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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1448062902610.jpg (204.54 KB,989x742,989:742,Primal World.jpg)

998bb9 No.15518 [Last50 Posts]

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.15519

>>15518

And here's the rulesheet:

http://pastebin.com/XsjxJhpt

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998bb9 No.15520

>>15518

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

–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.15521

Name: Humans

Race: Humans

Fluff: Humans born of this world looking for a place to settle down and become something more than just food for dinosaurs and other nasties.

Color: Green

Location: Forest

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.15523

File: 1448063900353-0.jpg (17.96 KB,236x217,236:217,image.jpg)

File: 1448063900353-1.jpg (85.32 KB,736x460,8:5,image.jpg)

———————-

Name: The pollen pushers

Race: Sentient plants

Fluff: A hyper intelligent plant based life form that uses its natural poison and other natural defenses too keep themselves protected. The plant folk come in many flavors to fill the various tools needed in to maintain order. From tree ents for protection to specialized flower pods for breeding. Our arch nemesis are obviously herbivores and forest fires.

Color: Green

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.15524

>>15518

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.

Color: Purple

Location: Caves or dense growth forests.

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998bb9 No.15525

Name: The First Hive

Race: Bzz'intil

Fluff: For a Bzz'intil uprooting their entire lives and forging one anew isn't exactly a new thing to them. It happens whenever a new queen gets kicked out of the hive and brings with her a small starting entourage to forge a new colony. Now not knowing of any other hives in the area to support them in case of trouble is new however the Bzz'intil will cope. They are nothing if not industrious workers. Now to just find the flowers so they can start producing honey. Mmm, honey.

Queen Hither however is not so optimistic, the Bzz'intil almost always require support from nearby hives to get started on a new hive, those that don't have a large chance of failure as raising enough flowering plants to support even a small hive. Starting alone is a daunting prospect. Still Queen Hither is going to do her best!

Color: Pink

Location: Forests

–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.15528

File: 1448065898629.jpg (68.71 KB,404x316,101:79,15909379.548a3c991eb0e.jpg)

Name: The Hind

Race: Hind (Small Bird People)

Fluff: The Hind are clever bird-people famed for their pitch black plumage and red eyes. They most resemble crows with vaguely humanoid arms. Generally, the Hind are known for their raids and sometimes complex tactics, but the Hind have also developed something of a reputation for elaborate affinity for shadow magic and a general affinity with the darker powers of the universe. This does not mean the Hind are undead: far from it, the Hind breed in large numbers and live their day to-day lives much as other races. However, unlike those races, the Hind often seem to lionize cunning and daring over the other ideals often held up as "good". This leads the Hind to be amused at odd situations, make odd allies, or ignore things that might seem atrocious to other nations.

Psychologically, Hind seem to see the world as a great game with every action taken as being a move and countermove: novel moves or originality is rewarded as "good", while stasis and stupidity are generally regarded as "evil". This results in a general cultural amoralism and fascination with the whimsical, novel, or contextual things. The Hind also enjoy games and toys in a way no other race does.

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998bb9 No.15529

File: 1448065917941.png (443.51 KB,800x960,5:6,the_slime_monster_by_know_….png)

>>15518

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: (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.15531

File: 1448067392840-0.gif (32.59 KB,590x860,59:86,queen-king-princess-colori….gif)

File: 1448067392841-1.jpg (15.8 KB,136x175,136:175,queen02.jpg)

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

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998bb9 No.15533

Name: The Salphins

Race: Dwarves

Fluff: The Salphins wandered into this region in search of a respite from the coarse winds, monstrous creatures, and capricious spirits found along the plains.

And they found their refuge, all right.

Springs of water, bountiful fields, and a beautiful view of that fish-holding body of water: The Ocean!

Since then, they have prospered. Well, as much as they could in a Dinosaur-infested world, but you get the idea.

Color: Red-Orange

Location: Coast, Plains

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998bb9 No.15534

File: 1448068556313.jpg (190.01 KB,870x1100,87:110,image.jpg)

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998bb9 No.15545

>>15520

Lanquassian Crafters and Traders Union

Food: Plentiful

Population: 6 (+3/turn)

Happiness: 0

Structures: (player fluff dwellings)

Defense: 0

Military: 1 (Player fluff) unit (1x), 2 (Player fluff) unit (.5x)

Resources: Stone (some), Lumber (scarce), Clay (sustainable)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Crafting, 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.

>>15521

[Humans (name pending)]

Food: Adequate

Population: 8 (+3/turn)

Happiness: 0

Structures: (player fluff dwellings)

Defense: 0

Military: 2 (player fluff) unit (1x), 1 (player fluff) unit (.5x)

Resources: Lumber (lots), Stone (scarce)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, Simple)

Eccentricities:

[Clever]: This particular group of humans are smarter than they look, and recieve +3 to all rolls. However, this has angered the entity they tricked greatly. Rolls of 1-5 are inescapable critfails.

>>15523

[Pollen Pushers]

Food: Sustainable

Population: 6 (+3/turn)

Happiness: 0

Structures: (player fluff dwellings)

Defense: 0

Military: 2 (player fluff) unit (1x), 1 (player fluff) unit (.5x)

Resources: Lumber (lots), Stone (scarce)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Good)

Eccentricities:

[Hybrids]: You don't look like anything the native fauna of Primal World have ever encountered, and they usually leave you alone. However, all other interactions with them will incur a -5 penalty, especially with herbivores.

>>15524

Queendom

Food: Scarce

Population: 5 (+3/turn)

Happiness: 0

Structures: (player fluff dwellings)

Defense: 0

Military: 2 (Player fluff) unit, (1x)

Resources: Rocks (lots), Cave moss (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, 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 +5 bonus. However, lone actions recieve a slight penalty.

>>15525

First Hive

Food: Adequate

Population: 5 (+4/turn)

Honey: 5

Structures: (player fluff dwellings)

Defense: 0

Military: 2 (Player fluff) units (1x), 1 (Player fluff unit (.5x)

Resources: Flowers (lots), Stone (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Honey gathering, Basic)

Eccentricities:

[Honey-hungry]: The First Hive is completely driven by honey, and as long as they have a supply, happiness will never be an issue. However, if the supply runs out, -5 to all rolls, until the supply is up and running again.

>Change 'Happiness' tab to 'Honey: 5' (decreases by 1 every turn)

>>15528

The Hind

Food: Adequate

Population: 7 (+3/turn)

Happiness: 0

Structures: (player fluff dwellings)

Defense: 0

Military: 2 (Player fluff) units (1x), 1 (Player fluff unit (.5x)

Resources: Lumber (some), Stone (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Flight, Basic)

Eccentricities:

[Novelty thinkers]: The Hind love trying new things- +5 to developing new technologies. However, they get bored easily. Repeat actions will incur a penalty (cumulative).

>>15529

The Awoken

Food: N/A

Population: 5 (?/turn)

Happiness: 0

Structures: (player fluff dwellings)

Defense: 0

Military: 2 (Player fluff) units (1x), 1 (Player fluff unit (.5x)

Resources: Rocks (lots)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, 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.

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998bb9 No.15548

Name: Erv'gen, or Light-Borne

Race: A race of Lizardfolk, 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, or the shimmering blue of the water surrounding our isles

Location: Tropical(think Hawaii or the Caribbean)

–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.15549

File: 1448077359195.jpg (92.52 KB,700x990,70:99,the Heartless.jpg)

Name: The Demoniac Liturgy

Race: Fiends - Aligned spirits bound by metaphor and unspoken rules.

Fluff: The Fiend is an schizophrenic species. The first of their kind had little in common to creatures of flesh, more akin to formless presences or a sentient mist. The mist then ignited at points where the wisps were given will. These were the first of a kind, fiends true, but protozoan in nature; an unidimensional soul. Took much time until those willful wisps grew into a more complex consciousness through either enlightenment or cannibalistic fagocitaitose. This new fiendish life-form became known as lowly Black Flame. Instinctive and predatory it devoured life as much as it breathed new purpose into it. To others only the resulting material manifestation of the black flame became known as Fiends.

Their bodies were, at first, as schizophrenic as their origin; jagged and bent into weird non-functional shapes. But with mastery of thought came to them mastery of form. Soon there were all sorts of full fledged Fiends crawling around in two, four or more legs. Albeit simplistic in thought at first, they have great potential for growth, and different than other material-based life-forms the vessel to their mind is their soul, not the body. Albeit that makes them nigh immortal in a reincarnation cycle, unless properly dealt with, they also have different weakness, as they are weirdly bound to their names and monickers and have to follow rules that seldom make sense to other sentient beings not versed in demonology.

Color: Red or Yellow

Location: Cavern filled ravines and valleys.

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998bb9 No.15551

>>15518

Name: Dinosaurs

Race: Dinosaurs

Fluff: Dinosaurs born of this world looking for a place to settle down and eat a lot of humans

Color: Dark green

Location: Forest

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.15554

Dice rollRolled 89, 13, 96, 36 = 234 (4d100)

>>15545

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: Plentiful

Population: 6 (+3/turn)

Happiness: 0

Structures: [Dwellings: Mud Huts]

Defense: 0

Military: 1 Militia(1x), 2 Patrols(.5x)

Resources: Stone (some), Lumber (scarce), Clay (sustainable)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Crafting, 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.

–IN PROGRESS–

-

–ACTIONS–

1: Our tools need work. We shall Craft Better Tools!

2: Gold cometh from the ground, both the metal, but most importantly the grain. Construct Farms

3: We must know more about our lands and surronding territoris. Scout!

4: The Father God desires a place of worship. Construct a Temple

The Priest of the Father God nodded to the clan chieftains. They knew their duties to their families, but it was up to him to get this 'Union' doing what it needed for all the Lanquassians.

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998bb9 No.15555

>>15548

[Erv'gen]

Food: Adequate

Population: 6 (+4/turn)

Happiness: 0

Structures: Structures: (player fluff dwellings)

Defense: 0

Military: 3 (Player fluff unit (1x)

Resources: Stone (some), Lumber (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Diving equipment, Crude)

Eccentricities:

[Diverse]: Diverse actions will have a minor bonus, while consolidated rolls will incur a penalty.

>>15549

[Liturgy]

Food: N/A

Population: 7 (?/turn)

Happiness: N/A

Structures: Simple Dwellings (fluff accordingly)

Defense: 0

Military: 1 (Player Fluff Unit) (1.5x), 2 (Player Fluff Units (1x)

Resources: Stone (Some), Lumber (Some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Laws, Simple)

Eccentricities:

[Bound to the Flame]: Happiness is a non-issue for the Liturgy- they exist only to feed the flame, and make more of their kind. Each turn, roll 1d8 to determine how many fiends the Flame has brought forth.

>>15551

… I can't figure out how to stat this without making you massively OP.

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998bb9 No.15559

>>15548

>revise Tech: Diving equipment too Tech: Adaptation (Crude)

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998bb9 No.15560

File: 1448079951413.jpg (283.89 KB,1920x1245,128:83,Efflam Mercer - Elves.jpg)

>>15518

Name: Faltari Fenwesse (the Faltari Haven)

Race: Elves

Fluff: The world is a young one, burgeoning with strength and life, virginal and uncorrupted. Into it come a host of new races, each ready to stain it with their own mark, to declare themselves upon history and make the land their own. Some conquer, some tinker, some spread, but the Elves of the Nine Havens wander, and survive. For what must have been centuries, it has been their way. At least. such is what the elders say. None can seem to recall what came before.

>This effect is the Kurvani, the Mists which cloud memory and frustrate recollection. It is this Kurvani that the Nine Havens have sought to pierce, to restore their lost history to them. And elves have long histories to recover. So they wander, and each search for a surcease in their own way.

>The Faltari are the dwellers of murk and marsh and mire, those who tread the dark meanders and keep vigil among the 'blighted' portions of the world. They have learned to adapt to, even appreciate, its many troubles and dangers, and come out stronger for it. Still the Faltari wander, the swamp-dwellers, the bog-druids, the vigilant. The world changes, heading ever towards an uncertain future. But the answers lie in the unfamiliar past.

Color: Off-white

Location: Swamps and bogs

–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.15561

Dice rollRolled 73, 62, 71, 20 = 226 (4d100)

>>15545

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: 5 (?/turn)

Happiness: 0

Structures: (player fluff dwellings)

Defense: 0

Military: 2 Protector Slimes (1x), 1 Brown Ooze (.5x)

Resources: Rocks (lots)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, 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.

1. Scout the lands. Let us know more about this place.

2. These tools are good, but Co'gog says that if you hit stone like this you get a flat piece of sharp stone. Good for knife. Learn to make better stone tools.

3. When the young that survive to become adults come home see if any have developed differently than the others.

4. Begin making a stone circle to worship the star father and his many lights.

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998bb9 No.15562

Dice rollRolled 6 (1d8)

>>15561

Surviving young roll.

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998bb9 No.15563

Dice rollRolled 100, 64, 76, 94 = 334 (4d100)

1. Send out the Warrior Bzz to scout the surrounding forests, we must know what is out there so we can prepare.

2. Queen Hither shall see to making the Honey Production Lines get done herself. We have very little Honey in stock so we must get pollen from our flower fields made into honey sooner rather then later.

3. Build a training yard, the Bzz'intil are not the most warlike race, but we all know that there are those out there who want to steal our honey.

4. Some secrets of honey making was lost in the transition to this world. We must recover them if we are too grow strong. Research better honey production techniques.

http://pastebin.com/ud8Mu1ip

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998bb9 No.15566

>>15560

[Faltari Fenwesse]

Food: Scarce

Population: 6 (+2/turn)

Happiness: 0

Structures: Simple Dwellings (fluff accordingly)

Defense: 0

Military: 2 (Player Fluff Unit) (1x)

Resources: Wood (Lots) Fish (Some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Boats, Crude)

Eccentricities:

[Hardy wanderers]: The swamp is filled with dangers, and the Faltari have grown used to dealing with them, and just moving on- only rolls 1-5 are critfails. However, the long lived elves have a tough time reproducing.

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998bb9 No.15570

File: 1448081331743.jpg (68.71 KB,404x316,101:79,15909379.548a3c991eb0e.jpg)

Dice rollRolled 61, 52, 46, 4 = 163 (4d100)

[The Hind]

Food: Adequate

Population: 7 (+3/turn)

Happiness: 0

Structures: [Hind Tree Roosts]

Defense: 0

Military: 2 Hind Lesser Flights (1x), 1 Hind Minor Flight (.5x)

Resources: Lumber (some), Stone (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Flight, Basic)

Eccentricities:

[Novelty thinkers]: The Hind love trying new things- +5 to developing new technologies. However, they get bored easily. Repeat actions will incur a penalty (cumulative).

Actions [Expand, upgrade defenses, research tactics, research ranged]

1. Several of the Hind start trying to expand the territory. They take note of pretty much everything and find the experience to be novel. [Expand]

2. Another group of Hind have started to try to improve the defenses with traps. [Upgrade Defenses, Traps]

3. A group of hind have started to mess around with better methods of fighting – tactics, specifically. They mock drill with each other. [Research tactics][+5]

4. Other hind have begun working on ranged weapons, particularly bows and arrows. [Research Ranged][+5]

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998bb9 No.15573

Dice rollRolled 72, 39, 7, 38 = 156 (4d100)

>>15545

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.

Color: Purple

Location: Caves or dense growth forests.

Food: Scarce

Population: 8 (+3/turn)

Happiness: 0

Structures: (Homewebs)

Defense: 0

Military: 2 (Arachne Hunters) unit, (1x)

Resources: Rocks (lots), Cave moss (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, 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 +5 bonus. However, lone actions recieve a slight penalty.

1-2. Spins some webs to capture prey for more food

3-4. Make some more webs around the homeweb to make sure nothing tries to eat us in our home.

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998bb9 No.15574

Dice rollRolled 22, 57, 95, 71 = 245 (4d100)

[Humans (name pending)]

Food: Adequate

Population: 8 (+3/turn)

Happiness: 0

Structures: Log Longhouse

Defense: 0

Military: 2 Spear Hunters unit (1x), 1 Slinger Band (.5x)

Resources: Lumber (lots), Stone (scarce)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, Simple)

Eccentricities:

[Clever]: This particular group of humans are smarter than they look, and recieve +3 to all rolls. However, this has angered the entity they tricked greatly. Rolls of 1-5 are inescapable critfails.

We have chosen this forest to settle in, but the woods are dense and both day and night are dark. There is ample rain, ample ground for foraging and hunting but we need more. Our people cannot thrive in these conditions. We need more land to grow, and for that trees must be felled and turned into home. Food must be stockpiled properly for long cold winters, and defenses of wood need to be made to protect against the beasts of the night.

1. Fell trees to clear out space for houses and farmland. [Build Farm]

2. Stockpile food. Berries, hunted game, fish, and other edible plants. [Increase Food]

3. Using our log supplies we will stack them around our land, making a fence to keep out the smaller more opportunistic animals from taking what is ours. [Defenses]

4. Spears and slings will keep the beast at bay but it is tools that will allow us to develop faster. Research [Hand Tools, Average].

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998bb9 No.15576

Dice rollRolled 74, 57, 65, 98 = 294 (4d100)

>>15555

Name: Erv'gen, or Light-Borne

Race: A race of Lizardfolk, 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, or the shimmering blue of the water surrounding our isles

Location: Tropical(think Hawaii or the Caribbean)

Food: Adequate

Population: 6 (+4/turn)

Happiness: 0

Structures: Basic Wood Buildings

Defense: 0

Military: 3 (Player fluff unit (1x)

Resources: Stone (some), Lumber (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Adaption, Crude)

Eccentricities:

[Diverse]: Diverse actions will have a minor bonus, while consolidated rolls will incur a penalty.

>Actions

1) Send the Scouts and Divers off to scout the island and oceans, respectively. The Scouts are to search for an good location for our permanent settlement, and the Divers are to search the nearby islands for the same. Getting the entire island to swim to another island will be a trial, but it will be worth it to reach paradise

(Good locations should have access to the ocean, good hunting, plenty of basking rocks, large enough for growth, and defensible against our large siblings. Large cliffs with sea caves would be great)

2) The Warriors and Workers set to work crafting the hand tools passed down from their hatching days. Sharp, broad claws form the wood into its general shape, before the nimble claws of the Workers finish the tools so that their hardwood surfaces are fitted to peoples hands and strong enough for rigorous work.

3) The assembled scouts, after long days of work flinging themselves through trees, engage in their normal mating dances. The Father's light shines down bright on their green and brown scales, catching the hidden shine and lifting it free of the camouflage patterns. His wind blows fiercely, catching on the exposed bits of skin that stretch from chest to upper arm. How the Scouts long for their children to be able to reach higher than themselves, rising to meet Mother and Father Themselves.

(New Caste; Flyers)

4) In addition to their job of finding new locations for the settlement, the castes are instructed to look for potential animals to keep for food. Both land and sea have the possibly of offering up their siblings, as well as the more torpid children that subsist purely on the light of Mother

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998bb9 No.15578

File: 1448082019856.jpg (178.29 KB,700x1036,25:37,corgi_and_fairy_by_sandara….jpg)

>>15518

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 domesticated corgis and 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

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998bb9 No.15584

File: 1448082575692-0.jpg (81.22 KB,540x900,3:5,089f93cf9e9d3f46c169841ac4….jpg)

File: 1448082575692-1.jpg (67.35 KB,736x901,736:901,505e55bfbe17398fa8b02a57d9….jpg)

>>15518

Name: The Quiet Collective of the Mind

Race: Mind Seers

Fluff: The Mind Seers are a race of psycho-active and quiet humanoids descended from psychic humans and some other race who believe themselves children of a god. They have skin color ranging from dusty reds and whites to dark purple and black, with metallic or silver eyes normally with no pupil. Some times they have wings, considered a blessing from their god the Starseer, who is the pinaccle of power and understanding to them. The race as a whole is nigh silent, as even at a young age they communicate mentally, and they have their eyes either removed(filling the gap in with power)or blinded so they can "see" better.

Color: Purple

Location: Mountains with jungle around them

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998bb9 No.15586

File: 1448083101324.jpg (89.85 KB,800x800,1:1,fc,800x800,white.jpg)

>>15578

The Fae Klahn has been informed that there are no corgis, so they shall tame the Corgi's ancestors, Saber-tooth corgis!

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998bb9 No.15592

File: 1448083790890.jpg (123.7 KB,675x987,225:329,32069.jpg)

Dice rollRolled 84, 36, 58, 57 = 235 (4d100)

The Demoniac Liturgy

>>15549

Fluff.

>>15555

Food: N/A

Population: 7 (?/turn)

Happiness: N/A

Structures: Dwellings (Simple) [Dug Out Den]

Defense: 0

Military: 1 Black Mortalhunters (1.5x), 2 Hellish Growlers (1x)

Resources: Stone (Some), Lumber (Some)

Technologies: (Wood, Stone); Hand tools (Simple); Construction (Simple), Laws (Simple)

Eccentricities:[Bound to the Flame]: Happiness is a non-issue for the Liturgy- they exist only to feed the flame, and make more of their kind. Each turn, roll 1d8 to determine how many fiends the Flame has brought forth.

Actions.

1. Hunger! We hunger for we have not yet tasted fresh blood and bloody flesh. HUNT. All you find, bring it back. We shall eat, the flame shall eat, and burn bright! [Feed the flame fresh flesh.]

2. Paranoia… "Watchscout in about mine dominion, Imps!" said the older Fiend. "Bringcarry everystuff tha find!" [Scout the surrounding area.]

3. The oldest devils and demons bicker and argue like fat old ladies. They have figured out many of the Laws of the Fiendkin and wish to figure out more, arguably at the expense of each other… Knowledge is power, and pain is pleasure. [Argue until we until they understand their (chaotic) Laws better.]

4. Imps, smallest of demonkin, fly around digging the earth and raising small huts. The Elder Fiends want lavish homes and the lesser fiend know better than to go against their wholesome will. [Figuring out better Construction tech to achieve better Dens]

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998bb9 No.15593

Dice rollRolled 8 (1d8)

>>15592

The Flame Giveth!

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998bb9 No.15627

File: 1448086394650-0.jpg (46.1 KB,351x482,351:482,image.jpg)

File: 1448086394651-1.jpg (39.48 KB,238x277,238:277,image.jpg)

[Pollen Pushers]

Food: Sustainable

Population: 6 (+3/turn)

Happiness: 0

Structures: [Deep forest canopies]

Defense: 0

Military: 2 wood hounds unit (1x), 1 Flower warrior unit (.5x)

Resources: Lumber (lots), Stone (scarce)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Good)

Eccentricities:

[Hybrids]: You don't look like anything the native fauna of Primal World have ever encountered, and they usually leave you alone. However, all other interactions with them will incur a -5 penalty, especially with herbivores.

-Actions-

1-2. Surprised at their new worlds the pollen pushers take the local scenery, the world especially looks deadly with all the strange creatures, they need to learn about this world if they are to survive. What's more is if the pollen pushers shall soon overtake the nearby forest they need to know how to do expand quickly !

[research pioneering]

3. Look into ways of making our people more resilient, We know the lignin in Wood is what gives wood it's hardness not necessarily the bark. Maybe there's a way we could harness lignin in all plant matter.(fuck it, I got a degree in bio ima use it!)

[research natural defenses]

4. Scout the surrounding areas, we must know what we have access too.

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998bb9 No.15628

Dice rollRolled 99, 99, 91, 61 = 350 (4d100)

>>15627

>rolls

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998bb9 No.15629

Dice rollRolled 55, 64, 99, 45 = 263 (4d100)

>>15628

HOLY SHIT

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998bb9 No.15656

Name: da Kulture

Race: Greenskins–a variety of sub\sister races.

Fluff:

Orcs specialize in brutal, efficient group tactics. Goblins are tinkerers and inventors, creating and perfecting techniques for new weapons and constructions. Trolls uproot trees and bring them crashing down on their foes. Organized around tribes based on non-hereditary, charismatic leadership, the greenskins have evolved not necessarily away from one another, but to complement one another.

These tribes have finally begun to be united under Great Clans. The clear advantage of numbers has always been evident to the greenskins, who prioritize breeding and violence. While not simple-minded–weapon crafting and tactics are both highly valued amongst the orcs, and all manner of technologies and knowledge intrigue the goblins–da Kulture's Greenskins are united by the military might of their leaders. The Great Clans, without land to take and a war to fight, are nothing but hollow accords.

Color: 1st Choice: Sea-foam Green, 2nd Choice: Teal

Location: Plains

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998bb9 No.15663

Dice rollRolled 17, 37 = 54 (2d100)

>>15566

Name: Faltari Fenwesse (the Faltari Haven)

Race: Elves

Fluff:

>The world is a young one, burgeoning with strength and life, virginal and uncorrupted. Into it come a host of new races, each ready to stain it with their own mark, to declare themselves upon history and make the land their own. Some conquer, some tinker, some spread, but the Elves of the Nine Havens wander, and survive. For what must have been centuries, it has been their way. At least. such is what the elders say. None can seem to recall what came before.

>This effect is the Kurvani, the Mists which cloud memory and frustrate recollection. It is this Kurvani that the Nine Havens have sought to pierce, to restore their lost history to them. And elves have long histories to recover. So they wander, and each search for a surcease in their own way.

>The Faltari are the dwellers of murk and marsh and mire, those who tread the dark meanders and keep vigil among the 'blighted' portions of the world. They have learned to adapt to, even appreciate, its many troubles and dangers, and come out stronger for it. Still the Faltari wander, the swamp-dwellers, the bog-druids, the vigilant. The world changes, heading ever towards an uncertain future. But the answers lie in the unfamiliar past.

Color: Off-white

Location: Swamps and bogs

Food: Scarce

Population: 6 (+2/turn)

Happiness: 0

Structures: Stilt-house Village

Defense: 0

Military: 2 Treader Patrols (1x)

Resources: Wood (Lots) Fish (Some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Boats, Crude)

Eccentricities:

[Hardy wanderers]: The swamp is filled with dangers, and the Faltari have grown used to dealing with them, and just moving on- only rolls 1-5 are critfails. However, the long lived elves have a tough time reproducing.

1 - The most critical problem facing any group is, of course, food. The Faltari may be skilled at scavenging and survival, but that doesn't make it an enjoyable time. So they must harvest what they can from the unwilling swamp. A cruel joke, the seers muse, that the marsh should hold so much life, and so little to support it.

[Work on a stable food supply]

2 - The Havens have grown separate, disparate over the years. Contact by the Faltari with other races has been minimal. Little wonder, no other race has shown an interest in these bogs. But the viscera seers and bog-druids hold that these are times of portent. The Faltari Fenwesse reaches out its hand once more, seeking others in this world.

[Scout and explore]

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998bb9 No.15700

Dice rollRolled 51, 89 = 140 (2d100)

>>15663

It has come to my attention that this is 4d100, not 2d100. So two more dice to the first action

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998bb9 No.15733

>>15554

[Lanquassian]

1) The Lanquassians quickly and easily improve their tools. ([Crafters] bonus applies here)

>Revise: Hand tools to [Good]

2) The farms however, stall. No progress is made.

3) Living in a river valley, the Lanquassian scouts have a very successful time- large creatures frequent the river to drink, both on land, and in the skies. Fish are plentiful in it, and the scouts even find a sizeable quarry.

4) The construction is slow, but progress is made. (1/4)

>>15561

[The Awoken]

>Add 6 population

1) The Awoken scout the plain they find themselves on- there are plenty other creatures that inhabit it, big and small. Sparse trees and small watering holes also dot the landscape.

2) Better tools are easily made. (Hand tools to [Good] )

3) Most of the Forming young are average Awoken, though one seems to be hardier than the others. (Add one military unit, 1x) [Not sure what you were going for here]

4) No progress on the circle.

>In the interest of conserving post #s, roll an xtra 1d100 for population. GM will calculate.

>>15563

[First Hive]

1) The forest is teeming with life, big and small. There are many little streams and rock formations as well. The scouts are heading home when they come across a huge skeleton. It takes a while for the bee-people to dismantle it, but soon the skeleton is back home with them. (Add Resources: Bone (Lots)

2) Honey production has increased. (+1 honey) [Remember to decrease honey supply every turn]

3) The training ground is quickly completed! (Add Structures: Training ground)

4) Better honey producing techniques are quickly and easily rediscovered. (Honey production to [Good])

>>15570

[The Hind]

1) The Hind expand some!

2) Some progress is made on the defensive traps, but the Hind soon grow bored, and move on. (2/4)

3) The Hind start work on better tactics, but again grow bored. (2/4)

4) The Hind start looking into bows, but soon scrap them. What a waste of wood. (revise: Lumber (Some) to Lumber (Scarce).

>>15573

[Queendom]

>To offset less actions, consolidated actions now grant +10 to rolls.

1/2) More food is quickly caught. (Food: Adequate, +3 Pop/turn)

3/4) Traps are underway! (2/4)

>>15574

[Humans]

1) No farm.

2) Some of the creatures of the forest are caught, mostly small mammals. The hunters leave the bigger creatures alone. (Food to [Plentiful], +2 pop/turn)

3) Crude walls are erected around the longhouses, at the expense of some lumber. ([Lumber, lots] to Lumber [Adequate], Add Structures: Crude walls, +1 Defense)

4) The people make better handtools. (Hand Tools, Average)

>>15576

[Light-Borne]

1) The light-borne's tropical home continues eastward for another island, but to the north is a swampier area.

2) The workers easily finish the tools. [Hand Tools, Average]

3) Flight is harder to master for the terrestrial Light-borne. (3/8)

4) Your island is teeming with life, and it isn't long before the hunters have found and rounded up a large amount of small creatures. (Set food to Plentiful, +2 pop/turn)

>>15592

[Liturgy]

>Add 8 pop

1) A myriad of small creatures are caught and fed to the flame. More fiends are born! (+4 pop)

2) The imps are only slightly successful in their scouting. There is a small, sparse forest and a river to your south.

3) Better laws are almost there… but the bickering is just to much to handle for one day. (3/4)

4) Construction tech (3/4)

>In the interest of conserving post #s, roll an xtra 1d100 for population. GM will calculate.

>>15627

[Pollen Pushers]

1/2) The Pushers quickly and easily devise new techniques to allow them to spread easier. (Add Technology: Pioneering, Simple)

3) There is something about your people that makes the trees surrounding their clearing stronger. (Add Structures: Dense treeline, +1 Defense)

4) There is much of the same in your forest, which stretches for miles. Creatures big and small roam it, and there are plenty little streams and brooks. A quarry is also found.

>>15663

[Faltari]

1-3) After a short search, a large grove of mushrooms is found. The tribal seers recognize them as edible. (Change food to [Adequate], +1 pop/turn)

4) Nothing is much different in the entirety of the swamp, but there is a tropical island to your south.

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998bb9 No.15737

Dice rollRolled 88, 49, 32, 26 = 195 (4d100)

[Humans (name pending)]

Food: Plentiful

Population: 13 (+5/turn)

Happiness: 0

Structures: Log Longhouse, Crude Walls

Defense: 1

Military: 2 Spear Hunters unit (1x), 1 Slinger Band (.5x)

Resources: Lumber (Adequate), Stone (scarce)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Traps, Simple)

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.

1. Using our better tools we will attempt to farm, fish, and otherwise have a more sustainable food source to supplement that which we hunt and gather. [Build Farm 2.0]

2. Our people look to the stars and to the sun for answers to life's questions and the formation of a religion to keep humanity together. [Religion - happiness, magic, tech dunno what you want to do here]

3. Fell trees for their lumber, and tend to the saplings so that they may grow in a orderly way as to not disturb our settlement. [Increase timber]

4. Some of the people venturing outside of the settlement have taken to caring for animals found there. [Domestication]

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998bb9 No.15740

File: 1448159431940.png (1.99 MB,2025x715,405:143,Primal World.PNG)

>>15733

>>15531

[Formicae]

Food: Scarce

Population: 5 (+3/turn)

Happiness: 0

Structures: (Player named basic dwellings)

Defense: 0

Military: 1 (Player fluff unit)[1.5x], 2 (Player fluff unit)[1x]

Resources: stone (Lots)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic)

Eccentricities:

[Super-strength]: It is much easier for the Formicae to make stronger military units, and a higher rate of food consumption.

>>15533

[Salphin]

[Salphin]

Food: Plentiful

Population: 5 (+5/turn)

Structures: (Player named basic dwellings)

Defense: 0

Military: 2 (Player fluff unit)[1x]

Resources: Fish (Sustainable), Driftwood (Some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Nets, Basic)

Eccentricities:

[Bounty of the Sea]: The sea provides everything the Salphin could ever ask for, and food consumption is hardly a problem. However, other creatures know of it's bounty as well.

>>15578

Food: Adequate

Population: 8 (+3/turn)

Happiness: 0

Structures: (Player named basic dwellings)

Defense: 0

Military: 4 (Player Fluff) unit (.5x)

Resources: Clay (Lots), Wood (Some)

Tech: Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Pioneering, 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.

>>15584

[Collective]

Food: Scarce

Population: 5 (+3/turn)

Happiness: 0

Structures: (Player named basic dwellings)

Defense: 0

Military: 2 (Player fluff unit)[1x], 1 (Player fluff unit)[.5x]

Resources: stone (some), Lumber (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic)

Eccentricities:

[knowledge-driven]: They don't know why, but the Collective is driven to understanding, with a +5 to tech research. However, the further one gets from the collective, the weaker their psychic connection becomes. -5 to expansion rolls.

>>15656

Food: Adequate

Population: 6(+3/turn)

Happiness: 0

Structures: (Player named basic dwellings)

Defense: 0

Military: 3 (Player fluff unit)[1x]

Resources: stone (some), Lumber (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic)

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.

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998bb9 No.15741

Dice rollRolled 33, 80, 61, 33 = 207 (4d100)

>>15740

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: Plentiful

Population: 9 (+3/turn)

Happiness: 0

Structures: [Dwellings: Mud Huts]

Defense: 0

Military: 1 Militia(1x), 2 Patrols(.5x)

Resources: Stone (adequate), Lumber (scarce), Clay (sustainable)

Technologies: (Wood, Stone) (Hand tools, Good) (Construction, Simple) (Agriculture, Basic) (Crafting, 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.

–IN PROGRESS–

- Temple 1/4

–ACTIONS–

1: Our hunters should have better tools. Let's craft Better Weapons.

2: We still need the Gold of Grain. Construct Farms

3: We shall attempt to craft items that we can use to catch these fish! [Fishing/Fishing Nets]

4: The Father God still desires a place of worship. Continue work on the Temple

"The clans acted. Upon the scouts reports, our crafters began constructing ways to catch these fish, as well as better weapons for our hunters. Those who were inclined to pull golden grain from the ground continued their efforts, and the stalled progress on the Temple went on."

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998bb9 No.15744

[Pollen Pushers]

Food: Sustainable

Population: 9 (+3/turn)

Happiness: 0

Structures: [Deep forest canopies]

Defense: [Dense treeline, +1 Defense]

Military: 2 wood hounds unit (1x), 1 Flower warrior unit (.5x)

Resources: Lumber (lots), Stone (scarce)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Good)[ Pioneering, Simple]

Eccentricities:

[Hybrids]: You don't look like anything the native fauna of Primal World have ever encountered, and they usually leave you alone. However, all other interactions with them will incur a -5 penalty, especially with herbivores.

-Actions-

1. Woah apparently this new world is easier to grow in then we thought. We continue to study the land.

[research pioneering more!]

2.talk to the local plant life to let them know to look out for non-plant based lifeforms as well as talk to our own people about being alert.

[research anti espionage]

3. Hold a festival of life ! To celebrate our new world. [raise happiness]

4. We will need stones both massive and small for our tree ents to trow. And for other defensive measures.

[mine the quarry]

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998bb9 No.15745

Dice rollRolled 33, 76, 45, 39 = 193 (4d100)

>>15744

Why is rembering to roll so hard

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998bb9 No.15747

File: 1448160699902.jpg (68.71 KB,404x316,101:79,15909379.548a3c991eb0e.jpg)

Dice rollRolled 41, 39, 22, 59 = 161 (4d100)

[The Hind]

Food: Adequate

Population: 10 (+3/turn)

Happiness: 0

Structures: [Hind Tree Roosts]

Defense: 0

Military: 2 Hind Lesser Flights (1x), 1 Hind Minor Flight (.5x)

Resources: Lumber (scarce), Stone (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Flight, Basic)

Eccentricities:

[Novel Thinkers]: The Hind love trying new things- +5 to developing new technologies. However, they get bored easily. Repeat actions will incur a penalty (cumulative).

[In Progress]

Defense Traps (2/4)

Tactics (2/4)

Actions [Build a lumber mill, research magic, build a research lab, contact other nations]

1. Some hind are working on a lumber mill. They think it will provide some wood to help with construction, but it's not clear if it will work. They squak and flap in a fashion that seems to indicate work is being done. [build a lumber mill]

2. A few hind are working on rituals. They think it will lead to shadow magic, but again, they're not really sure. They seem to be messing around with some weird stuff, though. [research: shadow magic][+5]

3. The last group seems to have a large project in mind: a research lab! They think this will help them with their research in the future even if it's made of whatever just happens to be around at the camp. [build a research lab]

4. The last group of hind is trying to find other nations nearby. They fly around extensively in a search pattern to establish contact with anyone they happen to find. [establish contact with other nations]

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998bb9 No.15748

Dice rollRolled 79, 68, 82, 69 = 298 (4d100)

A1: Get da boyz diggin' n pullin' out da shiny rocks. Appoint goblins to tinker with them.

>[Begin excavating proto-mines\quarries with our stone tools, angling to get some metal]

A2: We need more boyz! Get sneaky boyz.

>[Recruit stealth-ish units, else train\devise methods of stealth]

A3: Dis food ain't anough for da boss. Hunt, forage, take–get more!

>[Shore up food supplies, hunter-gatherer-pillager style]

A4: Have a goblin really `tink about ways to get better weapons.

>[Research primitive metallurgy]

Name: da Kulture

Race: Greenskins

Fluff:

>>15656

Food: Adequate

Population: 6(+3/turn)

Happiness: 0

Structures:

>><<

Greenskin Yurts

>><<

Defense: 0

Military: 3 Orc War Parties[1x]

Resources: stone (some), Lumber (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic)

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.

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998bb9 No.15752

Dice rollRolled 46, 81, 21, 60 = 208 (4d100)

>>15733

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.

Color: Purple

Location: Caves

Food: Adequate

Population: 14 (+6/turn)

Happiness: 0

Structures: (Homewebs)(Web Traps 2/4)

Defense: 0

Military: 2 (Arachne Hunters) unit, (1x)

Resources: Rocks (lots), Cave moss (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, 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.

1-2. Finish the Web traps!

3-4. Research how to make better traps!

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998bb9 No.15763

Dice rollRolled 59, 69, 76, 30, 94 = 328 (5d100)

>>15733

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: 11 (?/turn)

Happiness: 0

Structures: Mud Huts

Defense: 0

Military: 3 Protector Slimes (1x), 1 Brown Ooze (.5x)

Resources: Rocks (lots)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, 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.

1&2. See what the other creatures are like

3&4. Build the stone circle to the star father.

5. surviving young.

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998bb9 No.15768

Dice rollRolled 39, 92, 83, 91 = 305 (4d100)

>>15733

Name: Erv'gen, or Light-Borne

Race: A race of Lizardfolk, 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, or the shimmering blue of the water surrounding our isles

Location: Tropical(think Hawaii or the Caribbean)

Food: Plentiful

Population: 12 (+6/turn)

Happiness: 0

Structures: Cliff Cave Village

Defense: 0

Military: 3 (Player fluff unit (1x)

Resources: Stone (some), Lumber (some)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Adaption, Crude)

Eccentricities:

[Diverse]: Diverse actions will have a minor bonus, while consolidated rolls will incur a penalty.

>Actions

1) The Workers, now blessed with stronger tools, are set to work expanding the natural cave network hidden in the blank grey cliff face. The caves extend below the waterline, perfect for the Divers to exit and enter without being seen. Entrances for scouts, warriors, and workers should be set on the beach level and top of the cliff for easy entrance and exit.

