Small matters
[X][Refugee] Take in more than a few (-1 Stability, chance of further loss, +4-5 Econ)
[X][Mech] Generous royal patronage (-3 Art, -3 Mystic, -3 Wealth, significant progress made)
[X][React] Tie everyone closer together (-2 Econ, +2 Centralization, +2 Diplomacy, +2 Cent Cap Progress, other effects)
[X][Vassal] Curb rights of war (-4 Diplo, converts to colony)
[X][Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[X][Boats] Multi-hulled​

Nahachaphuria wasn't a person. She knew this because she had been treated like a thing for many years. A cow or pig at best in her opinion. Something to be pushed around and traded at convenience.

When she was a young woman, her father had been killed by the Txolla, and her chief had sold her and every other dependent lacking a patriarch for protection in order to secure peace.

The Txolla had then passed her along as taxes to their overlords, the Ymaryn.

Stumbling along into the lands of the Hill Folk, she had been passed around like an unwanted urn among various villages, unable to speak the language when the wizards with their magic stones explained what they were doing, instead only meekly following along. They were a strange and confusing people, and nothing was ever straightforward with them.

Eventually she had found herself in a great settlement by a great body of water filled with salt - such a strange world the Ymaryn lived in! - and the confusion and fear gave way to grindingly mundane horrors realized. She had learned to speak the language, but where she was drowning in the waters of foreign custom, the locals navigated the currents like fish born to it all. There were so many complexities to how they did things, at some point she had just given up and allowed others to take advantage of her. It was easier than resisting.

Naha made the majority of the money she used to buy her food serving others in one of the sprawling public houses that served as food distribution centers. She was pretty sure she wasn't supposed to offer herself sexually to the miners and artisans who frequented the place and spent the coin they made upon beer, wine, and women. However, since the woman in charge of the place was definitely overcharging her for food and rent, if she didn't offer herself to the clients, she went hungry because she didn't have enough to pay. What little extra she was able to scrounge together went to the witch who she had to let poke and prod her once a month, or to offering the stern faced tax collector the king's cut of her earnings - along with his personal bribe of sex and silver of course.

She'd had children from the men spilling their seed in her, but she had abandoned them for the priests to find. Maybe if they were raised by a proper person they might be able to understand all of this and avoid it - or at least know how to fight it. Sometimes the older women who worked alongside her wondered if any of the young men who came to them might actually be sons left for others to find, following in the footsteps of their fathers. She hoped it didn't happen, and wouldn't happen to her, but sometimes there was a flash of familiar features and she suspected the possibility was real.

Of course, because all of this indignity wasn't bad enough, she was also expected to do a few days work for the king every month. Or at least that was what she was told. She was also expected to take the coin of stern faced patricians and wealthy artisans to do their allotment of work for the king - and pay off the tax man who tracked all of this - which mostly amounted to spending many of her days pumping her arms and legs to work the bellows and hammers that were part of turning red and black stone to sand to sand to iron sponge to iron bars. It was painful and painfully tedious work, assigned to her because it didn't require any skills, and then of course she was expected to spend her evenings at her "regular" work too.

She was pretty sure that the most galling part was that she was still expected to smile and lie to the men she lay with, to pretend that somehow there was anything beyond them quickly getting their rocks off in exchange for copper and silver. If she didn't, if she let her pain and disgust leak out, then all but the roughest men avoided her, and she would go hungry until she was able to force a smile on her face once more.

Recently she had managed to convince a rather sad artisan with far more silver than sense to keep coming back to her, night after night, spending excessive amounts of silver on her for what amounted to an entirely average amount of effort on his part and a considerable chunk of her night half-napping while he spilled her heart to her about things she didn't understand. Apparently he was a member of a group doing something for the king - directly for the king actually! - and they had been having all sorts of problems. He also complained about another group of artisans also competing for the attention of the king - boat builders maybe? - and how their lack of success wasn't even a particularly good balm for his own failings.

Naha wasn't sure what exactly prompted it, but during her latest session with the artisan, while she had enjoyed being able to rest, something had clicked in her brain about how whatever mystical contraption he had been working on worked, and she asked, "Like a hammer?"

