f3216e No.35423 [View All]
For years, harsh and unforgiving Primal World has kept any intelligent life that manages to take hold in isolated pockets, while beasts that are bigger, stronger, and more deadly roam the land unhindered, but no longer. Some of the intelligent beings of Primal World have formed small but powerful city-states, and have begun expanding their influence through the mountains, jungles, savannas, and grasslands of their world. What's more, scouts have told the people of their cities tales of ancient, all-powerful beings, offering great power to those that share their ideals. Will you help to preserve the Primal World's natural state, bend it to your will, or ignore these Ancients, and forge your own path?
Rules: http://pastebin.com/pakzadFV
Map Incoming
442 postsand165 image repliesomitted. Click reply to view. ____________________________
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f3216e No.37374
| Rolled 19, 54, 96 = 169 (3d100) |
Nation Name: The Crew of Captain Jack
Race(s): Skeletons
Color: Cyan
Settlements: Flying Dutchman (Flagship), North Outpost, West Outpost, East Outpost, South Outpost
Territory: 39
Population(+growth/turn): 18 (+3/turn)
Food: 1
Currency: 11 (+3/turn)
Industry: 6
Structures: Government Building, Farm I (2)
Defenses: 1 (Capital City)
Military: 1 Marines
Tech: Bronzeworking, Naval II, Weaponsmithing II, Navigation II
Resources: [Bronze: 10] [Stone: 9] [Wood: 9 (+1 wood/turn]
Eccentricities:
[Plunder]: The Crew would much rather steal coin then mint it, though using it to aid actions is much more effective.
[Sailors]: Living for the seas, the naval units of Captain Jack are much more powerful, but their land units are weak.
1. How hard is it to make a quarry? hurry up and finish it so we can get to more productive things!
>Quarry 3/4
2. Hurry up and finish the mine ye scallywags, you all love that word "mine" so much, it should be done by now!
>Mine 3/4
3. Alright, we only need a few more volunteers for the wreck diving crew!
>Crew 3/4
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f3216e No.37375
>>37374
I need this damn quarry finished now, Take a coin as motivation to complete it.
[Plunder]: The Crew would much rather steal coin then mint it, though using it to aid actions is much more effective.
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f3216e No.37376
| Rolled 75, 53, 85 = 213 (3d100) |
Nation Name: The Wychwood
Race(s): Ookami
Color: Whitish grey or dark green
Fluff: >>36312
Settlements: (Wychwood Forest(capital)) ( Olyria, New Haven(3T Town), Ordale, White Haven.(outposts))
Territory:47
Pop: 39 (+4/turn)
Food: 2
Currency: 28 (+3/turn)
Industry: 6
Structures: Government Building, Farm I (2) Hunting lodge I
Defenses: 1 (Capital)
Military: 1 (The Whitefangs)
Resources: [Bronze: 7] [Stone :5] [Wood: 1]
Tech: Bronzeworking, Infantry I, Claws I, Scouting I, Republic, Hunting II, Spears I, light armor I, Tactics I, Writing 1/4
Eccentricities:
Wind Affinity: The Ookami have a natural affinity for air magic, and receive bonuses to all rolls involved; however, they can't really grasp other types of magic.
Dexterous: Physically, the Ookami prefer finesse over raw strength, and gain bonuses and minuses reflecting their stature.
Defensive Pact: The Ookami of the Wychwood have banded together for safety. In times of war, it is much easier to raise army regiments for them, but the different tribes see little point in adding to a standing army in times of peace.
1, The Silvereyes continue to work on the basics of writing that they have made, so far it is an intricate and elegant collection of symbols to mean different words. It will undoubtedly help in many things such as record keeping.
2, The Whitefangs have ordered the construction of a Lumber yard as they have been informed that the current demand for wood in New Haven has spiked, and as such, getting lumber to help with construction efforts would most likely get them on the Gravekeepers good side. [3 currency]
3, The Willows meanwhile have started trying to dig a quarry in the lands granted to them, they plan to use the stone for a large project they have in mind, as well as use for trade with the villages and growing town.
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f3216e No.37378
| Rolled 34, 84, 14 = 132 (3d100) |
>>37367
Nation Name: Tribe of Jepsilp
Race(s): The Sfimvx, pl. Sfims
Color: Yellow
Settlements: (Capital City:Fraktion) (Town: Riverport) (Outposts: Nortia, Soutia, Esti, Wessa(4))
Territory: 43
Population(+growth/turn): 58 (+3/turn)
Food: 0
Currency: 10 (+5/turn)
Industry: 14
Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill[2] I, Mine III, Forge II, Mining I, Mint I
Defenses: 1 (Capital City: Fraktion)
Military: 2 (1.2x Bentenite Soldiers(Spearmen))
Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools IV, Weapons I, Architecture I, Domestication I, Math II, Sailing I, Bureaucracy I
Resources: [Ice: 31.5+2] [Bronze: 41+4] [Stone:10.5+1] [Wood:7+2] [Mammoth:1]
Eccentricities:
[Ice Architects]: On their barren mountaintop, the Sfimx have turned to the one natural resource they have in abundance. When constructing buildings with ice and snow, they are quicker, and use less resources, but when using other materials, they tend to fumble.
[Pyromaniac]: The Sfim love playing with fire, and gain a bonus to discovering and improving technologies where it is involved. However, they don't much care for other things.
Unfinished
Farm I[2]: 3/12
Mint II 3/6
1. Finish up this new Mint. We must have more money!
>Mint II 3/6
2. Let us work on upgrading our mine. Spend 5 currency to help it along.
>Mine IV 0/?
3. Our tools are approaching perfection. Keep at it! We have an excess of Bronze, so sacrifice 40 of it to help this!
>Tools V 0/?
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f3216e No.37379
>>37376 forgot to update pop, it should be 43
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f3216e No.37381
>>37373
The strange rock attracts the attention of the Ice Moth's who appear from between mist-wreathed tree's to inspect the monoliths.
"What are these markings?" A child says, tracing a pointed finger along the deeply gouged scratches.
"A call to war." An elder says, his blue wing/cloak tattered in age. "The Apes fight like no other. Whoever they are battling, it must be a mighty foe indeed. Perhaps they are losing, for this smacks of desperation."
The hunchbacked bug-man scratches his chin thoughtfully. "I believe we can aid them. We have precious little food, but an abundance of gold. In return, perhaps we can learn a little of how it is to fight…"
Fleet-footed scouts are sent on their way, with promises of gold to come.
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f3216e No.37382
| Rolled 13, 22, 81 = 116 (3d100) |
>>37367
Nation Name: Olmara
Race(s): O'jala (semi-amphibious fish people)
Color: Blue-green
Fluff: The wise men tell of a time the O'jala swam the oceans, hunting the fish and larger animals, and forage seaweed. Then the three wise ones were hatched in the O'jala's clutches. The first, Miah, saw the seaweed and saw to cut a piece off and put it where it would grow and it would take hold. The second, Shio, saw fish that ate the seaweed and learned to herd them and keep them in a designated area to raise and eat. The third, Olmar, the wisest of them all, observed coral for years until he learned to grow the coral to his desires to shelter the O'jala from the large beasts and natural currents of the deep. He grew and grew until the O'jala had a city to call home. The O'jala named the city after him and the three wise ones were placed in charge. The three wise ones chose their successors before retiring in old age, but continued to advise the new Wise Ones as the first of the Old Ones. As such the city has continued and grown and now they look out beyond their walls to the wide world before them.
