Blodeuwedd

Fraemaour's page

28 posts. Alias of Alosvalophos.


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"Most superb," responds Fraemaour as he eyes the destruction he wrought and the destruction still to come from the armies of Grotar.

"Celios," calls the god through the trumpets of the grass. "I have 25 barrels of medd to the same of your fire water, to be delivered on the next cycle, if Grotar's hordes emerge victorious but for in the far North where they face twenty legions.

"Do we have a wager?"

OOC: 25 power if Grotar conquers the other lands, but fails to conquer J1.


20 power from moving 4th + 195 from religion + 6d6 ⇒ (6, 2, 5, 6, 6, 2) = 27 = 242.

15 science + 3 = 18.

The nitty grits:

Cast OBLITERATE on J3. Cost: 3 + 20 = 23.

Cast OBLITERATE again on J3. Cost: 3 + 20 = 23.

ONE MORE TIME: Cast OBLITERATE on J3. Cost: 3 + 20 = 23

69 power together.

173

The result of obliterate should be to destroy the settlement (sorry Grotar) and kill 48/2 = 24/2 = 12/2 = 6 all but 6 of Uta's armies.

MOVE the 2GV armies from F5 and 3GV armies from H5 to G3.

Then INSPIRE FORCES on that combined army of 5GV at G3 (cost 10 + 2 = 12).

161 left.

Split the army so that:

1 goes off to G1 (through F2 electing not to warp) to ATTACK the undefended settlement.

1 army goes off to G2.

The remaining 3 armies ATTACK H2.

CREATE ARMIES: 7/3 = 4 + 1 (scrub) = 5 at a cost of 5 (hills) at H6.

156 left.

CREATE ARMIES: 5/2 = 3 + 1 (scrub) = 4 at a cost of 4 (hills) at G6.

152.

CREATE 3x ARMIES at I6. Cost: 6.

146.

Move 12 GV armies from H6 to H5, all 7 armies from I6 to H5, and 11 armies from G6 to H5.

Cast INSPIRE FORCES on this combined army of 30 GV armies. Cost: 10 = 1 = 11.

135.

Now split the army after the following:

10 ATTACK H4.

10 ATTACk I5.

10 attack H3 (through G4).

SMITE the 6x armies from Uta attacking J2. 4 + 7 = 11 * 6 = 66.

69 power left (giggity).

SMITE the 3x armies from Uta attacking L4. 3 + 7 = 10 * 3 = 30.

39.

GROW SETTLEMENT at G6. Cost: (5 -5ag) 1. New pop: 6.

38 power left.

ADVANCE: M9 (6), M10 (5), L12 (9), L10 (4), L9 (7), K13 (5), K12 (9), K11 (9), K10 (9), K9 (9), K8 (9), J8 (7), J11 (3), J12 (7), J13 (9), I13 (9), I12 (9), I8 (9), I9 (8), G12 (8), G7 axis mundi (3), F13 (8), F11 (9), F6 (6) = 176 + 15 = 188.

BUY: Weapons +15 27, Weapons +16 27, Weapons +17 28, Weapons +18 28, +Weapons +19 (29) = 139.

GIFT 49 science to Grotar. Some weregeld to go with that Danegeld (see below).

ALTER: P5, P6, and Q6 from crater to Volcano. Costs:

3 + 3 = 6.

4 + 3 = 7

4 + 3 = 7

20 all together.

18.

ALTER: I6 from wetlands to scrublands. Then RAISE terrain to hills. 3 + 3 + 3 = 9.

9 power left and kept in reserve.

MOVE 9GV armies from G7 to F5.

MOVE 9GV armies from M6 to L5.

Move 5GV armies from H7 to H6.

ATTACK the Mermaids at L15 with 2x armies from L15.
ATTACK the Mermaids at M15 with 2x armies from L15.

SACRIFICE the 4GV armies at J6 gaining 4 power. Also sacrifice 1 at H7.

14 power left.

Cast INSPIRE FORCES at the 1 Army at G2 (10 +4). Move that army into H1 to ATTACK it!

0 power left.

TUrn summary:

Settlements: 25. M9 (6), M10 (5), L12 (9), L10 (4), L9 (7), K13 (5), K12 (9), K11 (9), K10 (9), K9 (9), K8 (9), J8 (7), J11 (3), J12 (7), J13 (9), I13 (9), I12 (9), I8 (9), I9 (8), I6 (6), H6 (7), G12 (8), G7 Axis Mundi (3), G6 (6) F13 (8), F11 (9), F6 (6).
Worshippers: 196.
Power: 0. Science: 0.
New advancements: Weapons +15 27, Weapons +16 27, Weapons +17 28, Weapons +18 28, +Weapons +19 (29) = 139.
Terrain alterations: I6 to Hilly Scrub, P5, P6, and Q6 to volcanoes.

Armies:

DEPLOYED:

MOVE 9GV armies from G7 to F5.

MOVE 9GV armies from M6 to L5.

Move 5GV armies from H7 to H6.

Kill 1 from H7.

ATTACKING:

V. Uta:

1 army ATTACKING the undefended settlement at G1.
1 army ATTACKING the undefended settlement at H1.
3 armies ATTACKING the undefended settlement at H2.
10 ATTACK H4.
10 ATTACk I5.
10 attack H3

V. RTC:

ATTACK the Mermaids at L15 with 2x armies from L15.
ATTACK the Mermaids at M15 with 2x armies from L15.

Otherwise, hold in place.

My obliterates have wiped out J3 but for 6 armies of Uta. Meanwhile, my smites have destroyed all Uta's attackers at J2 and L4.

RP:

Carried aloft on stratospheric gales from distant lands, a sky-blackening swarm of vegetative pods at last descend over the armies of Utatnaphor and Grotar. As the air pressure increases with their descent and warms them, they burst and release a steaming liquid that becomes an aerosol mere feet above the ground. Within moments, the ground is swamped with a pea-soup coloured fog, within which is nothing less than agony and terror.

The mist is a blistering agent of terrible efficacy. Within mere seconds of exposure the most vulnerable areas of the body--the eyes, the nose, the ears, the mouth--are beset with the howling agony of enormous pustules that do not even grant the mercy of death by choking, but pop with scalding liquid so that asphyxiation is never achieved. The skin follows soon thereafter--protected or unprotected, it matters not--as flesh is first boiled, then liquified, by the terrible toxin unleashed. Only after minutes of this does the pain finally cause death, by which time even the muscle tissue underneath began to be assaulted, such that the corpses that laid strewn across the land--hundreds of thousands of Syphinx and Goblins--are mangled masses of gooey flesh.

Not a single man is spared this gruesome fate in the area of strongest attack (J2). In other areas, the winds work to restrict the chemical assault to only the armies of the Syphinx, saving the Goblin by the divine intervention of Fraemaour.

"Utatnaphor," calls Fraemaour, "it is the way of the world that I ally with Grotar to destroy you. I would beg your pardon, but I would not insult you through false apologies. Instead, I shall pronounce: vae victis.

"I shall not pursue you as you shall no longer be a threat to me. Depart from these Northern Lands."

"As for you, Grotar: I offer you a weregeld for those who were victims of the assault amongst your ranks. This should pay for the goblin lives sufficiently, I assume? Nay - I am even more generous. Take these volcanoes that you might need no longer my knowledge, but instead learn from the fiery earth yourself."


Turn edit: ADVANCE K9 (9), I6 (6), 15 more science. Forgot to advance those two. My mistake.

Turn summary for the above:

Settlements: 25. M9 (6), M10 (5), L12 (9), L10 (4), L9 (7), K13 (5), K12 (9), K11 (9), K10 (9), K9 (9), K8 (9), J8 (7), J11 (3), J12 (7), J13 (9), I13 (9), I12 (9), I8 (9), I9 (8), I6 (6), H6 (7), G12 (8), G7 Axis Mundi (3), G6 (5) F13 (8), F11 (9), F6 (6).
Worshippers: 194.
Power: 0. Science: 15.

Terrain alterations:

F11, J13, K11, G6, HG, I6, I8 all to Hilly Scrubland.

Armies:

4GV armies ATTACKING Mermaids at F16. 4 GV armies ATTACKING the Kraken at L15. 9GV armies ATTACKING the Sirens at M6.

2GV armies back to F11.


150 power from religion + 6d6 ⇒ (3, 3, 6, 3, 3, 6) = 24 + 15 from turn = 189

20 science + 3 science = 23 science.

Religion +9 (23). 0 science remains.

All survival totals 0 due to survival 7.

GROW SETTLEMENT at K13: Cost (3 pop-5 ag) 1. New pop: 4.
GROW SETTLEMENT at M10: Cost (3 pop-5 ag) 1. New pop: 4.
GROW SETTLEMENT at M11: Cost (4 pop-5 ag) 1. New pop: 5.
GROW SETTLEMENT at L9: Cost (3 pop-5 ag) 1. New pop: 4.
GROW SETTLEMENT at L10: Cost (2 pop-5 ag) 1. New pop: 9.
GROW SETTLEMENT at J8: Cost (5 pop-5 ag) 1. New pop: 6.
GROW SETTLEMENT at F13: Cost: (6 * 2 = 12 - 5ag) 7. Pop: 7.
GROW SETTLEMENT at I9: Cost: (6 * 2 = 12 - 5ag) 7. Pop: 7.
GROW SETTLEMENT at I6: Cost: (4 pop-5 ag) 1. Pop: 5.
GROW SETTLEMENT at H6: Cost: (5 pop-5 ag) 1. Pop: 6.
GROW SETTLEMENT at G6: Cost: (3 pop-5 ag) 1. Pop: 4.
GROW SETTLEMENT at F11: Cost: (7 * 2 = 14 - 5 pop-4ag bonus) 5. New pop: 8.
GROW SETTLEMENT at O6: Cost: (1 pop-5 ag) 1. New pop: 2.
GROW SETTLEMENT at O7: Cost: (2 pop-5 ag) 1. New pop: 3.

