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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1455101729690.jpg (1.22 MB,3436x2460,859:615,IMG_20160210_0001.jpg)

2621bc No.23235 [Last50 Posts]

A rules light nation game. You are about to lead a new nation to glory or to destruction. Your people were hunter/gatherer nomads that have taken your promise of greatness and have stopped moving to settle into a town.

Nation Name:

Nation Colour:

Race: (May give you a starting bonus and disadvantage that are as strong as the other)

Starting Location:

Fluff: (This is the dawn of society, it should be very short. and add to it throughout the games as you develop things such as governments and interact with others and the world around you)

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

5d20 a turn. 1s and 20s are crit fails and crit successes respectively. Will update once a day. If you ask for a location or colour that is already taken, a new location or colour will be given to you and I will pick bad colours. Like Maroon.

The blank area is grassland however, it still contains plenty of hills and trees to provide with enough resources for a thriving nation.

____________________________
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2621bc No.23238

Nation Name: The Hive

Nation Colour: Dark green

Race: Mantii

Starting Location:mountain river and the treed area in the top left island

Fluff: the mantii are giant insects similar in appearance to a preying mantis. They are led by the hive king and queen. While they are quite capable of negotiating with other monstrous races. They hate the fair races (elves, dwarves, humans). The Mantiis two most important features are their blade like forearms (they are sharpened in the case of warriors but for your average drones which is the majority of the populace they end in a space shape which is why they are so good at digging) and their ability to absorb the things they eat. They grow armored shells via osmosis.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

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2621bc No.23240

File: 1455118554811.jpg (697.72 KB,900x1204,225:301,Vanu.jpg)

Nation Name: the Dominion of Vanu

Nation Colour: Purple

Race: Drow

Starting Location: South Central Islands\wherever there's some Jungle and Raptors

Fluff:

Raptor-riding tribe of dark, dank elves who worship scorpions; matriarchal society.

Food: 10

Pop: 10

Military:

Buildings:

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

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2621bc No.23242

>>23235

Nation Name: At'Solar

Nation Colour: Yellow

Race: High Elf

Starting Location: Northern part of the Eastern Island

Fluff: Lead by their shaman. Believe that they were born from the sun.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

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2621bc No.23243

File: 1455125155545.png (43.05 KB,557x899,557:899,MinMin.png)

Nation Name: The Minimin

Nation Colour: Black

Race: Minmin

Starting Location: Left island

Fluff: The Minmin are a humanoid plant-like race that stands several inches tall while weighing only a few pounds. Their bodies are light and fleshy while also being slightly porous to the touch. Minmin come in a variety of sizes, but most are small; all are black in color while having a small red flower that erupts from their head. Minmin are known for being prolific, expansionist, highly organized, and they give primacy to the growth of their society as a paramount goal. This situation has a tendency to get Minmin into fights or diplomatic spats thanks to their general lack of tact.

(Extended: http://pastebin.com/B7YyLWP2)

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2621bc No.23244

>>23235

Nation Name: Sundered

Nation Colour: Blue

Race: human

Starting Location:

Fluff: Once there was a God and great was he. So great that he existed before time and all else. One day he fell and crashed upon the land, he shattered and from the pieces humanity was born.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

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2621bc No.23248

Nation Name: Magnus Vulcanus Magnanimus Fortasse Ignis

Nation Colour: Orange

Race: Dwarf

Starting Location: The island two out from the middle of the right continent, next to the one without a mountain that looks like a puzzle piece

Fluff: A small sect of dwarves whose ancestors somehow learned to make canoes and, oddly enough, set off to explore. The dwarves, being incredibly dense, cannot swim unless assisted by many flotation devices, but with their iron strength they have learned to grip the canoe with their arms when it capsizes and right it by vigorous kicking. Their gods are Water and Sky, and Mountains are heroic intermediaries with genii who embody the spirits of the mountains and must be asked for permission to use the materials inside.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

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2621bc No.23249

Nation Name:Tzahackian Empire

Nation Colour:Teal

Race: L'thlockair

Starting Location: Far east islands the southern portion

Fluff: The L'thlockair is a curious race to say the least. With their lizard like appearance they are a primarily semi-aquatic reptilian species prone to make war instead of peace,but they are capable of negotiation so long as it benefits them as a whole.

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2621bc No.23250

File: 1455140724626.jpg (20.59 KB,338x350,169:175,VanaraPF.jpg)

Nation Name: Wedibuloksne

Nation Colour: Maroon

Race: Vanara

Starting Location: The Forest on Coast of the Middle Continent

Fluff: Tribal by Nature, the intelligent monkey-like Vanara live amongst the treetops, traversing using all four limbs and their prehensile tails.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

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2621bc No.23253

File: 1455143168509.jpg (189.56 KB,768x1024,3:4,Undead_Warrior_by_erenarik.jpg)

>>23235

Nation Name: The Nachtfang Tribe

Nation Colour: Purple or Red

Race: Vampire minority with human majority

Starting Location:

Fluff:

A tribe of night hunters who worship the goddess of the moon have seen some of their most powerful warriors blessed with the powers of the night. Practicing a great many blood rituals to empower themselves the undying of the Nachtfang tribe seek to lead their much less knowledgable and short lived brethren into a new age.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

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2621bc No.23255

File: 1455154041898.jpg (112.06 KB,685x910,137:182,dd73a11c3fffac082b5ed24fc6….jpg)

Nation Name: Troium

Nation Colour: Grey

Race: (May give you a starting bonus and disadvantage that are as strong as the other)

Starting Location: East side of the western island, above the forest

Fluff: The tribe of Troium formed only a short time ago. They formed when their leader, named Hektor slew a great beast and united the surrounding peoples.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

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2621bc No.23256

Race: Humans

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2621bc No.23257

>>23235

Nation Name: Aesgara

Nation Colour: Cyan

Race: Cyan

Starting Location: Eastern isles

Fluff: Elves that breath in water, swim naturally and like suing spears to kill sea and land food. Also have a penchant for hydromancy.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

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2621bc No.23258

>>23235

Nation Name: Tribe of Bonlr.

Nation Colour: Gray/Tan.

Race: Gray-ish orc-sized Goblins.

Starting Location: in the north-west, inbetween the mountains, the river and the desert.

Fluff:

The tribe of Bonlr is one which is ruled by strength, either through might or through mechanical means. More often that not, however, it requires a combination of those two forms of strength for a true leader to be found, which is why 'Queen' Skartooth is the current leader of the tribe. Outside allies are far and few, if they even exist, but through their independence and their strength, the tribe of Bonlr will rule the deserts!

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2621bc No.23260

File: 1455155372262.png (330.58 KB,256x256,1:1,Sati_Blood-Fire.png)

Nation Name: the Phanaton

Nation Colour: Yellow

Race: Phanaton

Starting Location: that island, all by itself in the top right corner

Fluff: A bunch of the inhabitants of the island decided, “hey this place is kinda bland, we should make it nicer” so they formed a group to do just that.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

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2621bc No.23261

>>23235

Nation Name: [Nameless]/ "Children of the Flowing Waters"

Nation Colour: All of my normal colors of choice are taken. Something that works well on the map!

Race: Otterfolk (Average 5-foot tall anthropomorphic otters)

Starting Location: On a river near a river mouth, if such is free.

Fluff: "The sea called out to the land, who did not answer as she could. So she made her daughters, the rivers, live upon the land and flow back to her, so that she may learn - but even then, the land had many secrets. And the rivers in turn made the first otters, creatures of land and water who could live in and be the bridge between both worlds. That is the story of how we were made."

The otterfolk call themselves "The Children of the Flowing Waters", and have long lived by fishing the rivers and diving in the bays, or hunting game near the shorts and coast. This tribe of otterfolk, having found a good spot near both salt and fresh waters, have decided to settle in for awhile, to give time to repair any of their tools, clothing, and gear.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

5d20 a turn. 1s and 20s are crit fails and crit successes respectively. Will update once a day. If you ask for a location or colour that is already taken, a new location or colour will be given to you and I will pick bad colours. Like Maroon.

The blank area is grassland however, it still contains plenty of hills and trees to provide with enough resources for a thriving nation.

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2621bc No.23262

File: 1455155426229.jpg (114.49 KB,980x980,1:1,bats.jpg)

>>23235

Nation Name: Stone wings

Nation Colour: Purple

Race: Dwarf

Starting Location: Southern Island Mountains

Fluff: A tribe of short humanoids living in the mouth of a cave complex, banded together against the giant bats that inhabit the caves. The men, armed with spears and torches, drove the bats back into the caverns. But they will return, this we know. They will not find us unprepared.

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2621bc No.23271

>>23235

Nation Name: Ster Tribe

Nation Colour: Hot Pink

Race: Molque's- A strange humanoid race from underground, adapted to live above, they are renowned for their general beauty, form, insane dexterity and ghostly pale skin. However, their most stark feature's hide behind their lucious black hair: They entirely lack ears, and have small, fang filled mouths like leaches. Their eyes, or rather, eye, is amazingly detailed, and able to take in thousands of subtle movements at once. In this way, they have formed the ability to communicate entirely through sign-language and writing. Their one, huge, all encompassing eye usually takes up most of their face, and hides behind their black manes, a feature they place immense pride in. Child wise, they produce much like humans do, but are considered superior lovers in many regards.

Starting Location:

Fluff: The Ster tribe is the first of the Molque's the venture to the surface in search of food, safety, and most of all, a new home. They are the most daring of the groups, and considered the wisest and most courageous of all the Molque tribes. They are currently led by a council of three, one elected by the men, one elected by the women, and one elected by both.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

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2621bc No.23272

>>23235

>Name: Oresemar Kunggan

>Color: Sea Green

>Race: Merfolk

>Starting location: Sea in the middle of the continents

>Fluff:

Deep in the ocean, something stirs.

With the terrors of the deep ocean ever present, the Mer of this world have long remained scattered and alone. However, a mysterious young Mer has risen to power, and vowed to lead the people of the newly named Oresemar Kunggan to power and glory, taking the oceans for themselves… and more.

Food: 10

Pop: 10

Military: N/A

Buildings: N/A

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

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2621bc No.23280

File: 1455170061984.jpg (4.28 KB,284x177,284:177,Cylinderman.jpg)

>>23235

Nation Name: Cylindrum

Nation Colour: Battleship Gray

Race: Cylindermen; - 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.

Starting Location: Any island

Fluff: The origins of the Cylindrum Tribe are muddled and vague; what is known is that the first cylindermen appeared on an island a few days after a bolt of lightning struck an active volcano, wondering what their purpose was. This continued for several days as they attempted to manipulate their surroundings, creating the first few stone tools; this soon became an obsession, with the main drive of the tribe being to push their world to its limits through manipulating its component parts. They shall discover all there is to discover, or probably destroy themselves and potentially many more things trying.

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2621bc No.23282

File: 1455184045706.png (1.16 MB,3436x2460,859:615,01.png)

>>23238

Bonuses: [Can You Dig It?] +2 to digging

Disadvantages: [Born To Die] You cannot train warriors but have a 25% chance that a Mantii will be hatched as a warrior.

>>23240

+Tech/Magic: Raptor Domestication, Raptor Riding

Disadvantages: [Mathayus] You cannot bring harm in anyway to scorpions

>>23242

Bonus: [Baked Fae] +1 on magic related rolls

Disadvantage: [Sun Born] The sun must be in the correct position to increase population. +1 pop every second turn instead of every turn

>>23243

too much fluff

Bonus: [Photosynthesis] Automatically gain +1 food every third turn

Disadvantage: [Flower Power] -2 on all combat rolls

>>23244

no bonuses or disadvantages given yet

>>23248

+Tech/Magic: Sea Faring Canoes

Disadvantages: You must ask the genii if you may interact with a mountain.

>>23249

Bonus: [Warmonger] +1 to combat rolls

Disadvantage: [Thirsty] Unless you're nation is in direct contact with a source of water, you're pop cannot grow.

>>23250

Bonus: [Damn Dirty Humans] +2 to combat rolls in a forest

Disadvantages: [Damn Dirty Apes] -1 to combat rolls outside a forest

>>23253

Bonus: [Forced Conversion] You may gain a military unit for each round of combat won so long as you have sufficient food.

Disadvantage: [Majority Rules] You cannot train military units if your military is more than half your pop

>>23255

Food: 20

Pop: 20

Disadvantages: [Haunted By The Past] There is a very small chance that your people are attacked by a beast again

>>23257

Bonuses: [Puddle Power] +1 on water based rolls. [Water Walkers] You can live in the water and spread your nation over oceans

Disadvantage: [Dried Up] Your people cannot walk on land for any longer than 1 turn without having to breathe water again

>>23258

Military: Queen Skartooth

no bonuses or disadvantages given yet

>>23260

Bonus: [Home Sweet Home] +1 on building rolls

Disadvantages: [Destroying The Land] -1 on resource rolls that would damage the landscape such as mines, quarries and deforestation

>>23261

Bonus: [Puddle Power] +1 on water based rolls

Disadvantage: [Straying To Far From Home] -1 on rolls for action that don't take place near the coast or a river

>>23262

+Tech/Magic: Stone Spears, Torches

Disadvantages: [Haunted By The Past] There is a very small chance that your people are attacked by the bats again

>>23271

Bonus: [The Sound Of Silence] +2 on rolls that require sneakiness

Disadvantages: [Battle To The Deaf] Your people cannot hear noise

>>23272

Bonuses: [Puddle Power] +2 on water based rolls. [Water Walkers] You can live in the water and spread your nation over oceans

Disadvantage: [Sun Baked] Your people cannot travel across land.

>>23280

Bonus: [Curious Minds] +2 on Tech and Magic rolls

Disadvantage: [Rudimentary] -1 on all other rolls

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2621bc No.23283

File: 1455186990910.jpg (264.89 KB,1600x1165,320:233,sunbay.jpg)

Dice rollRolled 12, 4, 4, 2, 10 = 32 (5d20)

>>23282

[Cylindrum]

Nation Colour: Battleship Gray

Fluff: >>23280

Food: 10

Pop: 10~[+1/Turn]~ No Growth; Cap Reached

>Military

None

>Buildings

None

>Tech/Magic:

[Stone Tools]

>Bonus

[Curious Minds] +2 on Tech and Magic rolls.

>Disadvantage

[Rudimentary] -1 on all other rolls.

https://www.youtube.com/watch?v=sAEK68BI3Us

The first hundred cylinders woke up, or rather moved out of stasis given their inability to physically sleep, inching out of the shallow acoves and oversized bushes which made their home. The sun reflected off their crystaline bodies, feeling warm to them as it triggered each individual face that made up their composition, causing momentary disorientation as the beings adjusted their senses to accomidate for the wide field of vision. It was not sure if cylindermen could see in color, but the sheer number of vectors and faces they detected the surrounding terrain was composed of awed them; certainly even in their perfect smootheness the amount of polygons it took to render this area outnumbered their own; and yet, the world was running just as smoothly as though it were not taxed at all.

This most interesting phenomena caused the creatures to begin communicating with one another.

>Actions

1.) … … Error. "Pop: 10~[+1/Turn]~ No Growth; Cap Reached". Problem; population is attempting to grow, yet is unable to due so? Query: why can it not? Answer: biomass is insufficient to support additional buddings. Solution: cultivate plants suited towards generating and holding biomass. (Research Agriculture)

2.) Searching… No immediate hostiles detected within area; area seems to be devoid of agents capable of breaching crystalline beings. Defensive priority is secondary; new directive: research the manipulation of biomass into useful objects. (Research Wood Tools)

3.) New discovery: [Stone Tools]. Query: are stone tools sufficient in completing objective of "Construct shelter?" Answer: negative, [Stone Tools] are of insufficient size and capaciousness to be used as shelter. However, they can potentially be used to work larger articles into objects with sufficient capaciousness. (research Stone Architecture)

4.) Predicted potentially difficulty: memory limitations of host:cylinder are considered too volatile for long-term storage of complex knowledge such as technology. Query: how to solve this issue? Answer: through recording this information on external memory devices using stone. (Research Writing)

5.) Query: what is the roundness of a host:cylinder? Answer: unable to calculate, formulas are damaged are destroyed, reverting to estimation; … … … estimation complete. 97.8999999999999913121^12 chance that it is "perfect". Query: what is "perfect"? Answer: without flaws, such as a virtual representation of an object. Side objective: attempt to construct cylinders out of INORGANIC:STONE to test their properties. (Research The Wheel)

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2621bc No.23284

File: 1455187419034.png (5.71 KB,227x282,227:282,imagecylinder.png)

>>23283

Final Calculations:

1.)14

2.)6

3.)6

4.)4

5.)12

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2621bc No.23288

Dice rollRolled 18, 14, 18, 18, 9 = 77 (5d20)

Nation Name: [Nameless]/ "Children of the Flowing Waters"

Nation Colour: Magenta

Race: Otterfolk (Average 5-foot tall anthropomorphic otters)

Starting Location: On a river near a river mouth, if such is free.

Fluff: "The sea called out to the land, who did not answer as she could. So she made her daughters, the rivers, live upon the land and flow back to her, so that she may learn - but even then, the land had many secrets. And the rivers in turn made the first otters, creatures of land and water who could live in and be the bridge between both worlds. That is the story of how we were made."

The otterfolk call themselves "The Children of the Flowing Waters", and have long lived by fishing the rivers and diving in the bays, or hunting game near the shorts and coast. This tribe of otterfolk, having found a good spot near both salt and fresh waters, have decided to settle in for awhile, to give time to repair any of their tools, clothing, and gear.

Food: 10

Pop: 10 (+1/turn, capped at food)

Military: None

Buildings: None!

Tech/Magic: Stone Tools

Bonus: [Puddle Power] +1 on water based rolls

Disadvantage: [Straying To Far From Home] -1 on rolls for action that don't take place near the coast or a river

We have stopped for a few seasons to work on our tools and gear. The winds of change are blowing, though.

1: We've stopped to repair and [Improve our Tools]. We should get on that.

2: We've seen fish in the water, we should start [Fishing the River] [+1]

3: There have been signs there may be shellfish, crabs and molluscs, in the bay. Our best swimmers shall go [Hunt for Shellfish][+1]

4: Speaking of which, we should start [Researching Spears] to help us hunt our fish.

5: In this time of rest, some of our elders have begun seeking ways to better speak to Earth, Water, and all their children better [Elemental Shamanism]

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2621bc No.23292

File: 1455193273961-0.png (1.02 MB,1280x720,16:9,4486102-9557057777-vlcsn.png)

File: 1455193273962-1.jpg (77.8 KB,1024x576,16:9,LOTR_ReturnOfTheKing_2482.jpg)

Nation Name: The Orcs

Nation Colour: Brown

Race: Orcs

Starting Location:

Fluff: The Orcs are short statured but extremely numerous and cruel. Crafted of blood, flesh, and slain flesh that is stewed in pits and then baked in infernal fires. They are extremely easy to make, and are fine with eating their dead or rotten meat. They are army crafted by the Dark Lord to suit his world conquering needs.