"Hmmm? Well, not intentionally, but without a main pin that doesn't break when you tension the system the loading arm will rebound like one," the man explained to her, obviously expecting her to understand more fully the terms he was throwing around.

"Oh. Wish you could make a hammer to pound iron for me then," Naha stated, taking advantage of a rare moment to be able to make small talk that also let her complain about her life.

"Well, you would have to tension the loading arm first, it's supposed to spin the main wheel so its not like..." the man began to explain some esoteric bit of mystical knowledge before he furrowed his brows in consideration. A moment later he leapt up out of the cot where they were laying, his clothes cast aside, and cried out, "A FOOL I AM!"

Somewhat fortunately for Naha, just as the other women around her were starting to accuse her of wickedness towards a customer, he came running back to collect his clothing while muttering to himself, "See if they can turn driving their own boats into the water into a good thing now!"

Art Patronage - Wealth of the first and second kind can be used to create wealth of the third kind to the benefit of all
*S: -1 Econ, -2 Wealth, +4 Art, +1 Prestige, potential innovations
*M: -1 Econ, -4 Wealth, +6 Art, +1 Prestige, higher chance of innovations

Black Soil - There are many places that could benefit from further black soil, but making more is starting to take up more resources than it is currently returning
*S: +2-3 Econ Expansion
*M: -2 Econ, 1 Forest Slot Consumed, +6 Econ Expansion, other effects [King]
* used 3 times

Build Chariots - The vehicle of the elite, chariots are the most effective way of waging war the People know.
*S: -1 Econ, -2 Wealth, +4 Martial, +1 Art
*M: -2 Econ, -5 Wealth, +8 Martial, +2 Art, +1 Prestige

Build Docks - With large numbers of ships being built, a new place to store them all, the goods they bring in, and a place to build them might be a good idea
*S: -1 Econ, +1 Diplo, increased trade power
*M: -2 Econ, +3 Diplo, potential for new innovations, increased trade power

Build Glassworks - A new material discovered recently, new luxuries and trade goods could be made from relatively cheap materials
*S: -1 Econ, 1 Sustainable Forest used, +2 Art, chance of new innovations
*M: -2 Econ, 1 Sustainable Forest used, +1 Wealth, +3 Art, increased chance of new innovations

Build Mills - By harnessing the power of flowing water, work can be done, freeing up considerable amounts of labour
*S: -3 Wealth, -1 Art, +3 Econ, potential for innovation
*M: -4 Wealth, +4 Econ, increased potential for innovation

Build Wall - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (6/40 significant walls, 2/40 massive walls)
*S: -2 Econ, +1 significant walls
*M: -4 Econ, +1 massive walls

Build Watchtowers - Stone and brick towers for warriors to sit in and scan the horizon for trouble, these towers can help stave off raids and improve response against attacks. (40% coverage)
*S: -1 Econ, +5% coverage
*M: -1 Econ, +10% coverage

Change Policy - Adjust the current Policy to one better fitting the situation
*S: Change Active Policy to one of the available ones listed below
Balanced - Takes whatever actions seem reasonable. Expand Economy is considered a Policy action for interaction with other effects
Defence - Builds walls and watchtowers
Expansion - Builds new settlements, expands economy, expands forests, and can even create new provinces
Infrastructure - Extended projects
Megaproject Support - Provinces can spend actions in support of a megaproject
Offence - Can recruit warriors and specialists, can send war actions against declared enemies
Progress - Takes studying actions and art patronage
Restoration - Takes stability improving actions
Spirits - Builds temples
Trade - Sends out trade missions, produce art and luxuries

*S: Change Passive Policy (1/1) to one of the available ones listed below
Agriculture (+1 Econ and -1 Econ Expansion/turn)
Diplomacy (+1 Diplo/turn)
Trade (+1 Wealth/turn)
Armament (+1 Martial/turn)
Patronage (+1 Art/turn)
Mysticism (+1 Mysticism/turn)
City Support (2 True Cities have their maintenance paid for each turn)
Expansion (So long as there is land to expand into, +1 Econ Expansion/turn, reduces threshold to produce new provinces the longer active)
Innovation (Extra innovation roll each turn)
Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
Defence (+1 significant walls/turn)
Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)

