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/builders/ - Hero and Nation Builders!

A board for forum-based wargaming, collaborative storytelling, and salt.
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The King Is Dead; Long Live The King!

File: d2574ffc1d9f034⋯.png (259.85 KB,2000x1125,16:9,Primal World.PNG)

f3216e No.35423 [Last50 Posts]

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

____________________________
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f3216e No.35424

File: f541ec2f8ffcae6⋯.png (3.91 MB,2500x2000,5:4,AncientsMap.png)

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f3216e No.35425

And sign up sheet, which I forgot.

Nation Name: (What your nation is called)

Race(s): (What kind of peoples inhabit your nation)

Color: (Your Color on the map)

Fluff: (your nation's backstory- more thorough fluff will help GM figure out eccentricities.)

-Don't fill out (unless told)-

Settlements: (Player-named capital) (Player-Named outpost (4))

Territory:

Population (+growth/turn): GM Generated

Food: 1

Currency: 3 (+x/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: GM Generated

Military: 1 (Player Named Unit)

Tech: Bronzeworking (Others determined by Fluff)

Resources:

Eccentricities: GM Generated (Again, the better the fluff, the more of a feel GM has for your nation.)

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f3216e No.35426

One more post from OP- Posting stats sometime Thursday.

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f3216e No.35427

>>35424

>>35425

Nation Name: (Sovereignty of Folia)

Race(s): (Dryads, Ent and Myconids)

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.

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f3216e No.35429

File: 66d4e9fdaa766c8⋯.jpg (34.29 KB,564x416,141:104,O'jala.jpg)

>>35423

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.

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f3216e No.35430

File: adae623cddea180⋯.jpg (197.86 KB,900x654,150:109,kraken_hormagaunts_by_gorg….jpg)

Nation Name: Splinter Tekla

Race(s): Liths

Color: Red

Fluff: Liths are the creations of the Moiran Unity. As the Unity flew through the planes some of its creations were left on potentially promising worlds to harvest for resources and to, eventually, spread to other worlds and do the same to them. Liths are the creations of Arch-Domina Sevaria. Endlessly adaptable, endlessly ruthless, and endlessly numerous the Liths could be described by some as a mindless horde of chitinous monsters. This is not true. Liths are united by a semi hive mind that allows for instant transfer of thought among all Liths. Standing above this semi hive mind is the Brood Queen who has the final say in any decision and ultimately rules the Splinter. Below her are the Broodlords and below them, the Fleshknights. These final two are the most autonomous ranks of the Splinter, likewise capable of independent thought, but even they cannot question or defy the Queen's will. The Queen and her Princesses tend to the spawning pits, where much of the planet's resources are taken and converted into new Liths. The Lords command Knights, who in turn command their own Swarms. Many serve the Queen. All serve the Unity.

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f3216e No.35432

File: 1ef794fa61414cc⋯.jpg (198.06 KB,550x797,550:797,Sfimvx.jpg)

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Fluff: Sfims have always cherished the biting cold and whispered to the razor sharp winds that cut down anything in it's way. Tundra, mountaintop, or taiga, if there is ice, a Sfim will call it home.

Of course, even places like this can still burn. Legend has it that Jepsilp, a nobody of a Sfimvx, was consumed by a great forest fire that burned for longer than a mind can know. In the years after, soot stained the sky, and black snow fell far across the land, the sun's warmth chased away by the thick smog. The Sfim rejoiced, and swore to torch everything before them to bring about a new age of Ice, taking on the name of their FirstBurned to champion their cause. Fire has treated the Tribe of Jepsilp well, the sacrifices they give it being rewarded with the knowledge of cooking, bronze-working, and countless more wonders. Now,they are ready to venture forth, claim anything and everything, and return it to the flame.

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f3216e No.35434

File: ad01f997b7af347⋯.jpg (231.86 KB,1024x615,1024:615,apes.jpg)

File: 4dedb4823c2560f⋯.jpg (68.02 KB,399x362,399:362,cinnabar.jpg)

Nation Name: The Tumbili

Race(s): Intelligent Apes; Chimps, gorillas, gigantopitheci

Color: Dark Red

Fluff: Once, the apes of the forest foothills lived naturally, simply, in the way their ancestors had done for generations. They ate. They mated. They had numerous savage fights, troop versus troop, for survival.

Then, one of the apes, a great silverback, happened upon the most curious red stone hidden in the undergrowth of the primeval jungle. With one touch, he gained knowledge and thought. Ujanja, the first of his kind, the first of the Thinking Apes, took this stone and presented it first to his troop, and then to other gorillas, who quickly proliferated through the jungle with their powers of language and tool use. Soon, they brought the Giant Apes of the foothills to their side as guardians and laborers, and the Chimpanzees of the deeper forests as levy warriors and gatherers. With each ape that caressed the Red Rock, with each uplifted ape that bred true, the ranks of the Tumbili swelled, and now they lay claim to a large swath of the jungle, seeking to bring all apes under the authority of the Tumbili, so that they may rule the jungle as the Red Rock decrees.

