home, building up impressive walls, farms of roots & berries, along with fish traps & lobster pots in the frigid waters. The Ministry has landed.

[R] "No, I swear on my apples, I saw him!" / "Oh yes, you saw the weeping god of the Do'laroshans while I just so happened to be retrieving more tea." And so a party of Dander, a little after dawn, sneak through the lands of the sleeping Do'la, and into the Dakan Grove. "He came this way, I know he did!" By some extraordinary stroke of luck, or perhaps it was the will of Achroma himself, the group of Fey find themselves at the steps of his temple, without a Shadow in sight. Though the doors are closed, there is a sense of something, something big, inside. And not just big as in large, big as in, godly. Behind them a branch snaps, and panicked the Dander portal away.
There is value in land, in the holding of land, and in the protection of the Emiliate Sea from the Usagian threat.
Those betrayers! Those liars! Those... those... Meanies! The Shadowfolk went back on their deal, and as warplans are drawn up a new road is needed from the Quarry. A gate is made in the northern wall & the forts connected, then the road passes through the gates of Big Dig, and very carefully through the artificial swamp on wooden supports. Pleased at their work, an army of Dander head south to upgrade the roads they had dug long ago for the Goblins. On the way they even pass a train of dark Gobbos marching north.
"See how the jealous moon covets the sun for himself! See how he betrays you as you worship another! This is a test, one you brave Rabbits will weather bravely!"

[Eclipse - Waxing Gibbous]
Oh how the fallen bless this day with night! Let it be marked in the almanacs, and let there be great rejoicing! The temple bells and gongs ring, the priests give their blessings to the congregants, silver amulets are cleansed in the Moon Pool. Praise of the heroes, of the priests, and of her majesty are sung long after the eclipse has ended, and the sun has set. Those who fought, and their attending priests, are paraded through the streets on palanquins, showered with white bean blossoms. The date is set as one of celebration for tyrns to come.
[R] A good deal of knowledge of the world has passed into the Rings through both the market of Druad, and the prying eyes of the most northerly Sennites, watching the travellers of the Northern Passage. But it's not a whole knowledge, it has been only a branchful of tyrns that an entire other race of Dryads had been learnt of, and then seen & spoken with! What other wonders, and dangers, are there? What other oddities like the Wandering Market, or the rumoured Grynox?
It is equal parts enlightening and harrowing to be witness to any part of the the creation. "Unholy" some call it, to trap an ancient so. Where some saw the eclipse as a sign of their righteous path, others saw a terrible portent of a sunless, Sen-less world that this war-totem has opened the doors to. The movement of the spirit of Valmad, though surrounded by the noise of wailing, the sounding of bells and all other manner of tumult, is over painlessly, so complete was the totem. The material tree remains standing, to the silent surprise of most, who half expected it to fall to dust or simply vanish, but looking at the husk of Valmad is frightening. It's not, right; Hollow. Even the Dander don't like the sight of it.

It is said the measure of an Oni can be gleamed by how he keeps his rendogondo. If the thing is locked in a cage, the Oni is disciplined, but unkind. If the thing runs wild through the home, the Oni is free-spirited, but careless.
Chīmaza looks at his maps of the various Oni holdings, and notices a few irksome gaps. Circling them in blood-red ink he hands them to his lackeys to go get staking.
If those hairy peepers are so brave, let them get a full look! Yōjingehen rises between the trees, directly across the river from a rather impressive set of walls.
Forage is nice and all, but Oni bellies are big. They want something proper for once! [You need more farms]

And so yet more mines are dug.
The Market had given over a number of scrolls and codices, along with stacks of bound leaves of parchment, all of which was proclaimed to be "valuable knowledge". After scouring through the piles, with Anayen translators at branch, it is quickly found anything bound with a distinct yellow twine is discarded as Market records; pricings, inventories, and the like. So too is any scroll stamped with a clam shell seal, how much does one need to know about the gathering and processing of fish? It seems what the Drya and what the Market deem "valuable" is quite convergent. An unfair amount of parchments are just blank, others are covered over with gibberish, one has a rather graphic sketch of some ulcerated organ, all in all the Market had conned them. But there was something found in the heap, a mention only in passing, in the history of some place called the "Halipoole", of a walking tree by the name of Karu and that after stopping at this place she was to "...swyme a ling we to Tailuga.".
[D] It had started as only a mild pain; A sharp twinge after an extended reach, or from having stood too long. It was followed by light-headedness, sensitivity to loud noises, general irritability. It was put down to the stress of her position. Then there came blood in the urine. Searing pain after eating, fainting after walking. She was seen to by every priestess the so newly erected temple had trained, laid over with every ward and charm they could weave, given the strongest Ichor she could take. But it was of no real use. The Kalnthrunra is dying. Against her husband's wishes she has already ordered her Golaetur'kot be prepared.
[R] Far from the capital and temples, in the taverns of Ederakung, the Dwarves have gotten to thinking, thinking on the power of the rivers. A few tests show their drunken idea will work. The most presentable of them have brought this idea of theirs to pub the foredwarves attend, it's a bit more upmarket where they don't even have to put straw down, and after a round or two of cider, the management agrees. Now it'll take some doing, but a wheel just so, with an axle like that, and some gears where-you-fancy, and you've got yourself an automated set of bellows, or an auto-hammer, or a press for say, cider!
One goes to the mouse, the other to the chicks, after they are swallowed whole, forked tongues come flicking out. Then each take turns gulping down the raw meat pieces without any preference, before their tongues flick over the cooked rat. They hover for some time, then this too is swallowed down, splashing the sauce all over. When they have eaten everything, bellies protruding, they look at the Dwarves assembled, now thankfully without the hunger so present in their eyes. They both make a nodding gesture, before curling around each other and falling to sleep.
There is a vigour in their stride as the Dwarves make out across new lands, tempered by the Tanglewall which "greets" them at the northern forests.

The mission is a simple one, strike the first spark that will light the conflagration which will drive the Sennites from the forest for good. A temporary loss of life, both Fae and Floral, is a tragic price which must be paid.

The Anubisids in battle, at the quenching of the sun, drop their weapons where they stand. They scream out prayers, weep, or stare at the dark sky in terror. They break for the docks, but are stopped by Drya forces. There is going to be more than gold to pay.
(>>4861412) Learnéd in bow and shadow, the Blackguard Fanwen are taught the ways of the Dyb, and treated to the cool waters of the Din.
>Big Totem
Clever Big Boss, advancing his horde across not one but two islands! Travelling by more boats than any single Goblin can count, they make their way to Deinos, to an area known as Thios. Here white sands stretch like a chilly desert up to sturdy pines. There's something, off about the sand though. It's too clean, too regular, it's just not right. Wait, what are those Whales doing?! On the mainland meanwhile, Gobs find their way up crags and plateaus most precarious, seemingly just for something to do.
(>>4859476, >>4861592) The Dark Tribe of the Goblins are not talked about in polite Gob society. Well, as polite and as much of a society as the Goblins have, any way. Recent world events however have drawn them up ever so slightly from their hole in the ground, reputation-wise, and these rumours of blacker than night people and stones draws them north. A pilgrimage of sorts, through Taknab and Dander lands, up to the Quarry. The sheer sight of it has them in awe. Given the right direction, read "beatings", they're likely to be the most dedicated workers at the site.
It is a miracle from the weakened Elal that the brothers and sisters escaped to the cloister when the sun darkened, for the ungodly sounds that erupted, and often pressed against, the reinforced wooden doors could shake the dean's faith.

A stone body, of childish likeness to a Human, is with great anticipation shocked with lightning magic. Here there are two disappointments, for not only does the body not animate as they had naively hoped, but the caster of the spell received a nasty shock in blowback. There is much consternation, how had it not worked? Deep within some collective conscious there is a memory of stone or wooden idols springing to life. The rather meagre library of the Colonial Council is scoured when one word stands out through the noise; Uskijora.
A stout thing the engineers present to the Council. They had been asked to build a thing to knock through walls, and that's just what this beauty will do. A demonstration of the bombard cannon is offered, but without any walls which presently need blasting to rubble, politely declined. [You're overreaching with your actions again]

>Everlasting Waters
Residents of Har'Gun are shocked to see a great army of green- and grey- skins marching past their lagoon. A chance few who had seen the Zhog Goblins first make landfall are even more shocked, for they have significantly grown in number.
(>>4861185) It's come time to stretch the fins once again; Over the coasts and rivers, really swim out there. Wait what are these Goblins doing here?
Maui'loti continues to grow, gaining the now mandatory coral fort to guard the waters, and an additional farm for more sweet fruits.
The flash of a knife, and the stag shows his neck, the herd follow his lead.
Every aspect of the various ships the Fanwen have ever encountered are collated, described in both word & sketch, and noted for their drawbacks & benefits. Scale models are fashioned to display the numerous methods of construction, how well each separate piece functions, and these too are documented. Hundreds of pages are compiled for the scribes of Clan Llewellyn to decide between, detailing near-literally everything, down to the pegs and nails.
With how proudly the Men in the north show them off, and the keenness of the eyes of Fanwen, the general idea of the gonne is imparted to the forge-clans. But a piddly shot as displayed by even the largest of these weapons would do nothing against a well-hulled ship. Still, it is best to take such things at a slow pace, reproducing what is known to work will have to be the first step in the process. The suggestion is floated that Men be involved in the creation of the cannonau, though some mean looks may be enough to sink such a notion.

Without iron to forge metal skin, nor the spare leathers to clad every Gali, it falls once more upon the magicked to build upon themselves their own protection. A skin tougher than hide, of steely defence tempered in the fiery rage of bloodlust.
The rage of an empty belly likewise, is the banquet upon which the magicked may stride.
The Palace of the Gali is more a fortified shack than what would garner the title of "palace" in any other clime, but for a deforested tundra the pillars of whole tree trunks are just as impressive as those of white marble from the Catan. From this seat, the strongest watches over the rest of the tribe, safe in the knowledge that even a stranger from the backside of the earth could see his is the most impressive dwelling around.
Though more costly in terms of wood than arrows, the spear of the Gali is far more accurately thrown, and easily retrieved. The heft of an atlatl-thrown spear is undeterred by the billows out on the glacier, much more likely to land a devastating strike.
After searching the mountain caves and returning without a definite choice in steed, news of someone digging up mounds between the apple trees sends Molerats running to check. A second brief search finds the culprits to be giant moles! Well, not giant, but pretty big, big enough to ride even. Rusty gears start turning, and seeing how much these big fuzzy lovelies seem to like offered apples and grubs, might just well be tameable. It doesn't take half a tyrn before the creatures are literally eating out of the palm of their moleratty hands.
Walls of mountain stone, clad in part with a layer of Blackstone, are erected around the Quarry, joined where it can to the Taknab towers there. The rubble of the Rabbit fort is pushed down the hills to make way for proper workmoleship. The only way in, or out, is through a guarded tunnel dug inside the western tower, staffed by only the best Imnaki available.