Distribute Land - By reworking the distribution of land, the king can improve tax income and reduce pressures administrative overhead. 0/4 Progress to Min Centralization increase
*S: -1 Centralization, +2 Wealth, +1 Progress
*M: -2 Centralization, +5 Wealth, +2 Progress

Enforce Justice - The king is a servant of the law, and he can use the army to remind people of that fact [GJ]
* S: 1 Stability, +1-3 Centralization
* M: 1 to 2 Stability, +2-3 Centralization
* the more settlements with walls outside of the capital, particularly large walls, the less effective this action is
*Max Stability: Legitimacy

Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
*S: +3 Econ, -3 Econ Expansion, potential additional effects
*3 Econ Expansion available (max 12 to keep Sacred Forest True City; max 17 for Valleyhome)

Expand Forests - The People have knowledge of how to regrow and repair forests, which extends to bringing them to places they have never been, with considerable effort. With charcoal now in higher demand, can also provide a sustainable supply (7/8 currently locked up)
* S: -2 Econ, -1 Econ Expansion, grows forest, +2 Econ next turn if in settled territory and controlled, potential discoveries, +0.5 Sustainable Forest
* M: -3 Econ, -3 Econ Expansion, grows forest, +4 Econ next turn if in settled and controlled territory, improved odds of success, other effects, +1 Sustainable Forest

Expand Snail Cultivation - While now more reliably grown and harvested, the snail domestication has only managed to hold environmental changes at bay rather than increase production. More investment would increase cultivation
* S: -1 Econ, +1 Wealth, +1 Art, potential additional effects
* M: -3 Econ, +3 Wealth, +1 Art, increased chance of additional effects

Expand Vineyard - There is a location in Blackriver that is judged an ideal place to grow the small fruits that are favoured for making a particularly potent drink
*S: -1 Econ, -1 Econ Expansion, +1 Wealth, +1 Art
*M: -3 Econ, -2 Econ Expansion, +4 Wealth, +1 Art

Found Colony - When a province gets too distant, sometimes it is best to grant it additional autonomy so that they can get down to the business of working the land and gathering resources without needing to talk to the king about every little thing. Current Target: Greenshore
*F: Change Greenshore Trading Post to a Colony
*S: -1 Econ, 4 Econ Transfer, -2 Martial, founds colony to produce raw resources

Found Free City - Cities are hard to manage, giving them increased autonomy to manage themselves will reduce administrative overhead. Current Possibility: Sacred Forest
*S: Transfer 2 Econ, converts True City to Free City. Free Cities now produce a Passive Policy of their choice in activity each turn

Found March - Sometimes you need an extra buffer between you and hostile powers, or a place to stash excess warriors. Current Target: None
*S: -5 Martial, 2 Econ transfer, founds march to take independent martial actions


Found Mercenary Company - With new coinage, those who fight for less than savoury reasons can be bargained with more effectively. Paid well they can enhance your forces, or can be hired out to other groups, but beware of having them sit around without pay!
*S: -8 Martial, -1 Wealth per turn in your employ, +1 Wealth per turn if hired out to another group, or 0 Wealth per turn and adds directly to Martial score

Found Trading Post - When doing long distance trading, sometimes having your own infrastructure in place at the other end can be quite useful. Current Target: Far North (dangerous)
*S: -3 Diplo, -2 Wealth, -1 Econ, 2 Econ Transfer, -2 Martial, founds trading post to generate Wealth and Diplomacy

Influence Subordinate - By transferring specialists and teachers to subordinates they can be nudged into behaving more to the liking of the core provinces
*S: -2 Diplo, Transfer 2 Econ, Wealth, Art and Mysticism; influences subordinate culture
*M: -3 Diplo, Transfer 3 Econ, Wealth, Art and Mysticism; significantly influences subordinate culture, +1 Loyalty

Integrate Colony - Part of the colony of Western Wall or Hatvalley can be integrated into the People more fully, transitioning from a Colony to a province
*S: -6 Diplomacy, gain Econ and Martial from integrating Colony
*M: Same as above, completes at mid-turn

Integrate March - Better communications and administration means that the Stallion Tribes or Heaven's Hawk can be integrated into the People more fully, transitioning from a March to a province
*S: -6 Diplomacy, gain Econ and Martial from integrating March
*M: Same as above, completes at mid-turn