Settlements: Olmara (capital) Talka(N), Isi(S), Vola (E) (Town in 3 turns), Niu (W) (outpost (4))
Territory: 59 +4/turn
Population(+growth/turn): 84 (+4/turn)
Food: 3 (2 taken)
Currency: 24 (+2/turn) (4-2)
Industry: 8
Structures: Government Building, Fish Farm I (4), Training Ring I, Obsidian Mine I, Library I
Defenses: 1 Olmara
Military: 1 City Guard
2 Spearmen [1.2x each, -1 food each, -1 currency/turn each]
Tech: Coral-smithing, Coral Farming I, Fish Herding I, Agriculture I, Scouting I, Training I, Tools II, Transmutation I, Domestication I, Glassworking III, Rock Armor I
Resources: [Coral: 14 +1/t] [Seaweed: 25 +1/t] [Driftwood: 20 +1/t] [Obsidian: 19 +1/t] [Sea Glass: 14(+1/turn)] [Icthy: 16 (+1/turn)] [Woven Rock: 10 (+1/turn)]
Eccentricities:
[Sea Dwellers]: The Olmara are masters of their watery home, travelling through it with incredible ease. It is very hard for them to expand far from water, however.
[Bounty of the Sea]: The seas of Primal World are teeming with life, and each action the Olmara take to acquire food is more successful. However, monsters lurk in the deep, and everything must come to the water's edge to drink….
1. Begin to research better methods of training.
+Library I
2. Begin to domesticate larger, juicer, dumber fish so that our food production can be improved.
+Domestication I
+Fish Herding I
+Bounty of the Sea
>>37373
3. A large O'jala with a retuine of guards emerges at your nearest shore. A large bag of pearls is placed into the hands of any representative sent. "You teach now."
20 Currency to Jaundice.
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f3216e No.37383
| Rolled 3, 8, 7 = 18 (3d100) |
>>37367
Color: (Green)
Fluff: Before life crawled out of the sea, there were plants. While life grew legs and crawled throw the muck trees and fungi grew tall and strong. Now sentient races have come, burning, cutting and killing healthy plants. So the Treants, ancient tree shepherds, born of trees themselves, but ambulatory made with a spark of sentience, the Mycon, Fungi much like the Treants, smaller, faster, more reproducible but silent, and the Dryads, spirit born of the eldest and greatest trees and woods, banded together. Together they would protect themselves and their home, together nature would flourish still.
Settlements: (HomeTree) (Shade's Succor) (Sunview, Thornside, Oakcrest)
Territory: 55
Population(+growth/turn): 79 (+3/turn)
Food: 1
Currency: 89 (+5/turn) (-2/turn)
Industry: 7.5
Structures: Elder Tree, Farm I (2),Lumber mill, [Weaver's Circle I], Herbalist I, [Weaponcarver I], [Shaman's hut I] [Market I, +1 currency/turn](4/6)
Defenses: 1 (Capital City)
Military: 1 (Mycon Wardens)
Folian Skirmishers (3.6)[Poison][Sapper]
War Party 1/4
Tech: Woodcraft, Herbalism III, Agriculture I, Treeweaving III, Weaponcarving II, Poison III, Primal Fire II, Weaponweaving I,[Enlightened Life II]
Resources: [Bronze: 3] [Stone: 0] [Wood: 12 +1/turn] [Bronzewood: 25 (+1/turn)], [Poisons: 13 (+1/turn)] [Restorative Herbs: 7 (+1/turn)
Eccentricities:
[Nature Nation]: The peoples of Folia are by and large photosynthetic, and don’t need to worry about food, but their nature and origins make it hard for them to grasp technology
[Treespeak]: While not so good with the fauna of the world, the Folian excel at coaxing growth from the trees and plants.
free: Discontinue the smoke
1.Begin Formation of another war party. Just in case.1/4
+Pop 79
+[Weaver's Circle I],
+Herbalist I,
+[Weaponcarver I],
+[Shaman's hut I]
+Woodcraft,
+Herbalism III,
+Treeweaving III,
+Weaponcarving II
+Poison III,
+Primal Fire II
+Weaponweaving I
+[Enlightened Life II]
+Poisons 13
+Bronzewood 25
+Restorative herbs 7
+Nature Nation
+Treespeak
2. Expand the Market, we need more room! 5/6
+Woodcraft
+Treeweaving III
+Treespeak
3. Set up a trade route with the Woodland Realm. We are better at some things than they are, and we can trade goods with each other to that end.
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f3216e No.37384
| Rolled 22, 56, 35 = 113 (3d100) |
>>37367
[Holy Hegemony of Humania]
Population(+growth/turn): 77 (+4/turn)
Food: 7.5 {Upk. 1.5}
Currency: 89 (+5.5/turn) {Upk. 1.5}
Industry: 6.5
Territory: 43
Settlements: Humania ✪, Isin'guard [Town], x3 Unnamed Outposts
Structures: Palace (Humania), x3 Farm I, Farm II, Quarry I, Barracks I, Grand Academy I, Library I, Goods Store I
Defenses: Great Wall of King Abu-Abum, [7] (Humania)
Military:
1 Warrior [x1]
1 Bowman [x2.2] [Ranged]
Tech: Bronzeworking, Agriculture II (+0.5 food/level), Masonry III, Archery III, Tools III, Architecture I, Discipline I, Writing I, Economics I, Logistics I (-0.5 unit food cost/level), Mathematics I
Resources:
[Bronze: 26] +1/turn
[Stone: 35] +2/turn
[Wood: 18] +1/turn
Eccentricities:
[Industrial]: The humans of Primal World have some of the better industrial capabilities compared to the rest of the growing nations, but living in harmony with the environment is something they have yet to master.
[Marksmen]: Having mastered the basics of the bow, the Holy Hegemony have chosen it as their weapon of choice, forgoing other styles of combat.
1+2.)
[Masonry III]
[Tools III]
[Agriculture II]
[Architecture I]
[Mathematics I]
[Industrial]
-
You two shall bear witness to this great construction and give it critique later. King Abu-Abum is a fair man, if he is being unduly cruel to the stone which makes its construction or the structure is being arranged in a way that is now aesthetically pleasing, let him know. [6/20]
3.)
[Economics I]
Goods Store I
-
The King is warming up to outsider communications once again, and is somewhat curious as to their inner workings; surely they too have cities from which to recline into, even if they pale in comparison to Humania. Send traders to give to them simple things, so we shall start a route of trade!
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f3216e No.37401
| Rolled 13, 6, 75 = 94 (3d100) |
>>37367
>>37384
[Tribal Feldoms]
Population(+growth/turn): 106 (+5/turn)
Food: 6 [Upk. 6]
Currency: 26 (+3/turn) [Upk. 5]
Industry: 11
Territory: ~48 hexes
Structures: Government Building, Farm II (3), Forges I, Docks I, Stone Quarry I, Iron Mine I, Lumber Mill I, Mint I
Settlements: Felsiha [Capital City], Felhore [City] 3 unnamed Outposts
Military: Wanir Spearfels [1.2], 2 Wanir Bladefels [1.8], 1 Felion Ramming Ship [2.4x|Naval]
Tech: Ironworking, Architecture I, Masonry III, Agriculture II, Bureaucracy I, Mathematics (Felion) I, Writing (Human) I, Tools III, Economy I, Sailing II, Colonialism I, Weaponsmithing II, Infantry I, Discipline I, Hunting I
Resources: [Bronze: 23 (+1pt)] [Iron: 9 (+1pt)] [Stone: 27 (+2pt)] [Wood: 22 (+2pt)]
Eccentricities:
[Muskles]: Big, tall, and burly, Felion are much stronger than the average denizen of Primal World. Their stature requires more food to sustain, however.
[Advanced Architecture]: Not many structures are as sophisticated as the Cradles of the Felions, at least not yet. Felion cities, villages, and outposts can house more people, increasing population growth, but cost more resources.
1: Because of the amount of time needed to upgrade the Spearfels, instead the Bladefels are to be sent up to Humania in order to take care of the revolutionaries.
>Move 2x Bladefels up to Humania for NPC combat.