And then the Dark Lord dissapeared. An army without a leader, the Orcs hope to continue their lords campaign until the day he returns.

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2621bc No.23294

Dice rollRolled 6, 20, 13, 15, 15 = 69 (5d20)

Nation Name: The Hive

Nation Colour: Dark green

Race: Mantii

Starting Location:mountain river and the treed area in the top left island

>>23238

Food: 10

Pop: 10 (+1/turn, capped at food)

Military: None

Buildings: None!

Tech/Magic: Stone Tools

Bonuses: [Can You Dig It?] +2 to digging

Disadvantages: [Born To Die] You cannot train warriors but have a 25% chance that a Mantii will be hatched as a warrior.

1.Dig mushroom farms +2

2.Dig more mushroom farms +2

3. Dig even more mushroom farms +2

4. Yes more mushroom farms +2

5. Holy fucking shit mushroom farms +2

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2621bc No.23296

Dice rollRolled 3, 2, 9, 8, 18 = 40 (5d20)

>>23282

Nation Name: At'Solar

Nation Colour: Yellow

Race: High Elf

Starting Location: Northern part of the Eastern Island

Fluff: Lead by their shaman. Believe that they were born from the sun.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: [Baked Fae] +1 on magic related rolls

Disadvantages: [Sun Born] The sun must be in the correct position to increase population. +1 pop every second turn instead of every turn

1. The Shaman begins to research better ways to call the powers of the sun. [Research Sun/Light Magic] +1

2. Begin creating some farm lands [Farms!]

3. Explore our surroundings for any resources that can be exploited.

4. As well the Shaman begins to research how to call the powers of the earth [Research Earth magic +1]

5. We need a better way to construct buildings, begin researching that [Research better construction methods]

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2621bc No.23297

Dice rollRolled 13, 14, 5, 17, 11 = 60 (5d20)

1. Look for raptor populations near us.

2. Seek the dankest wood near us, and see what herbs and moss grow there.

3. Pick fruit.

4. Try to catch some fish.

5. Try to find and fell some logs. We need someplace to live, like a great cave hewn of wood.

Nation Name: the Dominion of Vanu

Nation Colour: Purple

Race: Drow

Starting Location: South Central Islands\wherever there's some Jungle and Raptors

Fluff:

Raptor-riding tribe of dark, dank elves who worship scorpions; matriarchal society.

Food: 10

Pop: 10

Military:

Buildings:

Tech/Magic: Stone Tools, Raptor Domestication, Raptor Riding

Advantage: _

Disadvantages: [Mathayus] You cannot bring harm in anyway to scorpions

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2621bc No.23298

File: 1455203451182.jpg (136.56 KB,750x582,125:97,lizardman_by_thedjib.jpg)

Dice rollRolled 62, 56, 85, 54, 1 = 258 (5d100)

>>23282

Nation Name:Tzahackian Empire

Nation Colour:Teal

Race: L'thlockair

Starting Location: Far east islands the southern portion

Fluff: The L'thlockair is a curious race to say the least. With their lizard like appearance they are a primarily semi-aquatic reptilian species prone to make war instead of peace,but they are capable of negotiation so long as it benefits them as a whole.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonus: [Warmonger] +1 to combat rolls

Disadvantage: [Thirsty] Unless you're nation is in direct contact with a source of water, you're pop cannot grow.

Our first order of business, research better tools.

Secondly we need to form some weapons let's

see if we can fashion a trident. (Reasearch Tridents)

let's start gathering fish for eveyone so we can keep ourselves fed. (Fishing in the sea)

Next let us see if we can use our stone tools to dig for more valuable or useful materials. (Research quarry)

Lastly our shaman tells us he has found a way to manipulate the elements let us see if this is true. (Elemental magic)

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2621bc No.23299

Dice rollRolled 8, 14, 19, 9, 3 = 53 (5d20)

>>23298

RETARD ME JUST NOTICED D-20 NOT 100 RE ROLLING

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2621bc No.23300

Dice rollRolled 15, 20, 14, 6, 16 = 71 (5d20)

>>23282

>Nation Name: Tribe of Bonlir.

>Nation Colour: Gray/Tan.

>Race: Gray-ish orc-sized Goblins.

>Food: 10

>Pop: 10 (+1 per turn)

>Military:

[Queen Skartooth]

>Buildings:

>Tech/Magic:

[Stone Tools]

>Bonuses: (N/A)

>Disadvantages: (N/A)

1: The Queen shall not be the sole warrior for the Bonlir forces! Produce unarmed warriors of the strongest men and women to provide the Queen with some backup.

2: We need foundations for our more permanent residents, and so we need to provide the means to gather sandstone out from the earth.

3: In addition, we need actual weaponry. Get our smarter people to work to figure out how to get some stone daggers and spears, mainly the latter.

4: Expand our lands northward, following the river up to the mountains.

5: Also expand our land southward, streached between the western desert and the eastern flood plains.

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2621bc No.23301

Dice rollRolled 17, 2, 12, 4, 7 = 42 (5d20)

Nation Name: the Phanaton

Nation Colour: Yellow

Race: Phanaton

Starting Location: that island, all by itself in the top right corner

Fluff: A bunch of the inhabitants of the island decided, “hey this place is kinda bland, we should make it nicer” so they formed a group to do just that.

Food: 10

Pop: 10

Military:

Buildings:

Tech/Magic: Stone Tools

Bonuses: [Home Sweet Home] +1 on building rolls

Disadvantages: [Destroying The Land] -1 on resource rolls that would damage the landscape such as mines, quarries and deforestation

1. How can we make this island the best it can be when we're only in the center of it? Expand to cover the whole island.

2. We need wood to build stuff, but that would require cutting down all these nice trees. Instead let's try to figure out how to make a tree farm. Research arboriculture.

3. once we have all those trees we’ll need to know how to use them. Research Woodworking.

4. buildings are kinda really useful, so let's work out how to make some nice ones. Research wooden architecture.

5. We’re looking into a lot of new things are we, it would be nice to be able to keep track of all them. Perhaps some form of a system of symbols to represent speech and other concepts. Research Writing.

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2621bc No.23302

Dice rollRolled 4, 1, 10, 6, 1 = 22 (5d20)

Nation Name: Wedibuloksne

Nation Colour: Maroon

Race: Vanara

Starting Location: The Forest on Coast of the Middle Continent

Fluff: Tribal by Nature, the intelligent monkey-like Vanara live amongst the treetops, traversing using all four limbs and their prehensile tails.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonus: [Damn Dirty Humans] +2 to combat rolls in a forest

Disadvantages: [Damn Dirty Apes] -1 to combat rolls outside a forest

1. Dēgoig Werignēibuoks (Explore the Forest)

2. Trebūs ēsidorūie tēil werisegoks(Research Wooden Archetecture)

3. Ēkūs ēsidorūie tēil werisegoks(Research Wooden Weapons)

4. Ēdibutigw werinekinūnks(Hunt)

5. Ēkūs esekmie tēil werisegoks(Research Stone Weapons)

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2621bc No.23303

Dice rollRolled 8, 1, 15, 5, 3 = 32 (5d20)

Nation Name: Magnus Vulcanus Magnanimus Fortasse Ignis

Nation Colour: Orange

Race: Dwarf

Starting Location: The island two out from the middle of the right continent, next to the one without a mountain that looks like a puzzle piece

Fluff: A small sect of dwarves whose ancestors somehow learned to make canoes and, oddly enough, set off to explore. The dwarves, being incredibly dense, cannot swim unless assisted by many flotation devices, but with their iron strength they have learned to grip the canoe with their arms when it capsizes and right it by vigorous kicking. Their gods are Water and Sky, and Mountains are heroic intermediaries with genii who embody the spirits of the mountains and must be asked for permission to use the materials inside.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Sea Faring Canoes

Bonuses: (can be gained by adding to your fluff)

Disadvantages: You must ask the genii if you may interact with a mountain.

1. Start some farms.

2. Ask Vulcanus, the genius of the mountain, what his mighty bounty is and if he might be merciful. [Conduct a survey of the mountain to see what kind of minerals we can harvest, if Vulcanus is cool with it.]

3. Research [Mining I].

4. Start fishing around the island.

5. Make some canoes. The island next to us looks like it has a friendly mountain.

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2621bc No.23304

Dice rollRolled 17, 5, 9, 15, 2 = 48 (5d20)

>>23282

Nation Name: Aesgara

Nation Colour: Cyan

Race: Cyan

Starting Location: Eastern isles

Fluff: Elves that breath in water, swim naturally and like suing spears to kill sea and land food. Also have a penchant for hydromancy.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses:

[Puddle Power] +1 on water based rolls.

[Water Walkers] You can live in the water and spread your nation over oceans

Disadvantage: [Dried Up] Your people cannot walk on land for any longer than 1 turn without having to breathe water again

1. Resaerch Sea agriculture

+puddle power

2. Expand across the sea!

+Puddle power

+water walkers

3. Reasraech Hydromancy!

+puddle power

4. Build Houses out of stone in the sea

+Puddle power

5. Research underwater weaponry

+Puddle power

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2621bc No.23305

Dice rollRolled 15, 19, 7, 7, 5 = 53 (5d20)

>>23282

Nation Name: Sundered

Nation Colour: Blue

Race: human

Starting Location:

Fluff: Once there was a God and great was he. So great that he existed before time and all else. One day he fell and crashed upon the land, he shattered and from the pieces humanity was born.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

And so it is said that the fragments near all that they had been, and yet, they gained. First, they gained hunger and with it taste, they explored far and wide from their origin point and learned variety.

1. First the Sundered hunted and gathered a variety of food to sate this new aspect of themselves and learn variety.

2. Secondly the sundered saw that hunting and gathering had gained them good variety but it had failed to provide enough to flourish, eventually the Sundered decided to begin farms. Animals are gathered and domesticated as farming comes to be.

3. Thirdly, crops are discovered and the Sundered begin gathering various foods that they discovered and rejoiced.

4. Fourthly. Orchards are started and fruit is grown, the Sundered had attained the variety they sought.

5. Finally the Sundered learned the most important lesson, worship. Each of the Sundered looked inside of themselves and felt out to the god fragment that lay within the, dormant and weakened. The Sundered began to worship themselves hoping to awaken the god fragments that lay within and gain some of themselves back.

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2621bc No.23306

Dice rollRolled 15, 8, 1, 13, 10 = 47 (5d20)

>>23282

>Name: Oresemar Kunggan

>Color: Sea Green

>Race: Merfolk

>Starting location: Sea in the middle of the continents

>Fluff:

Deep in the ocean, something stirs.

With the terrors of the deep ocean ever present, the Mer of this world have long remained scattered and alone. However, a mysterious young Mer has risen to power, and vowed to lead the people of the newly named Oresemar Kunggan to power and glory, taking the oceans for themselves… and more.

Food: 10

Pop: 10

Military: N/A

Buildings: N/A

Tech/Magic: Stone Tools

Bonuses: [Puddle Power] [Water Walkers]

Disadvantages: [Sun-Baked]

1/2) Now that the Mer are united under one tribe, it's time to organize. The First King implements a four tiered hierarchy, with himself at the top- common peasants on the bottom, warriors and former warriors and their families next, which are in turn governed by an elite warrior aristocracy. The caste system should be fluid, to encourage commoners to sign on to the army, and to encourage the regular military to train and hone their skills, so they may rise up and become elite.

3/4) Our warriors shall not be defenseless. We shall convert some of our stone tools into stabbing tridents to arm them with.

5) Scout around our borders. See what resources lie within our reach.

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2621bc No.23307

Dice rollRolled 4, 14, 5, 7, 2 = 32 (5d20)

>>23282

Nation Name: Stone wings

Nation Colour: Purple

Race: Dwarf

Starting Location: Southern Island Mountains

Fluff: A tribe of short humanoids living in the mouth of a cave complex, banded together against the giant bats that inhabit the caves. The men, armed with spears and torches, drove the bats back into the caverns. But they will return, this we know. They will not find us unprepared.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Stone Spears, Torches

Disadvantages: [Haunted By The Past] There is a very small chance that your people are attacked by the bats again

1 ) Hunt, we require pelts and bone, not to mention meat.

2 ) Harvest trees and bushes

3 ) Search the cave for stones that are suited to knapping

4 ) Build a fire pit within the cave, long and thin to provide the most heat and light

5 ) Search for plants suited for farming

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2621bc No.23309

File: 1455231153589.jpg (246.16 KB,1024x1326,512:663,vampire_elf_by_mosingo-d5x….jpg)

Nation Name: Phraxia

Nation Colour: variation of red or orange

Race: Blood Golems

Starting Location: Anywhere

Fluff: Phraxians are the "leaves" of evil trees that are fed with blood. While any blood will do the strongest trees are fed with the blood of intelligent life and those trees in turn give birth to the strongest Phraxians. So long as the tree lives so does its spawn, until there are too many spawn for one tree to support and a sacrifice must be made for a new tree to support a new tribe.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

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2621bc No.23313

Dice rollRolled 17, 4, 7, 13, 3 = 44 (5d20)

>>23282

Nation Name: The Nachtfang Tribe

Nation Colour: Purple or Red

Race: Vampire minority with human majority

Starting Location:

Fluff:

A tribe of night hunters who worship the goddess of the moon have seen some of their most powerful warriors blessed with the powers of the night. Practicing a great many blood rituals to empower themselves the undying of the Nachtfang tribe seek to lead their much less knowledgable and short lived brethren into a new age.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses:

+ [Forced Conversion] You may gain a military unit for each round of combat won so long as you have sufficient food.

Disadvantages:

+ [Majority Rules] You cannot train military units if your military is more than half your pop

1-2. The foes of the Nachtfang Tribe are plentyful and as the Moongoddess would have it that the warriors could never reach more than half of the people. More hunters would have to be trained and made strong in preparation of the times to come.

3. Fighting with their hands and striking with stones worked well for those blessed by the moon mother's strength, however more sophisticated weaponry would be able to bring down larger, quicker and more dangerous foes. It was time to use some brains.

(Develop Weaponry)

4. Food was one fo the few sources of comfort, having more food was better, however so was having furs. The idea of trapping animals and not outright killing them came up. The beggining in a complex research for the basis of animal husbandry.

5. The worship of the Moon Mother was an intimate and ritualistic process. Sacrifices would be brought forth in her honor and those believing themselves worthy would carve the sigils of the moon into their flesh seeking to ascend into the ranks of the undying. In the coming months the Moon Mother would test them and deem them worthy or they would become parts of the Sunchildren, the lowest of the low.

(Invent Blood Ritual Vampire Moon Magic)

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2621bc No.23317

File: 1455237027708.png (350.31 KB,775x1000,31:40,ClipboardImage.png)

Nation Name: The Lost

Nation Colour: Grey

Race: "Sectoids"

Starting Location: Anywhere

Fluff: A race of strange, scrawny grey-skinned beings with bulbous heads, beady eyes and long, manipulative fingers have emerged from…seemingly nowhere. They seem to have no recollection of who they are, where they came from, what they can do and what they already did. They seem to lack mouths, but their translucent grey skin looks like it derives nutrition from the sun. Despite it being the dawn of civilization, they seem to already have an affinity for technology and experimentation…

>Food: 10

>Pop: 10

>Military:

>Buildings:

>Tech/Magic:

+ Stone Tools

>Bonuses:

>Disadvantages:

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2621bc No.23321

File: 1455237275017.jpg (54.89 KB,600x600,1:1,spearman_concept_by_ljfhut….jpg)

Dice rollRolled 15, 6, 4, 20, 11 = 56 (5d20)

Nation Name: Troium

Nation Colour: Grey

Race: (May give you a starting bonus and disadvantage that are as strong as the other)

Starting Location: East side of the western island, above the forest

Fluff: The tribe of Troium formed only a short time ago. They formed when their leader, named Hektor slew a great beast and united the surrounding peoples.

Food: 20

Pop: 20 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: [Haunted By The Past] There is a very small chance that your people are attacked by a beast again

1-3. Begin researching spears

4. Build a great pit of flame that will keep the monster at bay.

5. Recruit Men from the tribe into the military

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2621bc No.23322

Dice rollRolled 6, 18, 15, 6, 20 = 65 (5d20)

Nation Name: The Minimin

Nation Colour: Black

Race: Minmin

Starting Location: Left island

Fluff: The Minmin are a humanoid plant-like race that stands several inches tall while weighing only a few pounds. Their bodies are light and fleshy while also being slightly porous to the touch. Minmin come in a variety of sizes, but most are small; all are black in color while having a small red flower that erupts from their head. Minmin are known for being prolific, expansionist, highly organized, and they give primacy to the growth of their society as a paramount goal. This situation has a tendency to get Minmin into fights or diplomatic spats thanks to their general lack of tact. (Extended: http://pastebin.com/B7YyLWP2)

Food: 10

Pop: 10

Military:

Buildings:

Tech/Magic: Stone Tools

Bonus: [Photosynthesis] Automatically gain +1 food every third turn

Disadvantage: [Flower Power] -2 on all combat rolls

———

Actions

——–

1. The Minmin start working on finding resources. [Resources]

2. More Minmin are expanding! [Expand]

3. Still more of the Minmin are trying to expand! [Expand]

4. Other Minmin try to figure out better farming techniques. [Research: Farming]

5. A few Minmin work on researching growth. Gross. [Research: Fertility]

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2621bc No.23342

File: 1455278269562.png (1.17 MB,3436x2460,859:615,02.png)

>>23283

Cultivation of plants: processing. Agriculture 1/2

Error ~ Double up of tech: Wood Tools. Wood Tools already invented ~ researching wooden architecture instead. Wooden Architecture 1/2

Stone Architecture: processing 1/2

Error. Definition not found (Writing). Action aborted

Perfect cylinder: processing. Complete. Rotation on a pivoted: processing. Wheel 1/2

>>23288

Without knowledge of smelting the only way you could upgrade your tools would be by using better stones. You see a tough, black, glassy stone where molten earth contacted with the ocean and the rivers and find it was made for you. A bridge between your two worlds. +Tech/Magic: Obsidian Tools

You have men dive into the water in hunt for fish. Quickly they start coming up. It was a good hunt. +1 food

It was good idea sending the best swimmers as, apparently, they're also the most thorough. You get an amazing haul. +2 food

You begin strapping sharp stones to long sticks to throw at the fish. It skewers and kills them, making them easier to catch. +Tech/Magic: Stone Spears

The elders begin learning how to make a bridge between conciousness and unconciousness for this is the groundwork for the bridge into the spirit world.