Cost: 28.

161 left.

CREATE SETTLER at J12: 27/2 = 13.5 = 14. New pop: 5. Move settler from J12 to J11 and create settlement.

GROW SETTLEMENT at J12: Cost (5 pop-5 ag) 1. New pop: 6.

GROW SETTLEMENT at J11: Cost (1 pop-5 ag) 1. New pop: 2.

Cost together: 16.

145 left.

CAST GLOBAL MIRACLE: Bounty. Cost: 100. World population expands by 1 in all settlements.

45 left.

ADVANCE: L12 (9), K12 (9), K11 (9), K10 (9), K8 (9), J8 (6), L10 (4), L9 (7), M9 (6), M10 (5), I8 (9), I9 (8), J11 (3), J12 (7), J13 (9), I13 (9), I12 (9), G12 (8), F11 (9), F6 (6), H6 (7), G6 (5), G7 Axis Mundi (3), O6 (3), O7 (4) = 172 + 23 science = 195.

BUY: Armour +9 (23), Armour +10 (24), Armour +11 (24), Armour +12 (25), Weapons +14 (25), armour +13 (26), Armour +14 (26) = 172.

23 science left.

Create armies: 4 (5/2 2.5 = 3 + 1 = 4 scrub) at a cost of a 1 piece (hills) total: 4 at K13.

41 left.

MIRACLE: Alter terrain at F11 to Scrubland.

MIRACLE: Raise terrain at F11 to Hills.

Cost together: 6 (3 a piece).

MIRACLE: Alter terrain at J13 to Scrubland. Cost: 3.

MIRACLE: Alter terrain at K11 to Scrubland. Cost: 3.

MIRACLE: Alter terrain at G6 to Scrubland.

MIRACLE: Raise terrain at G6 to Hills.

Cost together: 6.

MIRACLE: Alter terrain at H6 x2 to Scrubland. Cost: 6.

MIRACLE: Alter terrain at I8 to Scrubland.

MIRACLE: Raise terrain at I8 to Hills.

Cost of miracles together: 30.

11 left.

Create armies 5 (4 + 1 scrubland) at F13 at one a piece (hills). Cost: 5.

Move 4 of those armies to F16 to ATTACk the Mermaids there.

Move 2x GV from F9 back to F11.

6 power left.

GIFT Grotar 6 power + 23 science. (The danegeld referenced below).

Move 4x armies from K13 to ATTACK the Kraken at L15.

Move 6x armies from O7 to M6 to ATTACK the Sirens.

Move 3x armies from O7 to M6 to ATTACK the Sirens.

Turn summary will come tonight when I come back from work. However, RP to explain things:

RP:

The world is granted a boon by He-Who-Gives-Life-to-the-Land. Summoning the immense energies of his fecundity, and harnessing the blessings of the World Tree, Fraemaour casts his power liberally across the world that all might prosper.

"My fellow gods, I have seen fit to grant unto all of you a boon that my people might grow as well. Use my gift wisely and prosper."

Yet that is not all that Fraemaour contends with this Cycle. No, he has an enemy to placcate, and a danegeld to pay.

"Earth Shaker, Orc Lord!" calls Fraemaour from across the skies. "Accept my Grasvolk wisemen to teach your Goblin kin and these barrels of my medd to satisfy your thrist. I have evacuated my conquests along the Eastern Isles as well, that you might retain them. In return for this, I demand a pledge of non-aggression against Iazamaz as long as I declare it enforced, non-interference in Darjuu, and peace with me for 2 cycles of the world. If you do not accept, then you have declared war upon me."

OOC: More to come when I come home.


He-Who-Gives-Life-to-the-Land is less than pleased.

"Not all battles can be held off, and opportunities wasted are a loss. You have failed me, Iazamaz, and must show yourself worthy upon the next cycle of the world.

"The damage is done. Prepare. Darjuu now knows our plans. You've till the next turn, or I shall give Grotar free rein to take those lands, or perhaps I shall conquer them out of necessity."


6d6 ⇒ (6, 6, 5, 5, 3, 3) = 28

134 power + 28 (dice) -0 from turn = 162.

12 science + 3 = 15.

All my growths have no difficulty due to 7 survival.

GROW SETTLEMENT at I12: (7 * 2 = 14 pop -5ag) 9. New pop: 8.
GROW SETTLEMENT at G12: (6 * 2 = 12 pop -5ag) 7. New pop: 7.
GROW SETTLEMENT at F11: (6 * 2 = 12 pop -5ag - 4 ag bonus) 3. New pop: 7.
GROW SETTLEMENT at F13: (5 pop -5ag) 1. New pop: 6.
GROW SETTLEMENT at J12: (5 pop-5ag) 1. New pop: 6.
GROW SETTLEMENT at K13: (2 pop-5 ag) 1. New pop: 3.
GROW SETTLEMENT at L12: (1 pop-5 ag) 1. New pop: 2.
GROW SETTLEMENT at L9: (4 pop-5 ag) 1. New pop: 5.
GROW SETTLEMENT at M9: (3 pop-5 ag) 1. New pop: 4.
GROW SETTLEMENT at M10: (1 pop-5 ag) 1. New pop: 3.
GROW SETTLEMENT at H6: (4 pop-5 ag) 1. New pop: 5
GROW SETTLEMENT at G6: (2 pop-5 ag) 1. New pop: 3.
GROW SETTLEMENT at I6: (3 pop-5 ag) 1. New pop: 4.
GROW SETTLEMENT at I9: (5 pop-5 ag) 1. New pop: 6.
GROW SETTLEMENT at J8: (4 pop-5 ag) 1. New pop: 5.

Cost of growths: 33.

129

MAGIC SHIELD x4 at K9, K10, K11, and I8. Cost: 4 * 3 = 12 * 4 = 48.

81

ADVANCE: L12 (8), K12 (8), K13 (3), J12 (6), J13 (8), I13 (8), I12 (8), G12 (7), F11 (7), F13 (6), I6 (4), H6 (5), G6 (3), G7 Axis Mundi (2), J8 (5), J13 (8) L9 (5), L10 (2), K8 (8) = 111 + 15 = 126.

Rectifying an old mistake. Way back in turn 4, I accidentally did: Buy: Religion +4 (5), Armour 2 (6), Weapons 1 (7). This has screwed up my advancement costs ever since. Right now, I have 40 advancements (Survival 7 Religion 8 Agriculture 5 Armour 6 Weapons 10 Seafaring 4). I will start counting my advancement costs (with discovery) from 40 (40/2 = 20). This should rectify matters as well as possible.

BUY: Weapons +11 (20), Weapons +12 (21), Weapons +13 (21), armour +7 (22), armour +8 (22) 106. 20 remains.

Create 4x armies at I9 (3 + 1 = 4 from scrub) at a price of 4 a piece (hills).

78

Move 4x armies from I9 to G6.

Move 3x armies from O8 to 07 to ATTACK Grotar!

Move 1x army from O9 to O7 to ATTACK Grotar!

Move 1x army from 09 to 06 to ATTACK Grotar.

CAST SMITE x3 on Grotar's armies attacking Darjuu at R8. Cost: 6 + 5 = 11 * 3 = 33.

45 power left.

CREATE ARMIES x2 at M10. Cost: 4.

CREATE ARMIES x2 at M9. Cost: 4.

Cost of armies: 8.

37 power left.

Move 2x armies from M10 to O7 to ATTACK Grotar!

Move 2x armies from M10 to O6 to ATTACK Grotar!

CAST SMITE 3x on 3 of the 4 armies of Grotar attacking S8. Cost: 6 + 6 distance = 12 * 3 = 36.

1 power left and held in reserve.

Move 4GV armies from F11 to E10.
Move 1GV armies from F11 to D10.

Turn Summary:

Settlements: 25. M10 (3), M9 (4), L12 (8), L10 (2), L9 (5), K13 (3), K12 (8), K11 (8), K10 (8), K9 (8), K8 (8), J13 (8), J12 (6), J8 (5), I13 (8), I12 (8), I9 (6), I8 (8), I6 (4), H6 (5), G12 (7), G7 Axis Mundi (2), G6 (3), F13 (6), F11 (7).
Worshippers: 148.
New magic shields: 4x each at K9, K10, K11, and I8.
Power: 1. Science: 20.
New advancements: BUY: Weapons +11 (20), Weapons +12 (21), Weapons +13 (21), armour +7 (22), armour +8 (22)

Armies attacking: 6x GV armies ATTACKING Grotar at O7. 3x GV armies ATTACKING Grotar at 06.

I'm also smiting all 3 of Grotar's armies attacking R8 and 3 of 4 at S8.

Deployed: 4x new GV armies at G6. 1x new GV army at D10. 4x GV armies at E10.

Otherwise, the other armies are from the previous turn and have not moved. These include: 6GV at G8. 3 GV at F7. 3GV at F6. 3 GV at G6. 2GV at F5. 3GV at G5. 4GV at I6. 4GV + 3GB at H6. 4GV at F8. 5GV + 1 GB army at F9. 2GV at E8. 3GV at D10. 9GV at G7 (Axis Mundi). That appears to be all (phew).

RP:

The acceleration of Grasvolk military might is frightening: Granted a brief respite of peace and prosperity, they dispense with a physical foundation for their weapons at all, and channel now the pure, living embodiment of their god's power, and that of life itself, into runic wands that can exude the power to form any weapon that is necessary.

And they use this power.