The Tumbili are a federation of ape troops and tribes. They are led at their core by the mighty Ujanja, the gorillas, who form elite warriors, overseers, landowners and the highest priests. The Ujanja hold power over the looser congolmerate of giant apes, the Karana, who serve as heavy laborers, religious guardians, and raw muscle. Much of the Tumbili's population is owed to the several hundred troops of Kima, the Chimpanzees, that occupy the role of commoners and rank-and-file warriors; struggle between Kima troops is common, and often as savagely bloody as the struggles between un-enlightened apes. Beneath the Kima are the Langoor, the Gibbons, who are little more than chattel and slave fodder, for whom the effects of the Red Rock are lesser.

Any ape that touches the Red Rock becomes sapient and possessed of heightened intelligence, enough to begin the process of agriculture, make tools, develop languages, and build cities. Apes that have touched the Red Rock that go on to breed with others that have also done so will spawn apes that have the same mental prowess. It is standard procedure for the Tumbili to capture and forcibly "uplift" any baseline apes they encounter, and for this reason, the populations of natural, non-sapient ape species decline drastically when the Tumbili expand into an area.

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f3216e No.35435

File: a29f9ca7f6d66fb⋯.jpg (36 KB,600x286,300:143,1464469916488-0.jpg)

File: 7fbefd1fdf664b8⋯.jpg (112.83 KB,375x500,3:4,1464469916489-1.jpg)

Nation Name: The Society of Enlightened Primates

Nation Race(s): Hyperintelligent primates, Monkeys, Chimps, Gorillas

Color: Blue

Fluff:

https://www.youtube.com/watch?v=JSAd3NpDi6Q

It happened not to long ago, that in the middle of a jungle, specifically whence various primates had made their lair, that from the very empty void of air and space apparated a well furnished room stylized in the manner of Louis the XVI. And within this finely decorated room lay the Obelisk.

Those curious primates who came forth to touch the Obelisk, where changed. They suddenly found self awareness, intelligent, and understanding of themselves and their surroundings. Knowledge had flooded their very minds and psyche. Opening up the nearby dressing cabinets they began to wear the clothes seemingly made for them, and gathered around to discuss their new existential predicament.

After much debate, they realized that whatever this Obelisk was, it had brought to them rationality and reason, therefore it must be the single greatest item currently known to them. Deciding to forge themselves a new style of being, a government if you will, these various enlightened primates formed "The Society of Enlightened Primates", with the goal and purpose of expanding their newfound knowledge and finding the reason why Obelisk granted it to them. With science, mathematics, and reason laid before them, they set themselves to work.

I was planning on reprising them from Primal 2 the moment I heard Wheelie was going to host again, and I don't give a fuck about coincidental similarities

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Post last edited at

f3216e No.35436

File: b86ee1bb415c87b⋯.jpg (19.88 KB,236x344,59:86,63e644ab1a9c1a202c92e60424….jpg)

Nation Name: Bukamma

Race(s): Bukam

Color: Light blue/turquoise

Fluff:

In the wetlands and swamps live the Bukam. Their culture is founded on community and cooperation, as they are smaller and weaker than many other creatures around them. They are a democracy and any Bukam has the right to speak and cast a vote, though most of the time the council is held by the elders of the community, often along with those with expertise in the topic being discussed. Due to the wisdom of age, the younger individuals are generally content to leave it to their seniors, keeping them free to do other work.

All Bukam are expected to work for the community equally, with males and females being basically indistinguishable, and to be considered a slacker is to become the worst sort of social pariah, akin to a murderer. Just as labour and government is done socially, so too is leisure, and when not working bukam will come together in large groups to sing, dance, tell stories and play games. Community is central to their being, and being alone or isolated is something they cannot easily deal with.

At the centre of the community lies the sacred spawning pools, where the tadpoles live and grow. Many thousands of eggs can be laid or fertilised at a time by a single individual, but only a select few will survive their brief childhood and emerge as a young bukam, which is then raised and educated by the community. In the past, bukam spawned in natural pools, but since they started to farm and build shelters they have also taken to building temples with the spawning pools inside them, safe from the dangers of the wild.

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f3216e No.35438

File: 399910a408f4d9f⋯.png (126.8 KB,1066x512,533:256,patapon_image_vf3.png)

Nation Name: Patapon Tribe

Race(s): Patapon

Color: Orange

Fluff: Long ago, when the world was young and the ancients walked the earth for the first time, the Patapon were there. Lead by their god, they had an army that was almost unstoppable. With their god Kami at their head, they bloomed out from their home of Pata-Pole and came to encompass almost the entire continent. All of this was part of their quest to see "it", and it was their determination, and arrogance, to see this quest completed that led to their downfall. A great hero of the Tribe, who's name is lost to the annuals of history, shattered the Most Sacred artifact of the Tribe, errantly thinking that in his action he was helping the tribe to achieve their quest. In doing this, he shattered the Patapon's connection with their god, who disappeared from the world. Leaderless, the tribe soon fell apart as their enemies took advantage of the chaos. Eventually they were driven from their lands, and the once great tribe was reduced to a mere shadow of their former greatness. Many years they spent in their new home, Patapolis, where as the generations progressed more and more of their history was forgotten, and the struggle to survive became their main concern. Now, when the Tree of Life which gives birth the Patapons wilt, and the howls of the giant beast of the world grow ever closer to Patapolis, the drums which lead the Patapons to war sound in the deep again. Their God has returned, not in the once corporeal form that he once led them in, but still his beat moves their feet.

