998bb9 No.15518 [View All]
Your people find themselves stranded in an unfamiliar environment- a prehistoric world, untouched by time. They have no recollection of who they once were as a society, nor any idea of what they may become. That is all up to you, the player. Your tiny nation can become anything, from peaceful traders to bloodthirsty conquerors, waging peace or war… or both! This is a world where anything is possible; brutal and savage orcs may rise up to become an advanced, civilized society, and high-tech, sophisticated robots may dwell in caves, bashing things with rocks, if you so choose.
Welcome to Primal World. Good luck, and have fun!
First thing's first, create your burgeoning nation…..
———————-
Name: (What do your people call themselves?)
Race: (What ARE your people?- helps determine starting eccentricities, base pop growth)
Fluff: (A general physical/intellectual description, for now- but civilization is just beginning, and you may (if you choose), add onto this as your nation grows and progresses, creates it's own distinct culture, discovers new technologies, and makes new friends. (Or enemies. Either one.) )
Color: (What color you are on the map)
Location: (General- forests, plains, etc.)
–Don't fill out (unless specified)–
Food: (Determines pop growth)
Population(+growth per turn): (generated by GM)
Happiness: 0
Structures: Simple Dwellings (fluff accordingly)
Defense: 0
Military: (generated by GM)
Resources: (generated by GM)
Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic)
Eccentricities: (generated by GM)
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998bb9 No.19565
>>19556
>Name: Kingdom of Ludalina.
>Race: Humans.
>Colour: Dark Gold, due to a abundance of green nations.
>Location: Somewhere with Forests, near some plains.
>Fluff:
Todsänger, Priestess of Culture and the Afterlife, Restorer of Man's Will, the one true Goddess.
This is who the people of the Kingdom of Ludalina believes in, led by the King Altmann and the Faith protected by the rising Paladin Ludwina, those of this realm hope that they prosper in this prehistoric world of barbarians and overgrown lizards.
>Food: Scarce
>Population: 64 (+4/turn)
>Happiness: 4
>Structures:
[Simple Roundhouses]
[Small Church (Todsanger)]
[Stadterste Castle]
[Mill (Crude)]
[Lumber mill (Crude)]
[Quarry (Crude)]
[Forge (Crude)]
[Church-embassy (Tor'Andorth)]
>Defence: 0
>Military:
[Ludwina (3x) (Hero)]
2 [Levy Paladins (1x)]
1 [Minor Paladin Solder (1.5x)]
5 [Levy Commoners (0.5x)]
>Resources:
[Copper (Some)]
>Technologies:
[Wood, Stone]
[Hand tools (Simple)]
[Construction (Average)]
[Agriculture (Good)]
[Woodcutting (Crude)]
[Holy Magic (Basic)]
[Weapons (Copper)]
[Shields (Crude)]
[Armor (Crude)]
[Alcohol (Crude)]
[Writing, Crude]
>Faith:
[Church of Todsanger (Majority)] A Monotheistic religion based around the goddess Todsanger.
>Eccentricities:
[Zealous]: The Followers zealously follow their Goddess, and can pray to her for a +5 bonus to a roll. However, if that roll still fails, Todsänger is seen to have abandoned her people, and they take a hit to their happiness.
[Memories]: The followers seem to have scant memories of their past… +5 to religion oriented rolls (GM discretion). However, if they fail, happiness will take a hit. (?)
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998bb9 No.19567
| Rolled 86, 26, 47, 66 = 225 (4d100) |
1. Build underground roadways so the transportation of goods do not mar the surface. (1/6)
2. Continue to research the local fauna and flora. Improve our knowledge of the local ecology. (1/4)
3. We shall become the best at working bone. However we now need better facilities for such projects. Build an underground bone factory!
4. Research better underground construction.
http://pastebin.com/ud8Mu1ip
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998bb9 No.19569
>>19562
>>19564
Gotta wait until Wheelie gives you the fifth dice boss
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998bb9 No.19570
| Rolled 13, 90, 9, 83, 53, 61, 95, 9, 80, 34, 39, 48, 56, 75, 54, 60 = 859 (16d100) |
>>19184
>Name: Fae klahn
>Race: Fairies
>Fluff: A race of tiny creatures, the fairies came to this land with no memory of what their civilization was before. So they decided that their culture was one of pillaging and raiding. Despite their diminutive size their ferocity makes up for it.
>Color: dark grey
>Location: Plains
Food: Adequate
Population: 55 (+3/turn)
Happiness: 1
Structures: (Tree Hollows [basic dwellings])
Defense: 0
Military: 2 (Fae Raiders) unit (.5x)
2 (Fae Raiders) unit (1x)
5 Leptocyon Riders, 2x
1 Fae Bowmen unit, 1x
Resources: Clay (Lots),
Copper (some)
Wood (scarce)
Leptocyon pack (Sustainable)
[Protoceratops Herd (Sustainable)]
Tech: Wood, Stone)
(Hand tools, Simple) (
Construction, Simple)
(Agriculture, Basic)
(Pioneering, Simple)
[Weaponry, Good]
Bows (simple)
Eccentricities:
[Tiny Conquerors]: Your people get a +5 to expansion rolls, but a tiny stature equals tiny buildings and other structures. Defenses take a penalty.
[Domesticators]: Domesticating the small Leptocyon has taught the Klahn much. You can assign some population (10 max), to any further domestication efforts for a bonus. However, like the creatures of Primal World, this process is very dangerous. Critical failures are unavoidable, and usually involve the deaths of the handlers.
1.2.3.4.5.6.7.8. Expand to the southern regions!
9.10.11.12. Train up Leptocyon rider Bowmen
13.14.15.16. Train the protoceratops as pack animals to increase the rate of our expansion.
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998bb9 No.19573
>>19556
>>19556
Name: The Queendom of Azalie
Race: Arachne
Fluff: The arachne usually live in small family groups or clans. An arachne named Azalie forcibly united them into larger group to hunt better and get more done. They specialize in ambush tactics, to maximize the chance of winning and minimize losses, and traps, to catch enemies and prey with little effort.
Color: Purple
Location: Caves
Food: Adequate
Population: 116(+7/turn)
Happiness: 3
Structures: (Homewebs)(Weaver's Circle); Hunter's Circle (Simple);Farm (Crude);Stalker's Circle (Basic): Circle of Wisdom(Simple)
Defense: 5
Military: 2 (Arachne Hunters) unit, (1x)
Resources: Rocks (lots), Cave moss (some),[Copper (Some]
Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, Excellent)(Weapons, Basic)(Ambush tactics; Average)(Tapestries, crude)(Illusion Magic: Crude)
Eccentricities:
[United]: Queen Azalie has forced the Arachne to work together, with suprising results- Consolidated actions (more than 1 die for a single action), recieve a +10 bonus. However, lone actions recieve a slight penalty.
[Ambushers]: The Spiders of the Queendom are some of the first to utilize ambush tactics. If you get the jump on your opponent in a fight, Your units recieve +1 to rolls. However, if they are caught, -1 to rolls.
1-2. Improve illusion magic more. This time, do not use dinosaurs as the illusions. Last thing we need is another raptor in the pantry.
+United
+Circle of Wisdom Simple
3-4. Speaking of pantries, Start improving our farm AND agriculture techniques. We need more food and this will help.
+United
+Circle of Wisdom
+Agriculture Basic
+Hand tools Simple
+Construction Simple
5. And finally Start construction of a forge to make weapons and tools out of the rocks we found.
-United
+Circle of Wisdom Simple
+Construction Simple
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998bb9 No.19574
| Rolled 93, 42, 37, 6, 28 = 206 (5d100) |
>>19556
>>19573
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998bb9 No.19575
| Rolled 96, 53, 12, 72 = 233 (4d100) |
>>19565
1: The castle was finished, towering over the town of Stadterste with royal glory… With a castle to provide a place for king Altmann to rule from, it is time to form a proper army, equipped with spears, shields and swords, in order to defend the realm's borders.
(Produce some Spearmen (1x) to form a stable non-Paladin army for the realm)
2: At the same time, People's generosity forwards the crows in the east bought back a food crisis, demanding that the mills are to be improved upon to handle the population.
(Continue improving the Mills to help produce more food for the Realm [1/6])
3: The rise of the Arts in the northern Tors soon made their way to Ludalina, which soon urges those with the mind to create within the realm to produce their own sculptures, music, and artwork. After all, they do have the monthly Essen-Tages, so that shall serve as the time to display their works to the people.
(Promote cultural works in order to boost happiness)
4: Finally, Ludw-
Wait, she's still training? Why's she still doing that?
There may be barbarians in this world, but I'm sure she's just paranoid…
(Upgrade [Ludwina] /AGAIN/, to become even stronger, faster, and overall a greater Hero unit)
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998bb9 No.19576
| Rolled 2 (1d4) |
>>19575
(Forgot about the +[Zealots] bonus, so give it to whatever action was rolled.)