Grasvolk raiders assault the Earth Shaker's domain along Eastern Shores, using the advantages of their swift ships to blitz two separate settlements. Meanwhile, the Orc Lord's armies that attack Darjuu's domains are subjected to the wrath of Fraemaour realized in the power of the Earth. Like in earlier ages, the plant life of Darjuu's barren wastes come alive to realize bloody vengeance upon the Goblins. Cacti, however, are the main forms of attack this time, as a horrifying march of barbed plants first surround, and then crush beneath razor-sharp spikes, the pinned warriors of Grotar. The sands turn rusty, inundated with the crimson runoff of the massacre.

But the act of intervention is not one of beneficience. No, it is an act of war, "Darjuu, this world brokers no mercy for weakness and folly. Alas, for an Enlightened one, your wisdom has sorely lacked: I, and my vassal, have extended the olive branch of peace to you. You have spurred our advances, and now we make war where once there was peace. A pity, for your people are a kindly one, and my Grasvolk shall mourn their passing from the world."

"Iazamaz, conquer. Darjuu's lands are yours, and if he resists, I shall exterminate him to the man. He has no place in this world if he does not flee your sight."

"As for you, Orc: I have dealt with your Goblin minions before, but yours is an aggression that even Mogar, the Broodsow, did not have. But perhaps you also have foresight which she so sorely lacked: Content yourself with peace and it shall be granted to you. Darjuu's domains are my vassal's to claim, not yours, and these lands which I shall assuredly conquer are now mine, and shall reman so in perpetuity. Pursue your war with the Syphinx - I care not, nor shall I intervene against your action against him - but the holdings of my vassal you shall not imperil.

"Spurn this treaty at your own loss. I've the might to destroy you pitiful ease. Let your aggressions march West, for if they turn South, you shall fall."


114 from religion + 3 from last turn + 6d6 ⇒ (2, 6, 6, 6, 3, 5) = 28 -15 = 130

3 science from volcanoes = -27 science.

All my growths have 7 survival to nullify difficulty.

GROW SETTLEMENT at M8: Cost (2 pop -5 ag) 1. New pop: 3.
GROW SETTLEMENT at L10: Cost: (1 pop -5 ag) 1. New pop: 2.
GROW SETTLEMENT at L9: Cost: (3 pop -5 ag) 1. New pop: 4.
GROW SETTLEMENT at J12: Cost: (5 pop -5 ag) 1. New pop: 6
GROW SETTLEMENT at J8: Cost: (5 pop -5 ag) 1. New pop: 6
GROW SETTLEMENT at I9: Cost: (4 pop -5 ag) 1. New pop: 5.
GROW SETTLEMENT at I6: Cost: (2 pop -5 ag) 1. New pop: 3
GROW SETTLEMENT at L9: Cost: (3 pop -5 ag) 1. New pop: 4.
GROW SETTLEMENT at H6: Cost: (3 pop -5 ag) 1. New pop: 4
GROW SETTLEMENT at F13: Cost: (4 pop -5 ag) 1. New pop: 5
GROW SETTLEMENT at F11: Cost: (5 pop -5 ag) 1. New pop: 6

Cost of growths: 11.

119 left.

GROW SETTLEMENT at: K8. Cost: (7 * 2 = 14pop -5ag) 9. New pop: 8.
GROW SETTLEMENT at: I13. Cost: (7 * 2 = 14 -5ag -3ag bonus) 6. New pop: 8.
GROW SETTLEMENT at: I12. Cost: (6 * 2 = 12 -5 ag) 7. New pop: 7.
GROW SETTLEMENT at: G12. Cost: (6 * 2 = 12 -5 ag) 7. New pop: 7.

Cost of growths: 29.

90 left.

CREATE SETTLER at J8. Cost: 21/2 = 10.5 = 11. New pop: 5. Send that settler to G7 to settle the Axis Mundi! (No
difficulty roll necessary due to 7 survival).
CREATE SETLER at L10. Cost 22/2 = 11. New pop: 1. Move that settler to M10 and settle.
CREATE SETTLER at J12. Cost 23/2 = 11.5 = 12. New pop: 5. Move that settler to K13 and settle.

Cost of settlers: 34.

56 power left.

GROW SETTLEMENT: M10. Pop: (1 -5 ag) 1. New pop: 2.
GROW SETTLEMENT: K13. Pop: (1 -5 ag) 1. New pop: 2.

Cost of growths: 2.

54 power left.

ALTER TERRAIN. Cost: 3. J8 Hilly Forest -> Hilly Scrubland.

51 power left.

ADVANCE: M10 (2), M9 (3), L12 (8), L9 (4), K13 (2), K12 (8), K11 (8), K10 (8), K9 (8), K8 (8), J13 (8), I13 (8), I12 (7), G12 (7), F13 (5), F11 (6), H6 (4), I6 (3), I8 (8) = 115 - 27 = 88.

BUY: Weapons +7 (19), Weapons +8 (19), Weapons +9 (20), Weapons +10 (20) = 78. 10 science remains in reserve.

Grow the AXIS MUNDI. Cost: 15 base + 1 pop = 16. New pop: 2.

35 power left.

Advance the Axis Mundi. 10 science + 2 = 12.

Inspire City: J8. Cost: 10.

25 power left.

CREATE SETTLER J8. New pop: 4. Cost: 24/2 = 12. Move settler to G6 and settle.

13 power left.

GROW G6. Cost: (1 pop -5ag) 1. New pop: 2.

CREATE 4x ARMIES at I9. 5/2 = 2.5 = 3 + 1 (scrubland) at 1 a piece (hilly) = 4 cost.

9 power left.

GIFT the remaining 9 power to Iazamaz.

Move 6 GV armies from I9 to G8.

Move 3 GV armies from G7 to F7. Move 3 GV armies from G7 to F6. Move 3 GV armies from G7 to G6.

Move 2 GV armies from G6 to F5. Move 3 GV armies from G6 to G5.

Move 3 GV armies from H7 to I6. Move 1 GV army to H6.

Move 2GV armies from G8 to F8.

Move 1GV army from H9 to F8.

Move 1GV army from G10 to F8.

Move 3GV armies from N9 to O8.

Move 5GV armies from F11 to F9 and 1 GB army, too.

Settlements:

Turn Summary:

Settlements: 25. M10 (2), M9 (3), L12 (8), L10 (1), L9 (4), K13 (2), K12 (8), K11 (8), K10 (8), K9 (8), K8 (8), J12 (5), J13 (8), J8 (4), I13 (8), I12 (7), I9 (5), I8 (8), I6 (3), H6 (4) G12 (7), G7 Axis Mundi (2), G6 (2), F13 (5), F11 (6).
Worshippers: 134.
Power: 0. Science: 12.
Holding the Axis Mundi with 2 pop = 8 more points next turn.
Alterations: J8 to Hilly Scrubland.

K8 and I13 still have 4 shields.

Armies: All deployed. None attacking.

6GV at G8. 3 GV at F7. 3GV at F6. 3 GV at G6. 2GV at F5. 3GV at G5. 4GV at I6. 4GV + 3GB at H6. 4GV at F8. 3GV at O8. 5GV + 1 GB army at F9. 2GV at E8. 3GV at D10.

RP:

A watchful peace sees Fraemaour expand his holdings and take the Axis Mundi once again. Once more, the great, flowering World Tree spreads its branches from the spiritual center of the World. Alongside that, the protection of the Father of the Fields extends to all his holdings, stealing them from harm in a manner hitherto unknown to the people.

Taking advantage of the Pax Fraemaorica, the Grasvolk vastly enhance their weaponry. The strange materials that their weapons are now composed of seem as if distilled from the very principle of life. It is natural, then, that they should be able to take it as easily. They are, for the time being, untested. They shall taste not of blood this day.

"Iazamaz," proclaims He-Who-Brings-Life-to-the-Land, "I come watch over your progress with an eye towards potential aggressors or fools who know not what is proper and good for them."

As to the great illusion of Celios, "Let it be so: I have no designs upon the West, and find peace more prosperous than war."


I shall be going protection for domain 3.


Fraemaour pronounces, "Let it be known that my vassal, Iazamaz, shall no longer be tithed of his science output the Cycle after this. He has done me a proper service, and one I shall not forget.

"And also, I shall give him back 5 barrels of his burnt wine that I had not expended this cycle."

OOC: GIVE Iazamaz back 5 units of Power (the ones not factored into my turn above).


89 from religion (including +1 at I8) + 20 from quest + 0 from turn + 6d6 ⇒ (6, 1, 6, 1, 4, 2) = 20 = 131.

5 + 3 science = 8.

With survival 7, my grows will have no difficulty.

GROW SETTLEMENT at L10: Cost: (1 pop -4 ag) 1. New pop: 2.
GROW SETTLEMENT at L9: Cost: (2 pop -4 ag) 1. New pop: 3
GROW SETTLEMENT at J12: Cost: J12 (4 pop -4 ag) 1. New pop: 5
GROW SETTLEMENT at J8: Cost: (5 pop -4 ag) 1. New pop: 6
GROW SETTLEMENT at I12: Cost: (5 pop -4 ag) 1. New pop: 6
GROW SETTLEMENT at L9: Cost: (3 pop -4 ag) 1. New pop: 4.
GROW SETTLEMENT at G12: Cost: (5 pop -4 ag) 1. New pop: 6
GROW SETTLEMENT at F13: Cost: (4 pop -4 ag) 1. New pop: 4
GROW SETTLEMENT at F11: Cost: (3 pop -4 ag) 1. New pop: 5
GROW SETTLEMENT at H6: Cost: (2 pop -4 ag) 1. New pop: 3

COST: 10. 121 remains.

ADVANCE: L9 (3), J12 (5), G12 (6), F13 (4) = 18 + 8 = 26.

BUY: Agriculture +5 (17). 9 science remains.