2: Steelworking [4/10]
>+Ironworking +Tools III +Bureaucracy I +Forges I +Iron
3:Titan of Felhore [13/20]
>+Ironworking +Architecture I +Masonry III +Bureaucracy I +Tools III +Forges I +Stone +Bronze (Hoping to have such things actually calculated being used)
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f3216e No.37403
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f3216e No.37404
| Rolled 31, 18, 14 = 63 (3d100) |
[Dwarf Mountain]
Population(+growth/turn): 72 (+4/turn)
Food: 3 free (+1 units being traded in) (1 units are being traded out)
Currency:83 (+4/turn)
Industry: 15
Structures: Government Building, 2 Farm I, Forge I Gem Mine I (1), Gold Mine I (1), Bronze Mine I, Iron Mine I, Farm I
Defenses: 1 Dwarf Mountain
Military: 1 Dwarf Warriors
Tech: Bronzeworking, Architecture I, Excavating I, Brewing I, Mining Tools I, Runes I, Tools I, Iron I, Mine Carts II, Runic Tools I, Steam Engines I, Steam Drill I, Steam Locomotive I
Resources:
[Bronze: 60] +2 / turn
[Stone: 23] +1 / turn
[Gems: 15] +1/turn
[Iron: 13] +1/Turn
Eccentricities:
[Tinkerers]: The Dwarves of Dwarf Mountain love to find and discover new technology, but don't really care for improving on the old.
[Advanced Architecture]: Like the Felion, the Dwarves love to build magnificent structures. Settlements have a greater effect on population increase, but they cost more resources.
Mushroom Planter Blueprints
Embassy 3/4
From the top of the mountain, the Dwarves peer down onto the world.
"Boss! Look at that down there with yer telescope coming outta the jungle onto the beaches."
"Ha! Well I'll be looks like the other bloody monkeys are coming fer us."
"Looks pretty mean boss."
"Dinnae it? But we dinnae back down from a fight. We be Dwarves! Besides, we be a lot farther from them than the elves, and they be taking the long way 'round the coast, might take about two turns for them to get here walking along that coast line. And we got plenty of territory to hold.
And we got the elves on our side, they'll be able to defend the mushroom tunnels. If they show up."
"Will they boss?"
He shrugs. "Dinnae know. We'll see if they be worth they be word. If they do come, they best to do it by that train tunnel we built and get here right quicker than the monkeys ever will."
Free: Cut the trade to to the Elves by 1 unit of food. They built 1 farm so that's 1 less food they'll need, we gave it to them just long enough to defend themselves. Now we need to defend ourselves.
1. Mobilize dwarves! The we're being marched upon!
>>37320
2. Grab your steam drills dwarves! It's time to defend the mountain! Raise a unit of dwarven mine fighters, equipped with rune enchanted steam drills, digging tools for digging and sapping around enemies, and a steam engine each for speed in our tunnels and running down enemies through the narrow corridors. We got the iron for it after all.
We might not be have axes and spears but by the gods we will be the best equipped fighters and diggers in the world.
Excavating I, Mining Tools I, Runes I, Tools I, Iron I, Mine Carts II, Runic Tools I, Steam Engines I, Steam Drill I, Steam Locomotive I
3. Raise another unit of dwarven mine fighters. Give em Iron to use.
Excavating I, Mining Tools I, Runes I, Tools I, Iron I, Mine Carts II, Runic Tools I, Steam Engines I, Steam Drill I, Steam Locomotive I
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f3216e No.37409
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f3216e No.37410
| Rolled 94, 16, 100 = 210 (3d100) |
Woodland Realm]
Population(+growth/turn): 78 (+4/turn)
Food: 4 (+1 from trade)
Currency: 72 (+3/turn) (-5)
Industry: 5.5 (-2)
Structures: Government Building, Farm I (3), Nests I (1), Stone Circle I
Defenses: 2 (Capital City)
Military:
1 Woodland Guardians [2.6x (-1 food, -2 currency/turn)] *(-50% currency upkeep if defending Nature or our Home - Defensive Policy)
1 Woodland Guardians [2.8x (-1 food, -2 currency/turn)] *(-50% currency upkeep if defending Nature or our Home - Defensive Policy)
1 Armed Forest Folk [2x (-1 food, -2 currency/turn)], -1 Industry] *(-50% currency upkeep upkeep if defending Nature or our Home - Defensive Policy)
1 Woodland Guardians [3x (-1 food, -2 currency/turn)] *(-50% currency upkeep if defending Nature or our Home - Defensive Policy)
1 Woodland Guardians [3x (-1 food, -2 currency/turn)] *(-50% currency upkeep if defending Nature or our Home - Defensive Policy)
INACTIVE
1 Armed Forestfolk 2x(Inactive)
Tech: Woodcraft I (II3/6), Domestication I, Treeweaving I, Archery II, Weaponweaving I, Weaponcarving, Earth Magic II (III 1/6), Enlightened Life magic II, Defensive Policy I
Resources:
[Wood: 17] (+1/turn)
[Stone: 17] (+1/turn)
[Bronze:3] (+1/turn)
[Bronzewood: 15(+1/turn)]
Pacuckur herd: 17 (+1/turn)
Eccentricities:
[Zealous Defenders]: Normally peaceful, the Children usually don't start conflict, but faced with a threat to their forest home, they fight with passion and fervor.
[Harmony]: The Children live in harmony with their home, and can grow more food from their lands. Conversely efforts to industrialize usually fall flat.
Ampitheater 1/4
#1 the forest here is secure, so we may move our army west, riding the dwarven railroad and heading into their mushroom forests. these "locomotives" are fearful machines, noisy and clamorous and made of iron, but they are fast, faster than we ore the primates could ever travel on foot. they do indeed belch poison, we pray that should there be peace at last at the end of this we might convince the dwarves of better, more natural fire from the Folian's fire spirit. for now, we must fight to defend the mushroom forests from those who would burn them.
>use the dwarven rails for faster speed
#2-3 the woodland realm grows more fruit bearing plants and trees under the guidance of motheer nature, food is needed to defend the mushroom forests beneath the mountain in the west
+Woodcraft I, Domestication I, Treeweaving I Earth Magic II, Enlightened Life magic II
[Harmony]: The Children live in harmony with their home, and can grow more food from their lands. Conversely efforts to industrialize usually fall flat.
#Free Action: the short ones saved our lives by giving us food and money to fend off a warmonger, without whom and our Folian allies we would be destroyed. the very same warmonger marches on them now. they gave us a chance to live, we owe them as much the same.
>Give the dwarves our easternmost village, a last refuge for them in case the war goes poorly, where we can defend them from inside the forest
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f3216e No.37413
| Rolled 33, 21, 17 = 71 (3d100) |
[Society]
Population(+growth/turn): 92 (+4/turn)
Food: 8 [3 Farms * AgIII -1 trading away]
Currency: 8 (+3/turn)
Industry: 6
Structures: Government Building, Farm I (3), Great Obelisk. Gentlemonkey's Club I, Library I, Housing I, Grand Academy I
Defenses: 1 (Capital City)
Military: 1 Ape Militia
Tech: Bronzeworking, Mathematics II, Astronomy I, Writing II, Architecture I, Eco-friendly Ag III, Sustainable Population II (+1 pop per city/town), Science IV, Chemistry I Tools I, Commerce I
Resources:
[Wood: 27] +1/turn
[Bronze: 27] +1/turn
[Stone:27] +1/turn
Eccentricities:
[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research. However, the society's quest for science, rationality, and truth often blinds them to the parts of life less easily explained, and they suffer penalties when dealing with the more mystical side of Primal World.
[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.
[Party Vs. Party] Every 5 turns, extra d100- either the Evolutionaries or the Technocratics will win, and have control of parliament for the next 5 turns] 2/5
Black Powder 0/6
Science V 3/12
Mathematics III 6/8
Chemistry II 4/6
1. Start shipping 8 of our food to the Dwarves. We don't know who they're fighting but they're gonna need food to keep fighting, and we can't trade their tech to ourselves if they're dead.
2. Let's also finish that embassy they were building in our territory for them. We suspect they may be a bit busy with war to do any construction. 3/4
Tech: Architecture I
3. Construct a market.
Tech: Architecture I, Commerce I
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f3216e No.37426
[Tumbili]
The army is marched southeast, toward the mountains, and the apes start performing their own ritual [2/4], but there are still no better methods of tax collection.
[Captain Jack]
Finally, the quarry is complete [Quarry I, +1 stone/turn, +1 Industry], as well as the mine [Mine I, +1 bronze/turn, +1 Industry], and the diver corps is finally trained, and already bringing up coin [Wreck Divers I, +1 currency/turn].