Men sail to the western shores of the Undead, and there acquire a deal of stone and timber, for they plan to build more permanent facilities upon the glacier. It is as the fortified port is being constructed however, that the Nightmares finally descend.
Whether drawn from the caster or a vessel the effect is the same, and dazzling, whipping bolt which blasts into the target, stunning them. The greater amount of life force thrown, the greater the effect, though of course this requires an expert magic user to wield so potently.


-The Dalu Purge: A Fiery Purgative-

The Fae of the southern Dalu are easily evicted, given the forewarning of the previous purge, there are few stragglers left to feed to the steeds and birds. But by the holy union, the trees all about are riddled with Poxylos. Those spiteful bastards care nothing for the trees! The infected, rooted & walking, are marked with sadness. Yet the misery only grows, for intoxicated with an Apothecary draught headed on a one-way mission, dozens fly against the Rings! Bearing their many withering poisons & flasks of Sen-knows-what, make for the sacred heart. Uhu & Smyr who strike are killed with their foes. Branches which swat are dodged unnaturally, or else pierced with some awful new weapon to deliver rot. As this fleet make it dangerously close to Ash'sen, the Circle react in terrified unison, downing them. The relief is short lived, as the Fae give a final hurrah of their own, catching their flasks, the trees, and themselves alight, so near to Bandru.

-The Slaver Conflict: Chained Jackals-

The sun, dark in the midday sky, halts the Dyb in their strikes. For only a second do the Drya continue to battle, but when a counter does not come they too cease. Reinforcements arrive from the east, rounding up the Anubisids who despair at their sunken ships. The lot of them are put in chains, or at least bound, for the fetters of the Elves are no use on their large paws. The Ents hush the jeers of crowding Anaye as they are lead to the slave market, the largest square in Neleye, to be questioned. [take to IC]

-The Nightmare War or The War on the Ice: A Patient Hunter-

Stone and lumber are laid out, the post holes are driven, and as the Fraternians set about constructing a defensive position on the glacier, the Gali strike. From the flurries they materialise with a roar worse than the roughest seas, and fuelled by magical rage they tear at the Men & Morphs caught mostly unaware. Brute strength clashes headlong, headstrong, straight into steel and leather. Each Gallisan takes the blows to knock five or six men down, and even if literally disarmed will still charge horns first or bloody teeth bared. Armed only with adze, spear, and stolen farm tools, these nightmares punch a painful hole in the ranks of the Fraternians. It is chaos, as the horrors of seeing these savages bite into the flesh of the living, or relish in their carnage so bestially, carnally, destroy morale and command. Then, as quick as they had come, they disappear once more.

The food sitution is becoming clearer and clearer. More Oni being born means more need of food and Oni are natural-born gluttons. But King Beni did promise to help the Gobbus. Maybe there might be a temporary solution ahead...

Actions 1-3: Working, Working, and Working Again: As per agreement, King Beni sends Oni overseers and workers into the south of the gobbu territory with gobbu guides to build mines and tourture/ensure the mines are built perfectly. With Oni stamina and strength mines are quickly built. Oni overseers publicly flay, slice, dice, smash, burn, eat, and choke gobbu workers into submission curbing their rowdy nature when working. Many bodies piled, but it at least made sure Oni and gobbu alike ate well!

-The Dalu Purge: Addendum-

The loss of Fae is a painful decision that had to be made to paradoxically spread both chaos, and a false security. The fires, the poisonings, the infections, these are minor accomplishments in the grand scheme; Still, they are ones achieved by heroes. The spies had brought forewarning, giving time for civilian evacuations, and military incursions. Pockets of Fae move under the cover of the eclipse, into the Dalu, secreted away in hollows & nests. With the Dryads' focus spread wide, it is spread thin. Now begins a new, Fae, warfare.

Well...something to knock through walls was not at all what was requested, and so the Daiimad, as well as the Clan-Sah specifically now look though documents to find just where the hell the orders had been changed. The Colonial Guard needs something for long range, arcing shots. Granted, the bombards have the capability to do so, however it will be awkward to do so. Regardless, they will do.

1. The rollout of the blunt, anti-armor weapons begins. If the hides of the Grittidim cannot be pierced, then we will crush bone and organ without needing to break the skin. It also helps that such weapons will do well against armored opponents in general as well. Designed by, of course, Clan Dzen, they have the ability to be laced with gold leafing, which Gold being considered a military resource is not very expensive. There is a Large stockpile of the metal by now. The leafing will take advantage of the properties of lightning magic, and contain the electrical energy until something is struck, and while only one use, will provide a major blow on the first strike. It is fortunate the Moon elves, and really only the Moon elves, remember the process from doing similar to their old armor.
2. After hasty damage control efforts by the members of the Automaton project, it is not outright cancelled by the Daiimad at large. The issue with their methods seems, with hindsight, to be obvious. Lightning alone can’t move stone! If such were the case then it would have been seen by now. They would need something that could contain the energy, transfer it to the ability to move. A rune. That’s what is needed. A rune that can be charged with lightning magic and concentrate the energies in one place to be distributed thoughout the body of the golem. The energy will be both the blood and muscle of the Golem.
3. Contrary to the belief of many outside our borders, the Colonial Guard is foremost a defensive army; meant to punish any incursion into our territory first, then rise from trench lines in counterattack once the foe runs to their own lands. As such, with the constant worry of the northern Grittidim deciding to end this charade of normalcy and invade, the border is to be further fortified. In preparation for fast moving foes, many obstacles are put in the way of the front and sides of the forts to impede movement, namely barricades and traps, usually in front of said barricades to prevent their use as cover.

>Young Meluz
Badion looks on as the two serpent-folk curl together, so peaceful now! He recalls for a moment a time many tyrns past, back when Glovan and Bavir were this young; and a smile passes below his beard as he thinks of happier family days, the four of them together back in Kirurlag. But such reminiscing quickly passes. Now, these little 'uns are going to need a room prepared and an understanding nanny arranged - and names, of course, if they're to be raised as if his... perhaps Mavon and Malgli? Ech, he'll think on it. Quietly, he makes his way from the chamber, leaving the two to slumber under the watchful eyes of his guard... And then Glovan rushes in, a parchment in hand, his face pale behind golden beard. Such terrible news from the capitol...

>The Decline of Kalnthrunra Glodrana Guldhand
The news is devastating to all who hear it, from family to the most remote of acquaintances. But Korek's arguments fall on deafened ears - Glodrana knows that things simply must be prepared for before she grows too weak to conclude them, that duty to the realm must be done - her Golaetur'kot, which she hopes will sit high in the sunlight upon Æblemor's great temple is just the first of these! The most important to arrange is a task that she herself failed so long ago. The council is called. And one by one, they come from far and near to sit. Learned Dwarves, holy Dwarves, wise Dwarves, titled Dwarves, powerful and influential Dwarves, some Dwarves with Beards so long that they brush at the soles of their feet. All to answer the question the that she sets them... Zuvrek Kvydrech Laeggratt is still young for a Dwarf, but his golden beard gleams with the promise of his starry birth. Is his temperament fitting, are his choices wise, is his education now full enough that he would be worthy to sit beneath the golden light as Kalnthrunr of the Throng? Will the council ensure stability in the realm and confirm her son as appointed heir?

>Action 1: His Golden Face, his Blazing Beard
The third seam of gold by Rodededun is ordered to be struck, for Guldfar's priests have wish to complete a long-planned renovation to Guldfar's great temple at the Field of Gold. With purest gold and blazing voktorz, a great face of Guldfar is to shine fourth from the temple through all his daily light.

>Action 2: The Forges at Ederakung
The foredwarves give these ideas to upgrade their old waterwheel their enthusiastic go-ahead; let the forges of Ederakung be expanded so we can truly put the power of the river to work! And with the expansion, another mine for... Iron? Coal? Whichever the expanded forge would most be in need of!

>(Reparation) Action 3: Riverland Survey
With new land recently acquired, another ten districts are to be placed beneath the surveyor's instruments. First, was there some land about Æblemor's temple that had not yet been checked? And second, the new-claimed land upon the banks of the rivers will be sifted and sampled.
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-The Stone maestros' search has not been in vain, for the soft cries of hidden riches have been heard and now all that remains is to liberate them from their cold enclosures. Working together they combine their songs to mold pathways in the earth, sculpting tunnels towards these new minerals.

-Meanwhile the maestros of the forest look across the lands of the Simfuni and find them bland and barren. Where are the songs to echo throughout the empty hills? What good are vast grasslands that have no voice to sing with? They would take to the hills of the North, calling forth new life to grace these lands with the wonderous music of life.

-Expansion action:
Expand along the border, starting from the north and moving down as far south as I have expansion points to spend.

The gift from the hunter would be accepted, and a bit of a feast would be had. It was entirely probable that a few people would likely in time actually start giving gifts to the hunter in exchange for the meet, though viewed by those who did such as merely trading rather than giving an offering...It likely would be frowned upon by Clan Howell once the news reaches them...But that would be a problem for later...