GROW SETTLEMENT at L12: Cost: (7 pop * 2 = 14 -5 ag -4g bonus) 5. New pop: 8.
GROW SETTLEMENT at K12: Cost: (7 pop * 2 = 14 -5 ag -4ag bonus) 5. New pop: 8
GROW SETTLEMENT at K11: Cost: (7 pop * 2 = 14 -5 ag -3ag bonus) 6. New pop: 8
GROW SETTLEMENT at K10: Cost: (7 pop * 2 = 14 -5 ag -4ag bonus) 6. New pop: 8
GROW SETTLEMENT AT K9: Cost: (7 pop * 2 = 14 -5 ag) 9. New pop: 8.
GROW SETTLEMENT at K8: Cost: (6 pop * 2 = 12 -5 ag) 7. New pop: 7.
GROW SETTLEMENT at J13: Cost: (7 pop * 2 = 14 -5 ag -3ag bonus) 6. New pop: 8
GROW SETTLEMENT at I13: Cost: (6 pop * 2 = 12 -5 ag -3 ag bonus) 4. New pop: 7.
GROW SETTLEMENT at I7: Cost: (7 pop * 2 = 14 -5 ag -1 ag bonus) 9. 1. New pop: 8

Total cost of growths: 56.

65 power remains.

Advance: L12 (8), K12 (8), K11 (8), K10 (8), K9 (8) 40.

BUY: Religion +7 (17), Religion +8 (18) = 35. 14 science remains.

CREATE SETTLER at J8. 20/2 = 10. New pop: 5. Send that settler (through seafaring) to I6 and settle.

55 power remains.

GROW I6. Cost: (1 pop-5 ag) 1. Pop: 2.

54 power remains.

CREATE SETTLER at L10. 21/2 = 10.5 = 11. New pop: 1. Move that settler to M9.

43 power remains.

GROW SETTLEMENT: M9. Cost: (1 pop-5 ag) 1. Pop: 2.

42 power remains.

CREATE 3x armies (4/2 = 2 + 1 Scrub) at I9. Cost: 3 (hilly).

ADVANCE M9 (2) and I6 (2). 18 science.

BUY: Weapons +6 18. 0 science remains.

MAGIC SHIELD 4x at K8. Cost: 4 * 3 = 12.

MAGIC SHIELD 4x at I13. Cost: 4 * 3 = 12.

18 power remains.

Create armies 2x GB armies at H6. Cost: 4.

14 power remains.

Move 4GV from L7 to J7.
Move 1GV from K7 to I6.
Move 2GV from M6 to N9.
Move 1GV from M7 to N9.
Move 2GV from N9 to O9.
Move 5GV from H7 to G6.
Move 2GV from G8 to G7.
Move 5GV from I9 to G7.
Move 2GV from C12 to D10.
Move 1GV from F11 to D10.
Move 4GV from G12 to F11.
Move 1GV from h11 to G10.
Move 1GV from I10 to H9.

GROW SETTLEMENT at I8. Cost: (7 * 2 = 14 - 5ag - 1ag bonus) 8. Pop: 8.

6 power remains and held in reserve.

Edit: 3 power remaining. Forgot to account for 3.

Turn summary -
Settlements: 22. M9 (2), L12 (8), L10 (1), L9 (3), K12 (8), K11 (8), K10 (8), K9 (8), K8 (7 + 4 shields), J13

(8), J12 (5), J8 (5), I13 (7 + 4 shields), I12 (6), I9 (4), I8 (8), I6 (2), H6 (3), G12 (5), F13 (4), F11 (5)
Worshippers: 115.
New advancements: Agriculture +5 (17), Religion +7 (17), Religion +8 (18), BUY: Weapons +6 18.
Power: 3. Science: 0.

Armies: None attacking.

4GV at J7, 1GV at I6, 3GV at N9, 2GV at O9, 5GV at G6, 9GV at G7, 3 GV at D10, 5GV a F11, 1GV at G10, 1GV at

H9, 3GB and 3GV at H6.

RP:

The usurpation of Mogar's holdings by Grator is an unexpected twist, but as the Father of the Fields is left in peace he brokers no ill will towards the new comer. In fact, he does not regard him at all.

As for the movements in the sea towards the East, he proclaims to those upon that Isle, "These armies are, for the time being, mere watchers. I intend not to interfere in your affairs."

He comments not on the War in the West.

And to Utatnaphor, "These swamps ill suit your chosen's paws. I intend little in the way of encroachment and garrison them only in defense. I will grant you a cycle of peace if you are so inclined to prove my good will."

Meanwhile, the Grasvolk grow as much in piety as in population, and their worshipful songs fill the world. The Grasvolk hymnal is a mighty work of art, made all the more beautiful by the Grasvolk's grassy forms accomodating the forms of instruments, that they both play and sing at once. They forge new weapons, too, as they sing. Fearsome weapons. Weapons that channel the true power of Fraemaour and shall deliver fury unto his enemies should the need arise.


77 power from religion + 1 from barren religion bonus + 6d6 ⇒ (3, 1, 6, 2, 3, 3) = 18 + 0 from turn = 96

15 science + 3 science = 18 science.

BUY: Agriculture +4 (14). 4 science remains.

GROW SETTLEMENT: L10. Cost: (2 pop-4 ag 2 dif-7 surv) 1. Pop: 3.
GROW SETTLEMENT: K8. Cost: (5 pop-4 ag 2 dif-7 surv) 1. Pop: 6
GROW SETTLEMENT: J12. Cost: (3 pop-4 ag 4 dif-7 surv) 1. Pop: 4.
GROW SETTLEMENT: J8. Cost: (4 pop-4 ag 2 dif-7 surv) 1. Pop: 5.
GROW SETTLEMENT: I9. Cost: (2 pop-4 ag 2 dif-7 surv) 1. Pop: 3.
GROW SETTLEMENT: I13. Cost: (4 pop-4 ag 2 dif-7 surv) 1. Pop: 5
GROW SETTLEMENT: I12. Cost: (4 pop-4 ag 4 dif-7 surv) 1. Pop: 5.
GROW SETTLEMENT: G12. Cost: (4 pop-4 ag 2 dif-7 surv) 1. Pop: 5.
GROW SETTLEMENT: F11. Cost: (3 pop-4 ag) 1. Pop: 4.
GROW SETTLEMENT: F13. Cost: (2 pop-4 ag 2 dif-7 surv) 1. Pop: 3.
GROW SETTLEMENT: H6. Cost: (1 pop-4 ag 3 dif-7 surv) 1. Pop: 2.

Cost: 11. 95 remains.

ADVANCE: L12 (7), K11 (6), K11 (7), K10 (6), J12 (4), J13 (6), I13 (5), I12 (5), G12 (5), F13 (3), F11 (4) = 58

+ 4 = 62.

Weapons +4 (15), Armour +5 (15), Weapons +5 (16), Armour +6 (16) = 62. 0 science remains.

Move 3x armies from F9 to ATTACK the Mermaids at G8.

Move 2x GV armies from D10 to ATTACK the Mermaids at C12.

Move 2x GV armies from D10 to ATTACK the Mermaids at E8.

CREATE 3x armies at K8. Cost: 3. (Hilly)
CREATE 3x armies at K9. Cost: 3. (Hilly)

6 together. 89 remains.

Move these 6 armies from K8 and K9 to L8. Then INSPIRE FORCES (10 + 1 = 11) to move them to M8. Then INSPIRE

FORCES AGAIN on this same batch of armies (10 + 2 = 12) and move:

3x to take on the Sirens at M6 through N7 with Seafaring +4.
2x to take on the Sirens at N8.
1x to take on the Mermaids at m7.

Cost: 23. 66 left.

CREATE 3x army at J8. Cost: 6.
CREATE 4x armies at I8: Cost 8.

Cost: 14. 52 left.

Move 1x army fro K8 to attack the Mermaids at K7.

Move those 4x armies from I8 and 2x armies from J8 to to K6 then INSPIRE FORCEs (10 +2 = 12) to ATTACK the

Kraken at L7

Cost: 12. 40 left.

CREATE 3x army (3/2 = 1.5 = 2 + 1 for scrubland) at a cost of 3 (hilly cost) at I9.

37 left.

Move those 3x armies from I9 + the 2x already present to attack the 3x Mermaids at H7.

Move 1 ET army and one GV army from G12 to F11.

Move the 1 GV army from H11 to H10.

CREATE ARMY 1x at H6. Cost: 2

CREATE ARMY 1x at H7. Cost: 2

33 left.

GROW SETTLEMENT: K12. Cost: (6 pop * 2 = 12 pop -4 ag -4 ag bonus) 4. Pop: 7.
GROW SETTLEMENT: J13. Cost: (6 pop * 2 = 12 pop -4 ag -3 ag bonus) 5. Pop: 7.

Cost together: 9. 24 left.

CREATE SETTLER at L10: 19/2 = 9.5 = 10. Cost: 10. New pop: 1. Move that settler to L9 and settle.

GROW SETTLEMENT: L9. Cost: (1 pop-4 ag 1 dif-7 survival): 1. Pop: 2.

13 power left.

ADVANCE L9 (2). 2 science gained.

GROW K10. Pop: (6 * 2 = 12-4 ag-4 bonus): 4. Pop: 7.

9 power left.

GROW K9: Pop: (6 * 2 = 12-4 ag) 8. Pop: 7.

1 power left and held in reserve.

Move 1GV army from J11 to I10.

Turn Summary:

Settlements: 20. L12 (7), L10 (1), L9 (2), K12 (7), K11 (7), K10 (7), K9 (7), K8 (6), J8 (5), J12 (4), J13(7),

I8 (7), I9 (3), I12 (5), I13 (5), F11 (4), F13 (3), G12 (5), G7 (1), H6 (2).
Worshippers: 95.
Power: 1. Science: 2.
New advancements: Agriculture +4 (14), Weapons +4 (15), Armour +5 (15), Weapons +5 (16), Armour +6 (16).