-Don't fill out (unless told)-

Settlements: (Player-named capital) (Player-Named outpost (4))

Territory:

Population (+growth/turn): GM Generated

Food: 1

Currency: 3 (+x/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: GM Generated

Military: 1 (Player Named Unit)

Tech: Bronzeworking (Others determined by Fluff)

Resources:

Eccentricities: GM Generated (Again, the better the fluff, the more of a feel GM has for your nation.)

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f3216e No.35439

File: 409ddf2c93f54c7⋯.jpg (14.79 KB,255x170,3:2,1464505223710.jpg)

Nation Name: The Tilar Empire

Nation Race(s): Snousies, a small mouselike with a variety of fur from dark red to white

Color: Orange

Fluff: Born in the central plains from the unification of many small agrarian snousy communities under a warlord named Tilar who declared the formation of the Tilar Empire. Though the Snousies lack in strength in arms they make up in numbers with swarms of infantry and agricultural might they sent their little eyes on expansion across this great world.

Location: Central Plains

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f3216e No.35443

File: f911269f9d9f9c7⋯.jpg (96.92 KB,736x528,46:33,Beastmen.jpg)

File: d680ff2ceb7c7d8⋯.jpg (12.03 KB,251x201,251:201,Taugrax.jpg)

>>35425

Nation Name: Warherd of Taugrax

Races: Beastmen, Minotaurs, strange and terrible beasts

Color: Blood Red

Fluff: Not all of the natural creatures of the forest are prone to passivity and decadence. Some, like the savage beastmen, Satyr, and Minotaurs of the great forests, are prone to a passionate and singular life, fighting and reproducing in ever-shifting factions and clans, content to live and die by their passions in an attempt to carry their name and clan to eternal dominance. Occasionally, a powerful Minotaur will organize the savage beasts into a semi-organized society - a Warherd, led by the strongest, most cunning, most powerful among them. The Warherd of Taugrax is one among the handful of Warherds of the forest, but Taugrax himself - an enormous, white-furred minotaur - is something special. He aspires not a mere spark of flame, his razor-sharp mind unsatisfied with a death at the hand of the first challenger with a poisoned bronze dagger. It is the intent of Warchief Taugrax to make use of the foaming beastmen under his hand - to unite the fighting Warherds and forge an empire of beastmen that claims the whole of the world as its birthright. As the beastmen grumble, constructing a clanhall and forging arms of bloodied bronze, Taugrax's savage eyes look hungrily at the domain of man with the mind of a still bulldozer.

Settlements: (Player-named capital) (Player-Named outpost (4))

Territory:

Population (+growth/turn): GM Generated

Food: 1

Currency: 3 (+x/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: GM Generated

Military: 1 (Player Named Unit)

Tech: Bronzeworking (Others determined by Fluff)

Resources:

Eccentricities: GM Generated (Again, the better the fluff, the more of a feel GM has for your nation.)

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f3216e No.35445

File: 9dd8f0963496fd1⋯.jpg (31.77 KB,323x479,323:479,elves.JPG)

File: 46d4b025f495a4d⋯.jpg (155.18 KB,1024x768,4:3,family-wallpaper-2.jpg)

Nation Name: Children of the Woodland Realm

Race(s): Wood Elves, Fairies, Gnomes

Color: Silver

Fluff: the elves and fairies and gnomes are children of the forest, and protectors of the harmony of nature. they live in harmony with bird, beast and tree, speaking to them and understanding their language. they do not build homes but beseech the tree's to entwine their branches to shelter them from wind and rain, or open up their roots to dwell underneath them, or live beneath large giant flowers and feed off of fruit, fish, and berry. their druids and greenseers summon the magic of nature, and guide them in their path to protect their home. their weapons are often viney bows, wooden clubs, and shields grown from the earth and they ride elk and horse and lion to war. they believe that all creatures can respect the woods, and are foes of any creature that seeks to destroy or encroach their forest homes.

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f3216e No.35449

File: 81ecd92a6c5a606⋯.jpg (515.86 KB,850x602,425:301,Felion's Cradle.jpg)

>>35423

>Nation Name: The Collective Tribal Kingdoms of Felion

>Race: Felion (Tigerfolk that leans more forwards humans instead of lions, with a sinificant majority being female)

>Colour: Purple-ish

>Fluff:

Located in the dense jungles, the Felions are a race of former warriors, raised in a landscape where the strongest survives. Through the rise of agriculture, the need for constant hunting dwindled as the main source of food as they began to settle down in 'Cradles'.