[Wychwood]
Writing is improved [Writing I], and the beginnings of a lumber mill are set up [2/4, -1 wood]. And finally, a quarry is dug as well [3/4, -1 wood].
[Jepsilp]
The Mint nears completion [4/6], and the mine is further improved [3/10, -4 wood]. The tools aren't improved, however.
[Olmara]
No training research is had, though a larger breed of fish is found, and rounded up [1/4]. Finally, the currency is given to the Tumbili.
[Folia]
Nothing happens.
[Humania]
The Hanging Gardens progress smoothly [9/20], and traders are sent out (To who?)
[Feldoms]
The Bladefels are sent to Humania, though some of the iron used to make steel is found to be defective (-2 iron)
[Dwarf Mountain]
The dwarfs begin to mobilize, but unfortunately no professional fighters are raised.
[Woodland Realm]
The denizens of the Woodland Realm march their forces easterward to aid their dwarven allies (You're close enough to reach them this turn), and multiple farms spring up to feed even more warriors [Farm I (2) +1 food each]!
[Society]
The massive amount of the Society's excess food is shipped east, and the embassy is completed [Embassy (Dwarf Mountain)], though there's no progress on the market.
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f3216e No.37427
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f3216e No.37428
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f3216e No.37430
| Rolled 28, 80, 31 = 139 (3d100) |
>>37426
Nation Name: Olmara
Race(s): O'jala (semi-amphibious fish people)
Color: Blue-green
Fluff: The wise men tell of a time the O'jala swam the oceans, hunting the fish and larger animals, and forage seaweed. Then the three wise ones were hatched in the O'jala's clutches. The first, Miah, saw the seaweed and saw to cut a piece off and put it where it would grow and it would take hold. The second, Shio, saw fish that ate the seaweed and learned to herd them and keep them in a designated area to raise and eat. The third, Olmar, the wisest of them all, observed coral for years until he learned to grow the coral to his desires to shelter the O'jala from the large beasts and natural currents of the deep. He grew and grew until the O'jala had a city to call home. The O'jala named the city after him and the three wise ones were placed in charge. The three wise ones chose their successors before retiring in old age, but continued to advise the new Wise Ones as the first of the Old Ones. As such the city has continued and grown and now they look out beyond their walls to the wide world before them.
Settlements: Olmara (capital) Talka(N), Isi(S), Vola (E) (Town in 2 turns), Niu (W) (outpost (4))
Territory: 63 +4/turn
Population(+growth/turn): 88 (+4/turn)
Food: 3 (2 taken)
Currency: 26 (+2/turn) (4-2)
Industry: 8
Structures: Government Building, Fish Farm I (4), Training Ring I, Obsidian Mine I, Library I
Defenses: 1 Olmara
Military: 1 City Guard
2 Spearmen [1.2x each, -1 food each, -1 currency/turn each]
Tech: Coral-smithing, Coral Farming I, Fish Herding I, Agriculture I, Scouting I, Training I, Tools II, Transmutation I, Domestication I, Glassworking III, Rock Armor I
Resources: [Coral: 15 +1/t] [Seaweed: 26 +1/t] [Driftwood: 21 +1/t] [Obsidian: 20 +1/t] [Sea Glass: 15(+1/turn)] [Icthy: 17 (+1/turn)] [Woven Rock: 11 (+1/turn)]
Eccentricities:
[Sea Dwellers]: The Olmara are masters of their watery home, travelling through it with incredible ease. It is very hard for them to expand far from water, however.
[Bounty of the Sea]: The seas of Primal World are teeming with life, and each action the Olmara take to acquire food is more successful. However, monsters lurk in the deep, and everything must come to the water's edge to drink….
1. Begin to research better methods of training.
+Library I
2. Continue to domesticate larger, juicer, dumber fish so that our food production can be improved. 1/4
+Domestication I
+Fish Herding I
+Bounty of the Sea
3. Begin to research better methods of transmuting matter.
+Library I
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f3216e No.37431
| Rolled 68, 24, 70 = 162 (3d100) |
>>37426
[Tumbili]
Settlements: (Patakatifu), (Ukungu TOWN) (Pwani Town), (Vita Town) (Theluji Town))
Territory: 43
Population(+growth/turn): 80 (+6/turn)
Food: 1
Currency: 48 (-2/turn)
Industry: 10
Structures: Red Stone Palace, Farm I (4), Farm II, Smithy I, Quarry I [1 Stone/Turn], Lumber Yard I, +1 Wood/Turn, Bronze Mine I, +1 Bronze/Turn
Defenses: 2 (Capital City)
Military: 1 Kima Scrappers, 2 Kima Warriors [3.4x [Disciplined][Berserker]], -2 currency/turn, -1 food] 1 Kima Warriors [3.2x [Disciplined][Berserker] (-2 currency/turn, -1 food)], 1 Kima Warriors [2.8x [Disciplined][Berserker], -2 currency/-1 Food)1 Kima Warriors [Berserker] [2.4x, -1 food/-2 currency each per turn]
Magic: [Primal Life Magic I]
Tech: Bronzeworking, Agriculture II: +1 Food, Conversion I, Weaponsmithing I, Masonry I, Discipline III, Primal Combat IV, Clubs II, Fortifications I, Tribute Collection I:+1 Currency/Turn
Resources: [Wood: 7] [Bronze: 4] [Stone: 8] [Red Stone: 1]
Eccentricities:
[Physical Prowess]: When faced with a problem, the Tumbili would rather punch it in the face then find a more peaceful solution (Bonus to raw strength/military tech, minus to others)
[Kima Aggression]: It is very easy for the Tumbili to recruit from the ranks of the Kima, as there are so many of them. However, it's best to keep them busy, or they might kill each other.
Eastern Outpost is now a TOWN
1. Trade [Agriculture II] with the Jepsilp.
2. Trade [Discipline III] with the Olmara.
3. Continue our Anti-Poison Ritual. 2/4 +[Primal LIfe Magic I]
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f3216e No.37432
| Rolled 34, 54, 92 = 180 (3d100) |
Nation Name: The Wychwood
Race(s): Ookami
Color: Whitish grey or dark green
Fluff: >>36312
Settlements: (Wychwood Forest(capital)) ( Olyria, New Haven(2T Town), Ordale, White Haven.(outposts))
Territory:47
Pop: 47 (+4/turn)
Food: 2
Currency: 28 (+3/turn)
Industry: 6
Structures: Government Building, Farm I (2) Hunting lodge I Lumber mill 2/4 Quarry 3/4
Defenses: 1 (Capital)
Military: 1 (The Whitefangs)
Resources: [Bronze: 7] [Stone :5] [Wood: 0]
Tech: Bronzeworking, Infantry I, Claws I, Scouting I, Republic, Hunting II, Spears I, light armor I, Tactics I, Writing I
Eccentricities:
Wind Affinity: The Ookami have a natural affinity for air magic, and receive bonuses to all rolls involved; however, they can't really grasp other types of magic.
Dexterous: Physically, the Ookami prefer finesse over raw strength, and gain bonuses and minuses reflecting their stature.
Defensive Pact: The Ookami of the Wychwood have banded together for safety. In times of war, it is much easier to raise army regiments for them, but the different tribes see little point in adding to a standing army in times of peace.
1, The Whitefangs continue work on the lumber mill, the wood needed quite badly as they soon find out that there is a shortage across all the packs. [3 cash]
2, The Willows continue digging up stone and finish off the last bits of the Quarry.
3, The Gravekeepers, after having been taught the writing that the Silver eyes have made, begin doing something interesting, they begin writing down how a little something one of their beta's, Lara, found out. How to use wind magic, they also start trying to figure out ways to improve this discovery they have stumbled upon. (In layman terms, Wind magic research)
Extra fluff
The Silvereyes after completing a writing system started teaching it to the other packs, some of which have also, after learning this fancy writing, started carving into large stones story's of their family's and individual members exploits, leaving these stones out in the woods. This little tradition seems to be spreading quite a bit as well, and if you look long enough in the forest, you will fine a stone with a story on it, be the story long or short and the rock large or small.