2) The Scouts continue to feel the light of Mother pulling them upwards, and their eggs have taken on a strange quality. A few of the eggs in each clutch are lighter in color and mass than normal. How might our. Mother bless us soon? (3/8Flyers)

3) With the village growing, the Warriors clamor for a place to train. A Worker suggests that they make a room set off a ways, with a large pit in the middle for Warriors to fight in. Happy, the Warriors set to work along side the Workers crushing the stone to make room for their new training room.

4) The wild lands of the island is full of Mother's lesser children, the massive reptiles serving as a reminder of how only the strongest of Mother's children are able to survive. While the Warriors are already great fighters, means to attack creatures from a distance greater than arms length is needed. (Research javelins)

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998bb9 No.15779

Dice rollRolled 5, 47, 63, 46 = 161 (4d100)

>>15740

>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: 8 (+3/turn)

Happiness: 0

Structures: (Tree Hollows [basic dwellings])

Defense: 0

Military: 4 (Fae Raiders) unit (.5x)

Resources: Clay (Lots), Wood (Some)

Tech: Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Pioneering, 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.

1. EXPAND! WE SHALL CONQUER ALL!

2. hmmm, you know alot of stuff moves faster than us because they're bigger….. Let's find something bigger than us and ride on its back to go faster!

3. We should….. come up with better weapons than pointed sticks…. yeeeeeah

4. So I was thinking, we don't exactly know if there's anything around for us to actually raid and/or pillage, let's send out scouts and find out!

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998bb9 No.15781

Dice rollRolled 7, 39, 11, 61 = 118 (4d100)

[META] : For the Honey Production rolls I meant to set up a stable income of honey. I am unsure if that succeeded or or if I just covered that turn's upkeep?

1. Build a workshop to properly process the found bone.

2. Build a meadery, sometimes honey tastes really good fermented.

3. Train Bzz Guards to protect the honey!

4. Build quarries around the rock formations we found. Generally we don't like to live in stone buildings, but for sounder construction stone is a must.

http://pastebin.com/ud8Mu1ip

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998bb9 No.15995

Dice rollRolled 74, 83, 84, 35 = 276 (4d100)

Name: The Quiet Collective of the Mind

Race: Mind Seers

Fluff: The Mind Seers are a race of psycho-active and quiet humanoids descended from psychic humans and some other race who believe themselves children of a god. They have skin color ranging from dusty reds and whites to dark purple and black, with metallic or silver eyes normally with no pupil. Some times they have wings, considered a blessing from their god the Starseer, who is the pinaccle of power and understanding to them. The race as a whole is nigh silent, as even at a young age they communicate mentally, and they have their eyes either removed(filling the gap in with power)or blinded so they can "see" better.

Color: Purple

Location: Mountains with jungle around them

Food: Scarce

Population: 5 (+3/turn)

Happiness: 0

Structures: (Mind Shelter)

Defense: 0

Military: 2 (Mind Tearers)[1x], 1 (Mind Ripper)[.5x]

Resources: stone (some), Lumber (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic)

Eccentricities:

[knowledge-driven]: They don't know why, but the Collective is driven to understanding, with a +5 to tech research. However, the further one gets from the collective, the weaker their psychic connection becomes. -5 to expansion rolls.

1. What has happened? How did we get here? Was it the will of the Starseer, and if so for what purpose has he moved us here? Whatever may have happened we must make sure we are safe. Begin making walls around our humble settlement.

2. It feels empty, as if we have loss something important but do not know what it is. We must establish a population mind link, a hive mind where we are united but still individuals

3. We are in the mountains, surrounded by jungle, yet we lack food. Send out members of the collective to bring back this worlds fruits and vegetables

4. We must gain better tools. Search the mountain for crystals and metals we can use.

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998bb9 No.16011

Dice rollRolled 94, 22, 48, 60, 97, 17, 58, 15 = 411 (8d100)

>>15740

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: Scarce

Population: 11 (+3/turn)

Happiness: 0

Structures: (Player named basic dwellings)

Defense: 0

Military: 1 Warrior Ants [1.5x], 2 Worker Ants [1x]

Resources: stone (Lots)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic)

Eccentricities:

[Super-strength]: It is much easier for the Formicae to make stronger military units, and a higher rate of food consumption.

1. Construct the Hive! Our Capital! Our Castle. Where the Queen and King themselves shall live!

2. Hand-Tools? The Ants need not hand tools. Our jaws are strong! Our muscles are strong!

However, there are better ways to break apart a boulder. Let us research tools which are more appropriate for our species. Metallic jaw-tools, to help our workers hew into wood, stone, and grab and lift chains with their strong jaws.

Ant-Tools!

3. Food! Lumber!

The Formicae eat all, flesh and plant, and we are not picky. Even tree matter can be used as a food source. Thus, a lumber mill shall suit us.

4. Our ways are different. When we build, we do not build walls of wood or flimsy structures. We build mounds of stone and earth, hive castles which rise into the sky, but also with tunnels that burrow below the earth, with many rooms within.

We shall improve our method of stone architecture!

5. As well as our ability to tunnel. Better tunneling methods are required.

6. Construct the Nursery, where more of our kind can easily be born from the Queens bussom. The Formicae rely on their strength of numbers, numbers make us strong!

7. Work on basic instruments. Trumpets, horns, drums, and other musics. So that we may sing songs of joy and announce the arrival of our Queen.

8. The King and Queen shall be decourated to denote their status. Thus it is they shall wear only the finest crowns and clothing of the age.

We shall develop such garments and fashion for them, woven of whatever suitable material we can find.

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998bb9 No.16239

Dice rollRolled 19, 93, 83, 77 = 272 (4d100)

>>15733

Name: Faltari Fenwesse (the Faltari Haven)

Race: Elves

Fluff:

>The world is a young one, burgeoning with strength and life, virginal and uncorrupted. Into it come a host of new races, each ready to stain it with their own mark, to declare themselves upon history and make the land their own. Some conquer, some tinker, some spread, but the Elves of the Nine Havens wander, and survive. For what must have been centuries, it has been their way. At least. such is what the elders say. None can seem to recall what came before.

>This effect is the Kurvani, the Mists which cloud memory and frustrate recollection. It is this Kurvani that the Nine Havens have sought to pierce, to restore their lost history to them. And elves have long histories to recover. So they wander, and each search for a surcease in their own way.

>The Faltari are the dwellers of murk and marsh and mire, those who tread the dark meanders and keep vigil among the 'blighted' portions of the world. They have learned to adapt to, even appreciate, its many troubles and dangers, and come out stronger for it. Still the Faltari wander, the swamp-dwellers, the bog-druids, the vigilant. The world changes, heading ever towards an uncertain future. But the answers lie in the unfamiliar past.

Color: Off-white

Location: Swamps and bogs

Food: Adequate

Population: 9 (+3/turn)

Happiness: 0

Structures: Stilt-house Village

Defense: 0

Military: 2 Treader Patrols (1x)

Resources: Wood (Lots) Fish (Some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Boats, Crude)

Eccentricities:

[Hardy wanderers]: The swamp is filled with dangers, and the Faltari have grown used to dealing with them, and just moving on- only rolls 1-5 are critfails. However, the long lived elves have a tough time reproducing.

1/2 - If the path to the sea is unharried and unoccupied, then we must not stay idle! Begin plans at once for a small settlement at the seaside. We have quested and searched long in this fel place, and though it is our home it holds no more secrets to piercing the mists. What lies beyond our home is where the truth is hidden.

[Begin searching for a colonizable place on the shores of the sea and setting up a permanent settlement there]

3 - Before the auspicious search can begin anew, we must gird our forces. Right now we are weak, and open to invasion and defeat. Our meager forces would not withstand the enemy. These swamps are our greatest ally, for they have warded invasion for many a year. Now we must put them to greater use, studying the ways of ambush and fighting in skirmish, using the terrain to our advantage. For both the auspicious hunts and the conflicts that the seers assure will come.

[Begin training guerilla tactics]

4 - Our construction practices are hopelessly simple. We have such an overabundance of lumber, should we waste it with inferior work? No, we must improve and adapt, as the Fenwesse always do.

[Improve Technology: Construction]

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998bb9 No.16300

File: 1448327592269.png (1.99 MB,2025x715,405:143,Primal World.PNG)

>>15737

[Humans (Name Pending)]

1) The farm is built easily. (Set food to 'abundant', +1 pop/turn)

2) Your people spend much time looking at the stars, and the beginnings of religion start to form (2/4)

3) Trees have begun to be felled, but it may take a while longer. (1/4)

4) Scouts go out and find a number of small kangaroo/ratlike creatures. They don't seem that smart, so it might take some time to domesticate them. (1/???)

>>15741

[Lanquassian]

1) Better weapons for the militia are underway. (2/4)

2) Farms are built! ((Set food to 'abundant', +2 pop/turn)

3) Fishing nets are made quite easily. (Add tech: Fishing nets (Crude)

4) Progress on the temple is slow. The Father God must be frowning at the Lanquassians (2/4)

>>15744

[Pollen Pushers]

1) Further research into pioneering is slow going. (1/6)

2) Anti-espionage tech is well underway. The trees seem to be listening. (3/4)

3) The festival was a success, and happiness has increased. (+1 Happiness)

4) The saplings you send don't seem to be suited for the task of mining, but some progress is made. (1/4)

>>15747

[Hind]

>Revise: Penalty for repeat actions only applies to technology

1) The Lumber mill is underway. (2/4)

2) The group of Hind starts looking into Shadow Magic. (2/???)

3) No progress on the lab. The Hind would rather goof off.

4) The last group returns just before sunset with news of three other groups that seem to be intelligent: A race of tall and slender men, shorter, stockier ones, and to the west, a group of plant-people

>Remember, talking is free, trading is not!

>>15748

[Kulture]

1) The quarry is excavated, and the rock brought back to camp. You even get a small amount of copper! (Revise: [Stone, Adequate], Add [Copper, Some]

2) A small contingent of goblins volunteers for the job. (Add 1 player named goblin unit, .5x[infiltrate]

3) The hunters stumble across a small herd of what the elders call Macrauchenia- antelope-like herbivores with trunks for noses. They are slaughtered and brought back to camp. (Set food to 'Plentiful', +2 pop/turn)

4) The goblin's research goes well, and is nearly complete! (3/4)

>>15752

[Queendom]

1/2) The traps are easily completed. (+1 defense)

3/4) New webspinning techniques are devised, and nearly perfected. (3/4)

>>15763

[The Awoken]

>Add 9 population

1/2) The Awoken find themselves in a place that much resembles modern day Africa- many large mammals call the plains home, like rhinoceros-like beasts with flat horns, and elephants with backwards tusks. Additionally, your scouts spot many groups of large cats roaming around, and caves from which roaring emanates. Be careful.

3/4) The stone circle nears completion! (3/4)

>>15768

[Light-borne]

1) The Workers get to… well, work, expanding the cave system. The confusing network should provide more defense to the village. (2/4)

2) The skin on some of the Erv'gen expands, and soon they take flight! (Add 1 military unit, 1.x[Flight])

3) The training circle quickly completes. It makes the warrior caste quite happy. (Add Structures: Training Circle, +1 Happiness)

4) Javelins are simple, and easily made. [Add technology: Javelins]

>>15779

[Fae Klahn]

1) No expansion is to be had.

2) The Fae come across a small pack of tiny, primitive dogs- Leptocyon, and begin training them. (2/6)

3) Better weapons are made, and two of your Fae Raider groups are equipped with them. (Revise 2 Fae Raiders to 1x)

4) The scouts come back with news: To the west, across the lake, is a diverse group of orcs and goblins, calling themselves the 'Kulture'. To the south, in a forest, is a small group of humans.

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998bb9 No.16301

>>16300

>>15781

[First Hive]

(META)- I have decided to allow you to set up that stable income

1) The workshop is underway, when tragedy strikes- while being carried to location, some of the bone slips, and breaks a barrel of honey. (-1 honey)

2) Construction of the meadery begins. 2/4)

3) The guards aren't trained. The Hive would rather feast on their honey.

4) The rock is almost mined. (3/4)

>>15995

[Collective]

1) Small wooden walls are easily constructed. (Add crude wooden walls, +1 defense; set lumber to [scarce])

2) The mind link is easily established (Not sure where you were going with this)

3) Scouts are sent down into the jungle, and come back with armfuls of food. (Food to 'Adequate', +2 pop/turn)

4) Scouts are sent out to scavenge for metals. They should be back soon. (1/2)

>>16011

[Formicae]

1) The castle is completed, and cheers from the people ring out as the King and Queen settle there. (Add Structures: Castle, +1 Happiness)

2) No progress on the jaws. Probably because you don't actually have any metal…

3) The lumber mill is well underway though. (2/4)

4) Your people easily devise better ways to work stone into their constructions. (Revise Construction [Simple] to Stoneworking [Basic])

5) The Formicae also improve their tunnel system. It should provide extra defense. (Add Tech: Tunnels (Basic), +1 defense)

6) No progress on the Nursery.

7) The instruments are almost completed. (3/4)

8) No progress on the regal garments. They don't really fit a Formicae's segmented form.

>>16239

[Faltari]

1/2) The day starts off slow, with monstrous crocodiles dubbed Sarcosuchus guarding the southern shores. However, to the north, a much more suitable place is found. The people are ecstatic about their new home. (Expansion, +1 Happiness)

3) Your 2 Treader patrols quickly grasp the new tactics. (Add tag: [Skirmisher] to both patrols)

4) The construction techniques of the Faltari are easily improved. (Revise: Construction to (Basic)

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998bb9 No.16308

Dice rollRolled 55, 5, 59, 80 = 199 (4d100)

>>16300

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: Abundant

Population: 12 (+5/turn)

Happiness: 0

Structures: [Dwellings: Mud Huts]

Defense: 0

Military: 1 Militia(1x), 2 Patrols(.5x)

Resources: Stone (adequate), Lumber (scarce), Clay (sustainable)

Technologies: (Wood, Stone) (Hand tools, Good) (Construction, Simple) (Agriculture, Basic) (Crafting, Basic) (Fishing nets, Crude)

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.

–IN PROGRESS–

- Temple 2/4

- Milita Weapons [2/4]

–ACTIONS–

1: Our Hunters still are awaiting their gifts. We shall continue to craft Better Weapons.

2: Our younger clan members are agitating. Let's direct their energy to Expanding Downriver.

3: There are many Great Beasts about. Perhaps we can lure them to where we can better hunt them. [Domestication]

4: The Father God still desires a place of worship. Continue work on the Temple

"The Father God grew impatient with the Clans. 'Where is my temple!' he thundered across the sky. The people wailed, but continued work, while the clans grew more numerous, having harvested the Gold of Grain from the ground. Their young desired to disperse, to form new clans and families. Their elders gave them their blessing and assistance."

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998bb9 No.16312

Dice rollRolled 54, 32, 85, 13 = 184 (4d100)

>>16300

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.

Color: Purple

Location: Caves

Food: Adequate

Population: 20 (+6/turn)

Happiness: 0

Structures: (Homewebs)

Defense: 1

Military: 2 (Arachne Hunters) unit, (1x)

Resources: Rocks (lots), Cave moss (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, 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.

1-2. Continue on new webspinning techniques.

3-4. Expand our territory

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998bb9 No.16315

>>16312

Webspinning at (3/4)

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998bb9 No.16316

Dice rollRolled 56, 11, 69, 31 = 167 (4d100)

>>16300

[Pollen Pushers]

Food: Sustainable

Population: 12 (+3/turn)

Happiness: 1

Structures: [Deep forest canopies]

Defense: [Dense treeline, +1 Defense]

Military: 2 wood hounds unit (1x), 1 Flower warrior unit (.5x)

Resources: Lumber (lots), Stone (scarce)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Good)[ Pioneering, Simple]

Eccentricities:

[Hybrids]: You don't look like anything the native fauna of Primal World have ever encountered, and they usually leave you alone. However, all other interactions with them will incur a -5 penalty, especially with herbivores.

-Actions-

1. Tell me your secrets oh earth and dirt! There must be more effective ways of moving through you (1/6)

[research pioneering more!]

2. As one plant species to another we know all about trees hidden ears. They actually are pretty sharp once you get to know them.

[research anti espionage] 3/4

3. Start to make more hydro-solar energy transfer vines! We need to get an abundant source of water and sun energy going.

[make more farms]

4. Oky who thought it was funny to make a flower do all the mining? Get some real plant life in there.

[mine the quarry] 1/4

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998bb9 No.16318

Dice rollRolled 5, 12, 35, 66 = 118 (4d100)

A1: Try'an pull more O dis coppah out the ground.

>[Attempt to improve copper supply]

A2: Build us up a Great Clan hut with rocks! Rocks boyz!

>[Build a simple capital building out of rocks]

A3: Build us up a breedin' bit fo'fuckin' n'rearin' 'nd making moar Greenskins!

>[Produce pop-growing breeding pit]

A4: 'ave da goblins get really tinkin' on dat stoof about da weapons, we needs em soon.

>[Polish off primitive metallurgy]

Name: da Kulture

Race: Greenskins

Fluff:

>>15656 (You)

Food: Plentiful

Population: 11(+5/turn)

Happiness: 0

Structures:

>><<

Greenskin Yurts

>><<

Defense: 0

>><<

Military:

3 Orc War Parties[1x]

1 Goblin Skulkers [.5x][Infiltrate]

>><<

Resources: stone (adequate), Lumber (some), Copper (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic)

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.

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998bb9 No.16320

Dice rollRolled 73, 49, 2, 85 = 209 (4d100)

>>16300

[Humans (name pending)]

Food: Abundant

Population: 19 (+6/turn)

Happiness: 0

Structures: Log Longhouse, Crude Walls

Defense: 1

Military: 2 Spear Hunters unit (1x), 1 Slinger Band (.5x)

Resources: Lumber (Adequate), Stone (scarce)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Traps, Simple)

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.

Domestication 1/???

Lumber 1/4

Religion 2/4

1. [Religion] The religion becomes centered around the Sun and the Moon, and its tears known as the stars. During the day the Eye gives life, warmth, and light. It sees all and allows it's faithful too to see many things. But the Eye must rest from its duty like everyone else, and it goes to sleep at night. But it does not like to do this, and it sheds tears every night that turn up as the stars. It cannot bear it keep its eyes off its children, and so it peeks at them while it sleeps, and that is the light of the moon.

2. [Keep logging]. Maybe we'll get really good at it and figure out sustainable logging methods!

3. [Domestication] continues on these small animals. Maybe they'll make good pets or… something. Hopefully they have a secondary purpose. Meat maybe?

4. Send scouts out to discover things nearby, in particular good places for new settlements, or natural resources.

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998bb9 No.16322

Dice rollRolled 34, 83, 40, 35, 25 = 217 (5d100)

>>16300

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: 20 (?/turn)

Happiness: 0

Structures: Mud Huts

Defense: 0

Military: 3 Protector Slimes (1x), 1 Brown Ooze (.5x)

Resources: Rocks (lots)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, 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.

1&2. Stone cirlce 3/4

3&4. Begin building a fence to keep our settlement safe.

5. Pop

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998bb9 No.16328

Dice rollRolled 75, 27, 27, 49 = 178 (4d100)

>>16300

Name: 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, or the shimmering blue of the water surrounding our isles

Castes: (Worker)(Warrior)(Scout)(Diver)(Flyer)

Location: Tropical(think Hawaii or the Caribbean)

Food: Plentiful

Population: 18 (+6/turn)

Happiness: 1

Structures: Cliff Cave Village, Training Circle

Defense: 0

Military: 3(1x Warrior Groups), 1(1x Scout Flyers[Flight]

Resources: Stone (some), Lumber (some)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Adaption, Crude) (Javelins)

Eccentricities:

[Diverse]: Diverse actions will have a minor bonus, while consolidated rolls will incur a penalty.

1) The Worker's work doesn't go unnoticed, and a number of rare foods are brought in as thanks for their hard work. Revived by the succulent fruits and fish, the Workers begin again at their duty of carving out the corridors and rooms. (2/4)

2) With the Warriors rejoicing in their new training room, and people with free time watching, the desire for their own place to train grows in the Divers. Taking a few of the tools from the Workers, they begin constructing a room suited to their tastes. Splitting off a one of the submerged caves, the room contains a deep pool connected to the ocean and a dry stage of stone, the two environments linked by a sloped bit of grey stone.

3) The newly born Flyer caste, their tails broad and flared at the tips, take to life in the skies like a Diver to the sea. A small open faced cave is cut into the cliff near its top, and furnished to the liking of its inhabitants. With only two claws with which to manipulate objects, their arms are not fit for normal work. Their feet, in the same split style as the Scouts, are now their main manipulators. With claws thicker and serrated on their backs, the foot of the Flyer caste is almost as good as a Worker's hands. With these blessings from Mother, they fly off in search of prime hunting grounds for the tribe. (Expand)

4) Finishing their work on the aquatic training room, the Divers slip into the water silently. Tails corded with muscle sway back and forth, powering the streamlined forms through the warm water. Armed with their powerful claws, they are to bring back as many animals as possible, alive, to supplement food brought in from hunting. (Fish/whatever the fuck is in the oceans at the moment farming)

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998bb9 No.16337

Dice rollRolled 61, 40, 70, 29 = 200 (4d100)

1. Build a workshop to properly process the found bone.

2. Build a meadery, sometimes honey tastes really good fermented. (2/4)

3. Train Bzz Guards to protect the honey!

4. Build quarries around the rock formations we found. Generally we don't like to live in stone buildings, but for sounder construction stone is a must. (3/4)

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998bb9 No.16338

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998bb9 No.16356

File: 1448339130125.jpg (68.71 KB,404x316,101:79,15909379.548a3c991eb0e.jpg)

Dice rollRolled 14, 34, 53, 41 = 142 (4d100)

[The Hind]

Food: Adequate

Population: 13 (+3/turn)

Happiness: 0

Structures: [Hind Tree Roosts]

Defense: 0

Military: 2 Hind Lesser Flights (1x), 1 Hind Minor Flight (.5x)

Resources: Lumber (scarce), Stone (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Flight, Basic)

Eccentricities:

[Novel Thinkers]: The Hind love trying new things- +5 to developing new technologies. However, they get bored easily. Repeat actions will incur a penalty (cumulative).

[In Progress]

Defense Traps (2/4)

Tactics (2/4)

Shadow Magic. (2/???)

Actions [Lumber Mill, Tactics, Lab, Defense Traps]

1) The Hind continue to work on the lumber mill. They sort of slack off, but it's getting closer to being done. (Lumber Mill 2/4)

2) The Hind start working on their tactics again. They look sort of adorable as they run around and stuff. Adorable but deadly. [Tactics (2/4)][+5 Bonus]

3) The Hind continue to work on the lab after goofing off. The flightleader looks serious, and he bullies the younger hind into moving stone. This is serious business. [Research Lab]

4) The "The Supremely Bored" (the ruling council) is somewhat unnerved to hear the traps aren't done yet. They send a delegate to get the work done. [Defense Traps (2/4)]

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998bb9 No.16407

Dice rollRolled 70, 90, 13, 26 = 199 (4d100)

>>16301

Name: Faltari Fenwesse (the Faltari Haven)

Race: Elves

Fluff:

>The world is a young one, burgeoning with strength and life, virginal and uncorrupted. Into it come a host of new races, each ready to stain it with their own mark, to declare themselves upon history and make the land their own. Some conquer, some tinker, some spread, but the Elves of the Nine Havens wander, and survive. For what must have been centuries, it has been their way. At least. such is what the elders say. None can seem to recall what came before.

>This effect is the Kurvani, the Mists which cloud memory and frustrate recollection. It is this Kurvani that the Nine Havens have sought to pierce, to restore their lost history to them. And elves have long histories to recover. So they wander, and each search for a surcease in their own way.

>The Faltari are the dwellers of murk and marsh and mire, those who tread the dark meanders and keep vigil among the 'blighted' portions of the world. They have learned to adapt to, even appreciate, its many troubles and dangers, and come out stronger for it. Still the Faltari wander, the swamp-dwellers, the bog-druids, the vigilant. The world changes, heading ever towards an uncertain future. But the answers lie in the unfamiliar past.

Color: Off-white

Location: Swamps and bogs

Food: Adequate

Population: 12 (+3/turn)

Happiness: 1

Structures: Stilt-house Village

Defense: 0

Military: 2 Treader Patrols [Skirmisher] (1x)

Resources: Wood (Lots) Fish (Some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Basic) (Boats, Crude)

Eccentricities:

[Hardy wanderers]: The swamp is filled with dangers, and the Faltari have grown used to dealing with them, and just moving on- only rolls 1-5 are critfails. However, the long lived elves have a tough time reproducing.

1/2 - Now that we have settled by the shore, we're going to need better vessels than these cobbled marsh-floats. They suffice in the boggy waters of the swamp, but beyond the estuary and in the open sea, some properly sturdy vessels are needed. Firstly, the construction of docks.

[Build Docks to improve Technology: Boats]

3 - The warriors are skilled indeed at skirmishing and ambushing, better to protect our land. But we must train new fighters, those skilled not just in direct engagement, but in covert attacks to demoralize and inflict wounds upon the enemy forces. The many poisons and venoms of the jungle and swamp are a fine place to start, teaching these new recruits the art of harvesting them, of coating their stone-tipped arrows in the poison, and of aiming carefully to kill even a great beast with a single virulent shot.

[Begin training ambuscadiers skilled in use of poison weapons]

4 - The Auspicious Hunt. The semi-annual search for the lost traces of magic, the glamers and glimmers of power that still hide in the dark and hidden places of the world. The Havens each have their own Hunt, but this one is unique to the Faltari. They shall dredge the swamp, sail the waters of the sea, explore all the borders of their territory in their search for any signs of magic, especially those that might help to pierce the Mists.

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998bb9 No.16493

File: 1448427724002.png (1.99 MB,2025x715,405:143,Primal World.PNG)

>>16308

[Lanquassian]

1) Better weapons are had, and your militia grows in power. (Militia (1x) > Militia (1.5x)

2) The expansion efforts don't go very well… and a group of frustrated young men leave the camp. (lose 1 population)

3) Domestication efforts begin. (2/5)

4) But the temple finishes! The Father God smiles upon the Lanquassians. (Add Structures: (Player named) Temple, +1 happiness)

>>16312

[Queendom]

1-2) Your webspinning techniques get better. (Revise [Traps] to [Good]

3/4) The Queendom easily expands over it's mountain home.

>>16316

[Pollen Pushers]

1) Pioneering research progresses steadily. (4/6)

2) The trees don't really listen to your lessons. They're too busy growing.

3) Farms are almost done. (3/4)

4) Only a bit of progress on the mine. Another flower was sent, apparently. (1/4)

>>16318

[Kulture]

1) It seems that a particularly dull orc misplaced your copper stores. The Kulture looks for it instead of mining, and only recovers about half. (Copper to (Scarce) )

2) And they're too busy to get the Clan hut started as well.

3) A small amount of progress is made on the breeding pit, but not much. (1/4)

4) The goblin finally finishes his efforts and presents them to the clan chiefs. They approve. (Add Technology: Metallurgy [Primitive])

>>16320

[Humans]

1) The elders polish the details of their religion's origin story, and present it to the populace. They are ecstatic- finally their lives seem to have meaning. (Add [Player Religion (If you want)], +1 Happiness)

2)The logging is almost done! (3/4)

3) The couple in charge of overseeing the critters makes the genius decision to introduce them to their young son. He frightens them and they scurry away.

4) Your scouts head out, and return with armfuls of stone! (Add Stone, Average)

>>16322

[The Awoken]

>+3 pop

1/2) The stone circle is completed, and the people seem happy. (Add Structures- Religious Site, +1 Happiness)

3/4) The fence is slow going. The rocks keep falling. (1/4)

>>16328

[Light-Borne]

1) The tunnel network is finished, simple as it may be. ( Add Structures: Tunnel Network, Simple, +1 Defense)

2) Not much progress is made to the diving pools. The divers aren't suited for the work. (1/6)

3) The Flyers start making short flights to find more suitable land to settle. (1/4)

4) The group of divers leave on their expedition; they're not back yet though. (3/4)

>>16337

[First Hive]

1) The workshop to process the bone is well underway. (3/4)

2) The Meadery is almost finished. (3/4)

3) A Bzzt guard is trained! (Add 1 Bzzt Guard, 1x)

4) The Bees finish mining the quarry and bring home the results. (Stone to [Adequate])

>>16356

[The Hind]

1) No progress on the mill.

2) But the tactics the flights have been working on are complete! (Add Tech: Tactics, Crude)

3) The Research Lab is completed. (Add Structures: Research Lab (Simple) )

4) And the traps as well. (Add Tech: Traps, Crude, +1 Defense)

>>16407

[Faltari]

1/2) The Haven quickly get to work on the docks, and they're soon done. (Add Structures: Crude Dock)

3) No luck finding poisons to train the units with.

3) And no luck finding this world's magic, either.

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998bb9 No.16498

Dice rollRolled 74, 28, 95, 2 = 199 (4d100)

>>16493

Name: 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, or the shimmering blue of the water surrounding our isles

Castes: (Worker)(Warrior)(Scout)(Diver)(Flyer)

Location: Tropical(think Hawaii or the Caribbean)

Food: Plentiful

Population: 24 (+6/turn)

Happiness: 1

Structures: Cliff Cave Village, Training Circle, Tunnel Network

Defense: 1

Military: 3(1x Warrior Groups), 1(1x Scout Flyers[Flight]

Resources: Stone (some), Lumber (some)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Adaption, Crude) (Javelins)

Eccentricities:

[Diverse]: Diverse actions will have a minor bonus, while consolidated rolls will incur a penalty.

1) In the midst of training in Father's cold light, the Warrior caste feel a sickening upheaval within their bodies. Scales are shed rapidly, the Warriors ripping them away with a fury. Within moments however, they are replaced by new ones. White and grey like the scales of their Father, the musculature beneath the scales rapidly grow to unseen heights. Running into the jungle, the changing Warriors begin the forceful process of transformation under Father's gaze.

2) The Divers return to work, enlisting the Workers to help with the dry portion of room. 1/6

3) As the first generation of Flyers grows, so too do their range. Over the months(years?), their expeditions increase in length.

4) The Divers continue their search for useful wildlife on their way back to the Nest, taking a circular route to encounter the widest variety of animals.

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998bb9 No.16500

Dice rollRolled 46, 22, 83, 95 = 246 (4d100)

1. Build a workshop to properly process the found bone. Almost done. (3/4)

2. Build a meadery, sometimes honey tastes really good fermented. (3/4)

3. Build a logging camp to carefully harvest and thin the trees of the forest. Both to make room for more flowering plants and to collect wood for our burgeoning hive. We don't want to kill the forest however since this is where the flowers grow.

4. Build an alchemists hut to study the properties of everything we come in contact of.

http://pastebin.com/ud8Mu1ip

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998bb9 No.16505

Dice rollRolled 81, 54, 25, 37 = 197 (4d100)

>>16493

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.

Color: Purple

Location: Caves

Food: Adequate

Population: 26 (+6/turn)

Happiness: 0

Structures: (Homewebs)

Defense: 1

Military: 2 (Arachne Hunters) unit, (1x)

Resources: Rocks (lots), Cave moss (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, Good)

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.

1-2. Set up a farm for mushrooms and fungi. Use this to feed animals. Eventually we will be able to contain a large enough farm to farm them for food.

3-4. Study weaponmaking

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998bb9 No.16506

Dice rollRolled 61, 96, 69, 57 = 283 (4d100)

A1: Dis ain't no good! Find us more ah dah coppah, rip it up outdah ground!

>[Search for & extract copper\other metals we can find]

A2: Try 'an build us up a place fo' the goblinz to get us new shiny tools 'n spears like.

>[Construct Crude Forge\Kiln]

A3: Moar work on da breedin' pittz!

>[Continue working on ][1/4]

A4: Get da smarts workin' on sumfin fer killin–ah venom, ah poison, some'n t'dip our stickies in ahfore we stickz em in!

>[Research Poison]

Name: da Kulture

Race: Greenskins

Fluff:

>>15656 (You) (You)

Food: Plentiful

Population: 11(+5/turn)

Happiness: 0

Structures:

>><<

Greenskin Yurts

>><<

Defense: 0

>><<

Military:

3 Orc War Parties[1x]

1 Goblin Skulkers [.5x][Infiltrate]

>><<

Resources: stone (adequate), Lumber (some), Copper (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Metallurgy [Primitive])

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

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998bb9 No.16515

Dice rollRolled 36, 83, 74, 3 = 196 (4d100)

[Humans (name pending)]

Food: Abundant

Population: 25 (+6/turn)

Happiness: 1

Structures: Log Longhouse, Crude Walls

Defense: 1

Military: 2 Spear Hunters unit (1x), 1 Slinger Band (.5x)

Resources: Lumber (Adequate), Stone (Average)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Traps, Simple)

Religion: The Eye

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.

Lumber 3/4

1. [Construction, Average] We have stone now. Perhaps we could use it for something other than tools?

2. [Mathematics] In order to keep track of the food in our settlement one of the farmers has come up with marking down notches on a piece of cut stone. He calls them numerals and says they help keep track of how many crops he has.

3. [Expand from village to town] Our population is growing, straining our original village borders. We need to set up more houses for families, they cannot all live together as one under the roof of the longhouse.

4. Gather lumber.

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998bb9 No.16519

File: 1448432346606.jpg (68.71 KB,404x316,101:79,15909379.548a3c991eb0e.jpg)

Dice rollRolled 44, 35, 2, 12 = 93 (4d100)

[The Hind]

Food: Adequate

Population: 16 (+3/turn)

Happiness: 0

Structures: [Hind Tree Roosts][Research Lab (Simple)]

Defense: 1

Military: 2 Hind Lesser Flights (1x), 1 Hind Minor Flight (.5x)

Resources: Lumber (scarce), Stone (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Flight, Basic)(Tactics, Crude)

Eccentricities:

[Novel Thinkers]: The Hind love trying new things- +5 to developing new technologies. However, they get bored easily. Repeat actions will incur a penalty (cumulative).

[In Progress]

Shadow Magic. (2/???)

Lumber Mill: [2/4]

Actions [Shadow Magic research, Expansion, Research: ranged weapons, Trade Route]

1) The Hind continue working on Shadow Magic. They like it, frankly, because it matches their feathers and seems funny to them? WARK! WARK! (Shadow Magic: 2/???)[+5 bonus][Research Lab (Simple)]

2) A few Hind have begun to expand the territory. They don't have very good weapons, but they do have numbers and the capacity to squak with fury at whatever they find. WARK WARK! [expansion]

3) In that vein, a few of the Hind have started to work on weapons. Ranged weapons. To avoid fighting up close. Because that would be dumb. WARK! [Ranged weapons research][+5 Bonus][Research Lab (Simple)]

4) The "Supremely Bored" have ordered a trade route to be developed with the "Pollen Pushers". They hope this will defuse tensions. WARK WARK WARK WARK! [trade route, Pollen Pushers]

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998bb9 No.16555

Dice rollRolled 22, 20, 38, 53 = 133 (4d100)

>>16493

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: Abundant

Population: 16 (+5/turn)

Happiness: +1

Structures: [Dwellings: Mud Huts][Father God's Temple]

Defense: 0

Military: 1 Militia(1.5x), 2 Patrols(.5x)

Resources: Stone (adequate), Lumber (scarce), Clay (sustainable)

Technologies: (Wood, Stone) (Hand tools, Good) (Construction, Simple) (Agriculture, Basic) (Crafting, Basic) (Fishing nets, Crude)

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.

–IN PROGRESS–

- Domestication [2/5]

-

–ACTIONS–

1: Our crafters desire a covered place to perform their work, and ask the clans to [Construct a Workshop].

2: Others long to join the departed ones. Let us give them guidance, so the Union may [Expand Downriver].

3: [Domestication] attempts continue.

4: Some of our learned elders sometimes gather to discuss a broad range of topics. We shall encourage this [Development of Philosophy].

"The Father God was pleased! But some of the sons and daughters were not, and left their families behind, but were gifted new weapons alongside the armed warriors, so that they may oneday return. The great beasts were a tricky lot, and it would be some time before the Union learned their secrets. Developments arose, as the begining of support of craft beyond the individual or clan started, as well as the origins of Philosophy."

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998bb9 No.16556

Dice rollRolled 31, 16, 55, 84 = 186 (4d100)

>>16493

Name: Faltari Fenwesse (the Faltari Haven)

Race: Elves

Fluff:

>The world is a young one, burgeoning with strength and life, virginal and uncorrupted. Into it come a host of new races, each ready to stain it with their own mark, to declare themselves upon history and make the land their own. Some conquer, some tinker, some spread, but the Elves of the Nine Havens wander, and survive. For what must have been centuries, it has been their way. At least. such is what the elders say. None can seem to recall what came before.

>This effect is the Kurvani, the Mists which cloud memory and frustrate recollection. It is this Kurvani that the Nine Havens have sought to pierce, to restore their lost history to them. And elves have long histories to recover. So they wander, and each search for a surcease in their own way.

>The Faltari are the dwellers of murk and marsh and mire, those who tread the dark meanders and keep vigil among the 'blighted' portions of the world. They have learned to adapt to, even appreciate, its many troubles and dangers, and come out stronger for it. Still the Faltari wander, the swamp-dwellers, the bog-druids, the vigilant. The world changes, heading ever towards an uncertain future. But the answers lie in the unfamiliar past.

Color: Off-white

Location: Swamps and bogs

Food: Adequate

Population: 15 (+3/turn)

Happiness: 1

Structures: Stilt-house Village, Crude Docks

Defense: 0

Military: 2 Treader Patrols [Skirmisher] (1x)

Resources: Wood (Lots) Fish (Some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Basic) (Boats, Crude)

Eccentricities:

[Hardy wanderers]: The swamp is filled with dangers, and the Faltari have grown used to dealing with them, and just moving on- only rolls 1-5 are critfails. However, the long lived elves have a tough time reproducing.

1/2 - Continue attempting to train ambuscadiers with poison proficiencies.

3 - With the docks up, we can begin at last to try and build some proper, sturdy vessels of exploration and, though the concept is regrettable, war.

4 - As well, access to the sea should offer us a larger supply of fish. Just imagine, eating fish without having to scrape off the muck and cut out the poison glands first! Fish of the sea is indeed a blessing.

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998bb9 No.16561

Dice rollRolled 25, 73, 23, 21, 82 = 224 (5d100)

>>16493

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: 23 (?/turn)

Happiness: 1

Structures: Mud Huts, Religious Site

Defense: 0

Military: 3 Protector Slimes (1x), 1 Brown Ooze (.5x)

Resources: Rocks (lots)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, 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.

1&2. Build Fence 1/4

3&4. Claim more land for the Awoken.

5. Those that come to adulthood.

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998bb9 No.16564

Dice rollRolled 100, 99, 93, 13, 22 = 327 (5d100)

>>16493

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: 23 (?/turn)

Happiness: 1

Structures: Mud Huts, Religious Site

Defense: 0

Military: 3 Protector Slimes (1x), 1 Brown Ooze (.5x)

Resources: Rocks (lots)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, 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.

1&2. Build Fence 1/4

3&4. Claim more land for the Awoken.

5. Those that come to adulthood.

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998bb9 No.16566

>>16564

>>16561

I'll just be over here crying I guess. T_T

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998bb9 No.16634

File: 1448520017872.png (1.99 MB,2025x715,405:143,Primal World.PNG)

>>16498

[Light-Borne]

1)The Moon God shines his savage light on the warrior caste, and two groups are changed. [Revise 2 Warrior Groups (1x) to 2 Moon-borne Warriors (1.5 x)]

2) Not much progress on the diving room- the Divers get in the way. [2/6]

3) Expansion is had!