>>23292

Bonus: [Shia Surprise] You gain food whenever one of your pop dies

Disadvantage: [Unnatural] -1 to rolls whenever interacting with the any living thing. (Does not include combat or hunting)

>>23294

You dig a massive fucking chamber. It is so big, dark and moist that fungus starts to grow even though you don't know how to cultivate them. +5 food whenever you make a harvest action. +Building: Mushroom Chamber

>>23297

You find that raptors roam freely around this swamp

Some of the herbs and moss are poisonous while others are delicious. You figure out which is which though. +Food: 1

You send some of taller Drow to pick fruit. +1 food

You find some fell logs and build temporary huts

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2621bc No.23343

>>23298

Without knowledge of smelting the only way you could upgrade your tools would be by using better stones. You see a tough, black, glassy stone. +Tech/Magic: Obsidian Tools

If you put pointed tools on the end of sticks it makes a good throwing weapon. (Spears are the first step to tridents). +Tech/Magic: Obsidian Spears

You get an awesome haul from diving into the water and pulling up fish with your hands. +2 food

You clear out an area and start digging. +Buildings: Quarry

Your shaman is getting old, he must be delusional

>>23300

You begin training units. Without training facilities, it is long, hard work. +Military: Unarmed Soldier

You begin to quary the stone that lay beneath the desert. You find it easy to dig up with your tools and soon envision how it can be used to further your nation. +Buildings: Quarry +Bonus: [Raised from the sands] +1 to building with sandstone

You attach sharp tools to the ends of sticks to create good throwing weapons. +Tech/Magic: Stone Spears

>>23301

Through experimentation with the trees, you accidentally fell a few. The wood from the experiments is too weak to build with

You do eventually learn arboculture though. +Tech/Magic: Arboculture

You can't seem to understand how a building made of wood would work

You have researched an alphabet. Now to form them into words. Tech/Magic: Alphabet

>>23302

While trying to research wooden architect, one of your men falls out of a tree and dies. -1 pop

You develop pointed sticks that can do some serious damage. +Tech/Magic: Wooden Spears

With your new spears you hunt wild boar and get a reasonable haul. +1 food

While developing stone tools, your researcher accidentally severs his hand and bleeds out. -1 pop

>>23303

You begin developing agriculture. 1/2

The mountain is rich with minerals but Vulcanus says no. This is his mountain, not yours.

You research mining techniques. +Tech/Magic: Mining

You fish in a decent amount. +1 food

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2621bc No.23344

>>23304

not everything you do that is underwater counts as a water roll

You develop a way to cultivate kelp and seaweed. +Tech/Magic: Agriculture

You begin learning how to move the water around you. 1/3

Stone Architecture 1/2

>>23305

You hunt with your bare hands. It proves difficult and tedious but you manage you catch rabbit. +1 food

You begin learning how to domesticate the wild beasts of this world. Namely rabbits. 2/3

You develop agriculture through research of crops and fruits. +Tech/Magic: Agriculture

basic Divine magic 1/4

>>23306

The hierachy inspires all those that live under it. It encourages every man to join the military. +1 Unarmed Soldier every third turn

While developing crude weapons, one of the mers are impailed. -1 pop

You have volcanic vents on the outskirts of your territory as well as forests of kelp

>>23307

Your hunting attempts come back fruitless

You chop down trees and bushes to use their leaves and wood.

You find a deposit of flint in the cave

Using your torches, you light a pit of fire

>>23309

Bonus: [Brethren Of Blood] +2 to combat rolls

Disadvantage: [Life for Life] To gain pop, a sacrifice must be made to the blood tree

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2621bc No.23345

>>23313

Your warriors are trained. +Military: Unarmed Vampire

You develop stone spears but putting sharp tools on the end of sticks. +Tech/Magic: Stone Spears

You begin the domestication of cattle. 1/3

>>23317

Bonus: [Photosynthesis] Automatically gain +1 food every third turn

Disadvantage: [Thin Skin] -2 on combat rolls

>>23321

You attach sharp stones to sticks to create spears. +Tech/Magic: Stone Spears

The great Shaman blesses the flame and it spews forth from it's pit to dissapear in the night. You hear the screeches of the beast's brethren. -Disadvantage: [Haunted By The Past]

You train a soldier. +Military: Spearman

>>23322

The Minmin find many stones in the river and much wood in the forests.

You begin researching agriculture. 1/2

Fertility research undergoes and you find, in certain positions, your seed spread more freely. +Bonus: [Kamasutra] +2 pop every turn instead of +1

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2621bc No.23346

Dice rollRolled 10, 15, 5, 14, 4 = 48 (5d20)

Nation Name: Magnus Vulcanus Magnanimus Fortasse Ignis

Nation Colour: Orange

Race: Dwarf

Starting Location: The island two out from the middle of the right continent, next to the one without a mountain that looks like a puzzle piece

Fluff: A small sect of dwarves whose ancestors somehow learned to make canoes and, oddly enough, set off to explore. The dwarves, being incredibly dense, cannot swim unless assisted by many flotation devices, but with their iron strength they have learned to grip the canoe with their arms when it capsizes and right it by vigorous kicking. Their gods are Water and Sky, and Mountains are heroic intermediaries with genii who embody the spirits of the mountains and must be asked for permission to use the materials inside.

Food: 11

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Sea Faring Canoes, Mining

Bonuses: (can be gained by adding to your fluff)

Disadvantages: You must ask the genii if you may interact with a mountain.

1. Continue Agriculture. [Agriculture ½]

2. Figure out how to build rudimentary shelters for when the rainy season comes. The mountain is displeased, and that means he’ll go whining to his mother, probably. [Research Wood Architecture].

3. Go harvest a bunch of wood so we can begin making shelters and canoes.

4. Conduct a thorough survey of the island. What kind of resources does it have? Bring back whatever you can carry.

5. Appease the Great Vulcanus! Appease! We cower before you, o great one! We are not worthy of your bounty!

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2621bc No.23347

Dice rollRolled 10, 3, 11, 4, 8 = 36 (5d20)

>>23344

Nation Name: The Nachtfang Tribe

Nation Colour: Purple or Red

Race: Vampire minority with human majority

Starting Location:

Fluff:

A tribe of night hunters who worship the goddess of the moon have seen some of their most powerful warriors blessed with the powers of the night. Practicing a great many blood rituals to empower themselves the undying of the Nachtfang tribe seek to lead their much less knowledgable and short lived brethren into a new age.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military:

+ Nimble [Unarmed Vampire]

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Stone Spears

+Animal Husbancattelery 1/3

Bonuses:

+ [Forced Conversion] You may gain a military unit for each round of combat won so long as you have sufficient food.

Disadvantages:

+ [Majority Rules] You cannot train military units if your military is more than half your pop

1. Once more the great Moon Mother rose above the night sky and in the distance the Nachtfang Tribe eyed the great mountain, its very peak reached into the clouds. If one were to climb it, perhaps one could reach the Moon Mother herself. Truly a formidable holy site.

Nimble, oldest of the Varires (roughly translating into "Children of the Blood Moon") and firstborn son of the Moon Mother would take upon himself the treacherous journey to ascend the mountain that defied even the will of the sky itself, to practice the first ritual of Blood Magic in hopes of her deeming him worthy.

2. And after he had reached the highest mountain the Nachtfang had ever seen and bowed in awe to the Moon Mother before him Nimble would carve into the rocks with nothing but his force and his claw.

"Nimble, Oldest of the Varires, Firstborn Son of the Blood Moon and Elder Hunter of the Nachtfang Tribe was here"

+ Develop Alphabet

3. Catch more of those animals

+ Animal Husbancattelery 1/3

4. Nimble had already left and the tribe's prayers were with him. They sought to raise a testament to the Moon Mother of their own, however their idols of clay and straw were swept away. This would not do, for the Moon Mother was eternal and so should her idols be. And they began stacking rocks. More of a symbolic gesture than anything.

+ Research Stone Constructions

5. It was the time of the Blood Moon again and while Nimble remained occupied on his quest to the Mountain that refused to obey the god of the skies it was the Human's task to lead this hunt. They would hunt down the animals of the plains and feast for three days and three nights. Their blood would be spilled in the name of the Moon Mother and she would be pleased.

+ Hunt

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2621bc No.23348

Dice rollRolled 12, 17, 10, 3, 6 = 48 (5d20)

>>23344

Nation Name: Stone wings

Nation Colour: Purple

Race: Dwarf

Starting Location: Southern Island Mountains

Fluff: A tribe of short humanoids living in the mouth of a cave complex, banded together against the giant bats that inhabit the caves. The men, armed with spears and torches, drove the bats back into the caverns. But they will return, this we know. They will not find us unprepared.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Stone Spears, Torches

Disadvantages: [Haunted By The Past] There is a very small chance that your people are attacked by the bats again

1 ) Search our territory for strange things, stone, plants, animals, copper

2 ) Make something that would protect a person from the wood we collected (Shields)

3 ) Set men to harvesting the flint in large quantities

4 ) Expand the area in which we hunt, marking our lands (Expand)

5 ) Search for plants suited for farming

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2621bc No.23349

Dice rollRolled 13, 2, 5, 12, 15 = 47 (5d20)

Nation Name: The Minimin

Nation Colour: Black

Race: Minmin

Starting Location: Left island

Fluff: The Minmin are a humanoid plant-like race that stands several inches tall while weighing only a few pounds. Their bodies are light and fleshy while also being slightly porous to the touch. Minmin come in a variety of sizes, but most are small; all are black in color while having a small red flower that erupts from their head. Minmin are known for being prolific, expansionist, highly organized, and they give primacy to the growth of their society as a paramount goal. This situation has a tendency to get Minmin into fights or diplomatic spats thanks to their general lack of tact. (Extended: http://pastebin.com/B7YyLWP2)

Food: 11

Pop: 11

Resources: Stone/Wood

Military:

Buildings:

Tech/Magic: Stone Tools

Bonus:

+[Photosynthesis] Automatically gain +1 food every third turn

+[Kamasutra] +2 pop every turn instead of +1

Disadvantage: [Flower Power] -2 on all combat rolls

———

Actions

——–

1. The Minmin are trying to figure out some better tactics. Right now it's mostly swarm based. [Tactics]

2. A few Minmin are trying to use their wood stocks to build a farm. [Build a farm]

3. The Minmin expansion continues everywhere. [Expansion]

4. The Minmin continue their efforts at farming. Volume is the goal. [Research: Farming: 1/2]

5. The Minmin continue their fertility efforts. Ugh. Disgusting. [Fertility]

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2621bc No.23350

Dice rollRolled 13, 8, 7, 15, 6 = 49 (5d20)

>>23343

>Nation Name: Tribe of Bonlir.

>Nation Colour: Gray/Tan.

>Race: Gray-ish orc-sized Goblins.

>Food: 10

>Pop: 10 (+1 per turn)

>Military:

[Queen Skartooth]

[Unarmed Bonlir Militia]

>Buildings:

[Quarry (Sandstone)

>Tech/Magic:

-Military

[Stone Spears]

-Civilian

[Stone Tools]

>Bonuses:

[Raised from the sands] +1 to building with sandstone

>Disadvantages: (N/A)

1: Search over in the mountainous area for any potential plants for agricultural uses, to help support the population.

2: In the meantime, send out some willing goblins out to hunt for beasts of pray with the new stone spears, and have them keep at it for that is their 'job'.

3: With the newly-extracted sandstone, it is best to figure out how to construct goblin-made 'caves' nearby the overall tribe's area.

4: While all that is being done, the Queen would train with the new stone spears, getting used to how they are handled to effectively use them in combat.

5: Finally, expand our lands eastward, across the river to the other side.

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2621bc No.23351

Dice rollRolled 14, 10, 7, 1, 4 = 36 (5d20)

>>23345

>Nation Name: Troium

>Nation Colour: Grey

>Race: Human

>Starting Location: East side of the western island, above the forest

>Fluff: The tribe of Troium formed only a short time ago. They formed when their leader, named Hektor slew a great beast and united the surrounding peoples. As of this moment the great beast has been scared off by our great Shaman Deiphobius.

>

>Food: 20

>Pop: 20 (Increases by 1 every turn, can't be greater than the amount of food)

>Military: Stone Spearman

>Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

>Tech/Magic: Stone Tools, Stone Spears

>

>Bonuses: (can be gained by adding to your fluff)

>Disadvantages:

1-3 Send the spearman out to hunt for food

4-5. Reasearch agriculture.

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2621bc No.23352

Dice rollRolled 12, 15, 19, 7, 8 = 61 (5d20)

Nation Name: the Dominion of Vanu

Nation Colour: Purple

Race: Drow

Starting Location: South Central Islands\wherever there's some Jungle and Raptors

Fluff:

Raptor-riding tribe of dark, dank elves who worship scorpions; matriarchal society.

Food: 12

Pop: 11

Military:

Buildings: [Temporary Huts]

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

1. Try to improve upon our temporary hut design and learn wooden architecture.

2. Cut timber with our stone tools, hoping for a surplus for building various things.

3. Have hunters find and bond with a Raptor, riding them and tending to them. Raise a whole unit of such hunters.

4+5. Study the poison, its applications, its cures, effects, ways to resist it, and et ketra.

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2621bc No.23353

Dice rollRolled 19, 20, 10, 18, 9 = 76 (5d20)

>>23344

Nation Name: Sundered

Nation Colour: Blue

Race: human

Starting Location:

Fluff: Once there was a God and great was he. So great that he existed before time and all else. One day he fell and crashed upon the land, he shattered and from the pieces humanity was born.

Food: 11

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools. Agriculture.

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

The Sundered learn much, they learn of plants and how to nurture them in a beneficial relationship. And they learn of the rabbits, how to raise them and multiply them for sustenance. More importantly the Sundered begin to grasp at their divinity, glimpses of what they can do beckon them onward.

1. Using their newfound knowledge of Agriculture the Sundered till the soil and plant crops.

2. The Sundered continue to try and learn how to care for and raise rabbits. 2/3

3. The Sundered decide to try and learn the secrets of fire.

4-5. As always, the Sundered continue their worship of themselves. Each of the Sundered worships the fragment of divinity within each of them, images begin to appear of magnificent tools and metallic second skins manifested through their divinity. These visions keep the Sundered going. Divine Magic 1/4

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2621bc No.23354

File: 1455300415220.jpg (38.12 KB,420x321,140:107,Flemish Rabbits.jpg)

>>23353

Flemish rabbits get

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2621bc No.23355

Dice rollRolled 6, 7, 17, 1, 19 = 50 (5d20)

>>23343

Nation Name:Tzahackian Empire

Nation Colour:Teal

Race: L'thlockair

Starting Location: Far east islands the southern portion

Fluff: The L'thlockair is a curious race to say the least. With their lizard like appearance they are a primarily semi-aquatic reptilian species prone to make war instead of peace,but they are capable of negotiation so long as it benefits them as a whole.

Food: 12

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: Quarry

Tech/Magic: Stone Tools,Obsidian Tools,Obsidian Spears

Bonus: [Warmonger] +1 to combat rolls

Disadvantage: [Thirsty] Unless you're nation is in direct contact with a source of water, you're pop cannot grow.

1.Lets get those tridents made,

2.We need to make a smeltry.

3.Dig deep, find the most precious materials we can and use them to make whatever we can.

4.Lets fell some trees and work on seeing how to build with said wood.

5.Our shaman insists he isn't delusional he has figured out a way to control the elements.

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2621bc No.23356

Dice rollRolled 21, 84, 59, 57, 85 = 306 (5d100)

>>23344

>Name: Oresemar Kunggan

>Color: Sea Green

>Race: Merfolk

>Starting location: Sea in the middle of the continents

>Fluff:

Deep in the ocean, something stirs.

With the terrors of the deep ocean ever present, the Mer of this world have long remained scattered and alone. However, a mysterious young Mer has risen to power, and vowed to lead the people of the newly named Oresemar Kunggan, now organized into a fluid hierarchy, to power and glory, taking the oceans for themselves… and more.

Food: 10

Pop: 10

Military: N/A

Buildings: N/A

Tech/Magic: Stone Tools

Bonuses: [Puddle Power] [Water Walkers]

Disadvantages: [Sun-Baked]

1) Continue trying to fashion weapons. No military man shall go unarmed in the First Kingdom!

2) Send a party to bring back some Kelp, and start trying to plant it.

3) Move to claim the vents. Where there's volcanic activity, there's bound to be obsidian.

4) In order to grow, the people need food. Send a party to collect any slow moving creature they can find.

5) Expand our borders!

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2621bc No.23357

Dice rollRolled 18, 8, 15, 14, 17 = 72 (5d20)

Real dice go

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2621bc No.23358

Dice rollRolled 20, 5, 6, 11, 7 = 49 (5d20)

Nation Name: Wedibuloksne

Nation Colour: Maroon

Race: Vanara

Starting Location: The Forest on Coast of the Middle Continent

Fluff: Tribal by Nature, the intelligent monkey-like Vanara live amongst the treetops, traversing using all four limbs and their prehensile tails.

Food: 11

Pop: 9 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools; Wooden Spears

Bonus: [Damn Dirty Humans] +2 to combat rolls in a forest

Disadvantages: [Damn Dirty Apes] -1 to combat rolls outside a forest

1. Nouā dēgoigs Werignēibwoks (Explore the Forest)-Be about to Know the lands!

2. Trebūs kwenēwū sekēsokw idorūie tēil werisegoks (Research Wooden Archetecture) – Seek to place Houses of the pinnacle of woodenness

3. Ēkūs kwenēwū sekēsokw ekmie tēil werisegoks (Research Stone Weapons) – Seek to place weapons charactorized by the quality of the pinnacle of rockiness.

4.,5. Sekwū dēwuā dēgoīd ēwibub weriprekoks (Learn Forest/tree based Magic)

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2621bc No.23360

Nation Name: The Ancient Undead

Nation Colour: Any that are left

Race: Skeletons and Zombies and all things Undead

Starting Location: Near the bay on the large eastern island

Fluff: Nobody knows where they came from, or how they came to be, but the Ancient Undead are said to have once been great kings of old, some believe that the don't even exist, but the undead have appeared on the anceint ruins of where they were once said to have called home.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

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2621bc No.23361

Dice rollRolled 5, 5, 3, 11, 10 = 34 (5d20)

>Nation Name: The Hive

>Nation Colour: Dark green

>Race: Mantii

>Starting Location:mountain river and the treed area in the top left island

>>>23238

>Food: 10

>Pop: 10 (+1/turn, capped at food)

>Military: None

>Buildings:

+Building: Mushroom Chamber

>Tech/Magic: Stone Tools

>Bonuses: [Can You Dig It?] +2 to digging

>Disadvantages: [Born To Die] You cannot train warriors but have a 25% chance that a Mantii will be hatched as a warrior.