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998bb9 No.19587
| Rolled 68, 52, 6, 34 = 160 (4d100) |
>>19556
>>Name: Tor'Andorth
>>Food: Adequate
>>Population: 92 (+5/turn)
>>Happiness: 6
>>Structures: Tor'Andoroth [Town], Crude Walls, Tor'Gammorah [Town]
>>Defense: 1
>>Military: 2 Spear Hunters unit (1x), 1 Slinger Band (.5x)
>>Resources: Lumber (Adequate), Stone (Plentiful) Copper (Scarce) Tin (Some)
>>Technologies: (Wood, Stone, Copper) (Hand tools, Excellent) (Construction, Average) (Agriculture, Average) (Traps, Simple) Urban Amenities (Simple) Mathematics (Simple) Writing system Metallurgy (Copper) Administration (Simple)
>>Religion: Todsangrism or whatever it's called
>>Eccentricities:
>>[Clever]: This particular group of humans are smarter than they look, and receive +3 to all rolls. However, this has angered the entity they tricked greatly. Rolls of 1-5 are inescapable critfails.
>>[Nationalistic]: The humans of Tor'Andorth finally have a name, a culture they can belong too. Increasing happiness is doubly successful, but critfails are doubly bad
Bronze 1/??
>>town expansion 5/10
Forge 3/6
1. Forge construction 3/6
2. We're nearing the point of needing to build another town. Expand into a suitable area for construction of one.
3. Farmsteads 3/6
4. Finish expanding Tor'Gammorah into a proper city. 5/10
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998bb9 No.19613
| Rolled 63, 42, 24, 89, 10, 35, 82, 3 = 348 (8d100) |
[The Hind]
Food: [Scarce]
Population: 41 (+-4/turn)[-4]
Happiness: 1
Structures: [Hind Tree Roosts][Research Lab, Simple][Lumber Mill, Crude][Shadow Forge (crude)]
[Walls (Crude), +1 Defense]
Defenses: 2
Magic: Shadow (Basic)
Military: 3 Hind Lesser Flights [1x], [4 Hind Novelty-Mages [1.5x]
Resources: Lumber [None], Stone [Some], Copper [Some],[Silver (Some)]
Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) [Agriculture:Average] [Flight: Basic] [Tactics: Excellent][Ranged Weapons: Average][Writing: Crude][Shadow-step (Crude)] [Shadow Projection (Crude)][Night-fighting (Crude)]
Eccentricities:
[Novel Thinkers]: The Hind love trying new things- +5 to developing new technologies. However, they get bored easily. Repeat [research] actions will incur a penalty [cumulative].
[Comet-blessed]: The Comet has done something to the Hind They recieve a +5 bonus to the discovery of Shadow Magic, and a -10 in researching all other magic types.
[In Progress]
[Shadow Magic: 4/6]
—
Actions
[Research: Ranged Weapons]
[Build: Shadow Projectors]
[Look for gems]
[Research: Fishing]
[Research: Farming:
[Build Farms]
[Research: Lightless Foodstuffs]
[Search For Metals]
—
1. Oh, look. The Hind are working on weapons again. [Research Ranged Weapons]
2. The Hind attempt to construct the first shadow projectors. they're sort of crude, but they should help with defense. [Build Shadow Projectors]
3. Another group of Has taken off to find more resources: specialized gems. [Look for gems]
4. A few Hind have started to take up fishing. [Research: Fishing] [+5, Clever; Simple Research Lab]
[Turn 2]
1. The Hind frantically start trying to develop new farming techniques due to the shortages. [Research: Farming][+5, Clever; Simple Research Lab]
2. There is some shouting and disagreemnt over the food crisis. After a series of massive disagreements with many ruffled feathers, construction of farms restart. [Build Farms]
3. Not content with the farms issue, the Hind have been trying to develop foodstuffs that don't need light. [Research: Lightless Foodstuffs][+5, Clever; Simple Research Lab]
4. While the shortages are severe, more hind are out looking for more resources. [Look for metals]
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998bb9 No.19799
| Rolled 35, 48, 51, 74, 39 = 247 (5d100) |
>>19556
Name: The Awoken
Race: Slime and Oozes
Fluff: Slime and Oozes are a strange sort. Always thought mindless by those they have seen them, but that was because only the weak young were ever seen before. A young slime or ooze is called an inkling, it is small and greenish in color and created by shaving off part of an adult core. How the inkling develops and what it becomes after is highly based upon what the inkling eats after being slip from it's mother core. The next stage from inkling is called a forming. A forming is non sentient and only tries to get more food to develop but can be ordered by adults. Variation continues to happen in this stage based on oddities eaten in the mindless state. usually slimes would be killed by a lucky hit in this stage, but a few have made it to the adult stage, usually no more than one or two in an area to make more inklings. Now there is enough, and maybe we can be more than mindless beasts.
The Awoken worship the Earth Mother and the Star Father. They are ruled by a council of the oldest slimes. Many create pseudo skeletons for themselves so that they may have a sort of form.
Color: A color which I forgot to specify
Location: A Location which I forgot to specify
Food: N/A
Population: 94 (?/turn)
Happiness: 4
Structures: Mud Huts, Religious Site, Crude Fence, [Smithy (Crude)], [Mine, Crude], [Temple, Crude]
Defense: 1
Military: 3 Protector Slimes (1x), 1 Brown Ooze (.5x) [3 Copper Slimes, 1.5x], [1 Star-Born Slime, 2x, [Summoner] 2 Astral Slimes (.5x)[Swarm]]
Resources: Rocks (average), [Copper, Adequate] [Wood, Adequate], [Clay; sustainable], [Tin (Some)], [Bronze (Some)]
Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic)[Metallurgy, Crude][Ecology, Crude][Earth Magic, Basic] [Earth Communion (Small)] [Astral Magic (Simple)] [Pottery (Crude)] [Earth-shape (Crude)]
Eccentricities:
[Mindless consumers]: The Awoken consume organic matter passively, and so do not need to take actions to gather food. However, Primal World is a dangerous place, and many young Forming die. Each turn, roll 1d8 to determine how many Awoken survived into adulthood.
[Ease of Movement]: It's easy to get around where the Awoken are, and they gain +5 to expansion rolls, but it's easier to be seen as well.
1. Use Earth Shape to upgrade our fence into walls.
2. Learn to make Bronze tools.
3. Begin researching a spell to call down the fury of the Star Father upon our enemies.
4. See what happens if we mix Astral and Earth Magic.
5. Young
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998bb9 No.19801
>>19560
Slight correction: at Population: 80
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998bb9 No.19985
>>19556
[Cylindrum]
1/2) Suggested course of action=Success. Construction=Good.
3/4) Progress>>Slow and steady. [4/6]
5/6) Writing= in progress. [3/6]
7/8) Outcome= not satisfactory. Counting chips lost. [Wood>>Scarce]
[Kulture]
1) Da Kulture now stands at the foot of the mountains, staring up at them.
2) Better bows are had! [Simple]
3) A Dum'un is saddled, but the poison weapons might take a while. [2/6]
4) Training starts, but just barely. [2/6]
[Lanquassian]
1) A clay pit is constructed. [Crude]
2) Better copper tools are made! [Copper tools (Good)]
3) A library is easily built! Thirsty for knowledge, the people flock to it. [Library (Crude); +1 Happiness]
4) A scarce amount of tin is found. [Tin (Scarce)]
[Formicae]
1/2) Expansion is slow at first, but still succeeds.
3/4) [Super Coordination] research is finished! [Crude]
5) A single warrior ant is recruited. [1.5]
>Missed turn
1/2) No such luck expanding, though the Kingdom starts to move. [1/4]
3/4) Better research is almost done. [4/6]
5) No workers are recruited, this time.
[First Hive]
1) The roadways are done! [Crude]
2) Slight progress on the observations. [2/4]
3) A crude bone factory is constructed. [Bone Factory (Crude)]
4) Better underground construction is had! [Simple]
[Klahn]
1-8) The tiny barbarians swarm to the south!
9-12) Two units of bowmen are trained! They're a bit weaker than their melee oriented counterparts, but their bows may provide great advantages. [2 mounted bowmen (1.5)[bombard x1] ]
13-16) The herd is trained as pack animals! They're kind of bad at it though. [TECH: Pack animals (Crude)]
[Queendom]
1/2) The Queendom improve their illusion magic! [Simple]
3/4) Improvements to the farm are underway. [2/4]
5) No such luck on the forge.
[Ludwina]
1) Many spearmen are trained! [3 Spearmen (1x)]
2) Improvements continue. [4/6]
3) The people are too busy admiring their new spearmen to fucus on the arts, unfortunately.
4) Ludwina finishes her training, now at peak physical condition, and straining what the Kingdom is producing technologically. [3.5]
[Tor'Andorth]
1) Construction of the forge completes! [Simple]
2) Tor'Andorth expands its borders.