Integrate Vassal - Now in contact with the core territories, the lowlanders can be brought more fully into the traditions of the People
*S: -4 Diplomacy, transitions vassal to March or Colony
*M: -8 Diplomacy, transitions portion of vassal to full province, converts rest to March or Colony


Improve Annual Festival - A festival for every season, but their expansion can help put the People at ease and teach good practices.
* S: -1 Econ, -2 Wealth, +1 Stability, +2 Art, chance for additional effects
* M: -2 Econ, -2 Wealth, +1 Stability, +4 Art, chance for additional effects
* Max Stability: Legitimacy - 1

More Blackbirds - Elite scouts and woodsmen, the Blackbirds are a potent force, if not exactly mainline fighters. More of them could prove useful
* S: -1 Econ, -1 Mysticism, -1 Wealth, +2 Martial, +1 Art, many more Blackbirds, additional effects

More Carrion Eaters - Keepers of sacred and profane knowledge, the Carrion Eaters thread a dangerous path but bring valuable knowledge for treating wounds and inspiring courage, greatly bolstering the morale of warriors by ensuring them that their companions are not doomed if they fall. More could prove useful.
*S: -1 Econ, -1 Mysticism, -1 Wealth, +2 Martial, +1 Art, many more Carrion Eaters, additional effects

More Boats - The things are expensive but oh so useful, so having more of them will increase your capacity for trade, travel, and fishing
*S: -2 Econ, -1 Wealth, +1 Art; +1 Econ end of turn, +1 Econ, +1 Econ Expansion and Diplo next turn, additional effects
*M: -2 Econ, -1 Wealth, +1 Art; +1 Econ, Econ Expansion, and Diplo end of turn, additional effects
* used 8 times

New Settlement - There are a few new sites that could have new settlements placed on them: northern Blackriver (+3, moderate mineral, 0/6 province), far north-eastern Redhills (+1, good mineral, 0/6 province), south of cataracts (+6, poor mineral, 0/4 province)
* S: -1 Econ, +1 Econ and Mysticism end of turn, increases number Econ Expansion depending on environment, +1 Province progress
* M: +1 Econ and Mysticism, increases Econ Expansion, +2 Province progress

New Trails - There are many settlements with only marginal trails, so more could be useful. 2/3 to next Centralization cap increase
* S: -1 Econ, +1 Centralization, +1 Diplo, other effects
* M: -2 Econ, +2 Centralization, +2 Diplo, other effects

Plant Poppies - Within some temple grounds there are gardens where the poppy grows, and the milk of the poppy can be harvested. Expanding production should have interesting effects.
*S: -2 Econ, -2 Econ Expansion, +2 Mysticism, +2 Wealth
*M: -3 Econ, -3 Econ Expansion, +2 Mysticism, +5 Wealth, +1 Martial, new trade good

Proclaim Glory - By using art the King can promote people to trust his decisions; modified by Diplomacy skill
* S: -3 Art, -1 Econ, +1 Legitimacy, +1 Stability, potential +1 Prestige
*M: -6 Art, -2 Econ, +1 Legitimacy, +2 Stability, +1 Prestige
* Max Stability: Legitimacy

Raise Army - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
* S: -1 Econ, -2 Wealth, +3 Martial, +1 Art, potential additional effects
*M: -3 Econ, -4 Wealth, +7 Martial, +1 Art, potential additional effects
*2M: -4 Econ, -5 Wealth, +2 Art, founds Martial 10 Mercenary Company

Restoration of Order - The people are uncertain, and into that uncertainty bad behaviour can flow. Send in the warriors to reassure people and root out corruption and dissent, restoring the proper function of the People, at the cost of disturbing their confidence that the king has their best interests at heart. Max Stability: Legitimacy-1
* S: Gain 0 to 2 Stability at a cost of -1 Legitimacy
* M: Roll twice, take best result, chance of additional +1 Stability
* modified by Administrative skill