4) The Divers find wildlife, alright- a 60 foot long Megalodon, swimming right towards them. Thinking quickly, one of the divers releases the nets, and the Megalodon becomes distracted. The Divers are safe, at the expense of most of their catch. [1/4]

>>16500

[First Hive]

1) The Research lab is done! [Add Structures: Research Lab (Crude) ]

2) No progress on the Meadery.

3) The Logging camp is built! [Structures: Logging Camp (Simple), Lumber (Scarce) ]

4) The Alchemist hut is built as well. [Structures: Alchemist Hut (Simple)

>>16505

[Queendom]

1/2) The farm is complete. [Structures: Farm, Food to (Sustainable)]

3/4) Weaponmaking research progresses slightly. (2/4)

>>16506

[Kulture]

1) Copper is found! [Copper to (Some)]

2) The Forge is easily complete using some stone stores. [Structures: Forge (Crude); Stone (Some)

3) The breeding pits are almost done. (3/4)

4) Poison research commences. (2/4)

>>16515

[Humans (Name Pending)]

1) Some of your people start to improve your defensive wall with their new stoneworking techniques. (1/4)

2) Soon enough, basic mathematical concepts are created. [Tech: Mathematics]

3) The expansion of your camp is almost done. More room to grow means more population! [3/4]

4) The wood gathering goes smoothly… until felled tree falls the wrong way and crushes someone. [-1 population]

>>16519

[The Hind]

1) The research into Shadow magic progresses. The Hind think they're onto something! [4/???]

2) The Hind start small expeditionary flights, looking for suitable places to settle. (1/4)

3) The Hind, in a fit of creativity, plunder the woodstores and make design after design of all manner of ranged weaponry… and all are deemed unworthy and scrapped. [Lose Lumber (Scarce)]

4) No Trade route. What do you have to trade anyway?

>>16555

[Lanquassian]

1) The people don't get any work on the workshop done, arguing about design aesthetics instead.

2) No expansion is had.

3) Domestication does indeed continue, but it isn't finished yet. [3/5]

4) The Lanquassian elders convene, and the beginnings of philosophy sprout among them. [2/4]

>>16556

[Faltari]

1/2) A bit of progress is made training the Ambuscadiers, but it'll take a while. [1/8]

3) The beginnings of a navy starts construction. [2/4]

4) More fish are easily dredged up! [Food: Plentiful, +1 pop/turn]

>>16561

[Awoken]

>8 pop

1/2) The Fence is almost done! [3/4]

3/4) No expansion. The people feel that the direction they're going in is too dangerous.

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998bb9 No.16635

Dice rollRolled 20, 1, 94, 71 = 186 (4d100)

A1: Ye goblins! Round us up somethin' tah ride, runnin'n walkin's takin' too long.

>[Seek Mounts, preferably Wargs]

A2: Try an' expand towards the mountains like.

>[Expansion: Towards Mountains]

A3: Da fuck pits need doin' right quick ya gitz, gotta get breeedin'! Yehehehe.

>[Breeding Pits](3/4)

A4: The wizened Goblins keep at work on poison.

>[Poison](2/4)

Name: da Kulture

Race: Greenskins

Fluff:

>>15656 (You) (You) (You)

Food: Plentiful

Population: 16(+5/turn)

Happiness: 0

Structures:

>><<

Greenskin Yurts

Forge (Crude)

>><<

Defense: 0

>><<

Military:

3 Orc War Parties[1x]

1 Goblin Skulkers [.5x][Infiltrate]

>><<

Resources: stone (some), Lumber (some), Copper (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Metallurgy [Primitive])

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

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998bb9 No.16636

Dice rollRolled 14, 35, 12, 68 = 129 (4d100)

>>16634

[META: Sigh.]

1: Construct Workshop

2: Expand Downriver

3: Domestication [3/5]

4: Develop Philosophy [2/4]

Food: Abdundant

Pop: 21 (+5 Turn)

Happyness: +1

Structures: Dwellings:Mud Huts, Father God's Temple

Defense: 0

Military: 1x Milita[1.5x], 2x Patrols[.5x]

Resources: Stone[Adequate], Lumber[Scarce], Clay[Sustainable]

Tech: Wood, Stone. Hand Tools: Good. Construction: Simple. Agriculture: Basic. Crafting: Basic. Fishing Nets: Crude.

Eccentricty: +5 to craft, -1 combat rolls

In progress:

Domestication 3/5

Philosophy 2/4

"No records are left of this specific period, but it is assumed that the early Lanquassians continued to try to expand, and that the roots of philosophy from the earlier period continued to grow."

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998bb9 No.16640

Dice rollRolled 40, 17, 24, 44 = 125 (4d100)

[Humans (name pending)]

Food: Abundant

Population: 30 (+6/turn)

Happiness: 1

Structures: Log Longhouse, Crude Walls

Defense: 1

Military: 2 Spear Hunters unit (1x), 1 Slinger Band (.5x)

Resources: Lumber (Adequate), Stone (Average)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Traps, Simple) Mathematics (Simple)

Religion: The Eye

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.

Lumber 3/4

1. [Construction, Average] If we can use it to strengthen walls perhaps we could find a way to use it to strengthen houses too!

2. [Writing] Mathematics has inspired some other people in the village to do their own types of tinkering. After awhile, everyone just sort of agrees on what a written language should look like.

3. [Expand from village to town] Continue building houses. Our population is exploding and there are dozens of people who would like their own homes.

4. Gather lumber.

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998bb9 No.16641

>>16640

Forgot to include progress of 1/4 on 1 and 3/4 on 3.

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998bb9 No.16643

File: 1448522652106.jpg (68.71 KB,404x316,101:79,15909379.548a3c991eb0e.jpg)

Dice rollRolled 100, 19, 33, 12 = 164 (4d100)

[The Hind]

Food: Adequate

Population: 19 (+3/turn)

Happiness: 0

Structures: [Hind Tree Roosts][Research Lab (Simple)]

Defense: 1

Military: 2 Hind Lesser Flights (1x), 1 Hind Minor Flight (.5x)

Resources: Lumber [none], Stone (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Flight, Basic)(Tactics, 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].

[In Progress]

(Shadow Magic: 4/???)

Lumber Mill: [2/4]

(Expansion 1/4)

Actions [Tactics Research, Research Research, Expansion, Lumber]

1. The "Supremely Bored" star working on….better tactics. Again. This time they're drilling with little spears and other stuff, it's kind of cute. Sort of. WARK WARK WARK WARK! [Tactics research][+5 bonus][Research Lab (Simple)]

2) Another group of hind are trying to figure out how to do research easier – methods, numbers, etc. They draw in the dirt most of the time, but they seem focused. "Sometimes the others try to eat the worms, but the worms are vital to understanding certain equations. WARK." [research methods][+5 bonus][Research Lab (Simple)]

3) The Hind keep expanding. They really want more territory – who knows why really, they're kinda weird, sometimes. WARK WARK WARK. (Expansion 1/4)

4) The Hind start working on that lumber mill again. Hopefully they will finish it this time…or more than likely they will get bored, who knows. (Lumber Mill: [2/4])

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998bb9 No.16654

Dice rollRolled 60, 76, 81, 5 = 222 (4d100)

1. Begin investigating how to properly shape the new bone we acquired. Use both the new workshop and the alchemist hut in conjunction.

2. Build a meadery, sometimes honey tastes really good fermented. (3/4)

3. With a steady supply of wood and stone we can now build larger buildings, and more importantly begin to dig with the earth to expand downwards so we don't disturb the forest unduly. Research underground construction.

4. Build a proper place for gathering and processing pollen into honey, to streamline and improve production. A flower farm.

http://pastebin.com/ud8Mu1ip

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998bb9 No.16663

Dice rollRolled 71, 94, 22, 88 = 275 (4d100)

>>16634

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.

Color: Purple

Location: Caves

Food: Sustainable

Population: 32 (+6/turn)

Happiness: 0

Structures: (Homewebs)

Defense: 1

Military: 2 (Arachne Hunters) unit, (1x)

Resources: Rocks (lots), Cave moss (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, Good)(Weapons 2/4)

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.

1-2. Continue weapon making research!

3-4. Research Ambush tactics for our hunters!

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998bb9 No.16664

>>16301

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: Scarce

Population: 17 (+3/turn)

Happiness: 1

Structures: Castle

Defense: 1

Military: 1 Warrior Ants [1.5x], 2 Worker Ants [1x]

Resources: stone (Lots)

Technologies: (Wood, Stone) (Hand tools, Simple) (Stoneworking [Basic]) (Agriculture, Basic) (Tunnels (Basic)

Eccentricities:

[Super-strength]: It is much easier for the Formicae to make stronger military units, and a higher rate of food consumption.

Projects:

Lumber Mill 2/4

Instruments 3/4

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998bb9 No.16670

Dice rollRolled 70, 36, 55, 96 = 257 (4d100)

>>16634

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, or the shimmering blue of the water surrounding our isles

Castes: (Worker)(Warrior)(Scout)(Diver)(Flyer)

Location: Tropical(think Hawaii or the Caribbean)

Food: Plentiful

Population: 30 (+6/turn)

Happiness: 1

Structures: Cliff Cave Village, Training Circle, Tunnel Network

Evolutions: (Workers: Base)(Scouts: Base)(Warriors: Armored Scales)(Divers: Base)

Defense: 1

Military: 1(1x Warrior Groups), 2(1.5x Moon-Borne Warrior Groups) 1(1x Scout Flyers[Flight]

Resources: Stone (some), Lumber (some)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Adaption, Crude) (Javelins)

Eccentricities:

[Diverse]: Diverse actions will have a minor bonus, while consolidated rolls will incur a penalty.

1) Father looks down upon his children in his waters, and despairs at their loss of their catch. Grinning, he places upon them a boon. Floating on their backs in sleep, the Divers are awoken by a painful growing sensation in their hands and feet. After the pain passes, the Divers examine their new gifts. Wrists now house a 2 claw length(4 inches) spur of bone. Flexing a previously unknown muscle, the spur is shot forward from its sheath. The bone, extending from the arm, releases a thin greenish liquid from a series of holes along its length. (Mutate neurotoxins)

2) Driving the Divers from their aquatic home, the Workers get to work without the annoyance of the unskilled caste. [2/6]

3) The Workers, feeling the need for better tools, set to work improving their stone tools.

4) Reveling in their new gift, bought through pain, the Divers return to their search. They seek out the shark that stole their catches as well, to test their gift. [1/4]

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998bb9 No.16671

>>16670

*A spur is present on the back of the foot of the Divers as well as the hands. The largest claw on the foot is adapted to inject the same toxin as the spur on their hands.

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998bb9 No.16685

Dice rollRolled 93, 93, 52, 97 = 335 (4d100)

>>16300

>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: 8 (+3/turn)

Happiness: 0

Structures: (Tree Hollows [basic dwellings])

Defense: 0

Military: 2 (Fae Raiders) unit (.5x)

2 (Fae Raiders) unit (1x)

Resources: Clay (Lots), Wood (Some)

Tech: Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Pioneering, 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.

1.2. Continue to tame the Leptocyons! 2/6

3. Expand our territory do it do it do it!

4. build more of this weaponry!

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998bb9 No.16704

Dice rollRolled 100, 92, 55, 47, 42, 79, 34, 73 = 522 (8d100)

>>16664

1. Mine for metal then!

2. Finish up the lumber mill 2/4

3. Construct the Nursery

4. Finish up the instruments 3/4

5. Design some clothing that will work to our anatomy

6. Expand our territory

7-8. There are giant honey mites nearby, gnawing on the wood. They make tasty mite honey. We could domesticate them for an additional food source.

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998bb9 No.16705

Dice rollRolled 77, 6, 50, 80 = 213 (4d100)

>>16634

Name: Faltari Fenwesse (the Faltari Haven)

Race: Elves

Fluff:

>The world is a young one, burgeoning with strength and life, virginal and uncorrupted. Into it come a host of new races, each ready to stain it with their own mark, to declare themselves upon history and make the land their own. Some conquer, some tinker, some spread, but the Elves of the Nine Havens wander, and survive. For what must have been centuries, it has been their way. At least. such is what the elders say. None can seem to recall what came before.

>This effect is the Kurvani, the Mists which cloud memory and frustrate recollection. It is this Kurvani that the Nine Havens have sought to pierce, to restore their lost history to them. And elves have long histories to recover. So they wander, and each search for a surcease in their own way.

>The Faltari are the dwellers of murk and marsh and mire, those who tread the dark meanders and keep vigil among the 'blighted' portions of the world. They have learned to adapt to, even appreciate, its many troubles and dangers, and come out stronger for it. Still the Faltari wander, the swamp-dwellers, the bog-druids, the vigilant. The world changes, heading ever towards an uncertain future. But the answers lie in the unfamiliar past.

Color: Off-white

Location: Swamps and bogs

Food: Plentiful

Population: 19 (+4/turn)

Happiness: 1

Structures: Stilt-house Village, Crude Docks

Defense: 0

Military: 2 Treader Patrols [Skirmisher] (1x)

Resources: Wood (Lots) Fish (Some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Basic) (Boats, Crude)

Eccentricities:

[Hardy wanderers]: The swamp is filled with dangers, and the Faltari have grown used to dealing with them, and just moving on- only rolls 1-5 are critfails. However, the long lived elves have a tough time reproducing.

1/2 - Continue training Ambuscadiers

>1/8

3/4 - Continue constructing navy

>2/4

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998bb9 No.16897

File: 1448658679948.jpg (9.61 KB,300x168,25:14,Red Meteor.jpg)

>>16635

[Kulture]

1) No suitable mounts are found, not even tracks.

2) The expansion goes well- until a rockslide crushes a few of your people. [-2 Pop]

3) But the breeding pits are completed! [Add Structures: Breeding Pits (Crude), +1 pop/turn]

4) The poison research is complete! [Poison (Crude)

>>16636

[Lanquassian]

1) The Lanquassian's still argue over design aesthetics, and nothing gets done.

2) However, they do start moving downriver. [1/4]

3) No progress on domestication.

4) The Lanquassian Philosophers present their finished works to the populace, who readily listen- it seems to give them comfort in the strange world they find themselves in. [+1 Happiness]

>>16640

[Humans]

1) Better construction methods are almost complete! [3/4]

2) No progress on the writing system though.

3) Or expansion.

4) The people start again on their efforts to collect lumber, and it seems to go smoother than last time. [2/4]

>>16643

[The Hind]

1) The Hind seem to… just get it this time. In fact, they surpass their instructors expectations greatly! [Tactics, Good]

2) Some of the Hind think they're onto something, but their superiors nix their ideas. No progress.

3) Expansion efforts crawl along. [2/4]

4) They got bored.

>>16654

[First Hive]

1) The new bone-working techniques are almost done. [3/4]

2) The meadery is completed! [Structures: Meadery (Not sure what you wanted it to do though)]

3) The research is well underway, but it's such an odd departure from what your people are used too. It'll take a while. (3/6)

4) The flowers are planted… as a flash flood occurs. The flowers are destroyed, but the populace is safe in their homes- except for one. [-1 pop]

>>16663

[Queendom]

1/2) Research progresses smoothly, and soon better weapons are made! [Weapons, Basic]

3/4) The Ambush tactics are almost done. [3/4]

>>16664

[Formicae]

1) The miners are only at it for a short time, before they find a pretty sizeable copper mine. [Resources: Copper (adequate)]

2) The Lumber mill is easily completed. (Structures: Lumber mill (Crude), Stone (Adequate)

3) The nursery is under construction. It should provide a safe place for young Formicae to grow. [2/4]

4) The instruments are completed, and the sound of them can be heard throughout the tunnels. [Instruments, Crude; +1 Happiness]

5) The modified clothing is underway [2/4]

6) The Kingdom is almost done expanding. [3/4]

7/8) Domestication efforts on the nearby insects starts. [2/4]

>>16670

[Light-borne]

1) The Divers awake with their new modifications, and immediately test them. [3/4]

2) Work progresses for the Workers, still a bit slowly, but better without the distracting antics of the Divers. [4/6]

3) The tools are well on their way to being improved! [3/4]

4) The divers stumble upon a pod of small Icthyosaur, and bring their catch back to the settlement. No shark in sight, though. [Food: Abundant, +2 pop/turn]

>>16685

[Klahn]

1/2) The small dog-like creatures are tamed! [Resource: Leptocyon pack (Sustainable)]

3) Expansion starts. [2/4]

4) Better weaponry is made. [Weaponry, Good]

>>16705

[Faltari]

1/2) Ambuscadier training goes well today. [4/8]

3/4) And some small boats are made. [Military: 2 player named boats, (.5x)

WORLD EVENT

A red meteor streaks slowly across the sky of Primal World. Where it's going is anybody's guess, but the budding civilizations feel a bit… different. But how long it will last, no one knows.

>New Eccentricities will be given out next turn crunch!

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998bb9 No.16898

Dice rollRolled 56, 73, 15, 95 = 239 (4d100)

>>16897

Name: Faltari Fenwesse (the Faltari Haven)

Race: Elves

Fluff:

>The world is a young one, burgeoning with strength and life, virginal and uncorrupted. Into it come a host of new races, each ready to stain it with their own mark, to declare themselves upon history and make the land their own. Some conquer, some tinker, some spread, but the Elves of the Nine Havens wander, and survive. For what must have been centuries, it has been their way. At least. such is what the elders say. None can seem to recall what came before.

>This effect is the Kurvani, the Mists which cloud memory and frustrate recollection. It is this Kurvani that the Nine Havens have sought to pierce, to restore their lost history to them. And elves have long histories to recover. So they wander, and each search for a surcease in their own way.

>The Faltari are the dwellers of murk and marsh and mire, those who tread the dark meanders and keep vigil among the 'blighted' portions of the world. They have learned to adapt to, even appreciate, its many troubles and dangers, and come out stronger for it. Still the Faltari wander, the swamp-dwellers, the bog-druids, the vigilant. The world changes, heading ever towards an uncertain future. But the answers lie in the unfamiliar past.

Color: Off-white

Location: Swamps and bogs

Food: Plentiful

Population: 19 (+4/turn)

Happiness: 1

Structures: Stilt-house Village, Crude Docks

Defense: 0

Military: 2 Treader Patrols [Skirmisher] (1x), [2 Sea Patrols (.5x)]

Resources: Wood (Lots) Fish (Some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Basic) (Boats, Crude)

Eccentricities:

[Hardy wanderers]: The swamp is filled with dangers, and the Faltari have grown used to dealing with them, and just moving on- only rolls 1-5 are critfails. However, the long lived elves have a tough time reproducing.

1/2 - Get dem Ambuscadiers, fam

>4/8

3 - Try and improve the Sea Patrols to make them more suited for defensive combat. This is our lake now.

4 - In the wake of the Red Comet, the bog-druids fear great change. What could this hold for the piercing of the mists? It inspires their seers and sages to look towards the skies. The muck and dirt has failed, the stars may hold the answers they seek.

[Begin researching Astronomy]

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998bb9 No.16900

File: 1448659955804.jpg (69.54 KB,657x748,657:748,deoxys_by_mrredbutcher-d7q….jpg)

Name: Epsilon-237

Race: Immateriua – A species of strange alien creatures mutated from a space-bacteria resting within a meteorite.,

Fluff: Epsilon-237, considered the modern name of the red meteorite that the primordial world of [REDACTED]– yet, it was so much more. The experiment did not go well, and our ray seemed to go off course and make contact with Epsilon. We were hoping it was the one meteorite that didn't contain the Immateriua contagion, but…our hopes were not answered. We created something horrible, something very, very horrible. These creatures are fast, adaptive and lethal just as they were when they were just viral organisms. We won't interfere with the development of the primordial..but..the local life will just have to expel them. Somehow..

Color: Purple– if not purple, then Red – if not either, then something else.

Location: Wherever the meteorite/piece of meteorite may have crashed.

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.16904

Dice rollRolled 51, 27, 45, 40 = 163 (4d100)

>>16897

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.

Color: Purple

Location: Caves

Food: Sustainable

Population: 38(+6/turn)

Happiness: 0

Structures: (Homewebs)

Defense: 1

Military: 2 (Arachne Hunters) unit, (1x)

Resources: Rocks (lots), Cave moss (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, Good)(Weapons, Basic)(Ambush tactics 3/4)

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.

1-2. Finish researching ambush tactics

3-4. Expand territory

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998bb9 No.16907

Dice rollRolled 41, 69, 55, 66 = 231 (4d100)

>>16897

>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: 8 (+3/turn)

Happiness: 0

Structures: (Tree Hollows [basic dwellings])

Defense: 0

Military: 2 (Fae Raiders) unit (.5x)

2 (Fae Raiders) unit (1x)

Resources: Clay (Lots),

Wood (Some)

Leptocyon pack (Sustainable)

Tech: Wood, Stone)

(Hand tools, Simple) (

Construction, Simple)

(Agriculture, Basic)

(Pioneering, Simple)

[Weaponry, Good]

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.

1. Train up some cavalry with the leptocyon and our good weapons

2.3. Continue to expand! 2/4

4. Build weaponry that will let us attack those that are far away, whether because of height or distance none shall stop our path of conquest! (Research bows)

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998bb9 No.16909

>>16897

REVISION

3) You expand into a town. (+2 pop/turn)

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998bb9 No.16910

Dice rollRolled 36, 13, 60, 41 = 150 (4d100)

[The Hind]

Food: Adequate

Population: 22 (+3/turn)

Happiness: 0

Structures: [Hind Tree Roosts][Research Lab (Simple)]

Defense: 1

Military: 2 Hind Lesser Flights (1x), 1 Hind Minor Flight (.5x)

Resources: Lumber [none], Stone (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Flight, Basic) [Tactics, Good]

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].

[In Progress]

(Shadow Magic: 4/???)

Lumber Mill: [2/4]

(Expansion 2/4)

Actions [Worship meteor as a sign from the "god of shadows"]

1.2.3.4. Literally ALL of the Hind start worshipping the meteor as an entity of profound chaos, disruption, fun, and disorder. They equate it with cleverness, knowledge, shadows, and wit. They seem to fly around in strange patterns, emitting weird calls, and they don't seem to stop. They drop everything they seem to be doing, and life as usual seems to be disrupted. The entire society seems to be focused on the meteor, and many Hind are drawing weird circles, chanting, and running around maniacally. [Worship meteor as a sign from the "god of shadows"][Research Lab, Simple][+5]

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998bb9 No.16911

Dice rollRolled 13, 7, 42, 48 = 110 (4d100)

Name: Tor'Andorth

Food: Abundant

Population: 38 (+8/turn)

Happiness: 1

Structures: Log Longhouse, Crude Walls

Defense: 1

Military: 2 Spear Hunters unit (1x), 1 Slinger Band (.5x)

Resources: Lumber (Adequate), Stone (Average)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Traps, Simple) Mathematics (Simple)

Religion: The Eye

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.

[Construction, Average] 3/4

[Lumber] 2/4

1. [Construction, Average] We've nearly figured out the secrets behind stone construction. This will help us when we decide to expand our town or make new ones.

2. [Expansion] Go exploring again for a new place to set up a new settlement.

3. [Administration] We are a true settlement now. Hundreds live here and we have begun to truly thrive as our town grows. But, a town brings new challenges. People need to be led and leaders need assistants to aid them in their task.

4. [Writing] With more people comes more ideas and more input. Maybe we'll make more headway this time.

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998bb9 No.16916

Dice rollRolled 72, 81, 55, 19 = 227 (4d100)

>>16897

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, or the shimmering blue of the water surrounding our isles

Castes: (Worker)(Warrior)(Scout)(Diver)(Flyer)

Location: Tropical(think Hawaii or the Caribbean)

Food: Abundent

Population: 38 (+8/turn)

Happiness: 1

Structures: Cliff Cave Village, Training Circle, Tunnel Network

Evolutions: (Workers: Base)(Scouts: Base)(Warriors: Armored Scales)(Divers: Base)

Defense: 1

Military: 1(1x Warrior Groups), 2(1.5x Moon-Borne Warrior Groups) 1(1x Scout Flyers[Flight]

Resources: Stone (some), Lumber (some)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Adaption, Crude) (Javelins)

Eccentricities:

[Diverse]: Diverse actions will have a minor bonus, while consolidated rolls will incur a penalty.

>Actions

1) The Divers continue their change, testing the new gift on their prey. Almost immediately after the injection of the liquid, any large animal will begin convulsing. Examinations of the dead before consuming them show the animals' brains seem rotted(though still delicious)

2) The Workers set to finishing the Diver room.

3) In their spare time, the Workers work on improving their tools.

4) All of the tribe feels the effects of Mother's and Father's child, the red streak in the sky sparking something within them. Taking to mating under its light, the tribe's eggs are struck through with red markings on the shells. Only time will tell the effect they will have.

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998bb9 No.16922

File: 1448663024073-0.jpg (87.28 KB,620x412,155:103,pilgrims-1st-t-giving.jpg)

File: 1448663024076-1.png (3.46 KB,300x300,1:1,PrimalWorldCrest.png)

>>15518

>>16897

>Name: Followers of Todsänger.

>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.

These are what Her followers acknowledge Her as, those who are brought to vast lands of other universes, to ensure that no other may threaten Her place. However, those who follows Todsänger's words do not bring conversion at the tip of the sword, rather, they seek to convince them through peace, avoiding bloodshed whenever possible.

The missionaries who came with Her words are of a not!Germanic origins, often dressed in shades of green, wearing humble clothing when possible. To protect those who follows Her words, would be Todsänger's Paladins, empowered warrioresses who parallels the most with the Grimdark God-Emperor's Space Marines.

In spite of their preparation, most of their supplies and equipments would be missing when they arrived in these primal lands. However, this did not falter their will, for as long as they have faith in the one true Goddess, they shall prevail.

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.16923

Dice rollRolled 46, 75, 82, 63, 72, 74, 84, 52, 33, 24 = 605 (10d100)

>>16634

>>16897

Missed a turn so…

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: 31 (?/turn)

Happiness: 1

Structures: Mud Huts, Religious Site

Defense: 0

Military: 3 Protector Slimes (1x), 1 Brown Ooze (.5x)

Resources: Rocks (lots)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, 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.

1&2. Fence 3/4

3-6. Expansion!

7&8. Explore around for anything of interest.

9&10. Pop roll.

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998bb9 No.16928

>>16900

[Epsilon-237]

Food:

Population: 5

Happiness: 0

Structures: Structures: Simple Dwellings (fluff accordingly)

Defense: 0

Military: 2 (player fluff units) (1x)

Resources: Rocks (some), Clay (adequate)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Pioneering, Simple)

Eccentricities:

[Alien Contagion]: The Immateriua are biologically engineered to do nothing more than expand and conquer… expansion increases happiness. However, the native fauna of Primal World seem to instinctively realize that they are a major threat, and peaceful interactions with them are nearly impossible. Some of the more aggressive species may seek to actively eliminate the threat…

>>16922

[Followers]

Food: Scarce

Population: 6 (+3/turn)

Happiness: 0

Structures: Simple Dwellings (fluff accordingly)

Defense: 0

Military: 1 (player fluff unit) (1x) 2 (player fluff unit)(.5x)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic)

Eccentricities:

[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.16929

>>16900

[Epsilon-237]

Food: Scarce

Population: 5 (+3/turn)

Happiness: 0

Structures: Structures: Simple Dwellings (fluff accordingly)

Defense: 0

Military: 2 (player fluff units) (1x)

Resources: Rocks (some), Clay (adequate)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Pioneering, Simple)

Eccentricities:

[Alien Contagion]: The Immateriua are biologically engineered to do nothing more than expand and conquer… expansion increases happiness. However, the native fauna of Primal World seem to instinctively realize that they are a major threat, and peaceful interactions with them are nearly impossible. Some of the more aggressive species may seek to actively eliminate the threat…

>>16922

[Followers]

Food: Scarce

Population: 6 (+3/turn)

Happiness: 0

Structures: Simple Dwellings (fluff accordingly)

Defense: 0

Military: 1 (player fluff unit) (1x) 2 (player fluff unit)(.5x)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic)

Eccentricities:

[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.16935

Dice rollRolled 7, 56, 11, 89 = 163 (4d100)

2) The expansion goes well- until a rockslide crushes a few of your people. [-2 Pop]

3) But the breeding pits are completed! [Add Structures: Breeding Pits (Crude), +1 pop/turn]

4) The poison research is complete! [Poison (Crude)

A1: Try again on dem'ounts, ya gitz

>[Attempt to find mounts, preferably Wargs\Raptors]

A2: Forge us up some shiny tools n'weapons!

>[Forge crude copper weapons and tools]

A3: Get us biggah an greenah boys! T'wards them mountains ya fools!

>[Expand, towards mountains]

A4: All our shit keeps fallin apart boyz–have the boys learn how to dig a right hole, get some shinies out of it on the regulah like

>[Researching Mining]

Name: da Kulture

Race: Greenskins

Fluff:

>>15656 (You) (You) (You) (You)

Food: Plentiful

Population: 20(+6/turn)

Happiness: 0

Structures:

>><<

Greenskin Yurts

Forge (Crude)

Breeding Pits (Crude), +1 pop/turn

>><<

Defense: 0

>><<

Military:

3 Orc War Parties[1x]

1 Goblin Skulkers [.5x][Infiltrate]

>><<

Resources: stone (some), Lumber (some), Copper (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Metallurgy [Primitive][Poison (Crude)]

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

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998bb9 No.16937

File: 1448668223435.png (5.15 KB,300x300,1:1,TodPanderWasIt.png)

>>16928

>Name: Followers of Tad's anger?

>Race: Humans.

>Colour: Dark Gold, due to a abundance of green nations.

>Location: Somewhere with Forests, near some plains.

>Fluff:

Ted, Priest of Sickles, the colour green, bad moods, and, uh…

It turns out that even unfalting faith couldn't withstand the transition, and while there is a slight sureity that there is something powerful out there, whatever that may be is unclear. Reguardless, the 'Paladins' still remained as strong as they were before, and the human commoners are hard at work making these land a new home for themselves. Only time will tell if they will remember what purpose they serve in this world…

Food: Scarce

Population: 6 (+3/turn)

Happiness: 0

Structures: [Simple Pavilions]

Defense: 0

Military:

1 [Levy Paladins (1x)]

2 [Levy Commoners (0.5x)]

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic)

Eccentricities:

[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.

(Actions will be linked to this sheet of stats)

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998bb9 No.16945

Dice rollRolled 90, 48, 82, 34 = 254 (4d100)

>>16897

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: Abundant

Population: 26 (+5/turn)

Happiness: +2

Structures: [Dwellings: Mud Huts][Father God's Temple]

Defense: 0

Military: 1 Militia(1.5x), 2 Patrols(.5x)

Resources: Stone (adequate), Lumber (scarce), Clay (sustainable)

Technologies: (Wood, Stone) (Hand tools, Good) (Construction, Simple) (Agriculture, Basic) (Crafting, Basic) (Fishing nets, Crude)

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.

–IN PROGRESS–

- Domestication [3/5]

-

–ACTIONS–

1: Our crafters desire a covered place to perform their work, and ask the clans to [Construct a Workshop].

2: Others long to join the departed ones. Let us give them guidance, so the Union may [Expand Downriver].

3: [Domestication] attempts continue.

4: Research into better ways of [Construction]

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998bb9 No.16951

File: 1448671803428-0.jpg (17.46 KB,300x190,30:19,Roundhouse.JPG)

File: 1448671804146-1.jpg (82.79 KB,680x500,34:25,Essen-Tages.jpg)

Dice rollRolled 21, 43, 19, 81, 33, 36, 89, 33, 55, 18, 52, 25 = 505 (12d100)

>>16937

Due to their greater strength and preserved training from the Transfer, the 'Paladins' took the ruling over the small, not!Germanic village.

1-4: While the Pavilion tents provided sufficient protection from the weather, many didn't consider them to be a permanent solution. To provide comfort of a home, construction of rounded houses began, which will serve to house the families against the elements.

(Construct primitive Roundhouses to provide a more permanent protection from the elements)

5-6: The paladins soon had a discussion deeper within the nearby forest, and while whoever the being above may be hasn't yet been discovered, they all agreed that there must be a religious festival in order to maintain the village's morale. Soon, they came up with 'Essen-Tages', a monthly feast to celebrate their arrival into this new world. While this would make the food problem a little bit worse, the paladins hoped that it would help make the commoners and themselves happy and content.

(Invent 'Essen-Tages', a monthly religious festival to keep morale and happiness high)

7-8: Meanwhile, a few of the Followers would be trying to chop down trees with Sickles, claiming that 'THIS IS HOW THE GOD WANT IT TO BE DONE!'. That didn't convince anyone but themselves, but it did raise the matter of gathering wood for the purpose of aiding the village, with wiser men soon grouping together, taking hand-axes against the trees for the much needed wood.

(Form a Lumberjack group for easier gathering of wood)

9: The world is all so strange for the not!Germanic people, so it is decided that in order to understand whatever lays beyond the horizon, one of the Paladins would be sent with a small party of ordinary folk to go beyond said horizon to find out.

(Typical exploration roll)

10-12: Of the twenty or so Paladins within the humble village, only one of them seemed to be against their rule of the village. Ludwina Irober, one of the weaker Paladins, argues that the true faith was forgotten, and so was replaced by a barbaric 'might makes right' way of ruling. While most of the other Paladins made no bother over Ludwina's argument, she soon left into the forest once more, to isolate herself from civilization so that she can rediscover the true faith, and to restore the true ruler to the community.

(Rediscover the true faith)

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998bb9 No.16974

Dice rollRolled 65, 73, 43, 55 = 236 (4d100)

>>16897

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: Scarce

Population: 17 (+3/turn)

Happiness: 2

Structures: Castle, Lumber mill (Crude)

Defense: 1

Military: 1 Warrior Ants [1.5x], 2 Worker Ants [1x]

Resources: stone (Adequate) copper adequate

Technologies: (Wood, Stone) (Hand tools, Simple) (Stoneworking [Basic]) (Agriculture, Basic) (Tunnels (Basic) Instruments (Crude)

Eccentricities:

[Super-strength]: It is much easier for the Formicae to make stronger military units, and a higher rate of food consumption.

Projects:

Nursery 2/4

Clothing 2/4

Expansion 3/4

Honey Mites 2/4

1. Continue to domesticate the honey mites! 2/4

2. Keep on expanding 3/4

3. Continue to construct the nursery 2/4

4. And develop fine clothing for the King and Queen 2/4

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998bb9 No.16975

>>16974

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: Scarce

Population: 20 (+3/turn)

Happiness: 2

Structures: Castle, Lumber mill (Crude)

Defense: 1

Military: 1 Warrior Ants [1.5x], 2 Worker Ants [1x]

Resources: stone (Adequate) copper adequate

Technologies: (Wood, Stone) (Hand tools, Simple) (Stoneworking [Basic]) (Agriculture, Basic) (Tunnels (Basic) Instruments (Crude)

Eccentricities:

[Super-strength]: It is much easier for the Formicae to make stronger military units, and a higher rate of food consumption.

Projects:

Nursery 2/4

Clothing 2/4

Expansion 3/4

Honey Mites 2/4

Corrected Stats

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998bb9 No.16984

Dice rollRolled 66, 11, 39, 50 = 166 (4d100)

META : The Meadery is to turn honey into mead. A favorite kind of booze that the Bzz enjoy alongside honey. As for in-game effects I dunno.

1. Begin investigating how to properly shape the new bone we acquired. Use both the new workshop and the alchemist hut in conjunction. (3/4)

2. Expand!

3. With a steady supply of wood and stone we can now build larger buildings, and more importantly begin to dig with the earth to expand downwards so we don't disturb the forest unduly. Research underground construction.

4. Build a proper place for gathering and processing pollen into honey, to streamline and improve production. A flower farm.

http://pastebin.com/ud8Mu1ip

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998bb9 No.16988

>>16984

>>16984

Underground Construction is at (3/6)

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998bb9 No.17065

File: 1448699925958.png (1.99 MB,2025x715,405:143,Primal World.PNG)

>>16898

[Faltari]

1/2) Almost done training the Ambuscadiers. Perhaps if the Haven had researched poisons first, and not just dived straight in… [7/8]

3) No progress on improving the patrols however.

4) The elves of the Haven look up to the travelling comet, still streaking across the sky. After a while, they start to have a crude understanding of the cosmos above. [Astronomy, Crude]

>Add Eccentricity

[Boaters]: The swamps are conducive to boats, but not trampling around on foot. The Faltari gain +5 to rolls creating naval units, and -5 to creating infantry.

>>16904

[Queendom]

1/2) The Ambush tactics are finished. [Tech: Ambush Tactics, Crude]

3/4) The Queendom starts expansion, but doesn't finish. [2/4]

>Add Eccentricity:

[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.

>>16907

[Klahn]

1) Progress training the Leptocyon to be ridden is slow. [1/4]

2/3) Expansion is had!

4) Crude bows are underway. [3/4]

>Add Eccentricity

[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.

>>16910

[Hind]

>GM Note: Magic is not TECH Research

1-4) It doesn't take long for the Hind to feel different… they squawk and squabble among themselves when one accidentally lets loose a small blast of shadow magic from its wingtip. The Hind are ecstatic about this new development. [ADD TAB: Magic: Shadow (Basic), +1 Happiness)

>Add Eccentricity

[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.

>>16911

[Tor'Andorth]

1) Research stalls for some reason.

2) Expansion efforts are no good either. And when the tribe comes back, they've found that something had gotten into their food stores. [Food to Plentiful, -2 pop/turn]

3) A new administrative government is well on its way to being formed. [2/4]

4) As well as the writing system. [2/4]

>Add Eccentricity

[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.

>>16916

[Light-Borne]

1) The divers have perfected the use of their new powers! [Neurotoxin, Crude]

2) The diving room is finished! [Structures: Diving Room]

3) Better hand tools, while underway, may take a while. [3/6]

4) The odd red streaks appear to be just that, odd red streaks. There's nothing special about the newborns.

>Add Eccentricity:

[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.

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998bb9 No.17066

>>17065

>>16923

[The Awoken]

>+6 pop

1/2) The Crude Fence is erected! Didn't even cost much resources. [Structures: Crude Fence, +1 defense]

3-6) Expansion comes quickly and easily to the slime-folk.

7/8) Copper is found! [Copper, Some]

>Add Eccentricity:

[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.

>>16935

[Kulture]

1) You don't find the raptors. They find you. [-1 pop]

2) The Copper is easily beat into shape. [Copper Weapons, Crude]

3) No expansion. The Goblins are afraid of getting crushed, which holds everyone back.

4) Mining research goes smoothly. [Mining, Crude]

>Add Eccentricity:

[Metallurgists]:

The Kulture gains a +5 to metalworking, but a -5 to working with all other materials.

>>16945

[Lanquassian]

1) The workshop actually gets done. What's more, everyone agrees that it looks good! [Workshop, Crude]

2) Expansion starts. [2/4]

3) The domestication of the local wildlife, a small herd of two legged, crested, and downright noisy beasts, finishes. [Parasaur Herd [Noisy], Sustainable]

4) Construction efforts go ahead, but slowly. [1/4]

>Add eccentricity:

[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.

>>16951

[Todsanger]

>Don't forget to increase your population!

1-4) The Roundhouses are easily built, and should provide a safer place to raise children. [Revise: Simple Pavilions to Simple Roundhouses, +1 pop/turn]

5/6) The festival commences. [1/4]

7/8) Lumberjacking is now a thing. Who knew? [Add Tech: Lumberjack, Crude]

9) The Followers find themselves in a sparse forest, with a plain not far south of them. Large creatures, horse-sized and bigger, can sometimes be seen grazing in the forest around them, with even ~larger~ ones to the south. There is also a river and a sizeable outcrop of rock to the west.

10-12) The faith is found! [add (Player Named religion), Plus a description if you want. +1 Happiness]

>Add Eccentricity:

[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, Todsanger is seen to have abandoned her people, and they take a hit to their happiness.

>>16974

[Formicae]

>WARNING: The growing population of Formicae have eaten all their food stores. The are now [Starving], -1 population/turn until more food is found!