3) A fire rages through the farmsteads, burning some down. [1/6]
4) Expansion doesn't quite finish. [7/10]
[Hind]
> Food was sent by the Followers of Ludalina in the North! Your food is now [Scarce], and pop gain is +2
>Missed Turn
1) Better ranged weapons may take a while. [4/8]
2) Shadow projectors are made, but they're pretty flimsy. [Shadow Projectors (Crude); 1 Defense]
3) No shinies are found.
4) Crude fishing methods are established, and food increases thanks to the efforts! [Fishing (Crude); Food>>Adequate; +2 pop/turn]
>This Turn
1) No luck on the farms.
2) Crude farms are on their way to being built. [1/2]
3) Lightless foodstuffs are grown. Wak! [Crude; Food>>Sustainable]
4) The Hind in question get lost. Bad idea. [-2 pop]
[Awoken]
>+4 pop
1) The ritual will take a while. [1/6]
2) And so will the better tools. [3/6]
3) Spell research commences. [2/6]
4) Nothing happens, though the Astral Magic used by the slimes does start to improve. [1/6]
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998bb9 No.19986
| Rolled 17, 43, 30, 79 = 169 (4d100) |
1. Continue to research the local fauna and flora. Improve our knowledge of the local ecology. (2/4)
2. Begin researching ways to strengthen and harden bone so that it doesn't break or splinter as easily.
3. Improve our bone carving even further.
4. Build more flower farms! More food for the growing Hive!
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998bb9 No.19987
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998bb9 No.19988
| Rolled 49, 37, 89, 52 = 227 (4d100) |
>>19985
Action 1: With our new [Copper Tools] and our [Construction, Average], we work on improving our Workshop[Crude]
Action 2: We shall experiment with our new [Tin], what happens if we mix it with [Copper]?
Action 3: Our Philosophes want a dedicated place for discussion and learning, we shall build a [School] alongside the Library
Action 4: The time has come to [Build a Settlement], downstream from our first.
Name: The Lanquassian Crafters and Traders Union
Race: High Men
Fluff: Generally tall and thin, with dexterious delicate fingers. Eyes run the greens, browns, and metalic bronzes/silvers. Has a Semi-Monotheistic Religion: Minor powers are an aspect/part of the Father God.
Color: Blue
Location: River Valley
Food: Adequate
Population: 87 (+7/turn)
Happiness: +5
Structures: [Dwellings: Huts][Father God's Temple][Workshop, Crude][Bakery (Crude)][Clay Pit(Crude)] [Library (Crude)]
Defense: 0
Military: 1 Militia(1.5x), 2 Patrols(.5x), 1 Bardic Paladin[2x]
Resources: Stone (adequate), Lumber (scarce), Clay (Adequate) [Pacuckur Herd [Noisy], Sustainable], [Copper (Some)],[Tin (Scarce)]
Technologies: (Wood, Stone) [Copper tools (Good)] (Construction, Average) (Agriculture, Good) (Crafting, Basic) (Fishing nets, Crude) [Astronomy (crude)], [Pottery][Instruments, Crude][Pacuckur Harnesses][Religion, Crude][Writing, Crude],[Copperworking (crude)][Brickmaking (Crude)][Leatherworking (Crude)]
Magic: (Bardic Magic, Basic)
Eccentricities:
[Crafters]: The High Men are crafters and traders, but their slender and thin frame isn't built for fighting. +5 to rolls involving crafting things, (crafting is different then building structures), but Lanquassian military units receive -1 to all combat rolls.
[Philosophes]: The Lanquassian people would rather sit around discussing than fighting. Actions that increase happiness are much more effective, but they receive a -5 to military recruitment rolls.
–IN PROGRESS–
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998bb9 No.19989
>>19985
>Name: Kingdom of Ludalina.
>Race: Humans.
>Colour: Dark Gold, due to a abundance of green nations.
>Location: Somewhere with Forests, near some plains.
>Fluff:
Todsänger, Priestess of Culture and the Afterlife, Restorer of Man's Will, the one true Goddess.
This is who the people of the Kingdom of Ludalina believes in, led by the King Altmann and the Faith protected by the rising Paladin Ludwina, those of this realm hope that they prosper in this prehistoric world of barbarians and overgrown lizards.
>Food: Scarce
>Population: 64 (+4/turn)
>Happiness: 4
>Structures:
[Simple Roundhouses]
[Small Church (Todsanger)]
[Stadterste Castle]
[Mill (Crude)]
[Lumber mill (Crude)]
[Quarry (Crude)]
[Forge (Crude)]
[Church-embassy (Tor'Andorth)]
>Defence: 0
>Military:
[Ludwina (3.5x) (Hero)]
2 [Levy Paladins (1x)]
1 [Minor Paladin Solder (1.5x)]
3 [Ludalin Spearmen (1x)]
5 [Levy Commoners (0.5x)]
>Resources:
[Copper (Some)]
>Technologies:
[Wood, Stone]
[Hand tools (Simple)]
[Construction (Average)]
[Agriculture (Good)]
[Woodcutting (Crude)]
[Holy Magic (Basic)]
[Weapons (Copper)]
[Shields (Crude)]
[Armor (Crude)]
[Alcohol (Crude)]
[Writing, Crude]
>Faith:
[Church of Todsanger (Majority)] A Monotheistic religion based around the goddess Todsanger.
>Eccentricities:
[Zealous]: The Followers zealously follow their Goddess, and can pray to her for a +5 bonus to a roll. However, if that roll still fails, Todsänger is seen to have abandoned her people, and they take a hit to their happiness.
[Memories]: The followers seem to have scant memories of their past… +5 to religion oriented rolls (GM discretion). However, if they fail, happiness will take a hit. (?)
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998bb9 No.19990
>>19587
>NATION EVENT
Commotion to the north draws the attention of the sentries on the outskirts of Tor'Andorth territory. Small dust clouds and barking seem to indicate something is headed your way, but it might pass you by. But it might not.
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998bb9 No.19991
| Rolled 5, 23, 86, 31 = 145 (4d100) |
>>19985
>Name: Fae klahn
>Race: Fairies
>Fluff: A race of tiny creatures, the fairies came to this land with no memory of what their civilization was before. So they decided that their culture was one of pillaging and raiding. Despite their diminutive size their ferocity makes up for it.
>Color: dark grey
>Location: Plains
Food: Adequate
Population: 58 (+3/turn)
Happiness: 1
Structures: (Tree Hollows [basic dwellings])
Defense: 0
Military: 2 (Fae Raiders) unit (.5x)
2 (Fae Raiders) unit (1x)
5 Leptocyon Riders, 2x
1 Fae Bowmen unit, 1x
2 mounted bowmen (1.5)[bombard x1]
Resources: Clay (Lots),
Copper (some)
Wood (scarce)
Leptocyon pack (Sustainable)
[Protoceratops Herd (Sustainable)]
Tech: Wood, Stone)
(Hand tools, Simple) (
Construction, Simple)
(Agriculture, Basic)
(Pioneering, Simple)
[Weaponry, Good]
Bows (simple)
Pack Animals (crude)
Eccentricities:
[Tiny Conquerors]: Your people get a +5 to expansion rolls, but a tiny stature equals tiny buildings and other structures. Defenses take a penalty.
[Domesticators]: Domesticating the small Leptocyon has taught the Klahn much. You can assign some population (10 max), to any further domestication efforts for a bonus. However, like the creatures of Primal World, this process is very dangerous. Critical failures are unavoidable, and usually involve the deaths of the handlers.
1. 2. Continue our southern expansion, aim for the civilization we see
3. train more riders
4. Train the Protoceratops better! dedicate 5 handlers to this!
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998bb9 No.20010
| Rolled 44, 98, 83, 96, 53, 45, 48, 46 = 513 (8d100) |
>>19556
>>19456
Erv'gen, or Light-Borne
Race: A race of Lizard folk, separated into a number of castes. Divers are able to stay underwater for much longer periods of time and are incredibly agile, skilled swimmers. Warriors are much bulkier and heavily built, with stronger claws and more pronounced jaws. Scouts from the last of the "adapted" castes, with split feet suited for tree climbing and lightweight frames. The Workers are somewhere between all of the castes, weaker than Warriors but stronger than Scouts. They are able to work for extreme amounts of time, their wiry muscles built for endurance.
Fluff: Long ago, the world was dark. From this darkness was born the Sun, our Mother. Her light transformed the lands, forcing the chaos to take the form of earth and water. Our Father rose from these waters, his cratered white body reflecting the light of the Mother when she rested. From the two's mating came innumerable plants and animals, but they wished for true children. Finally, their efforts yielded our species, shaped like their early children. We, the Firstborne, crawled from the waters to rest upon the scattered islands. Subsisting off our lesser siblings that reside in the sea and land, we've began the long process of forming the world to Their liking.
The Castes, each given different gifts from Mother and Father, form a council to decide how the tribe shall live. It is from this Caste Circle that all decisions are made.