More akin to a mountain instead of a standard sprawling settlement, Cradles are pyramid-like cities that serve as home for a vast majority of the Felions. Due to the need to farm the lands below, the commoners tended to live in the lower parts while nobility stayed up in the peaks of the Cradles.

Meanwhile, the Felions of the tribes tend to be divided into castes, of which one's role is chosen based on their ability and skill, rather than birthright in most cases. Those of formidable size and might are assigned to the Wanir caste, elite guards assigned to enforce through force and preform hunts for the Cradle. Those who of lesser physical stature, yet clever thoughts and sharp wits, are assigned to the Wecir caste, intellectuals focused on the effort to manage the records and guide the Wuirs; the working caste where the majority reside, assigned to do physical labour in the fields and within the Cradle. Finally, the Wonirs are the nobility, the only caste where such ranking is granted on birth. Shunning inbreeding, those of suitable age will breed with the best of the Wanir and Wecir castes, so that the royal blood remains powerful and without the crippling problems of inbred families.

All in all, the Felions are a race that ascended above the mere hunter-gatherer culture into the first steps forwards a great civilisation. However, only time will tell if they will succeed, for even now, there is a growing thought of uniting the tribes, in order to spread and expand a singular Felion nation's might across the known world.

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f3216e No.35451

File: 494db067db7fb4d⋯.jpg (43.55 KB,482x250,241:125,War.jpg)

File: 0d5547ae51658d6⋯.jpg (75.35 KB,620x468,155:117,Illuminated.jpg)

Nation Name: The Kuvarik Congelate

Race(s): Mucilloid

Color: Lavender

Fluff: Born from deep below the earth, the Mucilloid's are a secretive, and alien race of creatures. Their origins lost aeons ago, and their history being that of near mindless fungal beasts, they have only now begun to organize and facilitate their species growth, as the spark of intelligence begins to take hold of their collective, as their threads spread deeper, and farther than ever before.

The Mucilloid's are not quite like the races they share the world with. They are mostly silent, and possess a dire sort of attitude when it comes to life, as they worship both the death of themselves, and the death of others. Although their growth is not as rampant as their spore based reproduction system would imply, as it takes a good deal of time for the spores to fully germinate a Perfect Mucilloid. However, Mucilloid's can split smaller bulbs of themselves off, so as to create Imperfect Mucilloid clones. It has been through this nature of propagation, that the Mucilloid's have gained a knack for the growth and care of molds and fungal growths, similar to their own.

Finally, Mucilloid's are noticeably slower in action, but aggressive and impartial in judgement. Spreading as they please, and how they please, they can seem boastful, and even arrogant. However, this is simply their nature. Other interesting facts include the Mucilloid's "Pheromone" sight, as their eyes allow them to not only process light, but to also see a variety of pheromones secreted by them. This is key to their ability to communicate, and navigate their dark and dank homes.

-Don't fill out (unless told)-

Settlements: (Player-named capital) (Player-Named outpost (4))

Territory:

Population (+growth/turn): GM Generated

Food: 1

Currency: 3 (+x/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: GM Generated

Military: 1 (Player Named Unit)

Tech: Bronzeworking (Others determined by Fluff)

Resources:

Eccentricities: GM Generated (Again, the better the fluff, the more of a feel GM has for your nation.)

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f3216e No.35462

File: ba2bc649526605b⋯.jpg (252.13 KB,1188x673,1188:673,3893342-dwarves-dragon's_c….jpg)

Nation Name: Dwarf Mountain

Race(s): Dwarves!

Color: Grey

Fluff: The dwarves are smart and hard working people, short and strong. They build houses and homes beneath the mountain and are good tunnelers and miners, and roast giant worms for meat and drink fermented mushroom dew in their feasting halls. They like to tinker with new inventions and build big structures.

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f3216e No.35463

File: 2fd74ea13bf2e6a⋯.jpg (17.5 KB,236x401,236:401,946bf79014f59f144329401bad….jpg)

Nation Name: The Holy Hegemony of Humania (H.H.H. or H³)

Race(s): Human

Color: Burgundy

Fluff: Humans are creatures similar to elves in form, though with a stockier build, rounded ears, and a significantly shorter lifespan (though longer on average than the ape, whom they are a distant relative). In spite of this shortcoming, through industrial abilities and perseverance, they have managed to create the first permanent settlement from which to grow their civilization in a point where the deserts and plains meet, shifting from a nomadic lifestyle with the discovery of agriculture and masonry, adapting the bow and arrow from a tool of the hunt to a weapon of defense. Ambitious and looking for something to prove, they now live in a city state led by the king known as Abu-Abum II, soon to become a walled fortress from which to reside within and grow. What their ultimate destiny is to be remains known by nobody, excepting perhaps the wisest of the unknown ancients.

Location: Sandy area where the beach and plains meet.

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f3216e No.35466

>>35463

This is the last one. Not accepting any more, sorry.