1) Domestication is complete! [Giant Mites (Sustainable) ]

2) The expansion completes!

3) The nursery is complete as well. [Structures: Nursery, +1 population (When not out of food)]

4) And the clothes are done. The Formicae cheer as their king and queen demonstrate their new opulent clothing. (+1 Happiness)

>Add Eccentricity:

[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.

[First Hive]

1)The bone can now be shaped into crude instruments. [Boneworking, Crude]

2) No expansion.

3) Underground construction is nearly complete. [5/6]

4) The flower farm is underway. [2/4]

>Add Eccentricity

[Unconventional]: Whether it's carving bone, or building settlements underground, the First Hive isn't afraid to be unconventional. +10 to unconventional rolls (GM discretion). However, these practices can be somewhat dangerous.

THE COMET

The strange comet seems to be travelling at a constant pace throughout the sky, and is now halfway to the other horizon.

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998bb9 No.17067

>>17065

[Klahn]

GM Note: The population is not 'spent' like currency- unless they die.

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998bb9 No.17068

Dice rollRolled 54, 72, 82, 39 = 247 (4d100)

1. Research Bone Weaponry and Tools.

2. Expand!

3. With a steady supply of wood and stone we can now build larger buildings, and more importantly begin to dig with the earth to expand downwards so we don't disturb the forest unduly. Research underground construction. (5/6)

4. Build a proper place for gathering and processing pollen into honey, to streamline and improve production. A flower farm. (2/4)

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998bb9 No.17069

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998bb9 No.17070

Dice rollRolled 33, 90, 5, 48 = 176 (4d100)

A1: FOOKIT! If'nah we can'ts findah mounts, wesahgunna MAKE da mounts! Smart'uns, git to the Breedin'pit pick us out some runty longuns. Gettem fukken. Get us summat GREEN ta RIDE!

>[Attempt ad hoc breeding program between Greenskin "rejects" to produce mountable sub-race]

A2: Build us a mine, boys, pull out all dah good metals we's can find!

>[Construct a basic mine in our territories, with a primary goal of primary copper veins and a secondary goal of discovering veins of new metals]

A3: Da big boss says da mountains YA GITZ! DAH MOUNTAINS! Now take'm big Trolls'n such ahn GETTATIT!

>[Expand towards the mountains]

A4: Orcs is out backbone. They's used to fightin' in groups, but with shiny glitz they'n fight in'em even bettah! Getatit then, lads! LEARN TAH FIGHT BETTAH WITYAH BOYZ!

>[Develop da Kulture's squad tactics, experimenting with any idea an orc or goblin can think up–shit, we'll listen if the trolls have any ideas too]

>Add Eccentricity:

Name: da Kulture

Race: Greenskins

Fluff:

>>15656

Food: Plentiful

Population: 25(+6/turn)

Happiness: 0

Structures:

>><<

Greenskin Yurts

Forge (Crude)

Breeding Pits (Crude), +1 pop/turn

>><<

Defense: 0

>><<

Military:

3 Orc War Parties[1x]

1 Goblin Skulkers [.5x][Infiltrate]

>><<

Resources: stone (some), Lumber (some), Copper (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Metallurgy [Primitive][Poison (Crude)] [Copper Weapons, Crude][Mining, Crude]

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.17071

File: 1448709761821.png (3.46 KB,300x300,1:1,PrimalWorldCrest.png)

>>17066

>Name: Followers of Todsänger

>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.

These are what Her followers acknowledge Her as, those who are brought to vast lands of other universes, to ensure that no other may threaten Her place. However, those who follows Todsänger's words do not bring conversion at the tip of the sword, rather, they seek to convince them through peace, avoiding bloodshed whenever possible.

>Food: Scarce

>Population: 10 (+4/turn)

>Happiness: 1

>Structures: [Simple Roundhouses]

>Defence: 0

>Military:

1 [Levy Paladins (1x)]

2 [Levy Commoners (0.5x)]

>Technologies:

[Wood, Stone]

[Hand tools, Simple]

[Construction, Simple]

[Agriculture, Basic]

[Lumberjack, 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.17072

File: 1448714202203-0.png (11.56 KB,380x390,38:39,keel resistance.png)

File: 1448714202203-1.png (19.54 KB,420x420,1:1,keel righting.png)

Dice rollRolled 28, 81, 79, 42 = 230 (4d100)

>>17065

Name: Faltari Fenwesse (the Faltari Haven)

Race: Elves

Fluff:

>The world is a young one, burgeoning with strength and life, virginal and uncorrupted. Into it come a host of new races, each ready to stain it with their own mark, to declare themselves upon history and make the land their own. Some conquer, some tinker, some spread, but the Elves of the Nine Havens wander, and survive. For what must have been centuries, it has been their way. At least. such is what the elders say. None can seem to recall what came before.

>This effect is the Kurvani, the Mists which cloud memory and frustrate recollection. It is this Kurvani that the Nine Havens have sought to pierce, to restore their lost history to them. And elves have long histories to recover. So they wander, and each search for a surcease in their own way.

>The Faltari are the dwellers of murk and marsh and mire, those who tread the dark meanders and keep vigil among the 'blighted' portions of the world. They have learned to adapt to, even appreciate, its many troubles and dangers, and come out stronger for it. Still the Faltari wander, the swamp-dwellers, the bog-druids, the vigilant. The world changes, heading ever towards an uncertain future. But the answers lie in the unfamiliar past.

Color: Off-white

Location: Swamps and bogs

Food: Plentiful

Population: 23 (+4/turn)

Happiness: 1

Structures: Stilt-house Village, Crude Docks

Defense: 0

Military: 2 Treader Patrols [Skirmisher] (1x), [2 Sea Patrols (.5x)]

Resources: Wood (Lots) Fish (Some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Basic) (Boats, Crude) (Astronomy, Crude)

Eccentricities:

[Hardy wanderers]: The swamp is filled with dangers, and the Faltari have grown used to dealing with them, and just moving on- only rolls 1-5 are critfails. However, the long lived elves have a tough time reproducing.

[Boaters]: The swamps are conducive to boats, but not trampling around on foot. The Faltari gain +5 to rolls creating naval units, and -5 to creating infantry.

1 - As if by brilliant insight - or perhaps based on an idea earlier suggested by the seers - the would-be ambushers scour the swamp for its most virulent poisons. They are careful to not give it an undue test of potency on themselves, but rely on local wisdom and floral knowledge to find the best toxins, poisons and venoms that the swamp can provide for its defense.

2 - With that being done, the Ambuscadiers should be about ready.

>-[Boaters]

3/4 - Frustrated at their recent failure to improve the sea patrols, the Faltari look to the advent of the comet for its guidance. The sight of its reflection, passing through the water of the sea as it passes through the sky, gives inspiration to one earnest sailor. If they want to keep their ships well balanced against the rigors of the sea, they must build below the water as they build above! If a fin is added to the bottom of the keel, it will act as ballast against both wind and capsizing, saving many a sailor and making their navy stronger as a whole!

>+[Boaters]

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998bb9 No.17073

Dice rollRolled 95, 25, 67, 41 = 228 (4d100)

>>17066

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: Abundant

Population: 31 (+5/turn)

Happiness: +2

Structures: [Dwellings: Mud Huts][Father God's Temple][Workshop, Crude]

Defense: 0

Military: 1 Militia(1.5x), 2 Patrols(.5x)

Resources: Stone (adequate), Lumber (scarce), Clay (sustainable) [Parasaur Herd [Noisy], Sustainable]

Technologies: (Wood, Stone) (Hand tools, Good) (Construction, Simple) (Agriculture, Basic) (Crafting, Basic) (Fishing nets, Crude)

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–

-Expansion [2/4]

-Research: Construction [1/4]

Action 1: [Expansion] Proceeds downriver.

Action 2: Perhaps we can use our new Noiselizards to help with hauling heavy loads! See if we can't craft [Parasaur Harnesses].

Action 3: Our Philosophes begin charing the patterns of the stars, in an attempt to understand the Sky [Astronomy/Astrology]

Action 4: Certainly there's a better way to make buildings, we should continue looking into other ways of [Construction].

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998bb9 No.17074

File: 1448715668890-0.png (8.19 KB,300x250,6:5,LudwinaIrober.png)

File: 1448715668890-1.png (268.03 KB,610x230,61:23,Stadterste.png)

Dice rollRolled 94, 12, 76, 56, 17, 66, 2, 85, 18, 50, 43, 22 = 541 (12d100)

>>17071

After a few weeks from when the colonial mission arrived, Ludwina finally came back from her self-imposed exile, preaching about the true goddess Todsanger, and how She sent her followers with their will to this new land to spread Her words to those who live here. While a radical few rejected such 'nonsense', the rest of the colony soon saw a connection between Her, and what they could remember. Even the other Paladins agreed with it, and soon they parted their rule back to Sir Altmann, one of the ordinary nobles who Ludwina claimed that Todsanger chosen to lead the colony on their mission.

1-3: Freed of the need to manage the village, the Paladins soon turned to the attention to construction of a church. The reason for this is to provide a house of worship to Todsanger, a formal place for Her followers to pray for Her guidance, and help. As well, the church would double as a place for the Paladins, and would allow more to be raised from the community.

(Contruct a Church to provide a place for those loyal to Todsanger, and to allow training of more Paladins) +[Zealous] +[Memories]?

4-5: Ludwina says that Todsanger does not damn the idea of 'Essen-Tages', saying that it is a festival that would bring no harm to those who enact upon it.

(Invent 'Essen-Tages', a monthly religious festival to keep morale and happiness high [1/4]) +[Memories]?

6-7: The small-scale of the farming and the sparse hunting does not provide enough food for the growing village of Stadterste. Because of that, the more rural families soon began forming farms south of the village, to provide a more stable supply of food for the overall colony.

(Formalize the means of farming with proper farmlands, to counteract the lack of food)

8: With the increasing demand for wood for many purposes, the woodworking family soon thought about constructing lumber mill, to help with the process of making the logs into usable lumber.

(Construct a Lumber Mill in order to aid future constructions)

9: All the while, need for stones also increased, and with small cliffs of rocks to the west, another family soon headed out to form a quarry to provide for the need of stones.

(Construct a primitive mine/quarry within the outcropping of rocks to the west, for stones and ores)

10-12: Finally, Ludwina watches as the faithful went about their way, doing their tasks with their hopes within themselves and Todsanger. However, Ludwina felt that she needed to train, for this peace is only temporary, and if one wanted a more secure peace, they needed to prepare for war…

(Train Ludwina into being a Hero unit, on par with the Levy Paladins for now) +[Zealous]

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998bb9 No.17083

Dice rollRolled 46, 24, 1, 32 = 103 (4d100)

[The Hind]

Food: Adequate

Population: 25 (+3/turn)

Happiness: 1

Structures: [Hind Tree Roosts][Research Lab (Simple)]

Defenses: 1

Magic: Shadow (Basic)

Military: 2 Hind Lesser Flights (1x), 1 Hind Minor Flight (.5x)

Resources: Lumber [none], Stone (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Flight, Basic) [Tactics, Good]

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]

Lumber Mill: [2/4]

(Expansion 2/4)

Actions

1. The Hind are working on the stupid lumber mill, again. They seem confident this time, but who knows. [Lumber Mil: 2/4]

2. A recruiting drive is on for the first Hind archwit!! Hind from all over the nation appear to see who will be established as the PREMIER magic user in the kingdom. Many Hind show up as a concerted attempt to locate magically-inclined Hind is on! [Recruit mages]

3. Some Hind start working on "commodities" for "trading". They keep going on about it, and you're not sure what they are about. WARK WARK WARK.[Research: Commodities][+5, Novel Thinkers]

4. "The Supremely Bored" have taken an interest in shadow magic, and now they think they can use it to summon shadowy creatures. WARK! [shadow creatures research][+5, Blessed by Comet]

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998bb9 No.17097

Dice rollRolled 72, 33, 26, 9 = 140 (4d100)

>>16897

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, or the shimmering blue of the water surrounding our isles

Castes: (Worker)(Warrior)(Scout)(Diver)(Flyer)

Location: Tropical(think Hawaii or the Caribbean)

Food: Abundent

Population: 46 (+8/turn)

Happiness: 1

Structures: Cliff Cave Village, Training Circle, Tunnel Network, Diving Room

Evolutions: (Workers: Base)(Scouts: Base)(Warriors: Armored Scales)(Divers: Neurotoxin)

Defense: 1

Military: 1(1x Warrior Groups), 2(1.5x Moon-Borne Warrior Groups) 1(1x Scout Flyers[Flight]

Resources: Stone (some), Lumber (some)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Adaption, Crude) (Javelins)

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.

1) The Flyers one day feel an oppressive itch in their throats. They fall into coughing fits as the itch changes into a horrible cold burning. They lay in the light of Mother and feel her light baking away the chill in their bodies. Revived, they find a strange tube-like organ hidden beneath their tongues. One coughs, and a long stream of clear acid shoots from his snout. The acid melts slowly begins melting through a rock. [Acid Spit]

2) While the Flyers adapt to their new gift from Father, Mother bestows her gift to a group of Warriors unaffected by Father's older gift. The children of the unaltered Warriors resemble giant forms of Flyers, their parentage still visible in the heavily toothed snout(and it's large flesh rending teeth) as well as the falcon like feet in place of the split feet of scouts. [Flying Warriors]

3) The Workers continue working on improving the hand tools. [3/6]

4) The Scouts shed their skin as is normal, their light bodies covered in pebbly scales instead of the thick scales of the Warriors. To their concern, the scales revealed are the color of the sand they are laying on. Running off into the forest, it shifts instantly into a combination of greens and browns [Adaptive Camouflage]

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998bb9 No.17098

Dice rollRolled 17, 50, 68, 14 = 149 (4d100)

>>17065

>Name: Tor'Andorth

>Food: Abundant

>Population: 38 (+8/turn)

>Happiness: 1

>Structures: Log Longhouse, Crude Walls

>Defense: 1

>Military: 2 Spear Hunters unit (1x), 1 Slinger Band (.5x)

>Resources: Lumber (Adequate), Stone (Average)

>Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Traps, Simple) Mathematics (Simple)

>Religion: The Eye

>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.

>[Construction, Average] 3/4

>[Lumber] 2/4

>Writing 2/4

>Administration 2/4

1. [Construction, Average] Keep researching stone construction.

2. [Religion] Incorporate the Comet into the religion of the Eye. The Comet is a sign of favor or a sign of malice. The dice will decide.

3. [Administration] We've made good progress on developing an effective administration of our town but it isn't finished yet there are still vacant offices.

4. [Writing] Administration becomes so much easier with writing ability and efforts of redoubled.

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998bb9 No.17100

>>17098

Pop update 42 +6/turn

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998bb9 No.17101

Dice rollRolled 79, 50, 47, 96, 68 = 340 (5d100)

>>17066

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: 37 (?/turn)

Happiness: 1

Structures: Mud Huts, Religious Site, Crude Fence,

Defense: 1

Military: 3 Protector Slimes (1x), 1 Brown Ooze (.5x)

Resources: Rocks (lots), [Copper, Some]

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, 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.

1. Learn how to use copper for things.

2. Search for more things of use.

3. Start learning about the plants and animals in the area and what they can be used for.

4. Expand +5

5. Survivn young.

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998bb9 No.17159

Dice rollRolled 9, 77, 80, 83 = 249 (4d100)

>>17065

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.

Color: Purple

Location: Caves

Food: Sustainable

Population: 44(+6/turn)

Happiness: 0

Structures: (Homewebs)

Defense: 1

Military: 2 (Arachne Hunters) unit, (1x)

Resources: Rocks (lots), Cave moss (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, Good)(Weapons, Basic)(Ambush tactics; Crude)

Expansion [2/4]

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. Finish expansion

3-4. Set up Sentries in web around our territory. So we may see all that can bee seen, and no enemies of predators can eat us.

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998bb9 No.17167

Dice rollRolled 47, 59, 88, 63 = 257 (4d100)

>>17066

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: STARVING

Population: 16 (+3/turn) (+1 Nursery)

Happiness: 3

Structures: Castle, Lumber mill (Crude), Nursery, +1 population (When not out of food)

Defense: 1

Military: 1 Warrior Ants [1.5x], 2 Worker Ants [1x]

Resources: stone (Adequate) copper adequate. [Giant Mites (Sustainable) ]

Technologies: (Wood, Stone) (Hand tools, Simple) (Stoneworking [Basic]) (Agriculture, Basic) (Tunnels (Basic) Instruments (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:

1-2. Seeing the nation in a food crisis, the Formicae army immediately gets to work harvesting all nearby available food sources. Some workers and warriors go out to hunt animals, while the majority of the rest go to hew down the many trees nearby, and drag them into the lumber mill. Strong, a single Formicae is more than capable of cutting down and lifting an entire tree, leaves roots and all, by itself while the larger Warriors can carry several trees at a time.

The chopped up pieces of lumber are ground and eaten by the worker ants, into a rich nutrient paste. Much of this paste goes to feed the Queen and keep her producing eggs, others go to the new nursery to feed the young, while other worker ants go to feed the Warriors by bringing mush directly into their mouths, whose larger jaws cannot chew food themselves.

3-4. Worker ants also bring lumber mush to feed the Honey Mites. The mush allows the mites to eat much more food than they normally could from just chewing the wood themselves, and allows them to relax and focus on honey making. The formicae hope to start harvesting honey soon.

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998bb9 No.17195

File: 1448759029710.png (1.98 MB,2025x715,405:143,Primal World.PNG)

>>17068

[First Hive]

1) Research into bone weaponry is well underway. (3/4)

2) The Hive expands!

3) And the new underground construction techniques are complete, simple as they are. [Underground Construction (Crude)]

4) The flower farm completes as well. [Flower Farm]

>>17070

[Da Kulture]

[Da Kulture]

1) The breeding program commences. No telling how well it'll work however. [1/10]

2) A rudimentary mine is set up! [Add Structures: Mine (Crude)]

3) No expansion is had. A few of the goblins go whining to Da Kulture's chieftain. They are killed as a result. [-1 pop]

4) Squad tactics are underway. They're not done yet though. [2/4]

>>17072

[Faltari]

1) Some poisons are found. [1/4]

2) The Ambuscadiers actually get trained! [1 Ambuscadier squad (.5x)[Poison]

3/4) Improvements to the sea patrols actually get underway! [2/6]

>>17073

[Lanquassian]

1) Expansion is had!

2) The harnesses start, but barely. [1/8]

3) The Lanquassian people develop a crude understanding of the world around them. [Astronomy (crude)]

4) Better ways of construction start being devised. [2/6]

>>17074

[Followers]

1-3) The church is erected almost immediately! The people are ecstatic. [Structures: Church of Todsanger, +1 happiness]

4/5) The festival of Essen-Tages is complete as well, and everyone is happy. [+1 happiness]

6/7) A small farm is constructed. [Food: sustainable, +2 pop/turn]

8) The lumber mill is easily constructed! [Structures: Lumber mill (Crude) ]

9) No mine though.

10/12) [Zealous can only be used for 1 action] Ludwina's training is underway. [2/4]

>>17083

[The Hind]

1) The lumber mill actually gets done! [Lumber Mill, Crude]

2) The hunt for magic Hind starts. [1/4]

3) Okay… who thought it would be a good idea to imbue our shiny new trading things with raw shadow magic? [-4 pop]

4) A blast of energy is one thing, but summoning an entire being is a whole different animal. Still, the process starts. [1/6]

>>17097

[Light-Borne]

1) Flyers spit poison now. [add [poison] tag to flyers]

2) The transition to flight begins for the warrior group. [2/4]

3) No progress on the hand tools.

4) No camouflage either.

>>17098

[Tor'Andorth]

1) No progress on the research.

2) The comet begins to be incorporated into the Eye. What it will mean, only time will tell. [2/4]

3) The people of Tor'Andorth have devised crude, but effective ways of administration. [Administration (Crude)]

4) Still no progress on the writing system.

>>17101

[Awoken]

>+7 pop

1) Crude metallurgic research begins, and almost finishes. [3/4]

2) A small amount of wood is found! [Wood, Some]

3) Research starts. [2/4]

4) And the Awoken easily expand!

>>17159

[Queendom]

1/2] Expansion finishes.

3/4] And the sentries are sent around to the webs. [+2 defense]

>>17167

[Formicae]

1/2) The food crisis is averted, just barely. [Food: Scarce, back to +3 pop/turn]

3/4) And the mites start producing edible honey! [Food: Adequate, +2 pop/turn]

The Comet

The comet is at the other horizon now, and the nations of Primal World can just make out its tail. Still, its effects linger, but not for much longer.

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998bb9 No.17196

Dice rollRolled 80, 88, 9, 97 = 274 (4d100)

>Name: Tor'Andorth

>Food: Abundant

>Population: 48 (+8/turn)

>Happiness: 1

>Structures: Log Longhouse, Crude Walls

>Defense: 1

>Military: 2 Spear Hunters unit (1x), 1 Slinger Band (.5x)

>Resources: Lumber (Adequate), Stone (Average)

>Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Traps, Simple) Mathematics (Simple)

>Religion: The Eye

>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.

>[Construction, Average] 3/4

>[Lumber] 2/4

>Writing 2/4

>Religion: Comet 2/4

1. [Construction, Average] Keep researching stone construction. I'll get it eventually.

2. Expansion in the direction of the Comet.

3. Lumber gathering.

4. [Writing] Administration becomes so much easier with writing ability and efforts of redoubled. The people who first made progress now simply ignore others because they're clearly not helping.

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998bb9 No.17199

>>17195

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: Abundant

Population: 36 (+5/turn)

Happiness: +2

Structures: [Dwellings: Mud Huts][Father God's Temple][Workshop, Crude]

Defense: 0

Military: 1 Militia(1.5x), 2 Patrols(.5x)

Resources: Stone (adequate), Lumber (scarce), Clay (sustainable) [Parasaur Herd [Noisy], Sustainable]

Technologies: (Wood, Stone) (Hand tools, Good) (Construction, Simple) (Agriculture, Basic) (Crafting, Basic) (Fishing nets, Crude) [Astronomy (crude)]

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–

-[Parasaur Harnesses][1/8]

-Research: Construction [2/4]

Action 1: Now that we've expanded, we should [Explore] our new territories.

Action 2: Some of our people think we're on the right idea. We should continue to try and craft [Parasaur Harnesses].

Action 3: Using our clay and our new workshop, we should start work on crafting [Pottery].

Action 4: We think we might be on the right track for better means of [Construction], we should continue.

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998bb9 No.17200

Dice rollRolled 28, 87, 34, 6 = 155 (4d100)

>>17199

[[This is a first, forgot my rolls]]

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998bb9 No.17206

Dice rollRolled 41, 9, 98, 97 = 245 (4d100)

A1) Keep'm fooken lads.

>[Breeding Program (Mounts) [1/10]]

A2) Find tha meanest and dah greenest troll. Gib'em a metal club. Git'em some boys.

>[Produce Troll unit, +entourage if possible]

A3) `Ave da boys clear a pit for fightin'. Git'em at each0thah! Lessaulwatch!

>[Call a tournament to determine the meanest and the greenest, providing some entertainment and levity–alongside bloodsport]

A4) Naught dun yet? Weel getaitagen den! Learn tah fight betah togethah!

>[Squad Tactics [2/4]]

Name: da Kulture

Race: Greenskins

Fluff:

>>15656 (You)

Food: Plentiful

Population: 31 (+6/turn)

Happiness: 0

Structures:

>><<

Greenskin Yurts

Forge (Crude)

Breeding Pits (Crude), +1 pop/turn

Mine (Crude)

>><<

Defense: 0

>><<

Military:

3 Orc War Parties[1x]

1 Goblin Skulkers [.5x][Infiltrate]

>><<

Resources: stone (some), Lumber (some), Copper (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Metallurgy [Primitive][Poison (Crude)] [Copper Weapons, Crude][Mining, Crude]

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.17207

Dice rollRolled 83, 77, 67, 1 = 228 (4d100)

[The Hind]

Food: Adequate

Population: 24 (+3/turn)

Happiness: 1

Structures: [Hind Tree Roosts][Research Lab (Simple)][Lumber Mill, Crude]

Defenses: 1

Magic: Shadow (Basic)

Military: 2 Hind Lesser Flights (1x), 1 Hind Minor Flight (.5x)

Resources: Lumber [none], Stone (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Flight, Basic) [Tactics, Good]

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]

(Expansion 2/4)

Actions [Magic Hind; Ranged Weapon Research, Defense Research, Shadow Creatures Research]

1. Another round of Hind are brought in. Maybe this group will be less depressing than the previous bunch. It seems unlikely, but who knows. Stay WARK! [Magic Hind 1/4]

2. Warkmaster Awk is trying to develop new "ranged weapons" that will "kill things". Truly a novel idea from the Warkmaster, and all of the hind are impressed with his shiny feathers. [Research: Ranged Weapons][+5][Research Lab (Simple)]

3. Some Hind are trying to figure out better defenses. Stronger walls. That sort of thing. They are playing around with stone alot, so, maybe that will yield some benefits. The Warkgeneral looks bored. [Research: Defenses][+5][Research Lab (Simple)]

4. The Hind are starting to get the hang of it. They can move small shadows, now. Sort of. So they claim. The Warkmagus isn't pleased, and castigates the lot of them. WARK WARK WARK. [Shadow Creatures: 1/6][+5, Blessed by Comet]

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998bb9 No.17208

Dice rollRolled 93, 93, 84, 28 = 298 (4d100)

1. Research Bone Weaponry and Tools. (3/4)

2. Expand again!

3. With the Flower Farm finished we should start making even more honey. Build an underground Honeycomb Processor to process the pollen the farm produces into honey.

4. With more of the forest within our reach we can expand our logging operations to this new territory.

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998bb9 No.17209

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998bb9 No.17212

Dice rollRolled 16, 100, 77, 98 = 291 (4d100)

>>17195

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: Abundent

Population: 54 (+8/turn)

Happiness: 1

Structures: Cliff Cave Village, Training Circle, Tunnel Network, Diving Room

Evolutions: (Workers: Base)(Scouts: Base)(Warriors: Armored Scales)(Divers: Neurotoxin)(Flyers: Poison)

Defense: 1

Military: 1(1x Warrior Groups), 2(1.5x Moon-Borne Warrior Groups) 1(1x Scout Flyers[Flight][Poison])

Resources: Stone (some), Lumber (some)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Adaption, Crude) (Javelins)

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.

1) The new Flying Warriors, each of their wings as long as a Warrior is tall, take to the skies finally. Their wings are a collage of blues, grey and whites, patterned to blend slightly into the sky. Their bodies retain the green and yellow coloration found in unaltered Warriors.

2) The Workers continue to improve their tools.

3) The Scouts gain adaptive camouflage to blend into the surroundings.

4) As the effect of the comet withers, a few members of each caste feel something awaken within them. [Nature Magic]

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998bb9 No.17343

File: 1448804628847.png (3.46 KB,300x300,1:1,PrimalWorldCrest.png)

>>17195

>Name: Followers of Todsänger

>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.

These are what Her followers acknowledge Her as, those who are brought to vast lands of other universes, to ensure that no other may threaten Her place. However, those who follows Todsänger's words do not bring conversion at the tip of the sword, rather, they seek to convince them through peace, avoiding bloodshed whenever possible.

>Food: Sustainable

>Population: 16 (+6/turn)

>Happiness: 3

>Structures:

[Simple Roundhouses]

[Small Church (Todsanger)]

[Lumber mill (Crude)]

>Defence: 0

>Military:

1 [Levy Paladins (1x)]

2 [Levy Commoners (0.5x)]

>Technologies:

[Wood, Stone]

[Hand tools, Simple]

[Construction, Simple]

[Agriculture, Basic]

[Lumberjack, 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.17344

Dice rollRolled 72, 12, 67, 59 = 210 (4d100)

>>17195

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.

Color: Purple

Location: Caves

Food: Sustainable

Population: 50(+6/turn)

Happiness: 0

Structures: (Homewebs)

Defense: 3

Military: 2 (Arachne Hunters) unit, (1x)

Resources: Rocks (lots), Cave moss (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, Good)(Weapons, Basic)(Ambush tactics; 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. Refine our ambush tactics, our enemies should never see us coming!

3-4. Create a Weaver's circle, so all our webspinners may learn how to best weave webs.

+hand tools simple

+Construction simple

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998bb9 No.17345

Dice rollRolled 24, 67, 32, 63 = 186 (4d100)

>>17195

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: Adequate

Population: 22 (+3/turn) (+1 Nursery) (+2 Mite Honey)

Happiness: 3

Structures: Castle, Lumber mill (Crude), Nursery, +1 population (When not out of food)

Defense: 1

Military: 1 Warrior Ants [1.5x], 2 Worker Ants [1x]

Resources: stone (Adequate) copper adequate. [Giant Mites (Sustainable) ]

Technologies: (Wood, Stone) (Hand tools, Simple) (Stoneworking [Basic]) (Agriculture, Basic) (Tunnels (Basic) Instruments (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:

1. Remember the story of the grasshopper and the formicae children.

Let us build food storage units, to store extra food for the winter

2. Train our military forces to become Driver Ants!

Ants capable of harvesting meat and foilage while on the march. These means our army will be able to supplement itself and even bring back food, allowing not only the hive to be fed but the army to be fed as well.

3. Work on some Copper Jaw Tools for our people! This will help them cut wood and harvest better, and help them fight enemies.

4. Train our Army in Swarm Tactics, applying as much force and many numbers into any single engagement as fast as possible, using our numbers to our advantage.

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998bb9 No.17348

File: 1448812996421-0.png (5.9 KB,250x300,5:6,LevyPaladin.png)

File: 1448812996422-1.jpg (148.56 KB,940x594,470:297,MissionaryMission.jpg)

Dice rollRolled 50, 44, 80, 40, 5, 78, 43, 16, 86, 38, 99, 39 = 618 (12d100)

>>17343

1&2: With the Church now constructed, the potential to train additional Levy Paladins became apparent, which will help counteract the lack of them within the growing population.

(Train up some more Levy Paladins, now that the Paladins have a place to gather in) [Memories] (?)

3-4: As the Comet soon draw near the end of it's journey, a few of the Paladins began to study into 'holy magic', to be able to wield power that would allow them to aid those who require help, and potentially against those who dare to harm Todsanger's followers.

(Gain the means for holy magic, for medical, offensive and defensive purposes) [Memories] (?)

5-6: In spite of early failure, the family over at the western outcroppings still tried their hardest at mining the lands, in order to dig a quarry for the means of gathering stones.

(Construct a primitive mine/quarry within the outcropping of rocks to the west, for stones and ores)

7-8: While it is considered 'enough' by some to have their fledgling military armed with spare tools and the occasional actual weapon, others soon argued that what they needed was proper weaponry. To solve this problem, a few soon saw to it to reintroduce shields to the army, made out of wood from the lumber mill, this would provide protection for the Paladins and levies who would use it.

(Invent crude Shields of wood, using the lumber mill to aid this cause)

9: Overcrowding is starting to be a problem within Stadterste, and in order to counter this, some of the civilians soon spread out westward, in order to form new villages to keep their standards of living relatively high.

(Expansion of borders to handle the increasing population)

10: A few of the more pious people of the community soon prepared for a journey into the wilderness, protected by a Paladin to discover new lands and new cultures, to allow the latters to be converted to the true faith of the true goddess Todsanger.

(Explore for civilizations to convert to the true faith)

11-12: Finally, Ludwina Irober continues her training, using her skill and strength in hunting down the strange animals to supply food for the upcoming Essen-Tages. Using those period of war and prayers during peace at the church to refine her skill, in both body and mind, to allow her to soon lead the Paladins herself, as she feels that Todsanger wills it.

(Train Ludwina into being a Hero unit, on par with the Levy Paladins for now [2/4]) +[Zealous]

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998bb9 No.17351

Dice rollRolled 94, 71, 20, 35, 69 = 289 (5d100)

>>17195

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: 44 (?/turn)

Happiness: 1

Structures: Mud Huts, Religious Site, Crude Fence,

Defense: 1

Military: 3 Protector Slimes (1x), 1 Brown Ooze (.5x)

Resources: Rocks (lots), [Copper, Some] [Wood, Some]

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, 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.

1. Metallurgic research 3/4

2. Animal and plant research 2/4

3. Begin researching better methods and rituals to commune with the Star Father and Earth Mother. (Research magic)

4. Explore the newly claimed areas for anything of interest.

5. Surviving young.

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998bb9 No.17359

Dice rollRolled 32, 17, 80, 80 = 209 (4d100)

>>17195

Name: Faltari Fenwesse (the Faltari Haven)

Race: Elves

Fluff:

>The world is a young one, burgeoning with strength and life, virginal and uncorrupted. Into it come a host of new races, each ready to stain it with their own mark, to declare themselves upon history and make the land their own. Some conquer, some tinker, some spread, but the Elves of the Nine Havens wander, and survive. For what must have been centuries, it has been their way. At least. such is what the elders say. None can seem to recall what came before.

>This effect is the Kurvani, the Mists which cloud memory and frustrate recollection. It is this Kurvani that the Nine Havens have sought to pierce, to restore their lost history to them. And elves have long histories to recover. So they wander, and each search for a surcease in their own way.

>The Faltari are the dwellers of murk and marsh and mire, those who tread the dark meanders and keep vigil among the 'blighted' portions of the world. They have learned to adapt to, even appreciate, its many troubles and dangers, and come out stronger for it. Still the Faltari wander, the swamp-dwellers, the bog-druids, the vigilant. The world changes, heading ever towards an uncertain future. But the answers lie in the unfamiliar past.

Color: Off-white

Location: Swamps and bogs

Food: Plentiful

Population: 27 (+4/turn)

Happiness: 1

Structures: Stilt-house Village, Crude Docks

Defense: 0

Military: 2 Treader Patrols [Skirmisher] (1x), [2 Sea Patrols (.5x)], 1 [Weak af Ambushers](.5x)[Poison]

Resources: Wood (Lots) Fish (Some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Basic) (Boats, Crude) (Astronomy, Crude)

Eccentricities:

[Hardy wanderers]: The swamp is filled with dangers, and the Faltari have grown used to dealing with them, and just moving on- only rolls 1-5 are critfails. However, the long lived elves have a tough time reproducing.

[Boaters]: The swamps are conducive to boats, but not trampling around on foot. The Faltari gain +5 to rolls creating naval units, and -5 to creating infantry.

1 - Find more poison

>1/4

2 - Improve the ambushers, who are apparently worse even than regular warriors despite their so-called training.

3/4 - You need to construct additional keels

>2/6

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998bb9 No.17512

File: 1448863121876.png (1.98 MB,2025x715,405:143,Primal World.PNG)

TURN 8

>The nations look to the sky, and the comet is gone, as well as the strange feeling in the air.

World Event

It is a bright and sunny day all throughout Primal World. All is still and peaceful- and then the ground opens up. Scouting parties are formed and sent out to investigate- bringing back copper!

>All nations recieve [Copper (Some)]- if you already have Copper, change stores to [Adequate]

>>17196

[Tor'Andorth]

>Food stores are no longer good enough to feed your burgeoning population- food is now [Adequate(+4 pop/turn)]

1) Tor'Andorth does indeed figure out better construction techniques! [Construction, Average]

2) The humans expand as well.

3) Still no lumber. All the trees chopped down are found to be rotted and in no condition to be used.

4) But the writing system flourishes! [Add tech: Writing system]

>>17199

[Lanquassian]

>Food stores are no longer good enough to feed your burgeoning population- food is now [Plentiful(+3/turn)

1) Not much is really found. A bit of lumber is all. [Lumber>Some]

2) The saddles are about halfway done. [4/8]

3) Pottery is easily created. What their use is remains to be seen. [Tech: Pottery]

4) The research is a disaster. Some test buildings are erected, but all are proven worthless and scrapped. [Lumber>Scarce]

>>17206

[Kulture]

>Food stores are no longer good enough to feed your burgeoning population- food is now [Adequate(+4/turn))

1) The breeding program continues. [3/10]

2) The chosen troll refuses to fight.

3) The tournament is a huge success, and everyone returns to their yurts satisfied. [+2 Happiness]

4) And the squad tactics are done as well. [Squad tactics, Simple]

>>17207

[Hind]

>Food stores are no longer good enough to feed your burgeoning population- food is now [Scarce(+2/turn)]

1) Today's search is much more productive, and soon two groups of Hind are arranged. [2 (player named magic units) (1.5x)]

2) Ranged weapon research is done as well, and the Minor Flight takes full advantage. [Hind Minor flight (.5x) to (1x)

3) Crude walls are developed, at the expense of some Stone. [Stone>Scarce; Structures: Walls (Crude), +1 Defense]

4) Well, the shadow creature is summoned. It devours two Hind and dissapears, but not before destroying the scant amount of research they've collected. [-2 pop, lose research]

>>17208

[First Hive]

>Food stores are no longer good enough to feed your burgeoning population- food is now [Scarce(+2/turn)]

1) The Bone weaponry is finished. [Bone Weaponry (Crude)]

2) And the Hive expands!

3) The Honey Processor is built! [Honey Processor]

4) Logging begins. [1/4]

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998bb9 No.17513

>>17212

[Light-Borne]

>Food stores are no longer good enough to feed your burgeoning population- food is now [Plentiful(+6/turn)]

1) The transition slowly continues. [3/4]

2) The hand tools are finished, and the workers immediately test them out, bringing back some wood. [Lumber>Adequate]

3) The Adaptive Camouflage is easily picked up by a scouting group. [1x (player named unit [camo])

4) Even though the comet is barely visible, it's effects are still felt. [Nature Magic (Basic)]

>>17344

[Queendom]

>Food stores are no longer good enough to feed your burgeoning population- food is now [Adequate(No pop loss/turn)]

1/2) Better ambush tactics are almost ready. [3/4]

3/4) The weaver's circle is made! [Structures: Weaver's Circle]

>>17345

[Formicae]

1) No luck on the storage units.

2) A Driver ant is recruited! [1 Driver ant (1.5x)[Slow][Scavenger] ]

3) Work starts on Copper Jaw tools. [1/4]

4) Swarm tactics are on their way to being developed! [3/4]

>>17348

[Followers]

>Food stores are no longer good enough to feed your burgeoning population- food is now [Adequate(No pop loss/turn)]

>Took a turn too many, this is turn 8

1/2) Another Levy Paladin unit is created!

3/4) Holy Magic is easily rediscovered! [Holy Magic (Basic)]

5/6) A crude Quarry is dug from the rock. [Structures: Quarry (Crude)]

7/8) Shields are underway. [2/4]

>>17351

[Awoken]

>+7 pop

1) Metallurgic research is done! [Metallurgy, Crude]

2) And the knowledge of the plants and animals of the region is compiled. [Ecology, Crude]

3) The ritual seems all for naught…. until a rock levitates. [Earth Magic, Basic]

4) Not much is found. Some wood, but that's it. [Wood>Adequate]

>>17359

[Faltari]

1) More poison is found, but not nearly enough to be useful. [2/4]

2) The Ambushers are nowhere to be found.

3/4) Research into better boats progresses. [4/6]

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998bb9 No.17514

Dice rollRolled 20, 7, 65, 85 = 177 (4d100)

>>17512

Action 1: The Father God wishes to be pleased with melody, we shall [Craft Musical Instraments]

Action 2: We shall continue to try and craft [Parasaur Harnesses].

Action 3: Our foodstocks are insufficient, we shall [Improve our Farming].

Action 4: Despite setbacks, we shall continue to research [Construction].