Color: The golden of our Mother's scales
Location: Tropical(think Hawaii or the Caribbean)
Food: Plentiful
Population: 100 (+4/turn)
Happiness: 2
Structures: Cliff Cave Village, Training Circle, Tunnel Network, Diving Room, Sea Pen(Crude)
Evolutions: (Workers: Concrete)(Scouts: Base)(Warriors: Armored Scales, Flight)(Divers: Neurotoxin)(Flyers: Poison)
Defense: 1
Military: 1(Flying Javelin-thrower group (2x)), 2(1.5x Moon-Borne Warrior Groups) 1(1x Scout Flyers[Flight][Poison x2]), 1(1x Scout [Camo]) 1(Flame-warrior group [1.5x]), (1 Water-chariot (1.5x)]) (Copper Warrior Group [1.5])
Resources: Stone (some), Lumber (Adequite), Copper (Scarce)
Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Adaption, Simple) (Javelins) (Nature Magic (Average)) (Water Chariots (Crude)) (Concrete (Crude) [Coelocanth (Sustainable)]
Eccentricities:
[Diverse]: Diverse actions will have a minor bonus, while consolidated rolls will incur a penalty.
[Mutations]: The Light-Borne are blessed with the power to mutate- but at a cost. +10 to rolls discovering these new mutations, but a -10 to discovering and improving outside tech.
Missed a turn.
1) The Divers finish their transformation, scales taking on a greenish blue color. 6/8
2/3) The meditation on Mother's mysteries continue.
4/5) A mine is constructed, to produce more copper.
6/7/8) Warriors are sent off into the jungle, claiming land for the expanding tribe.
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998bb9 No.20014
| Rolled 88, 50, 64, 86 = 288 (4d100) |
[The Hind]
Food: [Adequate]
Population: 35 (+4/turn)
Happiness: 1
Structures: [Hind Tree Roosts][Research Lab: Simple][Lumber Mill: Crude][Shadow Forge: Crude]
[Walls (Crude), +1 Defense]
Defenses: 2
Magic: Shadow (Basic)
Military: 3 Hind Lesser Flights [1x], [4 Hind Novelty-Mages [1.5x]
Resources: Lumber [None], Stone [Some], Copper [Some],[Silver (Some)]
Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) [Agriculture:Average] [Flight: Basic] [Tactics: Excellent][Ranged Weapons: Average][Writing: Crude][Shadow-step (Crude)] [Shadow Projection: Crude][Night-fighting: Crude][Fishing: Crude][Lightless Foodstuffs: Crude]
Eccentricities:
[Novel Thinkers]: The Hind love trying new things- +5 to developing new technologies. However, they get bored easily. Repeat [research] actions will incur a penalty [cumulative].
[Comet-blessed]: The Comet has done something to the Hind They recieve a +5 bonus to the discovery of Shadow Magic, and a -10 in researching all other magic types.
[In Progress]
[Shadow Magic: 4/6]
[Ranged Weapons: 4/8]
1. The farms are incomplete, but some Hind continue to work on them frantically. Wark. [Crude Farms: 1/2]
2. A few scouts are sent to find pretty much every other nation on the map. WARK WARK WARK! [Scout for other nations]
3. More advanced hind continue to practice working on shadow magic. Overall it seems to be going well? They seem enthusiastic or something.. [Shadow Magic: 4/6][+5, Comet][Research Lab: Simple]
4. The Hind are trying to locate gems, again. They think it will help with the shadow forges and other weird shadow related schemes..wark. [locate dark/shadow gems]
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998bb9 No.20025
| Rolled 89, 50, 93, 32, 27 = 291 (5d100) |
>>19985
Name: The Queendom of Azalie
Race: Arachne
Fluff: The arachne usually live in small family groups or clans. An arachne named Azalie forcibly united them into larger group to hunt better and get more done. They specialize in ambush tactics, to maximize the chance of winning and minimize losses, and traps, to catch enemies and prey with little effort.
Color: Purple
Location: Caves
Food: Adequate
Population: 123(+7/turn)
Happiness: 3
Structures: (Homewebs)(Weaver's Circle); Hunter's Circle (Simple);Farm (Crude) 1/4 ;Stalker's Circle (Basic): Circle of Wisdom(Simple)
Defense: 5
Military: 2 (Arachne Hunters) unit, (1x)
Resources: Rocks (lots), Cave moss (some),[Copper (Some]
Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, Excellent)(Weapons, Basic)(Ambush tactics; Average)(Tapestries, crude)(Illusion Magic: Simple)
Eccentricities:
[United]: Queen Azalie has forced the Arachne to work together, with suprising results- Consolidated actions (more than 1 die for a single action), recieve a +10 bonus. However, lone actions recieve a slight penalty.
[Ambushers]: The Spiders of the Queendom are some of the first to utilize ambush tactics. If you get the jump on your opponent in a fight, Your units recieve +1 to rolls. However, if they are caught, -1 to rolls.
1/2. Continue upgrading the farm 2/4
+United
+ (Construction, Simple)
+ (Agriculture, Basic)
3/4. Train some troops from the various circles.
+United
+Hunter's Circle (Simple);
+ ;Stalker's Circle (Basic):
+Circle of Wisdom(Simple)
+(Weapons, Basic)
+(Ambush tactics; Average)
+(Illusion Magic: Simple)
5.Explore
-united
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998bb9 No.20044
| Rolled 48, 30, 16, 33 = 127 (4d100) |
A1: Dig us in to dah side uf dah mountains!
>[Begin new mine network into the side of the mountain range]
A2: Cover dah ground as well, find us caves an put up shop innem.
>[Expand South across Mountains]
A3: Keep at work on the dum'un ridahs wif poisons, train'em at the training fields.
>[Dum'un Poison Riders 2/6]
A4: We gots tah get reel tights wif our boys fah killin'! Get ah work, at the trainin' fields.
>[Squad Tactics Update 2/6]
Name: da Kulture
Race: Greenskins
Fluff:
>>15656 (You) (You)
Food: Sustainable
Population: 89 (+7/turn)
Happiness: 2
Structures:
>><<
Greenskin Yurts
Forge (Simple)
Breeding Pits (Simple), +2 pop/turn
Mine (Crude)
Da Recruitment Center (Crude)
>><<
Defense: 0
>><<
Military:
1 Battle-Troll, [2x] [Strong]
1 Dum'un Rider, [x2]
3 Orc War Parties [1x] [Poison]
1 Poisoner War Party[x1.5] [Poison]
2 Goblin Skulkers [.5x] [Infiltrate]
>><<
Resources: stone (some), Lumber (some), Copper (Adequate), [Half-breeds, sustainable], [Tin (Adequate)]
Technologies: (Wood) (Stone[scarce]) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Metallurgy [Simple])[Poison (Simple)] [Copper Weapons, Crude][Mining, Crude][Animal Husbandry (Crude)] [Bronze] [Copper] [Ranged Weaponry (Simple)] [Squad tactics, Simple]
Eccentricities:
[Strength in Numbers]:
When an opposing army has significantly less military than Da Kulture, all units get +1 to their rolls. However, when Da Kulture's military is tiny, -1 to all combat rolls
[Metallurgists]:
The Kulture gains a +5 to metalworking, but a -5 to working with all other materials.
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998bb9 No.20047
>>19990
>>19991
A group of people from Tor'Gammorah leave from the large town to greet the newcomers. They come with great baskets of vegetables, breads, roots, spices, and folding tables. Not far from the mass of people they lay out the large communal lunch. After everything is laid out they move forward, greeting the Fairies unarmed and unarmored (because they don't know what those things are), and point emphatically to the feast laid out on the nearby knoll.
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998bb9 No.20049
| Rolled 56, 72, 25, 68 = 221 (4d100) |
>>Name: Tor'Andorth
>>Food: Adequate
>>Population: 97 (+5/turn)
>>Happiness: 6
>>Structures: Tor'Andoroth [Town], Crude Walls, Tor'Gammorah [Town]
>>Defense: 1
>>Military: 2 Spear Hunters unit (1x), 1 Slinger Band (.5x)
>>Resources: Lumber (Adequate), Stone (Plentiful) Copper (Scarce) Tin (Some)
>>Technologies: (Wood, Stone, Copper) (Hand tools, Excellent) (Construction, Average) (Agriculture, Average) (Traps, Simple) Urban Amenities (Simple) Mathematics (Simple) Writing system Metallurgy (Copper) Administration (Simple)
>>Religion: Todsangrism or whatever it's called
>>Eccentricities:
>>[Clever]: This particular group of humans are smarter than they look, and receive +3 to all rolls. However, this has angered the entity they tricked greatly. Rolls of 1-5 are inescapable critfails.
>>[Nationalistic]: The humans of Tor'Andorth finally have a name, a culture they can belong too. Increasing happiness is doubly successful, but critfails are doubly bad
Bronze 1/??