Meanwhile the few of Clan Tudor who were leading the other scholars working on the project would continue their work on the cannonau. The light cannonau that the Humans had were likely quite useful for dealing with crew on the deck, or damaging the rigging and masts, but the proper hull it'd at best do minor external damage. The work on reproducing the things yet at a size to be large enough would still be difficult, yet it was clear what was needed. Cannonau with shot that weighed heavily. Further, an issue found in trying to reproduce the Human's own cannonau would be their method of breach loading, which in a few reproductions had structural issues that could result in the cannonau bursting, destroying the cannon and injuring or killing the one firing them. As such, efforts would be done on loading them in a different way. From the front, muzzle loaded. The work would be on making them of cast iron, seeing how the humans cannonau were made similarly, and how there were no other materials to be utilized. The only real issue is the time it generally took to get Iron to those working on them. As while there was plenty of Iron, it was basically on the other side of the colony. And in time, a number would go over to work next to the mine instead to work on the artillery. Considering their main use was still focused on being fixed on ships and forts, the weight was still not seen as much of an issue.

Related to ships, with the initial design study, the work on the ship commissioned by the Dybet would start. It would have no expense spared, for much in the way of gold, silver, copper, and more from the southerners were up for offer. The ship would be a large one, the largest ship made by Llychlyn or her colonies to date! With three tall masts, a inner and outer jib, and the rowers situated in a higher up position in the ship, and there'd be only one set of these oarmen. Directly above them would be a deck designed for holding a long set of cannonau, and on the deck would be space for yet more. Further, there would be four cannonau designed for firing forward directly ahead of the ship, and four for the back, with each broadside made to have about 26 canonau, for a total of 60. The design of the ship was saved, and with the work on the hull it would not actually be that slow despite it's size. Clan Llewelyn were the worlds best shipbuilders, and they were going to prove it. Related to this, a variant dedicated to cargo, along with a version without the oars would be made.

>Action One. Heavy ship and fortress mounted cast iron breach loaded Cannonau.

>Action Two & Reparation Three. Work on a true capital ship, one that could be used both for the Merchant Marine and the Colony's navy.
Actions: improve discipline and improve general training
> spiteful ambition
A new development comes from repeatedly meeting with the shadowfolk, the voices about their smug superiority and their claims to all ringing loudly in the ears of even those who haven’t heard about them.
The grim grow grimmer, the ambitious become even more willing to strive for superiority, and one idea takes root in the minds of all the folk who never seen the sun shine: the idea of proving oneself superior.
Discipline becomes iron-strong, with squads holding the fort to the last man in the training games, honor duels end up with vicious injuries more and more frequently, training reaches a new hike, all for one purpose and one purpose alone: be the greatest, be the best, prove the shadows wrong. Defend your honor

> declare war on the Pixies
News flash to the queens, of how their allies are struggling to deal with enemies to the south.
The Dryads are allies, in name, and as such should be helped- but one voice keeps singing in the minds of the rulers which motivates them even more to assist their brethren-
Do more. Do better. Prove them wrong. Succeed where they failed

Not even the highest queens are free from the Great Spite
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1. Expand the blackrock borders to pink tiles. The darkness goblins quickly swell the land controlled by the collective and even begin expanding its influence. Due to their obsession with all things dark they have started gathering on the border of the shadowfolk with only the rivers forming a definite barrier to their expansion. The road's currently defunct state from the lack of travel due to tense relations is also taken advantage by the goblins as they claim it among the various tribes. With only them being crazy enough to use it to move freely in and out of shadowfolk lands despite any retaliation received. Only through stalwart defense of the fort sees their borders deal with a local problem rather than a national one.

2. Prospect goblin lands. Bigboss is excited for this is a new continent with new tribute to be received. It seems like the land was already cleared of all the useless stuff too while leaving all the shinies for some reason. At home it seems like goblins have also found ways of dealing with the inhospitable mountains on the surface. Given what was last found in mole lands perhaps they can find something unique as well?

3. Prospect oni lands. Big Boss truly knows how to make a deal. His people get brutalized by strange foreigners and he gets an even bigger amount of tribute! Truly his stewardship is incomparable. He still has his part of the deal to do though, but he knows just the gobbo to do it. Cia'cayn already got him the good stuff from over there so surely he could do the same in the south of his own jungle!
Posted on behalf of the Drya

1. Study the Dybet fighting techniques to incorporate those that are useful.
2. Study their ships to improve our own.
Reparations. Expand
War. Rally the army and prepare a transport fleet, but hold off until negotiations are done.
After getting some bodyguards she can trust, Uni finally returns to her palace in Anubira. It's a bit short on staff, the purge scared a fair few away to other jobs, but this just gives the Blackguard more freedom to familiarize themselves with these halls.

Action 1: Create Northern Guard Posts at the road leading from the Blackstone Quarry to the Danderhome.
Someone has stolen a shipment of Blackstone up north, we do not want it, but we don't want it to fall into the wrong hands. This stone must be kept within the Blackstone Cooperative. In fact, the sun went out at that time too, so we must make doubly sure it never gets raided again. The north is unkind to us of the desert, but we cannot let the sun go out again, they will have to acclimate to the north.

Action 2: Prospect downstream of the Dyne.
With our current expenditures, our treasury is starting to drain, we need more gold to fill our coffers. With this in mind, it has come to our attention that we have yet to make a prospecting effort along the Dyne, our prospecting is instead along the Un, Din and Kavost. It has been quite foolish to not look here, considering how bountiful the earth's harvest is here, so surely there's plenty of gold as well.

Action 3 (reparation for expansion): Expand into the Ifri Desert, find the tallest peak in Ahmar.
We have enjoyed the lands of Undine for long, but now comes the wrath of the sun, we need to pay our respects to the land of no water, where the sun reigns supreme. We need to explore this land, and find the place best suited for our temple to the sun goddess, Solahmar.

Action 1: Ward Va’siya

The hated foe came so close to striking Bandru himself, this cannot be tolerated. No more shall any attacker or spy breach the forest of Bandru Va’siya, such an attack will never be repeated.

Our eyes over this area expand to encompass all, our noble wardens are drilled relentlessly to be ready to protect it at a moments notice, all the flora and fauna of Bandru Va’siya are tasked with the preservation and purity of the forest from any foe, fae or any future enemy.

Any who already by some stroke of fate exist within are purged.

Action 2: Recurve Bow

Projectiles are our best weapon against the Fae corrupters, developing a new more efficient and faster firing bow will allow us to cut down more pixies more frequently.

Action 3: Build two gold mines on our deposits

Gold is immensely valuable, and having this much can easily streamline our war effort and keep a steady supply of wealth in the nation even at a time of war.

This will allow us to keep our brave warriors fed and supplied for what we expect to be a prolonged conflict.

War post:

The time has come to finally invade the pixie lands and drive them out.
They have committed such injustices against the forest we did not even notice before, they have killed or expelled most of the wildlife just to better suit them, how disgusting.

Valmad marches on the war path, being carried along the big red line along with the bulk of our army to overwhelm the pixies, they will stand no chance fighting in a forest, especially one so close to all the poxylos they spread it will be eager to slay them.
Valmad himself is impenetrable to all their weapons and will unleash his magical vengeance on all their kind.

Our army will fight as before, backed up by danderfey supply lines and the moleman army that seems to have decided to join the war for glory.

We outmanoeuvre the pixies tactically by sailing boats down the river allowing us to surround and slaughter them, and then take the surrounding land.
These boats will be able to evade all the pixies traps in their entrance into their land by taking a naval route, cutting down on losses on that front.

The pixie army is weakened by their frequent losses both at their recent arson attempt and our initial engagement.

They do not stand a chance against us in the forest given all of our florakinesis and now the totem of Valmad himself on the warpath, and all of our support in the form of wildlife and our highly militarised ally.

Given this is effectively a 3v1 at this point, the following is the dryad battle plan.
Red for troop movements, green for this turns target.

Once we get to the wetlands our M’vaa frogs will be in prime position to make the most of their natural abilities, given their natural habitat and the fact their sticky tongues enjoy gobbling up fae.
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Lore-less post because still running a fever.

>Consult with Achroma. Offer all blackstone, give news of Araq's blessing, ask if Blackstone is special and should efforts be directed to securing it, even if war is necessary.

>Action 1 - Improve archery.
Consult Fraternian smiths to redesign arrowheads from hunting tools to killing tools. Improve bow strength and flexibility. (Recurve?)
>Action 2 - Improve mobility with climbing gear.
Spiked-toed boots, wrist mounted hooks, quick release ropes and more. Aim to be able to scurry up and down trees and cliffs with ease.
>Action 3 - Claim pic related.
Star-mark is a split hex with Fraternia.
>Action 4 - Improve Darkness spell.
The Shamans recall the recent eclipse, how it's occlusion left the world in darkness. Refining the ritual to focus on blocking light (as the moon blocked the sun) instead of all-encompassing darkness, could lead to less intense darkness over a wider range?
Re-doing my second action:
>The hills are alive.
Meanwhile the maestros of the forest look across the lands of the Simfuni and find them bland and barren. They have changed the shape of the land drastically from just a few centuries ago, and ever since it has been flush with life and song. But an the Melody is never just one song, never stale, for to be stale is to be dead. No, It is always changing, evolving, and life adapts with it. Thus the Simfuni, the maestros themselves, can not simply stagnate in their artistic development, otherwise they might as well be mute. Seeking fresh inspiration, the maestros take to the hills and do something they haven't in a long time: listen. They simply spend time with the hills, listening to what the land has to sing. What it has seen, what has been, and what it dreams is yet to come. The hills were not merely barren as they believed. They were blank, sure, but they were canvasses merely awaiting the next masterpiece, one of the infinite potential pieces that waited to burst forth. Like a painter, the maestros prepared the brushes of their voice to paint broad strokes of the land's ambitions into reality.
War Post

Stealth is, as always, paramount to Do'laroshan strategies. Subterfuge and misdirection are an extension of that, and it is with these that the Do'laroshans will defeat the horned menace.

The edge of the deadwoods will be where the trap is laid. Slowly, quietly, in the late evening hours, the Do'laroshans will infiltrate the Deadwoods. Scouting reports confirm the sound of lumberwork and savage, demonic cries. The Gali are here, but not for long.

The plan is to use the heights of the trees along with the falling darkness to their full advantage. Once shadowfolk are placed along the border of the ice and forest, and in a ring around the campsites and perhaps-resting Gali, the attack will commence. Arrows will pour down, and Do'laroshans will use their new climbing gear to allow them to remain on the move, keeping up their stealth and unseen attacks.