Armies:

Attacking RTC:

At C12: 2 GV v. 1 Mermaid

At G8: 3 GV v. 3 Mermaid

At E8: 2 GV v. 1 Mermaid.

At: M6 3 GV v. 2 Sirens

At N8: 2 GV v. 1 Siren.

At H7: 5GV v. 3 Mermaids

At M7: 1 GV v. 2 Mermaid

At K7: 1 GV v. 1 Mermaid

At L7: 6 GV v. Kraken (3 armies)

As my quest given from Umbral (which you can confirm) was to see combat in 9 different tiles this turn, I will

be gaining 20 power and 20 points next turn for fulfillment of my quest!

Other armies: 4 armies at H6 (3 GV + 1 GB). 2 armies at G7 (1 GB 1 GV), 1 GV army at I10, 1 ET army and 1 GV at F11. 1 GV army at H10.

RP:

"Granted," replies Fraemaour as he accepts the power alongside the science. "May your Ethereals do well against those Centaur, who at long last are being reckoned with!"

He-Who-Brings-Life-to-the-Land is, however, far from so beneficient to Mother. "I have not slaughtered your people this cycle, but if you do not remove yourself from my presence by the turning of the world, I shall not only ravage your lands here, but I shall pursue you to the Isle to the East, land there, and take your possessions for my own. You have been warned. An attack on me shall seal the doom of the Goblin folk!"

And as Fraemaour speaks this and that to the gods, his people proceed along a war path with the RTC. Their weapons now channel the life-power of the vastly numerous Grasvolk and so glow with a warm, green fire, that is not unlike the same glowing from their armour which now accomodate a magical shield-like effect ontop of the nigh-impenetratlbe thorny carapace of impossibly dense, but miraculously light, ironwood.

Owing to their gigantic forms, the Grasvolk have found need to domesticate great beasts to ride. Elephant-like beasts seem the only common animal suited to support their weight and height, and so the heavy knights of the Grasvolk ride these as mounts.

"The world grows more violent with every passing cycle...What a heavy price must be paid for life."


Fraemaour graciously refuses the power while accepting the science.

"Use the power for your own purposes, my vassal. I need it no longer. The knowledge is all I require from you."


Fraemaour pronounces for any to hear to his vassal, Iazamaz, "So those who think my recent actions bespeak a bellicose character alone, allow me, o! Iazamaz, to renounce my claim to the further shipments of burnt wine. May you drink them, and drink deep, that you might grow now that you've found new lands to settle. You shall need the wine to retain the godly power necessary to engage in such, and provide me the knowledge you so agreed to give!"

OOC: Fraemaour renounces the part of the pact that Iazamaz has to grant 13 more units of power.


61 religion + 2 gifted power + 5 power (turn modifier) 6d6 ⇒ (5, 1, 4, 4, 5, 5) = 24 = 92.

Good. Very good.

15 science from before + 3 from volcano = 18.

GROW SETTLEMENT: K12. Cost (5 pop -4 ag bonus) 1. Pop: 6.
GROW SETTLEMENT: K8. Cost (3 pop-4 ag 2 dif-7 surv) 1. Pop: 4
GROW SETTLEMENT: K9. Cost (5 pop-4 ag 2 dif-7 surv) 1. Pop: 6
GROW SETTLEMENT: J8. Cost (4 pop-4 ag 2 dif-7 surv) 1. Pop: 5.
GROW SETTLEMENT: J12. Cost (2 pop-4 ag 4 dif-7 surv) 1. Pop: 3.
GROW SETTLEMENT: J13. Cost (5 pop-4 ag 1 dif-7 surv) 1. Pop: 6.
GROW SETTLEMENT: I12. Cost (3 pop-4 ag 2 dif-7 surv) 1. Pop: 4.
GROW SETTLEMENT: I13. Cost (4 pop-4 ag bonus 1 dif-7 surv) 1. Pop: 5.
GROW SETTLEMENT: G12. Cost (3 pop-4 ag bonus 6 dif-7 surv) 1. Pop: 4.
GROW SETTLEMENT: F11. Cost (2 pop-4 ag bonus) 1. Pop: 3.
GROW SETTLEMENT: F13 Cost (1 pop-4 ag bonus +2 dif-7 survival) 1. Pop: 2.

Cost of growths: 11.

81 power left.

ADVANCE: L12 (7), K11 (6), K9 (6), K12 (6), K8 (4), J13 (6), I13 (5), I12 (4), G12 (4), F13 (2), F11 (3), J8 (5) = 58 + 18 = 76

BUY: Seafaring +1 (11), Seafaring +2 (12), Seafaring +3 (12), Seafaring +4 (13), Agriculture +3 (13), Weapons +3 (14) = 74. 2 science held in reserve.

ALTER TERRAIN: I8 from Barren to Scrubland (3).

78 power left.

CREATE SETTLER at K10. Cost: 15. New pop: 5. Move that settler to L10 and settle.

63 power left.

GROW SETTLEMENT: K10. Cost (5 pop -4 ag bonus) 1. Pop: 6.
GROW SETTLEMENT: L10. Cost (1 pop -3 ag + 3 dif-7 surv) 1. Pop: 2.

61 power left.

ALTER TERRAIN: L10 from Jungle to Crater. 4 * 3 = 12.

49 power left.

INSPIRE CITY: J8. Cost: 10.

39 power left.

CREATE SETTLER: J8. Cost: 16/2 = 8. New pop: 4. Move that settler to I9 and settle.

35 power left.

GROW SETTLEMENT: I9. Cost: (1 pop -3 ag + 3 dif-7 surv) 1. Pop: 2.

ALTER TERRAIN: I9 Barren to Scrubland. Cost: 3.

30 power.

CREATE ARMY x3 at I8 (cost 6).

24 power left.

Move 3x armies from I8 through I7 (with Seafaring +4) to ATTACK H6!

CREATE ARMY x1 at I9. Cost: 2.

22 power left.

Cast SMITE at the 1 worshipper of Mogar's at G6 (cost 6 + 1 = 7).

15 power left.

Move 1x army at I9 through H8 to ATTACK! G7!

Move 3x armies from G11 through F10 (with Seafaring +4) to ATTACK! the Sirens at F9.

Move the 4x armies from F11 through E10 (with Seafaring +4) to ATTACK! the Mermaids at D10.

Move the 1 GV and 1 ET army from G13 to G12.

Move the 4x armies at F13 to G12.

Move the 1x army from I12 to H11.

Move the 2x armies from J10 to I9.

Move the 1x army from K12 to J11.

GROW SETTLEMENT: I8. (6 * 2 = 12 pop -4 ag bonus -3 ag 1 dif-7 surv) 5. Pop: 7.

10 power left.

ALTER TERRAIN: H11 from Crater to Volcanic. 3 + 1 = 4.

6 power left.

GROW SETTLEMENT: K11. Pop: (6 * 2 = 12pop -3 ag bonus - 3ag 1 dif-7 survival) 6. Pop: 7.

0 power left.

Turn summary: 17. L12 (7), L10 (2), K12 (6), K11 (7), K10 (6), K9 (6), K8 (5), J8 (4), J12 (3), J13 (6), I8 (7), I9 (2), I12 (4), I13 (5), G12 (4), F11 (3), F13 (2).
Worshippers: 79.
Power: 0. Science: 2.
New advancements: Seafaring +1 (11), Seafaring +2 (12), Seafaring +3 (12), Seafaring +4 (13), Agriculture +3 (13), Weapons +3 (14)

Armies: Against Mogar: 1x army at I9 attacking G7. 3x armies attacking H6.
Against RTC: 3x armies attacking Sirens at F9. 4x armies attacking Mermaids at D10.

Non-attacking: 5x armies + 1x G12 ET army at G12. 1x army at H11. 2x armies at I9. 1x army at J11.

RP:

"Broodsow!" shouts Fraemaour across the endless grasses of his people and above the seaways. "You have fled my grasp in the West, but now you dare to take the Axis Mundi before me that you, in your foulness, would raise your vision upon my world?! You flee too near and think yourself clever! Away with you, to the isle that the God has prepared for the defeated, and I shall pursue you no further, but I shall erradicate your people to the man if you remain, or follow you yonder if you attack my Vassal."

In line with the bellicose rhetoric of Fraemaour, the Grasvolk are ceaseless in their pursuit of the Goblin Mother. The seas become a fresh conquest as they adapt to the saltwater by building great, broad barges that are equally suited to the deepest of waters as they are to swift travel over shallows. Their military attentions turn also to the Riptide Confederacy, challenging those creatures where they live.

No longer rodent-height, the Grasvolk again refresh their forms to tower higher than men--giant, changing grass-dolls, with faces composed of knots of the same, which move with their inner life that animates their limbs with the vitality of the fields themselves. Their civilization booms to accomodate the change, and the high stave churches reach gargantuan heights over grasses that dwarf old-growth trees.

Lastly, there is a message given unto Celios and his Wayfarers, allaying fears, "Fire-lord, Celios the Wise, He-Who-Brings-Life-to-the-Land has no aims on your people, though I draw nigh to your shore to make war upon the Confederacy. Provided you desire not war with me, let there be peace upon the next cycle, and if you are inclined, for two further cycles thereafter.

"You may settle on the Southern Continent along the jungles if you so desire, but let there be a 'friendly distance' between us, lest closeness breed contempt."


Edit: Do not grow L12. Pop: 6.

Also, clearly that above turn was for Fraemaour, not Alosvalophos. Good thing I caught onto that right away! SAVE YOU KNOW, I DIDN'T.

Sorry about the confusion. None of the above represents my role as GM in the least, to note. That's pure Fraemaour power stuff, not GM stuff.

Again: Sorry for confusion. That was silly of me.