1. Unlock the secrets of BRONZE
2. Our towns are large and prosperous, but bartering is unwieldy at best. It's time to develop an ECONOMY!
3. Farmsteads 1/6
4. Continue building residences and businesses in Tor'Gammorah. 7/10
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998bb9 No.20060
| Rolled 71, 34, 63, 64, 26 = 258 (5d100) |
>>19985
Name: The Awoken
Race: Slime and Oozes
Fluff: Slime and Oozes are a strange sort. Always thought mindless by those they have seen them, but that was because only the weak young were ever seen before. A young slime or ooze is called an inkling, it is small and greenish in color and created by shaving off part of an adult core. How the inkling develops and what it becomes after is highly based upon what the inkling eats after being slip from it's mother core. The next stage from inkling is called a forming. A forming is non sentient and only tries to get more food to develop but can be ordered by adults. Variation continues to happen in this stage based on oddities eaten in the mindless state. usually slimes would be killed by a lucky hit in this stage, but a few have made it to the adult stage, usually no more than one or two in an area to make more inklings. Now there is enough, and maybe we can be more than mindless beasts.
The Awoken worship the Earth Mother and the Star Father. They are ruled by a council of the oldest slimes. Many create pseudo skeletons for themselves so that they may have a sort of form.
Color: A color which I forgot to specify
Location: A Location which I forgot to specify
Food: N/A
Population: 98 (?/turn)
Happiness: 4
Structures: Mud Huts, Religious Site, Crude Fence, [Smithy (Crude)], [Mine, Crude], [Temple, Crude]
Defense: 1
Military: 3 Protector Slimes (1x), 1 Brown Ooze (.5x) [3 Copper Slimes, 1.5x], [1 Star-Born Slime, 2x, [Summoner] 2 Astral Slimes (.5x)[Swarm]]
Resources: Rocks (average), [Copper, Adequate] [Wood, Adequate], [Clay; sustainable], [Tin (Some)], [Bronze (Some)]
Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic)[Metallurgy, Crude][Ecology, Crude][Earth Magic, Basic] [Earth Communion (Small)] [Astral Magic (Simple)] [Pottery (Crude)] [Earth-shape (Crude)]
Eccentricities:
[Mindless consumers]: The Awoken consume organic matter passively, and so do not need to take actions to gather food. However, Primal World is a dangerous place, and many young Forming die. Each turn, roll 1d8 to determine how many Awoken survived into adulthood.
[Ease of Movement]: It's easy to get around where the Awoken are, and they gain +5 to expansion rolls, but it's easier to be seen as well.
In progress: Astral Magic upgrade 1/6
1. Continue ritual to strengthen walls. 1/6
2. Bronze tools 3/6
3. Star Fury spell research or whatever we'll name it later. 2/6
4. Begin constructing a training ground so our warrior slimes may hone their skills.
5. Young.
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998bb9 No.20063
| Rolled 100, 96, 93, 41 = 330 (4d100) |
>>19985
Name: Cylindrum Tribe
Race: Cylinder people (AKA "Cyl-Kind") - a race composed of groups of cylinders that form a vaguely-anthropomorphic figure: they appear to be constructed of a hard, crystal like substance that is unnaturally smooth. They have no obvious facial features or other orifices, and it's unclear how they obtain nutrients; they do not speak vocally, but through an elaborate gesture system using their rudimentary limbs. Tend to think in circular logic.
Fluff: The Cylinder People appear to have been made by some deity (or at least that's their excuse for why they're so alien compared to most of the other creatures of the world) that didn't get the MO that the plane's theme would be mostly "fleshy, meaty" inhabitants, and sculpted their crude form as an afterthought after realizing that he didn't actually contribute anything to the worlds' presence. They vaguelly know of this, and have a love-hate relationship with said deity as he clearly half-arsed their existence, yet also unwittingly blessed them with a bunch of interesting and unique attributes. To make up for this, said deity is usually rather receptive to their many complaints and criticisms through their tribal "Spirit-Cyl". They have just recently discovered how to use tools in spite of their lack of opposable appendages.
Color: Battleship Gray with a Navy Blue Border (Icon Included)
>Stats:
Food: Adequate
Population: 50 (6/turn)
Happiness: 0
Structures: Wooden Habitation Cylinder
Defense: 0
Military: 2 Cylinderman Warrior Teams (1.5x), 1 Angry Cylinderman (.5x)
Resources: Clay (Sustainable) Copper (Some) Wood (Scarce)
Technologies: (Wood, Stone) (Hand Tools, Good) (Construction, Good) (Agriculture, Excellent) (Writing, Simple)
>Eccentricities:
[Inorganic]: Cyl-kind are inorganic, and don't need to worry about predation. However, peaceful interactions with the fauna of Primal World will be much harder.
[Love-Hate relationship]: Efforts to increase the happiness of the Cylindrum tribe will be harder, but yield more when they succeed.
>Actions:
1. Construction is nearing standard level needed for adequacy. Continue. (Finalize Construction research)
2. Hand Tool work is close to satisfactory levels; suggested course of action is to continue to perfect them in order to ease research to other projects. Continuing. (Hand Tools 4/6)
3. Writing level improvement continuing. Continuing. (3/6 Writing)
4. Conclusion=Wood is inadequate for use of counting suppliment. Use markings on clay tablets instead. (Research Mathematics)
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998bb9 No.20096
| Rolled 61, 7, 42, 40 = 150 (4d100) |
>>19989
There were reports from the Church-Embassy in the Tors of a marauding band of 'faries' on dog-like creatures. While most of the nobles were unsure of what to do with such information, Altmann fears that the mounted horde might be the same people who slaughtered the mission that was sent to the north years ago.
Because of this, he soon demand mobilization of the army forwards Tor'Andorth, in order to provide backup for their faithful neighbour in case the horde appears hostile to the Tors.
1: (Train up some more Spearmen to the cause, to bolster the normal army)
2: (Put to arms some Levy Paladins to aid the cause, bolstering the holy army)
3: (Transfer all of the units to the Tors in the north, to provide actual defence for them)
4: Before she left with the army forwards the north, Ludwina Irober arrived to the humble rounded church within Stadterste, looking up to the statue of Todsänger at the far end of the room. The morning sun shines behind the statue as she soon bends down onto her knees, putting her hands together for a prayer…
"Todsänger, the threat from the north stands ever closer to invading our allies, to pillage and burn the culture that they built up for themselves.
"You may preach to not force the true faith at the point of our swords, but if we fail in protecting our ally in the north, those barbarians will seek for our destruction…
"It is because of this, that I pray to You, for the request of You blessing me with the strength and power to prevent destruction, to prevent genocide of our kind…
"To prevent our end."
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998bb9 No.20097
>>20096
(Forgot about +[Zealots] again… Make it applied to 2, if possible)
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998bb9 No.20631
Name: Kingdom Formicae
Race: Formicae (Giant Humanoid Ants)
Fluff: Formicae are large, ant humanoids. Their entire body is formed of an incredibly sturdy exoskeleton that is a natural mineral alloy which protects their organs which are mostly muscle. One of if not the strongest creatures for its size, a single Formicae is able to lift up to 5 or even 10 times its own body weight! However, such literal super strength does requisite an increased food consumption. The Formicae are omnivores, able to eat both plant matter and meat. They communicate telepathically.
Formicae CAN reproduce with each other, however this is rather inefficient and undesirable. Reproduction is almost entirely handled by the Queen, who during the right season and having found a King, lays several thousand eggs which hatch into new Formicae. All Formicae are imbued strong, naturally imbued sense of hierarchical order, and obedience to the Queen (which extends to the King as well). Thus the status of the Monarchy is instinctively assured in their own nature.
Long Live the Queen in prosperity!
https://www.youtube.com/watch?v=MiXgOQ9_-RI
Color: Brown
Location: Caves or forests
[Formicae]
Food: Plentiful
Population: 122 [(+3/turn) (+1 Nursery) (+2 Mite Honey) (+6 from More Food)] * 1.5 (Plentiful)
Happiness: 3
Structures: Castle, Lumber mill (Crude), Nursery, +1 population (When not out of food), Food Storage Units [Crude]
Defense: 1
Military: 2 Warrior Ants [1.5x], 2 Worker Ants [1x] [1 Driver ant (1.5x)[Slow][Scavenger]
Resources: stone (Adequate) copper Good. [Giant Mites (Sustainable) ]
Technologies: (Wood, Stone) Jaw Tools (Good) (Stoneworking [Basic]) (Agriculture, Average) (Tunnels (Average)) Instruments (Crude) [Metallurgy, Crude] [Swarm Tactics (Basic)] [Engineer Caste], [Mass Labor (Average)] [Mining (basic] [Super Coordination (Crude)]
Eccentricities:
[Super-strength]: It is much easier for the Formicae to make stronger military units, and a higher rate of food consumption.
[King and Queen]: Anything that pleases the King and Queen pleases the populace, and rolls involving pleasing them grant double happiness- but the opposite is true as well, with critical failures costing double happiness.
Projects:
Knights Guild???