1. Harvest!

2. Harvest some more

3. Research agriculture

4. Research more agriculture

5. Further research on agriculture because we need to breed.

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2621bc No.23362

Dice rollRolled 1, 20, 13, 7, 16 = 57 (5d20)

Nation Name: Phraxia

Nation Colour: variation of red or orange

Race: Blood Golems

Starting Location: Anywhere

Fluff: Phraxians are the "leaves" of evil trees that are fed with blood. While any blood will do the strongest trees are fed with the blood of intelligent life and those trees in turn give birth to the strongest Phraxians. So long as the tree lives so does its spawn, until there are too many spawn for one tree to support and a sacrifice must be made for a new tree to support a new tribe.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonus: [Brethren Of Blood] +2 to combat rolls

Disadvantage: [Life for Life] To gain pop, a sacrifice must be made to the blood tree

1. We must blob! Expand in all directions!

2. And we must find sentients to sacrifice to the tree! All hail the Mother Tree!

3. In order to adequately capture these sentients we will need weapons! Research STONE SPEARS

4. AND TRAIN WARRIORS TO CAPTURE AND SACRIFICE PEOPLE

5. WRRRRRRY hey you know what would be great? Lets explore around here and see if we can find shit.

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2621bc No.23363

Dice rollRolled 11, 19, 7, 10, 7 = 54 (5d20)

>>23344

Nation Name: Aesgara

Nation Colour: Cyan

Race: Sea Elves

Starting Location: Eastern isles

Fluff: Elves that breath in water, swim naturally and like suing spears to kill sea and land food. Also have a penchant for hydromancy.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses:

[Puddle Power] +1 on water based rolls.

[Water Walkers] You can live in the water and spread your nation over oceans

Disadvantage: [Dried Up] Your people cannot walk on land for any longer than 1 turn without having to breathe water again

1-3 Make a sea weed farm

4. Research Hydromancy

5 Research architecture

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2621bc No.23364

Dice rollRolled 11, 15, 8, 6, 13 = 53 (5d20)

Nation Name: the Phanaton

Nation Colour: Yellow

Race: Phanaton

Starting Location: that island, all by itself in the top right corner

Fluff: A bunch of the inhabitants of the island decided, “hey this place is kinda bland, we should make it nicer” so they formed a group to do just that.

Food: 10

Pop: 10

Military:

Buildings:

Tech/Magic: Stone Tools; Alphabet; Arboriculture;

Bonuses: [Home Sweet Home] +1 on building rolls

Disadvantages: [Destroying The Land] -1 on resource rolls that would damage the landscape such as mines, quarries and deforestation

1. Build a tree farm. That way we can have all the wood we need, without needing to mess up the forest.

2. Come one guys, we’re gonna have all this wood soon, we’ll need to know how to use it. Try again on Woodworking

3. Wood would work for building buildings! We just need to think harder about how. Try again on Wooden architecture.

4. Now that we have all the nifty letters we should work out a way to arrange them in patterns that correspond to more complex ideas. (words)

5. The tree farm idea is great, but what if it wasn’t just a farm, but also a park, or a garden! that way it would also be nice and enjoyable for everyone while still getting us wood. we should figure out a way to do that. (research gardens/parks)

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2621bc No.23365

Dice rollRolled 8, 10, 19, 10, 17 = 64 (5d20)

>>23342

Nation Name: [Nameless]/ "Children of the Flowing Waters"

Nation Colour: Magenta

Race: Otterfolk (Average 5-foot tall anthropomorphic otters)

Starting Location: On a river near a river mouth, if such is free.

Fluff: "The sea called out to the land, who did not answer as she could. So she made her daughters, the rivers, live upon the land and flow back to her, so that she may learn - but even then, the land had many secrets. And the rivers in turn made the first otters, creatures of land and water who could live in and be the bridge between both worlds. That is the story of how we were made."

The otterfolk call themselves "The Children of the Flowing Waters", and have long lived by fishing the rivers and diving in the bays, or hunting game near the shorts and coast. This tribe of otterfolk, having found a good spot near both salt and fresh waters, have decided to settle in for awhile, to give time to repair any of their tools, clothing, and gear.

Food: 13

Pop: 11 (+1/turn, capped at food)

Military: None

Buildings: None!

Tech/Magic: Stone Tools, Obsidian Tools, Stone Spears

Bonus: [Puddle Power] +1 on water based rolls

Disadvantage: [Straying To Far From Home] -1 on rolls for action that don't take place near the coast or a river

There is much abundance around us. There is talk of staying longer than planned, that this place might be blessed by both Granduncle Earth and Grandmother Water.

1: Granduncle Fire is tempermental, and can be dangerous - but he can also give warmth. [Research Fire, Nonmagical][+1 water for finding flint]

2: Some young males and a few young females have begin practicing with our new spears as a group, wanting to eventually hunt larger creaters [Raise: Spear Hunter Unit]

3: Our divers continue to go after the fruits of Grandmother Water in the bay. Salt may sting, but molloscs are tasty. [+1 water]

4: Using our [Obsidian Tools], some have begin experimenting with reeds for weaving [Reed Weaving, later intended for baskets and clothing][+1 water, reeds live in the water.].

5: Our elders continue on the path towards [Elemental Shamanism], seeking to better communicate with our less corporeal family and siblings.

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2621bc No.23366

File: 1455330428923.jpg (15.35 KB,360x269,360:269,team-7-natural-wood-cylind….jpg)

Dice rollRolled 8, 14, 9, 6, 18 = 55 (5d20)

>>23342

[Cylindrum]

Nation Colour: Battleship Gray

Fluff: >>23280

Food: 10

Pop: 10~[+1/Turn]~ No Growth; Cap Reached

>Military

None

>Buildings

None

>Tech/Magic:

[Stone Tools]

>Bonus

[Curious Minds] +2 on Tech and Magic rolls.

>Disadvantage

[Rudimentary] -1 on all other rolls.

>Actions

1.) Loading. (Agriculture 1/2)

2.) Loading. (Wooden Architecture 1/2)

3.) Loading. (Stone Architecture 1/2)

4.) Loading. (The Wheel 1/2)

5.) Syntax error: defenition not found (Writing). This can be due to typos and other character errors bound to the command. Query: what is "Writing"? Answer; an external system of symbols meant to symbolize language, spoken or otherwise, primarily used as a form of information storage. Restarting. (Attempt to Research Writing again!)

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2621bc No.23369

Dice rollRolled 15, 20, 2, 8, 18 = 63 (5d20)

>>23342

Nation Name: The Orcs

Nation Colour: Brown

Race: Orcs

Starting Location:

Fluff: The Orcs are short statured but extremely numerous and cruel. Crafted of blood, flesh, and slain flesh that is stewed in pits and then baked in infernal fires. They are extremely easy to make, and are fine with eating their dead or rotten meat. They are army crafted by the Dark Lord to suit his world conquering needs.

And then the Dark Lord dissapeared. An army without a leader, the Orcs hope to continue their lords campaign until the day he returns.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonus: [Shia Surprise] You gain food whenever one of your pop dies

Disadvantage: [Unnatural] -1 to rolls whenever interacting with the any living thing. (Does not include combat or hunting)

1. Ready the Orc Pit for spawning of new Orcs

2. Search for Wild Boar

3. Research Wooden Spears

4. Build a training ground to make troop raising easier

5. Research Animal Domestication

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2621bc No.23370

Dice rollRolled 17, 17, 15, 10, 6 = 65 (5d20)

Nation Name: Phraxia

Nation Colour: variation of red or orange

Race: Blood Golems

Starting Location: Anywhere

Fluff: Phraxians are the "leaves" of evil trees that are fed with blood. While any blood will do the strongest trees are fed with the blood of intelligent life and those trees in turn give birth to the strongest Phraxians. So long as the tree lives so does its spawn, until there are too many spawn for one tree to support and a sacrifice must be made for a new tree to support a new tribe.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonus: [Brethren Of Blood] +2 to combat rolls

Disadvantage: [Life for Life] To gain pop, a sacrifice must be made to the blood tree

Make up turn

1. Train more warriors! Blood for the blood tree skulls for the skull piles!

2. EXPANSION MUST CONTINUE

3-4. Stone spears are for bitches. What we need are bows. Fuck yeah, gonna archer this shit up dawg.

5. And also build like, walls and stuff

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2621bc No.23371

File: 1455367526214.png (1.17 MB,3436x2460,859:615,03.png)

>>23346

The smartest Dwarves come together to discover the secrets of cultivation. +Tech/Magic: Agriculture

You begin to learn how to use wood as a form o shelter. 1/2

You fell trees to use as building materials

You find strange stones. They are not like other stones. You call them opals

Vulcanuss agrees. You are not worthy of what he has.

>>23347

Nimble, oldest of the Varires preforms the first ritual and begins developing blood magic. 1/3

Nimble tries to carve symbols into the stone but cannot remember what each symbol represents

You continue taming these horned beasts. 2/3

The rocks you stack aren't swept away by the winds but are topple leaving stones scattered on the ground.

You hunt and find mountain goat which the humans then eat. +1 food

>>23348

You come across a ruddy material that is hard like stone but it isn't stone. You do not know what it is so you call it copper

You strap wood together to create something just as strong as the spears and put a handle on it so a Dwarf may hold it infront of them and protect themselves from assailents. +Tech/Magic: Shields

You begin mining the flint but it caves in. No one was harmed but you couldn't harvest the flint

You find barley in the grasslands near your cave.

>>23349

You develop a tactic in which you surround your enemy. You call it flanking. +Tech/Magic: Flanking Tactics

Your people finish research in cultivation. +Tech/Magic: Farming

Your people are already the most fertile in the world and cannot produce anymore offspring without more food.

>>23350

You find wild oats which inspires one goblin to start researching farming. Agriculture 1/2

You make select goblins the hunters of the group and they go out and hunt snakes. Everytime you make a hunting action, it will be the same goblins. +1 food

You begin researching stone architecture. 1/2

Skartooth soon becomes fond of the spears. She is soon armed.

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2621bc No.23372

>>23351

The spearman go out for a very succesful hunt. +3 food

One man, hoping he'd be praised as a hero if he was the one to bring farming to the tribe keeps his ideas of hydrating plants a secret which he then takes to the grave after he drowns in water he was going to use to grow plants.

>>23352

You begin improving on the huts and quickly discover the secrets of wooden architecture. +Tech/Magic: Wooden Architecture

You begin deforestation of the swamp you live in but get enough wood for building things.

2 Hunters find and bond with raptors. +Military: 2 Raptor Riders

You begin studying toxicology. 2/3

>>23353

You build farms which provides you with +1 food for every harvest roll you make

You accidentally domesticate the rabbits too well and create a breed of giant, man eating rabbits. They don't eat you however because you are their masters. +Tech/Magic: Rabbit Domestication, Giant Rabbits

You use friction to heat dry leaves until they catch fire. +Tech/Magic: Fire

Divine Magic 3/4

>>23355

You attach three prongs to the spears to creat tridents. +Tech/Magic: Obsidian Tridents

You discover the secrets of fire. +Tech/Magic: Fire

You dig deep and find a large deposit of nickle.

While felling trees one of your men is crushed. -1 pop

You believe the shaman might be onto something. Elemental magic 2/4

>>23356

You tie sharpened stones to pieces of driftwood to create spears. +Tech/Magic: Stone Spears

You begin studying kelp cultivation. Agriculture 1/2

You begin chomping on the sea snails that your people easily collect. +1 food

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2621bc No.23373

>>23358

You soon know the forest back to front. Bonus: [Damn Dirty Humans] +3 to combat rolls in a forest

You begin researching wooden archetecture. 1/2

You put sharp stones on the tip of your spears instead of the easily blunted pointed ends. +Tech/Magic: Stone Spears

You begin learning how to talk to the trees. Woodland Magic 1/3

>>23360

You are baby poo green

Bonus: [Satisfaction Of Death] Your pop isn't limited to your food

Disadvantage: [Bitten Flesh] You only gain pop by winning combat

>>23361

+10 food

You discover the secrest of farming. +Tech/Magic: Agriculture

>>23362

While expanding, you lose one of your men and have to call everyone back. -1 pop

You smell the scent of prey on the wind. To your North North East and to your South East there are tribes.

You attach sharp stones to the end of sticks. +Tech/Magic: Stone Spears

You train a warrior. +Military: Spearman

In this forest you find a large population of foxes

>>23363

You build 2 farms. +2 food whenever you make a harvest action. +Buildings: 2 farms

Hydromancy 2/3

+Tech/Magic: Stone Architecture

Keep track of your progress

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2621bc No.23374

>>23364

You plant a tree farm. +Buildings: Tree Farm

You learn how to scuplt the wood into various shapes. +Tech/Magic: Woodworking

You develop writing. +Tech/Magic: Writing

You develop parks and public gardens which would improve morale and happiness of your people. +Magic/Tech: Gardens, Parks

>>23365

You discover the secrets of fire. +Tech/Magic: Fire

You train a spear hunter. +Military: Spearman

You bring up a haul of Shellfish. +2 food

You discover the wonders of weaving. +Tech/Magic: Weaving

Your Elders are now able to communicate with the spirits of the elements. +Tech/Magic: Elemental Shamanism

>>23366

Agriculture Status: Complete. +Tech/Magic: Agriculture

Wooden Architecture Status: Complete. +Tech/Magic: Wooden Architecture

Stone Architecture Status: Complete. +Tech/Magic: Stone Architecture

The Wheel Status: Complete. +Tech/Magic: The Wheel

Writing… Error. You have discovered Alphabet. Alphabet = Writing Preliminary. +Tech/Magic: Alphabet

>>23369

You build and Orc Pit. +Buildings: Orc Pit

You hunt the wild boars and get a good feast. +5 food

You start trying to build a barracks but are unsure how without sufficient architecture

You begin domesticating the boars you did not kill. 1/3

>>23370

sorry, I don't allow make up turns this early game

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2621bc No.23375

Dice rollRolled 11, 1, 7, 15, 16 = 50 (5d20)

>>23374

[Cylindrum]

Nation Colour: Battleship Gray

Fluff: >>23280

Food: 10

Pop: 10~[+1/Turn]~ No Growth; Cap Reached

>Military

None

>Buildings

None

>Tech/Magic:

[Stone Tools];[Agriculture];[Wooden Architecture];[Stone Architecture];[The Wheel];[Alphabet]

>Bonus

[Curious Minds] +2 on Tech and Magic rolls.

>Disadvantage

[Rudimentary] -1 on all other rolls.

>Actions

1.) New discovery: [Agriculture], the culture of biomass into suitable substances for consumption. A society relying on such could be said to be an agrarian society. Unfortunately, while a sufficient building block, this will not do for long-term satisfaction. More research is needed. Continuing research. (Researching Advanced Agriculture)

2.) Aloting secondary action cycle towards further [Advanced Agriculture] development. [Researching Advanced Agriculture]

3.) New discovery: [Wooden Architecture]; the use of rigid biomass in order to fabricate structures, such as those with a residential purpose. Current discoveries are again basic: in order to maximize efficiency, it is reccomended to further pursue information in this field before attempting to excecute actions. [Resarch Advanced Wooden Architecture]

4.) Aloting secondary action cycle towards further [Research Advanced Wooden Architecture] development. [Resarch Advanced Wooden Architecture]

5.) In order to untilize architectural knowledge, raw materials are required. Order: harvest rigid biomass from the nearby stationary lifeforms. Reason: stockpile in anticipation for first structure to be built for pending purposes. (Harvest wood using [Stone Tools])

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2621bc No.23376

File: 1455379698057.png (1.15 MB,1371x583,1371:583,pikmin_final_color_6in_by_….png)

Dice rollRolled 8, 8, 11, 1, 11 = 39 (5d20)

Nation Name: The Minimin

Nation Colour: Black

Race: Minmin

Fluff: The Minmin are a humanoid plant-like race that stands several inches tall while weighing only a few pounds. Their bodies are light and fleshy while also being slightly porous to the touch. Minmin come in a variety of sizes, but most are small; all are black in color while having a small red flower that erupts from their head. Minmin are known for being prolific, expansionist, highly organized, and they give primacy to the growth of their society as a paramount goal. This situation has a tendency to get Minmin into fights or diplomatic spats thanks to their general lack of tact. (Extended: http://pastebin.com/B7YyLWP2)

Food: 10

Pop: 10 [+2/turn]

Resources: Stone/Wood

Military:

Buildings:

Tech/Magic: [Stone Tools][Farming]

Bonus:

+[Photosynthesis] Automatically gain +1 food every third turn

+[Kamasutra] +2 pop every turn instead of +1

Disadvantage: [Flower Power] -2 on all combat rolls

———

Actions [Resources, Houses, Expansion, Farms]

——–

1. The Minmin start scouting for metals and other resources of interest. [Resources]

2. The Minmin start building more houses and residences for the burgeoning population. [Build houses]

3. Another wave of expansion kicks off as the Minmin seem to think they run everything. [Expansion]

4/5. A good amount of Minmin start working on a massive food plantation. [Build Farm: Tech - Farming]

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2621bc No.23377

Dice rollRolled 1, 19, 8, 12, 3 = 43 (5d20)

Nation Name: Magnus Vulcanus Magnanimus Fortasse Ignis

Nation Colour: Orange

Race: Dwarf

Starting Location: The island two out from the middle of the right continent, next to the one without a mountain that looks like a puzzle piece

Fluff: A small sect of dwarves whose ancestors somehow learned to make canoes and, oddly enough, set off to explore. The dwarves, being incredibly dense, cannot swim unless assisted by many flotation devices, but with their iron strength they have learned to grip the canoe with their arms when it capsizes and right it by vigorous kicking. Their gods are Water and Sky, and Mountains are heroic intermediaries with genii who embody the spirits of the mountains and must be asked for permission to use the materials inside.

Food: 11

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Resources: Wood, Opals

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Sea Faring Canoes, Mining, Agriculture

Bonuses: (can be gained by adding to your fluff)

Disadvantages: You must ask the genii if you may interact with a mountain.

1. Now that we have discovered agriculture, build some farms.

2. Continue researching Wood Architecture [Wood Architecture ½].

3. Do some more fishing.

4. Once we get things from mining, what are we going to do with them? Our dwarven ancestors had something called ‘smithing,’ I think, which required some sort of bright red substance … [Research Fire].

5. If there are animals on the island, we don’t want them eating our food. Research [Traps] to place around fields and the future hut settlement.

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2621bc No.23378

Dice rollRolled 3, 16, 15, 19, 20 = 73 (5d20)

Nation Name: Wedibuloksne

Nation Colour: Maroon

Race: Vanara

Starting Location: The Forest on Coast of the Middle Continent

Fluff: Tribal by Nature, the intelligent monkey-like Vanara live amongst the treetops, traversing using all four limbs and their prehensile tails.