Those Shamans capable of magic will be split into two groups. The larger will distance themselves from the battlefield, towards Do'laroshan lands. Dancing a cloud of darkness into existence, they create a blob that hopefully no Gali will dare to enter. While melee is to be avoided, hopefully the blinding cloud will even the playing field, allowing the Do'laroshan warriors stationed there to protect the Shamans and kill any Gali looking to escape the arrows by fleeing south-east. If possible, traps will be laid out as well, further crippling or killing the Gali before making it to the dark-shrouded army.

The rest of the Shamans will join the archers in the trees, using their Thrown Voices to confuse and hinder the Gali as much as possible. The sound of fleeing foes where there are none, pitched fighting attracting or repelling them as needed, and aiding the archers in their movements to remain unseen.

Of note, a particularly thick amount of archers will be placed along the tree-line bordering the ice. Gali attempting to flee into the ice will be targeted before they can escape, while those who might be charging in from the frozen wastes will be allowed to enter freely, only fired upon once past the tree lines and in the gloom of the forest. If all seems well in hand, the Shamans will even call out, mimicking Gali war-cries and projecting them onto the ice, hopefully drawing more of the demons in to be slaughtered.
>Everlasting Waters

>Greenskins at the Edge of the Wood
The knights of Har'Gun'Heshi ready themselves at the sight of a gathered war band, until closer examination reveals them to be under the banner of Zhog. The tents are assembled, and cooking fires readied, for the bull laga of tbe fort wish to see who can kelp sail better, the forts captain elf, or Zhog?

>Goblins on the Beach

For lack of a better word, the lagas and elfs of Maui'loti "herd" the goblins from the coast line via a mixture of constant catch and release- coming up to goblins in the water and at the shore, and either dumping them at the fort for tagging and holding, ideally in the forts brig beneath the waves, and releasing them out at sea.

Send a boat north of some of our engineers to help build another fort around the Blackstone, and to the South we are placing a sea fort in Neleye.

We have already noticed that our sonar and screams do not bear all that much effect outside of the water. Perhaps it is the way the sound is carried, perhaps it is the leaving of Vasa Tama's domain, but in that course of thinking a possible solution is suggested.

>"What if we asked our Sea God to summon waves, how would we do so?"

Almost immediately it is agreed that such an experiment will not be attempted, for to waste a God's power and time would be foolish. Nay. But the dya may come when the Laga call upon their God to raise hell upon the open seas, the scribes and monks are questioned for advice, until a proper ritual can be determined.

>tldr- we're talking to our theologians to get an idea of what a Hail Mary ritual would take in the case of an End of the World as We Know It Scenario, ie warships in the bay of Holo'gunui we can not sink with our screams. Basically formalizing a ritual that the crown wearer can do to beg our God for protection.
The first grand clash between the Tribe and outsiders has resulted in a prize far grander than we could obtain elsewhere. Fresh meat, and the glory of battle!

>Action 1: "Hunting" Reform
The intellect of this new roaming herd is far greater than that of roaming sealions or other lone polar beasts. While our first hunt was a success, the wisest among the Tribe suggest a degree of strategy be implemented to ease the hunt. Every hunter is given two wooden spears to carry with them into the hunt. While the hunters charge their prey, a forest of spears are thrown at speeds as fast as a diving hawk at the prey, as the rest are cut down by hand once we reach them.

>Action 2: Magic Enhancement, Endurance
Once more, spurred on by our recent hunt, a new movement in the tribe is spurred on, this time by the Gali himself! Gathering the hunters of the tribe in a grand feast at his new 'palace', as members of the tribe feast on the raw and half-frozen remains of the dead humanoids, with spitting buckets passed around to spit out stray pieces of clothing stuck to the limbs, and another for the picked-clean bones to be sent to a craftsman to create bone charms.
At this feast, an emphasis is put on the stamina of the hunters, to be able to rage for longer.

>"Hunting" Action
Once more the Tribe will stalk those who probe the arctic wastes we call home, avoiding a proper confrontation lest another easy opportunity present itself. As we stalk, groups of 6 to 10 hunters will occasionally make small strikes, quickly rising over nearby hills to present themselves as they throw a squadron of spears at their prey, before making an escape, perhaps coming back later for the corpses of the killed, should they still remain.
Coordinated scare tactics are employed, as the hunters distantly surround the enemy, before letting out guttural howls from all sides of the enemy, striking fear into their hearts.
>Action 1: Learn the Dwarven Language
The Dwarves have been observed closely and noted to be trustworthy, respectful, and hard-working people. They would make for excellent mercenaries if only we could speak to them.

>Action 2: Improving the Combat Stimulant
The Faeries are by far the nimblest and most agile of the races, though their strength can be lacking. Previous research has shown that while pharmacology can aid in correcting this issue of strength, the current method and dosage can be exhaustive, knocking the Striker out cold afterward. In an attempt to protect the Strikers, further research is conducted to create a more steroid-like drug that can allow the Faerie to build and maintain the required muscle as opposed to rushing their system with adrenaline.

>Action 3: Build Farms along the Bramble Wall
The magic of the Dryads is intimidating but has its weaknesses, namely the consent of Forest Spirit. In order to prove their allegiance and limit the number of potentially treasonous plants, new gardens are built.

The Faeries expected the loss of land thus far, having largely opted against its development for that reason. The Faeries are now comfortably within their developed land with traps, walls, and the river to grant a significant defensive advantage as a flying species. Meanwhile, the Faeries fight a battle of attrition as the offensive army lurks in the forest, ambushing supply lines and halting any attempts to cease the destruction. The soldiers are sure to soon realize that the supplies aren't coming; First, they will break, then those unbroken will starve.
Reports are heard of the mages being occupied harnessing their magic in an attempt to mobilize the corpse of their old home. Noting the vulnerability, squads are sent to make aerial attacks well outside of the range of the Tree and its mages, dropping Faepalm Molotovs onto the tree and its occupied attendants.
action morale rallying: the Prince governor’s address

Two week ago, the sons and daughters of Fraternitas proved themselves true children of Thistepaw, boarding ships destined for glory and combat in the frozen wastes. With courage and honor, they stepped onto barren land where only the unknown awaited them. Today, we come together to honor their sacrifice. These men and women, these heroes, were set upon by a force greater than we had imagined, and now... they must live on in our memories.

Lesser men would have broken and run. Lesser men would have thrown down their arms. Lesser men would have fled into the wastes, rather than face the danger together.

Lesser men would not honor their bravery!

We. Are. Not! Lesser!! Men!!! We are Fraternians!!! We have stood tall and proud through dark times before, and we shall do so again! High King Alexandros forged a kingdom from shattered remnants of humanity, First Emperor Georgeo Cleanerson overthrew a tyrant king whose depravity cast a shadow overall, and then he went on to stand firm with the sons and daughters of Fraternitas to hold the line against the night itself! He single-handedly held the breach in Cleanerson Keep, to stop the city from being overrun!

Are we not the descendants of these great people?! Are we not Fraternians?! Our time in this new world has NOT weakened our spirits! We will honor the memory of the lost, and the ancient heroes, so that our sons and daughters can honor our memories in turn! Let those who gave everything, to the last full measure of devotion in the name of family & country, inspire our resolve and will to see the horrors they fought to quell put in their place! An icy grave they will never return from!

action war time breeding program
The nightmare menace is ever-growing, ever corrupting, we cannot allow ourselves to sit ideally while they are boosting their number, register with the WTBP today, he’s doing his part, are you? After the Prince’s address a nationwide breeding program was implemented, to boost the Fraternian population and recruitable people to swell the army.

action found the city of silent vigil
Both a monument to the fallen, and a beacon of hope for the future, the city stands imperial and majestic, a testament to the fraternian spirit. With the WTBP in full swing, more living space and housing will be needed to sustain the new growth rate.

(new city on the mainland I will let lux pick the placement)
war post, having gathered the dead and dying, the force give up the position and retreating overseas back to the capital to lick their wounds and regroup. the time for a counter-attack would come, but it would not be today. the navy and other land forces would be set in a defensive posture preparing the border of the nation for enemy attack.
also, I forgot to put this in my rally action
at the end of the speech, a Hymn is played to honor the dead written so that none will ever forget the events that happened in the north.


(that's right I am using taps, it is in lore now a fraternian hymn.)
Action 1: Expand Sadness detection to rabbitfolk lands - don't have danderfey help the sad ones for now. Just gauge the general level of happiness and which castes of the society are most dissatisfied.

Action 2: Infiltrate Usagi nation - send in Danderfey-loyalist usagi to infiltrate the nation. They are to act 100% like other Usagi pretending to worship them oon and all. The goal is to infiltrate the army, and governament and gain possitions of power.

Action 3: Teach the Fraternitans Albionic

for trygons war. I will put out the fires. My nation is great at it, I have 2 action in it.
1. The great mother! She visits! We will swim to her, celebrate her presence, hear and understand her voice! Let her know her children surround and belove her.

2. The turtles enjoy digging holes and tunnels, covering their bodies in green and foliage. Against the goblins, they seek to perfect the arts of camoflague.

2. Build a new road to connect to the road south of us.

3. Having to move much earth underground and below, the turtles develop better mine carts. Perhaps guided by smooth rails of wood or metal to boost their speed.

The turtles are currently assisting in garrison duties with the shadow folk, in exchange for silver
Posted on behalf of the Usagi

1 action: Cut open some more rabbits and see what makes them tick more thoroughly

1 action: Build two farms. Spices and rice
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Another cycle, another brood.

Political stirrings are about within the land of the Durranos. The audience hall of the chief is packed with rowdy Minotaurs, each jostling to have his say. It seems their, chief, concern is just that, that the current Great Bull has outstayed his tenure, it is time for a new Bull to take the ancestral seat! And they have just the Minotaur in mind.

[+1 PE]
There is beneath the permafrost, an unexpected find. Where metal had been sort, they instead bring up gemstones [You get to decide which they are, but they cannot be what other players have chosen, which are Blue Sapphires, Moonstones, and Opals]
In the western quarter of the city of Obron, the Deviseries are built. It is within these halls that the runes of old are to be studied, and adapted to work in these lands. Remarkably, the Force Rune remains relatively stable, though the additional runes to create a Blast work only weakly.

[+1 PE]
(>>4864763) Devils of their word, the Oni set about digging the many mines upon the located veins and caches within Goblin lands.