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: Plentiful

Population: 41 (+3/turn)

Happiness: +2

Structures: [Dwellings: Mud Huts][Father God's Temple][Workshop, Crude]

Defense: 0

Military: 1 Militia(1.5x), 2 Patrols(.5x)

Resources: Stone (adequate), Lumber (scarce), Clay (sustainable) [Parasaur Herd [Noisy], Sustainable]

Technologies: (Wood, Stone) (Hand tools, Good) (Construction, Simple) (Agriculture, Basic) (Crafting, Basic) (Fishing nets, Crude) [Astronomy (crude)], [Pottery]

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–

-[Parasaur Harnesses][4/8]

-Research: Construction [2/4]

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998bb9 No.17518

Dice rollRolled 61, 52, 17, 74 = 204 (4d100)

>>17513

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: 60 (+6/turn)

Happiness: 1

Structures: Cliff Cave Village, Training Circle, Tunnel Network, Diving Room

Evolutions: (Workers: Base)(Scouts: Base)(Warriors: Armored Scales)(Divers: Neurotoxin)(Flyers: Poison)

Defense: 1

Military: 1(1x Warrior Groups), 2(1.5x Moon-Borne Warrior Groups) 1(1x Scout Flyers[Flight][Poison]), 1(1x Scout [Camo])

Resources: Stone (some), Lumber (Adequite)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Adaption, Crude) (Javelins) (Nature Magic (Basic))

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.

1) The Flying Warriors finally finish their transformation, growing a shield like crest on their heads. These crests are capable of changing color rapidly, and is quickly made into a primitive code. [3/4]

2) A group of each caste fasts for a week in stoney stillness, praying night and day to their Parents. Mother's light warms their bodies, and blesses them with new knowledge of Her gifts. (Improve Adaption[Crude])

3) The Workers set to work transforming a semi submerged cave section into an enclosure to keep fish and other creatures the Divers manage to bring back alive

4) The Workers team up with a few of the Divers, fashioning -things- from the new stores of lumber. Each is shaped like half of an egg, floating in the water. The bottom is ridged to provide grip for the riders. Leather and wood combine to let two Divers pull them, and release when needed. [Research Water Chariots]

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998bb9 No.17519

Dice rollRolled 2, 24, 92, 60 = 178 (4d100)

((Q: I believe my base 5 + 1 = 6 from breeding bit has been altered such that it is now 4 + 1 = 5 a turn? If not iCan alter it))

A1 Fook'ah-fook'ah FOOOOK YA GITZ.

>[Breeding Program][3/10]

A2 Go out on anothah huntin' party! This time, try'an bring some back alive!

>[Go in search of livestock]

A3 Awlrite, if t'ain't time four dah mountains yit, `ead fou'dah wattah.

>[Expand East, towards the lake]

A4 Learn wot we can bout breedin', ourselves'n othahs

>[Animal Husbandry Research]

Name: da Kulture

Race: Greenskins

Fluff:

>>15656 (You) (You)

Food: Adequate

Population: 35 (+5/turn)

Happiness: 2

Structures:

>><<

Greenskin Yurts

Forge (Crude)

Breeding Pits (Crude), +1 pop/turn

Mine (Crude)

>><<

Defense: 0

>><<

Military:

3 Orc War Parties[1x]

1 Goblin Skulkers [.5x][Infiltrate]

>><<

Resources: stone (some), Lumber (some), Copper (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Metallurgy [Primitive][Poison (Crude)] [Copper Weapons, Crude][Mining, Crude]

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.17521

File: 1448865739744.jpg (68.71 KB,404x316,101:79,Hind.jpg)

[The Hind]

Food: Scarce

Population: 25 (+2/turn)

Happiness: 1

Structures: [Hind Tree Roosts][Research Lab, Simple][Lumber Mill, Crude]

[Walls (Crude), +1 Defense]

Defenses: 2

Magic: Shadow (Basic)

Military: 3 Hind Lesser Flights [1x], [2 Hind Novelty-Mages [1.5x]

Resources: Lumber [none], Stone (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Flight, Basic) [Tactics, Good][Ranged Weapons, Simple]

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]

(Expansion 2/4)

Actions [food, research, research, magic research]

1. Ohh, how adorable! The Hind are trying to farm and fish. Wark. [Expand food stocks]

2. Warkmaster Awk seems pleased with the progress, and now he's working on trying to write things down. The primitive glyphs look..sort of legible…WARK.

[Research: Writing][+5][Research Lab (Simple)]

3. Another group, led by the Warkmaster, is trying to work on better farming methods. The Supremely Bored have tentatively put their support behind the research even though it is, as stated, quite boring. [Research: Farming Methods][+5][Research Lab (Simple)]

4. The Hind are immensely thrilled by the "mixed success" they have had! They keep at the summoning, and look positively cheerful. WARKWARKWARK! [Shadow Creatures: 0/6][+5, Blessed by Comet][Research Lab (Simple)]

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998bb9 No.17522

Dice rollRolled 97, 25, 27, 69 = 218 (4d100)

>>17521

muh rolls

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998bb9 No.17528

>>17519

Revising

>Copper (some)

to

>Copper /Adequate)

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998bb9 No.17531

Dice rollRolled 18, 15, 67, 84 = 184 (4d100)

[META] : Shouldn't my honey processor be producing honey?

1. Improve how well we carve and shape bone.

2. Send the Copper to the Laboratory and Alchemist Huts to figure out its properties and how to work it!

3. We eat honey, and honey comes from pollen. Thus we need to work on getting more pollen from our flower farms. Work on improving our farming techniques!

4. Continue working on expanding our logging operations. (1/4)

Stats : http://pastebin.com/ud8Mu1ip

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998bb9 No.17534

File: 1448884120013.png (3.46 KB,300x300,1:1,PrimalWorldCrest.png)

>>17513

>Name: Followers of Todsänger

>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.

These are what Her followers acknowledge Her as, those who are brought to vast lands of other universes, to ensure that no other may threaten Her place. However, those who follows Todsänger's words do not bring conversion at the tip of the sword, rather, they seek to convince them through peace, avoiding bloodshed whenever possible.

>Food: Sustainable

>Population: 16 (+6/turn)

>Happiness: 3

>Structures:

[Simple Roundhouses]

[Small Church (Todsanger)]

[Lumber mill (Crude)]

[Quarry (Crude)]

>Defence: 0

>Military:

2 [Levy Paladins (1x)]

2 [Levy Commoners (0.5x)]

>Resources:

[Copper (Some)]

>Technologies:

[Wood, Stone]

[Hand tools (Simple)]

[Construction (Simple)]

[Agriculture (Basic)]

[Woodcutting (Crude)]

[Holy Magic (Basic)]

>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.17539

File: 1448888966410-0.jpg (148.56 KB,940x594,470:297,MissionaryMission.jpg)

File: 1448888966428-1.jpg (38.85 KB,800x246,400:123,CopperWeapons.JPG)

>>17534

1: The discovery of copper within the new western quarry provided for a better material for the tools and weapons, urging those to forge chopper weaponry to aid the military protection of the village.

(Make copper weapons and tools, to allow for a stronger material to be used instead of stone)

2: Overcrowding is starting to be a problem within Stadterste, and in order to counter this, some of the civilians soon spread out westward, in order to form new villages to keep their standards of living relatively high.

(Expansion of borders to handle the increasing population)

3: A few of the more pious people of the community soon prepared for a journey into the wilderness, protected by a Paladin to discover new lands and new cultures, to allow the latters to be converted to the true faith of the true goddess Todsanger.

(Explore for civilizations to convert to the true faith)

4: Finally, Ludwina Irober continues her training, using her skill and strength in hunting down the strange animals to supply food for the upcoming Essen-Tages. Using those period of war and prayers during peace at the church to refine her skill, in both body and mind, to allow her to soon lead the Paladins herself, as she feels that Todsanger wills it.

(Train Ludwina into being a Hero unit, on par with the Levy Paladins for now [2/4]) +[Zealous]

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998bb9 No.17540

Dice rollRolled 75, 51, 6, 63 = 195 (4d100)

>>17539

(Shit, forgot about the dices.)

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998bb9 No.17547

Dice rollRolled 38, 16, 37, 37, 69 = 197 (5d100)

>>17513

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: 51 (?/turn)

Happiness: 1

Structures: Mud Huts, Religious Site, Crude Fence,

Defense: 1

Military: 3 Protector Slimes (1x), 1 Brown Ooze (.5x)

Resources: Rocks (lots), [Copper, Some] [Wood, Adequate],

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic)[Metallurgy, Crude][Ecology, Crude][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.

1. Begin making a smithy to make copper tools.

2. Begin making a mine where we found the copper.

3. Begin creating a ritual to commune with the earth mother, to see what she sees.

4. Expansion! +5

5. Young.

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998bb9 No.17562

Dice rollRolled 80, 31, 35, 97 = 243 (4d100)

>>17513

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.

Color: Purple

Location: Caves

Food: Adequate

Population: 56(+6/turn)

Happiness: 0

Structures: (Homewebs)(Weaver's Circle)

Defense: 3

Military: 2 (Arachne Hunters) unit, (1x)

Resources: Rocks (lots), Cave moss (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, Good)(Weapons, Basic)(Ambush tactics; Crude)(3/4)

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. Continue on ambush tactics! (3/4)

-United

2.Start working on larger farms with our webs!

-United

3-4. Use the Weaver's circle to start researching better web designs.

+United

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998bb9 No.17576

Dice rollRolled 9, 75, 60, 43, 69, 18 = 274 (6d100)

>>17512

>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: 26 (+3/turn)

Happiness: 0

Structures: (Tree Hollows [basic dwellings])

Defense: 0

Military: 2 (Fae Raiders) unit (.5x)

2 (Fae Raiders) unit (1x)

Resources: Clay (Lots),

Wood (Some)

Copper (some)

Leptocyon pack (Sustainable)

Tech: Wood, Stone)

(Hand tools, Simple) (

Construction, Simple)

(Agriculture, Basic)

(Pioneering, Simple)

[Weaponry, Good]

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. Continue to train the leptocyon, assign 10 population to this [1/4]

4. Continue the work on the bows [3/4]

5.6. Come up with some form of music to occupy time and increase our culture's happiness

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998bb9 No.17613

Dice rollRolled 15, 58, 90, 5 = 168 (4d100)

>Name: Tor'Andorth

>Food: Adequate

>Population: 52 (+4/turn)

>Happiness: 1

>Structures: Log Longhouse, Crude Walls

>Defense: 1

>Military: 2 Spear Hunters unit (1x), 1 Slinger Band (.5x)

>Resources: Lumber (Adequate), Stone (Average)

>Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Average) (Agriculture, Basic) (Traps, Simple) Mathematics (Simple) Writing system

>Religion: The Eye

>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

Religion (Comet) 2/4

Lumber 2/4

1. [Religion] The Comet gave us many blessings in the form of wisdom and intelligence. Clearly it was a boon for us!

2. [build a new town] The food of Tor'Andoroth is no longer suitable for the amount of people living in it's now sizable borders. Construct a new town along the river. They will provide for themselves and start a new life elsewhere. We will be family, but live in separate homes.

3. Gather stone for construction.

4. [Metallurgy] This strange rock interests many people, and some set to work trying to figure out how to make it useful.

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998bb9 No.17657

File: 1448951172207.png (1.98 MB,2025x715,405:143,Primal World.PNG)

>>17514

[Lanquassian]

1) No progress on the instruments.

2) Or the harnesses.

3) The Lanquassian start on farming improvements. [3/4]

4) Construction research is finished. [Construction (Average)]

>>17518

[Light-Borne]

1) The transformation is finished. [1x Warrior group-1.5x Flying Warriors]

2) The Light-Borne start to look into themselves to improve their adaptations. [2/6]

3) No progress on the sea-pen.

4) But there is progress on the chariots. [2/6]

>>17519

[Kulture]

[I didn't mean to alter anything, sorry!]

1) A… creature is born. Horribly, it kills it's father and mother before the rest of the tribe puts it down. [-2 pop]

2) No livestock is found. Attracting the creatures of Primal World doesn't seem to be Da Kulture's strong suite.

3) Finally, Da Kulture expands east.

4) The research commences. [2/4]

>>17521

[Hind]

1) Food stocks are replenished back to previous levels.

2) Writing is slow going, but starts. [1/4]

3) Same goes for the farming. [1/4]

4) Research continues, in spite of the setbacks. [3/6]

>>17531

[First Hive]

>It should, sorry- +1/turn

1) Improvements start. [1/6]

2) The alchemists can't make any sense of the new material.

3) Farming techniques are well on their way to being improved. [3/4]

4) Logging is complete! [Lumber>Some]

>>17539

[Followers]

1) Copper weapons are easily made! [Weapons (Copper)]

2) Expansion starts, but it will take time. [2/4]

3) Your paladins find nothing- in fact, the get lost and hungry. [Food-Adequate]

4) Ludwina is easily trained! [Add Unit- Ludwina (1x)]

>>17547

[Awoken]

> +7 pop

1) The Awoken start constructing their smithy. [2/4]

2) No Mine.

3) The ritual begins. [2/6]

4) And so does expansion. [2/4]

>>17562

[Queendom]

1) The Ambush tactics are completed! [Ambush, Crude]

2) Farms are slow going, but underway. [1/4]

3/4) The Weaver's circle quickly devises new ways to spin web! [Traps (Excellent)]

>>17576

[Klahn]

1-3) After a minor setback (A rabid Leptocyon bit one of the handlers and he died), the Leptocyon are rideable! (1 Leptocyon Riders, 1.5x;-1 pop)

4) The bows are done too, at the expense of some wood. [1 Fae Bowmen unit, 1x; Bows (Crude); Lumber>Scarce]

5/6) Music is created and everyone seems happier! (+1 Happiness)

>>17613

[Tor'Andorth]

>forgot to add copper to your resource list

1) The elders look to the sky, but with the comet gone, they lack inspiration.

2) A new village starts construction, but it will take time to complete. [2/15]

3) Stone is found! [Plentiful]

4) The people have no idea what to make of the new material.

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998bb9 No.17676

Dice rollRolled 58, 80, 84, 35 = 257 (4d100)

>>17657

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: Plentiful

Population: 44 (+3/turn)

Happiness: +2

Structures: [Dwellings: Mud Huts][Father God's Temple][Workshop, Crude]

Defense: 0

Military: 1 Militia(1.5x), 2 Patrols(.5x)

Resources: Stone (adequate), Lumber (scarce), Clay (sustainable) [Parasaur Herd [Noisy], Sustainable]

Technologies: (Wood, Stone) (Hand tools, Good) (Construction, Average) (Agriculture, Basic) (Crafting, Basic) (Fishing nets, Crude) [Astronomy (crude)], [Pottery]

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–

-[Parasaur Harnesses][4/8]

-Farming Improvements [3/4]

Action 1: The Father God wishes to be pleased with melody, we shall [Craft Musical Instraments]

Action 2: We shall continue to try and craft [Parasaur Harnesses].

Action 3: Our foodstocks are insufficient, we shall [Improve our Farming].

Action 4: Now that we've done that, we shall build a [Bakery].

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998bb9 No.17690

File: 1448958626735.jpg (68.71 KB,404x316,101:79,Hind.jpg)

Dice rollRolled 30, 43, 27, 75 = 175 (4d100)

[The Hind]

Food: [Adequate]

Population: 27 (+3/turn)

Happiness: 1

Structures: [Hind Tree Roosts][Research Lab, Simple][Lumber Mill, Crude]

[Walls (Crude), +1 Defense]

Defenses: 2

Magic: Shadow (Basic)

Military: 3 Hind Lesser Flights [1x], [2 Hind Novelty-Mages [1.5x]

Resources: Lumber [none], Stone (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Flight, Basic) [Tactics, Good][Ranged Weapons, Simple]

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]

[Writing] [1/4]

[Farming] [1/4]

(Expansion 2/4)

Actions [Expansion, research, research, magic research]

1. The Hind start expanding again. Seems about right. Wark. [Expansion 2/4]

2. Warkmaster Awk is working on ranged weapons! HE FEELS VERY POSITIVE ABOUT THIS BUNCH! WARK! [Ranged Weapons][+5][Research Lab (Simple)]

3. The Hind are working on tactics, again. Seriously? Jeeze, what's with these guys? They're kinda crazy.. [Research Tactics!, AGAIN!] [+5][Research Lab (Simple)]

4. The Hind continue on their investigation of shadow magic. They look super excited and jump around happily, or, whatever. You know. WARKWARKWARK! [3/6][+5, Blessed by Comet][Research Lab (Simple)]

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998bb9 No.17692

Dice rollRolled 18, 68, 26, 20 = 132 (4d100)

((OK, I'll assuming I'm still pulling +6 then))

A1: Work on bendin' dah metals an'melting utha shiny rox, seeh what we gotsh'n use bettah!

>[Work to upgrade our Metallurgy [Primitive], +5 [Metallurgists]]

A2: Organize a huntan partay, gets some livestock!

>[Obtain livestock]

A3: Raise anothah group ah sneaky goblins

>[Produce more stealthy goblins]

A4: Smart gobbos, polish off dat research aye.

>[Animal Husbandry Research]

Name: da Kulture

Race: Greenskins

Fluff:

>>15656 (You) (You) (You)

Food: Adequate

Population: 38 (+5/turn)

Happiness: 2

Structures:

>><<

Greenskin Yurts

Forge (Crude)

Breeding Pits (Crude), +1 pop/turn

Mine (Crude)

>><<

Defense: 0

>><<

Military:

3 Orc War Parties[1x]

1 Goblin Skulkers [.5x][Infiltrate]

>><<

Resources: stone (some), Lumber (some), Copper (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Metallurgy [Primitive][Poison (Crude)] [Copper Weapons, Crude][Mining, Crude]

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.17693

>>17692

Animal Husbandry was at [2/4]

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998bb9 No.17698

Dice rollRolled 65, 22, 21, 42 = 150 (4d100)

1. Improve how well we carve and shape bone. (1/6)

2. Send the Copper to the Laboratory and Alchemist Huts to figure out its properties and how to work it!

3. We eat honey, and honey comes from pollen. Thus we need to work on getting more pollen from our flower farms. Work on improving our farming techniques! (3/4)

4. Expand!

http://pastebin.com/ud8Mu1ip

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998bb9 No.17700

File: 1448972208711.png (3.46 KB,300x300,1:1,PrimalWorldCrest.png)

>>17657

>Name: Followers of Todsänger

>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.

These are what Her followers acknowledge Her as, those who are brought to vast lands of other universes, to ensure that no other may threaten Her place. However, those who follows Todsänger's words do not bring conversion at the tip of the sword, rather, they seek to convince them through peace, avoiding bloodshed whenever possible.

>Food: Adequate

>Population: 16 (+0/turn)

>Happiness: 3

>Structures:

[Simple Roundhouses]

[Small Church (Todsanger)]

[Lumber mill (Crude)]

[Quarry (Crude)]

>Defence: 0

>Military:

[Ludwina (1x) (Hero)]

2 [Levy Paladins (1x)]

2 [Levy Commoners (0.5x)]

>Resources:

[Copper (Some)]

>Technologies:

[Wood, Stone]

[Hand tools (Simple)]

[Construction (Simple)]

[Agriculture (Basic)]

[Woodcutting (Crude)]

[Holy Magic (Basic)]

[Weapons (Copper)]

>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.17704

Dice rollRolled 75, 85, 76, 46, 64 = 346 (5d100)

>>17657

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: 58 (?/turn)

Happiness: 1

Structures: Mud Huts, Religious Site, Crude Fence,

Defense: 1

Military: 3 Protector Slimes (1x), 1 Brown Ooze (.5x)

Resources: Rocks (lots), [Copper, Some] [Wood, Adequate],

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic)[Metallurgy, Crude][Ecology, Crude][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.

1. Smithy 2/4

2. Yes Mine.

3. Earth Communion Ritual 2/6

4. Expansion 2/4 +5

5. Young.

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998bb9 No.17707

File: 1448980534952-0.png (5.36 KB,300x300,1:1,Shields.png)

File: 1448980534952-1.png (4.62 KB,250x250,1:1,MagePaladinTraining.png)

Dice rollRolled 41, 89, 88, 1 = 219 (4d100)

>>17700

1: The introduction of copper provided a better mean for holding the shield together, unlike the crude usage of tied ropes.

(Invent crude Shields of wood, using the lumber mill to aid this cause [2/4])

2: While the growth of the population slowed down greatly, many still set out into the frontier to make a new home for themselves.

(Expansion of borders to handle the increasing population [2/4])

3: After returning to the Church to resupply, the Paladins soon set off once more, still focused on finding those who lacks knowledge of the true faith.

(Explore for civilizations to convert to the true faith) +[Zealous]

4: Meanwhile, Ludwina and the rest of the paladins began their training with the new holy magic, which would allow them to not only heal the injured and sick, but can provide a practical purpose in a fight.

(Promote one of the Levy Paladins into a Minor Paladin Mage) +[Memories]?

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998bb9 No.17714

Dice rollRolled 48, 34, 6 = 88 (3d100)

>>17657

>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: 28 (+3/turn)

Happiness: 1

Structures: (Tree Hollows [basic dwellings])

Defense: 0

Military: 2 (Fae Raiders) unit (.5x)

2 (Fae Raiders) unit (1x)

1 Leptocyon Riders, 1.5x

1 Fae Bowmen unit, 1x

Resources: Clay (Lots),

Wood (scarce)

Copper (some)

Leptocyon pack (Sustainable)

Tech: Wood, Stone)

(Hand tools, Simple) (

Construction, Simple)

(Agriculture, Basic)

(Pioneering, Simple)

[Weaponry, Good]

Bows (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. Train more leptocyon riders

3. Begin collecting more wood.

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998bb9 No.17715

>>17690

[To clarify, I am continuing my work on the shadow creatures summoning]

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998bb9 No.17724

Dice rollRolled 88, 7, 96, 11 = 202 (4d100)

>>17657

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.

Color: Purple

Location: Caves

Food: Adequate

Population: 62(+6/turn)

Happiness: 0

Structures: (Homewebs)(Weaver's Circle)(Farm 1/4)

Defense: 3

Military: 2 (Arachne Hunters) unit, (1x)

Resources: Rocks (lots), Cave moss (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, Excellent)(Weapons, Basic)(Ambush tactics; 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 work on the farm!

+United

3-4. Create a Hunter's Circle to rally the hunters and train them in ambushes and hunting.

+United

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998bb9 No.17734

Dice rollRolled 45, 59, 20, 12 = 136 (4d100)

>Name: Tor'Andorth

>Food: Adequate

>Population: 56 (+4/turn)

>Happiness: 1

>Structures: Log Longhouse, Crude Walls

>Defense: 1

>Military: 2 Spear Hunters unit (1x), 1 Slinger Band (.5x)

>Resources: Lumber (Adequate), Stone (Plentiful) Copper (Scarce)

>Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Average) (Agriculture, Basic) (Traps, Simple) Mathematics (Simple) Writing system

>Religion: The Eye

>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

Religion (Comet) 2/4

Lumber 2/4

Village 2/15

1. Village Construction 2/15] Continue sending people to the new village to build it up.

2. [Agriculture to Average] While bigger farms are always nice it is superior if the individual learns how to better farm their own smaller plots.

3. [Religion 2/4] Add more depth and tenants to the religion.

4. Try to domesticate a beast of burden.

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998bb9 No.17737

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: Adequate

Population: 32 (+3/turn) (+1 Nursery) (+2 Mite Honey)

Happiness: 3

Structures: Castle, Lumber mill (Crude), Nursery, +1 population (When not out of food)

Defense: 1

Military: 1 Warrior Ants [1.5x], 2 Worker Ants [1x] [1 Driver ant (1.5x)[Slow][Scavenger]

Resources: stone (Adequate) copper adequate. [Giant Mites (Sustainable) ]

Technologies: (Wood, Stone) (Hand tools, Simple) (Stoneworking [Basic]) (Agriculture, Basic) (Tunnels (Basic) Instruments (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:

Copper Jaw Tools 1/4

Swarm Tactics 3/4

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998bb9 No.17739

File: 1449012136251.jpg (141.43 KB,1024x626,512:313,Atta_colombica_queen.jpg)

Dice rollRolled 70, 84, 15, 35, 37, 98, 31, 47 = 417 (8d100)

>>17737

1. Keep working on the Copper Jaw Tools 1/4

2. And the Swarm Tactics 3/4

3-4. Some worker formicae are proving exceptionally bright and intelligent, prompting interest by the hive and by extension the Queen Herself. They are the forefront in the development of new ideas and insight.

It is pondered if these formicae could be made to breed and domesticate among one another.

Thus it is decided to develop a new "Engineer Caste" of Formicae. Neither warrior nor mere laborer, they would help form the brain nucleus of the hive.

5-6. Meanwhile, some other bright ants work on understanding the nature of metal a bit better. We know the basics of how to melt it and put it together, but perhaps proper metallurgy can be discovered.

7. Some ants have begun to understand the nature of seeds and tree growth, that they can be planted and grown again to provide food in later years.

The Formicae decide research better agricultural methods so we can have an additional food source.

8. Some of our best Warriors and Soldiers gather together sometime, to tell of deeds. . .good and brave. Of noble acts and tales of justice.

These Warriors seek to create a guild. A guild of Knights in service to the Queen, and to defend the realm.

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998bb9 No.17809

File: 1449033665834.png (1.98 MB,2025x715,405:143,Primal World.PNG)

>>17676

[Lanquassian]

1) Musical instruments are created! [Instruments, Crude, +1 Happiness)

2) The harnesses are almost done! [7/8]

3) Better farming methods are easily devised. [Agriculture, Average]

4) Only slight progress on the bakery, unfortunately. [1/3]

>>17690

[Hind]

1) The Hind are almost finished expanding. [3/4]

2) Ranged Weapons are made, finally, [Ranged Weapons, Crude]

3) Better tactics will take a while longer. The Hind have started though. [1/6]

4) The Hind think they're almost done with the crude summoning rituals. [5/6]

>>17692

[Kulture]

1) No progress on the metallurgy techniques.

2) Livestock are found- medium sized pig things. They look good to eat. [Food>Sustainable]

3) Recruitment starts. [1/4]

4) No progress on the research.

>>17698

[First Hive]

1) Improvements progress quickly. [4/6]

2) The scientists and alchemists are dumbfounded at the new material.

3) Farming techniques are stalled as well.

4) The Hive almost finishes expanding. [3/4]

>>17704

[Awoken]

>+6 pop

1) The smithy is complete! [Smithy (Crude)]

2) As well as the mine! [Mine, Crude]

3) The earth Communion Ritual progresses smoothly. [4/6]

4) Expansion completes!

>>17707

[Followers]

1) Shields are made. [Shields, Crude]

2) The settlement easily expands!

3) The scouts return with great news: Slightly to the north is another society of humans, calling themselves Tor'Andorth, to the east is a settlement of tall, lanky peoples, and further north, there is a settlement of small fae-folk, running around on small dog-like creatures. Additionally, they spotted weird half human, half crow creatures which seemed to be flying south.

4) The magic is too much to handle for the Paladin's body, and he expires. [Lose 1 Levy Paladin]

>>17714

[Klahn]

1/2) New riders start their training. [2/4]

3) The Klahn is about to go looking for wood, as a lightning strike sets fire to their stores, burning them to a crisp. [Lose resource: Wood]

>>17724

[Queendom]

1/2) The farm is finished! [Farm (Crude); Food>Sustainable]

3/4) As well as the new Hunter's Circle. [Hunter's Circle (Crude)]

>>17734

[Tor'Andorth]

1) Slight progress on the new Village. [4/15]

2) Better agriculture techniques are on their way. [2/4]

3) With the comet gone, the elders are still at a loss.

4) Nothing suitable as a beast of burden is found.

>>17739

[Formicae]

>The Formicae have eaten their food stores again! [Food to Scarce, +2/turn]

1) The jaw tools are finished, at the expense of some copper. [Revise Hand Tools (Simple) to Jaw Tools (Good); Copper>>Some ]

2) The swarm tactics are completed!

3/4) Slight progress on the interbreeding, but no one is sure where it'll go. [1/???]

5/6) The Formicae have discovered Crude Metallurgy! [Metallurgy, Crude]

7) Better Agriculture is slow going. [1/6]

8) The Knight Guild is underway. Members have been found, but a meeting hall still needs building, as well as the permission of the Queen.

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998bb9 No.17812

Dice rollRolled 3, 17, 11, 79 = 110 (4d100)

>>17734

>>Name: Tor'Andorth

>>Food: Adequate

>>Population: 60 (+4/turn)

>>Happiness: 1

>>Structures: Log Longhouse, Crude Walls

>>Defense: 1

>>Military: 2 Spear Hunters unit (1x), 1 Slinger Band (.5x)

>>Resources: Lumber (Adequate), Stone (Plentiful) Copper (Scarce)

>>Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Average) (Agriculture, Basic) (Traps, Simple) Mathematics (Simple) Writing system

>>Religion: The Eye

>>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

>Religion (Comet) 2/4

>Lumber 2/4

>Village 2/15

>Agriculture [Average] 2/4

1. Village Construction 2/15] Keep on clearing out the area and stuff.

2. [Agriculture to Average] Some have suggested something called a 3-field system where you leave part of the farm alone to let it rejuvenate or something. Sounds promising.

3. [Religion 2/4] Add more depth and tenants to the religion.

4. Let's try to do something with that copper again.

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998bb9 No.17813

Dice rollRolled 93, 51, 40, 53 = 237 (4d100)

>>17809

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: Sustainable

Population: 68(+6/turn)

Happiness: 0

Structures: (Homewebs)(Weaver's Circle); Hunter's Circle (Crude);Farm (Crude)

Defense: 3

Military: 2 (Arachne Hunters) unit, (1x)

Resources: Rocks (lots), Cave moss (some),

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, Excellent)(Weapons, Basic)(Ambush tactics; 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 to refine ambush tactics

+United

3-4. Now that the Hunter's Circle is built, build a Stalker's circle as well. Where Hunter's Circle will teach our hunter's and warrior's the basics of combat and hunting, the Stalker's circle will teach the arts of camouflage, stealth and ambush.

+United

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998bb9 No.17827

Dice rollRolled 29, 60, 79, 10, 38, 93, 66, 91 = 466 (8d100)

>>17657

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: 66 (+6/turn)

Happiness: 1

Structures: Cliff Cave Village, Training Circle, Tunnel Network, Diving Room

Evolutions: (Workers: Base)(Scouts: Base)(Warriors: Armored Scales, Flight)(Divers: Neurotoxin)(Flyers: Poison)

Defense: 1

Military: 1(1.5x Flying Warrior Group), 2(1.5x Moon-Borne Warrior Groups) 1(1x Scout Flyers[Flight][Poison]), 1(1x Scout [Camo])

Resources: Stone (some), Lumber (Adequite)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Adaption, Crude) (Javelins) (Nature Magic (Basic))

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.

1&2) The new Flying Warriors feel a itch with their throats, akin to the one that plagued the Flyers before they were granted poison spit. They notice a similar tube beneath their tongues, but find themselves able to push it out through a new opening on their bottom jaws. Flexing their jaws, a heavy aerosol shoots out of the hole with enough force to cover trees fifty strides away. With some experimentation, they find themselves able to ignite the gas as it shoots from their maws.

3&4) The meditating tribe members gain a stronger idea of how Mother and Father wish to change their children. [2/6]

5&6) The construction of the sea pen continues, new wooden gates put in place to guard against any large animal that might see it as an easy meal

7&8) Continue the construction of the Water Chariots. [2/6]

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998bb9 No.17851

Dice rollRolled 71, 62, 66, 41 = 240 (4d100)

A1: Yu wott? Get backah work on da forge, igit!

>[Upgrade Metallurgy [Primitive]]

A2: Get us bettah poison, fouh ah real good killen.

>[Upgrade Poison (Crude)]

A3: Get us dah sneaky gitz out 'ere! Where's day hidin!?

>[Complete new sneaky goblin squad]. [1/4]

A4: Get learn`ed aboot fooken, s'we don't have a repeat O lastime.

>[Animal Husbandry, [2/4]]

Name: da Kulture

Race: Greenskins

Fluff:

>>15656

Food: Sustainable

Population: 44 (+6/turn)

Happiness: 2

Structures:

>><<

Greenskin Yurts

Forge (Crude)

Breeding Pits (Crude), +1 pop/turn

Mine (Crude)

>><<

Defense: 0

>><<

Military:

3 Orc War Parties[1x]

1 Goblin Skulkers [.5x][Infiltrate]

>><<

Resources: stone (some), Lumber (some), Copper (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Metallurgy [Primitive][Poison (Crude)] [Copper Weapons, Crude][Mining, Crude]

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.17852

Dice rollRolled 76, 12, 50, 67 = 205 (4d100)

>>17809

[The Hind]

Food: [Adequate]

Population: 30 (+3/turn)

Happiness: 1

Structures: [Hind Tree Roosts][Research Lab, Simple][Lumber Mill, Crude]

[Walls (Crude), +1 Defense]

Defenses: 2

Magic: Shadow (Basic)

Military: 3 Hind Lesser Flights [1x], [2 Hind Novelty-Mages [1.5x]

Resources: Lumber [none], Stone (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) [Agriculture:Basic] [Flight: Basic] [Tactics: Good][Ranged Weapons: Average]

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]

[Writing] [1/4]

[Farming] [1/4]

[Tactics][1/6]

Actions [expansion, research farming, research writing, shadow creature summoning]

1. WARK WARK EXPAND WARK WARK WARK. [Expansion 3/4]

2. The Warkmaster has been seen in the fields throwing seeds everywhere. Hopefully his hairbrained scheme will work. [Research: Farming] [1/4] [+5][Research Lab (Simple)]

3. The Supremely Bored have taken to trying to develop writing themselves in their spare time. No doubt they will accomplish the task! [Research Writing: 1/4] [+5][Research Lab (Simple)]

4. WARK IT LOOKED LIKE A BIG CREATURE THIS TIME WARK WARK! [Shadow Creature Summoning: 5/6][+5, Blessed by Comet][Research Lab (Simple)]

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998bb9 No.17858

Dice rollRolled 21, 25, 62, 56 = 164 (4d100)

Action 1: There is a hidden power in the music the Father God has commanded us, we shall investicate this [Bardic Magic]

Action 2: We shall continue to try and craft [Pacuckur Harnesses]]7/8]

Action 3: Now that we know better ways of farming, we shall [Expand our Farmland].

Action 4: The Gold of Grain requires crafters, and their workshop is a [Bakery][1/3]

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: Plentiful

Population: 47 (+3/turn)

Happiness: +3

Structures: [Dwellings: Mud Huts][Father God's Temple][Workshop, Crude]

Defense: 0

Military: 1 Militia(1.5x), 2 Patrols(.5x)

Resources: Stone (adequate), Lumber (scarce), Clay (sustainable) [Pacuckur Herd [Noisy], Sustainable], [Copper (Some)]

Technologies: (Wood, Stone) (Hand tools, Good) (Construction, Average) (Agriculture, Average) (Crafting, Basic) (Fishing nets, Crude) [Astronomy (crude)], [Pottery][Instruments, Crude]

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–

-[Pacuckur Harnesses][7/8]

-[Bakery: 1/3]

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998bb9 No.17873

Dice rollRolled 7, 18, 34, 56 = 115 (4d100)

1. Improve how well we carve and shape bone. (4/6)

2. Send the Copper to the Laboratory and Alchemist Huts to figure out its properties and how to work it!

3. We eat honey, and honey comes from pollen. Thus we need to work on getting more pollen from our flower farms. Work on improving our farming techniques! (3/4)

4. Expand! (3/4)

http://pastebin.com/ud8Mu1ip

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998bb9 No.17883

Dice rollRolled 57, 98, 24, 79, 20 = 278 (5d100)

>>17809

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: 64 (?/turn)

Happiness: 1

Structures: Mud Huts, Religious Site, Crude Fence, [Smithy (Crude)], [Mine, Crude]

Defense: 1

Military: 3 Protector Slimes (1x), 1 Brown Ooze (.5x)

Resources: Rocks (lots), [Copper, Some] [Wood, Adequate],

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic)[Metallurgy, Crude][Ecology, Crude][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.

1. Begin making copper tools.

2. Earth Communion Ritual 4/6

3. Begin learning how better to commune with the star father and ask for his aid.

4. Look for anything of interest or use in our new lands.

5. Young

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998bb9 No.17885

File: 1449065042729.png (3.46 KB,300x300,1:1,PrimalWorldCrest.png)

>>17809

>Name: Followers of Todsänger

>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.

These are what Her followers acknowledge Her as, those who are brought to vast lands of other universes, to ensure that no other may threaten Her place. However, those who follows Todsänger's words do not bring conversion at the tip of the sword, rather, they seek to convince them through peace, avoiding bloodshed whenever possible.

>Food: Adequate

>Population: 16 (+0/turn)

>Happiness: 3

>Structures:

[Simple Roundhouses]

[Small Church (Todsanger)]

[Lumber mill (Crude)]

[Quarry (Crude)]

>Defence: 0

>Military:

[Ludwina (1x) (Hero)]

1 [Levy Paladins (1x)]

2 [Levy Commoners (0.5x)]

>Resources:

[Copper (Some)]

>Technologies:

[Wood, Stone]

[Hand tools (Simple)]

[Construction (Simple)]

[Agriculture (Basic)]

[Woodcutting (Crude)]

[Holy Magic (Basic)]

[Weapons (Copper)]

[Shields (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.17891

File: 1449072593477-0.jpg (109.05 KB,585x392,585:392,Tor'AndorthChurch.jpg)

File: 1449072593498-1.jpg (179.93 KB,555x465,37:31,Farming.jpg)

Dice rollRolled 26, 99, 1, 89 = 215 (4d100)

>>17885

1: A Paladin doesn't simply expire, they just end up seriously injured from misuse of holy magic… Those who weren't badly injured from the misuse would soon be healed, via tamer magic and more practical first-aid.

(Retrain up the Levy Paladins) +[Zealous]

2: With the local civilizations discovered, the first steps forwards converting the new world to the true faith begins. A mission formed from the town's priests, lumberjacks, constructors and Paladins soon set off northwards, following the river northwards forwards the human settlement within the northern forests. Once the destination was reached, and a agreement was made with the local culture (>>17812), the mission would then construct a church for the foreign culture, allowing them to understand about Todsanger, the true goddess.

(Build a church over at Tor'Andorth, to promote the true faith) +[Memories]

3: While the primitive means for forging copper tools and weapons provided enough for the small demand, a few soon saw to it to work on the construction of a forge, to allow for the creation of more metal equipment with relative ease.

(Construct a forge to allow for easier creation of metal stuff)

4: Finally, the expansion into the nearby lands soon brought small farming villages, which would lead to a restoration of the food supply, and the rise of the population as well.

(Improve on the Agriculture to help boost the population via a more abundant supply of food)

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998bb9 No.17894

Dice rollRolled 88, 96, 70 = 254 (3d100)

>>17809

>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: 28 (+3/turn)

Happiness: 1

Structures: (Tree Hollows [basic dwellings])

Defense: 0

Military: 2 (Fae Raiders) unit (.5x)

2 (Fae Raiders) unit (1x)

1 Leptocyon Riders, 1.5x

1 Fae Bowmen unit, 1x

Resources: Clay (Lots),

Copper (some)

Leptocyon pack (Sustainable)

Tech: Wood, Stone)

(Hand tools, Simple) (

Construction, Simple)

(Agriculture, Basic)

(Pioneering, Simple)

[Weaponry, Good]

Bows (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.

How dare the sky!

1.2. Train those riders 2/4

3. Collect wood, we need it!

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998bb9 No.17923

>>17812

A crowd of humans would be seen coming from the south, foreign to those within the community. Most of the crowd departed to focus on what seemed to be construction, as the remaining few continued onward forwards the village.

Those of the smaller group would be dressed in robes of shades of green. One of them, persumablely a female because of the long flowing hair, stands a head or two over the others of the group, armed with a shield of copper and wood and a long sword alike in material. However, she was not the one who would do the talking, for a priest of fancier clothing would step forward, greeting whoever came to speak on part for Tor'Andorth.

"Greetings, I am Siegbert, one of the many set out by Todsanger to spread Her word, and enlighten this new world. May we ask of one's own culture, if that is acceptable to you?"