Food: 11

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools; Wooden Spears; Stone Spears

Bonus: [Damn Dirty Humans] +3 to combat rolls in a forest

Disadvantages: [Damn Dirty Apes] -1 to combat rolls outside a forest

1. Nouā dēgoigs weribeloks (Expand throughout the whole Forest)

2.,3. Trebūs ēsidorūie tēil werisegoks (Research Wooden Archetecture) 1/2

4.,5. Sekwū dēwuā dēgoīd belig weriprekoks (Learn Woodland Magic) 1/3

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2621bc No.23379

Dice rollRolled 3, 4, 10, 4, 2 = 23 (5d20)

>Nation Name: Troium

>Nation Colour: Grey

>Race: Human

>Starting Location: East side of the western island, above the forest

>Fluff: The tribe of Troium formed only a short time ago. They formed when their leader, named Hektor slew a great beast and united the surrounding peoples. As of this moment the great beast has been scared off by our great Shaman Deiphobius.

>Food: 23

>Pop: 21 (Increases by 1 every turn, can't be greater than the amount of food)

>Military: Stone Spearman

>Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

>Tech/Magic: Stone Tools, Stone Spears

>

>Bonuses: (can be gained by adding to your fluff)

>Disadvantages:

1-3 Research agriculture, we will find this mans secrets!

4-5. Research Mining

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2621bc No.23380

Dice rollRolled 17, 7, 10, 8, 2 = 44 (5d20)

>>23372

>Y no vents? Not even an update for them :(

>Name: Oresemar Kunggan

>Color: Sea Green

>Race: Merfolk

>Starting location: Sea in the middle of the continents

>Fluff:

Deep in the ocean, something stirs.

With the terrors of the deep ocean ever present, the Mer of this world have long remained scattered and alone. However, a mysterious young Mer has risen to power, and vowed to lead the people of the newly named Oresemar Kunggan, now organized into a fluid hierarchy, to power and glory, taking the oceans for themselves… and more.

Food: 11

Pop: 10

Military: 1 unarmed warrior

Buildings: N/A

Tech/Magic: Stone Tools, Stone Spears

Bonuses: [Puddle Power] [Water Walkers]

Disadvantages: [Sun-Baked]

1) Expand once more toward the vents, and claim them for ourselves.

2) Continue planting the Kelp the scouts brought back. Their fleshy bulbs can be eaten, and their stalks and leaves can be woven into nets.

3) Build a simple corral out of piled stones to keep some of the creatures that live on the seafloor.

4/5) Capture some of the Sea Turtles swimming around and start efforts to tame them.

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2621bc No.23381

Dice rollRolled 7, 7, 20, 5, 12 = 51 (5d20)

Nation Name: The Ancient Undead

Nation Colour: Any that are left

Race: Skeletons and Zombies and all things Undead

Starting Location: Near the bay on the large eastern island

Fluff: Nobody knows where they came from, or how they came to be, but the Ancient Undead are said to have once been great kings of old, some believe that the don't even exist, but the undead have appeared on the anceint ruins of where they were once said to have called home.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: [Satisfaction Of Death] Your pop isn't limited to your food

Disadvantages: [Bitten Flesh] You only gain pop by winning combat

1-3 have our "people" look into the wonders of Magic

4-5. Research mining

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2621bc No.23382

File: 1455391172240-0.jpg (24.04 KB,236x356,59:89,Drow_Lunglandia_1.jpg)

File: 1455391172269-1.jpg (131 KB,800x577,800:577,lunglandia_drow_huts.jpg)

Dice rollRolled 20, 12, 20, 20, 5 = 77 (5d20)

Nation Name: the Dominion of Vanu

Nation Colour: Purple

Race: Drow

Starting Location: South Central Islands\wherever there's some Jungle and Raptors

Fluff:

Raptor-riding tribe of dark, dank elves who worship scorpions; matriarchal society.

Food: 12

Pop: 12

Military: [2 Raptor Riders]

Buildings: [Improved Huts]

Tech/Magic: Stone Tools, Wooden Architecture

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

"We must learn to live in harmony with that which sustains us–and poison that which threatens us. Such is the Will of the Sovereign, the Scorpion. Hail Vanu!"

1. Try to use some wood to float around on. Maybe we could move around the swamp more easily this way? [Research Shipbuilding]

2. Study sustainable logging–we don't want to destroy out swamp, and will take only as much as we can without harming the ecosystem.

3. Have the [2 Raptor Riders] bring home meat.

4. Scout up river, towards those mountains.

5. Continue our inquiries into Toxicology. 2/3

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2621bc No.23383

>>23296

>>23342

>>23371

I was never updated for first turn and as such could not post for second turn.

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2621bc No.23384

Dice rollRolled 14, 5, 15, 13, 4 = 51 (5d20)

Nation Name: Phraxia

Nation Colour: variation of red or orange

Race: Blood Golems

Starting Location: Anywhere

Fluff: Phraxians are the "leaves" of evil trees that are fed with blood. While any blood will do the strongest trees are fed with the blood of intelligent life and those trees in turn give birth to the strongest Phraxians. So long as the tree lives so does its spawn, until there are too many spawn for one tree to support and a sacrifice must be made for a new tree to support a new tribe.

Food: 10

Pop: 9 (Increases by 1 every turn, can't be greater than the amount of food)

Military: 1 Spearman

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools Stone Spears

Bonus: [Brethren Of Blood] +2 to combat rolls

Disadvantage: [Life for Life] To gain pop, a sacrifice must be made to the blood tree

1. Prey to the north! Rally the army! WE RAID!

2. MORE SPEARMEN

3. AND WE NEED BOWS

4. hey lets hunt some foxes for furs and shit

5. AND EXPAND

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2621bc No.23386

File: 1455393140201.jpg (32.67 KB,251x251,1:1,tumblr_lwq98aDP3j1qzgmug.jpg)

>>23382

>3 nat 20s

>mfw

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2621bc No.23387

Dice rollRolled 18, 16, 14, 6, 3 = 57 (5d20)

>>23371

Nation Name: Stone wings

Nation Colour: Purple

Race: Dwarf

Starting Location: Southern Island Mountains

Fluff: A tribe of short humanoids living in the mouth of a cave complex, banded together against the giant bats that inhabit the caves. The men, armed with spears and torches, drove the bats back into the caverns. But they will return, this we know. They will not find us unprepared.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Stone Spears, Torches, Shields

Disadvantages: [Haunted By The Past] There is a very small chance that your people are attacked by the bats again

1 ) Find a way to work the copper

2 ) Set men to work harvesting the copper in large quantities

3 ) Expand our domain

4 ) Look for animals that we could keep in the cave, target children so that they put up less of a fight

5 ) Set up a parcel of land to grow the wild barley so that we can harvest it without having to sort through other plants.

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2621bc No.23388

Dice rollRolled 20, 3, 8, 12, 18 = 61 (5d20)

>>23373

Nation Name: Aesgara

Nation Colour: Cyan

Race: Sea Elves

Starting Location: Eastern isles

Fluff: Elves that breath in water, swim naturally and like suing spears to kill sea and land food. Also have a penchant for hydromancy.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: 2 farms(+2 food from harvest actions)

Tech/Magic: Stone Tools,Stone Architecture, Hydromancy 2/3

Bonuses:

[Puddle Power] +1 on water based rolls.

[Water Walkers] You can live in the water and spread your nation over oceans

Disadvantage: [Dried Up] Your people cannot walk on land for any longer than 1 turn without having to breathe water again

1. Harvest some food

2. Hydromancy research!

3. Expand our territory!

4. Learn weapon making

5.Learn Ambush tactics!

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2621bc No.23389

Dice rollRolled 14, 20, 14, 10, 8 = 66 (5d20)

>>23372

Nation Name:Tzahackian Empire

Nation Colour:Teal

Race: L'thlockair

Starting Location: Far east islands the southern portion

Fluff: The L'thlockair is a curious race to say the least. With their lizard like appearance they are a primarily semi-aquatic reptilian species prone to make war instead of peace,but they are capable of negotiation so long as it benefits them as a whole.

Food: 12

Pop: 9 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: Quarry

Tech/Magic: Stone Tools,Obsidian Tools,Obsidian Spears,Obsidian Tridents, Fire

Bonus: [Warmonger] +1 to combat rolls

Disadvantage: [Thirsty] Unless you're nation is in direct contact with a source of water, you're pop cannot grow.

Lets start procreating and increase the population.

2.Shaman says he is almost finished with the magic

3.Build that smeltry using our knowledge of fire .

4.Catch more fish.

5.Lets expand north.

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2621bc No.23391

Dice rollRolled 1, 8, 20, 3, 12 = 44 (5d20)

Nation Name: the Phanaton

Nation Colour: Yellow

Race: Phanaton

Starting Location: that island, all by itself in the top right corner

Fluff: A bunch of the inhabitants of the island decided, “hey this place is kinda bland, we should make it nicer” so they formed a group to do just that.

Food: 10

Pop: 10

Military:

Buildings: Tree Farm;

Tech/Magic: Stone Tools; Alphabet; Arboriculture; Woodworking; Writing; Gardens, Parks;

Bonuses: [Home Sweet Home] +1 on building rolls

Disadvantages: [Destroying The Land] -1 on resource rolls that would damage the landscape such as mines, quarries and deforestation

1. Expand some more to finish covering the whole island, some of the coastal areas are still not under our control, and without them how could we enjoy the beaches?

2. We have a supply of wood that doesn't require cutting down the forest the now, so we really should work out how to build with it. (wooden architecture)

3. Lets look around our island here and get a good sense of what's around us.

4. Take some cuttings from all the pretty plants we can find, and make a garden.

5. Wooden buildings will be a nice start, if we can ever work them out. But we’ll need stone and metal for the future, maybe we could work out some way to turn one material into another?

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2621bc No.23392

Dice rollRolled 3, 1, 20, 3, 7 = 34 (5d20)

>>23371

>Nation Name: Tribe of Bonlir.

>Nation Colour: Gray/Tan.

>Race: Gray-ish orc-sized Goblins.

>Food: 11

>Pop: 11 (+1 per turn)

>Military:

[Queen Skartooth] (Armed w/ Stone Spear)

[Unarmed Bonlir Militia]

>Buildings:

[Quarry (Sandstone)

>Tech/Magic:

-Military

[Stone Spears]

-Civilian

[Stone Tools]

>Bonuses:

[Raised from the sands] +1 to building with sandstone

>Disadvantages: (N/A)

1: Given how these oats were grown effectively in the arid highlands, imagine how much they would give if grown in the river's flood plains…

>Oats Agriculture (1/2)

2: While the militia can serve as a swarming form of support, there is a need for speargoblins to provide much needed assistance in combat.

>Produce Bonlir Speargoblins.

3: Progress continues on the upcoming art of stone architecture, as some of the smarter goblins figure out how to support the goblin-made 'caves'.

>Architecture (1/2)

4: What is a tree? Something that we lack. Search outside of our borders for these 'green' things, to salvage them for possible use.

5: Finally, the expansion of land continues down the river, heading southward as they do.

>Expansion

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2621bc No.23393

Dice rollRolled 6, 8, 13, 7, 10 = 44 (5d20)

>>23371

Nation Name: The Nachtfang Tribe

Nation Colour: Purple or Red

Race: Vampire minority with human majority

Starting Location:

Fluff:

A tribe of night hunters who worship the goddess of the moon have seen some of their most powerful warriors blessed with the powers of the night. Practicing a great many blood rituals to empower themselves the undying of the Nachtfang tribe seek to lead their much less knowledgable and short lived brethren into a new age.

Food: 11

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Military:

+ Nimble [Unarmed Vampire]

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Stone Spears

+Animal Husbancattelery 1/3

Bonuses:

+ [Forced Conversion] You may gain a military unit for each round of combat won so long as you have sufficient food.

Disadvantages:

+ [Majority Rules] You cannot train military units if your military is more than half your pop

1. Another day Nimble rested above the clouds and another night he drew the circles of his own undying blood in honor of the Blood Moon. Time was flowing differently in this strange place and the time he was awake the Varire spent in a near delusional state, obessed with the symbolds the Moon Mother imprinted upon him.

+ Blood Magic 1/3

2. Meanwhile the people continued to teach the horned beasts, trying to gather them and breed them. Food for the tribe, furs for the tribe. The advantages were plentiful.

+ Animal Husbandry 2/3

3. The elder men, those who had never tried or failed to become Varires themselves had begun discussion a concept of symbols and meanings attributing the symbols not only meanings but phonetics as well.

+ Develop Alphabet

4. The rocks had toppled but they would be set up again. This time with more rocks at the sides so they wouldn't fall over. The Nachtfang tribe was perhaps a little slow to learn, but that didn't mean they wouldn't make it in the long run.

+ Develop Stone Constructions

5. Nimble had not returned from the Mountain whose peaks pierced the heavens itself. People began venturing to its foot, though none dared to go and follow the Varire on the dangerous path he had sought out. Many laid down sacrifices of good fortunes at the foot of the mountain to appease the Blood Moon and turn the odds in Nimble's favor. They traveled further and further, expanding the tribe's reach.

+ Expansion

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2621bc No.23394

Dice rollRolled 15, 9, 4, 14, 8 = 50 (5d20)

>>23374

Nation Name: Nadicya Priya / "Children of the Flowing Waters"

Nation Colour: Magenta

Race: Otterfolk (Average 5-foot tall anthropomorphic otters)

Starting Location: On a river near a river mouth, if such is free.

Fluff: "The sea called out to the land, who did not answer as she could. So she made her daughters, the rivers, live upon the land and flow back to her, so that she may learn - but even then, the land had many secrets. And the rivers in turn made the first otters, creatures of land and water who could live in and be the bridge between both worlds. That is the story of how we were made."

The otterfolk call themselves "The Children of the Flowing Waters", and have long lived by fishing the rivers and diving in the bays, or hunting game near the shorts and coast. This tribe of otterfolk, having found a good spot near both salt and fresh waters, have decided to settle in for awhile, to give time to repair any of their tools, clothing, and gear.

Sayings: "Salt may sting, but shellfish are tasty."

Food: 15

Pop: 12 (+1/turn, capped at food)

Military: 1 Spearmen

Buildings: None!

Technology: Stone Tools, Obsidian Tools, Stone Spears, Fire, Weaving

Magic: [Elemental Shamanism: Communication, Cousins]

Bonus: [Puddle Power] +1 on water based rolls

Disadvantage: [Straying To Far From Home] -1 on rolls for action that don't take place near the coast or a river

We have learned how to talk to our cousins, the spiritual elementals. They said the name of our people was "Nadicya Priya", a name given to us and then lost long ago, but how it was lost they either did not know, or would not say. While the words of our Mother and the rest of our family are beyond us, we may learn a lot from our family. Meanwhile, with the time to settle comes the time to play and to think - and while the adults might be busy, the children are certanly being mischevious and inventive!

1: One of the children has found a sticky mud that hardens very well. Getting it out of her fur was easier when it dried, perhaps there's a use here. [Clay Working][+1, River Clay]

2: Some of the children have been playing with their food, including holding it into the fire. The fish are tasty this way! [Cooking]

3: A fisherman's child is using [Woven Rope] and [Obsidian Tools] to make a floating object from which he help gather fish and molloscs in the bay. [Small Boats][+1 water]

4: Instead of using driftwood for our [Fire], an adolescent otter has been entering the forest, and using [Obsidian Tools] to cut larger logs down to managable size, and stacking them near the firepit. [Logging]

5: With innocent audacity, some children have invited some of the Cousins into their games, playing for poitns, favors, chores, and seemingly silly tasks the Cousins want done. [Elemental Shamanism: Requests and Favors, Cousins]

A note on the tribe's understanding of their cosmological family: There is Grandmother Water, and her siblings Fire, Earth, and Air (Granduncles and Grandaunt). The children of Grandmother and her siblings are the greater powers and are called Aunt and Uncle, and those born of Aunts and Uncles are the smaller or lesser elementals, called Cousins. The exception is Grandmother Water's daugher River - who is the tribe's mother, and thus all of her other children are Brother or Sister.

Because Grandmother Water and Mother River have not spoken to the tribe except in distant legends, it is uncertain if this is fully correct.

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2621bc No.23395

My laptop is doing large amounts of updates currently and I can't write updates on my phone. Updates have been postponed until tomorrow at the usual time

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2621bc No.23396

Dice rollRolled 5, 18, 1, 13, 19 = 56 (5d20)

>>23372

Nation Name: Sundered

Nation Colour: Blue

Race: human

Starting Location:

Fluff: Once there was a God and great was he. So great that he existed before time and all else. One day he fell and crashed upon the land, he shattered and from the pieces humanity was born.

Food: 11

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: Farms (+1 food every harvest)

Tech/Magic:

Stone Tools

Agriculture

Fire

Rabbit Domestication

Giant Rabbits

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

1. The Sundered eagrly begin their first harvest. Harvest! + Farms (+1 food every harvest)

2. After, they continue to breed the giant rabbits. They no longer seek to turn them into food but have been inspired to breed them into powerful mounts and companions. + Rabbit Domestication

Giant Rabbits

3. With that accomplished the Sundered spread out and begin to claim more territory.

4. The sundered feel a pull towards the earth and begin to use their stone tools to break it apart to see what lies beneath.

5. And finally the Sundered continue the worship of the shards of divinity within each of them. Divine Magic 3/4

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2621bc No.23397

File: 1455496987319.jpg (12.35 KB,450x450,1:1,k2-_fb2d7945-90ed-4b28-aba….jpg)

Nation Name: Gnomean empire

Nation Colour: Sweden White

Race: Garden gnome.

Starting Location:North of Eastern continent

Fluff: Born with full length white beards and pointy red hats(sometimes blue hats)They fuck like crazy- rabbits call them sluts- and have 0 self esteem they will do more or less whatever you ask(use as cannonballs, gnomeleynt green, foot stools, measuring sticks)- their diety, Gnome Chomsky, has given them two directives: be fruitful and multiply and be in service to the nations however possible.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

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2621bc No.23400

Dice rollRolled 18, 17, 12, 6, 20 = 73 (5d20)

>>23373

>Nation Name: The Hive

>Nation Colour: Dark green

>Race: Mantii

>Starting Location:mountain river and the treed area in the top left island

>>>23238

>Food: 20

>Pop: 11 (+1/turn, capped at food)

>Military: None

>Buildings:

+Building: Mushroom Chamber

>Tech/Magic: Stone Tools, agriculture

>Bonuses: [Can You Dig It?] +2 to digging

>Disadvantages: [Born To Die] You cannot train warriors but have a 25% chance that a Mantii will be hatched as a warrior.

1.dig extra egg chambers+2

2.continue egg chambers digging+2

3.research fertility

4. research fertility

5. Research fertility

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2621bc No.23419

File: 1455540598858.png (1.17 MB,3436x2460,859:615,04.png)

>>23375

Advanced Agriculture 1/3

Advanced Agriculture - deleted. 0/3

Advanced Wooden Architecture discovered. +Tech/Magic: Advanced Wooden Architecture

You harvest enough wood for building purposes

>>23376

You find shiny materials in the river and discover gold.

