Notices and Summary:
TURNS:
WORLD STATE:
The Dwarves of formerly Vanishmountain have continued on their sky-island building.
Streamland and New Qhanganate have grown into the remainder of their weak territory
RollsGriffons attempt to replicate Batpeople's Earth Magic1d20=5
The Griifons have discovered that Earth magic and Griffon do not really mix well. Nor does the Batpeople way of casting that magic, namely dancing and singing, which are highly specific and even small deviations from the form having at times, disastrous consequences. Deviations which are unavoidable by the Griffons due to their different physical build. Several budding Griffon Earth magi are hit square in the beak with rocks that suddenly shot out of the ground. Others die by suffocation after accidentally summoning dirt inside their lungs.
Griffon scouts attempt to convince the runaway settlers to return1d20=9
The Scouts followed the trail of flags and other markings left by the runaways for the runaways, halfway across the continent. before reaching their massive encampment, which was led by a large, old Griffon that spoke in a strong but calm tone.
He explained to the scouts that they would not be able to convince them to come back to a nation that does not respect them. The Griffon runaways only laughed at the mention of "Being blessed as true "Warriors" in shrine of Nara", with jokes regarding its troubled construction being thrown around. With their leader adding:
"What kind of "True Warrior" prays to a god for strength?".The Scouts were sent off being told that if they ever return, The Griffons wouldn't be here anymore.
The Griffons attempt to resell things between the Elder Council of Dragolia and the BatpeopleIn order: Batpeople, Dragolia
1d20=19+20!
The Griffons reselling of goods goes incredibly well both ways, allowing them to skim a significant profit off of each trade.
The Goods from the Elder Council of Dragolia are intensely interesting for the Batpeople as they're things they've never seen before, from a nation that has existed for far longer than they have.
At the same time, things fromt the batpeople are highly desired by those living in the council lands, often times being magical things of an highly exotic nature to the dragons.
Foxfolk try to train archery and magical skills1d20=16
With the "Butcherer" having become something of a bogyman for the foxfolk, many train and practice archery skills tirelessly, having become quite good at hitting smaller and smaller targets from further and further away, but lingering doubt remains in the minds of many, asking whether any amount of training will be enough against such a foe, one that seems to see every attack coming, if the stories are to be believed.
At the same time, those foxfolk adventurers inclined to magic have been practicing, trying to create new more powerful spells and trying to cast them. Foxfolk magic consists almost entirely of Earth and Spirit magics and sadly in their last fight, spirit magic proved completely useless, so they have been focusing on mostly Earth magic, its unlikely the Butcherer's blade will be able to cut a rock.
Some Foxfolk pray to Duenta and Foreus to do something to help them fight the ButchererIn order: Duenta, Foreus
1d20=3+14
Those praying to the twin gods receive some divine words from them of varying usefulness in response but that is all they receive.
Duenta refuses to offer any aid to the foxfolk, stating that she revels in the strife and discord, but did offer a nugget of wisdom: "Without conflict, nothing grows, everything stagnates. Look how his appearance has spurred you all into action where before his appearance, the fox kin had become dormant and content."
Foreus however reveals that he might not be able to do anything, as "The Butcherer" is the most zealous follower of his revered god, but does not depend on said god for his power, believing that gods do not give, only take and is happy to deliver his sacrifices to his god using his accumulated skills.
Toadmen try to expand eastward1d20=1!
Toadmen have grown sick of being constantly told what to do, constant decrees and orders. The settlers that were supposed to go eastward instead turn on the shamans and diviners, easily executing a brutal coup and leaving the nation of Sicis leaderless, as the rebels refused to take the seat of power, fearing the same fate befalling them too, instead proclaiming that Toadmen will no longer be ruled by any god or king, instead Toadmen will be the rulers of Toadmen.
This has resulted in the fastest downfall of a nation ever as it descends and returns into a bunch of separate tribes once more.
(Sicis has become "Tribes of Sicis" and is no longer a nation.)
Jarl Wülfærd sails out1d20=20!
In the wake of the great waves of the recent years, the ocean had grown exceptionally calm, the days sailing south were spent in revelry, songs of old, sea shanties and hymns, drink taken with them from home, the finest mead in the land and fish caught from the sea. Long gone were the days of oar, now replaced by sail and rigging. And as the days turned to night so did their songs to ones of haunting howls sung to the moon and the aurorae of the north, their way of calling out to those departed from this earth.
And howl did they too at the day when the moon "ate" the sun, turning it into a bright, burning eye in the sky. Even the Sharkmen dared not attack the ships that day for they feared its harrowing gaze.
But not the Løkhunds, they howled to scare the moon into returning the sun...
Somewhere on Dragolia, a pair of little orange eyes meet the great one in the sky, looking on from within the crystal that is its home.
The Children of Elysium could sleep in those moments, even if the great eye could not see them. They were wide awake, watching themselves sleep deeply.
Indeed, the hour of the red eye was strange, shadows cast by nothing, mirages of islands no longer there, visions of multiple worlds laid on top of one another. Some even hearing strange voices in their minds...
But soon, everything returned to mundane as the moon did "give back" the sun, continuing on in its eternal celestial journey through the sky and the Løkhunds cheered in unison at one more victory their own.
Zchuldae Khanate attempts to centralize1d20=13
With Khan Zchuld having united all of the greenskin tribes under one banner, both Goblins and Orcs have been concentrated, packed more tightly together and have begun working on serious construction efforts, starting with a capital city of their own, though it will eventually more resemble a very large fortress rather than the grand sprawling cities of Streamland or the Sandstone Qhanganate.
But orcs being orcs, creatures given form by Chaos, regardless of their unity, are still prone to confrontation, competition and infighting in all areas of their lives, many of which are ended over trivial matters, such as architectural planning. Regardless, they are making headway into becoming an actual nation, albeit a bloodthirsty one. As expected, the crowning of Khan Zchuld changed very little in regards to Greenskin culture.
(The Greenskin Tribes have lost some territory, but have become a nation: Zchuldae Khanate. The construction of a Capital City is also underway)
Lake Scar University attempts to build an observatory1d20=4
The convoys, with brick, glass and lenses everything packed and the researchers, magi and the construction crews ready, they set out from the lake scar university, but somewhere along the way they lost the map they were using to navigate and had to navigate from memory and guesswork alone, which they didn't do too well as they walked through endless forests and when they thought they had finally reached the crater, they instead found the sea staring back at them... they had walked all the way to the western coast... But they still have their resources and plenty of food.
YEAR 337
As predicted, with The White Tower growing, being built taller by the day, a need for more permanent residence has become necessary and a town is taking shape around the great wizards' tower
Although everyone agrees that calling the nation by the tower's name is less than ideal, no better name has been settled on, and the archmagi are welcoming suggestions from anyone near the tower.
Map and Legend