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f3216e No.37433
| Rolled 23, 58, 75 = 156 (3d100) |
Nation Name: The Crew of Captain Jack
Race(s): Skeletons
Color: Cyan
Settlements: Flying Dutchman (Flagship), North Outpost, West Outpost, East Outpost, South Outpost
Territory: 39
Population(+growth/turn): 18 (+3/turn)
Food: 1
Currency: 14 (+4/turn)
Industry: 8
Structures: Government Building, Farm I (2), [Quarry I, +1 stone/turn, +1 Industry], [Mine I, +1 bronze/turn, +1 Industry], [Wreck Divers I, +1 currency/turn].
Defenses: 1 (Capital City)
Military: 1 Marines
Tech: Bronzeworking, Naval II, Weaponsmithing II, Navigation II
Resources: [Bronze: 11 (+1/turn)] [Stone: 10 (+1/turn)] [Wood: 9 (+1 wood/turn]
Eccentricities:
[Plunder]: The Crew would much rather steal coin then mint it, though using it to aid actions is much more effective.
[Sailors]: Living for the seas, the naval units of Captain Jack are much more powerful, but their land units are weak.
1. Alright mateys, now that those are finished, i want you to start figuring out ways to make better weapons!
>Weaponsmithing III 0/?
2. While they're doing that, i want some of you to find some new designs for ships so we can upgrade our fleet!
>Naval III 0/?
3. Alright, we need to expand our fleet while they're working, anyone standing around get to work on building a new battleship, our Navy needs to strike terror in the hearts of any who see it.
Naval II, Weaponsmithing II
(I think this is how you make a new unit, i don't know, if i'm doing it wrong let me know)
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f3216e No.37434
| Rolled 80, 62, 26 = 168 (3d100) |
>>37433
Take these 2 coins, i don't want you layabouts slowing down progress on our new Naval Technology. the sooner we can upgrade the Flying Dutchman the better!
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f3216e No.37435
| Rolled 39, 21, 77 = 137 (3d100) |
[Society]
Population(+growth/turn): 92 (+4/turn)
Food: 0 [3 Farms * AgIII -9 trading away]
Currency: 12 (+3/turn)
Industry: 6
Structures: Government Building, Farm I (3), Great Obelisk. Gentlemonkey's Club I, Library I, Housing I, Grand Academy I, Embassy (Dwarf Mountain)
Defenses: 1 (Capital City)
Military: 1 Ape Militia
Tech: Bronzeworking, Mathematics II, Astronomy I, Writing II, Architecture I, Eco-friendly Ag III, Sustainable Population II (+1 pop per city/town), Science IV, Chemistry I Tools I, Commerce I
Resources:
[Wood: 28] +1/turn
[Bronze: 29] +1/turn
[Stone:29] +1/turn
Eccentricities:
[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research. However, the society's quest for science, rationality, and truth often blinds them to the parts of life less easily explained, and they suffer penalties when dealing with the more mystical side of Primal World.
[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.
[Party Vs. Party] Every 5 turns, extra d100- either the Evolutionaries or the Technocratics will win, and have control of parliament for the next 5 turns] 2/5
Black Powder 0/6
Science V 3/12
Mathematics III 6/8
Chemistry II 4/6
Time to put our Embassy to use. We'll do the tech trading for the darves while they do the fighting against whoever it is.
1. As promised, trade for dwarven tech by trade since we're giving them the food. Acquire Steam Engines I and Steam Locomotive I
Buildings: Dwarven Embassy
2. Trade for the dwarves Steam Drill I and Mine Carts II
Buildings: Dwarven Embassy
3. Trade for the Dwarves Runes I and Runic Tools I
Buildings: Dwarven Embassy
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f3216e No.37436
| Rolled 62, 42, 88 = 192 (3d100) |
>>37426
[Tribal Feldoms]
Population(+growth/turn): 111 (+5/turn)
Food: 6 [Upk. 6]
Currency: 29 (+3/turn) [Upk. 5]
Industry: 11
Territory: ~48 hexes
Structures: Government Building, Farm II (3), Forges I, Docks I, Stone Quarry I, Iron Mine I, Lumber Mill I, Mint I
Settlements: Felsiha [Capital City], Felhore [City] 3 unnamed Outposts
Military: Wanir Spearfels [1.2], 2 Wanir Bladefels [1.8], 1 Felion Ramming Ship [2.4x|Naval]
Tech: Ironworking, Architecture I, Masonry III, Agriculture II, Bureaucracy I, Mathematics (Felion) I, Writing (Human) I, Tools III, Economy I, Sailing II, Colonialism I, Weaponsmithing II, Infantry I, Discipline I, Hunting I
Resources: [Bronze: 9 (+1pt)] [Iron: 8 (+1pt)] [Stone: 19 (+2pt)] [Wood: 24 (+2pt)]
Eccentricities:
[Muskles]: Big, tall, and burly, Felion are much stronger than the average denizen of Primal World. Their stature requires more food to sustain, however.
[Advanced Architecture]: Not many structures are as sophisticated as the Cradles of the Felions, at least not yet. Felion cities, villages, and outposts can house more people, increasing population growth, but cost more resources.
1: The arid plains of the Humen landscape were unusual to the Felions, as no trees tower over them as they did back in their homeland. However, this would provide some ease in finding the murderous band of humen revolutionaries, for after all, where can they hide in these plains?
>Prepare for combat against the humens who betrayed Humania, aka, fighting a weak NPC force.
2: Steelworking [4/10]
>+Ironworking +Tools III +Bureaucracy I +Forges I +Iron
3:Titan of Felhore [18/20]
>+Ironworking +Architecture I +Masonry III +Bureaucracy I +Tools III +Forges I +Stone +Bronze
>15 Bronze would be used, as would 10 stone on the Titan of Felhore. I'm marking it here because Wheelie's a vague-as-fuck host.
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f3216e No.37437
Tell me if I'm missing anything.
Nation name:United tribes of the Dragon-kin
Race(s):Dragon-kin and Undead Dragon kin of the various types.
Color: Black
Fluff:Dragon-Kin as they call themselves or Draken as most others would call them evolved from a small albino winged cave lizard that over hundreds of years grew more intelligent and started behaving in pack mentality's and while it may have been a smart animal on par with a wolf..it was not smart enough to form a true society…not intelligent enough to invent tools. That all changed when a parasite by the modern name Of Dragon invested one of their body's it spread and breed quickly over the years adapting taking over their brains making them smarter quicker and stronger evolving them to sit upright. Create tools and think intelligently. Most of all communicate they were forced outta the darkness of their caves and adopted a nomadic life style breeding quickly the species grew hostile and subsisted on a almost entirely meat based diet.
They settled or made city's that were stops along their nomadic journey's mainly though some settled and maintained mainly near major food sources such as insect or creature rich caves fish filled lakes and rivers and in forests were plenty of wild things scurried about. They prospered they grew strong their wings growing large allowing them to fly they grew horns to fight each other in mating displays for their females or males whichever was being fought over.Claws grew longer teeth grew stronger a tail was grown longer to help control their flight path. They had become intelligent nomadic predators little could fight them they were terrifying.
But then a great change happened the reason why they became the undead abominations they are
today.It got cold.
The climate had changed on them suddenly and over the years snow blew rivers froze and life began to disappear they panicked screamed in agony as they lot energy and began to die of being cold blooded creatures only a few of them were able to escape and these few are what is left of the alive drogon-kin scattered in citys and as remote tribes on islands.
However while that would normally be the end…a parasite can mutate…and a parasite such as the Dragons had no intention of dying they forced a mutation…or more likely it was by chance…they were able to grow inside their host's corpses and forced their tendrils to control the bodys to get them up to beath life back into the rotting bodys…and this is what made the undead northern dragon tribes….the things that live in the barren cold wastelands of violent rivers and blizzards.
They splintered apart into various tribes originally outta a sense of disunity and perhaps disgust or maybe just the horror of dying in agony had left the race scarred and terrified many of the pleasures and joys of their life were gone.