Sailing Mission - Boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Salt Gift - With the saltern, the People have access to tremendous amounts of salt, which can be used to awe outsiders
*S: -5 Wealth, random amount of Diplomacy, Art, and Prestige generated (min. 1 of each) and the possibility of Mysticism generation
*M: -8 Wealth, random amount of Diplomacy, Art, Mysticism, and Prestige generated (min. 1 of each)

Study Alchemy - Materials can be made to transform their form through special treatment. What wonders can be discovered in this process?
*S: -2 Mysticism, -2 Wealth, potential new discoveries
*M: -4 Mysticism, -3 Wealth, -1 Econ, increased chance of new discoveries

Study Health - What secrets of nature can be used to improve the health of the People?
* S: -1 Econ, -1 Wealth, +1 Mysticism, potential new discoveries
*M: -1 Econ, -1 Wealth, -1 Mysticism, increased odds of success

Study Metal - Iron and copper, gold and silver, what other secrets are hidden in metal and stone?
* S: -1 Econ, -1 Wealth, -1 Mysticism, small chance of new insights
* M: -1 Econ, -2 Wealth, -2 Mysticism, improved chance of new insights

Study Stars - What secrets do the heavens hold when you study the stars and their motions carefully? 11 Uses, 0/4 Uses in a Row
*S: -1 Wealth, +3 Mysticism, tiny chance of new insights
Cannot be used as a Main action

Support Subordinate - Send resources over to a subordinate state to help prop them up.
*S: Transfer 2 Econ and Martial, chance of +1 Loyalty
*M: Transfer 4 Econ and Martial, at least +1 Loyalty

Survey Lands - What interesting discoveries are within the People's lands?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Terrify - You've killed cities, walls will not keep your enemies safe
*S: -3 Diplo, can force minors to become vassals or integrate, can cause major civilizations to lose Stability
Special: Not applicable to nomads, efficiency greatly improved by performing a War Mission against the target the same turn
Warning: Crit fails can cause backlash, losing Stability

Trade Mission - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
* S: -2 Wealth, additional effects depending on target, +1-2 Diplo
* M: -2 Wealth, -1 Econ, additional effects depending on target, +1 Diplo, +1-3 Diplo end of turn, +0-2 Wealth end of turn

War Mission - You can send raiding parties against groups that have declared themselves hostile. Can only declare war if you have a valid casus belli (currently only if someone declares war first)
* S: Potential loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial and Diplo
* M: Probable loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial, Diplo, and Econ, always has a mid-turn decision point

Extended Projects- Extended Projects are major infrastructure projects that take more than a single Main action to complete but aren't as all consuming as megaprojects
Saltern - Northshore Saltern Expansion (0/3), Southshore Saltern Expansion (0/3). Each {S} committed consumes 3 Econ and 3 Art for 3 Progress. Completion gives additional Wealth and every 2 salterns or expansions increases the per turn Wealth by +1
Aqueduct - Redshore (0/6), Lower Valleyhome (0/3), Stonepen (0/3), Blackmouth (0/6), Redhills (0/3). Each {S} committed consumes 3 Econ for 3 Progress. Completion adds +4 Econ Expansion and can allow for the formation of another True City
Temple - Progress listed below, each {S} committed consumes 3 Econ and 3 Art for 3 Progress. Completion increases Religious Authority
Governor's Palace - Every palace lowers Min. Centralization by 1 and can decrease communication issues with distant provinces, but can also serve as the core of a breakaway state in a civil war. Each {S} costs 3 Econ and 3 Art and produces 3 Progress
Library - Any location with a temple and/or True City status can have a library, with each {S} committed consuming 3 Art and 3 Mysticism for 3 progress. Completion grants Mysticism, every 2 libraries past the first increases the Mysticism refund by 1. Sacred Forest (0/3)
Colossal Walls - True Cities can support truly gigantic walls. Each {S} committed consumes 3 Econ and 1 Martial for 3 Progress. Valleyhome (0/9), Sacred Forest (0/9)
Palace Annex - Can construct additional palace annexes, with each {S} committed consuming 2 Econ and 2 Art for a new annex (6/10)
-Great Hall Expansion (special: costs only 1 Econ and 1 Art)
-Shrine
-Library
-Gardens
-Storehouse
-Arsenal
-Fortifications