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f3216e No.35468

[Folia]

Settlements: (Player-named capital) (Player-Named outpost (4))

Territory: 39

Population(+growth/turn): 10 (+3/turn)

Food: 1

Currency: 3 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Herbalism I, Agriculture I, Treeweaving I

Resources: [Bronze: 3] [Stone: 3] [Wood: 5]

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.

[Olmara]

Settlements: (Player-named capital) (Player-Named outpost (4))

Territory: 39

Population(+growth/turn): 10 (+4/turn)

Food: 1

Currency: 3 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Coral Farming I, Fish Herding I, Agriculture I

Resources: [Coral: 5] [Seaweed: 3] [Driftwood: 3]

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….

[Splinter Tekla]

Settlements: (Player-named capital) (Player-Named outpost (4))

Territory: 39

Population(+growth/turn): 10 (+5/turn)

Food: 1

Currency: 3 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Harvesting I, Armor I, Swarming I

Resources: [Bronze: 5] [Wood: 3] [Stone: 3]

Eccentricities:

[Resource Harvesters]: When the Splinter finds a resource, they completely clean it out, though this makes it harder for them to even find resources.

[Demonic Invaders]: The Splinter has one purpose- to take over and harvest Primal World completely. Recruitment of military units is easier, though any peaceful endeavors usually fall flat.

>Location: Right Red

[Jepsilp]

Settlements: (Player-named capital) (Player-Named outpost (4))

Territory: 39

Population(+growth/turn): 10 (+2/turn)

Food: 1

Currency: 3 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanatacism I

Resources: [Ice: 5] [Bronze: 3] [Stone:3]

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.

[Tumbili]

Settlements: (Player-named capital) (Player-Named outpost (4))

Territory: 39

Population(+growth/turn): 10 (+2/turn)

Food: 1

Currency: 3 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Conversion I, Weaponsmithing I, Masonry I

Resources: [Wood: 5] [Bronze: 3] [Stone:3] [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.

>Location: Middle Red

[Society]

Population(+growth/turn): 10 (+2/turn)

Food: 1

Currency: 3 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2), Great Obelisk

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Mathematics I, Astronomy I, Writing I

Resources: [Wood: 5] [Bronze: 3] [Stone:3]

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.

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f3216e No.35469

[Bukamma]

Population(+growth/turn): 10 (+4/turn)

Food: 1

Currency: 3 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Infantry I, Agriculture I, Bureaucracy I

Resources: [Bronze: 5] [Seaweed: 3] [Stone:3]

Eccentricities:

[Hydrocentric]: Bukamma way of life centers on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source.

[Communal]: The Bukam do everything together. Spending two or more dice on the same action grants a bonus, but lone actions suffer.

[Patapon]

Population(+growth/turn): 10 (+4/turn)

Food: 1

Currency: 3 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Infantry I, Mysticism I, Sailing I

Resources: [Bronze: 5] [Wood: 3] [Stone:3]

Eccentricities:

[Ancient Legacy]: The Patapon once had a huge empire, and will reclaim it, though the world has returned to a much more savage state, something they are not used too. While expansion is a bit harder, the Patapon take more land with its completion.

[Competitors]: Ever since their connection with their god was shattered, the Patapon have been competing with the other residents of their island for their place, and have developed both a burning hatred, and a fear for the powerful beasts. When attacking an enemy with them on their side, the hatred takes hold, making the armies of Pata-pole stronger. However, faced with an attack, they are gripped by fear, remembering times when they were but ants in a land of giants.

[Tilar]

Population(+growth/turn): 10 (+5/turn)

Food: 1

Currency: 3 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Infantry I, Agriculture I, Bureaucracy I

Resources: [Wood: 5] [Bronze: 3] [Stone:3]

Eccentricities:

[Conscription]: Snousies reproduce in litters, and the babies grow quickly; perfect for the new warlord’s purposes. The Tilar Empire can easily raise large amounts of troops, although their small stature makes them weaker than the bigger inhabitants of Primal World.

[Infantry or Agriculture]: While Tilar would arm the Empire and go on constant conquest, the Snousies are also great farmers. Each turn, the Empire can choose to focus on technology benefitting one, while negatively impacting the other.

[Warherd]

Population(+growth/turn): 10 (+4/turn)

Food: 1

Currency: 3 (+2/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Infantry I, Weaponsmithing I, Armorsmithing I

Resources: [Bronze: 5] [Wood: 3] [Stone:3]

Eccentricities:

[War Machine]: Taugrax brought the beastmen together for one purpose- war and conquest; they have little time for other things.

[Bloodthirsty]: When the drums of war sound, the warherd rushes forth. The Warherd can mobilize faster than the other nations of Primal World, but stay too long at peace, and the disparate tribes might have to create their own wars…

>Location: Island Red

[Woodland Realm]

Population(+growth/turn): 10 (+2/turn)

Food: 1

Currency: 3 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Domestication I, Treeweaving I, Archery I

Resources: [Wood: 5] [Stone: 3] [Bronze:3]

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.