Mating was disgusting with eachother's rotting bodys it revolted many to look at their kin and their smell gave away their abilty to hunt easily.
They blamed eachother and attacked eachother outta jealousy greed,rage and even hunger
It was for many years that they betrayed and consumed and abused eachother and any outsiders that arrived
Part 1
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f3216e No.37438
Eventually it was discovered that their race was not doomed a living dragon-kin by the name of Rena Alexander Hertlend had discovered old lizards the lizards they had evolved from. The parasites inside their body once the old body had died or rotted away was able to make live dragon-kin the race had a chance again….it was united…under the leadership of the Rebirther Rena Alexander Hertlend.
Society:The Dragon-kin society works as follows their are five tribes in total
Lich,Skeleton,Rotten,Fresh and The strongest and most authoritive Rebirthers.
FIrst of all at the highest tier and caste is the rebirther tribe the tribe leader being Rena Alexander Hertlend and is the defacto leader of all the tribes and representive of the nation
The wealthy the officials and the nobles of any sort are the ones who are in this tribe
most of them are alive dragon kin
with a few rare freshly undead dragon kin
They live in the capital the most well maintined and beautifull place situated underground in the original cave where there race evolved
The second Tribe is the Freshly undead.
They have a lower place in society then the alive dragon kin but still have quite a many rights and are actually treated little different then a alive dragon-kin besides the fact that they can rarely be nobles but they can be war-chiefs and military commanders and officers easily and readily still maintaing a great amount of intelligence dexterity and skill.as such the freshly undead tribe are rather lotal and most of the armys leaders come from this tribe.
The third is the lich tribe
They have started looking undead and it is apparent they are undead with their cracked skin and commonly pale colorless eyes they look like a corpse through and through
They are slightly dumber then the freshly undead but still can maintain squad leader positions and some lower officer positions at this point they are not allowed to be nobles.They form the bulk of the elite troops and most of the citizenry of the nation being the second largest tribe
Then come the rotten
one of the saddest tribes they are reduced to being barely middle class and are only allowed to be in the military or in menial labor or other tasks.It is a tribe that dwindles and is replenished quickly
they slowly lose their minds and become the slobbering and cannon fooder that is the skeleton tribe
The skeleton tribe is a tribe that Is mainly full of nearly intelligence less and close to the end of the life cycle for undead they are nearly completely rotten and mostly bone and are actually most of the troops used in mass wave tatics they are not cared about and are the poor classes doing the dumbest and most simple tasks commonly slaves or cannon fodder for the military nobility or any other tribe
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f3216e No.37439
Rebirthers looks:
Vibrant and alive their eyes shine in a multitude of colors from orange to a pink hue they have large wings that allow them to fly sharp teeth and are albino in skin tone almost universly though their are off shoots in remote tribes who are different,They have horns that can be used to ram and are typically a ebony color and have a long tail.Their hair and tail are typically the same color dragon-kin being able to have the hair colors of Brown,Black and rarely blond.They have clawed hands that include a thumb that allow them to manipulate and build tools and they are scaled along their wings hands tail and feet as well as their necks and joints.Otherwise the rest is smooth skin they are coldblooded cold almost freezing to the touch.
Freshly undead looks: Mostly the same their skin slightly grayer and the like some hairloss may be present as well a their bones becoming less bright in color their eyes look dead no life swirling within them.
Lich tribe looks:Cracked grey skin and dead lifeless hair their eyes having gone an even darker color barely retaining any of their previous color soon to be black once they start truly rotting.
Their wings may be starting to show some wear and tear
though are still perfectly serviceable
Rotting undead look: Exactly as it says rotting slowly their flesh turning slowly black and decaying off them it is common for maggots or other creatures to be eating some of their flesh and their eyes are pitch black their wings are starting to be damaged leading them to be only able to glide or do short flights without risk.Their hair is falling out and some of them probably look half bald
The skeleton tribe:They are without a doubt mostly rotten their scales are falling off and their wings are tattered and ruined typically a limb or other miscelannious body parts have rotted off showing their skeletons and the writhing mass of the parasite inside them the writhing tentacles spreading outside their body making them able to move a efficiently as the body still can.They are almost unanimously bald or have small tufts of hauir if their skull itself is not visible.Old skeltons will have many cracked bones their horns will be commonly destroyed and they will be frail.
Strengths of alive dragon-kin:Extremely strong and dexterious,Can fly with ease,sharp teeth,claws and the abilty to mate with their own and other species.Does well in hot or warm climates.
Leaders,extremly intelligent high class and ussualy important in the society
Weakness's of alive dragon-kin:Needs to eat,drink,sleep,The cold will kill them if left for too long without some form of warmth due to being unable to move due to being cold blooded.Can feel pain,Cocky,Arrogant a minority in the population of the nation compared to the undead
Freshly undead Tribe strengths:Extremly strong,Superior Leaders,Extremly Intelligent,Sharp claws,Able to fly just as well as their previous life.Dexterious dulled pain nerves.
Weakness's:Undead curse will slowly rot unless they consume copious amounts of food and even then it can only slow it for a decade or two before they go down a tier.Cocky,Arrogant,Vulnearable to fire
Lich tribe strengths:Intimidating,Feels no pain,Elite Soldiers,Skilled in weaponry,Brave,Humble,Charismatic,
flight
weakness's: Undead Curse Vulnerable to fire,Unwilling to leave fellow lich tribe members behind and will gladly die to save even one.Unstealthy
Rotting tribe strengths:Plentiful,Fearless,May spread disease to enemys due to their rot,skilled with some weaponry,Can still listen to orders,Humble,Patient,Stealthy
weakness:Vulnearable to fire,Water,Below average intelligence,Typically not well equipped,undead curse is no longer slowable
Skeleton tribes:extremly large quanitys of them,obediant,Horde mentality,need not eat like other undead for they can longer stop the rot.Extremly fast and dexterious due to the parasite able to easily manipulate them.
Weakness:Vulnearable to physchical attacks can no longer fly and mos of them are close to mindless
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f3216e No.37440
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f3216e No.37441
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f3216e No.37442
| Rolled 87, 100, 22 = 209 (3d100) |
So much fluff, its so fluffy I'm gona die…
And I thought my fluff was long.
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f3216e No.37443
I accidentally rolled and got a 100 that doesn't count, my life in a nutshell.
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f3216e No.37444
>>37442
>>37443
I know your pain.
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f3216e No.37445
| Rolled 99, 95, 99 = 293 (3d100) |
>>37437
>>37438
>>37439
Pic related
>>37426
Nation Name: Tribe of Jepsilp
Race(s): The Sfimvx, pl. Sfims
Color: Yellow
Settlements: (Capital City:Fraktion) (Town: Riverport) (Outposts: Nortia, Soutia, Esti, Wessa(4))
Territory: 43
Population(+growth/turn): 61 (+3/turn)
Food: 0
Currency: 5 (+5/turn)
Industry: 14
Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill[2] I, Mine III, Forge II, Mining I, Mint I
Defenses: 1 (Capital City: Fraktion)
Military: 2 (1.2x Bentenite Soldiers(Spearmen))
Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools IV, Weapons I, Architecture I, Domestication I, Math II, Sailing I, Bureaucracy I
Resources: [Ice: 33.5+2] [Bronze: 15+4] [Stone:11.5+1] [Wood:5+2] [Mammoth:1]
Eccentricities:
[Ice Architects]: On their barren mountaintop, the Sfimx have turned to the one natural resource they have in abundance. When constructing buildings with ice and snow, they are quicker, and use less resources, but when using other materials, they tend to fumble.
[Pyromaniac]: The Sfim love playing with fire, and gain a bonus to discovering and improving technologies where it is involved. However, they don't much care for other things.