[+2 PE]
Orders carried from the Daiimad to Faalsin's local council, to foremen, to smiths, to metal stores, a complex line of Vossik Whispers.
Gold inlaid bombards are the newest prestige pieces on the military parades.
Think, magics, magics of old, magics of the old world... The Dwarves had magic didn't they? Yeah, with carvings and ale-sloshing, although that last part could just be because they were drunk. They were something like this, ᛟ ᚢ ᚱ ᛋ, right? Right. Alas the libraries have nothing on the Dwarves, Ashen or Gylden. Humans are perseverant however, and endless combinations & alterations are attempted until something works. And work it does. The slab lifts from the floor, waddles a few "steps", then... falls lifeless again. It's a start! The casters complain of rampant shock-back though, a problem only before experienced in very novice magic-users.
The grittidim are, put simply, not to be trusted. Now most of all, when Rabbit patrols and Human border guards are constantly crossing paths. Something a little more permanent, more persuasive, is needed.

Artists even in mineral extraction, the hallways the Stone Maestros dig are visited by Instruments just to "see" them.
To listen is to know, this is fundamental to the Simfuni. Had they not stopped and listened, the hill and mountains would not be the symphony they are today. They had planned to forest the entirety of the highlands, but what could they have lost if they had sung over the hills' own songs? And so they listen. Here, the chittering of crickets, and the scurrying feet of hares. There, the call of an eagle, and oh! the cry of a small cousin to the extinct mountain cat. (>>4864896) Wait, what kind of footsteps are those?
With their song and orchestra ever growing, it is time for the Instruments to enlarge their music hall.
A surrogate fatherhood enlivens the old Dwarf, as much as his creaking bones will allow. A dozen names zip around in his head before he realises he doesn't even know the sexes yet! Ah, let them rest, it can checked in th- Glovan? Are you alri-?
Badion rushes to the capital, to his old friend's side, thankfully in time. He sits for the council and is the first to pledge to the young Kalnthrunr. Many of the inner circle, secure in their courtly placements perhaps, are next. Then it comes to the outer circle, the rest of the landed & titled, the priestly Dwarves, and those of industry. A stern look on the pale face of Glodrana is enough to win over many, knowing full well she'd haunt them for it otherwise. But as always it is the periphery who demand concessions. Who is to be his regent til he is of age? Who do the Kalnthrunra's personal holdings go to? Who is to pay for the funeral, the rites, the coronation, the festivities? Who is to have the prestige of conducting them? But there is a glimmer among the mire of squabbles, not a one speaks against the boy.
The third seam is mined and a large quantity of the ore brought immediately to Ederakung, watched over by priests. The ore is blessed, the furnaces are blessed, the poured gold is blessed, and for good measure the workers are blessed with a tipple of good Ichor. From the rowdy city they bring a hammered form, awaiting the final delicate work by the temple's own artisans. By the Field of Gold His holy features are defined, His eyes and fiery beard inlaid with shining voktorz, and the finest details picked out with electrum and silver. His visage is installed first in the pediment, then removed and moved to the roof, but this too is removed as the priests try to decide which looks best.
Coal is the life force of of the city, another mine for the stuff can't come soon enough. Meanwhile the industrious Dwarves set about expanding their forge into and over the river, the monstrous wheels fill the Untirkol from bank to bank, each driving Læge-knows how many Dwarven machinations inside.
First the lands all about Her temple is carefully probed and reprobed, the story of the narrowly missed silver in their heads, but turn up nothing. Then north, much the same until a sliver of copper is brought up. Last, heading out north from the Untirkol, something new, beautiful stone. [Precious stone node, decide in chat]

>Big Totem
The Grand Propsect begins in the mountains, and then onto the newly conquered island. On homeland, the mountains have iron. On Deinos in the trees is more sulphur and in the rock more ancient bones. It continues in Oni land, swimming over the nasty rivers and moving south. (>>4863106) For the Devils, the Goblins find copper in the hills, and lead in the jungles.
(>>4854618, >>4858618) Beautiful dark lands for greedy dark Goblins.
Clay moulds are dug vertically in the forge's grounds by the score and tons of molten iron poured. The moulds are made of graduating sizes, from what is known to be castable, up and up. Many of the smaller are successfully cast, whilst the larger are riddled with imperfect pours, bubbles, and collapsed bores. Still, of the larger sizes, the 12 pounder proves reliable, a massive improvement on the hand-hold-able things of the Men.
The designs are drafted and the shipwrights set to work. For this there is a need for a truly monumental amount of timber. Bows, skins, and meat are "gifted" to the Hunter, for without them the Children cannot work for fear, but after a tyrn the wood is brought from his Grove to the shipyards. There, the shell of the capital ships are built and made watertight. Work continues until an example of each model is set sailing in banners and garlands.

How insufferable those Shadows are, who speak as if they are the children of the gods when not a one even knows of the Lady Below! They're even worse than the Grynox, and that's saying something! Their name becomes a synonym for the smug and self-righteous. Just the mention of them sets a fire in Imnaki bellies. A fire which fuels a single desire, to prove them wrong, to prove that it is Taknab that reigns supreme, to topple the notion of "above" to mean "better". Additional training drills are ordered, disciplinary actions strengthened, special civilian programmes introduced too. The whole nation roils with it, with the want, no, Need! to show those Shadows who it is that are the children of a god(dess).
Through the Doors in the Mountain they pour west, in search of one thing; Glory.
I wonder where this tunnel goes? Oh, hello Simfuni!

The Dyb had relied on their size and raw strength to overwhelm the Elves, but had come to consternation when Ents their own size stepped up. There is something to be said for the shock and awe tactic, but their bravado had been only short lived. Their ships however, those few still floating, and those dredged out of the busy harbour, are definite a improvement over the practically ancient Anayen boats, better suited for fishing & ferrying over all else. Of note is the use of both planks and reeds in their construction. [Discuss with Happy, Anayen ships are very simple unireme affairs]
The Drya extend their reach, both to cover the coast and to better integrate their upstart vassal. And for this vassal the army rallies and transport is prepared, they await the signal.
[D] Another wreck at the feet of Ninuro brings cries to Uni to do something!
A road unwatched is a road unsafe. In the frigid hills of Blackstone lands is raised a fort, watching the road in and out. Further south, in the more temperate land of the Dander, another to keep an eye on the Goblins thereabouts.
How can it be that Anubira, most beloved of the Gods, be built upon lowly copper? And that the fields around give up rock with the stench of unwashed Goblins?
The Desert of Ifri, where the sun and the scorpion reign, away from the life-giving waters of Undine, a place no closer to Ameti on Syph can one find. It is this land above all others where the power of Solahmar are greatest, and it is here Her temple is to be built, upon the highest point of the high rock of Ahmar.

[+2 PE]
The eyes of the forest are ordered open, the spirits called to aid. Around Bandru the vigilance is never-ending. Yet such an act is an incredible strain, every fly that buzzes through, every leaf that blows in, trigger the ward. True, Fae here & there are caught and dragged from their hiding places, but too often such a high alert brings false-positives.
Building upon countless minor improvements of the Rings' bowyers, a bow of recurved limbs is fabricated, resulting in a lighter, faster hitting, and less unwieldy weapon.
Gold is hastily brought up, to be used in the purchasing of additional supplies, edible and wieldable.

>Everlasting Waters
The Market settles at the Zhog camp, near Har'Gun.
The Zhog, as politely as they can, decline the offer to go hurtling through the air on a length of kelp rope. (>>4864763) The other Goblins meanwhile are at least partially, and probably only momentarily, removed from the cove beach of Maui'loti. With many more shooed off whenever they come digging in Laga sands!
(>>4861039) A fort of coral is set at a good point in the waters off the sands of Neleye, to watch for any further incursion that foolish raiders may try to. Another, coral-less, fort is raised at another point in the star-fortifications of the Quarry, though notably not staffed by Whales.
Well, it would certainly require a sacrifice on the part of the Laga'leleiloto. Something important too. The scribes, priests, even the turtle-keepers, all ponder around what would be fitting, but the answer had been clear from the start. What greater treasure had been gifted them, than the Crown of Old Papa? To offer such a thing, would show that it is the most dire of circumstances.
[NM] The stolen, no, the reclaimed Blackstone, is piled into an intricately woven basket lined with fine Fraternian cloth. At the ancient shrine within the greater temple it is placed and Achroma awaited. Without His usual bluster He enters, soft pads against the stone and heavy, laboured breath. The questions are put to Him, who paces around His treasury, stopping before the basket of Blackstone He answers: "The word of my kinsman is granted? Then thou art almost ready for thy task. As to the stone... Thou knowest the answer, child. What else would drive thee such? Yet heel, for thy greed outgrows thee. Dost thou not also knowest that the life of my children, meaneth more to me than any stone?"
The arrows of the Dakan have changed little from their first shot in the darkness, though now at least of iron rather than of flint. (>>4865048) But there is much to be learnt from the Men & Morphs who have spoken at least in passing of their wars and conquests. Arrows to pierce more than hides, and of course the bows to fire them. In the hands of Hunters and Assassins, they are deadlier still.
To the Do'la, climbing a tree is as simple as breathing, but that is for the trees of the Dakan with their low branches and centuries-worked foot holds all over. The trees of the Deadwood however are broad, tall, and without such luxuries. But the clever Shadows have just the thing in mind, perhaps having seen how the critters of the forest had done so. Climbing claws & boots are ordered, of quality Fraternian steel, and a demonstration given to very quiet applause.
Do'la head out in most directions, north to halt the flow of nightmares, east to stem the tide of Goblins, and south to cement their hold on the old Blackstone road. (>>4864448) Wait, what are those floaters doing just, floating there?
The Shamans' first attempts had been a more metaphorical blanket, but perhaps, as the eclipse had shown, the term could be a little more literal. The dance is begun, but the movements are higher, hands signing above the head, knees brought up with each step. Slowly the darkness grows, high above their heads, a billowing sheet of rainless stormcloud. Thin shadow is cast over all.