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998bb9 No.17924

>>17923

"Eh?" The man says, looking visibly confused by the sudden arrival of newcomers, but they came with building tools and equipment, and before he could even muster together what few people were armed in the hamlet those foreigners were already setting up places to build things. "Who?" Asks the man in a guttural voice, the confusion evident in everything from posture to voice. He eyes the builders curiously, and frowns. They were actually pretty awful builders. "You come to build? I am Elderman, I build. You do what I do and building will be strong. Give supplies so village may grow. Then we listen."

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998bb9 No.17928

>>17924

Siegbert himself was dumbstruck as well, looking back to the small detachment of the main Mission without a single word spoken. Soon, however, he knew that this would provide the means to build trust within this foreign community, which will allow the true faith to be spread into said community with little resistance.

The Priest turns back to the Elderman, "…Indeed, we shall aid your need with whatever supplies we can bring, to build a strong bond between our minor civilizations!"

>>17852

>>17858

>>17894

All the while, additional, smaller Missions would be sent out forwards the other cultures discovered, lacking the main labour force that came to Tor'Andorth, slowly making their way to what they think would be the culture's capital, in order to do Diplomacy.

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998bb9 No.17931

>>17928

The envoys are promptly killed and fed to the Leptocyon

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998bb9 No.17938

>>17928

[Hind]

The Hind stare at your envoys from their simple wall. The make warking noises, but otherwise do nothing. One of them eventually speaks in a common trade language. "What do you want!? Wark. Wark Wark." The chorus of warks continues on for another 5-10 minutes. The Hind appear to be having something of a lengthy discussion on the wall, and a few of them with magic glow slightly.

Eventually the hind that spoke previously speaks again. "Do something interesting!"

The Hind crane over the walls and watch with baited breath.

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998bb9 No.17943

Dice rollRolled 82 (1d100)

>>17931

The lack of the return of those sent out to the faes in the north brought some worry to both Ludwina and the barely-a-king King Altmann, worried that either the lands in the north are hostile, or the culture itself is hostile.

>>17938

The leading Priest of the Hind-focused Mission would step forward to the walls, giving a small cough as he looks up to the humanoid birds atop the walls.

"We, uh, don't really have anything interesting to offer, aside from seeking to understand your culture, and, well, teach you about the true Goddess…"

It was clear that the head priest was young and cowardly, which soon led to the Paladin attached to the mission to speak up in his place:

"Todsänger, the goddess that the priest spoke of, is all mighty and powerful, who seek to ensure the protection of all cultures of this new world. If you demand a demonstration, let Herself show you Her power!"

The Paladin would raise the sword, pointing forwards one of the large, stray boulders laying around the isle, "This rock would take hundred of men to move, and thousands to raise even by a inch, but watch as Todsänger lift it aloft, showing Her omnipresent power over this realm!"

(Dice roll determine if it succeed, <50 is a failure)

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998bb9 No.17946

File: 1449106386574.jpg (18.53 KB,480x366,80:61,FloatingRocks.jpg)

>>17943

After a few moments of awkward silence, the boulder would finally be seen to move a bit, before rising slowly into the air, just nearing the height of the wall before it suddenly drops from the air, crashing down against the earth with a solid thud.

"Is that not evident enough?" The Paladin would turn back to see the crows, a bit of pride beat within her heart, "Do you not see how She can impact the world around us? This is only a demonstration, for she is known for more important tasks across other realms, aiding those who require it in lands beyond our own. This will not stop Her from aiding those here, however, as long as they respect Herself to be the one, true goddess of this world!"

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998bb9 No.17950

>>17943

>>17946

[Hind]

All of the Hind watch the rock levitate and land on the ground. As it lands, they all start warking as if someone has dropped a bomb on them; they collectively withdraw behind their wall.

The Hind make warking noises behind the walls for another 5-10 minutes.

Eventually one of the Hind emerges from the wall, again. It's the same one that spoke before. "We worship the god of shadows. He lives on the comet. The comet is bigger than your rock, and lives in the sky. Your power does not impress us. Domination and power is not the goal in life. Domination and power is not funny. Only amusement is important for life. Wark."

There is a general chorus of warks from the wall. The Hind crane down from the wall to see what the humans try next.

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998bb9 No.17953

>>17950

"What evidence do you have for that, if I can ask? Todsänger proved the existence of Her power right here, and it would appear that your so called 'god' doe-"

The Paladin would be interrupted by the leading Priest, trying to prevent a religious conflict so early in the contact, "W-well then, not all cultures seek to dominate the world, and we can respect your desires for living entertaining lives… May we ask if we could open trades between our nations, to help both of us in this world?

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998bb9 No.17954

Dice rollRolled 21, 99 = 120 (2d100)

>>17953

[Hind]

Two of the Hind with magical powers seem to find the challenge amusing, and fire crude shadow bolts at the rock.

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998bb9 No.17956

>>17953

>>17954

[Hind]

The rock cracks, but the first hind averts his eyes and walks away after he raises his wings to no effect. The other hind look at him with mild annoyance and there is low-toned warking as he flies to a nearby roost. They look slightly embarrassed.

The Hind that had been speaking continues. "That is what our god does, followers of Tog-Sang-Gur. Among other things. We would be willing to exchange items of wark-value if they are amusing to us, but your priests of the Tog-Sang-Gur are not welcome in the realms of those blessed by the comet. Wark."

There is a consensus of warks from the wall. They crane down again at the humans capable of moving intermediate-sized rocks.

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998bb9 No.17966

>>17956

"Of course, of course…" And with that, the agreement was made, the Misson sent out to meet with the Hind would soon leave back to their new homeland, the Paladin keeping her eye on the hinds that stared down from atop their walls as she too left with the other priests.

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998bb9 No.17987

>>17928

>All the while, additional, smaller Missions would be sent out forwards the other cultures discovered, lacking the main labour force that came to Tor'Andorth, slowly making their way to what they think would be the culture's capital, in order to do Diplomacy.

The Diplomats are given fine gifts and foodstuffs, and entertained with music and the discussions of the philosophes.

"We welcome this new knowledge of how you would worship the Father God," they said, "Though you apparently know him by another name."

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998bb9 No.18004

File: 1449137729718.png (1.98 MB,2025x715,405:143,Primal World.PNG)

>>17812

[Tor'Andorth]

1) No progress on the village.

2) Or the farming.

3) The elders are still stumped.

4) But they have the metallurgy down! [Metallurgy (Primitive)]

>>17813

[Queendom]

1/2) The Ambush tactics are easily refined! [Average]

3/4) And the Stalker's Circle is built. [Structures: Stalker's Circle (Crude)]

>>17827

[Light-Borne]

1/2) It will take some time for the warriors to master this new mutation. [3/8]

3/4) The elders almost have it… [5/6]

5/6) The Sea-pen is complete! [Structures: Sea Pen (Crude)]

7/8) And so are the chariots. If only there was something to pull them… [Tech: Water Chariots (Crude)]

>>17851

[Da Kulture]

1) Better Metallurgic techniques are devised! [Simple]

2) And better poisons are well underway. [3/4]

3) Another Goblin Skulker is trained!

4) The research is completed! [Animal Husbandry (Crude)]

>>17852

[Hind]

1) The crow-people expand!

2) The research isn't furthered.

3) A crude writing system is established. [Crude]

4) The ritual is completed! [Summon Shadow Creature (Small)]

>>17858

[Lanquassian]

1) The Lanquassian try their hand at magic, but with the comet gone, it's going to take more work. [No Progress]

2) But the Pacuckur Harnesses are complete! [Pacuckur Harnesses]

3) The farmland is almost ready for tilling. [3/4]

4) A bakery is made! [Bakery (Crude)]

>>17873

[First Hive]

1) When the bonecarvers retrieve the research, the front page is missing. [3/6]

2) Still nothing on the copper.

3) Better farming is had! [Agriculture, Good, Food>Sustainable]

4) The Hive expands!

>>17883

[Awoken]

>+2 Pop

1) Work starts on the copper tools. [2/4]

2) The Earth Communion Ritual is completed! [Earth Communion (Small)]

3) Research stalls.

4) But more Copper is found! [Adequate]

>>17891

[Followers]

>Your pop should be increasing!

1) The Levy Paladins are nearly done training. [1/2]

2) A church-embassy is established in Tor'Andorth! [Church-embassy (Tor'Andorth)]

3) But disaster strikes when building the forge. One man is burned horribly, dying later, and two others are killed when the shoddily made building collapses. [-3 pop]

4) Better agriculture is soon had! [Average; Food>Sustainable]

>>17894

[Klahn]

>Reminder: 4d100 a turn!

1/2) Another group of Riders is trained!

3) And more wood is gathered. [Some]

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998bb9 No.18005

Dice rollRolled 97, 61, 31, 65 = 254 (4d100)

>>18004

Action 1: The Magic of Music still calls to us, and we shall continue to investigate it [Research: Bardic Magic]

Action 2: Finish improving the Farmlands! [Infrastructure: Farmland]

Action 3: Let us begin learning how to Craft with this Copper Metal [Research: Bardic Magic]

Action 4: Our Philosphes wish to have their best words last beyond the moment, and seek how to leave said marks. [Research: Writing]

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: Plentiful

Population: 50 (+3/turn)

Happiness: +3

Structures: [Dwellings: Mud Huts][Father God's Temple][Workshop, Crude][Bakery (Crude)]

Defense: 0

Military: 1 Militia(1.5x), 2 Patrols(.5x)

Resources: Stone (adequate), Lumber (scarce), Clay (sustainable) [Pacuckur Herd [Noisy], Sustainable], [Copper (Some)]

Technologies: (Wood, Stone) (Hand tools, Good) (Construction, Average) (Agriculture, Average) (Crafting, Basic) (Fishing nets, Crude) [Astronomy (crude)], [Pottery][Instruments, Crude][Pacuckur Harnesses]

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–

-Farmland Improvements[3/4]

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998bb9 No.18006

>>18005

Er, action 3 is Research: Copper Working, as per the fluff.

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998bb9 No.18010

Dice rollRolled 71, 6, 40, 66 = 183 (4d100)

1. Improve how well we carve and shape bone. (3/6)

2. Send the Copper to the Laboratory and Alchemist Huts to figure out its properties and how to work it!

3. Improve the quality of our tools. That should help improve everything from logging to farming to research.

4. Train several more Bzz Gaurds.

http://pastebin.com/ud8Mu1ip

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998bb9 No.18012

File: 1449151194196.png (3.46 KB,300x300,1:1,PrimalWorldCrest.png)

>>18004

>Name: Followers of Todsänger

>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.

These are what Her followers acknowledge Her as, those who are brought to vast lands of other universes, to ensure that no other may threaten Her place. However, those who follows Todsänger's words do not bring conversion at the tip of the sword, rather, they seek to convince them through peace, avoiding bloodshed whenever possible.

>Food: Adequate

>Population: 19 (+6/turn)

>Happiness: 3

>Structures:

[Simple Roundhouses]

[Small Church (Todsanger)]

[Lumber mill (Crude)]

[Quarry (Crude)]

[Church-embassy (Tor'Andorth)]

>Defence: 0

>Military:

[Ludwina (1x) (Hero)]

1 [Levy Paladins (1x)]

2 [Levy Commoners (0.5x)]

>Resources:

[Copper (Some)]

>Technologies:

[Wood, Stone]

[Hand tools (Simple)]

[Construction (Simple)]

[Agriculture (Basic)]

[Woodcutting (Crude)]

[Holy Magic (Basic)]

[Weapons (Copper)]

[Shields (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.18013

Dice rollRolled 33, 91, 77, 98 = 299 (4d100)

[The Hind]

Food: [Adequate]

Population: 33 (+3/turn)

Happiness: 1

Structures: [Hind Tree Roosts][Research Lab, Simple][Lumber Mill, Crude]

[Walls (Crude), +1 Defense]

Defenses: 2

Magic: Shadow (Basic)

Military: 3 Hind Lesser Flights [1x], [2 Hind Novelty-Mages [1.5x]

Resources: Lumber [none], Stone (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) [Agriculture:Basic] [Flight: Basic] [Tactics: Good][Ranged Weapons: Average][Writing: 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]

[Writing] [1/4]

[Farming] [1/4]

[Tactics][1/6]

Actions [recruiting, research methods research tactics, shadow teleportation research]

1. There's another recruiting drive on. This time it's for younger Hind who want to see the "boring rest of the world, and fight those not really blessed by the comet." [Recruiting]

2. The Warkmaster was seen giving some thought to magical tactics; "Wark, they don't even know how to execute a double green counter-sally! Wark." [Tactics][1/6][Research: Farming] [1/4] [+5][Research Lab (Simple)]

3. The Hind are trying to figure out new methods of research. A few of them debate about possible methodologies and there's a ton of ruffled feathers and bad feelings. [Research Methods] [+5][Research Lab (Simple)]

4. The Hind now try to practice very basic teleportation with their crude shadow magic. "Shadow step" is the most basic name, but they disagree vehemently about a better name. [Research Short Range Teleportation][+5, Blessed by Comet][Research Lab (Simple)]

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998bb9 No.18021

Dice rollRolled 87, 24, 48, 8 = 167 (4d100)

>>18004

>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: 28 (+3/turn)

Happiness: 1

Structures: (Tree Hollows [basic dwellings])

Defense: 0

Military: 2 (Fae Raiders) unit (.5x)

2 (Fae Raiders) unit (1x)

2 Leptocyon Riders, 1.5x

1 Fae Bowmen unit, 1x

Resources: Clay (Lots),

Copper (some)

Wood (some)

Leptocyon pack (Sustainable)

Tech: Wood, Stone)

(Hand tools, Simple) (

Construction, Simple)

(Agriculture, Basic)

(Pioneering, Simple)

[Weaponry, Good]

Bows (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. There are people, lands to conquer, begin expanding to the direction those fools came from!

3. Find some animal we can tame for use as beasts of burden.

4. Work on our bows, make them better.

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998bb9 No.18022

File: 1449158534767-0.jpg (49.45 KB,550x412,275:206,BetterBuilding.jpg)

File: 1449158534767-1.png (139.95 KB,600x800,3:4,BronzedArmour.png)

Dice rollRolled 38, 94, 94, 26 = 252 (4d100)

>>18012

1: The Paladins would be healed quickly, for the usage of the holy magic for medical purposes seem to have less of a likely chance to implode in their faces.

(Retrain up the Levy Paladins) +[Memories]?

2: With the words from Siegbert, it would seem that to forge a strong bond with the Tor'Andorth culture in the south, assistance should be offered to them to aid their construction of a new town. With additional supplies gathered for the task, the workforce set off northward to aid the construction.

(Help >>17812 build up his new village)

3: As demonstrated with the forge's accident, the followers' way of construction is, rather weak. As was told by the Mission that arrived at Tor'Andorth, it would appear that they knew more about construction than they themselves did. In order to gain such knowledge, lumberjacks would follow with the priests in order to negotiate a trade of knowledge, to learn the better way of construction in exchange for more 'professional' means of gathering wood.

(Trade [Woodcutting (Crude)] for >>17812's [Construction (Average)])

4: A bit of panic was sowed into the community, as those worried that the fae culture may indeed be barbaric, and might seek to wipe them off the map. To help calm said worry, the coppersmiths soon began to work on some more wearable protection, acting as armour to provide the ease of mind for both the Commoners and Paladin Levies.

(Invent some armour for protection, quickly!) +[Zealous]

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998bb9 No.18023

Dice rollRolled 91, 38, 80, 68 = 277 (4d100)

>>18004

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: 72 (+6/turn)

Happiness: 1

Structures: Cliff Cave Village, Training Circle, Tunnel Network, Diving Room, Sea Pen(Crude)

Evolutions: (Workers: Base)(Scouts: Base)(Warriors: Armored Scales, Flight)(Divers: Neurotoxin)(Flyers: Poison)

Defense: 1

Military: 1(1.5x Flying Warrior Group), 2(1.5x Moon-Borne Warrior Groups) 1(1x Scout Flyers[Flight][Poison]), 1(1x Scout [Camo])

Resources: Stone (some), Lumber (Adequite), Copper (some)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Adaption, Crude) (Javelins) (Nature Magic (Basic)) (Water Chariots (Crude))

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.

1) The Flame Warriors find themselves drawn to certain foods after the use of their fire. Coconuts are particularly beloved, believed to refill their fire bladders with its oily meat. [3/8]

2) The elders continue their meditation [5/6]

3) A pod of Divers is send into the sea in search of an animal that can pull the new Water Chariots. Their leader, a mage with the power to speak to animals, believes he can convince the perfect animal.

4) A group of Scouts begin riding on the backs of Flying Warriors, and throwing javelins at targets set up on the beach. Over time, a new hunter unit of mounted javelin throwers is formed.

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998bb9 No.18027

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: Scarce

Population: 38 (+3/turn) (+1 Nursery) (+2 Mite Honey)

Happiness: 3

Structures: Castle, Lumber mill (Crude), Nursery, +1 population (When not out of food)

Defense: 1

Military: 1 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, Basic) (Tunnels (Basic) Instruments (Crude) [Metallurgy, Crude] [Swarm Tactics (Basic)]

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:

Better Agriculture 1/6

Knights Guild???

Engineer Caste???

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998bb9 No.18028

Dice rollRolled 40, 37, 61, 58, 52, 68, 96, 63 = 475 (8d100)

>>18027

1-2. The Hunt is on again for more food, as our new Driver Ants lead our army to go aforaging for wildlife and foilage. New Copper Jaw Tools and Swarm Tactics will help us gather even faster!

>1 Warrior Ants [1.5x], 2 Worker Ants [1x] [1 Driver ant (1.5x)[Slow][Scavenger]

>Jaw Tools (Good)

>[Swarm Tactics (Basic)]

3-4. Work on those Food Storage Units

>(Stoneworking [Basic])

5-6. Keep working on the intelligent Engineer Caste???

7-8. Improve our agriculture, we will learn how to sow as much as we reap Better Agriculture 1/6

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998bb9 No.18029

Dice rollRolled 100, 61, 44, 17 = 222 (4d100)

>>18004

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: Sustainable

Population: 74(+6/turn)

Happiness: 0

Structures: (Homewebs)(Weaver's Circle); Hunter's Circle (Crude);Farm (Crude);Stalker's Circle (Crude)

Defense: 3

Military: 2 (Arachne Hunters) unit, (1x)

Resources: Rocks (lots), Cave moss (some),

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, Excellent)(Weapons, Basic)(Ambush tactics; Average)

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. Our webs can be used for more than traps and hunting. the Weaver's circle charges itself to look into weaving tapestries to depict things of note. This can also be used to make Scrolls for writing and recording.

+United

+Traps (Excellent) [Because Wheelie said it applies]

+Weaver's Circle

3-4. Set up a Circle of wisdom to lead any and all researching efforts.

+united

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998bb9 No.18032

Dice rollRolled 96, 6, 14, 99, 20 = 235 (5d100)

>>18004

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: 66 (?/turn)

Happiness: 1

Structures: Mud Huts, Religious Site, Crude Fence, [Smithy (Crude)], [Mine, Crude]

Defense: 1

Military: 3 Protector Slimes (1x), 1 Brown Ooze (.5x)

Resources: Rocks (lots), [Copper, Some] [Wood, Adequate],

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic)[Metallurgy, Crude][Ecology, Crude][Earth Magic, Basic] [Earth Communion (Small)]

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. Copper tools 2/4

2. Proceed to do the earth communion ritual.

3&4. Astral magic research

5. Young.

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998bb9 No.18041

Dice rollRolled 68, 43, 38, 89 = 238 (4d100)

1) Improve dah forge, nows we gots bettah knowledge of 'tings!

>[Upgrade the Forge, using Metalworking\metal components as much as possible]

2) Finish off dah impruuvmunts on ourh poions, boys. [3/4]

>[Finish upgrading Poison]

3) Get us a big Troll, one willin' tah fight! Giv'em a big club, with spikes'n awl.

>[Recruit Troll as Military Unit]

4) Back to dah breedin' projeckt!

>[Breeding Project for Mounts, of Dubious Result][2/10]

Name: da Kulture

Race: Greenskins

Fluff:

>>15656 (You)

Food: Sustainable

Population: 44 (+6/turn)

Happiness: 2

Structures:

>><<

Greenskin Yurts

Forge (Crude)

Breeding Pits (Crude), +1 pop/turn

Mine (Crude)

>><<

Defense: 0

>><<

Military:

3 Orc War Parties[1x]

2 Goblin Skulkers [.5x][Infiltrate]

>><<

Resources: stone (some), Lumber (some), Copper (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Metallurgy [Simple])[Poison (Crude)] [Copper Weapons, Crude][Mining, Crude][Animal Husbandry (Crude)]

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.18042

Dice rollRolled 81, 29, 31, 25 = 166 (4d100)

>>Name: Tor'Andorth

>>Food: Adequate

>>Population: 64 (+4/turn)

>>Happiness: 1

>>Structures: Log Longhouse, Crude Walls

>>Defense: 1

>>Military: 2 Spear Hunters unit (1x), 1 Slinger Band (.5x)

>>Resources: Lumber (Adequate), Stone (Plentiful) Copper (Scarce)

>>Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Average) (Agriculture, Basic) (Traps, Simple) Mathematics (Simple) Writing system Metallurgy (Copper) Administration (Crude)

>>Religion: The Eye

>>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

>Religion (Comet) 2/4

>Lumber 2/4

>Village 2/15

>Agriculture [Average] 2/4

1. Agriculture [Average] Try to figure out which plants are the most efficient.

2. Continue village construction with the help of our new friends.

3. Start making metal tools.

4. Trade Construction to the holy people

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998bb9 No.18203

File: 1449285532411-0.png (387 B,28x25,28:25,Cylinder_Map_Symbol.png)

File: 1449285532413-1.jpg (4.28 KB,284x177,284:177,Cil.jpg)

Name: (What do your people call themselves?)

Name: Cylindrum Tribe

Race: Cylinder people (AKA "Cyl-Kind") - a race of 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)

Location: (Badlands; any place rocky yet relatively flat; preferably by the sea)

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998bb9 No.18366

File: 1449349764825.png (1.98 MB,2025x715,405:143,Primal World.PNG)

>>18005

[Lanquassian]

1) The music of magic comes quickly to the Lanquassian. (Bardic Magic, Basic)

2) Improvements to your crops are made. [Agriculture, Good]; [Food: Plentiful(+2/turn)

3) Learning how to shape the copper might take a while. [1/4]

4) The writing is well underway, however. [2/4]

>>18010

[First Hive]

1) The techniques improve! [Boneworking, Simple]

2) Technicians and Alchemists beat and otherwise test the metal, but to no avail. Some of the supply is ruined in the process. [Some>>Scarce]

3) Research progresses into better toolmaking. [2/4]

4) Another Bzz gaurd is trained! [1 Bzz guard]

>>18013

[The Hind]

1) The recruitment drive begins. [1/2]

2) Tactics are improved! [Excellent]

>Research only one thing per action, pl0x

3) Better research methods are underway. [3/6]

4) A new spell is devised! The teleportation it offers is pretty crude though. [Shadow-step (Crude)]

>>18021

[Klahn]

1/2) The Klahn heads south!

3) A search for bigger dinosaurs begins. [2/4]

4) No bows. Some wood is used up. [Wood>>Scarce]

>>18022

[Followers]

1) A Levy Paladin undergoes training. [1/2]

2) With the Follower's help, the village is completed!

3) Your woodcutting methods are sent to Tor'Andorth.

4) Armor production is underway, but slowly. [1/2]

>>18023

[Light-Borne]

1) The Flame-Warriors complete their training. [1 Flame-warrior group [1.5x]

2) The meditation is complete. [Forgot what you were going for here, apologies]

3) The Divers encounter a small pod of Icthyosaur, and bring them back to the pen. Domesticating and training them to pull the chariots is another matter, however.

4) Training of the mounted javelin-throwers begins. [3/6]

>>18027

[Formicae]

1/2) Some more food is found! [Scarce>>Some; +2/turn]

3/4) Food Storage units are underway. [2/4]

5/6) The Engineer caste is bred! [Engineer Caste]

7/8] Better agriculture methods are completed! [Average; Some>>Adequate, +2 pop/turn]

>>18029

[Queendom]

1/2] The first tapestries are made, depicting Queen Azalie's rise to power. They are magnificent. [Tapestries, crude; +3 Happiness]

3/4] A Circle of Wisdom starts its recruiting. [2/4]

>>18032

[Awoken]

>+2 pop

1) Copper tools are made! [Hand tools>>Average]

2) The earth communion ritual doesn't go so well, and ends up consuming some of your rock supply. [Lots>>Average]

3/4) The Star Father smiles upon the Awoken! [Astral Magic (Crude)]

>NOTE: Astral magic will not destroy the world :^)

>>18041

[Kulture]

1) Improvements to the forge are easily made. It doesn't take much copper either. [Forge (Simple)]

2) Poison research is completed. [Simple]

3) Recruitment begins, with da biggest an baddest Trolls auditioning. [1/6]

4) The breeding project continues, and speeds up. [8/10]

>>18042

[Tor'Andorth]

>You receive [Woodcutting (Crude)] from the Followers of Todsanger!

1) Better agricultural techniques are discovered! [Agriculture (Average); Food>>Sustainable]

2) With the help of the Followers, the village is completed! It brings the lands around it under your control as well.

3) Better tools will take a while. [1/6]

4) Construction techniques are sent to the Followers.

>>18203

New Nation

Cylindrum Tribe

Food: Adequate

Population: 10 (+4/turn)

Happiness: 0

Structures: (player fluff dwellings)

Defense: 0

Military: 2 Player Fluff units (1.5x), 1 (.5x) Player Fluff Unit

Resources: Clay (Sustainable) Copper (Some) Wood (Some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic)

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.

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998bb9 No.18367

Dice rollRolled 52, 88, 34, 37 = 211 (4d100)

A1: We's need tah make our stings moar deadly! Likah vipah wittah spear! Ye!

>[Create poison soaked blades to issue to Orcs]

A2: Coppah's good, but ain'tha somethin' bettah? Trolls'n bend this stuff in they sleep.

>[Prospect for new metals]

A3: Keep at it lads, biggest AND baddest ya remembah now!

>[Finish Troll unit construction][1/6]

A4: Moar'n just simple fook'n now, we's undahstands a bits O'ow tah get wutt we wants. And we wants some RIDAHS!

>[Polish off Breeding Project]. [8/10]

Name: da Kulture

Race: Greenskins

Fluff:

>>15656 (You) (You)

Food: Sustainable

Population: 50 (+6/turn)

Happiness: 2

Structures:

>><<

Greenskin Yurts

Forge (Simple)

Breeding Pits (Crude), +1 pop/turn

Mine (Crude)

>><<

Defense: 0

>><<

Military:

3 Orc War Parties[1x]

2 Goblin Skulkers [.5x][Infiltrate]

>><<

Resources: stone (some), Lumber (some), Copper (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Metallurgy [Simple])[Poison (Simple)] [Copper Weapons, Crude][Mining, Crude][Animal Husbandry (Crude)]

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.18370

Dice rollRolled 15, 100, 56, 57 = 228 (4d100)

>>18366

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: Adequate

Population: 38 (+3/turn) (+1 Nursery) (+2 Mite Honey) (+4 from More Food)

Happiness: 3

Structures: Castle, Lumber mill (Crude), Nursery, +1 population (When not out of food)

Defense: 1

Military: 1 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 (Basic) Instruments (Crude) [Metallurgy, Crude] [Swarm Tactics (Basic)] [Engineer Caste]

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???

1. Our new Engineer cast will our latest tools and technology will surely help help us build our Food Stoarge units quickly 2/4

[Engineer Caste]

Jaw Tools (Good)

(Stoneworking [Basic])

2. The New Engineer caste takes pride in their role of organizers and architectural leaders. They suggest we develop [Mass Labor Industry]. The more numerous our natural populace, the better and faster we get things done!

[Engineer Caste]

3. We ants are masters of tunnel building. We should improve our tunnel making skills and abilities.

[Engineer Caste]

4. We should also research better mining, so that we may find and harvest metals and ores much easier.

[Engineer Caste]

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998bb9 No.18374

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: Adequate

Population: 48 (+3/turn) (+1 Nursery) (+2 Mite Honey) (+4 from More Food)

Happiness: 3

Structures: Castle, Lumber mill (Crude), Nursery, +1 population (When not out of food)

Defense: 1

Military: 1 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 (Basic) Instruments (Crude) [Metallurgy, Crude] [Swarm Tactics (Basic)] [Engineer Caste]

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???

Corrected Stats

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998bb9 No.18376

File: 1449351902656.jpg (19.13 KB,600x594,100:99,Cylinders_huts.jpg)

Dice rollRolled 34, 35, 75, 53 = 197 (4d100)

>>18366

Name: Cylindrum Tribe

Race: Cylinder people (AKA "Cyl-Kind") - a race of 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: 14 (+4/turn)

Happiness: 0

Structures: Wooden Habitation Cylinder

Defense: 0

Military: 2 Clylinderman Warrior Teams (1.5x), 1 (.5x) Angry Cylinderman

Resources: Clay (Sustainable) Copper (Some) Wood (Some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic)

>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:

1/2. - Hand tools need improving because they are [Simple]. Hand tools are [Simple] because they need improving. Query: Why do Hand tools need improving? Because they are [Simple]. Improve "Hand tools" (with possible subquery of finding out nature of"hands".)

3/4. - Habitation cylinder is crude and not properly geometric. Query: Why is this? Answer: Construction is [Simple]. Why is Construction [Simple]? Answer: Because the habitation cylinder is crude. Conclusion: to make the habitation cylinder less crude, we must make Construction>Simple. Result; improve "Construction".

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998bb9 No.18393

Dice rollRolled 25, 34, 80, 38 = 177 (4d100)

>>18366

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: 78 (+6/turn)

Happiness: 1

Structures: Cliff Cave Village, Training Circle, Tunnel Network, Diving Room, Sea Pen(Crude)

Evolutions: (Workers: Base)(Scouts: Base)(Warriors: Armored Scales, Flight)(Divers: Neurotoxin)(Flyers: Poison)

Defense: 1

Military: 1(1.5x Flying Warrior Group), 2(1.5x Moon-Borne Warrior Groups) 1(1x Scout Flyers[Flight][Poison]), 1(1x Scout [Camo]) 1(Flame-warrior group [1.5x])

Resources: Stone (some), Lumber (Adequite), Copper (some)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Adaption, Simple) (Javelins) (Nature Magic (Basic)) (Water Chariots (Crude))

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.

1) In keeping with Her love of the Light-borne, Mother blesses Her Workers in their sleep. A valve in their hands is now able to shoot a thick grey liquid. As it rapidly dries, it takes on a sandstone-like texture. The blessed Workers now include a few handfuls of sand in their meals. [mutate concrete]

2) The Water Chariots are refined, adding two stabilizing find on the bottom and a pair of outriggers

3) The Divers begin working with the pod of icthyosaurs, training them to pull Water Chariots.

4) The mounted javelin throwers continue their practice. [3/6]

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998bb9 No.18396

Dice rollRolled 29, 70, 72, 9 = 180 (4d100)

>>18366

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: Sustainable

Population: 80(+6/turn)

Happiness: 3

Structures: (Homewebs)(Weaver's Circle); Hunter's Circle (Crude);Farm (Crude);Stalker's Circle (Crude): Circle of Wisdom (2/4)

Defense: 3

Military: 2 (Arachne Hunters) unit, (1x)

Resources: Rocks (lots), Cave moss (some),

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, Excellent)(Weapons, Basic)(Ambush tactics; Average)(Tapestries, 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. Continue on the Circle of Wisdom (2/4)

+Construction simple

+United

3-4. Improve Our stalker's Circle.

+United

+Construction Simple

+Ambush tactics aerage

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998bb9 No.18399

Dice rollRolled 44, 79, 91, 38 = 252 (4d100)

1. Improve our bone weaponry.

2. This isn't working. Time to go on a different approach. If it isn't malleable as it is perhaps its like wax and needs to be heated to be molded. Build a forge deep underground.

3. Improve the quality of our tools. That should help improve everything from logging to farming to research. (2/4)

4. Expand

http://pastebin.com/ud8Mu1ip

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998bb9 No.18401

Dice rollRolled 60, 66, 16, 47 = 189 (4d100)

>>18366

Action 1: The Father God led us to the Music, perhaps in it we shall find Him [Research Religion][Bardic Magic,Basic]

Action 2: Our people grow numerous, we need to [Expand] and settle new territory along the river.

Action 3: The mysteries of the copper begin to unravel to us! [Copper Working][1/4]

Action 4: Our Philosphes have made progress in "preserving our words" [Research: Writing][2/4]

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: Plentiful

Population: 53 (+5/turn)

Happiness: +3

Structures: [Dwellings: Mud Huts][Father God's Temple][Workshop, Crude][Bakery (Crude)]

Defense: 0

Military: 1 Militia(1.5x), 2 Patrols(.5x)

Resources: Stone (adequate), Lumber (scarce), Clay (sustainable) [Pacuckur Herd [Noisy], Sustainable], [Copper (Some)]

Technologies: (Wood, Stone) (Hand tools, Good) (Construction, Average) (Agriculture, Good) (Crafting, Basic) (Fishing nets, Crude) [Astronomy (crude)], [Pottery][Instruments, Crude][Pacuckur Harnesses]

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–

-Copper Working [1/4]

-Writing [2/4]

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998bb9 No.18405

Dice rollRolled 18, 68, 4, 61 = 151 (4d100)

[The Hind]

Food: [Adequate]

Population: 36 (+3/turn)

Happiness: 1

Structures: [Hind Tree Roosts][Research Lab, Simple][Lumber Mill, Crude]

[Walls (Crude), +1 Defense]

Defenses: 2

Magic: Shadow (Basic)

Military: 3 Hind Lesser Flights [1x], [2 Hind Novelty-Mages [1.5x]

Resources: Lumber [none], Stone (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) [Agriculture:Basic] [Flight: Basic] [Tactics: Excellent][Ranged Weapons: Average][Writing: Crude][Shadow-step (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]

[Farming] [1/4]

Actions [recruiting, search for resources, research farming, shadow teleportation research]

1. The recruiting continues. The Hind look particularly anxious. [Unit Recruitment: 1/2]

2. Some Hind are prowling around for some resources – such as metals.. [Search for resources]

3. The Hind are putting their considerable winged cleverness to the issue of farming! [Farming] [1/4][Research Methods] [+5][Research Lab (Simple)]

4. The Hind teleport around like morons for about three days straight. They are endlessly amused by surprising each other. [Research Short Range Teleportation {Crude}][+5, Blessed by Comet][Research Lab (Simple)]

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998bb9 No.18429

File: 1449367314124.png (3.46 KB,300x300,1:1,PrimalWorldCrest.png)

>>18366

>Name: Followers of Todsänger

>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.

These are what Her followers acknowledge Her as, those who are brought to vast lands of other universes, to ensure that no other may threaten Her place. However, those who follows Todsänger's words do not bring conversion at the tip of the sword, rather, they seek to convince them through peace, avoiding bloodshed whenever possible.

>Food: Adequate

>Population: 25 (+6/turn)

>Happiness: 3

>Structures:

[Simple Roundhouses]

[Small Church (Todsanger)]

[Lumber mill (Crude)]

[Quarry (Crude)]

[Church-embassy (Tor'Andorth)]

>Defence: 0

>Military:

[Ludwina (1x) (Hero)]

2 [Levy Paladins (1x)]

2 [Levy Commoners (0.5x)]

>Resources:

[Copper (Some)]

>Technologies:

[Wood, Stone]

[Hand tools (Simple)]

[Construction (Average)]

[Agriculture (Basic)]

[Woodcutting (Crude)]

[Holy Magic (Basic)]

[Weapons (Copper)]

[Shields (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. (?)

(Going to have a additional Levy Paladin, since half and half equals one.)

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998bb9 No.18434

Dice rollRolled 78, 5, 82, 99, 81 = 345 (5d100)

>>18366

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: 68 (?/turn)

Happiness: 1

Structures: Mud Huts, Religious Site, Crude Fence, [Smithy (Crude)], [Mine, Crude]

Defense: 1

Military: 3 Protector Slimes (1x), 1 Brown Ooze (.5x)

Resources: Rocks (average), [Copper, Some] [Wood, Adequate],

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic)[Metallurgy, Crude][Ecology, Crude][Earth Magic, Basic] [Earth Communion (Small)] [Astral Magic (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. Try again on the Earth Communion ritual.

2&3. It is time to begin a grande project. The priests are to find a place where The Earth Mother's pulse can be heard strong and The Star Father's eyes have blessed. Find a blessed place of both the gods, for this will be step one.

4. Begin creating false bones of copper for some of the warriors. As sharp as blades so they manipulate any one blade in their body and strike from any and all directions.

5. young.

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998bb9 No.18461

Dice rollRolled 22, 25, 35, 84 = 166 (4d100)

>>18366

>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: 28 (+3/turn)

Happiness: 1

Structures: (Tree Hollows [basic dwellings])

Defense: 0

Military: 2 (Fae Raiders) unit (.5x)

2 (Fae Raiders) unit (1x)

2 Leptocyon Riders, 1.5x

1 Fae Bowmen unit, 1x

Resources: Clay (Lots),

Copper (some)

Wood (scarce)

Leptocyon pack (Sustainable)

Tech: Wood, Stone)

(Hand tools, Simple) (

Construction, Simple)

(Agriculture, Basic)

(Pioneering, Simple)

[Weaponry, Good]

Bows (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.Continue to expand to the south

2.3. Find those beasts of burden 2/4

4. Fine bows wont work let's research some other weapon that we can effectively use from leptocyon back.

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998bb9 No.18472

File: 1449428847215-0.png (5.88 KB,250x250,1:1,MinorPaladinSoldier.png)

File: 1449428847216-1.jpg (1.45 MB,1588x2228,397:557,BEERBEERBEER.jpg)

Dice rollRolled 55, 38, 42, 35 = 170 (4d100)

>>18429

1: With the ever increasing population, it would become harder for the current amount of Paladins to provide for the needed protection for the public. Due to this, more potential Paladins would be seen training near the church, to provide sufficient skills against any potential threats.

(Train additional Levy Paladins)

2: Work on providing armour for those who requires it continues, which will grant protection against blows struck against those unfortunate.

(Continue work on armours [1/2])

3: While the appeal of gaining Paladin Mages is placed on the backburner for now, the potential for Paladin Soldiers is one that can be achieved with little risk. Armed with sharp swords or short spears, alongside bronze-braced shields, with the potential of also being equipped with newly forged armour, a proper military can be set up to protect Todsanger's followers from harm!

…I mean, what could go wrong?

(Convert a [Levy Paladins (1x)] into a [Minor Paladin Soldiers (1.5x)])

4: Finally, while most of the followers seem to be content with just the faith in Todsanger, others grew discontent and bored with the whole deal… In order to provide some merriment, a few of the latter soon began to make something that will quench their thirst for something to live for. What will it be, you wonder?

Just, you know, ales and the likes.

(Invent alcohols to provide additional happiness for the population.)

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998bb9 No.18473

Dice rollRolled 84, 77, 89, 82 = 332 (4d100)

>>18366

>>Name: Tor'Andorth

>>Food: Sustainable

>>Population: 68 (+4/turn)

>>Happiness: 1

>>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)

>>Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Average) (Agriculture, Average) (Traps, Simple) Mathematics (Simple) Writing system Metallurgy (Copper) Administration (Crude)

>>Religion: The Eye

>>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

>Religion (Comet) 2/4

>Lumber 2/4

>Hand Tools [Good] 1/6

1. [Metal Hand tools (Good)] Keep working on metal hand tools.

2. [Bronze] And figure out how to make better metals.

3. Gather lumber with our new [woodcutting technicques crude]

4. [Urban Improvements] Our towns are nice and developed, but lack basic amenities. We will fix this by making a bunch of industries that make things that aren't just food, buildings, and related products. Paintings, poems, songs, all sorts of artsy shit.