You build temporary huts that will only stay up for a few nights as you have not discovered architecture

You work some of your people to exhaustion causing a death. -1 pop

Eventually you do work on a farm. +1 food every action dedicated to harvesting. +Building: Farm

>>23377

You work one of your people to exhaustion and they die -1 pop

You develop Wooden Architecture. +Tech/Magic: Wooden Architecture

You fish a nice meals worth. +1 food

You discover fire. +Tech/Magic: Fire

>>23378

You complete wooden architect. +Tech/Magic: Wooden Architecture

You teach yourselves how to control the trees with perfect precision. +Tech/Magic: Advanced Woodland Magic

>>23379

1/2 Agriculture

You get pretty much nothing done this turn

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2621bc No.23420

>>23380

You harness the power of the volcanic vents that lay underground

You complete the study of cultivation. +Tech/Magic: Agriculture

You lack the stone architecture for building a pit that creatures cannot escape from

You catch some sea turtles but they soon escape

>>23381

You discover the beauties of necromancy. +Tech/Magic: Necromancy. Disadvantages: [Bitten Flesh] You only gain pop by winning combat or by using necromancy

You develop mining. +Tech/Magic: Mining

>>23382

You become masters of ship building. +Tech/Magic: Ships

You learn how to plant and harvest trees efficiently. +Tech/Magic Tree Farming

+5 food

You scout out towards the mountain. Once you leave the delta, the land becomes grassland and you see that the mountains have large, red patches.

+Tech/Magic: Toxicology

>>23296

(I'm really quite sorry about missing you)

The sun blesses you with magic to create lights where you so choose and also create smaller suns on the ground. +Magic/Tech: Light magic, Fire

You notice that the waters around your island are fruitful with fish. The island also has a fair amount of trees but not enough to be counted as a forest.

Earth magic 1/3

You begin researching wooden architecture. 1/2

>>23384

You begin marching North, towards your prey. 1/2

You train another spearman. +Military: Spearman

You begin researching a way to launch smaller spears using elasticity and sticks. Bows 1/2

You hunt the foxes for their furs. You also harvest their meat. +1 food

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2621bc No.23421

>>23387

You find heating copper in fire makes it easy to work with. +Tech/Magic: Smelting

You discover mining. +Tech/Magic: Mining

You steal the babies of giant cave rats and start raising them in your own cave. Giant Cave Rat Domestication. 1/3

>>23388

You reaped twice as much as you sowed. +4 food

You begin designing weapons. Swords 1/2

You learn ambush tactics. +Tech/Magic: Ambush Tactics

>>23389

+1 to your pop

Elemental magic complete. +Tech/Magic: Elemental Magic

You gain the knowledg of smelting. +Tech/Magic: Smelting

You catch more fish. +1 food

You expand further inland

>>23391

One of your men tries to expand into the ocean. He is never heard from again. -1 pop

1/2 wooden architecture

You have a large deposit of electrum directly beneath the centre of the island.

You begin the study of alchemy. 1/5

>>23392

You discover the secrets of farming. Tech/Magic: Agriculture

You Produce a spearman. +Military: Spearman

Advanced Stone Architecture complete. +Tech/Magic: Advanced Stone Architecture

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2621bc No.23422

>>23393

Blood Magic 2/3

You finally tame those Cows. +Tech/Magic: Animal Husbandry

You develop an alphabet. +Tech/Magic: Alphabet

Stone Architect 1/2

>>23394

You discover clay and pottery. +Tech Magic: Pottery

You discover Cooking. +Tech/Magic: Cooking

You start designing small boats. 1/3

Taking ideas from your beaver relatives, you begin cutting down trees from land.

You begin asking favours of your cousins after beating them in childlike games.

>>23396

You gain food. +1 food

You train a rabbit rider. +Military: Rabbit Rider

While expanding a man falls from the mountain and dies. -1 pop

You a deposit of crystals in the mountain

divine magic complete. +Tech/Magic: Divine Magic

>>23397

Bonus: [Like Slutty Rabbits] You gain 3 pop per turn instead of 1

Disadvantage: [Servitude] You cannot be hostile to another nation without them first being hostile to you

>>23400

You create places you can store your eggs to keep them safe from attack. +Building: Egg Chamber

+Bonus: [Kamasutra] +2 pop every turn instead of +1

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2621bc No.23423

Dice rollRolled 17, 2, 12, 8, 18 = 57 (5d20)

>>23420

Nation Name: At'Solar

Nation Colour: Yellow

Race: High Elf

Starting Location: Northern part of the Eastern Island

Fluff: Lead by their shaman. Believe that they were born from the sun.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Light magic, Fire

Bonuses: [Baked Fae] +1 on magic related rolls

Disadvantages: [Sun Born] The sun must be in the correct position to increase population. +1 pop every second turn instead of every turn

1. Continue researching Earth Magic.1/3 +1

2. Continue researching Wooden Architecture. 1/2

3. Begin researching the creation of weapons, maybe just put a sharp rock at the end of a stick.

4. Begin fishing in the sea side for food.

5. Begin researching life magic so that we may bend trees to our will and heal wounds. +1

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2621bc No.23424

Dice rollRolled 18, 2, 14, 20, 6 = 60 (5d20)

>>23419

[Cylindrum]

Nation Colour: Battleship Gray

Fluff: >>23280 (You)

Food: 10

Pop: 10~[+1/Turn]~ No Growth; Cap Reached

>Military

None

>Buildings

None

>Resources:

[Wood] (Enough for building purposes)

>Tech/Magic:

[Stone Tools];[Agriculture];[Wooden Architecture];[Advanced Wooden Architecture];[Stone Architecture];[The Wheel];[Alphabet]

>Bonus

[Curious Minds] +2 on Tech and Magic rolls.

>Disadvantage

[Rudimentary] -1 on all other rolls.

>Actions

1.) New discovery: [Agriculture], the culture of biomass into suitable substances for consumption. A society relying on such could be said to be an agrarian society. Unfortunately, while a sufficient building block, this will not do for long-term satisfaction. More research is needed. Continuing research. Query: why does host:cylinder get the feeling that this line of comments has been repeated before? (Researching Advanced Agriculture Again)

2.) Aloting secondary action cycle towards further [Advanced Agriculture] development. (Researching Advanced Agriculture)

3.) New discovery: [Stone Architecture]; the use of solid non-conductive inorganics in order to fabricate structures, such as those with a residential purpose through their manipulation into refined shapes. Current discoveries are found to be basic: in order to maximize efficiency, it is reccomended to further pursue information in this field before attempting to excecute actions. (Resarch Advanced Stone Architecture)

4.) Aloting secondary action cycle towards further [Advanced Stone Architecture] development. (Resarch Advanced Stone Architecture)

5.) In order to untilize architectural knowledge, raw materials are required. Order: harvest solid non-conductive inorganics in a dedicated area utilizing rollers to get the stones to a specified destination for stockpiling. Reason: stockpile in anticipation for first structure to be built for pending purposes. (Harvest stone using [Stone Tools] and [The Wheel])

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2621bc No.23425

Dice rollRolled 8, 18, 1, 1, 13 = 41 (5d20)

>>23379

>Nation Name: Troium

>Nation Colour: Grey

>Race: Human

>Starting Location: East side of the western island, above the forest

>Fluff: The tribe of Troium formed only a short time ago. They formed when their leader, named Hektor slew a great beast and united the surrounding peoples. As of this moment the great beast has been scared off by our great Shaman Deiphobius.

>Food: 23

>Pop: 21 (Increases by 1 every turn, can't be greater than the amount of food)

>Military: Stone Spearman

>Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

>Tech/Magic: Stone Tools, Stone Spears

>

>Bonuses: (can be gained by adding to your fluff)

>Disadvantages:

1-2 continue with agriculture

3. Expand

4. Research mining

5. Research stone architecture

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2621bc No.23426

File: 1455554623246.jpg (81.38 KB,450x202,225:101,duelinganalogs11907.jpg)

Dice rollRolled 19, 4, 3, 10, 17 = 53 (5d20)

Nation Name: The Minimin

Nation Colour: Black

Race: Minmin

Fluff: The Minmin are a humanoid plant-like race that stands several inches tall while weighing only a few pounds. Their bodies are light and fleshy while also being slightly porous to the touch. Minmin come in a variety of sizes, but most are small; all are black in color while having a small red flower that erupts from their head. Minmin are known for being prolific, expansionist, highly organized, and they give primacy to the growth of their society as a paramount goal. This situation has a tendency to get Minmin into fights or diplomatic spats thanks to their general lack of tact. (Extended: http://pastebin.com/B7YyLWP2)

Food: 10

Pop: 9 [+2/turn]

Resources: Stone/Wood/Gold

Military:

Buildings:

+Building: Farm [+1 food/harvest]

+Temp Huts

Tech/Magic: [Stone Tools][Farming]

Bonus:

+[Photosynthesis] Automatically gain +1 food every third turn

+[Kamasutra] +2 pop every turn instead of +1

Disadvantage: [Flower Power] -2 on all combat rolls

———

Actions [Ranged weapons, Farm Expansion, Expansion, Harvest Architecture]

——–

1. A few of the Minmin try to figure out how to make simple ranged weapons. [Ranged weapons research]

2. Another cluster tries to expand the farm more. [Farm Expansion]

3. The Minmin are expanding again! [Expansion]

4. The first harvest is undertaken. Looks like a weird mixture of foodstuffs. [Harvest]

5. Though they're not very good at building, the Minmin try their hand at [architecture].

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2621bc No.23427

Dice rollRolled 10, 1, 10, 15, 17 = 53 (5d20)

>>23421

Nation Name: Aesgara

Nation Colour: Cyan

Race: Sea Elves

Starting Location: Eastern isles

Fluff: Elves that breath in water, swim naturally and like suing spears to kill sea and land food. Also have a penchant for hydromancy.

Food: 14

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: 2 farms(+2 food from harvest actions)

Tech/Magic: Stone Tools,Stone Architecture, Hydromancy 2/3; Ambush Tactics; Swords 1/2

Bonuses:

[Puddle Power] +1 on water based rolls.

[Water Walkers] You can live in the water and spread your nation over oceans

Disadvantage: [Dried Up] Your people cannot walk on land for any longer than 1 turn without having to breathe water again

1. Research weapons more (1/2)

2. Research Hydromancy (2/3)

3-4.Build an academy for science and magic research

5. Build a barracks

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2621bc No.23428

Dice rollRolled 12, 16, 11, 2, 8 = 49 (5d20)

Nation Name: Wedibuloksne

Nation Colour: Maroon

Race: Vanara

Starting Location: The Forest on Coast of the Middle Continent

Fluff: Tribal by Nature, the intelligent monkey-like Vanara live amongst the treetops, traversing using all four limbs and their prehensile tails.

Food: 11

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools; Wooden Spears; Stone Spears; Wooden Architecture; Advanced Woodland Magic

Bonus: [Damn Dirty Humans] +3 to combat rolls in a forest

Disadvantages: [Damn Dirty Apes] -1 to combat rolls outside a forest

1.,2. Neuā dēgoigs werēkibuks (Expand through the current forest)

3. Dorūis werilēūsenoks (Gather wood)

4. Wēkid ēsidorūie weritēok ū sekiwalibuks (Build a wooden town amongst the trees)

5. Sekwū weripekoks ū dēgoigs dorūidigs agibukw (Use Magic to regrow the trees that were cut down)+[ Advanced Woodland Magic]

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2621bc No.23429

File: 1455556898969-0.jpg (10.78 KB,236x333,236:333,Drow_Lunglandia_2.jpg)

File: 1455556898987-1.jpg (103.38 KB,700x425,28:17,shipbuilding.jpg)

Dice rollRolled 1, 6, 15, 1, 20 = 43 (5d20)

+5 food

+Tech/Magic:

Nation Name: the Dominion of Vanu

Nation Colour: Purple

Race: Drow

Starting Location: South Central Islands\wherever there's some Jungle and Raptors

Fluff:

Raptor-riding tribe of dark, dank elves who worship scorpions; matriarchal society.

Food: 17

Pop: 13

Military: [2 Raptor Riders]

Buildings: [Improved Huts]

Tech/Magic: Stone Tools, Wooden Architecture, Toxicology, Ships, Tree Farming

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

"Let us raise great vessels to tread the waves upon!"

1. Investigate the red patches on the mountain.

2+3. Build ships to navigate the waves.

4. Expand to cover our swamp.

5. Produce poisoned weapons.

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2621bc No.23430

File: 1455556947894.jpg (11.34 KB,234x216,13:12,download (1).jpg)

Dice rollRolled 6, 12, 16, 17, 14 = 65 (5d20)

Nation Name: Gnomean empire

Nation Colour: Sweden White

Race: Garden gnome.

Starting Location:North of Eastern continent

Fluff: Born with full length white beards and pointy red hats(sometimes blue hats)They fuck like crazy- rabbits call them sluts- and have 0 self esteem they will do more or less whatever you ask(use as cannonballs, gnomeleynt green, foot stools, measuring sticks)- their diety, Gnome Chomsky, has given them two directives: be fruitful and multiply and be in service to the nations however possible.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonus: [Like Slutty Rabbits] You gain 3 pop per turn instead of 1

Disadvantage: [Servitude] You cannot be hostile to another nation without them first being hostile to you

1: research agriculture

2: research more agriculture

3:research diplomacy, so we gnome what we're talkn' about

4:gather food

5:gather food

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2621bc No.23433

Dice rollRolled 11, 12, 2, 7, 19 = 51 (5d20)

>Nation Name: The Hive

>Nation Colour: Dark green

>Race: Mantii

>Starting Location:mountain river and the treed area in the top left island

>>>23238

>Food: 20

>Pop: 13 (+2/turn, capped at food)

>Military: None

>Buildings:

Mushroom Chamber, Egg Chamber

>Tech/Magic: Stone Tools, agriculture

>Bonuses:

[Can You Dig It?] +2 to digging

[Kamasutra] +2 pop every turn instead of +1

>Disadvantages: [Born To Die] You cannot train warriors but have a 25% chance that a Mantii will be hatched as a warrior.

1. Start mining for metals

2. Reinforce the mines to be permanent

3. Start digging out defensive tunnels and traps

4. Extend the hive colony tunnels (Expansion)

5. Continue searching for new ways to expand pop growth

(also you didn't give me my military unit for last turn)

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2621bc No.23439

Dice rollRolled 9, 1, 1, 11, 9 = 31 (5d20)

Nation Name: Magnus Vulcanus Magnanimus Fortasse Ignis

Nation Colour: Orange

Race: Dwarf

Starting Location: The island two out from the middle of the right continent, next to the one without a mountain that looks like a puzzle piece

Fluff: A small sect of dwarves whose ancestors somehow learned to make canoes and, oddly enough, set off to explore. The dwarves, being incredibly dense, cannot swim unless assisted by many flotation devices, but with their iron strength they have learned to grip the canoe with their arms when it capsizes and right it by vigorous kicking. Their gods are Water and Sky, and Mountains are heroic intermediaries with genii who embody the spirits of the mountains and must be asked for permission to use the materials inside.

Food: 11

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Resources: Wood, Opals

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Sea Faring Canoes, Mining, Agriculture, Wooden Architecture, Fire

Bonuses: (can be gained by adding to your fluff)

Disadvantages: You must ask the genii if you may interact with a mountain.

1-2. You know what would make fishing easier? If the fish that came into the river could be caught. Research, well, how to make nets and then a basic pulley system, I guess is what one would need for a fish trap.

3. Expand around the island.

4. Start digging around the island. Look for useful mineral deposits.

5. Offer some of the opals to Vulcanus in hopes of gaining his favor.

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2621bc No.23442

Dice rollRolled 6, 18, 10, 13, 1 = 48 (5d20)

Nation Name: Phraxia

Nation Colour: variation of red or orange

Race: Blood Golems

Starting Location: Anywhere

Fluff: Phraxians are the "leaves" of evil trees that are fed with blood. While any blood will do the strongest trees are fed with the blood of intelligent life and those trees in turn give birth to the strongest Phraxians. So long as the tree lives so does its spawn, until there are too many spawn for one tree to support and a sacrifice must be made for a new tree to support a new tribe.

Food: 10

Pop: 9 (Increases by 1 every turn, can't be greater than the amount of food)

Military: 2 Spearman

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools Stone Spears

Bonus: [Brethren Of Blood] +2 to combat rolls

Disadvantage: [Life for Life] To gain pop, a sacrifice must be made to the blood tree

1. Continue on the way to RAID! BLOOD FOR THE BLOOD TREE SKULLS FOR THE FERTILIZER PILE 1/2

2. Keep workin on them bows 1/2

3. More expansion! We must blob to sacrifice and sacrifice to blob!

4. Begin looking into the application of blood for magical purposes. May as well make these foxes worth something considering we can't eat meat.

5. Did I mention that there's a rich tradition of standing around in a circle and violently vibrating to create music? Because there totally is.

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2621bc No.23444

Dice rollRolled 1, 18, 17, 9, 2 = 47 (5d20)

>>23421

>Nation Name:Tzahackian Empire

>Nation Colour:Teal

>Race: L'thlockair

>Starting Location: Far east islands the southern portion

>Fluff: The L'thlockair is a curious race to say the least. With their lizard like appearance they are a primarily semi-aquatic reptilian species prone to make war instead of peace,but they are capable of negotiation so long as it benefits them as a whole.

>Food: 13

>Pop: 13 (Increases by 1 every turn, can't be greater than the amount of food)

>Military: (can't be greater than 90% of Pop)

>Buildings: Quarry

>Tech/Magic: Stone Tools,Obsidian Tools,Obsidian Spears,Obsidian Tridents, Fire, Elemental magic. Smelting

>Bonus: [Warmonger] +1 to combat rolls

>Disadvantage: [Thirsty] Unless you're nation is in direct contact with a source of water, you're pop cannot grow.

1.Smelt that nickle use it to craft armor and better weapons

2.fish more use those tridents.

3.Use our elemental magic to perfect the art of pyromancy.

4.expand south we shall take this entire chain of islands.

5.We need to build a wall around our territory.

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2621bc No.23447

Dice rollRolled 6, 16, 5, 12, 13 = 52 (5d20)

>>23420

>Name: Oresemar Kunggan

>Color: Sea Green

>Race: Merfolk

>Starting location: Sea in the middle of the continents

>Fluff:

Deep in the ocean, something stirs.

With the terrors of the deep ocean ever present, the Mer of this world have long remained scattered and alone. However, a mysterious young Mer has risen to power, and vowed to lead the people of the newly named Oresemar Kunggan, now organized into a fluid hierarchy, to power and glory, taking the oceans for themselves… and more.