"Sons and Daughters of Fraternia! / Rise! Awake! The day has come! / Cower not the sun has risen! / Risen over Unity!" It's more inspiring in Fraternian.
Another round of the Market aphrodisiac is dispensed, and a public holiday announced. Not only that, but a tax-break is given to parents of more than three children, and gifts given from the privy purse for every child born over the next three tyrns!
Silent Vigil, just Vigil for short, is founded in a natural harbour, between Thistlepoint and the Opur Sound, where the fishing is good and the waters generally calm. It is just the place, away from the noise of New Ava's Landing, for those who had been witness to that massacre on the ice to find rest.
Whilst the flurries had been upon the side of the Gali in the first of their "hunts", there is no promise the ice will be kind again. Strategy over awe will be needed. Of course, awe is the appropriate response to being charged by hunters as spears rain upon you.
The Tourney of Endurance had shown the limits of the body, but what of the endurance of that fire within? How long can that rage flow in the veins? Another Tourney of Endurance then, one of prolonging said rage. Gali try all sorts of methods to achieve that heightened state and maintain it. The weak among them pass out from the stress, with two or three even collapsing dead from the strain. Good, let them be discarded from the lineage! Sheer will proves unreliable, as the focus of the mind is almost entirely lost in the state. Repeated beatings proves dangerous for the beaters, upon whom the rage is turned. What proves surprisingly effective however, is a sharpened sliver of bone, poked into the breechcloth which repeatedly scratches against or digs into the delicate skin unexpectedly.

[+1 PE]
[B] Whether by the chance and fickle whims of nature, or a deliberate gift to the Fae, in a courtyard garden of the Schools of War is found growing a rather nasty weed. A deceptively mundane thing to the casual observer, with broad heart-shaped leaves of a pleasing pale green and clusters of tiny but deep & vivid blue flowers, but across the stem and undersides lay uncountable, near-imperceptible barbs; Each a tiny needle filled with toxins. When disturbed, the barbs easily break the skin, injecting their poison with just the slightest brush giving a mild irritation to the affected area. However, when the envenomed flesh is exposed to the sun, each microscopic drop doubles in size, creating painful, unreachable blisters beneath the upper layer of skin, which easily break into each other creating an expanse of agonising bleeding.
(>>4864448) Through both covert methods, and the occasional chance meeting, a modicum of Gyldentongue is picked up by the Faeries.
Research of the reagents both Tangle and Apothecary have yielded little in the way of hoped for results. Alas it falls to something far more mundane to increase the strength of the Faeries, and something which takes time to take effect; A diet high in meat, and a reliance on more than one's wings to get about. For a more immediate effect though, the previously devised stimulant can be thinned, giving a less drastic boost, but one that at least leaves the taker among the living.
Woven into, and even strengthening, the Tanglewall are a number of gardens. Blackberry brambles, stinging nettles, and a host of other delectable, but painful surprises.
The tendrils of sadness detection once more creep north-east to the Rabbitfolk, caring not for hill or wall, the ethereal threads find who among them are dejected, lost, and grieving. But against themselves, the Dander will not trespass.
(>>4859625) Prisoners of the Purity Wars are released, sent guarded up to the Usagi outpost to make their way back to Kaa'Raat. It is a strange feeling, free of the Dander who had built for them a town, fed them rice, and kept them as well as the Impure could. Scouts spot them before they reach the city walls. They await appraisal at the gates, unsure if they will be let in.
(>>4865048) The friend of a not-friend isn't always also a not-friend, and in the spirit of friendship it is good to see the good in everyone. And now that the Fraternians know some Albionic, they can speak their good too!

[Waning Half]
Rabbits, at the gates? The Impure have set free their captives!
The vessels no longer needed are gathered for further dissections, primarily as teaching aides to a growing class of healers, surgeons, and the like. These however teach little new knowledge, save for the study on the lungs of forge-workers, the wrought-muscle of archers, and the effects of the physical trials the vessel is put through as a priest. Unfortunately even in this sacred bastion of Purity, impurity will inevitably infect. Such is the case of a Rabbit who will never again be named, who forced himself upon another, resulting in her untimely moon-sending. He is to be made an example of, and a useful study. He is bound, buried alive in the snow of the Great White, and just before he is moon-sent, brought back up. He is laid out in the palace square, where the public may see him. There he is split open with a Blackstone blade and his viscera studied. The experience is most enlightening.
New paddy terraces are dug in the hills along the Western Erdo, and farms begin cultivating the many spices & herbs used in Usagi cooking.
The Great Mother comes again at last! Her children rush into the water, stripped of their heavy steels, to greet her. About her swim more of her children, lesser than them, for they have not been granted her divine wisdom as the Children have. She watches as they make their way up to her, easily matching her slow strokes, with happy eyes. She lifts her mouth up and gives a cheerful, grunty, call. Others would not likely hear the majesty and comfort in her voice, but innate within them it brings peace. The Children bring their mother marsh-root to eat, and some of their steel to show her, ever so proud. She gives an approving blink which warms their hearts; They have done her proud too. Then, as if she had just remembered it as she pulls far from the Nest, another call, one they know, somehow, to mean "Whales". She is already on her long journey, too far out, to ask for more.
Goblins are, to put it politely, stupid. But alas, they are also tenacious and fecund. So much so that they have spread from that Quarry of theirs out into the hills and valleys, and on occasion the Turtles' own forest. Another thing about the menaces however is that they are both creatures of habit and unfathomably unobservant; A patient Turtle can make his way covered over in a ghillie up to the edge of a Gob camp, and with the element of surprise painfully won, set upon them.
Wishing only to connect themselves to the much greater world 'round which the Great Mother swims, the Turtles build out their roads to join that walked by the Shadows. But ho! (>>4864763) even up to the Market is swarming with dark tribe Goblins!
Sleds had been the main choice for carting out ore from the mine, and metal from the forge, but bright as Iti herself, the Turtles conjure up something much more reliable; Rails.


-The Dalu Purge: Unwelcome Visitors-

Whatever the Dryad are doing to the poisoned tree, all it takes is a single Faerie to disrupt or even halt. Displace Image tricks most of the defenders, who recall bewildered, but too many lucky hits and cross paths severely limits the successes. Still, heroic Fae break the lines and set ablaze their unholy works. Meanwhile the Dander work tirelessly to put out the other fires. They manage to extinguish those within the Inner Ring, and one of the farms as well, but are too late to contain the southernmost flames.
The Tanglewall stands proud and impenetrable. Haughty spirit-talkers order it aside to no avail. Once more an order is given. Still the bramble does not move. A polite request then? Nothing. A worry that the thing is some abominable un-living thing arises. A dangerous peak into the unseen reveals it not the case, hundreds, if not thousands of spirits pulse & flow within. The only way through would be to hack it apart, or else torch it, but the Dryads can as yet bring themselves to do neither. Instead, the totem of Valmad is lifted high, a beacon of inspiration.
Navally the Faeries are totally outclassed. Dryad ships sail the Lida with ease, past the Dream and Temple towards the wetlands of the Cano. Unavoidable traps force their disembark further down river than desired, the Bandru'ii ships becoming beached in the shallows upstream. At once they are set upon by Fae. Much more than had been anticipated; They seem to fall from the trees like leaves! More than that, where one swipes or shoots, they are not there, or else empty air makes tiny thuds! Faerie magic is at work. Then come swarms in twos, or threes, charging with iron spikes. They move so erratically it is near impossible to strike them. Their little needles pierce the bark, but had they injected? Despite it all, the Dryad, though constantly assailed, establish a foothold.
-The Nightmare War or The War on the Ice: A Small Meal-

The Men & Morphs, still in shock from the slaughter, gather up all they can, haphazardly thrown into the ships, and push off from the ice. The Gali descend upon the ruins to gather any bodies missed, any stone left behind, even the bloody snow.
It falls to the Do'larosha then, who stalk the Gali in their small holding of the poorly named Deadwood. At night the Do'la set up their Shamans and archers, awaiting the arrival of Gali come sunrise. The guttural calls of the horned rouse them from their half-sleep to action. When sight is confirmed, the Shamans begin their dance, spreading darkness through the treeline. Gali who see this begin throw out their spears, killing a few of the dancers, yet they persist. In just a few seconds, blanketing darkness grants welcome, relieving cover to Shadow archers, who from their perches rain arrows upon the Gali. But their blindness only drives their rage, they charge into the trees, in some instances quite literally. The blood-chilling roar causes steps to misalign, bows to be dropped, footholds to be lost. The creatures take more arrows than thought possible to down them, in such time they are upon the Shamans, tearing them limb from limb, goring them with horns, or sinking wicked teeth into their flesh. Arrow-fire continues until the beasts are killed, but only after every last dancer is brutalised. The darkness dissipates, revealing the grim horror below.


-The Dalue Purge: Second Addendum-

The first Dryad to step into the Tanglegarden is met by ineffectual snares and laughable pitfalls. But these had been purposeful, another step finds the Tree marching straight into concealed spikes of a dozen different poisons and herbicides, at once her sap runs cold. Before she can warn them, others make the same, perhaps fatal, discovery. Any innocuous patch could contain more, or worse. The army halts. However it had also triggered some alarm or notice, for the Fae spring from every Bandru-forsaken hole & treetop and descend upon the Dryad. Much as those who had fought from deck had found to their dismay, the Faeries are never where they appear to be. Here the totemised Valmad is raised, here the spirits are called upon, and here a ring of flaming resin blasts forth from the totem, showering all around with burning sap. Tiny singed bodies fall from the sky, but the blast was indiscriminate. A painful victory is called for the Sennites.
The Hammer of Taknab are guided to the Dryad foothold, unfortunately arriving only after it has been established. Covered all over in steel, wielding weapons of every imaginable type, there truly isn't much they can do, being near-blind and all.

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For many years now, the turtles, able to eat both green and meat, have settled for the usual. Marsh reeds, fish, seabed crawlers, and so on.

And yet, seeing the abundance of goblins, a sudden and strange new fervor, a voracious spirit, an invigorating rush fills the turtle warriors who more and more turn to the field of battle.

The hunt. The ambush. The. . prey.

There is something instinctually gratifying of waiting for an unsuspecting goblin, and then quicker than a blink, snapping into them, the delicious flavors and aromas pouring into the crushing jaws.