Expansion 1/4
Research Coordination 4/6
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998bb9 No.20647
>>20047
The fae stop at the sight of the feast laid out before them, curious and wary. Finally the leader turns to the leader of the entourage and says, "Before we eat we must know where you stand. If you are willing to peacefully submit to the ruling of the Khlan we will not attack, and we will even be cordial, you will keep most of your autonomy and simply be required to pay tribute in food and soldiers. If this does not sound to your liking then we will simply attack and force you and yours into servitude at the end of a blade. The choice is yours, or your leader's I care not who gives the final verdict."
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998bb9 No.20665
>>20647
There are moments of long visible confusion across the faces of the humans. They turn and mutter to themselves for a few more moments before one turns back to the fae.
"We already offer you food, and offer it to all of our guests. As for soldiers, we know not of what those are, so we cannot provide them. What we can do is teach you. Language, poetry, art, mathematics, building, architecture! Many things you can learn from us if you would stay awhile and listen and eat with us. You have no need to hunt in our lands, because we are happy to provide. You are our friends and our guests, and we want to show you our hospitality. Come us with, to Tor'Gammorah, and we will show you what you can learn from your friends."
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998bb9 No.22069
[First Hive]
1) Research stalls for some unknown reason.
2) The First Hive starts devising ways to strengthen their bone creations. The methods are still a bit crude though. [Bone Reforging (Crude)]
3) Improvements start, but the workers are too focused on the tribe's honey stocks to accomplish much. [1/6]
4) More farms are built! [+1 Honey/turn]
[Lanquassian]
1) The workshop is improved! [Simple]
2) Mixing the two materials is a huge success; the Lanquassian's have discovered bronze! [Tech: Bronze]
3) A small School is built. [School (Crude)]
4) Construction of the new village begins. [4/8]
[Fae Klahn]
1/2) Disaster strikes as the Klahn moves south. A huge, horned, two legged lizard charges the moving mass of people; thankfully only one person is killed. [-1 pop]
3) Three more riders are trained!
4) The Klahn starts training their new beasts for war. They're big and lumbering, and don't seem all that keen on the attack, but their hide is thick and sturdy. [1/4]
[Light-Borne]
1) The transformation is done.
2/3) Meditations on the Mother's mysteries finally bear fruit. [Adaptation (Average)]
4/5) A mine is built! [Mine (Crude)]
6/8) More land is claimed for the tribe!
[Hind]
1) Farms are completed. Wark. [Farms (Crude)- +1 pop/turn]
2) WARK WARK WARK! The Hind already knew of the tribes of men to their north, so the head east. There the scouts discover a race of lizardmen, and further north, a tribe of weird cylindrical beings. WARK.
3) The Hind make a breakthrough with their understanding of Shadow Magic. [Average]
4) A good supply of rubies are found. They seem to be mundane, but the Hind may be able to work their magic into them. [Rubies (Adequate)]
[Queendom]
1/2) The farm is upgraded! [Simple (+2 pop/turn]
3/4) Some troops from each circle are readily trained. [1 Arachne Hunter (1x); 1 Arachne Stalker (1x) [Skirmish]; 1 Arachne Illusionist (1x)]
5) Nothing is found.
[Tor'Andorth]
1) Bronze is created! [Tech: Bronze]
2) An economy is created, using coins of beaten copper. [Currency: +3/turn]
3) Minor progress on the farmsteads. [2/6]
4) Tor'Gammorah is complete! {+3 pop/turn]
[Awoken]
>GM Note: There should be a separate [Magic] Tab
>+3 pop
1) The ritual is nearly complete. [4/6]
2) Progress is slow. [4/6]
3) The Star-Fury spell is completed. [MAGIC: Star-Fury (Crude)]
4) A crude training ground is erected from the earth. [Training Ground (Crude)]
[Cylindrum]
1) Construction>>Exceeding expectations. Mastery of methods=complete. [Construction (Mastery)]
2) Tools=Good. [Hand Tools (Good)]
3) Writing=Good. [Writing (Good)]
4) Mathematics=In progress. [2/4]
[Ludalina]
1) A spearman group is trained. [1x]
2) Even with their prayers to their goddess, the weapons given to the new paladins prove flimsy and useless. Everyone spends the rest of the day moping. [-1 happiness.]
3) The Army of Ludalina march northward to aid their friends in Tor'Andorth. They will arrive next turn.
4) Nothing happens immediately, but Ludalina swears she feels something. [2/4]
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998bb9 No.22071
| Rolled 54, 43, 7, 53 = 157 (4d100) |
1. Continue to research the local fauna and flora. Improve our knowledge of the local ecology. (2/4)
2. With better bone forging techniques we can now create better weapons made of bone
3. Improve our bone carving even further.
4. Expand!
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998bb9 No.22073
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998bb9 No.22080
| Rolled 22, 67, 51, 22, 29 = 191 (5d100) |
>>22069
Name: The Awoken
Race: Slime and Oozes
Fluff: Slime and Oozes are a strange sort. Always thought mindless by those they have seen them, but that was because only the weak young were ever seen before. A young slime or ooze is called an inkling, it is small and greenish in color and created by shaving off part of an adult core. How the inkling develops and what it becomes after is highly based upon what the inkling eats after being slip from it's mother core. The next stage from inkling is called a forming. A forming is non sentient and only tries to get more food to develop but can be ordered by adults. Variation continues to happen in this stage based on oddities eaten in the mindless state. usually slimes would be killed by a lucky hit in this stage, but a few have made it to the adult stage, usually no more than one or two in an area to make more inklings. Now there is enough, and maybe we can be more than mindless beasts.
The Awoken worship the Earth Mother and the Star Father. They are ruled by a council of the oldest slimes. Many create pseudo skeletons for themselves so that they may have a sort of form.
Color: A color which I forgot to specify
Location: A Location which I forgot to specify
Food: N/A
Population: 101 (?/turn)
Happiness: 4
Structures: Mud Huts, Religious Site, Crude Fence, [Smithy (Crude)], [Mine, Crude], [Temple, Crude]
[Training Ground (Crude)]
Defense: 1
Military: 3 Protector Slimes (1x), 1 Brown Ooze (.5x) [3 Copper Slimes, 1.5x], [1 Star-Born Slime, 2x, [Summoner] 2 Astral Slimes (.5x)[Swarm]]
Resources: Rocks (average), [Copper, Adequate] [Wood, Adequate], [Clay; sustainable], [Tin (Some)], [Bronze (Some)]
Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic)[Metallurgy, Crude][Ecology, Crude] [Pottery (Crude)]
Magic:
[Star-Fury (Crude)]
[Earth-shape (Crude)]
[Astral Magic (Simple)]
[Earth Communion (Small)]
[Earth Magic, Basic]
Eccentricities:
[Mindless consumers]: The Awoken consume organic matter passively, and so do not need to take actions to gather food. However, Primal World is a dangerous place, and many young Forming die. Each turn, roll 1d8 to determine how many Awoken survived into adulthood.
[Ease of Movement]: It's easy to get around where the Awoken are, and they gain +5 to expansion rolls, but it's easier to be seen as well.
In progress: Astral Magic upgrade 1/6
1. Continue the wall ritual 4/6
2&3. Bronze tools 4/6
4. Use the Earth Communion ritual to find new places to establish mines.
5. New born
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998bb9 No.22082
| Rolled 51, 22, 42, 72 = 187 (4d100) |
[The Hind]
Food: [Adequate]
Population: 39 (+5/turn)
Happiness: 1
Structures: [Hind Tree Roosts][Research Lab: Simple][Lumber Mill: Crude][Shadow Forge: Crude][Farms (Crude)- +1 pop/turn]
[Walls (Crude), +1 Defense]
Defenses: 2
Magic: Shadow [Medium]
Military: 3 Hind Lesser Flights [1x], [4 Hind Novelty-Mages [1.5x]
Resources: Lumber [None], Stone [Some], Copper [Some],[Silver (Some)], [Rubies (Adequate)]
Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) [Agriculture:Average] [Flight: Basic] [Tactics: Excellent][Ranged Weapons: Average][Writing: Crude][Shadow-step (Crude)] [Shadow Projection: Crude][Night-fighting: Crude][Fishing: Crude][Lightless Foodstuffs: Crude]
Contact: [Cylindrum][Light-Borne][Lanquassians] [Tor'Andorth][Pollen Pushers]
Eccentricities:
[Novel Thinkers]: The Hind love trying new things- +5 to developing new technologies. However, they get bored easily. Repeat [research] actions will incur a penalty [cumulative].
[Comet-blessed]: The Comet has done something to the Hind They recieve a +5 bonus to the discovery of Shadow Magic, and a -10 in researching all other magic types.