32 power from religion + power from last turn (5 [from last] + 2 [due to errors]= 7) + 5d6 ⇒ (5, 3, 1, 1, 1) = 11 -2 from turn order = 47

4 science from last turn

Let's go:

GROW SETTLEMENT:

GROW SETTLEMENT: K12. Cost (3 pop -4 ag bonus) 1. Pop: 4.
GROW SETTLEMENT: K11. (4 pop -4 ag bonus 1 dif-4 surv) 1. Pop: 5.
GROW SETTLEMENT: K10. Cost (4 pop -4 ag bonus) 1. Pop: 5.
GROW SETTLEMENT: K9. Cost (3 pop-3 ag 2 dif-4 surv) 1. Pop: 4
GROW SETTLEMENT: K8. Cost (2 pop-3 ag 2 dif-4 surv) 1. Pop: 3
GROW SETTLEMENT: J8. Cost (2 pop-3 ag 2 dif-4 surv) 1. Pop: 3.
GROW SETTLEMENT: J12. Cost (1 pop-3 ag 4 dif-4 surv) 1. Pop: 2.
GROW SETTLEMENT: J13. Cost (3 pop-3 ag bonus 1 dif-4 surv) 1. Pop: 3.
GROW SETTLEMENT: I8. Cost (4 pop-2 ag +1 ag bonus 2 dif-4 surv) 1. Pop: 5.
GROW SETTLEMENT: I13. Cost (2 pop-3 ag bonus 1 dif-4 surv) 1. Pop: 3.

Cost: 10.

37 power left.

ADVANCE: L12 (6), K12 (4), K11 (5), K9 (4), K10 (5), K8 (3), I8 (5) = 32 + 4 = 36.

BUY: Survival +5 (7), Survival +6 (8), Armour +3 (8), Religion +5 = 32. 4 science remains.

CREATE SETTLER at J12. Cost: 11/2 = 6. New pop: 1. Move that settler to I12 and settle.

31 power.

GROW settlement at I12. Cost: (1 pop 3-ag 2 dif-6 surv) 1. Pop: 3

30 power.

CREATE ARMY x3 (Scrubland bonus) at a cost of 3 (Hilly -1 cost).

27 power.

SMITE the Ethereal armies from Mogar attacking H12. Cost: ([6 + 1] * 2 = 14).

13 power.

Move 6x armies from I12 to H11 then INSPIRE FORCES (no rolls for either due to survival -6) to ATTACK Mogar's settlement at G12. Cost: 10 + 1 = 11.

2 power.

MOVE 1x army from K12 to J12 and 2x armies from L10 to K10.

RP:

The depredations of Mogar the Goblin Mother and her broodlings shall this day be stayed, but not by Iazamaz--who suffers even now under their assault--but by the flower of Grasvolk chivalry, come to the rescue with single minded-focus: extermination! Inspired by their god, the Grasvolk squadrons shift to Fireweed forms, perfectly suited to thrive in the volcanic environment, and grow horny, heavy carapaces of ironwood plate to blunt the axes and swords of the Goblins. Riding atop snarling honey badgers and wolverines, they ascend at double-time the mountains to conquer!

"I am going to sweep you from this land," speaks Fraemaour in rare-wrath as a ubiquitous voice, snarling from out the life of the land, "Goblin Mother. You and your kind shall be the first to fall, for Iazamaz swears fealty unto me, and as his suzerain, my Grasvolk shall turn your children to mulch!

But the god supports his people not merely by fiery rhetoric, but also by his miraculous powers: For alongside the assault, he causes the vegetation to strike at the Goblins which would make deeper incursions into Ethereal land. The land beneath sprouts razor-sharp stalks of grass which tear at the Goblins like tens of thousands of scourges, ripping the flesh from their skeletons in a whirlwind of flung flesh and gore. When his power is expended, the blood runs in torrents down the volcano side. The same, no doubt, shall be the result of the work of the Grasvolk cavalry.

Summary:

Settlements: 12. L12 (6), k12 (4), K11 (5), K10 (5), K9 (4), K8 (3), J8 (3), J12 (1), J13 (4), I8 (5), I13 (3),
Worshippers: 43.
New advancements: BUY: Survival +5 (7), Survival +6 (8), Armour +3 (8), Religion +5 (9).
Power: 2. Science: 4.

Armies: 6x attacking G12. 2x at K10 and 1x at J12.


3 points of science from the last round

1 point of power from the last round + 22 from religion + 4d6 ⇒ (2, 3, 4, 2) = 11 = 34

GROW SETTLEMENT: L12. Cost (4 pop-4 ag bonus) 1. Pop: 6.
GROW SETTLEMENT: K12. Cost (3 pop -4 ag bonus) 1. Pop: 4.
GROW SETTLEMENT: K11. (3 pop -4 ag bonus 1 dif-4 surv) 1. Pop: 4.
GROW SETTLEMENT: K10. Cost (2 pop -4 ag bonus) 1. Pop: 4.
GROW SETTLEMENT: K9. Cost (1 pop-1 ag 2 dif-4 surv) 1. Pop: 3
GROW SETTLEMENT: J8. Cost (1 pop-1 ag 2 dif-4 surv) 1. Pop: 3.
GROW SETTLEMENT: I8. Cost (3 pop-1 ag 2 dif-4 surv) 1. Pop: 4.
GROW SETTLEMENT: J12. Cost (1 pop-1 ag 4 dif-4 surv) 1. Pop: 2.
GROW SETTLEMENT: J13. Cost (1 pop-1 ag 1 dif-4 surv) 1. Pop: 3.

9 power together. 25 power left.

CREATE SETTLER at J8. 9/2 = 5 New pop: 2. Move settler to K8 and settle.

20 power left.

GROW SETTLEMENT: K9. Cost (1 pop-1 ag 2 dif-4 surv) 1. Pop: 2

19 power left.

CREATE SETTLER at J12. Cost: 10/2 = 5. New pop: 1. Move the settler to I12 and settle.

GROW SETTLEMENT: I12. Cost (1 pop-1 ag 2 dif-4 surv) 1. Pop: 2.

CREATE 2x army at K9, K10, and J13. Cost together: 12.

7 power left.

Create 1x army at I13. Cost: 2.

5 power left.

ADVANCE: L12 (6), K12 (3), K11 (4), I8 (4), K8 (2) = 19 + 3 = 22.

Buy: Religion +4 (5), Armour 2 (6), Weapons 1 (7) = 18. 4 science remains.

ATTACK the 3x Centaur with the 2x armies each at K9 and K10.

Move the 2x armies at J13 and I13 to I12.

Move the 1x army from L12 to K12.

5 power kept in reserve.

Settlements 11: L12 (6), K12 (3), K11 (4), K10 (4), K9 (3), J8 (2), I8 (4), J12 (1), J13 (3), I13 (2), K8 (2).
Worshippers: 34
Power: 5.
Science: 4 science.
Armies: 4x at L10 attacking Centaur. 3x at I12 doing nothing. 1x army at K12.
New advancements: Buy: Religion +4 (5), Armour 2 (6), Weapons 1 (7)

RP:

The Stone from the Sling of Alosvalophos, as the Grasvolk so know the comet, exposes them to such doses of strange and powerful light that they grow mighty in the span of that auric evening. Outgrowing their former livestock--the bees and butterflies that were their transport, the earthworms which tilled their field--they now harness the power of the rodents of the field, as they no longer are mere cellulose-pixies, capable of flittering around on wings of gossamer, or blown upon the wind. Indeed, now they stand a foot-tall--though they remain, as before, like grassdolls--and are in need of far hardier beasts of burden to lend strength to their civilization, which as a consequence new stature, requires rebuilding from foundations. That they are able to do so with remarkable ease is a testament to their plant-like tenacity that allows them to flourish even in the face of hardship, a feature shared in their living architecture which shoots up from freshly fertilized ground.

Far sooner than one might think, the faithful congregations of Fraemaour sing rustle-song hosannahs in rebuilt stave-churches, which now tower far above the endless fields of giant grass, and are decorated with astoundingly complex patterns of corded knots.

And forget not their war-like endeavours: They discard their former weapons--wasp stingers for swords, ant-heads for shields--in favour sabres carved from the curved canines of predators, with scabbards and handles made from the hair of the same. As for armour, their bodies provide all their need, developing a hardened bark that serves as woody scale mail. Now so outfitted for war, they challenge the Centaur scouts, whereas another war-band marches North from the far South, as if (perhaps) to intercept ANOTHER contingent of Centaur. Do they intend to hog the glory from their neighbours?

Their God speaks to them, "Ah, my Grasvolk! You grow strong and skilled in savagery! But forget not peace, my people! The peace that has spread you far and wide and has provided the prosperity that preserves you! Forget not life, even as you deal death in the face of the challenge of The God!"


4d6 ⇒ (6, 2, 1, 4) = 13 + 12 power from religion = 25 power. Woo!

The nitty grits:

GROW SETTLEMENT: L12. Cost (4 pop-4 ag bonus) 1. Pop: 5.
GROW SETTLEMENT: K12. Cost (2 pop -4 ag bonus) 1. Pop: 3.
GROW SETTLEMENT: K11. (2 pop -4 ag bonus 1 dif-4 surv) 1. Pop: 3.
GROW SETTLEMENT: K10. Cost (2 pop -4 ag bonus) 1. Pop: 3.
GROW SETTLEMENT: K9. Cost (1 pop-1 ag 1 dif-4 surv) 1. Pop: 2
GROW SETTLEMENT: J8. Cost (1 pop-1 ag 2 dif-4 surv) 1. Pop: 2.
GROW SETTLEMENT: I8. Cost (2 pop-1 ag 2 dif-4 surv) 1. Pop: 3.

Cost together: 7.

18 power left.