1. The Turtles have begun to hunt the goblins for sport and sustenance, as a market for goblin meat now rivals that of even the fine steel items. Soldiers can now gain both a feast and a fortune if they can bring more fresh goblins back to the nest, where there are many hungry hatchlings to feed, and many adults who are hungry need only don armor and head into the field in search of that green meal on legs. The turtles have found a new source of food!

2. Traps, traps, and more traps. In addition to tunnel ambushes, the Turtles master the art of stake pits, pitfalls, trip wires and crushing logs or taut crossbows, or rolling boulders. The better to catch goblins with. Or anything else.
Reminder: Add my gold mines

Action 1: Banish all of the Poxylos, controlled burnings which we then extinguish once we’re certain we got it all.

(Don’t make this a giant action sink I beg you.)

(And for the love of god if you put a fire symbol on the map as a result of this that I then have to spend another action to put out I’m ending your bloodline.)

If we act quickly we can burn away the Poxylos before it reaches the iron mine and farm. The iron mine won’t really burn down or anything due to a fire, but the farm does need be saved.

Action 2: A Vehement Rejection of Arson
The foremost threat to forests is fire, and our enemies use fire liberally. We are of the forest, to set it ablaze is to set ourselves ablaze, and so we must learn and remember how to stop this from happening.

Memories of Fire enter the minds of the dryads from ages past, ancestral experiences locked deep within the dryads subconscious leaping to the forefront of those engaged in recent battles.

Treatments to wood, special patrols to catch out fire starters in flame-prone areas, a sixth sense of where fire spirits seem to be gathering before they arrive, the practices and methods to quickly put out fires before they become too bad all come together to remind the dryads how to prevent the tragedy of fire from striking their precious trees.

With the memories of fire returned to the Carvil’ax’seset from ancient days their foes will no longer be able to set fires under the very noses of the Carvil’ax’seset. Illegal fires that seek to burn when Carvil’ax’seset are around will find themselves outmanoeuvred and predicted now, no more will this be allowed uncontested.

Action 3: Build a city on Dopio

Cordatta and Ganne each took a seed from the same tree to one day plant them together when they had dreams of nurturing a beautiful pair of twin trees together, but ties between the sisters have long been cut.

The seed for Gannes tree has long been planted and has been growing steadily, but it is only now that a proper gathering of dryads and wildlife truly gathers around it, as it’s size grows tremendous from fledgling torpor and it’s bark takes on just the slightest silvery sheen.

Whole new generations of dryads are spawned from pods around the great tree, unofficially the fourth elder tree of its sort, and undoubtedly the youngest, barely an elder at all.

On another island, not too far away, it’s twin achieves the same level of growth, and will soon after form a community around itself much as it’s twin.

Warpost to come later, discussion needed but general plan for now.

Given our open trade policy with others and several valuable resources to offer, and the pixies own rather isolationist and poor economy, it is likely we can outlast them in a prolonged conflict.
They are poorer than us, and as a result cannot last as long as we can.

With their constant heavy losses they should soon be feeling the sting of war exhaustion.
My allies apparently are all retards incapable of following a guide with pictures.

> Action 1&2: build the two necessary border-forts

To the province co-owned with the shadows take along the Cooperative-guard to make sure the invading Shadowniggers can't attack us during construction.
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1. Build a city called Ngosta-Dusna (iron mountain) on the blue tile. With the discovery of iron came excavation and with excavation came exploration and discovery. It was found that the mountain was relatively thin here and that much of it had been cut into by the river. Taking advantage of the opportunity the local tribe was able to bypass the travel around the south of the mountain and instead was able to cut directly through it using the river. Saving over half the journey time! Seeing how much safer and quicker the journey was the mountain goblins quickly rose to power as they were able to extract tolls from anyone west of the mountain who wanted to use their jealously guarded pass. With the others begrudingly being forced to accept due to the necessity of tribute being delivered to big boss.

2. Finish prospecting the oni lands. The oni land is big similar to goblins. It had taken time to comb through so much but now it seems like they are close to finishing.

3. Build a mine on the blue tile and a market on the red tile. While Ngosta-Dusna is being established as an internal trade route to the south west trade has begun to spring between the oni and goblins after the meeting between their delegation and bigboss along with the lowered restrictions from jungle boss and the constant prospecting that lets them find all sorts of valuables in oni lands. There is even an oni city on the river near one of the marsh iron mines with bountiful copper deposits discovered by the goblins. Seeing an opportunity here to make up for his own jungle's lack of resources Cia'Cayn establishes a dedicated market to better access oni goods from Chikaa.
> Warpost
keep putting out fires in bandruii
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Why, Korek will be regent of course! The Kalnthrunra's husband, the lad's own father; a Dwarf of impeccable character, great learning, and verifiable history of service to the state. The funerary rites are to be conducted at Æblemor's temple, whilst - as it has always been - the coronation will be held beneath Guldfar's light amidst the grain, before harvest. Let us hope the priests of the field of gold will have worked out where to place His golden visage by then! Perhaps on the far interior wall where the full range of windows can keep it lit throughout His day, to illuminate His temple with constant Voktorz-light glow at night and look out toward the golden field? Ah, but that is an ecumenical matter; for the priests of Guldfar to decide and not this council. Now, onto further matters...

>Action 1: My Precious
A node of precious stone. Of course this means a new mine is needed so that we may use this! And along the northern river, in lands in which the surveyors made no extraordinary find, a new farm is founded to make good use of land left fertile by the lazy, silty waters of the twin-rivers Rodkol.

>Action 2: Ministry of Roads
In the Gyldenland, the Dwarves had been famed for the many great roads built across their nation. In the new world, however, the initial presence of the ships of the great colony fleet have meant most Dwarven traffic has been able to move by various waterways. Which is fine for now, Korek notes; but sooner or later the growing number of Dwarves is going to make this a problem. And so a new ministry of state is founded to pool Dwarven knowledge of the matter to work out how best to make more roads, better roads; and to begin the laborious process of planning where they must all go. Though with Gravel, Clay, Limestone and of course Concrete to work with as well as a wealth of historical knowledge of Dwarven roads from the old country, he wouldn't be surprised if he could swiftly maximise the planning and construction process.

>(Reparation) Action 3: Waterside Expansions
Much of the south is sweltery, but the oceanside is kept very pleasant in temperature by cool sea breezes. And with Gylden Dwarf shipping already plying along the coast, it is a simple matter for Dwarves to land from brief stops of ships along the shore, founding new small fishing villagers for former sailors to muster out to as part of the navies' promises of land for service.
Ederakung's new wheel is notable for many reasons, but among them is the fact that the river is now spanned. Though the upper reaches of the Untirkol are unnavigable, the maintenance gantries for the wheel and support structure upon the far bank now mean that the river can be more or less freely crossed here. And so more Dwarves do so, settling down upon the northern bank of the Untirkol.
> Danderfey epilogue
The Queen would slowly become enamored with Daiimad culture while on her visit there. She did miss humans... she really did. The Danderfey clearly could not survive as a nation either way.

As such the decision was made. The Danderfey would become a wandering people moving to the lands of their former allies fully dedicating themselves to helping them. Predominantly the Bandruii with their current war.

The Queen would move to the Daiimad settling down finding a husband etc.

Lastly the overground land of the Danderfey would be fully granted to the Blackstone Cooperative with only Londision alone staying as possession of the Danderfey along and as a piece of religious significance and where they bury all their dead.

In the end this world too was just a little bit too cruel for them afterall...
These deposits, they are signs, that Anubira should make weapons and warriors, while the fields bear a mineral suited for fertiliser, they are telling us our fields should grow bountiful. Or perhaps Anubira should make ships, bronzeclad ships, as they also have Maduro and Ninuro. Or... something for ships, using the bronze.

Action 1: Renovate and repair Maduro and Ninuro.
We were told quite sternly by the sun that we weren't to attack the elves, so, perhaps we overthought the tight passage inside the two collossi. We shall renovate them, not only repair their exterior, but expand their passages to fit our grand forms.

Action 2: Work with Prenhearn, they develop gunpowder while we develop a Bronze Cannon.
It seems our shipbuilders has a new weapon, but not the powder to load it. We will provide our trade network so they can find the mixture which makes this gunpowder. In the meantime, we will fix their cannons. Their cannons explode on the wrong end, and the culprit: Steel. Steel is hard, yes, but it doesn't flex, it doesn't bend, bronze does. We will therefore work to make Bronze Cannons, besides, we much prefer the golden sheen of bronze than the rust-specked grey of steel.


We have our foothold established, and can now easily sweep along and take the surrounded lands in green, perhaps more given the incredible reinforcement of the Moleman army allowing us to occupy far more ground than before.

The molemen have talented sappers trained to disable traps, which are wonderfully useful and as a result the moles will be tasked with clearing the pixie traps so that we can push the pixies out faster and faster.

The more farms and other infrastructure we take the swifter we can make the pixies feel the sting of exhaustion, they have only lost ground so far and will only continue to lose it faster now that we have been reinforced with an army arguably stronger than ours.

General plan is to occupy everything in green (only 8 tiles, weirdly), and deploy the moles to occupy the iron mine in red. With the moles specialised in disarming traps we can really start taking this forest under our thumb.

We will have a number of moles take some of our remaining ships to sail over to the iron mine where they will be able to dig in and entrench, preventing any further iron extraction.

Unruly tree spirits are bartered with, or I suppose flirted with, offered torpor at a later date if their loyalty to the unseen king is so wavering that they need a reason to fight firespreaders and plague bearers.


We’re always supporting the moles in battle, we don’t have them just go on their own and get attacked by pixies where they can’t fight back, that doesn’t help.