Reminder: 2 {S} applied to the same project = 1 {M}
Additionally: 2 Mains may have non-linear effects

Special: Working on new boat design, building more will accelerate progress
Special: Working on new mill use, building more will accelerate progress

Mega-Projects - Mega-Projects can require many generations to complete, take an unknown amount of time to do so, and drain Econ while active, but can produce massive benefits once complete. Once chosen, the occupy the Main Focus slot until either completed or stopped early. Early stopping once started does not refund any of the investments and increases social strife. To reduce confusion, mega-projects are not listed as part of the voting project list and must be "written-in".
The Census - How many People are there anyway? (2-3? action commitment, -4 Mysticism per action) [Reserves + Library]
The Games - Physical competition and prowess are becoming a popular pass time and way for warriors and militia to train. Could a special festival be founded to celebrate this? (2-3? action commitment, -2 Mysticism and Art per action, 2 Econ total commitment) [Elites]
Grand Docks - With the new docks in place, further expansion to something of a more significant scale could be of benefit (4-6? action commitment, -2 Econ per action, requires 2 Forest slots)
Great Dam - The river can run wild and dangerous when the rains come strong, but could it not be controlled by the same principles by which the water on the hills is channelled and contained, merely on a larger scale? (4-6? action commitment, -2 Econ per action)
Place to the Stars - The shamans have noticed deeper patterns among the stars than they ever imagined, and setting up long term memories of where things should be could be intensely useful, if also labour intensive to get sufficiently durable markers in place (5-8? action commitment, -2 Econ per action, some Mysticism commitment)

[Stewards] special kicker: Pay 1 Stability to double the effort on a megaproject action, consuming twice the required per turn resources but advancing the job faster. If taking a second main action on a megaproject, requires additional Stability payment to double that as well.
One Main and Two Secondary actions or One Main x2 and One Secondary available.

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Docks
[] Build Glassworks
[] Build Mills
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Distribute Land
[] Enforce Justice
[] Expand Economy
[] Expand Forests
[] Expand Snail Cultivation
[] Expand Vineyard
[] Found Colony
[] Found Free City
[] Found Mercenary Company
[] Found Trading Post
[] Influence Subordinate
[] Integrate Colony
[] Integrate March
[] Integrate Vassal
[] Improve Annual Festival
[] More Blackbirds
[] More Carrion Eaters
[] More Boats
[] New Settlement
[] New Trails
[] Plant Poppies
[] Proclaim Glory
[] Raise Army
[] Restore Order
[] Sailing Mission
[] Salt Gift
[] Study Alchemy
[] Study Health
[] Study Metal
[] Study Stars
[] Survey Lands
[] Support Subordinate
[] Terrify
[] Trade Mission
-Target Options: Highland Kingdom, Thunder Speakers, Metal Miners, Lowland Minors, Tin Tribes, Trelli, Swamp Folk, Northern Nomads, Eastern Nomads, Into the Wild (Eastern Sea), Into the Wild
[] War Mission
-Target Options: Northern Nomads, Eastern Nomads

Provinces for Projects: Redvalley (C) (Valleyhome+Redhills), Sacred Shore (0/9) (Redshore+Sacred Forest), Stoneshore (0/9) (Stonepen + Northshore), Hatshore (0/9) (Southshore+ Hatriver), Blackiron Province (0/9) (Blackriver+Ironshore)
Major Holy Sites: Rainbow Trail (0/3), Sacred Forest (Temple 0/6), Holy Sea (0/3), Horse Valley (0/3), White Circle (0/3), Warrior's Rest (0/3), Star Mirror (0/3), Sunrise Grove (0/3), Skyforest (0/3), Bloodgrove (0/3), Spiritwell (0/3), Moonwell (0/3), Sparkling Cave (0/3)
 
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I don't think that last meme conveys the messagr your trying to say @BungieONI "Your a dick, get sucked" will have all our neighbours thinking we're whores rather then threatening warriors.
 
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No PORTENT of DOOM?!!!! No terrifying hard options to choose from?

What is this? I AM CONFUSED?!
 
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What were our stats before? I don't expect them to update instantaneously, but since I'm sitting here staring at this thread anyway, I'd like to be on top of it when they are.
 
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