[Tribal Kingdoms]

Population(+growth/turn): 10 (+3/turn)

Food: 1

Currency: 3 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Architecture I, Weaponsmithing I, Hunting I

Resources: [Bronze: 5] [Stone: 3] [Wood:3]

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.

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f3216e No.35470

File: fff159cfe5c4aee⋯.png (3.79 MB,2500x2000,5:4,AncientsMap.png)

[Kuvarik]

Population(+growth/turn): 10 (+2/turn)

Food: 1

Currency: 3 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Mold Agriculture I, Pheromone Sight I, Hunting I

Resources: [Mold: 5] [Bronze: 3] [Wood:3]

Eccentricities:

[Clones]: When recruiting for their armies, each Kuvarik unit comes with a smaller version of itself, though imperfect and weak, which doesn't need food or gold to sustain itself. As a trade off however, training is slower to allow for these clones to form.

[Death Comes For All]: In their reverence for death, the Congelate excel at coming up with new and exciting ways to cause it! However, they don't really see a use for luxuries such as currency, as life, to the Congelate, is too fleeting.

[Zothique]

Population(+growth/turn): 10 (+?/turn)

Food: 1

Currency: 3 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Instruments I, Weaponsmithing I, Armorsmithing I

Resources: [Bronze: 5] [Stone: 3] [Wood:3]

Eccentricities:

[Passive Consumers]: Juveniles of the Ugyagoth do not need to eat, increasing food availability. However, when two Ugyagoth want to mate, there is a chance that the result will just evaporate. (Roll and extra d100 each turn for pop growth. GM will give you the result at turn crunch.)

[Environmentally Engineered]: Ugyagoth are perfectly suited to their own environment, but if they leave it, they suffer some setbacks.

[Dwarf Mountain]

Population(+growth/turn): 10 (+3/turn)

Food: 1

Currency: 3 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Architecture I, Excavating I, Brewing I

Resources: [Bronze: 5] [Stone: 5]

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.

[Humania]

Population(+growth/turn): 10 (+3/turn)

Food: 1

Currency: 3 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Agriculture I, Masonry I, Archery I

Resources: [Bronze: 5] [Stone: 3] [Wood: 3]

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.

[Ambitious]: The Holy Hegemony will spread, and soon cover everything. While they expand quickly, they usually pay little mind to what's exactly inside their territories.

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f3216e No.35471

File: 43ed14d5d45960d⋯.png (35.69 KB,154x154,1:1,Walls_of_Babylon_(Civ5).png)

Dice rollRolled 81, 58, 91 = 230 (3d100)

>>35470

[Holy Hegemony of Humania]

Population(+growth/turn): 13 (+3/turn)

Food: 1

Currency: 7 (+4/turn)

Industry: 5

Settlements: Humania ✪, x4 Unnamed Outposts

Structures: Palace (Humania), Farm I (2)

Defenses: 1 (Humania)

Military: 1 Warrior

Tech: Bronzeworking, Agriculture I, Masonry I, Archery I

Resources: [Bronze: 5] [Stone: 3] [Wood: 3]

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.

[Ambitious]: The Holy Hegemony will spread, and soon cover everything. While they expand quickly, they usually pay little mind to what's exactly inside their territories.

https://www.youtube.com/watch?v=JB4i7qLykM0

A new day dawns upon us, one for the taking! Our King envisions a great wall from which to defend our peoples from the jealous outsiders, who even now seek to usurp us and take what is rightfully ours in their inability to emulate our abilities.

1.)

[Industrial]

[Masonry I]

A quarry shall be made to mine stone sufficient for the massive wall. Strike the earth!

2.) Such a structure has never been attempted before. In order to better make this wall, we must study the means of Architecture.

3.) And with the wall, we will need skilled bowmen to man it, with skilled bows to match. We must improve [Archery] immediately.

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f3216e No.35472

Everyone gets +1 resources to start, forgot to include. Assume you all have a basic understanding of each other, though you aren't really buddy-budsland

dy with each other yet.

CLARIFIED LOCATIONS

Folia

>Green, lower center

Olmara

>Blue-Green, ocean

Tekla

>Red, upper island

Jepsilp

>Yellow, mountaintop

Tumbili

>Red, Middle Map

Society

>Dark Blue, Left

Bukamma

>Light Blue, Upper Middle

Patapon

>Light Orange, left island

Tilar

>Dark Orange, upper right

Warherd

>Red, rightmost red

Woodland Realm

>Silver, bottom center

Tribal Kingdoms

>Light Purple, right island

Kuvarik

> Darker Purple, south of Jepsilp

Zothique

>Black, upper island

Dwarf Mountain

>Grey, left of Woodlands

Humans

>Burgundy(?), upper middle

And finally, 3d100 for actions

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f3216e No.35473

Dice rollRolled 45, 56, 93 = 194 (3d100)

[Society]

Population(+growth/turn): 10 (+2/turn)

Food: 1

Currency: 3 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2), Great Obelisk

Defenses: 1 (Capital City)

Military: 1 Ape Militia

Tech: Bronzeworking, Mathematics I, Astronomy I, Writing I

Resources:

[Wood: 5] +1/turn

[Bronze: 3] +1/turn

[Stone:3] +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.