Food: 11

Pop: 11

Military: 1 unarmed warrior

Buildings: N/A

Tech/Magic: Stone Tools, Stone Spears, Agriculture

Bonuses: [Puddle Power] [Water Walkers]

Disadvantages: [Sun-Baked]

1) Search the vents. Volcanic activity must mean obsidian.

2) Convert our spears into stone tridents!

3) Weave the stalks of our kelp into nets to help with fishing.

4) Research ways to use the water all around us. [Puddle-power]

5) We don't need a quarry when we have sand all around us. Research basic geomancy.

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2621bc No.23453

Dice rollRolled 8, 18, 14, 7, 2 = 49 (5d20)

>>23421

Nation Name: Stone wings

Nation Colour: Purple

Race: Dwarf

Starting Location: Southern Island Mountains

Fluff: A tribe of short humanoids living in the mouth of a cave complex, banded together against the giant bats that inhabit the caves. The men, armed with spears and torches, drove the bats back into the caverns. But they will return, this we know. They will not find us unprepared.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Stone Spears, Torches, Shields, Smelting, Mining

Disadvantages: [Haunted By The Past] There is a very small chance that your people are attacked by the bats again

1 ) Make tools and weapons from the copper

2 ) Continue the Giant Rat Domestication 1/3

3 ) What if we made clothing from copper? It would protect against blows!(armor)

4 ) Study alchemy

5 ) Set up a parcel of land to grow the wild barley so that we can harvest it without having to sort through other plants.

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2621bc No.23458

Dice rollRolled 3, 14, 5, 5, 14 = 41 (5d20)

>>23372

Nation Name: Sundered

Nation Colour: Blue

Race: human

Starting Location:

Fluff: Once there was a God and great was he. So great that he existed before time and all else. One day he fell and crashed upon the land, he shattered and from the pieces humanity was born.

Food: 12

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Military: Rabbit Rider

Buildings: Farms (+1 food every harvest)

Tech/Magic:

Stone Tools

Agriculture

Fire

Rabbit Domestication

Giant Rabbits

Divine Magic

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

1-2. The Sundered Expand.

3-5. The Sundered, now having an understanding of their divinity seek to utilize it and manifest their shards of divinity in sparks of divine might in the physical world. Weapons, armor, clothing, magic, tools, and animals. A variety of talents are sought and drive the Sundered to seek to master their shards.

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2621bc No.23460

Dice rollRolled 2, 1, 12, 8, 16 = 39 (5d20)

>>23421

>Nation Name: Tribe of Bonlir.

>Nation Colour: Gray/Tan.

>Race: Gray-ish orc-sized Goblins.

>Food: 11

>Pop: 11 (+1 per turn)

>Military:

[Queen Skartooth] (Armed w/ Stone Spear)

[Unarmed Bonlir Militia]

[Speargoblin?]

>Buildings:

[Quarry (Sandstone)

>Tech/Magic:

-Military

[Stone Spears]

-Civilian

[Stone Tools] [Agriculture] [Advanced Stone Architecture]

>Bonuses:

[Raised from the sands] +1 to building with sandstone

>Disadvantages: (N/A)

1: With the new art of sandstone architecture, we shall construct a palace for our Queen. While it may be humble, it will help us focus on actions related to her.

2: In the meantime, she would be training with her spear, seeking to be the best with the spear.

3: In addition, form the basis of a farm near the flood plains, in order to fufil the hunger that the others have.

4-5: Finally, continue the expansion of our land, to make our lands vast across the continent.

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2621bc No.23461

Dice rollRolled 17, 6, 20, 16, 2 = 61 (5d20)

>>23422

Nation Name: Nadicya Priya / "Children of the Flowing Waters"

Nation Colour: Magenta

Race: Otterfolk (Average 5-foot tall anthropomorphic otters)

Starting Location: On a river near a river mouth, if such is free.

Fluff: "The sea called out to the land, who did not answer as she could. So she made her daughters, the rivers, live upon the land and flow back to her, so that she may learn - but even then, the land had many secrets. And the rivers in turn made the first otters, creatures of land and water who could live in and be the bridge between both worlds. That is the story of how we were made."

The otterfolk call themselves "The Children of the Flowing Waters", and have long lived by fishing the rivers and diving in the bays, or hunting game near the shorts and coast. This tribe of otterfolk, having found a good spot near both salt and fresh waters, have decided to settle in for awhile, to give time to repair any of their tools, clothing, and gear.

Sayings: "Salt may sting, but shellfish are tasty."

Food: 15

Pop: 13 (+1/turn, capped at food)

Military: 1 Spearmen

Buildings: None!

Technology: Stone Tools, Obsidian Tools, Stone Spears, Fire, Weaving, Pottery, Cooking

Magic: [Elemental Shamanism: Requests and Favors, Cousins]

Bonus: [Puddle Power] +1 on water based rolls

Disadvantage: [Straying To Far From Home] -1 on rolls for action that don't take place near the coast or a river

In Progress:

-Small Boats 1/3

The children have led the way and brought new things to us. We should never discount the questions asked out of innocence, because the lofty and mature heights of an adult sees things from a different angle than the smaller and inexperienced child. We shall spend time to see what we can learn from these new items.

1: We have a good many things. Perhaps we should organize them… maybe with our [Cut Wood] and [Weaving], with a bit of [Clay] we can maybe [learn building construction].

2: Pottery stacks fairly well. What if we made a mold out of [Wood], tie it with [Woven Rope], fill the mold with [Clay], then introduce them to [Fire]? [Brickmaking]

3: The young pup continues to work on his floats. Perhaps we should lend some assistance there? [Small Boats: 1/3][+1 water]

4: Our divers and fishers start working on using [Woven] nets to catch more fish. [Go Fishing][+1 from Water]

5: The children have led the way - perhaps we can maybe formalize some alliances with individual Cousins? [Elemental Shamanism, Pacts: Cousins]

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2621bc No.23465

Dice rollRolled 19, 5, 4, 7, 13 = 48 (5d20)

Nation Name: the Phanaton

Nation Colour: Yellow

Race: Phanaton

Starting Location: that island, all by itself in the top right corner

Fluff: A bunch of the inhabitants of the island decided, “hey this place is kinda bland, we should make it nicer” so they formed a group to do just that.

Food: 10

Pop: 9

Military:

Buildings: Tree Farm;

Tech/Magic: Stone Tools; Alphabet; Arboriculture; Woodworking; Writing; Gardens, Parks;

Bonuses: [Home Sweet Home] +1 on building rolls

Disadvantages: [Destroying The Land] -1 on resource rolls that would damage the landscape such as mines, quarries and deforestation

in progress: 1/2 wooden architecture; alchemy 1/5

1. Hold a Memorial service for the bold adventurer, Maragu, who walked into the sea.He bravely tied to discover the mysteries of the ocean and died. So we may never forget his sacrifice, the body of water to our west shall now be know as “The Sea of Maragu”

2. Keep working on wooden architecture (1/2)

3. Gather some wood from our tree farm, in anticipation for knowing how to build things with it.

4. Keep up the good work on alchemy (1/5)

5. And more alchemy! you can never have enough alchemy (1/5)

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2621bc No.23468

Dice rollRolled 13, 2, 19, 12, 2 = 48 (5d20)

>>23422

Nation Name: The Nachtfang Tribe

Nation Colour: Purple or Red

Race: Vampire minority with human majority

Starting Location:

Fluff:

A tribe of night hunters who worship the goddess of the moon have seen some of their most powerful warriors blessed with the powers of the night. Practicing a great many blood rituals to empower themselves the undying of the Nachtfang tribe seek to lead their much less knowledgable and short lived brethren into a new age.

Food: 11

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Military:

+ Nimble [Unarmed Vampire]

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Stone Spears, Animal Husbandry, Alphabet

+ Stone Architect 1/2

+ Blood Magic 2/3

Bonuses:

+ [Forced Conversion] You may gain a military unit for each round of combat won so long as you have sufficient food.

Disadvantages:

+ [Majority Rules] You cannot train military units if your military is more than half your pop

1. Another day passed. The sun had burnt his skin, the punishing winds had cut it. Ice had begun to creep up his legs but the first Varire stood tall despite all of them and he was well rewarded for it. It was the third night on the hill as all fell silent. The winds died down and the clouds subsided, above him nothing but the night sky with its endless amounts of stars. And there it was: the Blood Moon. Full and majestic it plunged the mountain top into its dark red light and Nimble knew that his prayers had not gone by unheard.

+ Blood Magic 2/3

2. They had made progress, truly marvelous progress at that! The "statue" of the moon mother was standing better than ever, now reinforced by more stones to keep it. Of course to an unknowing outsider it would look like nothing more than a random assembly of rocks, but the Nachtfang tribe knew full well that this represented their mother and goddess and each and every one of them was swelling with pride whenever they laid eyes upon it. Though even now it was that the young man by the name of Cutebold stole himself towards it every time the sun rose and while the others rested he would work the statue with his stone tools, slowly but surely bringing order into the chaos.

+ Stone Architect 1/2

3. Drums thundered as the stone cut deep into their flesh and they marked themselves with the sign of the moon. It was today that it rose anew, stronger than ever before. A Blood Moon, once more. The Elders had seen it before, many youngsters would take the oaths of warriors and protectors, their blood would flow in the name of the Moon Goddess. They would be tested and perhaps they would prevail. Ultimately only one of them would return from the dead, to rise anew, changed and stronger. The second Varire, child of the Blood Moon was about to be born.

+ Spawn another Varire

4. Talking about drums, the pleasing sound of thunder in the hearts of man and the burning rhythm of passion appealed to many. It made the men ready for the hunt and filled the heart of the prey with fear. It was only natural the people of the Nachtfang tribe would continue to try and make more instruments for music appealed to the Moon Mother as well.

5. Finally they had managed to bend the beasts of the wild to their will, now it was to the people of the Nachtfang tribe to actually catch some of them. Of course this was completely new to the hunters who so reveled in the hunt for blood and still they would cut down a great many of the animals, but they would seek out the young ones and make them their own. Surely wolves would make for great companions.

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2621bc No.23471

File: 1455626334621.png (1.17 MB,3436x2460,859:615,05.png)

>>23423

you continue exploring earth magic. 2/3

You create stone spears by attaching sharpened stones to the end of sticks. +Tech/Magic: Stone Spears

You dive into the waters and grab at the fish. You gain a little bit of food. +1 food

You begin researching organic magic. 2/5

>>23424

You make a hard restart on advanced agriculture and jump back into it. 2/3

You make a revolutionary leap on stone architecture. +Tech/Magic: Ultra-Advanced Stone Architecture

You discover how to mine. +Tech/Magic: mining

>>23425

You discover agriculture. +Tech/Magic: Agriculture

While trying to expand, one of your men goes missing. -1 pop

While trying to figure out mining, a rock falls of your men. -1 pop

Stone Architecture 1/2

>>23426

You discover how to use the elasticity in sinew and vines to create bows. +Tech/Magic: Bows

This harvest was fruitful. +1 food

You start to research stone architecture. 1/2

A human stumbles into your territory and you capture him

the border of a nation of Mantii starts to clash with your border. If you wish to expand into their land, you must take it by force or demand it from them

>>23427

You create swords by chipping away at strong rocks. +Tech/Magic: Swords

You try to finish Hydromancy however you discover that early on, you've made a mistake and must start again

You begin construction on an academy. 2/3

You begin building a barracks. 1/3

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2621bc No.23472

>>23428

You begin chopping down trees and gathering wood.

You regrow the trees that were cut down

>>23429

Your people name the red deposits iron but this new material frightens them greatly. Could it be the work of your enemies?

You build a ship. The first of your fleet

While expanding one of your people was sucked into a seemingly bottomless pit of mud. -1 pop

Without any weapons, your people try to poison their nails. They become one with the toxins and grow claw like nails. +Bonus: [Venom] All of your people have venomous claws

>>23430

You learn how to cultivate food. +Tech/Magic: Agriculture

You become more charismatic, able to speak your mind and not offend others. +Tech/Magic: Diplomacy Tactics

You bring a good haul back. +2 food

>>23433

You discover the joys of mining. +Tech/Magic: Mining

You begin creating permanent mines. From these mines you gather stone

Your border clashes with the border of aggressive plant. If you wish to expand into their land, you must take it by force or demand it from them

+Military: Warrior

>>23439

You begin working on fish net traps but you accidentally set a proto type on fire before testing it

While expanding one of your men falls into the river and drowns. -1 pop

You find that the mountain has a large amount of copper and iron.

Vulcanus will allow you to climb his mountain if you build an opal statue in his likeness

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2621bc No.23473

>>23442

You raid the nation. You take the people and food back to your nation. They have no tech and no buildings. +10 food. +10 sacrifices

You invent bows. +Tech/Magic: Bows

You can't eat the meat but you can drink the blood.

on of your people vibrates so violently that they explode. -1 pop

>>23444

While smelting, a molten bubble bursts killing the man tending to the smelter. The metal goes cold and solidifies before it is used

You gain more fish. +1 food

You begin developing pyromancy using elemental magic as a basis. 1/2

You begin working on boats so that you can begin to move to other islands

>>23447

You discover obsidion

You attach 2 more prongs to the spears to create tridents. +Tech/Magic: Stone Tridents

You discover weaving. +Tech/Magic: Weaving

You begin researching hydromancy. 1/5

You begin researching geomancy. 1/5

>>23453

Copper tools 1/2

Giant Rat Domestication 2/3

You begin creating armor 1/2

You begin studying the magic of Alchemy 1/5

You hear high pitched squeeking coming in from the dark of night

>>23458

You create some fragile weapons and armor from your Shards

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2621bc No.23474

>>23460

The current ruler has been injured while training. Actions will have to be made to sustain her health or she will die

You create farms. +1 food every harvest action. +Building: Farm

>>23461

You develop brick baking. Tech/Magic: Bricks

You begin developing Brick Architecture. 1/2

You become master ship builders. +Tech/Magic: Ships

You develop fish net traps. +Tech/Magic: Fish Net Traps

>>23465

You have an official ceremony in which you name the sea to the west "The Sea of Maragu"

You complete wooden Architecture. +Tech/Magic: Wooden Architecture

Alchemy 3/5

>>23468

Nimble finally unlocks the secrets of blood magic. +Tech/Magic: Blood Magic

Nimble's blood is mixed with the blood of a willing participant. He writhes in pain before becoming a Varire. +Military: Vampire

Your people invent drums by stretching skin over wood. +Tech/Magic: Drums

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2621bc No.23475

Dice rollRolled 19, 19, 15, 9, 3 = 65 (5d20)

>>23471

Nation Name: At'Solar

Nation Colour: Yellow

Race: High Elf

Starting Location: Northern part of the Eastern Island

Fluff: Lead by their shaman. Believe that they were born from the sun.

Food: 11

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Light magic, Fire, Stone Spears

Bonuses: [Baked Fae] +1 on magic related rolls

Disadvantages: [Sun Born] The sun must be in the correct position to increase population. +1 pop every second turn instead of every turn

1. Finish up earth magic. 2/3 +1

2. Continue researching wood architecture 1/2

3. Research farming.

4. Continue researching Organic magic 2/5+1

5. Explore the lands for anything of use.

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2621bc No.23476

Dice rollRolled 19, 15, 18, 4, 7 = 63 (5d20)

>>23471

Nation Name: Troium

Nation Colour: Grey

Race: (May give you a starting bonus and disadvantage that are as strong as the other)

Starting Location: East side of the western island, above the forest

Fluff: The tribe of Troium formed only a short time ago. They formed when their leader, named Hektor slew a great beast and united the surrounding peoples.

Food: 20

Pop: 20 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Stone Spears, Agriculture

Bonuses: (can be gained by adding to your fluff)

1-2 Expand the borders

3. Research stone architecture

4. Research mining

5. Research stone shields

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2621bc No.23478

File: 1455639633064.png (8.9 KB,190x152,5:4,black_pikmin_ani_map_by_gh….png)

Dice rollRolled 41, 42, 79, 90, 70 = 322 (5d100)

————-

Nation Name: The Minimin

————-

Nation Colour: Black

Race: Minmin

Fluff: The Minmin are a humanoid plant-like race that stands several inches tall while weighing only a few pounds. Their bodies are light and fleshy while also being slightly porous to the touch. Minmin come in a variety of sizes, but most are small; all are black in color while having a small red flower that erupts from their head. Minmin are known for being prolific, expansionist, highly organized, and they give primacy to the growth of their society as a paramount goal. This situation has a tendency to get Minmin into fights or diplomatic spats thanks to their general lack of tact. (Extended: http://pastebin.com/B7YyLWP2)

Food: 13

Pop: 11 [+2/turn]

Resources: Stone/Wood/Gold

Military:

Buildings:

+Farm [+1 food/harvest]

+Temp Huts

Tech/Magic:

+Stone Tools

+Farming

+Bows

————-

Bonuses:

————-

+Photosynthesis: Automatically gain +1 food every third turn

+[Kamasutra: +2 pop every turn instead of +1

Disadvantage: [Flower Power] -2 on all combat rolls

———

Actions [Harvest, Military Units, Tactics:Assault, Architecture]

——–

1. Another harvest starts. [Food]

2/3. A massive draft of Minmin starts. [Military units]

4. The Minmin are working on assault tactics. [Tactics: Assault]

5. The Minmin continue architecture. [Architecture 1/2]

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2621bc No.23479

Dice rollRolled 2, 15, 3, 19, 1 = 40 (5d20)

>>23478

Woops, d20s..d20s…

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2621bc No.23480

File: 1455643282061.jpg (40.81 KB,395x679,395:679,81Knj5WLn5L._UY679_.jpg)

Dice rollRolled 17, 8, 4, 11, 8 = 48 (5d20)

Nation Name: Gnomean empire

Nation Colour: Sweden White

Race: Garden gnome.

Starting Location:North of Eastern continent

Fluff: Born with full length white beards and pointy red hats(sometimes blue hats)They fuck like crazy- rabbits call them sluts- and have 0 self esteem they will do more or less whatever you ask(use as cannonballs, gnomeleynt green, foot stools, measuring sticks)- their diety, Gnome Chomsky, has given them two directives: be fruitful and multiply and be in service to the nations however possible.

Food: 12

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Agriculture, Diplomacy tactics

Bonus: [Like Slutty Rabbits] You gain 3 pop per turn instead of 1

Disadvantage: [Servitude] You cannot be hostile to another nation without them first being hostile to you

1: We shall use what we now gnome and build some farms

2:gather more food in the mean time

3-4:research more diplomacy! so we can make gnome mean yes!