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998bb9 No.18609

File: 1449506089014.png (1.98 MB,2025x715,405:143,Primal World.PNG)

>>18367

[Kulture]

1) A war party is equipped with poison spears. [ 1 Poisoner War Party [Poison] 1.5x]

2) The Kulture finds some tin! [Tin (Some)]

3) Training comes slowly for the troll. [2/6]

4) The breeding project completes. The resulting creatures are as big as trolls, and dumber than them. [Half-breeds, sustainable]

>>18370

[Formicae]

1) No such luck.

2) But the mass labor industry is instantly complete, and better than expected! [Mass Labor (Average)]

3) Research commences. [2/4]

4) Your mining techniques improve! [Basic]

>>18376

[Cylindrum]

1/2) The tribe starts to improve their tools. [2/4]

3/4) Construction improves, however. [Basic]

>>18393

[Light-Borne]

1) Only slight progress on the concrete. [2/6]

2) No progress on the chariots.

3) The icthys are trained, and the chariots are manned. [1 Water-chariot (1.5x)]

4) Practice continues, though slowly. [4/6]

>>18396

[Queendom]

1/2) The circle of Wisdom is completed! [Structures: Circle of Wisdom]

3/4) The Stalker's Circle is improved! [Basic]

>>18399

[First Hive]

1) The First Hive improves its weaponry! [Basic]

2) A crude forge is built underground. [Forge (Crude)]

3) Tools are improved! [Average]

4) The Hive starts expanding. [1/4]

>>18401

[Lanquassian]

1) Your people find religion in music, and everyone is happier. [Religion, Crude; +1 Happiness]

2) The tribe expands!

3) No progress.

4) A crude writing system is established. [Writing, Crude]

>>18405

[Hind]

1) No progress on the recruitment drive.

2) The Hind discover some Copper! [Some]

3) No progress on the farming, either.

4) Research is nearly done. [3/4]

>>18434

[Awoken]

>+8 pop

1) The Earth communion ritual completes, and a tiny amount of copper is pulled from the ground. [Some>>Adequate]

2/3) The perfect place is found- a deep valley, close to the mother, where the moon shines brightly overhead at night. Everyone is ecstatic. [+2 happiness]

4) The copper seems to take very well to the slime. Soon enough, not one, but three Copper Slimes are ready to protect the Awoken. [3 Copper Slimes, 1.5x]

>>18461

[Klahn]

1) The Klahn starts packing everything up in preparation to leave. [1/4]

2/3)

4) After some thought, the Klahn comes up with the solution: Spears! They equip the riders with them. [1.5x>>2x]

>>18472

[Followers]

1) Another Levy Paladin is trained!

2) And the armor is complete. [Armor (Crude)]

3) A Levy Paladin completes his training! [Convert 1 Levy Paladin (1x)>> Minor Paladin Solder (1.5x)]

4) Some ales are produced, but they all taste disgusting. More research is needed. [1/2]

>>18473

[Tor'Andorth]

1) Better hand tools are created! [Excellent]

2) The elders think that if the copper is combined with another material, it may become stronger.

3) More lumber is gathered! [Sustainable]

4) The improvements are made, and everyone is happier! [Urban improvements, Crude; +1 Happiness]

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998bb9 No.18611

Dice rollRolled 24, 77, 24, 19 = 144 (4d100)

A1: Get dah boys on dah dumbuns, see's if an Orc party c'n fight well on'em.

>[Mount 1 Orc War Party[1x] on the new Half Breeds]

A2: Wott's all dis new shiny den? Izzit gots a good use?

>[Metallurgic experimentation with copper+tin combos]

A3: Get dat big lad movin', c'mon, an'where's tha big metal club aye?

>[Continue Troll Training][2/6]

A4: 'ave dah shamans bring out e'rything they gots–talismuns, spells, potions, songs, stamping dances, guthrowing–whatevah! Get'em tah make dah breedin' fastah

>[Research: Shamanistic Fertility Solutions]

Name: da Kulture

Race: Greenskins

Fluff:

>>15656

Food: Sustainable

Population: 56 (+6/turn)

Happiness: 2

Structures:

>><<

Greenskin Yurts

Forge (Simple)

Breeding Pits (Crude), +1 pop/turn

Mine (Crude)

>><<

Defense: 0

>><<

Military:

1 Poisoner War Party [Poison] 1.5x

3 Orc War Parties[1x]

2 Goblin Skulkers [.5x][Infiltrate]

>><<

Resources: stone (some), Lumber (some), Copper (some), [Half-breeds, sustainable], [Tin (Some)]

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Metallurgy [Simple])[Poison (Simple)] [Copper Weapons, Crude][Mining, Crude][Animal Husbandry (Crude)]

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.18614

Dice rollRolled 97, 34, 39, 73 = 243 (4d100)

1. Now lets try working this copper in our forge!

2. Send the alchemists out to gather plants and animal samples to find interesting things to study and learn from.

3. Make some mead from honey! A good ration of mead for our soldiers is sure to improve their performance in battle.

4. Expand (1/4)

http://pastebin.com/ud8Mu1ip

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998bb9 No.18615

File: 1449507922807.jpg (68.71 KB,404x316,101:79,Hind.jpg)

Dice rollRolled 93, 58, 89, 2 = 242 (4d100)

[The Hind]

Food: [Adequate]

Population: 39 (+3/turn)

Happiness: 1

Structures: [Hind Tree Roosts][Research Lab, Simple][Lumber Mill, Crude]

[Walls (Crude), +1 Defense]

Defenses: 2

Magic: Shadow (Basic)

Military: 3 Hind Lesser Flights [1x], [2 Hind Novelty-Mages [1.5x]

Resources: Lumber [none], Stone (some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) [Agriculture:Basic] [Flight: Basic] [Tactics: Excellent][Ranged Weapons: Average][Writing: Crude][Shadow-step (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]

[Farming] [1/4]

Actions [recruiting, search for resources, research farming, shadow teleportation research]

1. The recruiting continues. The latest batch is…well… [Unit Recruitment: 1/2]

2. The remainder Hind are working on crude little "shadow" forges. They're trying to figure out how to apply their knowledge of shadow magic to smithing, generally. [Research: Shadow Forges][+5 Research?.][+5, Blessed by Comet?][Research Lab (Simple)]

3. Seeing the obvious need for a forge, a few Hind try to make one… [Construct Forge]

4. The Hind keep up their plucky attempts at teleportation… [Shadow-step (Crude)][+5, Blessed by Comet][Research Lab (Simple)]

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998bb9 No.18616

Dice rollRolled 13, 10, 63, 38 = 124 (4d100)

>>18609

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: Adequate

Population: 48 (+3/turn) (+1 Nursery) (+2 Mite Honey) (+4 from More Food)

Happiness: 3

Structures: Castle, Lumber mill (Crude), Nursery, +1 population (When not out of food)

Defense: 1

Military: 1 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 (Basic) Instruments (Crude) [Metallurgy, Crude] [Swarm Tactics (Basic)] [Engineer Caste], [Mass Labor (Average)] [Mining (basic]

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???

Tunnelling 2/4

1-2. Expand our territory! The Engineers suggest a rapid aquisition of land and resources, and the Queen consents, mandating it.

The Swarms move out, lead by their driver ants to expand our territorial influence over the land, in search of new food sources! Our vast populace is put to the task of following in their wake. Under supverision of the Engineers they dig more tunnels, create roads and bridges of earth and stone, ever pushing our borders outward!

1 Warrior Ants [1.5x], 2 Worker Ants [1x] [1 Driver ant (1.5x)[Slow]

[Mass Labor (Average)] - Population: 48

[Engineer Caste]

[Stoneworking (Basic)]

[Tunnels (Basic)]

3. Continue our Tunneling improvement efforts

4. To maintain Order and Civility over our larger territories, the Knights Guild continues petition the Queen for her royal assent to form their noble order.

Knights Guild???

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998bb9 No.18617

Dice rollRolled 100, 95, 88, 63, 31 = 377 (5d100)

>>18609

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: 76 (?/turn)

Happiness: 3

Structures: Mud Huts, Religious Site, Crude Fence, [Smithy (Crude)], [Mine, Crude]

Defense: 1

Military: 3 Protector Slimes (1x), 1 Brown Ooze (.5x) [3 Copper Slimes, 1.5x]

Resources: Rocks (average), [Copper, Adequate] [Wood, Adequate],

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic)[Metallurgy, Crude][Ecology, Crude][Earth Magic, Basic] [Earth Communion (Small)] [Astral Magic (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&2. Begin researching a ritual to better commune with the Star Father, much like the ritual to commune with the earth mother.

3&4. Begin construction of a temple to the Earth Mother and Star Father upon the holy site found. It is to be a pyramid and reverse pyramid 3 floors tall and 3 floors deep, not counting the ground floor. Upon the top floor will be a sunken in copper bowl filled with still water to reflect the shine of the moon and stars, and upon the bottom floor will be a mirrored basin of fire. The ground floor will be depicted with symbols of the union, of life, as well as plants, water, and fire decorating the halls. The 3 upper floors will be decorated in symbols to the Star father and the 3 lower floors to the Earth Mother.

5. Young.

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998bb9 No.18628

Dice rollRolled 96, 57, 89, 85 = 327 (4d100)

>>18609

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: 78 (+6/turn)

Happiness: 1

Structures: Cliff Cave Village, Training Circle, Tunnel Network, Diving Room, Sea Pen(Crude)

Evolutions: (Workers: Base)(Scouts: Base)(Warriors: Armored Scales, Flight)(Divers: Neurotoxin)(Flyers: Poison)

Defense: 1

Military: 1(1.5x Flying Warrior Group), 2(1.5x Moon-Borne Warrior Groups) 1(1x Scout Flyers[Flight][Poison]), 1(1x Scout [Camo]) 1(Flame-warrior group [1.5x]), (1 Water-chariot (1.5x)])

Resources: Stone (some), Lumber (Adequite), Copper (some)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Adaption, Simple) (Javelins) (Nature Magic (Basic)) (Water Chariots (Crude))

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.

1) The concrete production in the Workers increases. [2/6]

2) The elders return to their meditation, fasting and sunning themselves in the hope that Mother will teach them more of Her methods in changing her children

3) The Divers slip into the emerald waters, heading south in search of animals to bring back as a sustainable food source. [META: I imagine them as primarily carnivores, but also eat fruits and nuts when not gorged on meat or fish]

4) The flying javelin throwers continue practice from the backs of their brethren. [4/6]

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998bb9 No.18633

Dice rollRolled 29, 5, 98, 4 = 136 (4d100)

>>18609

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: Sustainable

Population: 86(+6/turn)

Happiness: 3

Structures: (Homewebs)(Weaver's Circle); Hunter's Circle (Crude);Farm (Crude);Stalker's Circle (Basic): Circle of Wisdom

Defense: 3

Military: 2 (Arachne Hunters) unit, (1x)

Resources: Rocks (lots), Cave moss (some),

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, Excellent)(Weapons, Basic)(Ambush tactics; Average)(Tapestries, 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 the Hunter's circle

+United

3-4. Expand

+united

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998bb9 No.18642

Dice rollRolled 7, 99, 44, 44 = 194 (4d100)

>>18609

>>Name: Tor'Andorth

>>Food: Sustainable

>>Population: 78 (+5/turn)

>>Happiness: 2

>>Structures: Tor'Andoroth [Town], Crude Walls, Tor'Gammorah [Town]

>>Defense: 1

>>Military: 2 Spear Hunters unit (1x), 1 Slinger Band (.5x)

>>Resources: Lumber (Sustainable), Stone (Plentiful) Copper (Scarce)

>>Technologies: (Wood, Stone, Copper) (Hand tools, Excellent) (Construction, Average) (Agriculture, Average) (Traps, Simple) Urban improvements (Crude) Mathematics (Simple) Writing system Metallurgy (Copper) Administration (Crude)

>>Religion: The Eye

>>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

>Religion 2/4

1. [Religion] Codify the faith of the Eye into a book for all to read.

2. Scout about for metals to combine with copper.

3. [Expand Tor'Gammorah] Begin the process of expanding the village into a town.

4. (Administration [Average]) Refine our administration to better handle multiple large settlements.

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998bb9 No.18656

Dice rollRolled 28, 11, 26, 16 = 81 (4d100)

>>18609

Action 1: We shall continue to try and work this metal. [Copper Working, 1/4]

Action 2: We shall scout our new territories and bordering for anything interesting [Scout]

Action 3: Some of our men and women are called to music and god, we shall support them [Raise Bardic Paladins]

Action 4: Perhaps something can be done with the hides of dead Pacuckur? [Leatherworking]

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: Plentiful

Population: 58 (+5/turn)

Happiness: +4

Structures: [Dwellings: Mud Huts][Father God's Temple][Workshop, Crude][Bakery (Crude)]

Defense: 0

Military: 1 Militia(1.5x), 2 Patrols(.5x)

Resources: Stone (adequate), Lumber (scarce), Clay (sustainable) [Pacuckur Herd [Noisy], Sustainable], [Copper (Some)]

Technologies: (Wood, Stone) (Hand tools, Good) (Construction, Average) (Agriculture, Good) (Crafting, Basic) (Fishing nets, Crude) [Astronomy (crude)], [Pottery][Instruments, Crude][Pacuckur Harnesses][Religion, Crude][Writing, 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–

-Copper Working [1/4]

-

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998bb9 No.18671

File: 1449533603914.jpg (129.94 KB,857x615,857:615,Farming.jpg)

>>18609

>Name: Followers of Todsänger

>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.

These are what Her followers acknowledge Her as, those who are brought to vast lands of other universes, to ensure that no other may threaten Her place. However, those who follows Todsänger's words do not bring conversion at the tip of the sword, rather, they seek to convince them through peace, avoiding bloodshed whenever possible.

>Food: Adequate

>Population: 31 (+6/turn)

>Happiness: 3

>Structures:

[Simple Roundhouses]

[Small Church (Todsanger)]

[Lumber mill (Crude)]

[Quarry (Crude)]

[Church-embassy (Tor'Andorth)]

>Defence: 0

>Military:

[Ludwina (1x) (Hero)]

2 [Levy Paladins (1x)]

1 [Minor Paladin Solder (1.5x)]

2 [Levy Commoners (0.5x)]

>Resources:

[Copper (Some)]

>Technologies:

[Wood, Stone]

[Hand tools (Simple)]

[Construction (Average)]

[Agriculture (Basic)]

[Woodcutting (Crude)]

[Holy Magic (Basic)]

[Weapons (Copper)]

[Shields (Crude)]

[Armor (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.18682

File: 1449534860844.png (3.46 KB,300x300,1:1,PrimalWorldCrest.png)

Dice rollRolled 88, 68, 72, 100 = 328 (4d100)

>>18671

(Accidentally fucked up the image, but it isn't like that matters.)

With the slowly expanding population, ensuring that none of them starve would require great improvement and refinement of the way of agriculture:

1: (Improve Agriculture to a higher standard, to help with the supplement of food.)

2: (See to the construction of a mill, to process additional food for the people.)

3: (Also, continue work on beer and ales. [1/2])

4: All the while, the priest Siegbert would see to help the spread of the true faith within the other human civilization, using their means of writing in order to form a codex to help spread the faith over there.

(SPREAD RELIGION IN TOR'GAMMORAH AND TOR'ANDORTH, THROUGH SOME KIND OF HOLY BOOK OR SOMETHING) +[Zealous] +[Memories]

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998bb9 No.18757

Dice rollRolled 55, 47, 50, 26 = 178 (4d100)

>>18609

Name: Cylindrum Tribe

Race: Cylinder people (AKA "Cyl-Kind") - a race of 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: 18 (+4/turn)

Happiness: 0

Structures: Wooden Habitation Cylinder

Defense: 0

Military: 2 Clylinderman Warrior Teams (1.5x), 1 Angry Cylinderman (.5x)

Resources: Clay (Sustainable) Copper (Some) Wood (Some)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Basic) (Agriculture, Basic)

>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. Error. After prolonged time, handtools tools are still =Simple. Reticify this. (2/4)

2. Construction is now basic. Basic is >simple, but is is <Good. Query: would basic structures be acceptable for prolonged use? Answer: negative. Result: construction must be improved. (Research Construction again)

3. Agriculture is =Basic. Basic agriculture is <Good, which is =Bad. Bad agriculture leads to bad growths. To fix this, we must fix agriculture. (Research Agriculture)

4. To better calculate specifications for accurate cylinder fabrication, we need a calculation system. To create a calculation system, we need a means to record. Construct a recording system. (Research Writing)

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998bb9 No.18886

File: 1449620615543.png (1.98 MB,2025x715,405:143,Primal World.PNG)

>>18611

[Kulture]

1) Did'n work- dah dumbun threw its rider off.

2) Da Kulture manages to create Bronze! [Tech: Bronze]

3) Di'n work- troll would rather pick flowers.

4) Lotsa fuckin', but no pop increase.

>>18614

[First Hive]

1) The copper is beat into shape surprisingly easily, and given to the two Royal Guards. [1x>>1.5x; Copper Weapons]

2) It might take a while… [1/4]

3) The fermenting process is underway. [2/4]

4) The Hive expands. More room for honey!

>>18615

[The Hind]

1) The recruitment drive goes surprisingly well! Two more Novelty-Mages are recruited.

2) The Shadow-forge is under construction. [4/6]

3) A forge is easily made by a small group of squawking Hind. [Forge (crude)]

4) The Hind continue their efforts, and it's all fun and games- until one teleports off a cliff, forgetting for a moment that he can fly. [-1 pop]

>>18616

[Formicae]

1-2) The Kingdom tries to expand, but the mountains prove to thick and too tough to tunnel through.

3) Work starts on tunnel improvements. [3/6]

4) Petitioning continues.

>>18617

[Awoken]

>+3 Pop

1/2) A ritual is planned and done, involving lots of singing and praise. It is near completion when a ray of light from the Star Father beams down, enveloping a young slime. When the light fades, the slime is… changed. [1 Star-Born Slime, 2x]

3/4) The temple is completed. [Temple, Crude;+1 Happiness]

>>18628

[Light-borne]

1) The concrete mutation is finished! [Concrete (Crude]

2) Meditations commence again. [3/8]

3) A great mass of fish is found! [Food>>Abundant]

4) Training for the javelin-throwers completes. [1 Flying Warrior group>>> 1 Flying Javelin-thrower group (2x)]

>>18633

[Queendom]

1/2) The Hunters circle needs work. [1/6]

3/4) The Queendom expands!

>>18642

[Tor'Andorth]

[Tor'Andorth]

1) No progress on the religion. The people are growing antsy. [-1 Happiness]

2) Tin is found! [Tin, Some]

3) The expansion starts. [2/10]

4) Better administration research is underway. [2/6]

>>18656

[Lanquassian]

1) Work slowly continues. [2/4]

2) Nothing is found.

3) Paladin training begins, but is slow. [1/4]

4) The crafters take a look at the hides, but inspiration doesn't come to them.

>>18682

[Followers]

1) Agriculture improves. [Agriculture, Good;+1 pop/turn]

2) A crude mill is built. Todsanger blesses the colony today. [Mill (Crude); Food>> Sustainable]

3) Alcohol is re-discovered, and everyone parties! [Alcohol (Crude); +1 Happiness]

4) The teachings of Todsanger are dispersed throughout Tor'Gammorah with surprising results. People flock to the church and join. [+4 pop-DOES NOT affect population of Tor'Andorth; +2 Happiness]

>>18757

[Cylindrum]

1) Tools=Average. [Average]

2) Construction is researched. [2/4]

3) Agriculture=Good. [Good;Food: Sustainable]

4) Writing is underway. [1/4]

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998bb9 No.18887

Dice rollRolled 62, 30, 69, 40 = 201 (4d100)

>>18886

Action 1: We shall continue to try and work this metal. [Copper Working, 2/4]

Action 2: We shall begin to improve our Dwellings - we can build better than Mud Huts now!

Action 3: Some of our men and women are called to music and god, we shall support them [Raise Bardic Paladins]

Action 4: Perhaps something can be done with the hides of dead Pacuckur? [Leatherworking]

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: Plentiful

Population: 63 (+5/turn)

Happiness: +4

Structures: [Dwellings: Mud Huts][Father God's Temple][Workshop, Crude][Bakery (Crude)]

Defense: 0

Military: 1 Militia(1.5x), 2 Patrols(.5x)

Resources: Stone (adequate), Lumber (scarce), Clay (sustainable) [Pacuckur Herd [Noisy], Sustainable], [Copper (Some)]

Technologies: (Wood, Stone) (Hand tools, Good) (Construction, Average) (Agriculture, Good) (Crafting, Basic) (Fishing nets, Crude) [Astronomy (crude)], [Pottery][Instruments, Crude][Pacuckur Harnesses][Religion, Crude][Writing, 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–

-Copper Working [2/4]

-Paladin Training [1/4]

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998bb9 No.18890

>>18609

2/3) The tribe finds a sizeable herd of miniature triceratops. Just the right size. [Protoceratops Herd (Sustainable)]

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998bb9 No.18891

Dice rollRolled 14, 71, 85, 78 = 248 (4d100)

>>18886

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: Sustainable

Population: 92(+6/turn)

Happiness: 3

Structures: (Homewebs)(Weaver's Circle); Hunter's Circle (Crude)(1/6);Farm (Crude);Stalker's Circle (Basic): Circle of Wisdom

Defense: 3

Military: 2 (Arachne Hunters) unit, (1x)

Resources: Rocks (lots), Cave moss (some),

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, Excellent)(Weapons, Basic)(Ambush tactics; Average)(Tapestries, 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. Continue to improve the Hunter's Circle. (1/6)

+United

+Construction Simple

3-4. The Circle of Wisdom and Weaver's Circle are called by the Queen in order to apply the weaving of webs into proper construction.

+(Construction, Simple)

+(Traps, Excellent)

+(Tapestries, crude)

+(Weaver's Circle)

+Circle of Wisdom

+United

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998bb9 No.18894

>>18609

>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: 43 (+3/turn)

Happiness: 1

Structures: (Tree Hollows [basic dwellings])

Defense: 0

Military: 2 (Fae Raiders) unit (.5x)

2 (Fae Raiders) unit (1x)

2 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 (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 southern expansion 1/4

3.4 5.6 Train more leptocyon riders

7.8. Let's try improving those bows again

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998bb9 No.18895

Dice rollRolled 79, 58, 85, 95, 68, 3, 64, 47 = 499 (8d100)

>>18894

roll those dice you piece of shit

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998bb9 No.18896

Dice rollRolled 67, 18, 17, 100 = 202 (4d100)

>>18886

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: Abundant

Population: 84 (+6/turn)

Happiness: 1

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]), 1(1x Scout [Camo]) 1(Flame-warrior group [1.5x]), (1 Water-chariot (1.5x)])

Resources: Stone (some), Lumber (Adequite), Copper (some)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Adaption, Simple) (Javelins) (Nature Magic (Basic)) (Water Chariots (Crude)) (Concrete(Crude))

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.

1) The Scout Flyers feeling a burning within their wings. After the shift, they find small openings at the tips of each finger on their wings. Taking off, they spray what they believe to be poison from the nozzles on their wings. Behind them, screams of pain rise up from wild animals. [Manchineel spray evolution]

2) The mediating elders continue their research into the mysterys of Mother. [3/8]

3) The Flyers take off from their perches, broad wings propelling them to new islands and coastlines. [Expansion]

4) The mages begin refining their powers [increase Nature Magic]

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998bb9 No.18897

A1: Mount up some Orcs on a few dum'uns!

>[Create mounted unit of Orcs]

A2: Get da shinies intah pointies!

>[Make Bronze Weapons]

A3: We really oughtah do summan' abou`dis troll!

>[Continue Troll Training][2/6]

4A: We needah way tah organize dis 'ere warband buildin', smartlikes.

>[Create Training Field\Recruitment Center]

Name: da Kulture

Race: Greenskins

Fluff:

>>15656 (You)

Food: Sustainable

Population: 56 (+6/turn)

Happiness: 2

Structures:

>><<

Greenskin Yurts

Forge (Simple)

Breeding Pits (Crude), +1 pop/turn

Mine (Crude)

>><<

Defense: 0

>><<

Military:

1 Poisoner War Party [Poison] 1.5x

3 Orc War Parties[1x]

2 Goblin Skulkers [.5x][Infiltrate]

>><<

Resources: stone (some), Lumber (some), Copper (some), [Half-breeds, sustainable], [Tin (Some)]

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Metallurgy [Simple])[Poison (Simple)] [Copper Weapons, Crude][Mining, Crude][Animal Husbandry (Crude)] [Bronze]

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.18898

Dice rollRolled 57, 45, 96, 77 = 275 (4d100)

>>18897

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998bb9 No.18900

>>18897

>Population: 56

addendum, it's

>Population: 62

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998bb9 No.18902

File: 1449624971904.png (3.46 KB,300x300,1:1,PrimalWorldCrest.png)

>>18886

>Name: Followers of Todsänger

>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.

These are what Her followers acknowledge Her as, those who are brought to vast lands of other universes, to ensure that no other may threaten Her place. However, those who follows Todsänger's words do not bring conversion at the tip of the sword, rather, they seek to convince them through peace, avoiding bloodshed whenever possible.

>Food: Adequate

>Population: 42 (+7/turn)

>Happiness: 6

>Structures:

[Simple Roundhouses]

[Small Church (Todsanger)]

[Lumber mill (Crude)]

[Quarry (Crude)]

[Mill (Crude)]

[Church-embassy (Tor'Andorth)]

>Defence: 0

>Military:

[Ludwina (1x) (Hero)]

2 [Levy Paladins (1x)]

1 [Minor Paladin Solder (1.5x)]

2 [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)]

>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.18911

Dice rollRolled 75, 94, 48, 15, 53 = 285 (5d100)

>>18886

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: 79 (?/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]

Resources: Rocks (average), [Copper, Adequate] [Wood, Adequate],

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic)[Metallurgy, Crude][Ecology, Crude][Earth Magic, Basic] [Earth Communion (Small)] [Astral Magic (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&2. Have the Star Born Slime experiment with any powers he may have as well as astral magic in general. Let us see what he can make.

3. Expansion! +5

4. Have the Earth Priests begin to create a spell or ritual to bring forth stone and earth and shape it for construction.

5. Young.

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998bb9 No.18920

File: 1449631252925-0.jpg (31.37 KB,250x296,125:148,Altmann.jpg)

File: 1449631252926-1.jpg (78.49 KB,448x453,448:453,LudalisCastle.jpg)

Dice rollRolled 26, 32, 92, 55 = 205 (4d100)

>>18902

It has been years since the colony has arrived within the world of primal struggles, and progress was made to spread the true faith to the cultures within the world. However, it is time for this faithful culture to form a proper nation, to ensure that the lands shall not only be protected by Todänger, but by the rule of Altmann over the realm of Ludalina.

1: The first order of business would be to construct a citadel for the 'city' of Stadterste. This would provide as the home of the Ludalis royals, as well as a safe haven for the commoners in the case of a raid. They would request the help of the 'Tors' in the north for this construction project, as their works of building is considered great by King Altmann.

(Construct a impressive castle within Stadterste, for multiple purposes) +[Zealots]

2: It is troubling for there to not be a written language, so in order to solve that, Altmann sent out head priest Siegbert to study the 'Torish' language, in order to allow Ludalina to adopt their way of physical words.

(Get a Writing System going, based on the system Tor'Andorth uses)

3: While the Paladins may provide ample protection against the current threats posed via nature, King Altmann knows that one must not become too dependent on them, else one will fail in time of crisis. Because of this, he soon saw to increase the non-holy forces to ensure that those not aided by Her grace still stands the chance of survival.

(Train up some of 'dem Levy Commoners)

4: Finally, the forge…

Yeah, work on it.

(Construct a forge to allow for easier creation of metal stuff)

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998bb9 No.18922

test

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998bb9 No.18926

File: 1449632140558.gif (441.73 KB,480x360,4:3,Blue_cut-cylinder.gif)

Dice rollRolled 76, 1, 29, 54 = 160 (4d100)

>>18886

Name: Cylindrum Tribe

Race: Cylinder people (AKA "Cyl-Kind") - a race of 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: Sustainable

Population: 22 (+4/turn)

Happiness: 0

Structures: Wooden Habitation Cylinder

Defense: 0

Military: 2 Clylinderman Warrior Teams (1.5x), 1 Angry Cylinderman (.5x)

Resources: Clay (Sustainable) Copper (Some) Wood (Some)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Basic) (Agriculture, 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. Hand tools are now of =Average. Unfortunately, Average=/=Good, and 100% does =/=>Good. Additional improvements are required for them to be held up to standard. (Continue Hand Tool Research!)

2. Speed of improvement incresaing steadily. Query: Will Hand Tools=Average effect the rate of improvement? Answer: amount of variables to calculate with limited calculation abilities makes this too complex to make a decisive response to. (Construction 2/4)

3. Agriculture is =Good. This is satisfactory, but only lightly. Slight satisfaction<major satisfaction. Major satisfaction can be made by increasing agriculture so that agriculture=n, where n=Good^2. (Research Agriculture Again)

4. Writing system is required for more precise calculations to be made. Precise calculations are a hallmark of a cylinder, or should be. Query: why are they a hallmark of cylinder(s)? Answer: because as cylinders our bodies are mathematically perfect; mathmatical perfection is the only form of apparent perfection cylinders possess, so to reflect cylinder, all things cylinders make must be mathematically perfect. Continue writing developments. (1/4)

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998bb9 No.18927

Dice rollRolled 66, 58, 45, 5 = 174 (4d100)

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: Adequate

Population: 58 (+3/turn) (+1 Nursery) (+2 Mite Honey) (+4 from More Food)

Happiness: 3

Structures: Castle, Lumber mill (Crude), Nursery, +1 population (When not out of food)

Defense: 1

Military: 1 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 (Basic) Instruments (Crude) [Metallurgy, Crude] [Swarm Tactics (Basic)] [Engineer Caste], [Mass Labor (Average)] [Mining (basic]

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???

Tunnelling 3/6

1-2. No hard rock will get in the way of our expansion!

1 Warrior Ants [1.5x], 2 Worker Ants [1x] [1 Driver ant (1.5x)[Slow]

[Mass Labor (Average)] - Population: 48

[Engineer Caste]

[Stoneworking (Basic)]

[Tunnels (Basic)]

3. Continue to work on tunneling 3/6

4. Continue to establish our Knightly Order

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998bb9 No.18929

Dice rollRolled 36, 72, 27, 74 = 209 (4d100)

1. With more room, its time to expand our flower farms even further. More pollen means more honey. More honey means more food!

2. Send the alchemists out to gather plants and animal samples to find interesting things to study and learn from. (1/4)

3. Make some mead from honey! A good ration of mead for our soldiers is sure to improve their performance in battle. (2/4)

4. Improve the quality of our alchemist hut into a proper laboratory, they will need better facilities to process what we find.

http://pastebin.com/ud8Mu1ip

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998bb9 No.18935

Dice rollRolled 33, 21, 3, 45 = 102 (4d100)

>>Name: Tor'Andorth

>>Food: Sustainable

>>Population: 78 (+5/turn)

>>Happiness: 2

>>Structures: Tor'Andoroth [Town], Crude Walls, Tor'Gammorah [Town]

>>Defense: 1

>>Military: 2 Spear Hunters unit (1x), 1 Slinger Band (.5x)

>>Resources: Lumber (Sustainable), Stone (Plentiful) Copper (Scarce) Tin (Some)

>>Technologies: (Wood, Stone, Copper) (Hand tools, Excellent) (Construction, Average) (Agriculture, Average) (Traps, Simple) Urban improvements (Crude) Mathematics (Simple) Writing system Metallurgy (Copper) Administration (Crude)

>>Religion: The Eye

>>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

>Religion 2/4

>admin 2/6

>town expansion 2/10

1. Well I guess we'll convert to Sangrism. We can't seem to make any progress with our god.

2. Learn to smelt bronze.

3. Administration

4. Town expansion

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998bb9 No.18939

Dice rollRolled 70, 5, 76, 73 = 224 (4d100)

[The Hind]

Food: [Adequate]

Population: 38 (+3/turn)

Happiness: 1

Structures: [Hind Tree Roosts][Research Lab, Simple][Lumber Mill, Crude][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]

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) [Agriculture:Basic] [Flight: Basic] [Tactics: Excellent][Ranged Weapons: Average][Writing: Crude][Shadow-step (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]

[Farming] [1/4]

Actions [[Expansion, shadow forges, expansion, research: Shadow magic]]

1. A group of Hind is set out to expand north. They look pretty pleased, to be honesty. Whatever. [Expansion]

2. The Hind look pretty pleased with the shadowforge. Good for them. [4/6] [Research: Shadow Forges][+5 Research?.][+5, Blessed by Comet?][Research Lab (Simple)]

3. Now sensing the time is right, many hind set out and start expansion. They basically blast anything they find while expanding some more! {Expansion}

4. Undeterred, the Hind transition to shadow magic research proper. [Shadow Magic][+5, Blessed by Comet][Research Lab (Simple)]

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998bb9 No.19184

File: 1449836623644.png (1.98 MB,2025x715,405:143,Primal World.PNG)

>>18887

[Lanquassian]

1) The tribes metalworkers finish their research. [Copperworking (crude)]

2) Better huts begin to undergo construction. [1/4]

3) A Bardic Paladin is raised! [2x]

4) Leatherworking research begins. [1/4]

>>18891

[Queendom]

1/2) The Hunter's circle is nearly done. [5/6]

3/4) Better homewebs are made! [+1 Pop]

>>18894

[Klahn]

1/2) The Klahn marches southward!

3-6) Three more Rider squads are trained!

7/8) Better bows are had. [Simple]

>>18896

[Light-Borne]

1) The spray is very dangerous, and must be handled with care in order to master it. [4/10]

2) No progress on the meditations. The Mother doesn't seem to be listening.

3) No expansion either. It's too windy for the flyers to take off.

4) Spurred on by the tribe's previous failures, the mages go into overdrive. [Nature Magic-Average]

>>18897

[Kulture]

1) Da Kulture finds a dum'un that actually likes to be ridden, it seems. [1 Dum'un Rider, 2x]

2) Da Pointies are almost done. [3/4]

3) Da troll is done with its trainin'! [1 Battle-Troll, 2x[Strong]]

4) A crude recruitment center is made. [Da Recruitment Center (Crude)]

>>18911

[Awoken]

>+5 pop

1/2) The Star-born experiments with its new powers, and soon two groups of tiny, glowing slimes are created. [Add [Summoner] tag to Star-born Slime; 2 Astral Slimes (.5x)[Swarm] ]

3) The Awoken expand their territory!

>>18920

[Followers]

1) The Followers begin construction of the massive castle. [2/10]

2) A writing system is underway. [3/4]

3) Three full squads of Levy Commoners are trained! [.5x]

4) A crude forge is made. [Forge (Crude)]

>>18926

[Cylindrum]

1) Research=In progress. [3/6]

2) Improvement=Disasterous. [1/4

3) Research=In progress. [1/4]

4) Writing system=Complete. [Crude]

>>18927

[Formicae]

>Food stores have depleted once again. [Scarce;-2 pop]

1/2) The Kingdom expands!

3) Tunneling is nearly done. [5/6]

4) Training is a disaster. A knight dies. [-1 pop]

>>18929

[Hive]

1) The search for more food begins! [1/4]

2) Specimens are collected, and the research is done! [Ecology (crude)]

3) The fermenting process is slow. [3/4]

4) Improvements are nearly done. [3/4]

>>18935

[Tor'Andorth]

1) Conversion is slow- the people like The Eye it seems. [1/4]

2) No progress on the smelting.

3) Some of the research has been misplaced. [1/6]

4) Town expansion crawls along. [5/10]

>>18939

[The Hind]

1) The group of Hind spread north to the mainland. Yay.

2) No progress. [META: You're building (I think) Not researching.]

3) And they expand again. Whatever.

4) Shadow Magic research is underway. [3/6]

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998bb9 No.19185

Dice rollRolled 33, 32, 74, 17 = 156 (4d100)

>>19184

1) Now that we can work copper, we shall Craft Better Tools

2) We shall continue to improve our living situation [Improve Huts 1/4]

3) We have potter, but perhaps we can make bricks out of clay? [Brickmaking]

4) Leatherworking research continues in earnest now! [1/4]

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: Plentiful

Population: 68 (+5/turn)

Happiness: +4

Structures: [Dwellings: Mud Huts][Father God's Temple][Workshop, Crude][Bakery (Crude)]

Defense: 0

Military: 1 Militia(1.5x), 2 Patrols(.5x), 1 Bardic Paladin[2x]

Resources: Stone (adequate), Lumber (scarce), Clay (sustainable) [Pacuckur Herd [Noisy], Sustainable], [Copper (Some)]

Technologies: (Wood, Stone) (Hand tools, Good) (Construction, Average) (Agriculture, Good) (Crafting, Basic) (Fishing nets, Crude) [Astronomy (crude)], [Pottery][Instruments, Crude][Pacuckur Harnesses][Religion, Crude][Writing, Crude],[Copperworking (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–

-Improved Huts [1/4]

-Leatherworking[1/4]

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998bb9 No.19187

Dice rollRolled 57, 35, 74, 99 = 265 (4d100)

[The Hind]

Food: [Adequate]

Population: 41 (+3/turn)

Happiness: 1

Structures: [Hind Tree Roosts][Research Lab, Simple][Lumber Mill, Crude][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]

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) [Agriculture:Basic] [Flight: Basic] [Tactics: Excellent][Ranged Weapons: Average][Writing: Crude][Shadow-step (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]

[Farming] [1/4]

[Shadow Magic: 3/6]

Actions

[[Recruit Mages]

[[Continue Shadowforge: 4/6]]

[[research: farming]]

][Research: Night Fighting]]

1. Another wave of recruitment seems to start. Wow, this new batch of Hind are truly handsome! [Recruit Mages]

2. The Hind heroically work on the shadowforge some more… [Shadowforge: 4/6]

3.The researchers in charge of farming have started on their project again. Today they're just sort of throwing seeds at the ground, but they seem confident it will work. [Farming: 1/4][+5][Research Lab, Crude]

4. A few Hind have take to…night fighting practice? I wonder what they're up to… [Research: Night Fighting][+5][Research Lab, Crude]

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998bb9 No.19188

Dice rollRolled 94, 75, 76, 39 = 284 (4d100)

>>19184

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: Abundant

Population: 90 (+6/turn)

Happiness: 1

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]), 1(1x Scout [Camo]) 1(Flame-warrior group [1.5x]), (1 Water-chariot (1.5x)])

Resources: Stone (some), Lumber (Adequite), Copper (some)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Adaption, Simple) (Javelins) (Nature Magic (Average)) (Water Chariots (Crude)) (Concrete(Crude))

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.

1) The Flyers continue their experiments with the new spray.

2) The elders realize that their spot was concealed from the sight of Father, and thus move to another location so the Great Pair are able to see Their children.

3) The Flyers take off into the sky, in search of new land for the tribe

4) The entire tribe feels something strange overtake them at the height of noon, driving them from their homes and into the bright light of Mother. As they "meet" in a blissful group, they find themselves stronger in the sunlight. [Evolve Photosynthesis]

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998bb9 No.19190

File: 1449843724377.jpg (71.26 KB,640x480,4:3,abba7d20de787bfda99cecd638….jpg)

Dice rollRolled 71, 55, 70, 8 = 204 (4d100)

>>19184

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: Adequate

Population: 67 (+3/turn) (+1 Nursery) (+2 Mite Honey) (+4 from More Food)

Happiness: 3

Structures: Castle, Lumber mill (Crude), Nursery, +1 population (When not out of food)

Defense: 1

Military: 1 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 (Basic) Instruments (Crude) [Metallurgy, Crude] [Swarm Tactics (Basic)] [Engineer Caste], [Mass Labor (Average)] [Mining (basic]

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???