We use them as an extension of our forces, increasing our combat ability many times over in the task of conquering tangle land and slaying pixies.
1. Mountain warfare training is a must in the event of Northern Grittidim assault, with CG battle doctrine emphasizing taking advantage of a lull in fighting after breaking an opposing assault with immediate and devastating counterattack. The most likely strategy is causing rockslides and avalanches before troop movements via cannon fire to ensure those loose rocks are already fallen by the time our forces move in, as well as implementing equipment into Mountain Warfare “Equipment packages'' to be quickly issued forces mobilizing to enhance mobility and ensure safety.
2. Success! Even with how minor it was, it was still a success. And with physical proof it works, the Daiimad has greenlit the continuation of the Automaton project. Emphasis is now placed on refining the rune process: With goals being to increase the storage capacity and the capacity to understand basic orders; as well as measures to prevent feedback upon charging. Perhaps it has to do with the orientation, size, and neatness of the runes...
3. Gunpowder is in no short supply, however, in one of the manufacturies there has been a mistake. One batch was, somehow, produced without the addition of Phosphates into the mixture. While this scrap batch was being disposed of via burning, after the first two barrels of 10 were burned, the ordnance disposal team noticed something. The burning powder was giving off far less smoke, and seemed to burn better than any other powder they had seen! How could this be? The phosphates were an essential part of the formula, weren’t they? Making the decision to save the remaining barrels from destruction, they write a report on the matter, sending it; the remaining 8 barrels, and much of the batches documentation to the College of science and engineers for further analysis. Should this in fact prove to be a better mixture of powder, then the flaws of phosphate based powder would finally be worked out!
Addendum, addendum

The molemen do actually have effective weapons against the fae, crossbows allow for massed fire against the flying nuisances.
(Pask finds Amethyst)
1. Pask devises a mine for the amethyst, with the goal of using it both for trade and wealth but also to see if their runes can be utilized with it for greater effect.

2. Large storehouses are created for proper storage and distribution of food, so that all of Pask's populace may remain properly fed going into the future, regardless of a time of peace or time of war.
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Action 1 - Start expedition from Pyr to sail to find the Anaye.
- Sail south and hug the coast, stopping where possible to re-supply. Take it slow and steady since our boats are far from the best.

Action 2 - Improve climbing equipment.
- It's use in battle has uncovered countless minor flaws, while Fraternian metallurgists work to refine the quality required by the shadowfolk's demand. Together, solving these will enhance the equipment immensely.

Action 3 - Claim more land.
- New dangers present themselves, and allies grow every closer. More land is tamed by pitch-black hands.

Pyr is an island that produces nothing. It is unpleasant to stay there, and the only pleasantries are imported from Thisi or the mainland. Still, it does serve as a waypoint for those Fraternian ships looking to reach Kalia, since they cannot stop to resupply on Dopio. Sadly, all Pyr can offer is dried fish and water with a lingering taste of ash, but sometimes this has to be enough.

Recently though, a boom in activity has overtaken Pyr. Ships built on Thisi sail around and dock at the volcanic island, stocking up on food and water in measures never seen before on the rare Shadowfolk boats. This crew of umbral sailors is looking to go sailing quite far indeed!

Further up the volcanic slopes, shadowfolk dip rags in water to protect their lungs as they prepare to investigate the imposing mountain. Shiny new steel tools promise a safe(ish) ascent up the rocky slopes.

The first attack was a tragedy, but now the Galian might is known. The full attack can begin.
(War Post Below)

The Shadowfolk dare not step onto the ice. There, any hope for an advantage is lost. The battle must remain in the trees, and aims to deny Galians entrance into the Deadwoods forever. However, instead of a probing attack, this was going to be a full on assault, though no less stealthy, hopefully.

Like last time, the attack will take place at dusk, as the light begins to fall. As before, hunters will take to the trees. With the full might of the Do'laroshans in play, they could afford to put far more hunters per tree over a wider area, making any Galian who dares to enter their range suffer far more for their mistake. The main force of the Do'laroshans would hang back, in Do'laroshan lands, where traps and familiar territory meant greater safety. Shamans, mindful of the losses in the last battle, remain at the far back, summoning a rolling bank of slate-grey clouds over all.

Secure that overwhelming forces could halt any Galian's who charge their way, they would repeat the tactic they tried last time, sending out large groups shadowfolk to infiltrate the enemy's side of the forest, stationing Hunters amidst the trees. Last time, a hunter might have had two or three trees adjacent without a hunter. Now, each tree would be packed with as many archers as reasonably possible, more and more slowly filtering in as the night progressed.

This would continue, basically, until the Galians noticed. Once the Galians were up and enraged, the arrows would pour down, hopefully silencing their feral cries. Those who remained on the ground would slowly advance, providing fire from the south east and weathering the stray demon who managed to break through. Eventually, hopefully, the last horned monster would be slain, and the marching Do'laroshan army could perch in the trees on the forests edge and ensure none would ever enter the forest again.

1. Build more mines in gobbu land
2. research agriculture techniques to improve food growth and production
3. Build farms
Posted on behalf of the Everlasting Waters

Fort by Pologa Port, and farm alongside.

Our new friend, the Simfuni, have inspired us with their fabled music horns, how do such a thing interact with our sonar?

(Make a copper horn with a kelp head piece that rests the horn upon the melon, and we sing)

With the creation of proper Cannonau and the new grand ship design complete and produced for both the colonial navy and merchant marine, and one ship for the Dybet, the focus of the colony would turn to that of the gun powder, or powdwr gwn, that the humans had created. Specifically it's creation. Naturally, the colony further wished to ensure it's independence from their allies. After all, it was far more economically profitable to be the one selling resources that had very limited production that it was to buy them. Naturally the same people who worked with the substance in the creation of the Cannonau would be the same one's who were set to work upon the material itself. And with the many, many resources that the Dybet had, there was plenty of materials to work on in the creation of the powder. In fact, it was possible with such an abundance that they'd be able to make something better. However, while one might think that there was little to go off of on it's creation, there actually was. After all, the humans had little in the way of trade outside of that with Prenhaearn itself. And as such, limiting the initial testing to the utilization of the resources that they actually had access to initially would help drastically in the recreation of the powder itself.

Meanwhile, work would continue on the paved road's. It was likely that it would still take further work until it reached the mines, but it was going along quite decently, and it was likely sooner rather than later that the internal parts of Prenhaearn was going to have a fair bit of trade, especially when it comes to the transport of good over land. Still it was quite important, both for further expansion and for ensuring everything moved through the country in good time. It also would make things cheaper due to the greater ease of transport, which would further bring wealth to the colony. And further, it would help in the expansion of the the colonies lands. On a related note, further settlers would head out and claim land, and even though they would be quite spread out the land would still properly become under the control of Prenhaearn y Wladfa. Though it was likely that soon the colony would become more than just one the singular colony... Though the proper organization of this would likely take some time at the very least...

>Action One. Work on powdwr gwn.

>Action Two. Expand the road network

>Action Three. Further Expansion/Colonization.

1. Expand upon our knowledge of boatmaking with the use of grown wood specifically for the purpose.
2. With the knowledge of the possibility of powders and mixes, much like alloys, the purebreeds order a wide studying into the practices that make it possible. The field of alchemy begins to be studied by the dryads.
Reparation 2/3: Expand.
Fluff: It’s glorious that they would return home, likely bathing themselves in the lunar day like us in the city of the pure land.. however.. considering what happened to them.. they’re return is a joyous occasion and the ones that have truly returned in tact will be accepted fondly.

1 action: Rabbit screening
The returning rabbits have had to experience what was likely the heart of impurity, unable to cleanse it properly with so many beasts running around. Rabbits entering are to be provided supplies to sleep outside of the walls while screenings go underway, these screenings being to ensure that they retain their purity. With them being possibly tainted determining the purity of the once pure may be hard. To determine this, they must recite each prayer that they would normally say throughout the day, say their loyal pledge to Queen Tokki, and also what their time was like in the heart of impurity. The next bit being imperative as should they have forgotten to bless their food that was undoubtedly tainted with impurity, it could have permanently damaged them. If they quarantined themselves as much as they could feasibly do during their forced stay there, even better. And lastly, if they learned the language of those damnable creatures which would be asked as if they were looking for future. Of course if they did learn this language it could mean one of two things, they plan on being spies in the future, or they fell from purity. Determining that last part will come later The ones that pass these checks will be allowed in and greeted happily.

1 action: Build a town a bit a ways to the south in the grasslands bordering the snow and the forest.
The ones that failed will be given a place to reside there. They will not be allowed into the main city of purity until they either fix their possibly damage purity. If their purity is determined to be lost entirely, they are unable to return to the city entirely, although they shall not lose all of their benefits of being a citizen, but certainly some such as access to facilities or even food from certain sources. Only their children will have a chance at being pure, and only the children will be allowed into the city, their parents getting their benefits back. Lastly, members of this city will not have moons in their necklaces to symbolize their lost or broken purity. The ones with only damaged purity will instead have a straight line in place, as if representing the last sliver they fight to maintain in such a horrific land. Of course any families that are still pure but have ones that have lost their impurity will be allowed to visit.
Truly, these rabbits of the land are pitiful for their unfortunate condition.
Posted on behalf of the GFU

Action develop spell feel Life force.
feel life force – the caster can augment their senses to feel the life force within others around and near them.

Action improve steel forging technics
Fraternian steel for the longest time has been good enough, to stop even the most stalwart of attacks and vicious combatants, but in the face of these new nightmares it has been found wanting. New methods and means of forging steel need to be made, if we are to have adequate protection from our enemy.

Action develop healing touch
Healing touch- the caster drawing on life magic, heals minor wounds
> expand north (two actions)
The moles have decided: with the great friends of the dander now gone as a kingdom, the moles will abandon any interaction with the surface. All trading shall be done without a sliver of mole skin being seen, and merchants shall leave their stalls.
All children of the underground are to leave for their subterranean domains.

A new goal has been found, to stop the imnaki from giving up and the empire from dismantling: world conquest.
Well, conquest of the underground.
The domains of the imnaki shall span throughout the entirety of the world’s below lands, where no enemies can fight them off and none will bother their mourn

> extra actions: improve our sharpshooters’ aim for the pixie wars
The moles might be mourning the lost Dander, but some still force themselves to move on, to perfect their art of war: by manipulating their pheromones and with the aid of their echolocation, these sharpshooters have found the way to locate quickly moving aerial objects, and as such have become capable of shooting down even the small and nimble pixies. This war is the last of the Imnaki on the surface, but it doesn’t look it’ll end in a bang

> war post: slow war
The imnaki are suited for expansion, yes, but this war? Its not the same as the ones they’ve fought in the past.
Fortunately the dryads seem to have it handled, so the moles focus on slowly holding ground taken by their swifter allies and disrupting traps with their sapper corps.
Following a war meeting, the under-dwellers choose to press forward en masse towards the iron mine, determined to take it regardless of losses