5:send scouts to the surrounding gnome man's land to see what's what

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2621bc No.23481

File: 1455644231660-0.jpg (432.73 KB,636x950,318:475,drow_Lunglandia_magic.jpg)

File: 1455644232113-1.jpg (99.65 KB,385x599,385:599,el_Darn.jpg)

Dice rollRolled 11, 2, 5, 13, 6 = 37 (5d20)

Nation Name: the Dominion of Vanu

Nation Colour: Purple

Race: Drow

Starting Location: South Central Islands\wherever there's some Jungle and Raptors

Fluff:

Raptor-riding tribe of dark, dank elves who worship scorpions; matriarchal society.

Food: 17

Pop: 14

Military: [2 Raptor Riders] [Ship]

Buildings: [Improved Huts]

Tech/Magic: Stone Tools, Wooden Architecture, Toxicology, Ships, Tree Farming, Raptor Riding, Raptor Domestication

Bonuses:

[Venom] All of your people have venomous claws

Disadvantages:

Cannot Harm Scoprions

1. Calm down our people about the iron–have them take heart in our newfound Venom, and know no fear!.

2. Send the Raptor Riders and some strong fellows out to gather this strange red material, Iron, after we've calmed them down.

3+4. Glorious Vanu has blessed us with this gift! Appoint a High Priestess to study the Shadows, His Twin Domain alongside Poison. [Research: Theology/Shadow Magic]

5. Expand along the coast to our East, utilizing our newfound naval capabilities.

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2621bc No.23482

File: 1455645242070.gif (3.72 KB,253x200,253:200,B-32fig.gif)

Dice rollRolled 15, 13, 3, 10, 18 = 59 (5d20)

>>23471

[Cylindrum]

Nation Colour: Battleship Gray

Fluff: >>23280

Food: 10

Pop: 10~[+1/Turn]~ No Growth; Cap Reached

>Military

None

>Buildings

None

>Resources:

[Wood] (Enough for building purposes)

>Tech/Magic:

[Stone Tools];[Agriculture];[Wooden Architecture];[Advanced Wooden Architecture];[Stone Architecture]; [Ultra-Advanced Stone Architecture];[The Wheel];[Alphabet];[Mining]

>Bonus

[Curious Minds] +2 on Tech and Magic rolls.

>Disadvantage

[Rudimentary] -1 on all other rolls.

>Actions

1.) Loading. (Advanced Agriculture 2/3)

2.) Comparing [Advanced Wooden Architecture] to [Ultra-Advanced Stone Architecture]; is has been determined that pursuing INORGANIC:STONE as our primary building material for future structures shall be most beneficial due to the natural abundance of stone in this area as well as ease of work in comparison to ORGANIC:WOOD. Action: collect stone. (Build a permenant quarry using [Mining], [Stone Tools], and [The Wheel]!)

3.) Aloting secondary action cycle towards further development of BUILDING:QUARY_LVL_1. (Build a permenant quarry using [Mining], [Stone Tools], and [The Wheel]!)

4.) Resuming research on [Writing], now that the properties of INORGANIC:STONE are better recalled. (Research Writing)

5.) New discovery: [Mining] - The extraction of valuable minerals or other geological materials from the earth from an orebody, lode, vein, seam, reef or placer deposits which forms the mineralized package of economic interest to the miner. Status; servicable, yet calculations seem to show the current form used is inefficient. Rectify this. (Researching Advanced Mining)

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2621bc No.23483

Dice rollRolled 5, 1, 11, 9, 5 = 31 (5d20)

Nation Name: Wedibuloksne

Nation Colour: Maroon

Race: Vanara

Starting Location: The Forest on Coast of the Middle Continent

Fluff: Tribal by Nature, the intelligent monkey-like Vanara live amongst the treetops, traversing using all four limbs and their prehensile tails.

Food: 11

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools; Wooden Spears; Stone Spears; Wooden Architecture; Advanced Woodland Magic

Bonus: [Damn Dirty Humans] +3 to combat rolls in a forest

Disadvantages: [Damn Dirty Apes] -1 to combat rolls outside a forest

1., 2. Dēgoigs werēkibuks (Continue to expand through the forest)

3., 4. Sekwū weripekoks ū dorūī wēkid ēsidorūie agibukw (Use Magic to shape the trees into a village)+[ Advanced Woodland Magic][Wooden Architecture]

5. Sekwū dēwuā dēgoīd belig weriprekoks(Learn more powerful Woodland Magic)

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2621bc No.23484

Dice rollRolled 43, 56, 92, 84, 55 = 330 (5d100)

>>23282

Nation Name: Ster Tribe

Nation Colour: Hot Pink

Race: Molque's- A strange humanoid race from underground, adapted to live above, they are renowned for their general beauty, form, insane dexterity and ghostly pale skin. However, their most stark feature's hide behind their lucious black hair: They entirely lack ears, and have small, fang filled mouths like leaches. Their eyes, or rather, eye, is amazingly detailed, and able to take in thousands of subtle movements at once. In this way, they have formed the ability to communicate entirely through sign-language and writing. Their one, huge, all encompassing eye usually takes up most of their face, and hides behind their black manes, a feature they place immense pride in. Child wise, they produce much like humans do, but are considered superior lovers in many regards.

Starting Location:

Fluff: The Ster tribe is the first of the Molque's the venture to the surface in search of food, safety, and most of all, a new home. They are the most daring of the groups, and considered the wisest and most courageous of all the Molque tribes. They are currently led by a council of three, one elected by the men, one elected by the women, and one elected by both.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonus: [The Sound Of Silence] +2 on rolls that require sneakiness

Disadvantages: [Battle To The Deaf] Your people cannot hear noise

1&2&3&4&5) You know what? This place sucks. The Elders we're right, lets head back under ground. Lets start by digging back underground.

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2621bc No.23486

Dice rollRolled 3, 13, 12, 8, 10 = 46 (5d20)

Nation Name: Magnus Vulcanus Magnanimus Fortasse Ignis

Nation Colour: Orange

Race: Dwarf

Starting Location: The island two out from the middle of the right continent, next to the one without a mountain that looks like a puzzle piece

Fluff: A small sect of dwarves whose ancestors somehow learned to make canoes and, oddly enough, set off to explore. The dwarves, being incredibly dense, cannot swim unless assisted by many flotation devices, but with their iron strength they have learned to grip the canoe with their arms when it capsizes and right it by vigorous kicking. Their gods are Water and Sky, and Mountains are heroic intermediaries with genii who embody the spirits of the mountains and must be asked for permission to use the materials inside.

Food: 11

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Resources: Wood, Opals

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Sea Faring Canoes, Mining, Agriculture, Wooden Architecture, Fire

Bonuses: (can be gained by adding to your fluff)

Disadvantages: You must ask the genii if you may interact with a mountain.

1. Build farms.

2. Just … expand carefully. Sail a canoe up the river and start spreading out along the banks, where farmland is best.

3-4. Make a statue of Magnus Vulcanus with opals using Stone Tools. Really catch his good side.

5. Research [Smelting]. The metals call to us. They want to be shaped. Or maybe that’s the ocean, urging us to explore? If only we had a shaman to explain our somewhat confusing religion.

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2621bc No.23487

Dice rollRolled 8, 3, 14, 6, 17 = 48 (5d20)

>Nation Name: The Hive

>Nation Colour: Dark green

>Race: Mantii

>Starting Location:mountain river and the treed area in the top left island

>>>23238

>Food: 20

>Pop: 15 (+2/turn, capped at food)

>Military: Warrior

>Buildings:

Mushroom Chamber, Egg Chamber, Stone mines

>Tech/Magic: Stone Tools, agriculture, Mining

>Bonuses:

[Can You Dig It?] +2 to digging

[Kamasutra] +2 pop every turn instead of +1

>Disadvantages: [Born To Die] You cannot train warriors but have a 25% chance that a Mantii will be hatched as a warrior.

1.2.3.4. Send the warrior to conquer the plants and if our last pop up gave us new warriors send them as well

5. Research warrior tactics

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2621bc No.23488

Dice rollRolled 19, 14, 11, 14, 13, 1, 18, 18, 1, 7, 5, 15, 5, 14, 2, 16, 18, 1, 2, 12, 19, 12, 12, 16, 4 = 269 (25d20)

>>23484

Actually rolling the right 25d20's.

1-25) Well, this whole above ground thing is rather lame. Lets bail back underground.

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2621bc No.23489

Dice rollRolled 15, 2, 11, 10, 4 = 42 (5d20)

Nation Name: the Phanaton

Nation Colour: Yellow

Race: Phanaton

Starting Location: that island, all by itself in the top right corner

Fluff: A bunch of the inhabitants of the island decided, “hey this place is kinda bland, we should make it nicer” so they formed a group to do just that.

Food: 10

Pop: 10

Military:

Buildings: Tree Farm;

Tech/Magic: Stone Tools; Alphabet; Arboriculture; Woodworking; Writing; Gardens, Parks; Wooden Architecture;

Bonuses: [Home Sweet Home] +1 on building rolls

Disadvantages: [Destroying The Land] -1 on resource rolls that would damage the landscape such as mines, quarries and deforestation

in progress: alchemy 3/5

1. Research alchemy.

2. More alchemy!

3. Research advanced wooden architecture. Sure we know how to make buildings out of wood, but wouldn’t it be better if we could make nice looking buildings?

4. It took a while to get noral wooden architecture down, so i imagine this advanced stuff will take forever. work more on Advanced wooden architecture.

5. We Found a large deposit of electrum, and might i say those are some very shiny rocks. but before we tear up the countryside to extract them it would be nice to have a way to use them. maybe we could coat other things in it to make them nice and shiny as well? (research Gilding)

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2621bc No.23495

Dice rollRolled 7, 12, 18, 10, 4 = 51 (5d20)

>>23473

Nation Name: Sundered

Nation Colour: Blue

Race: human

Starting Location:

Fluff: Once there was a God and great was he. So great that he existed before time and all else. One day he fell and crashed upon the land, he shattered and from the pieces humanity was born.

Food: 12

Pop: 12 (Increases by 1 every turn, can't be greater than the amount of food)

Military: Rabbit Rider

Buildings: Farms (+1 food every harvest)

Tech/Magic:

Stone Tools

Agriculture

Fire

Rabbit Domestication

Giant Rabbits

Divine Magic

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

1. Harvest!

2. Expand!

3. With their newfound powers the Sundered begin to specialize their spark. Some focus on Spark Tools, axes, pickaxes, hoes, cutlery.

4. Others focus on weapons and armor. Shields, swords, spears, halberds. Images pop into their minds and they try to make them real.

5. Still, others try to produce amazing affects. Such as causing crops to grow in a day, the weather to change, stone to move. Some of the sundered dream of events like these and work to make them a reality with their sparks.

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2621bc No.23496

Dice rollRolled 10, 2, 9, 8, 14 = 43 (5d20)

Nation Name: Phraxia

Nation Colour: variation of red or orange

Race: Blood Golems

Starting Location: Anywhere

Fluff: Phraxians are the "leaves" of evil trees that are fed with blood. While any blood will do the strongest trees are fed with the blood of intelligent life and those trees in turn give birth to the strongest Phraxians. So long as the tree lives so does its spawn, until there are too many spawn for one tree to support and a sacrifice must be made for a new tree to support a new tribe.

Food: 10

Pop: 8 (Increases by 1 every turn, can't be greater than the amount of food)

Military: 2 Spearman

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools Stone Spears Bows

Bonus: [Brethren Of Blood] +2 to combat rolls

Disadvantage: [Life for Life] To gain pop, a sacrifice must be made to the blood tree

1. Sacrifice 10 captured to the Blood Tree. New leaves will fall and new life will be born to KILL AFRESH

2. Construct areas where warriors may more easily be trained

3-4. TRAIN ARCHERS

5. Begin to tinker with Dark Magic to make the capture of sacrifices easier and to crush our enemies

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2621bc No.23499

Dice rollRolled 6, 17, 3, 5, 5 = 36 (5d20)

>>23474

>Nation Name: Tribe of Bonlir.

>Nation Colour: Gray/Tan.

>Race: Gray-ish orc-sized Goblins.

>Food: 11

>Pop: 11 (+1 per turn)

>Military:

[Queen Skartooth] (Armed w/ Stone Spear)

[Unarmed Bonlir Militia]

[Speargoblin?]

>Buildings:

[Quarry (Sandstone)]

[Farm] (+1 Food per harvest rolls)

>Tech/Magic:

-Military

[Stone Spears]

-Civilian

[Stone Tools] [Agriculture] [Advanced Stone Architecture]

>Bonuses:

[Raised from the sands] +1 to building with sandstone

>Disadvantages: (N/A)

1-2: Oh fuck oh fuck oh fuck oh fuck… The Queen shall not die, not by the watch of the Bonlir Goblins!

3: What about her palace? Did it have a accident? Just get back to work on it, so that the Queen has a place to stay. +[Raised from the Sands]

4: In addition, form a group that will make our territorial expansions easier.

5: And, you know, expand our territory as usual, somewhat northwards.

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2621bc No.23502

Dice rollRolled 16, 10, 7, 3, 9 = 45 (5d20)

>>23473

Nation Name: Stone wings

Nation Colour: Purple

Race: Dwarf

Starting Location: Southern Island Mountains

Fluff: A tribe of short humanoids living in the mouth of a cave complex, banded together against the giant bats that inhabit the caves. The men, armed with spears and torches, drove the bats back into the caverns. But they will return, this we know. They will not find us unprepared.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Stone Spears, Torches, Shields, Smelting, Mining

Disadvantages: [Haunted By The Past] There is a very small chance that your people are attacked by the bats again

1 )Copper tools 1/2

2 )Continue our work with the Giant Rat Domestication, select them for size and fur thickness 2/3

3 )Continue working on armor 1/2

4 ) Continue our work with Alchemy 1/5

5 ) Make weaponry from the copper

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2621bc No.23503

Dice rollRolled 3, 11, 5, 4, 4 = 27 (5d20)

>>23471

Nation Name: Aesgara

Nation Colour: Cyan

Race: Sea Elves

Starting Location: Eastern isles

Fluff: Elves that breath in water, swim naturally and like suing spears to kill sea and land food. Also have a penchant for hydromancy.

Food: 14

Pop: 12 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: 2 farms(+2 food from harvest actions)Academt 2/3; Barracks 1/3

Tech/Magic: Stone Tools,Stone Architecture, ; Ambush Tactics; Swords;

Bonuses:

[Puddle Power] +1 on water based rolls.

[Water Walkers] You can live in the water and spread your nation over oceans

Disadvantage: [Dried Up] Your people cannot walk on land for any longer than 1 turn without having to breathe water again

1 Finish the academy

2-3 work on the barracks

4-5 hydromancy research!

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2621bc No.23508

Dice rollRolled 9, 11, 20, 12, 1 = 53 (5d20)

Nation Name: Nadicya Priya / "Children of the Flowing Waters"

Nation Colour: Magenta

Race: Otterfolk (Average 5-foot tall anthropomorphic otters)

Starting Location: On a river near a river mouth, if such is free.

Fluff: "The sea called out to the land, who did not answer as she could. So she made her daughters, the rivers, live upon the land and flow back to her, so that she may learn - but even then, the land had many secrets. And the rivers in turn made the first otters, creatures of land and water who could live in and be the bridge between both worlds. That is the story of how we were made."

The otterfolk call themselves "The Children of the Flowing Waters", and have long lived by fishing the rivers and diving in the bays, or hunting game near the shorts and coast. This tribe of otterfolk, having found a good spot near both salt and fresh waters, have decided to settle in for awhile, to give time to repair any of their tools, clothing, and gear.

Sayings: "Salt may sting, but shellfish are tasty."

Food: 15

Pop: 14 (+1/turn, capped at food)

Military: 1 Spearmen

Buildings: None!

Technology: Stone Tools, Obsidian Tools, Stone Spears, Fire, Weaving, Pottery, Cooking, Bricks, Ships, Fish Net traps

Magic: [Elemental Shamanism: Requests and Favors, Cousins]

Bonus: [Puddle Power] +1 on water based rolls

Disadvantage: [Straying To Far From Home] -1 on rolls for action that don't take place near the coast or a river

In Progress:

-Brick Architechture 1/2

Things progress and things change. Perhaps we can learn how to live in a single spot after all? We've wandered for a long time, and it has only been since we've come here that we've begun to learn and grow.

1: Begin setting up [Fish Net Traps] along the river and the shore, so we can regularly get fish. [+1 Water]

2: Continue researching how to build with [Bricks].

3. Let's build a boat, so we can cross the river without getting our goods wet, or fish out in the deeper bay [+1 Water]

4: The [Obsidian] is sharp, but brittle. Let us ask a Cousin of Earth if he knows of any better materials than stone or obsidian.

5: Continue trying to work out how to make [Pacts] with Cousins.

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2621bc No.23560

Dice rollRolled 8, 19, 11, 10, 18 = 66 (5d20)

>>23474

Nation Name: The Nachtfang Tribe

Nation Colour: Purple or Red

Race: Vampire minority with human majority

Starting Location:

Fluff:

A tribe of night hunters who worship the goddess of the moon have seen some of their most powerful warriors blessed with the powers of the night. Practicing a great many blood rituals to empower themselves the undying of the Nachtfang tribe seek to lead their much less knowledgable and short lived brethren into a new age.

Food: 11

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Military:

+ Nimble [Unarmed Vampire]

+ Shadowrise [Vampire]

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Stone Spears, Animal Husbandry, Alphabet, Blood Magic, Drums

+ Stone Architect 1/2

Bonuses:

+ [Forced Conversion] You may gain a military unit for each round of combat won so long as you have sufficient food.

Disadvantages:

+ [Majority Rules] You cannot train military units if your military is more than half your pop

1. Finish Stone Architect 1/2

2. And Nimble felt the terrible power that he had been blessed with as he stared upon the blood red moon and he knew that the future was his. And he bowed down to the Moon Mother and power pulsated through his veins. His muscles tightened and all things living heeded to his command.

+ Advance Blood Magic

3. Tossing bits of rock into the fire along with sticks and dried out grass to make it burn has seen revealed curious results. Some rocks felt odd and once put into the fire they would melt like ice, taking new shapes like hard water. An odd developement certainly and one that sparked the interest of several tribals who proceeded to toss more rocks into the fire.

+ Research Smelting

4. The holy mountain that peaked the skies held many secrets, Shadowrise would take a small delegation of hunters and investigate further as Nimble continued to tread the path of the moon mother. Certainly the journey would be treacherous and many dangerous animals could threaten the undertaking, but the secondborn Varire was determined to make his mark upon the still young world, to find glory in the secrets of the mountain.

5. Some were already dedicated to finding out how to use rocks in order to raise constructions, however to actually construct things rocks would be required. The Nachtfang tribe had already spread to the holy mountain and they would harvest it for its stone to carve their own homes and testaments to the moon mother from it.

+ Construct Quarry

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