Advance I8 (2), J8 (2), K9 (2), K10 (3), L12 (5) = 14 science.

Buy: Religion +3 (4), Agriculture +2 (4), Armour +1 (5). 1 science held in reserve.

CREATE ARMY: K11 x2. Cost: 4.

14 power left.

Move the 2 armies from K11 to L12.

CREATE SETTLER at K12. Cost: 7. New pop: 2. Move that settler and settle J12 (no roll needed due to survival).

7 power left.

GROW SETTLEMENT at J12: Cost (1 pop -2 ag + 4 difficulty - 4 survival) 1. Pop: 2.

6 power left.

CREATE SETTLER at J12. Cost 8/2 = 4. New pop: 1. Move that settler over to J13.

2 power left.

GROW SETTLEMENT at J13. Cost (1 pop -3 ag bonus + 1 dif -4 surv) 1. Pop: 2.

1 power left.

ADVANCE J3 for an extra 2 science.

Settlements: L12 (5 + 2 armies), K12 (2), K11 (3), K10 (3), K9 (2), J8 (2), I8 (2), J12 (1), J13 (2). 9 total.

Worshippers: 22.
Power: 1. Science: 3.
New advancements: Religion +3, Agriculture +2, Armour +1.

RP:

Relations having been established with two other divines, Fraemaour's people thrive in the abundant peace. Their piety and agriculture continue apace in development, while they finally see the need to take up arms to combat the threat of the thunderbird. The grassy-forms of the mustered militia harden to bamboo durability as they stand sentinel on the walls of their home city, awaiting the Thunderbird with hornet-stinger swords.

As the population grows, the Grasvolk begin to grow themselves. Just slightly now, but this generation is notably larger than the last. Soon, perhaps, the insects will prove ill suited for steeds, and their small settlements will have to grow, lest their minature surroundings be crushed under green-shoed feet. But that is far off for now. Right now, they remain small...just slightly bigger.


"It is in our nature to grow," says an earl amongst the Grasvolk to the strange, magmic mimickery of its kind before its vanishing. "But we shall be sure to avoid the scrublands of the south. The crater near besides suits our kind for growth, as do the forests, but besides that, you have little to worry from our incursions. The Centaur near your people is yours to hunt, as are the other craters. We are peaceful unless provoked, and have no qualms with you.

"The Father of the Fields tells me to further offer a true declaration of peace amongst our people. For three aeons, let us be at peace, and conduct trade when it so suits us and if we can find common ground upon which to barter."

(Clarification: J12 crater and the forests + 3 turns of peace and a chance for peace. All the other craters [besides the one already settled] would be yours, and the barrens and such.)


Another stupid amendment: K8 should read I8 in my turn. Thus I8 Advances and I8 has 2 pop, not K8. My mistake.


Fraemaour wrote:

3d6 + 4 power from religion = 17 power all together.

Woo!

The nitty grits:

GROW SETTLEMENT L12. Cost: (3 pop -4 ag bonus) 1. Pop: 4.

16 power left.

ADVANCE L12. Gain 4 science.

Purchase Survival 2 (2) and Survival +3 (2).

GROW SETTLEMENT K10. Cost (2 pop -4 bonus ag) 1. Pop: 3.

15 power left.

CREATE SETTLER at K10. Cost: 4. New pop: 2. Then settle K9 with that guy. No roll needed due to survival.

11 power left.

GROW SETTLEMENT at K9. Cost (1 pop +3 difficulty - 3 survival) 1. Pop: 2.

CREATE SETTLER at K9. Cost: 5. New pop: 1. Settle J8. No roll due to survival.

6 power left.

GROW SETTLEMENT at J8. Cost: (1 pop + 3 difficulty -3 survival) 1. Pop: 2.

5 power left.

CREATE SETTLER at J8. Cost: 6/2 = 3 (bonus). Settle I8. No roll due to survival. New Pop: 1.

2 power left.

GROW SETTLEMENT: I8. Cost (1 pop + 3 difficulty -3 survival) 1. Pop: 2

1 power left.

GROW SETTLEMENT at K12. Cost: (2 pop - 4 bonus ag) 1. Pop: 2.

0 power left.

Hold a FESTIVAL at K12. Gain 1 power.

GROW SETTLEMENT at K11. Cost: (2 pop - 3 bonus ag, 1 difficulty -3 survival) 1. Pop: 2.

0 Power left.

ADVANCE K8 (2), K11 (2).

Buy agriculture +1 (3 science). 1 science held in reserve.

Settlements: L12 (4), K12 (2), K11 (2), K10 (2), K9 (1), J8 (1), K8 (2) 7 all together.
Population: 14.
Power: 0.
Science: 0.
New advancements: Survival +2, Survival 3, Agriculture +1.

RP:

While risky to thwart the plans of the Overgod, the Grasvolk do not hunt the Centaur scout that stalks the jungles East of their home. Instead, they expand at a rapid pace to the North, settling new and distinct biomes. To accomodate these alien lands, their bodies shift to reflect local plant types: stalky reeds for the wetlands, and hardy sagebrush for the arid crater. Still, they retain their diminutive size and doll-like appearance. As of yet, they have no need to grow mighty in form.

Oops. That should be -6- power from religion. 2 + 2 + 1 + 1 = 6. So I actually have 2 more power than I thought.

Redoin' the turn to accomodate that (doh):

3d6 + 6 power from religion = 19 power all together.

The nitty grits:

GROW SETTLEMENT L12. Cost: (3 pop -4 ag bonus) 1. Pop: 4.

18 power left.

ADVANCE L12. Gain 4 science.

Purchase Survival 2 (2) and Survival +3 (2).

GROW SETTLEMENT K10. Cost (2 pop -4 bonus ag) 1. Pop: 3.

17 power left.

CREATE SETTLER at K10. Cost: 4. New pop: 2. Then settle K9 with that guy. No roll needed due to survival.

13 power left.

GROW SETTLEMENT at K9. Cost (1 pop +3 difficulty - 3 survival) 1. Pop: 2.

CREATE SETTLER at K9. Cost: 5. New pop: 1. Settle J8. No roll due to survival.

8 power left.

GROW SETTLEMENT at J8. Cost: (1 pop + 3 difficulty -3 survival) 1. Pop: 2.

7 power left.

CREATE SETTLER at J8. Cost: 6/2 = 3 (bonus). Settle I8. No roll due to survival. New Pop: 1.

4 power left.

GROW SETTLEMENT: I8. Cost (1 pop + 3 difficulty -3 survival) 1. Pop: 2

3 power left.

GROW SETTLEMENT at K12. Cost: (2 pop - 4 bonus ag) 1. Pop: 2.

2 power left.

GROW SETTLEMENT at K11. Cost: (2 pop - 3 bonus ag, 1 difficulty -3 survival) 1. Pop: 2.

1 Power left.

ADVANCE K8 (2), K11 (2), K12 (2). 6 science.

Buy agriculture +1 (3 science), Survival +4 (3 science). 0 science left in reserve.

Settlements: L12 (4), K12 (2), K11 (2), K10 (2), K9 (1), J8 (1), K8 (2) 7 all together.
Population: 14.
Power: 1.
Science: 0.
New advancements: Survival +2, Survival 3, Agriculture +1, Survival 4.

RP:

While risky to thwart the plans of the Overgod, the Grasvolk do not hunt the Centaur scout that stalks the jungles East of their home. Instead, they expand at a rapid pace to the North, settling new and distinct biomes. To accomodate these alien lands, their bodies shift to reflect local plant types: stalky reeds for the wetlands, and hardy sagebrush for the arid crater. Still, they retain their diminutive size and doll-like appearance. As of yet, they have no need to grow mighty in form.


3d6 ⇒ (6, 6, 1) = 13 + 4 power from religion = 17 power all together.

Woo!

The nitty grits:

GROW SETTLEMENT L12. Cost: (3 pop -4 ag bonus) 1. Pop: 4.

16 power left.

ADVANCE L12. Gain 4 science.

Purchase Survival 2 (2) and Survival +3 (2).

GROW SETTLEMENT K10. Cost (2 pop -4 bonus ag) 1. Pop: 3.

15 power left.

CREATE SETTLER at K10. Cost: 4. New pop: 2. Then settle K9 with that guy. No roll needed due to survival.

11 power left.

GROW SETTLEMENT at K9. Cost (1 pop +3 difficulty - 3 survival) 1. Pop: 2.

CREATE SETTLER at K9. Cost: 5. New pop: 1. Settle J8. No roll due to survival.

6 power left.

GROW SETTLEMENT at J8. Cost: (1 pop + 3 difficulty -3 survival) 1. Pop: 2.

5 power left.

CREATE SETTLER at J8. Cost: 6/2 = 3 (bonus). Settle I8. No roll due to survival. New Pop: 1.

2 power left.

GROW SETTLEMENT: I8. Cost (1 pop + 3 difficulty -3 survival) 1. Pop: 2

1 power left.

GROW SETTLEMENT at K12. Cost: (2 pop - 4 bonus ag) 1. Pop: 2.

0 power left.

Hold a FESTIVAL at K12. Gain 1 power.

GROW SETTLEMENT at K11. Cost: (2 pop - 3 bonus ag, 1 difficulty -3 survival) 1. Pop: 2.

0 Power left.

ADVANCE K8 (2), K11 (2).

Buy agriculture +1 (3 science). 1 science held in reserve.

Settlements: L12 (4), K12 (2), K11 (2), K10 (2), K9 (1), J8 (1), K8 (2) 7 all together.
Population: 14.
Power: 0.
Science: 0.
New advancements: Survival +2, Survival 3, Agriculture +1.