[In Progress]
[Ranged Weapons: 4/8]
[Actions]
1. The Hind continue to hunt for rare gems and minerals. [Resources]
2. The Hind continue to scout around the world for new species and nations that they can fly and find. [Scouting 2/???]
3. The Hind start tinkering with their shadow projection devices. They're sort of crude, but they think they can improve them. [Shadow Projection: Crude][+5, Comet][Research Lab: Simple]
4. The last group of Hind practice with ranged weapons. The Warkmaster looks pleased, as they seem light and handy.[Research Lab: Simple][Ranged Weapons: 4/8]
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998bb9 No.22088
| Rolled 3, 27, 18, 68, 91 = 207 (5d100) |
>>22069
Name: The Queendom of Azalie
Race: Arachne
Fluff: The arachne usually live in small family groups or clans. An arachne named Azalie forcibly united them into larger group to hunt better and get more done. They specialize in ambush tactics, to maximize the chance of winning and minimize losses, and traps, to catch enemies and prey with little effort.
Color: Purple
Location: Caves
Food: Adequate
Population: 132(+9/turn)
Happiness: 3
Structures: (Homewebs)(Weaver's Circle); Hunter's Circle (Simple);Farm (Simple)(+2 pop/turn);Stalker's Circle (Basic): Circle of Wisdom(Simple)
Defense: 5
Military:3 (Arachne Hunters) units (1x), 1 Arachne Stalker (1x) [Skirmish]; 1 Arachne Illusionist (1x)]
Resources: Rocks (lots), Cave moss (some),[Copper (Some]
Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, Excellent)(Weapons, Basic)(Ambush tactics; Average)(Tapestries, crude)(Illusion Magic: Simple)
Eccentricities:
[United]: Queen Azalie has forced the Arachne to work together, with suprising results- Consolidated actions (more than 1 die for a single action), recieve a +10 bonus. However, lone actions recieve a slight penalty.
[Ambushers]: The Spiders of the Queendom are some of the first to utilize ambush tactics. If you get the jump on your opponent in a fight, Your units recieve +1 to rolls. However, if they are caught, -1 to rolls.
1-2. Make some more and better tapestries for the happiness of the Queendom!
+United
+Trapmaking Excellent
+Tapestries crude
+Weaver's circle
3-4. Expand more
+United
5. Scout
-united
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998bb9 No.22099
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998bb9 No.22122
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998bb9 No.22123
| Rolled 48, 59, 43, 48, 19, 29, 43, 16, 64, 18 = 387 (10d100) |
Name: Kingdom Formicae
Race: Formicae (Giant Humanoid Ants)
Fluff: Formicae are large, ant humanoids. Their entire body is formed of an incredibly sturdy exoskeleton that is a natural mineral alloy which protects their organs which are mostly muscle. One of if not the strongest creatures for its size, a single Formicae is able to lift up to 5 or even 10 times its own body weight! However, such literal super strength does requisite an increased food consumption. The Formicae are omnivores, able to eat both plant matter and meat. They communicate telepathically.
Formicae CAN reproduce with each other, however this is rather inefficient and undesirable. Reproduction is almost entirely handled by the Queen, who during the right season and having found a King, lays several thousand eggs which hatch into new Formicae. All Formicae are imbued strong, naturally imbued sense of hierarchical order, and obedience to the Queen (which extends to the King as well). Thus the status of the Monarchy is instinctively assured in their own nature.
Long Live the Queen in prosperity!
https://www.youtube.com/watch?v=MiXgOQ9_-RI
Color: Brown
Location: Caves or forests
[Formicae]
Food: Plentiful
Population: 140 [(+3/turn) (+1 Nursery) (+2 Mite Honey) (+6 from More Food)] * 1.5 (Plentiful)
Happiness: 3
Structures: Castle, Lumber mill (Crude), Nursery, +1 population (When not out of food), Food Storage Units [Crude]
Defense: 1
Military: 2 Warrior Ants [1.5x], 2 Worker Ants [1x] [1 Driver ant (1.5x)[Slow][Scavenger]
Resources: stone (Adequate) copper Good. [Giant Mites (Sustainable) ]
Technologies: (Wood, Stone, Copper) Jaw Tools (Good) (Stoneworking [Basic]) (Agriculture, Average) (Tunnels (Average)) Instruments (Crude) [Metallurgy, Crude] [Swarm Tactics (Basic)] [Engineer Caste], [Mass Labor (Average)] [Mining (basic] [Super Coordination (Crude)]
Eccentricities:
[Super-strength]: It is much easier for the Formicae to make stronger military units, and a higher rate of food consumption.
[King and Queen]: Anything that pleases the King and Queen pleases the populace, and rolls involving pleasing them grant double happiness- but the opposite is true as well, with critical failures costing double happiness.
Projects:
Knights Guild???
Expansion 1/4
Research Coordination 4/6
>>20631
— Missed Turn —
1. The Guild of Knights once more seeks the blessing of the Monarchy to establish their order in service to our Queen
2. New expansion efforts continue! Now organized under the much more effective super coordination. 4/6
[Engineer Caste]
[Super Coordination (Crude)]
1 Warrior Ants [1.5x], 2 Worker Ants [1x] [1 Driver ant (1.5x)[Slow]
[Swarm Tactics (Basic)]
(Tunnels (Average)
Jaw Tools (Good)
[Mass Labor (Average)] - Population: 140
3. The Hivemind Research effort continues, which will alot us much faster research via the integration of all minds acting as one 4/6
4. A new cache of eggs is born! These daughters of the Queen are very special, each egg holds a tiny larvae with a gene specific for the growth of wings. Wings to give these one day scouts the gift of flight!
5. As the Knights continue their efforts to establish themselves, they, along with the Warrior Ants have also asked of the Engineer cast to research for them them superior Copper Plating Armor to wear upon their exoskeletons
[Engineer Caste]
[Metallurgy, Crude]
— Current Turn —
1. Superior Bronze trumpets are researched, to herald the procession of the King and Queen as well as sing songs during royal events much more efficiently.
[Metallurgy, Crude]
Instruments (Crude)
2. Jewels, gold, or treasures are dug into the earth in search of things to beautify the royal chamber.
[King and Queen]: Anything that pleases the King and Queen pleases the populace, and rolls involving pleasing them grant double happiness- but the opposite is true as well, with critical failures costing double happiness.
3. Ants with a particularly strong memory are sought after, to establish something of an information databank within the hivemind. A semblance of a library of history is formed, to tell the tale of our people both to our young and to those who would be our guests.
4. Produce more worker ants!
5. Additional expansion efforts are sought after.
[Engineer Caste]
[Super Coordination (Crude)]
1 Warrior Ants [1.5x], 2 Worker Ants [1x] [1 Driver ant (1.5x)[Slow]
[Swarm Tactics (Basic)]
(Tunnels (Average)
Jaw Tools (Good)
[Mass Labor (Average)] - Population: 140
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998bb9 No.22147
| Rolled 86, 84, 83, 85 = 338 (4d100) |
>>20049
>>Name: Tor'Andorth
>>Food: Adequate
>>Population: 105 (+8/turn)
>>Happiness: 6
>>Currency: 3 (+3/Turn)
>>Structures: Tor'Andoroth [Town], Crude Walls, Tor'Gammorah [Town]
>>Defense: 1
>>Military: 2 Spear Hunters unit (1x), 1 Slinger Band (.5x)
>>Resources: Lumber (Adequate), Stone (Plentiful) Copper (Scarce) Tin (Some)
>>Technologies: (Wood, Stone, Copper, Bronze) (Hand tools, Excellent) (Construction, Average) (Agriculture, Average) (Traps, Simple) Urban Amenities (Simple) Mathematics (Simple) Writing system Metallurgy (Copper) Administration (Simple)
>>Religion: Todsangrism or whatever it's called
>>Eccentricities:
>>[Clever]: This particular group of humans are smarter than they look, and receive +3 to all rolls. However, this has angered the entity they tricked greatly. Rolls of 1-5 are inescapable critfails.
>>[Nationalistic]: The humans of Tor'Andorth finally have a name, a culture they can belong too. Increasing happiness is doubly successful, but critfails are doubly bad
1. Continue farm construction (2/6)
2. Construct a lumber mill so we can have sustainable lumber supplies for our projects.
3. Set up a trade route with the Priest people.
4. Begin crafting bronze into art and tools for sale.
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998bb9 No.22149
| Rolled 45 (1d100) |
>>22147
5. Build yet another city. This one in the south to benefit from nearby lakes and streams for fish and the forest for lumber and fuel. We will name it Tor'Sarnest.
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998bb9 No.22150
| Rolled 69, 54, 87, 76, 85 = 371 (5d100) |
>>22069
Erv'gen, or Light-Borne
Race: A race of Lizard folk, separated into a number of castes. Divers are able to stay underwater for much longer periods of time and are incredibly agile, skilled swimmers. Warriors are much bulkier and heavily built, with stronger claws and more pronounced jaws. Scouts from the last of the "adapted" castes, with split feet suited for tree climbing and lightweight frames. The Workers are somewhere between all of the castes, weaker than Warriors but stronger than Scouts. They are able to work for extreme amounts of time, their wiry muscles built for endurance.