—-

Year 1 - Societal Log, as written upon the strips of bamboo paper with the Ink of the crimson sap from the sap tree's.

—-

1. Where before each would only gather enough to eat for himself, the Gorillas set about, harvesting banana's by ripping the great clusters from the stems of banana tree's, and bringing them to central locations whence all can feed. This saves up the time previously used to hunt and gather food, for more important affairs.

>Research Farming I

>Tech: Writing I, Mathematics I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

2. The first Gentlemonkey's Club meeting occurs, as the brightest and sharpest minds seek to debate and converse over their newfound intellect, exploring their new intelligence and its make.

>Research Rationality I

>Tech: Writing I, Mathematics I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

3. Surely we no longer have to dwell like savages in the dirt and filth. The world is filled with abundant resources, ready to be used to our will.

>Research Architecture

>Tech: Writing I, Mathematics I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

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f3216e No.35474

File: a5d627a499664fc⋯.png (320.67 KB,424x507,424:507,3d117a9cc580f6367046a4d79c….png)

Dice rollRolled 30, 71, 18 = 119 (3d100)

[Tilar]

Population(+growth/turn): 10 (+5/turn)

Food: 1

Currency: 3 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Infantry I, Agriculture I, Bureaucracy I

Resources:

[Wood: 5] +1/t

[Bronze: 3] +1/t

[Stone:3] +1/t

Eccentricities:

[Conscription]: Snousies reproduce in litters, and the babies grow quickly; perfect for the new warlord’s purposes. The Tilar Empire can easily raise large amounts of troops, although their small stature makes them weaker than the bigger inhabitants of Primal World.

[Infantry or Agriculture]: While Tilar would arm the Empire and go on constant conquest, the Snousies are also great farmers. Each turn, the Empire can choose to focus on technology benefitting one, while negatively impacting the other.

—–

1-2. Expand west!

3. The Emperor commands that research of great plantation farms to encompass the lands of the Empire and to properly exploit any new lands added to the Empire.

+Agriculture I

+Bureaucracy I

+[Infantry or Agriculture] Argiculture

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f3216e No.35476

Dice rollRolled 13, 83, 78 = 174 (3d100)

>>35468

[Tumbili]

Settlements: (Patakatifu) (Tumbili Outposts (4))

Territory: 39

Population(+growth/turn): 10 (+2/turn)

Food: 1

Currency: 3 (+3/turn)

Industry: 5

Structures: Red Stone Palace, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 Kima Scrappers

Tech: Bronzeworking, Conversion I, Weaponsmithing I, Masonry I

Resources: [Wood: 6] [Bronze: 4] [Stone:4] [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.

1. Our ranks swell. The Tumbili require more food to feed the ranks of the Kima and Karana, and to do this, they channel the energy and furor of said Kima into harvesting and planting.

Begin researching Agriculture. [Physical Prowess]

2. Clubs of bone and spears of bronze will suit us well. But what -fool- relies only on tools that can break? We will fall upon our foes with unbound, natural savagery. We will train our warriors to do so.

Begin training Primal Combat I, which will give our soldiers fearsome fighting prowess alongside or even without weapons. [Physical Prowess]

3. Fractituous and aggressive, the Kima lack the stoic patience of their Ujanja overlords. We will change this.

Research Discipline I, to keep our soldiers and populace in line. [Physical Prowess]

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f3216e No.35477

Dice rollRolled 10, 53, 23 = 86 (3d100)

>>35468

Nation Name: (Sovereignty of Folia)

Race(s): (Dryads, Ent and Myconids)

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) (Sunview, Thornside, Oakcrest, Shade's Succor )

Territory: 39

Population(+growth/turn): 10 (+3/turn)

Food: 1

Currency: 3 (+4/turn)

Industry: 5

Structures: Elder Tree, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Bronzeworking, Herbalism I, Agriculture I, Treeweaving I

Resources: [Bronze: 3] [Stone: 3] [Wood: 5]

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 scouting around the forests for trees and other things we may use to bolster nature's song.

+Herbalism I

+Treespeak

2.Begin taking a survey of the trees in the forest, take their dead and dying limbs and fashion them into lumber. It will make them healthier and help us protect the forest.

+Tree weaving

+Treespeak

3.Begin extending our protection to the forest to the West of us. It will need our aid to keep the fire starters and wood cutters away.

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f3216e No.35478

>>35477

Nation Name: (Sovereignty of Folia)

Race(s): (Dryads, Ent and Myconids)

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) (Sunview, Thornside, Oakcrest, Shade's Succor )

Territory: 39

Population(+growth/turn): 10 (+3/turn)

Food: 1

Currency: 3 (+4/turn)

Industry: 5

Structures: Elder Tree, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Woodcraft, Herbalism I, Agriculture I, Treeweaving I

Resources: [Bronze: 3] [Stone: 3] [Wood: 5]

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.