Tunnelling 5/6

1-2. The Driver Ants are on the foray again, in search of food and foilage to harvest! The great convoy travels, carrying on its back food to the colony and the food storage units. New swarm tactics are used to quickly overpower larger beasts for meat, as the Engineer cast uses it's knowledge to quickly port food home in the most efficient manner possible.

Meanwhile, at the home, yet more honey is being collected from the ant mites, as well as the farms.

[Engineer Caste]

1 Warrior Ants [1.5x], 2 Worker Ants [1x] [1 Driver ant (1.5x)[Slow]

[Swarm Tactics (Basic)]

Jaw Tools (Good)

(Agriculture, Average)

[Giant Mites (Sustainable) ]

3. Finish up the Food Storage Units 2/4

[Engineer Caste]

Jaw Tools (Good)

(Stoneworking [Basic])

4. Keep working on tunneling 5/6

[Engineer Caste]

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998bb9 No.19191

>>19190

Also [Mass Labor (Average)] - Population: 67

for actions 1-2. and 3.

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998bb9 No.19194

File: 1449854608853.png (3.46 KB,300x300,1:1,PrimalWorldCrest.png)

>>19184

>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: Adequate

>Population: 49 (+7/turn)

>Happiness: 6

>Structures:

[Simple Roundhouses]

[Small Church (Todsanger)]

[Mill (Crude)]

[Lumber mill (Crude)]

[Quarry (Crude)]

[Forge (Crude)]

[Church-embassy (Tor'Andorth)]

>Defence: 0

>Military:

[Ludwina (1x) (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)]

>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.19199

File: 1449859984440-0.jpg (49.89 KB,1024x460,256:115,Castleworks.jpg)

File: 1449859984441-1.jpg (39.86 KB,361x500,361:500,Siegbert.jpg)

Dice rollRolled 15, 59, 81, 13 = 168 (4d100)

>>19194

1: Work continues on the castle, labourers

(Construct a impressive castle within Stadterste, for multiple purposes [2/10]) +[Zealots]

2: Works continue on adopting the 'Torish' writing style, with such efforts aided by Siegbert.

(Get a Writing System going, based on the system Tor'Andorth uses. [3/4])

3: Once again, the lands of Ludalina would be too small for the ever expanding population, and with that in mind, Altmann soon declared that "anything south 'til the sea shall be claimed, to provide the needed land for those under Her [Todsänger] protection."

(Expand the borders southwards, forwards the coasts.)

4: Finally, during Siegbert's study into the Torish language, he soon began to notice that the culture's people are beginning to send prayers forwards Todsänger. It seems that the patience paid off, but there is questions about how the 'Eye' plays into this, which provoked him to investigate this 'lesser' religion.

While Todsänger despise other gods, and has been known to slaughter them in cold blood to ensure her absolute control over the worlds, she doesn't bother so much with 'natural forces' of the worlds she rule. And, from what Siegbert heard about the Eye, it seems to be one of the 'natural forces' in this world. With that in mind, he sees a lack of serious conflict between the two faiths, before soon ensuring that the people of Andoroth and Gammorah learns about the true faith.

(Aid with the Tors' conversion to Todsangerism. [1/4]) +[Memories]

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998bb9 No.19214

Dice rollRolled 84, 35, 25, 69 = 213 (4d100)

>>19184

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: Sustainable

Population: 99(+7/turn)

Happiness: 3

Structures: (Homewebs)(Weaver's Circle); Hunter's Circle (Crude)(5/6);Farm (Crude);Stalker's Circle (Basic): Circle of Wisdom

Defense: 3

Military: 2 (Arachne Hunters) unit, (1x)

Resources: Rocks (lots), Cave moss (some),

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, Excellent)(Weapons, Basic)(Ambush tactics; Average)(Tapestries, 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. Finish the Hunter circle improvements! (5/6)

-United

+Construction Simple

2.Build more Traps around our territory for defense.

+Trapmaking Excellent

+Construction simple

+Weaver's Circle

-United

3-4. Have the Circle of Wisdom improve our construction techniques.

+Circle of WIsdom

+United

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998bb9 No.19237

File: 1449882078339.gif (10.5 KB,791x1024,791:1024,fc_cylinder_41702_lg.gif)

Dice rollRolled 86, 73, 78, 25 = 262 (4d100)

>>19184

Name: Cylindrum Tribe

Race: Cylinder people (AKA "Cyl-Kind") - a race of 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: Sustainable

Population: 26 (+4/turn)

Happiness: 0

Structures: Wooden Habitation Cylinder

Defense: 0

Military: 2 Clylinderman Warrior Teams (1.5x), 1 Angry Cylinderman (.5x)

Resources: Clay (Sustainable) Copper (Some) Wood (Some)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Basic) (Agriculture, Good) (Writing, Crude)

>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. Research on Hand Tools>Average continues. (Continue Hand Tools 3/6)

2. Error: important information lost. Begin recovery of information>construction. (Construction 1/4)

3. Procede. (Research Agriculture 1/4)

4. Writing system is too crude for use of storing information in any acceptable fashion. To make fashion acceptable, writing must be greater than [Crude]. Get to work. (Improve Writing)

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998bb9 No.19250

Dice rollRolled 16, 79, 17, 78, 44 = 234 (5d100)

>>19184

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: 84 (?/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],

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic)[Metallurgy, Crude][Ecology, Crude][Earth Magic, Basic] [Earth Communion (Small)] [Astral Magic (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&2. Explore around for anything of interest.

3. Earth shaping ritual

4. Begin researching into Astral magic, see what practical uses it has.

5. Young.

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998bb9 No.19252

Dice rollRolled 9, 19, 6, 9 = 43 (4d100)

>>18935

>Name: Tor'Andorth

>Food: Sustainable

>Population: 78 (+5/turn)

>Happiness: 2

>Structures: Tor'Andoroth [Town], Crude Walls, Tor'Gammorah [Town]

>Defense: 1

>Military: 2 Spear Hunters unit (1x), 1 Slinger Band (.5x)

>Resources: Lumber (Sustainable), Stone (Plentiful) Copper (Scarce) Tin (Some)

>Technologies: (Wood, Stone, Copper) (Hand tools, Excellent) (Construction, Average) (Agriculture, Average) (Traps, Simple) Urban improvements (Crude) Mathematics (Simple) Writing system Metallurgy (Copper) Administration (Crude)

>Religion: The Eye

>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

>Religion 1/4

>admin 1/6

>town expansion 5/10

1. Well I guess we'll convert to Sangrism. We can't seem to make any progress with our god.

2. Learn to smelt bronze.

3. Administration

4. Town expansion

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998bb9 No.19297

Dice rollRolled 90, 50, 10, 82 = 232 (4d100)

A1: Gib dah Orky boys we already got tha poisny pointies

>[Equip Orc War Parties with poison blades]

A2: Polish off dah bettah weapons.

>[Bronze Weapons][3/4]

A3: Now's we can move north an' take dah mountains! Moar metal oughtah be undah all dat rock.

>[Expand South-West]

A4: We needs dah biggah fuck pitts!

>[Expand the Breeding Pits]

Name: da Kulture

Race: Greenskins

Fluff:

>>15656 (You) (You)

Food: Sustainable

Population: 68 (+6/turn)

Happiness: 2

Structures:

>><<

Greenskin Yurts

Forge (Simple)

Breeding Pits (Crude), +1 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]

1 Poisoner War Party[x1.5] [Poison]

2 Goblin Skulkers [.5x] [Infiltrate]

>><<

Resources: stone (some), Lumber (some), Copper (some), [Half-breeds, sustainable], [Tin (Some)]

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Metallurgy [Simple])[Poison (Simple)] [Copper Weapons, Crude][Mining, Crude][Animal Husbandry (Crude)] [Bronze]

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.19386

File: 1450041324895.png (1.97 MB,2025x715,405:143,Primal World.PNG)

>>19185

[Lanquassian]

>Food stores have depleted. [Food>>Adequate;-2 pop/turn]

1) And you shall craft copper tools! You'll start at least. [1/4]

2) Improvements on the huts continue. [2/4]

3) Clay bricks are made! [Brickmaking (Crude)]

4) Research stalls.

>>19187

[Hind]

>Food stores have depleted. [Food>>Scarce;-1 pop/turn]

1) Another Novelty-mage is recruited.

2) The Shadowforge is complete! [Shadowforge (Crude)]

3) Better farming methods are made! [Average; +1 pop/turn]

4) The Hind are natural masters of the night, it seems. [Night-fighting (Crude)]

>>19188

[Light-Borne]

>Food stores have depleted. [Food>>Plentiful; -2 pop/turn]

1) The flyers manchineel spray completes. It's highly lethal. [Revise 1 Scout Flyers (1x)[Flight][Poison] to [Poison(x2]

2) The tribal council moves to a much more open area, and everyone is happier for it. [+1 Happiness]

3) New land is found and colonized!

4) The mutation might take a while. [2/6]

>>19190

[Formicae]

1/2) More food is collected! [Food>>Plentiful; +2 food]

3) The food storage units are completed! [Crude]

4) No progress on the tunneling.

>>19199

[Todsanger]

>Food stores have depleted. [Food>>Scarce;-3 pop/turn]

1) No progress on the castle. The people are saddened that Todsanger doesn't seem to be listening. [-1 Happiness]

2) The writing system is complete, though. [Writing, Crude]

3) The Followers expand southward!

4) The people of Tor'Andorth don't seem to want help. [-1 Happiness]

>>19214

[Queendom]

>Food stores have depleted. [Food>>Adequate(No decrease)]

1) The Hunters circle is completed! [Simple]

2) Better traps are in the making. Can't rush perfection! [1/4]

3/4) The improvements to the Circle of Wisdom are completed! [Simple]

>>19237

[Cylindrum]

>Food stores have depleted. [Food>>Adequate(No decrease)]

1) Hand tools=Average. [Average]

2) Construction=Average. [Average]

3) Agriculture=Excellent. [Excellent; +2 pop/turn]

4) Error=lack of progress.

>>19250

[Awakened]

>+4 pop

1/2) A steady supply of clay is found next to a riverbed. [Clay; sustainable]

3) The ritual doesn't go so well this time.

4) Research into magic begins! [2/6]

>>19252

[Tor'Andorth]

>Food stores have depleted. [Food>>Adequate(No decrease)]

1-4) No progress.

>>19297

[Thameless]

>Food stores have depleted. [Food>>Adequate(No decrease)]

1) Da remainin' three War parties are equipped with poison blades.

2) Bronze weapons are created! [Add Tech: Copper]

3) No expansion.

4) Breeding pits are expanded! [Simple; +1 pop/turn]

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998bb9 No.19387

File: 1450042673554.jpg (68.71 KB,404x316,101:79,Hind.jpg)

Dice rollRolled 1, 85, 80, 33 = 199 (4d100)

[The Hind]

Food: [Scarce]

Population: 44 (+3/turn)[-1]

Happiness: 1

Structures: [Hind Tree Roosts][Research Lab, Simple][Lumber Mill, Crude][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]

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) [Agriculture:Average] [Flight: Basic] [Tactics: Excellent][Ranged Weapons: Average][Writing: Crude][Shadow-step (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: 3/6]

Actions

[[Build Farms]]

[[Search For Rare Materials]]

[[Research: Shadow Generators]]

[[Research: Shadow Magic]]

1. The Hind sense the food shortage, again, and so they start working on farms. They use their [lumber mill] for more wood. [Builder farms]

2. The Hind also start looking for special materials required for the shadow projectors…or other things of value in their territory. [Search for rare materials]

3. Eventually a single Hind hits upon the idea that they might be able to project shadows as a defense. Eventually he puts the proposal [Shadow Projectors Research][+5][Research Lab, Crude]

4. Looks like everyone is working on shadow magic again. They suspect the will need more..expertise…to pull off fancy stuff. [Shadow Magic: 3/6][+5][Research Lab, Crude]

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998bb9 No.19388

Dice rollRolled 87, 52, 89, 65 = 293 (4d100)

>>19386

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: 96 (+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)])

Resources: Stone (some), Lumber (Adequite), Copper (some)

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic) (Adaption, Simple) (Javelins) (Nature Magic (Average)) (Water Chariots (Crude)) (Concrete(Crude))

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.

1) The tribe sends out it's scouts and Warriors, tasked with bringing back living animals to feed the tribe. Perhaps we could start breeding them so we don't have to send hunting parties out so often.

2) The tribal council, finally in a place to receive Mother's light, continue their meditation on the nature of Her powers to change Her children. Adaptation 3/8

3) With the tribe's growing size, comes a demand for more land. Flyers head out in all directions, marking down the lands as possible homes for the Light-Borne

4) The scales of the tribe continue to change, gaining the ability to metabolize Mother's light. [2/6]

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998bb9 No.19389

File: 1450044053693.png (3.46 KB,300x300,1:1,PrimalWorldCrest.png)

>>19386

>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: 53 (+4/turn)

>Happiness: 4

>Structures:

[Simple Roundhouses]

[Small Church (Todsanger)]

[Mill (Crude)]

[Lumber mill (Crude)]

[Quarry (Crude)]

[Forge (Crude)]

[Church-embassy (Tor'Andorth)]

>Defence: 0

>Military:

[Ludwina (1x) (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.19390

Dice rollRolled 67, 99, 36, 12, 48 = 262 (5d100)

>>19386

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: 88 (?/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]

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic)[Metallurgy, Crude][Ecology, Crude][Earth Magic, Basic] [Earth Communion (Small)] [Astral Magic (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. Research pottery.

2. Begin another Earth Communion ritual to see where the Earth Mother's bounties lay.

3. Begin researching earth shape ritual/spell.

4. Continue research on astral magic and what we can do with it.

5. Young.

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998bb9 No.19391

>>19390

astral magic was at 2/6

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998bb9 No.19392

1. With more room, its time to expand our flower farms even further. More pollen means more honey. More honey means more food! (1/4)

2. Continue to research the local fauna and flora. Improve our knowledge of the local ecology.

3. Make some mead from honey! A good ration of mead for our soldiers is sure to improve their performance in battle. (3/4)

4. Improve the quality of our alchemist hut into a proper laboratory, they will need better facilities to process what we find. (3/4)

(missed a turn)

5. Recruit more warriors!

6. Create several exploratory tunnels through out our lands, they shall be small, but they shall allow us to begin to form our first roads.

7. While we are creating our underground roadway seek out new substances, like the copper we recovered from the meteor.

8. Expand!

http://pastebin.com/ud8Mu1ip

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998bb9 No.19393

Dice rollRolled 69, 15, 28, 58, 93, 13, 60, 32 = 368 (8d100)

dice

1. With more room, its time to expand our flower farms even further. More pollen means more honey. More honey means more food! (1/4)

2. Continue to research the local fauna and flora. Improve our knowledge of the local ecology.

3. Make some mead from honey! A good ration of mead for our soldiers is sure to improve their performance in battle. (3/4)

4. Improve the quality of our alchemist hut into a proper laboratory, they will need better facilities to process what we find. (3/4)

(missed a turn)

5. Recruit more warriors!

6. Create several exploratory tunnels through out our lands, they shall be small, but they shall allow us to begin to form our first roads.

7. While we are creating our underground roadway seek out new substances, like the copper we recovered from the meteor.

8. Expand!

http://pastebin.com/ud8Mu1ip

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998bb9 No.19394

Dice rollRolled 4, 35, 86, 6 = 131 (4d100)

>>19252

>>Name: Tor'Andorth

>>Food: Adequate

>>Population: 83 (+5/turn)

>>Happiness: 2

>>Structures: Tor'Andoroth [Town], Crude Walls, Tor'Gammorah [Town]

>>Defense: 1

>>Military: 2 Spear Hunters unit (1x), 1 Slinger Band (.5x)

>>Resources: Lumber (Sustainable), Stone (Plentiful) Copper (Scarce) Tin (Some)

>>Technologies: (Wood, Stone, Copper) (Hand tools, Excellent) (Construction, Average) (Agriculture, Average) (Traps, Simple) Urban improvements (Crude) Mathematics (Simple) Writing system Metallurgy (Copper) Administration (Crude)

>>Religion: The Eye

>>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

>>Religion 1/4

>>admin 1/6

>>town expansion 5/10

1. After years of failing to get anything out of gods we've come to the conclusion Gods suck. Research more science instead.

2. Learn to smelt bronze.

3. Administration

4. Town expansion

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998bb9 No.19395

>>19386

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: 79 (+3/turn) (+1 Nursery) (+2 Mite Honey) (+6 from More Food)

Happiness: 3

Structures: Castle, Lumber mill (Crude), Nursery, +1 population (When not out of food), Food Storage Units [Crude]

Defense: 1

Military: 1 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 (Basic) Instruments (Crude) [Metallurgy, Crude] [Swarm Tactics (Basic)] [Engineer Caste], [Mass Labor (Average)] [Mining (basic]

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???

Tunnelling 5/6

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998bb9 No.19397

Dice rollRolled 22, 10, 98, 73 = 203 (4d100)

>>19386

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: 106(+7/turn)

Happiness: 3

Structures: (Homewebs)(Weaver's Circle); Hunter's Circle (Simple);Farm (Crude);Stalker's Circle (Basic): Circle of Wisdom(Simple)

Defense: 3 (1/4)

Military: 2 (Arachne Hunters) unit, (1x)

Resources: Rocks (lots), Cave moss (some),

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Traps, Excellent)(Weapons, Basic)(Ambush tactics; Average)(Tapestries, 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. Finish the new trap around on lands!

+Weaver's Circle

+Traps Excellent

+United

3-4.

Begin research on Illusion magic

+Circle of Wisdom Simple

+United

Reminder Pop has gone over 100 for extra die

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998bb9 No.19398

Dice rollRolled 61, 10, 87, 75 = 233 (4d100)

1-3. With food out of the way, a mass expansion project begins.

The Formicae engage a cycle, expanding our natural hunting grounds, then harvesting to maintain the food supply, until they can expand again. The swarm moves like the tides, pushing outward in successive cycles, ever pressing its borders in all directions. As the ant population grows, so too does its ability to cover these larger stretches of land, and harvest it thereof.

Also [Mass Labor (Average)] - Population: 79

[Engineer Caste]

1 Warrior Ants [1.5x], 2 Worker Ants [1x] [1 Driver ant (1.5x)[Slow]

[Swarm Tactics (Basic)]

Jaw Tools (Good)

4. Tunneling efforts continue 5/6

[Engineer Caste]

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998bb9 No.19400

File: 1450048953528-0.jpg (129.94 KB,857x615,857:615,Farming.jpg)

File: 1450048953528-1.jpg (78.49 KB,448x453,448:453,LudalisCastle.jpg)

Dice rollRolled 46, 88, 82, 98 = 314 (4d100)

>>19389

1: Once more, the supply of food for the population dwindled once more, urging Altmann to promote those in the south to devote their craft to farming, in order to provide the means for the population to eat.

(Restore the supply of food to what it was before, or greater) +[Zealot]

2: Meanwhile, work continues to construct the castle, priests claiming that the reason why the prayers failed is how Todsanger has to attend to people who require Her aid over matters greater than building a 'little' castle. In any case, work continues, sans the prayers, which are instead sent to the growing farms in the frontier.

(Construct a impressive castle within Stadterste, for multiple purposes [2/10])

3: In spite of attempts by either Todsanger-following priests or Eye-worshipping druids, it seem that faith overall in the Tors is failing. Siegbert is certain that in order to ensure that the culture doesn't get 'corrupted' by the second Sister, that he must ensure that the faith in Todsanger is secure within both Tor'Andoroth and Tor'Gammorah.

(Aid with the Tors' conversion to Todsangerism. [1/4]) +[Memories]

4: Finally, Ludwina…

She has played little in recent months, only content in aiding the occasional harvest and the traditional prayers, only looking northward forwards the mountains. However, she soon stopped this habit of hers, turning her focus forwards training herself in 'preparation' for something. Casting holy spells and swinging powerful swords against the hostile wildlife, Ludwina seems to be preparing for some kind of 'holy crusade' from how hard she pushes herself with the training.

(Upgrade [Ludwina] to become stronger, faster, and overall a better Hero unit)

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998bb9 No.19401

Dice rollRolled 29, 48, 85, 6 = 168 (4d100)

>>19386

>>(Note: Hand Tools were already average, so the advancement was taken to mean the next tier of improvement)

Name: Cylindrum Tribe

Race: Cylinder people (AKA "Cyl-Kind") - a race of 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: 32 (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 (Some)

Technologies: (Wood, Stone) (Hand tools, Good) (Construction, Average) (Agriculture, Excellent) (Writing, Crude)

>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. Hand Tools are nearing level of cylinder-accepted standard of excellence. Continue refinements to their final level. (Continue researching Hand Tools still.)

2. Construction is of Average capabilities: possibly sufficient for constructing cylinders, but probability states that the chances of error, especially without the ability to accurately calculate the dimensions of a cylinder, are high. The latter shall be corrected later, the former must be corrected now. (Resume reseach of Construction.)

3/4. Agriculture is now to cylinder-accepted standards. We may focus additional efforts in improving writing: estimates calculate that it must be of additional levels before it can be used to record information. (Improve Writing!)

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998bb9 No.19406

Dice rollRolled 8, 7, 7, 42 = 64 (4d100)

>>19386

1) We shall continue to work this copper for better tools [Craft Copper Tools] [1/4][+5 crafting]

2) We still desire to improve our living spaces, and now we've got Bricks! [Improved Huts] [2/4]

3) Some of our coppersmiths have taken to making wires and adorning themselves with the metal [Craft: Copper Jewelery][+5 crafting]

4) We are a stubborn people, and leather shall yield to us! [Leatherworking][1/4]

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: 71 (+3/turn)

Happiness: +4

Structures: [Dwellings: Mud Huts][Father God's Temple][Workshop, Crude][Bakery (Crude)]

Defense: 0

Military: 1 Militia(1.5x), 2 Patrols(.5x), 1 Bardic Paladin[2x]

Resources: Stone (adequate), Lumber (scarce), Clay (sustainable) [Pacuckur Herd [Noisy], Sustainable], [Copper (Some)]

Technologies: (Wood, Stone) (Hand 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)]

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–

-Improved Huts [2/4]

-Leatherworking[1/4]

-Copper Tools[1/4]

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998bb9 No.19432

Dice rollRolled 57, 97, 6, 88 = 248 (4d100)

>Q: Am I meant to have gained the tech copper or bronze weapons? I already have the copper weapons tech.

>>19386

A1: Moar failyah; I hates failyahs!

>[Expand South West towards Mountains]

A2: Le'see the lay o'the land as we move on then ay?

>[Scout the region to our South]

A3: Work on tearing out dah shinies, betah wif da bronze'n such ayh?

>[Advance Mining Capability]

A4: Breed dem piggy things four moar food, gets us loads ah dem

>[Breed More Food via Domesticable Animals]

Name: da Kulture

Race: Greenskins

Fluff:

>>15656 (You) (You) (You)

Food: Adequate [no decrease]

Population: 68 (+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 (some), [Half-breeds, sustainable], [Tin (Some)]

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic) (Metallurgy [Simple])[Poison (Simple)] [Copper Weapons, Crude][Mining, Crude][Animal Husbandry (Crude)] [Bronze] [Copper]

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.19456

File: 1450079047462.png (1.97 MB,2025x715,405:143,Primal World.PNG)

>>19387

[Hind]

1) Wak! Disaster! The farms burn down, taking a few Hind with them. Wak! [Food>>Starving, -4 pop/turn; -2 pop]

2) The expedition goes well- a substantial amount of shiny silver is found. Wak! Shiny! [Silver (Some)]

3) A new spell is quickly devised! [Shadow Projection (Crude)]

4) Research crawls along. Boring! [4/6]

>>19388

[Light-Borne]

1) The scouts come back with nets full of primitive looking fish, and set them free in the pen. [Coelocanth (Sustainable)]

2) The meditation steadily progresses. [6/8]

3) The Light-borne expand!

4) Photosynthesis! Photosynthesis! [5/6]

>>19390

[Awoken]

[Awoken]

>+5 pop

1) Crude pottery is made! [Pottery (Crude)]

2) The ritual is an immense success. A sizeable amount of tin is pulled from the earth. [Tin (Some)]

3) Research is slow, but steady. [1/4]

4) No progress on the research.

>>19392

[First Hive]

1) The farms are completed! [Food>>Plentiful; +2 pop/turn]

2) The research stalls.

3) Mead is created! [Mead; Crude]

4) Improvements start, and are halfway finished. [3/6]

5) Three more Bzz guard are trained, ready to protect the honey.

6) No tunnels are had.

7) More copper is found underground! [Scarce>>Some]

8) Expansion begins, slowly. [1/4]

>>19394

[Tor'Andorth]

1) A bolt of freak lightning strikes the lead of the research team, striking him dead. Guess the gods exist after all. [-1 pop]

2) Research starts, but without a forge, things might take a while. [1/???]

3) Better administrative techniques are had! [Simple]

4) No expansion. Some buildings are constructed, deemed unsafe, and knocked down, ruining the wood. [Adequate]

>>19395

[Formicae]

1-3) The Kingdom expands, a great deal!

4) Tunneling efforts are complete. [Tunnels (Average)]

>>19397

[Queendom]

>Your pop has exceeded 100. You get an extra die!

1/2) Only slight progress is made on the traps. [2/4] [META: It would be a great help to me if you included the progress on the action]

2/4) Illusion magic comes easily to the Arachne! [Crude]

>>19400

[Ludwina]

1) Food stocks are restored. [Adequate; +3 pop/turn]

2) The castle is nearly completed! [9/10]

3) With your help, the people of Tor'Andorth have converted to Todsangerism.

4) Ludwina is equipped with the finest weapons that her followers can buy. [Ludwina now 2x]

>>19401

[Cylindrum]

>Change it to good then, my apologies

1) Better hand tools=in progress. [1/6]

2) Construction=in progress. [3/6]

3/4) Writing system=improved. [Simple]

>>19406

[Lanquassian]

1) No improvements are made.

2) The bricks are made, fired, and pulled out… broken. [Clay>>Adequate]

3) No jewelry either.

4)The leather yields! [Leatherworking (Crude)]

>>19432

[Kulture]

>Bronze, my mistake, sorry

1) Da Kulture expands west!

2) More copper and tin is found! [Each to (Adequate)]

3) Da stone picks are too flimsy. Break easily. [Stone>>Scarce]

4) Da piggy things are easily domesticated. More eats! [Food>>Sustainable]

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998bb9 No.19457

Dice rollRolled 21, 48, 53, 37 = 159 (4d100)

1. Build underground roadways so the transportation of goods do not mar the surface.

2. Continue to research the local fauna and flora. Improve our knowledge of the local ecology.

3. Improve the quality of our alchemist hut into a proper laboratory, they will need better facilities to process what we find. (3/6)

4. Expand! (1/4)

http://pastebin.com/ud8Mu1ip

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998bb9 No.19459

Dice rollRolled 14, 51, 11, 45 = 121 (4d100)

>>19456

>19456

A1: We ain'ts no good wif dat uvah stuff; finds us some metal we can BUILD wiff

>[Search for metal fit to construct structures]

A2: Keep on'a dah mountins den boyz!

>[Expand towards the mountains]

A3: Work on makin' dat mine bettah.

>[Improve the mine]

A4: 'Ow dah we kills things far away, anyhow?

>[Research ranged weaponry]

Name: da Kulture

Race: Greenskins

Fluff:

>>15656

Food: Sustainable

Population: 82 (+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]

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.19461

File: 1450094160292.png (3.46 KB,300x300,1:1,PrimalWorldCrest.png)

>>19456

>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: Adequate

>Population: 60 (+7/turn)

>Happiness: 4

>Structures:

[Simple Roundhouses]

[Small Church (Todsanger)]

[Mill (Crude)]

[Lumber mill (Crude)]

[Quarry (Crude)]

[Forge (Crude)]

[Church-embassy (Tor'Andorth)]

>Defence: 0

>Military:

[Ludwina (2x) (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.19466

>>19456

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: 92 (+3/turn) (+1 Nursery) (+2 Mite Honey) (+6 from More Food)

Happiness: 3

Structures: Castle, Lumber mill (Crude), Nursery, +1 population (When not out of food), Food Storage Units [Crude]

Defense: 1

Military: 1 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]

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???

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998bb9 No.19476

Dice rollRolled 85, 85, 96, 64, 1 = 331 (5d100)

>>19456

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: 93 (?/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)]

Technologies: (Wood, Stone) (Hand tools, Average) (Construction, Simple) (Agriculture, Basic)[Metallurgy, Crude][Ecology, Crude][Earth Magic, Basic] [Earth Communion (Small)] [Astral Magic (Crude)] [Pottery (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&2. research bronze

3. Research earth shape 1/4

4 Research astral magic uses 2/6

5. young

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998bb9 No.19497

Dice rollRolled 65, 68, 72, 3 = 208 (4d100)

>>19456

>>Name: Tor'Andorth

>>Food: Adequate

>>Population: 83 (+5/turn)

>>Happiness: 2

>>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 improvements (Crude) 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

1. Build more farmsteads.

2. Build a forge for bronze then.

3. Art, music, and other niceties come next in making the urban lifestyle of Humanity preferable to that of any other nation.

4. Town expansion

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998bb9 No.19498

Dice rollRolled 66, 6, 58, 92 = 222 (4d100)

>>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: 96 (+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)])

Resources: Stone (some), Lumber (Adequite), Copper (some)

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.

1) A group of Divers fall asleep one night in the warm waters above the kelp forest they hunt within. Bodies grow exponentially, lean muscle forming to propel the newly expanded bodies. [Evolve: Giant Divers]

2) The elders continue their meditation on the mysteries of Mother's light. [6/8]

3) The Warriors are suddenly gripped with the need to consume the copper ore stored within the caves. Shoveling the stones into their gaping maws, they fall into a deep sleep. The next day, their scales shine like the very scales of Mother. [Evolve: Metal Incorporated Scales]

4) Photosynthesis! Photosynthesis! [5/6]

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998bb9 No.19499

Dice rollRolled 4, 79, 29, 83 = 195 (4d100)

>>19456

Action 1: Our clay reserves are running low. Let us build a [Clay Pit].

Action 2: We shall keep working on improving our Huts [2/4]

Action 3: Leather yielded to us, so will copper tools [1/4]

Action 4: With our Harnessed Pacuckurs, we can more easily plow fields, so let us [Expand our Farms and Irrigation]

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: 74 (+3/turn)

Happiness: +4

Structures: [Dwellings: Mud Huts][Father God's Temple][Workshop, Crude][Bakery (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)]

Technologies: (Wood, Stone) (Hand 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–

-Improved Huts [2/4]

-Copper Tools[1/4]

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998bb9 No.19502

Dice rollRolled 68, 1, 30, 80, 48 = 227 (5d100)

>>19456

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: 113(+7/turn)

Happiness: 3

Structures: (Homewebs)(Weaver's Circle); Hunter's Circle (Simple);Farm (Crude);Stalker's Circle (Basic): Circle of Wisdom(Simple)

Defense: 3 (2/4)

Military: 2 (Arachne Hunters) unit, (1x)

Resources: Rocks (lots), Cave moss (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. Continue to research Illusion magic!

+United

+Circle of Wisdom Simple

3. Scout around our lands, see what there is to see.

-United

4. Look for any resources in or around our lands we can sue.

-united

5. Finish traps (2/4)

-United

+Weaver's Circle

+Traps Excellent

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998bb9 No.19548

Dice rollRolled 84, 27, 13, 89 = 213 (4d100)

>>19461

(Another quick-post turn. yay)

1: (Finish off the impressive castle within Stadterste, for multiple purposes [9/10])

2: (Improve the Mills to help produce more food for the Realm)

3: (The crows to the east seem to suffer from a poor harvest, send some food their way to help earn their trust!)

4: (Upgrade [Ludwina] /again/, to become even stronger, faster, and overall a greater Hero unit)

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998bb9 No.19551

>>19548

(I also forgot, +[Zealots] to the fourth roll)

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998bb9 No.19556

File: 1450169078292.png (1.97 MB,2025x715,405:143,Primal World.PNG)

>>19457

[First Hive]

1) Slight progress on the underground railroad. [1/6]

2) The First Hive begins studying the world around them. [2/4]

3) Remodeling is done. [Revise Alchemist Hut (simple)>> Alchemist Laboratory (Average)]

4) Expansion completes!

>>19459

[Kulture]

1) No such luck finding sturdier metals.

2) Da Kulture expands!

3) A few cave-ins halt progress, but they're cleared away.

4) Ranged weaponry is made! [Ranged Weaponry (Crude)]

>>19476

[Awoken]

>+1 pop

1/2) The Awoken try combining copper and tin, and manage to create bronze! [Bronze (Some)]

3) The Earth-Shape spell completes! [Earth-shape (Crude)]

4) Research into astral magic is complete. [Simple]

>>19497

[Tor'Andorth]

1) More farmsteads are underway. [3/6]

2) A forge begins construction. It should take some time, because it's meant to smelt bronze. [3/6]

3) The arts in Tor'Andorth and Tor'Gammorah are improved. [Urban-improvements (Simple); +2 Happiness]

4) No expansion. A building falls, and funerals stall it. [-2 pop]

>>19498

[Light-Borne]

1) Bones are almost done stretching, and muscles are almost done hardening. [6/8]

2) The meditation yields no results.

3) At the expense of some copper, the warriors harden their scales. [ 1 Armored warrior (1.5)[Armored]; Copper>>Scarce]

4) Photosynthesis is done. [Evolutions-Photosynthesis]

>>19499

[Lanquassian]

1) The Clay Pit doesn't go so well. One of the walls caves in and buries a worker. [-1 pop]

2) Huts are improved! [+2 pop/turn]

3) Slight progress on the tools. [2/4]

4) Farms are expanded with the help of the Union's new mounts. [+2 pop/turn]

>>19502

[Queendom]

1/2) The illusion magic doesn't go so well. They aren't 'illusions'. [-4 pop]

3) Not much new is found.

4) The Arachne scouts find a strange metal, and bring it back to the Queendom. [Copper (Some]

5) More traps are created, and placed all around the capital. [Defense>>5]

>>19548

[Kingdom]

1) The castle is completed! [Stadterste Castle]

2) The mill improvements will take a while. [1/6]

3) Food is sent to the crows. [Food>>Scarce; -3 pop/turn]

4) Ludwina is given more powerful weapons! [x3]

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998bb9 No.19557

Dice rollRolled 33, 80, 46, 5, 56, 18, 10, 7 = 255 (8d100)

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: 44 (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 (Some)

Technologies: (Wood, Stone) (Hand Tools, Good) (Construction, Average) (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:

1/2. Research systems seems to be slowing down: suggested course of action is to double up efforts on each individual project. (Construction 3/6)

3/4. 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. (Hand Tools 1/6)

5/6. Writing level is getting closer to indicated method needed for proper information storage; continue refinements of the system. (Repeat Writing research)

7/8. Though not satisfactory, outward observations indicated probabilities upcoming hardships that require the construction of improved buildings. To make buildings of the barest minimal standard, we must find the method to calculated circumferences. Begin arithmetics. (Research Mathematics)

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998bb9 No.19558

Dice rollRolled 60, 92, 50, 27 = 229 (4d100)

A1: Moar'at dem big pointy rocks lads, we's almost there!

>[Expand Towards\Into Mountains]

A2: Gets bettah wif dah ranged weapons you lot. We wanna firah sharp tings far.

>[Upgrade Range Weaponry(Crude)]

A3: Produce another dum'un ridden by orcs, these equipped with poisoned weapons.

>[Produce Mounted Poisoner Unit]

A4: Work bettah in dah groups boys, gotta be goods'n togetha inna fight!

>[Update Squad Tactics, Simple]

Name: da Kulture

Race: Greenskins

Fluff:

>>15656 (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 (Crude)] [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.19559

File: 1450179143121.jpg (1.05 MB,2158x1677,166:129,swing low.JPG)

>>19556

Also

>pic related

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998bb9 No.19560

Dice rollRolled 38, 41, 93, 27 = 199 (4d100)

>>19556

Action 1: We shall not allow our men to die in vain. Build the [Clay Pit]!

Action 2: We've had some slight progress on [Copper Tools], we shall continue.[2/4]

Action 3: Let us build a [Library], with our [Writing:Crude] and [Construction:Average], to better learn!

Action 4: [Explore] our surrondings for any resources we may have missed!

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: 76 (+7/turn)

Happiness: +4

Structures: [Dwellings: Huts][Father God's Temple][Workshop, Crude][Bakery (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)]

Technologies: (Wood, Stone) (Hand 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–

-Copper Tools[2/4]

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998bb9 No.19562

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: 104 (+3/turn) (+1 Nursery) (+2 Mite Honey) (+6 from More Food)

Happiness: 3

Structures: Castle, Lumber mill (Crude), Nursery, +1 population (When not out of food), Food Storage Units [Crude]

Defense: 1

Military: 1 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]

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???

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998bb9 No.19564

File: 1450184260638-0.jpg (85.72 KB,640x360,16:9,130449651_640.jpg)

File: 1450184260638-1.jpg (179.63 KB,682x1023,2:3,682px-Ant_bridge.jpg)

Dice rollRolled 13, 57, 79, 32, 41, 34, 27, 81, 68, 12 = 444 (10d100)

>>19456

1-2. Expansion! Our new tunneling methods will help us bore into even the hardest rock and stone, and provide additional channels for ant movement

[Engineer Caste]

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: 104

3-4. We need a way to expand much more effectively and move our armies faster to aquire more land.

By Royal Decree, the engineer caste is tasked with this.

They suggest that we may use the super strength and endurance of the individual formicae.

This [Super Coordination] will increase the capability of our numbers, allowing us to bridge gaps and climb cliffs that we could not have done before, by creating giant structures out of living formicae.

[Engineer Caste]

5. Raise more Worker Ants!

[Super-strength]: It is much easier for the Formicae to make stronger military units, and a higher rate of food consumption.

>>19556

1-2. Expansion!

[Engineer Caste]

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: 104

3-4. Keep working on [Super Coordination]

[Engineer Caste]

5. Raise more Worker Ants!

[Super-strength]: It is much easier for the Formicae to make stronger military units, and a higher rate of food consumption.

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998bb9 No.19565

File: 1450196048635.png (3.46 KB,300x300,1:1,PrimalWorldCrest.png)

>>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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 93, 42, 37, 6, 28 = 206 (5d100)

>>19556

>>19573

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998bb9 No.19575

File: 1450203303730-0.png (384.44 KB,500x900,5:9,LudalisInfantry.png)

File: 1450203303731-1.jpg (178.42 KB,800x753,800:753,CulturalProgress.jpg)

Dice rollRolled 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

Dice rollRolled 2 (1d4)

>>19575

(Forgot about the +[Zealots] bonus, so give it to whatever action was rolled.)

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998bb9 No.19587

Dice rollRolled 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

File: 1450231814972.jpg (68.71 KB,404x316,101:79,Hind.jpg)

Dice rollRolled 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

Dice rollRolled 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

File: 1450767799731.png (1.97 MB,2025x715,405:143,Primal World.PNG)

>>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

Dice rollRolled 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

Dice rollRolled 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

File: 1450768821416.png (3.46 KB,300x300,1:1,PrimalWorldCrest.png)

>>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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

File: 1450845635952-0.png (384.44 KB,500x900,5:9,LudalisInfantry.png)

File: 1450845635964-1.png (10.77 KB,200x275,8:11,ItsJustAStatue.png)

Dice rollRolled 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

File: 1453064614374.png (1.97 MB,2025x715,405:143,Primal World.PNG)

[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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

test

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998bb9 No.22122

Skipped? D;

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998bb9 No.22123

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

File: 1453175900920.jpg (10.58 KB,500x367,500:367,Cylinder.jpg)

Dice rollRolled 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

File: 1453206039017.png (3.46 KB,300x300,1:1,PrimalWorldCrest.png)

>>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

File: 1453208293982.jpg (44.84 KB,400x239,400:239,TradeRoute.jpg)

Dice rollRolled 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

Dice rollRolled 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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