RP:

While risky to thwart the plans of the Overgod, the Grasvolk do not hunt the Centaur scout that stalks the jungles East of their home. Instead, they expand at a rapid pace to the North, settling new and distinct biomes. To accomodate these alien lands, their bodies shift to reflect local plant types: stalky reeds for the wetlands, and hardy sagebrush for the arid crater. Still, they retain their diminutive size and doll-like appearance. As of yet, they have no need to grow mighty in form.


The Grasvolk seem perplexed by the notion of "drinking deep in blood"; they much prefer clean, cool rain, or else the dew that gathers upon their grass-doll like forms when they awaken at dawn. Still, the ambassador, in part through divine inspiration, seems to grasp the meaning of good will behind such a notion.

"The border between our lands shall be the narrow sea and it shall not be crossed lest we bid the other come hither to aid and assist.

"When the time comes, we shall speak of trade as well. But that is not till this world is settled and the ages change."

A strong wind gathers the Grasvolk embassy to return to their own lands, proverbial treaty in hand.


Fraemaour wrote:
Fraemaour wrote:

2d6

10 power. 0 science.

CREATE SETTLER at L12 (cost 1).
Move settler to K12 to create a settlement!
CREATE SETTLER at L12 (cost 2)
Move settler to K11 to create a settlement! No roll needed due to survival.

7 power left.

GROW SETTLEMENT at L12 cost 1: (1 pop). Pop: 2
GROW SETTLEMENT at K11 cost: (1 pop) 1. Pop 2.
GROW SETTLEMENT at K12 cost: (1 pop) 1. Pop 2.

4 power left.

Create settler at K12 (cost 3). K11 pop: 1.
Move settler to K10 and settle it!
GROW SETTLEMENT at K10. Cost: (1 pop) 1. Pop: 2.

0 power left.

Advance K10 for 2 science.

Spend 1 science on religion +1. Spend 1 science on religion +2 (2/2 = 1).

Settlements: 4
Population: 7.
Advancements: Religion +1, Religion +2
Power: 0. Science: 0.

RP:

Carried upon the wings of wind and insect, the Grasvolk spread swiftly and settle the forests of their home. Devout to the Father of the Fields, they create grassy stave churches in honour of their god where they gather to worship and meditate on their great mission to bring life to this world.

Uh-oh, spaghetti-os! I realized a big error.

Correcting now!

Scratching the above turn (minus the rolls, natch) and starting from the beginning again:

10 power. 0 science.

CREATE SETTLER at L12 (cost 1). Pop: 2
Move settler to K12 to create a settlement!
GROW SETTLEMENT at K12. Cost (1 pop) 1. Pop: 2
CREATE SETTLER at K12 (cost 2). Pop: 1.

6 power left.

Move that settler from K12 to K11 and create a settlement! No need to roll due to survival.
GROW SETTLEMENT at K11. Cost (1 pop) 1. Pop 2.

5 power left.

CREATE SETTLER at K11. (Cost 3). Pop: 1.

2 power left.

Move settler from K12 to K10 and settle.

GROW SETTLEMENT at K10. Cost (1 pop): 1. Pop: 2.

1 power left.

Advance K10 for 2 science.

Spend that 2 science on Religion +1 and +2.

Settlements: 4.
Population: 5 (not 7).
Power: 1. Science: 0.
Advancements: Religion +1 and +2.

Wow, I am so silly: I screwed up my turn again.

This time I need only add something! (Jeez, this doesn't speak well to my talents!)

Here's the FINAL altered turn. It is a small change to the above.

10 power. 0 science.

CREATE SETTLER at L12 (cost 1). Pop: 2
Move settler to K12 to create a settlement!
GROW SETTLEMENT at K12. Cost (1 pop) 1. Pop: 2
CREATE SETTLER at K12 (cost 2). Pop: 1.

6 power left.

Move that settler from K12 to K11 and create a settlement! No need to roll due to survival.
GROW SETTLEMENT at K11. Cost (1 pop) 1. Pop 2.

5 power left.

CREATE SETTLER at K11. (Cost 3). Pop: 1.

2 power left.

Move settler from K11 to K10 and settle.

GROW SETTLEMENT at K10. Cost (1 pop): 1. Pop: 2.

1 power left.

GROW SETTLEMENT at Ll2. Cost (2 pop -4 agriculture from bonus): 1. Pop 3.

0 power left.

Advance K10 for 2 science.

Spend that 2 science on Religion +1 and +2.

Settlements: 4.
Population: 7. (L12: 3. K12: 1. K11: 1. K10: 2.)
Power: 0. Science: 0.
Advancements: Religion +1 and +2.


RP post:

On the backs of a swarm of far-migratory butterflies, a diplomatic embassy of Grasvolk cross the narrow straits of the sea guided by the whisperings of their god.

The doll-like beings disembark amidst the strange forests of sacrificed mothers. Though far removed from one another in many respects indeed, the origin of these women being in a seed, like the Grasvolk, serves as a common foundation for a treaty of friendship they've been instructed to render to the divine majesty of the skull-cheeked ones.

The ambassador delivers this message. The rustle-language is sharpened into mutually intelligible speech via spontenous new growths:

"All which come from Seeds and which find succor amongst the Forest ought to hold no enmity to one another. Our world is in need of the woods and life abundant. Let us join together to this end and have no war between us for at least five cycles of this beautiful world."


Fraemaour wrote:

2d6

10 power. 0 science.

CREATE SETTLER at L12 (cost 1).
Move settler to K12 to create a settlement!
CREATE SETTLER at L12 (cost 2)
Move settler to K11 to create a settlement! No roll needed due to survival.

7 power left.

GROW SETTLEMENT at L12 cost 1: (1 pop). Pop: 2
GROW SETTLEMENT at K11 cost: (1 pop) 1. Pop 2.
GROW SETTLEMENT at K12 cost: (1 pop) 1. Pop 2.

4 power left.

Create settler at K12 (cost 3). K11 pop: 1.
Move settler to K10 and settle it!
GROW SETTLEMENT at K10. Cost: (1 pop) 1. Pop: 2.

0 power left.

Advance K10 for 2 science.

Spend 1 science on religion +1. Spend 1 science on religion +2 (2/2 = 1).

Settlements: 4
Population: 7.
Advancements: Religion +1, Religion +2
Power: 0. Science: 0.

RP:

Carried upon the wings of wind and insect, the Grasvolk spread swiftly and settle the forests of their home. Devout to the Father of the Fields, they create grassy stave churches in honour of their god where they gather to worship and meditate on their great mission to bring life to this world.

Uh-oh, spaghetti-os! I realized a big error.

Correcting now!

Scratching the above turn (minus the rolls, natch) and starting from the beginning again:

10 power. 0 science.

CREATE SETTLER at L12 (cost 1). Pop: 2
Move settler to K12 to create a settlement!
GROW SETTLEMENT at K12. Cost (1 pop) 1. Pop: 2
CREATE SETTLER at K12 (cost 2). Pop: 1.

6 power left.

Move that settler from K12 to K11 and create a settlement! No need to roll due to survival.
GROW SETTLEMENT at K11. Cost (1 pop) 1. Pop 2.

5 power left.

CREATE SETTLER at K11. (Cost 3). Pop: 1.

2 power left.

Move settler from K12 to K10 and settle.

GROW SETTLEMENT at K10. Cost (1 pop): 1. Pop: 2.

1 power left.

Advance K10 for 2 science.

Spend that 2 science on Religion +1 and +2.

Settlements: 4.
Population: 5 (not 7).
Power: 1. Science: 0.
Advancements: Religion +1 and +2.


2d6 ⇒ (5, 1) = 6

10 power. 0 science.

CREATE SETTLER at L12 (cost 1).
Move settler to K12 to create a settlement!
CREATE SETTLER at L12 (cost 2)
Move settler to K11 to create a settlement! No roll needed due to survival.

7 power left.

GROW SETTLEMENT at L12 cost 1: (1 pop). Pop: 2
GROW SETTLEMENT at K11 cost: (1 pop) 1. Pop 2.
GROW SETTLEMENT at K12 cost: (1 pop) 1. Pop 2.

4 power left.

Create settler at K12 (cost 3). K11 pop: 1.
Move settler to K10 and settle it!
GROW SETTLEMENT at K10. Cost: (1 pop) 1. Pop: 2.

0 power left.

Advance K10 for 2 science.

Spend 1 science on religion +1. Spend 1 science on religion +2 (2/2 = 1).

Settlements: 4
Population: 7.
Advancements: Religion +1, Religion +2
Power: 0. Science: 0.

RP:

Carried upon the wings of wind and insect, the Grasvolk spread swiftly and settle the forests of their home. Devout to the Father of the Fields, they create grassy stave churches in honour of their god where they gather to worship and meditate on their great mission to bring life to this world.


Name: Fræmaður (henceforth Fraemaour); the Seed Man, the Sower, He-who-Brings-Life-to-Land, Father of the Fields.
Code name: Fra
Domains: Nature and discovery.
Race: Grasvólk (henceforward Grasvolk) (GV)
Advancement: Survival +1
Terrain: Flat forest (OF).

Background: A single stalk of grass from the slightest mote of dirt--a living symbol of life from lifelessness. It was from this process, pregnant with meaning, that Fraemaour was born, and it is for this process that he has his being. He shall make life where there is none, and, like he, they shall awaken into sapience.

He walked across barren fields and spread the Seed of Life and spoke, "My children, arise into Reason and Consciousness and spread with me! Fertilize the fallow; grant life unto the wastes; sprout and spread! And forget not your wisdom, for knowledge is the life of the mind, and mental fields are e'er in need of tilling!"

So were born the Grasvolk, their flat blades folded into vaguely anthromorphic shape, and with voices like a type of rustling like wind through the tall, tall grass. They followed their leader riding on the backs of bees and butterflies, or else burrowing through the soil on tamed earthworms. Wherever they went, life followed, and ever a desire to learn!