Unfinished
Farm I[2]: 3/12
Mint II 4/6
Mine IV 3/10
Tools V 2/12
1. We are gonna send 10 Currency to the Ape-people. Hopefully they can teach us something in return.
>Money for Agriculture II from the Tumbili
(This doesn't need a roll, right? Ignore the first one then)
2. Let's continue work on that Mint of ours.
> Mint II 4/6
3. Our Tools will be the finest in the lands.
Tools V 2/12
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f3216e No.37446
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f3216e No.37447
heh I the great abstract have arrived with my mountain of fluff was fun to write took some inspiration from indian caste system as well as a few other games.Really enjoyed writing it.
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f3216e No.37448
>>37447
literally no one gives a fuck.
summarize it or GTFO
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f3216e No.37449
Personally, I do in fact give a fuck considering the amount of effort that abstract seems to have put into his nation, therefor ruining your entire argument.
Ve va la fluff.
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f3216e No.37450
>>37437
>>37438
Translating intro for better readability (hope you don't mind.)
>Dragon-Kin or Draken as most outsiders call them evolved from a small albino-winged cave lizard which over hundreds of years grew more intelligent and started behaving in a pack mentality, roughly as intelligent as wolves, yet not smart enough to form a true society, and certainly not intelligent enough to invent tools. This all changed when a parasite, now known as Dragon started infecting their bodies, spreading quickly over the course of years and assuming direct control of their brains, adapting itself to make them faster, stronger, and smarter, their bodies warped to be able to stand upright, and function as the civilized races do. With the ability to communicate and discern physical objects, they sought the need to escape the darkness of their caves and adopted a nomadic life style using their newfound skills, turning their efforts towards hunting great beasts to feed their carnivorous diet.
>Eventually, the Draken began to build semi-permanant outposts, in areas where food was plentiful and the prey could be controlled. The steady nutrients caused mutations from their emaciated form, and their wings grew tall and mighty to allow them access to the skies, their horns, claws, and teeth sharpening in order to fight each other for mating rights, male to male, and female to female. Their tails thickened to serve as a stabilizing agent. They were now among the fiercest of Primal's natural predators, and where far, far more intelligent.
>But then, it got cold. Too cold.
>For all their might and abilities, the Draken were still cold-blooded reptiles, and their outposts steadily froze over, endangering their well being. Many were stubborn and brazenly attempted to weather the frost, resulting in thousands of Draken dying, their numbers reduced to tattered tribes, those scattered across the warmer islands who managed to avoid the cold.
>Though the end was expected among their number, the Dragon parasite that had manipulated them into such a useful host had no intention of dying, even if the majority of their hosts were no longer in the realm of the living themselves. It mutated, tendrils extending from the brain across the entire carcasses of their hosts, controlling their mummified husks like a marionettes. The Northern Dragon Tribe was born, a form of "life" capable of existing in the harsh, unforgiving icy regions.
>Their minds were kept intact, yet sadly their sanity was not, and the tribe scattered as its inhabitants found that they could no longer enjoy the pleasures of the living, many lashing out at each other in rage, while others attempted futilely continuing on with the routines they had in life, finding their undead bodies unable to properly digest the food they hungered for, the animals instictively terrified from their rotted scent, to say nothing of what happened to their love lives.
>When the surviving tribes of west returned to see what had became of their kin, and though mortified to see the fate the northerners had wrought, were willing to lend aid to them, having discovered their primitive ancestors; though too few living Draken remained to make natural birth a viable means of continuing their species, they could uplift these lizards using the parasites of the undead when their bodies finally failed them, allowing them to continue on as a race, with the added notion that death of the physical body was not the end.
>Once more, they were united under the Draken who had discovered this process, Rena Alexander Hertlend, the Rebirther.
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f3216e No.37451
>>37426
The Feldoms. The King sent the trade route to the Feldoms; evidently the only other civilization He has direct contact with. Of course, the King is sorry he failed to mention this.
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f3216e No.37452
| Rolled 30, 20, 43 = 93 (3d100) |
>>37426
Color: (Green)
Fluff: Before life crawled out of the sea, there were plants. While life grew legs and crawled throw the muck trees and fungi grew tall and strong. Now sentient races have come, burning, cutting and killing healthy plants. So the Treants, ancient tree shepherds, born of trees themselves, but ambulatory made with a spark of sentience, the Mycon, Fungi much like the Treants, smaller, faster, more reproducible but silent, and the Dryads, spirit born of the eldest and greatest trees and woods, banded together. Together they would protect themselves and their home, together nature would flourish still.
Settlements: (HomeTree) (Shade's Succor) (Sunview, Thornside, Oakcrest)
Territory: 55
Population(+growth/turn): 82 (+3/turn)
Food: 1
Currency: 92 (+5/turn) (-2/turn)
Industry: 7.5
Structures: Elder Tree, Farm I (2),Lumber mill, [Weaver's Circle I], Herbalist I, [Weaponcarver I], [Shaman's hut I] [Market I, +1 currency/turn](4/6)
Defenses: 1 (Capital City)
Military: 1 (Mycon Wardens)
Folian Skirmishers (3.6)[Poison][Sapper]
War Party 1/4
Tech: Woodcraft, Herbalism III, Agriculture I, Treeweaving III, Weaponcarving II, Poison III, Primal Fire II, Weaponweaving I,[Enlightened Life II]
Resources: [Bronze: 3] [Stone: 0] [Wood: 13 +1/turn] [Bronzewood: 26 (+1/turn)], [Poisons: 14 (+1/turn)] [Restorative Herbs: 8 (+1/turn)
Eccentricities:
[Nature Nation]: The peoples of Folia are by and large photosynthetic, and don’t need to worry about food, but their nature and origins make it hard for them to grasp technology
[Treespeak]: While not so good with the fauna of the world, the Folian excel at coaxing growth from the trees and plants.
1.Begin Formation of another war party. Just in case.1/4
+Pop 82
+[Weaver's Circle I],
+Herbalist I,
+[Weaponcarver I],
+[Shaman's hut I]
+Woodcraft,
+Herbalism III,
+Treeweaving III,
+Weaponcarving II
+Poison III,
+Primal Fire II
+Weaponweaving I
+[Enlightened Life II]
+Poisons 14
+Bronzewood 26
+Restorative herbs 8
+Nature Nation
+Treespeak
2. Expand the Market, we need more room! 5/6
+Woodcraft
+Treeweaving III
+Treespeak
3. Set up a trade route with the Woodland Realm. We are better at some things than they are, and we can trade goods with each other to that end.
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f3216e No.37456
https://www.youtube.com/watch?v=3XYNHngTsQ0
The Palace of the King had over the course of a week became a hall filled with arguments; arguments between the King and his subjects and how they were to handle the outsiders, arguments with the two ancients of earth over the legitimacy of his projects, and when neither were presents, arguments against the King and himself, the whole situation being quite surreal to everybody involved. Little was it known that back in a corner of the building, where nobody else bothered to patrol, sat a young man, handsome and unscarred by the rigors of the dangerous world ahead, yet no less determined to explore, and perhaps find a part of himself out there that he couldn't within Humania's walls.
This boy was the little known Prince Arin, heir to the King's throne and but a small child when the famous walls of the city were erected. Day in and day out, King Abu-Abum would order his son to practice writing and archery in hopes he would some day grow as strong and muscular as He, yet asking his father about why they needed to practice archery or why writing everything down was so important only returned a displeased glare. Taking maters into his own hands, Prince Arin had procured a set of tools from an outside trade caravan of which he hoped to put to the test.
Several feet above his head was an opening in the palace wall; a window, or at least what constituted one to a state who lacked glass, letting in light to illuminate the structure at daytime. The Prince took in a deep breath, and attempted to utilize two bronze spades in order to climb the wall. The noise they made digging into it was nothing compared to the King's ramblings, yet several attempts proved fruitless. Sweat beading down his brow, the Prince tried approaching it from a different angle, grabbing several spades and hanging them from his back, instead embedding the first few where the stone blocks converged and using them as stepping points.
This proved more successful if a bit more obvious and six spades later he was through the window and all the wall, getting a glance at the vast, empty lands of the outside. Wearily checking his back to make sure no guards were present, he pulled out a sturdy rope and tied it to one of the wall's sturdy merlons, climbing it downward to reach ground; evidently, the river did not extend to this particular portion of the city.