Fluff: Long ago, the world was dark. From this darkness was born the Sun, our Mother. Her light transformed the lands, forcing the chaos to take the form of earth and water. Our Father rose from these waters, his cratered white body reflecting the light of the Mother when she rested. From the two's mating came innumerable plants and animals, but they wished for true children. Finally, their efforts yielded our species, shaped like their early children. We, the Firstborne, crawled from the waters to rest upon the scattered islands. Subsisting off our lesser siblings that reside in the sea and land, we've began the long process of forming the world to Their liking.
The Castes, each given different gifts from Mother and Father, form a council to decide how the tribe shall live. It is from this Caste Circle that all decisions are made.
Color: The golden of our Mother's scales
Location: Tropical
Food: Plentiful
Population: 104 (+4/turn)
Happiness: 2
Structures: Cliff Cave Village, Training Circle, Tunnel Network, Diving Room, Sea Pen(Crude) Copper Mine(Crude)
Evolutions: (Workers: Concrete)(Scouts: Camo)(Warriors: Armored Scales, Flight)(Divers: Neurotoxin, Giant)(Flyers: Poison)
Defense: 1
Military: 1(Flying Javelin-thrower group (2x)), 2(1.5x Moon-Borne Warrior Groups) 1(1x Scout Flyers[Flight][Poison x2]), 1(1x Scout [Camo]) 1(Flame-warrior group [1.5x]), (1 Water-chariot (1.5x)]) (Copper Warrior Group [1.5])
Resources: Stone (some), Lumber (Adequite), Copper (Scarce)
Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Adaption, Average) (Javelins) (Nature Magic (Average)) (Water Chariots (Crude)) (Concrete (Crude) [Coelocanth (Sustainable)]
Eccentricities:
[Diverse]: Diverse actions will have a minor bonus, while consolidated rolls will incur a penalty.
[Mutations]: The Light-Borne are blessed with the power to mutate- but at a cost. +10 to rolls discovering these new mutations, but a -10 to discovering and improving outside tech.
Woo, 5 actions!
1 ) The Tribe heads off to the south, claiming the land on the islands lower than their main home.
2 ) Build even larger water chariots, capable of carrying twenty or more warriors! [Ships]
3 ) The giant Divers, their massive scaled bodies over fifteen feet long, set off into the waters in search of giant animals which will be able to pull the new water chariots
4 ) The Tribe begins work with a new tool, made to refine the copper into useful metal weapons, called a "forge"
5 ) A Scout mage begins experimenting with his camouflage, mixing in magic, finding that he can become completely invisible! [Research Invisibility Magic]
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998bb9 No.22154
| Rolled 26, 28, 20, 76 = 150 (4d100) |
>>22069
>>Error: Hand Tools already=good; elevating status to next level, determined to be "Excellent"
Name: Cylindrum Tribe
Race: Cylinder people (AKA "Cyl-Kind") - a race composed of groups of cylinders that form a vaguely-anthropomorphic figure: they appear to be constructed of a hard, crystal like substance that is unnaturally smooth. They have no obvious facial features or other orifices, and it's unclear how they obtain nutrients; they do not speak vocally, but through an elaborate gesture system using their rudimentary limbs. Tend to think in circular logic.
Fluff: The Cylinder People appear to have been made by some deity (or at least that's their excuse for why they're so alien compared to most of the other creatures of the world) that didn't get the MO that the plane's theme would be mostly "fleshy, meaty" inhabitants, and sculpted their crude form as an afterthought after realizing that he didn't actually contribute anything to the worlds' presence. They vaguelly know of this, and have a love-hate relationship with said deity as he clearly half-arsed their existence, yet also unwittingly blessed them with a bunch of interesting and unique attributes. To make up for this, said deity is usually rather receptive to their many complaints and criticisms through their tribal "Spirit-Cyl". They have just recently discovered how to use tools in spite of their lack of opposable appendages.
Color: Battleship Gray with a Navy Blue Border
>Stats:
Food: Adequate
Population: 56 (6/turn)
Happiness: 0
Structures: Wooden Habitation Cylinder
Defense: 0
Military: 2 Cylinderman Warrior Teams (1.5x), 1 Angry Cylinderman (.5x)
Resources: Clay (Sustainable) Copper (Some) Wood (Scarce)
Technologies: (Wood, Stone) (Hand Tools, Excellent) (Construction, Mastery) (Agriculture, Excellent) (Writing, Good)
>Eccentricities:
[Inorganic]: Cyl-kind are inorganic, and don't need to worry about predation. However, peaceful interactions with the fauna of Primal World will be much harder.
[Love-Hate relationship]: Efforts to increase the happiness of the Cylindrum tribe will be harder, but yield more when they succeed.
>Actions:
1. Construction of new structures and a reconstruction of main habitation cylinder #1 is imminently needed: shortages of wood mean that a substitute in the use of clay must be researched. (Research Pottery)
2. Vacant command: expand are of influence [north] in order to gather additional resources. (Expand north)
3. All that remains is the elevation of Writing to the Cylindrical standard of excellence. All BASIC knoweledge has been researched to the point of satisfaction, and a complete system is required to preserve this knowledge. (Research Writing)
4. Mathematical research continues. (Mathematics 2/4)
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998bb9 No.22168
>>22069
>Name: Kingdom of Ludalina.
>Race: Humans.
>Colour: Dark Gold, due to a abundance of green nations.
>Location: Somewhere with Forests, near some plains.
>Fluff:
Todsänger, Priestess of Culture and the Afterlife, Restorer of Man's Will, the one true Goddess.
This is who the people of the Kingdom of Ludalina believes in, led by the King Altmann and the Faith protected by the rising Paladin Ludwina, those of this realm hope that they prosper in this prehistoric world of barbarians and overgrown lizards.
>Food: Scarce
>Population: 68 (+4/turn)
>Happiness: 3
>Structures:
[Simple Roundhouses]
[Small Church (Todsanger)]
[Stadterste Castle]
[Mill (Crude)]
[Lumber mill (Crude)]
[Quarry (Crude)]
[Forge (Crude)]
[Church-embassy (Tor'Andorth)]
>Defence: 0
>Military:
[Ludwina (3.5x) (Hero)] (2/4 improvement)
2 [Levy Paladins (1x)]
1 [Minor Paladin Solder (1.5x)]
4 [Ludalin Spearmen (1x)]
5 [Levy Commoners (0.5x)]
>Resources:
[Copper (Some)]
>Technologies:
[Wood, Stone]
[Hand tools (Simple)]
[Construction (Average)]
[Agriculture (Good)]
[Woodcutting (Crude)]
[Holy Magic (Basic)]
[Weapons (Copper)]
[Shields (Crude)]
[Armour (Crude)]
[Alcohol (Crude)]
[Writing, Crude]
>Faith:
[Church of Todsanger (Majority)] A Monotheistic religion based around the goddess Todsanger.
>Eccentricities:
[Zealous]: The Followers zealously follow their Goddess, and can pray to her for a +5 bonus to a roll. However, if that roll still fails, Todsänger is seen to have abandoned her people, and they take a hit to their happiness.
[Memories]: The followers seem to have scant memories of their past… +5 to religion oriented rolls (GM discretion). However, if they fail, happiness will take a hit. (?)
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998bb9 No.22169
| Rolled 30, 87, 54, 92 = 263 (4d100) |
>>22168
Once the religious forces arrived at the city of Tor'Andorth, the threat would become apparent: A force greater in numbers than their own, nomadic in appearance but nonetheless as threatening as barbarians, if the smoke cloud could say anything. Clearly, they need to build up their forces and seek last-minute allies if this force is indeed hostile.
1: Some of the more militant priests would try to teach the local Torish population about warfare, and how to be prepared for it. Through this, maybe their allies will provide some additional aid if the worst case scenario happens.
>Train up some [Spear Hunters] for Tor'Andorth.
2: If one wishes for peace, they must prepare for war. Study the horde of wolves, so as to grant some advantages in terms of tactics when we need to fight.
>Develop anti-Klahn tactics to shift the balance to our favour.
3: With sight of the warband to the north, Ludalina's prayers grew stronger, hoping that through Todsanger's will, Her followers will survive the threat that those ahead pose…
>Ludalina's empowerment (2/4)
4: In brighter news, the kingdom of Ludalina accept the Tors' offer at a trade route, hoping that this would deepen ties between the two budding realms.
>Set up a trade route with the Tors in the north.
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998bb9 No.22192
>>22069
>>20096
> Change 1 Spearman Group to 2 Spearman Groups (1.5x)
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998bb9 No.22193
>>22122
Sorry Thameless, I thought you had left. I'll get you the next update.
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998bb9 No.22422
| Rolled 64, 20, 11, 82 = 177 (4d100) |
>>22193
;3
For this turn then:
A1: Gets dah peeple fukg'n! Lawts.
>[Ferment pro-fertility culture]
A2: Getsouth to tha mountains, spreads dah greens akross em!
>[Expand south across the mountains, more]
A3: Gets evan betah at kloberin' witchya mates!
>[Squad Tactics ?/?]
A4: Makes more goblins! Sneaky l'il bugahs wit poisons!
>[Produce Goblin Infiltrators who Poison]
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