A dry breeze brushed against his face, throwing up dust devils and clouds of sand. He was free from the King's immediate domain for the moment, but had no idea what to do with this opportunity. Glancing for any landmarks, a dirt path was faintly apparent in the distance, a sufficient starting point for an adventure.
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f3216e No.37458
| Rolled 100, 91, 64 = 255 (3d100) |
>>37426
[Holy Hegemony of Humania]
Population(+growth/turn): 85 (+4/turn)
Food: 7.5 {Upk. 1.5}
Currency: 95.5 (+6.5/turn) {Upk. 1.5}
Industry: 6.5
Territory: 43
Settlements: Humania ✪, Isin'guard [Town], x3 Unnamed Outposts
Structures: Palace (Humania), x3 Farm I, Farm II, Quarry I, Barracks I, Grand Academy I, Library I, Goods Store I
Defenses: Great Wall of King Abu-Abum, [7] (Humania)
Trade: Feldoms (1c/t)
Military:
1 Warrior [x1]
1 Bowman [x2.2] [Ranged]
Tech: Bronzeworking, Agriculture II (+0.5 food/level), Masonry III, Archery III, Tools III, Architecture I, Discipline I, Writing I, Economics I, Logistics I (-0.5 unit food cost/level), Mathematics I
Resources:
[Bronze: 27] +1/turn
[Stone: 37] +2/turn
[Wood: 19] +1/turn
Eccentricities:
[Industrial]: The humans of Primal World have some of the better industrial capabilities compared to the rest of the growing nations, but living in harmony with the environment is something they have yet to master.
[Marksmen]: Having mastered the basics of the bow, the Holy Hegemony have chosen it as their weapon of choice, forgoing other styles of combat.
1+2+3.)
[Masonry III]
[Tools III]
[Agriculture II]
[Architecture I]
[Mathematics I]
[Industrial]
-
King Abu-Abum cannot help it, the walls had to be set! If He did not command earth with a bronze fist, it would have been content to sit there while His people were hunted by the creatures of the outside like animals! If they had come to His aid willingly, He would have no need to order them around. As for you, little man-creature, your appreciate for a fine wall is something more in-line with the King's desires, but He shall be creating the structures of a style designed by man, not by you, and He must decline your taking over of this project. If there is any way King Abu-Abum can make this garden more agreeable with the rocks, man of stone, then let him hear it. [9/20]
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f3216e No.37460
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f3216e No.37461
I appreciate Abstract's fluff as well
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f3216e No.37462
| Rolled 36, 44, 43 = 123 (3d100) |
[Dwarf Mountain]
Population(+growth/turn): 76 (+4/turn)
Food: 4
Currency:91 (+4/turn)
Industry: 15
Structures: Government Building, 2 Farm I, Forge I Gem Mine I (1), Gold Mine I (1), Bronze Mine I, Iron Mine I, Farm I
Defenses: 1 Dwarf Mountain
Military: 1 Dwarf Warriors
Tech: Bronzeworking, Architecture I, Excavating I, Brewing I, Mining Tools I, Runes I, Tools I, Iron I, Mine Carts II, Runic Tools I, Steam Engines I, Steam Drill I, Steam Locomotive I
Resources:
[Bronze: 62] +2 / turn
[Stone: 24] +1 / turn
[Gems: 16] +1/turn
[Iron: 14] +1/Turn
Eccentricities:
[Tinkerers]: The Dwarves of Dwarf Mountain love to find and discover new technology, but don't really care for improving on the old.
[Advanced Architecture]: Like the Felion, the Dwarves love to build magnificent structures. Settlements have a greater effect on population increase, but they cost more resources.
Mushroom Planter Blueprints
Embassy 3/4
MOBILIZED: ACTIVE
Free: Discontinue shipping food the elves entirely. They have enough to sustain themselves now.
>>37410
"Haha! Welcome ya knife eared tiny winged rascals, yer in dwarven territory now eh? How do ye like our 'shroom forests eh?
Find a spot to nestle, in the furry one's are on their way. Didn't get a chance to fight by yer side when ye as under attack, but coming to help us is just as good. And what's this we hear about an enclave ye set up fer us? Ye have our eternal gratitude.
Yeah, train's a bit sooty innit? We win the day, fixing up our smoke output is the first thing we do, Dwarfs honor.
1. The elves are with us dwarves! Grab yer weapons and get on a train, we're gonna show these green boys how real dwarves fight beneath the mountain! Recruit a unit of dwarven mine fighters with iron gear and a steam loco for rolling down our rails.
Excavating I, Mining Tools I, Runes I, Tools I, Iron I, Mine Carts II, Runic Tools I, Steam Engines I, Steam Drill I, Steam Locomotive I [Iron: 13] +1/Turn
2. Raise another unit of dwarven mine fighters
Excavating I, Mining Tools I, Runes I, Tools I, Iron I, Mine Carts II, Runic Tools I, Steam Engines I, Steam Drill I, Steam Locomotive I [Iron: 13] +1/Turn
3. Raise another unit of dwarven mine fighters
Excavating I, Mining Tools I, Runes I, Tools I, Iron I, Mine Carts II, Runic Tools I, Steam Engines I, Steam Drill I, Steam Locomotive I [Iron: 13] +1/Turn
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f3216e No.37465
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f3216e No.37466
| Rolled 22, 84, 18 = 124 (3d100) |
Woodland Realm]
Population(+growth/turn): 78 (+4/turn)
Food: 6
Currency: 69 (+3/turn) (-6)
Industry: 5.5 (-2)
Structures: Government Building, Farm I (6), Nests I (1), Stone Circle I
Defenses: 2 (Capital City)
Military:
1 Woodland Guardians [2.6x (-1 food, -2 currency/turn)] *(-50% currency upkeep if defending Nature or our Home - Defensive Policy)
1 Woodland Guardians [2.8x (-1 food, -2 currency/turn)] *(-50% currency upkeep if defending Nature or our Home - Defensive Policy)
2 Armed Forest Folk [2x (-1 food, -2 currency/turn)], -1 Industry] *(-50% currency upkeep upkeep if defending Nature or our Home - Defensive Policy)
1 Woodland Guardians [3x (-1 food, -2 currency/turn)] *(-50% currency upkeep if defending Nature or our Home - Defensive Policy)
1 Woodland Guardians [3x (-1 food, -2 currency/turn)] *(-50% currency upkeep if defending Nature or our Home - Defensive Policy)
Tech: Woodcraft I (II3/6), Domestication I, Treeweaving I, Archery II, Weaponweaving I, Weaponcarving, Earth Magic II (III 1/6), Enlightened Life magic II, Defensive Policy I
Resources:
[Wood: 18] (+1/turn)
[Stone: 18] (+1/turn)
[Bronze:4] (+1/turn)
[Bronzewood: 16(+1/turn)]
Pacuckur herd: 18 (+1/turn)
Eccentricities:
[Zealous Defenders]: Normally peaceful, the Children usually don't start conflict, but faced with a threat to their forest home, they fight with passion and fervor.
[Harmony]: The Children live in harmony with their home, and can grow more food from their lands. Conversely efforts to industrialize usually fall flat.
Ampitheater 1/4
#1-3 the forest folk decide to try to learn how to grow fruit trees better, instead of just growin more. working hard, they study Nature's Bounty, a way to grow food more abundantly by encouraging stronger, healthier fruit bearing trees. this they do under the watchful eye of Mother Nature.
+[Harmony]: The Children live in harmony with their home, and can grow more food from their lands. Conversely efforts to industrialize usually fall flat.
+Enlightened Life magic II
+Treeweaving I
+Woodcraft I
>>37462
"we owe you our lives, we cannot but offer the same. for good or ill, you may dwell close to us in the protection of our forest. " the guardians of the forest find rest under the shades of the giant mushrooms in their tunnels, cared and tended to by the dwarves without harm, as they speak to the plant and wildlife there and prepare to aid the dwarf friends in defense of this place from the monkeys who burn and wage war.
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f3216e No.37493
New thread tomorrow people
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f3216e No.37504
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