Revised Character Sheet

Also apply Woodcraft to actions 1 2 and 3

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f3216e No.35480

Dice rollRolled 21, 37, 36 = 94 (3d100)

>>35468

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), Niu (W) (outpost (4))

Territory: 39

Population(+growth/turn): 10 (+4/turn)

Food: 1

Currency: 3 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 Olmara

Military: 1 City Guard

Tech: Coral-smithing, Coral Farming I, Fish Herding I, Agriculture I

Resources: [Coral: 5 +1/t] [Seaweed: 3 +1/t] [Driftwood: 3 +1/t]

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 growing a coral complex to train new warriors in the ways of combat with a barracks to house them.

+Coral smithing

2. We require better ways to search our lands for items of interest. Start having the scouts try new things and look for better ways. (research scouting tech)

3. The scouts can prove their methods soon, send them out to search our lands for anything of interest.

+Sea Dwellers

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f3216e No.35481

Dice rollRolled 96, 97, 68 = 261 (3d100)

[Tribal Kingdoms]

Population(+growth/turn): 10 (+3/turn)

Food: 1

Currency: 3 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defences: Felsiha [Capital City]

Military: 1 Wanir Spearfels

Tech: Bronzeworking, Architecture I, Weaponsmithing I, Hunting I

Resources: [Bronze: 5 (+1pt)] [Stone: 3 (+1pt)] [Wood: 3 (+1pt)]

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.

The sun rises from the eastern coasts, shining light across the Tribal Kingdoms' realm. Being awaken by the end of the common darkness, the Wuirs awaken, as another day began for Felion kind.

1: Among the Cradles across such lands, one of them stood out more than it's counterparts: Felsiha. Serving more as neutral ground between the Tribes, Felsiha is however one of the newer Cradles, in spite of it's size. As the farms outside the walls are toiled, steps forwards a more secure union is made within the peak of Felsiha.

>Research Bureaucracy

2: Felsiha wasn't the only new thing to the Felions, however. The discovery that strange rocks could be melted into more useful shapes has the potential to revolutionize many parts of labour and warfare. Because of this discovery, forges would be forged in the Cradle of Felsiha, so that the discovered 'chopr' can be refined properly.

>Make metalworking forges

3: Due to the steady rise in population after the outbreak of agriculture, some began to embark past the settled realm, guided forward by young Wonirs, hoping to found new Cradles to the north to begin a new life.

>Expand territory northward.

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f3216e No.35482

>>35481

Forgot to add [Advanced Architecture], 2 Bronze and 2 Stone forwards the forges, and forgot to namefag.

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f3216e No.35484

Dice rollRolled 18, 70, 97 = 185 (3d100)

>>35470

[Bukamma]

Population(+growth/turn): 10 (+4/turn)

Food: 1

Currency: 3 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 Spearfrog

Tech: Bronzeworking, Infantry I, Agriculture I, Bureaucracy I

Resources: [Bronze: 5] [Seaweed: 3] [Stone:3]

Eccentricities:

[Hydrocentric]: Bukamma way of life centers on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source.

[Communal]: The Bukam do everything together. Spending two or more dice on the same action grants a bonus, but lone actions suffer.

1 and 2: We have seaweed farms in the water, we should also set up more farms on land, along the banks of our lakes and rivers. Wetland crops like rice would be a good choice.

>Build more farms.

+Agriculture

+Bureaurocracy

+Communal

3: Research Masonry

-Communal

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f3216e No.35485

File: 43445f14dfb1e58⋯.jpg (188.77 KB,850x679,850:679,creature_concept_13_by_nat….jpg)

Dice rollRolled 59, 66, 41 = 166 (3d100)

[Splinter Tekla]

Settlements: Hive Tekla; Broodnest Moira, Broodnest Amalthea, Broodnest Julia, Broodnest Iyeda

Territory: 39

Population(+growth/turn): 10 (+5/turn)

Food: 1

Currency: 3 (+4/turn)

Industry: 5

Structures: Swarm Spire, Farm I (2)

Defenses: 1 Acidic Creep

Military: 1 Land Swarm

Tech: Bronzeworking, Harvesting I, Armor I, Swarming I

Resources: [Bronze: 5] [Wood: 3] [Stone: 3]

Eccentricities:

[Resource Harvesters]: When the Splinter finds a resource, they completely clean it out, though this makes it harder for them to even find resources.

[Demonic Invaders]: The Splinter has one purpose- to take over and harvest Primal World completely. Recruitment of military units is easier, though any peaceful endeavors usually fall flat.

>Location: Right Red

1. Scout for resources to consume.

2-3. Produce a spawning pit for unit production. Both harvester and combat forms can be produced here, and having one will make resource and troop recycling simpler.

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f3216e No.35488

File: 82f14249935fb13⋯.png (4 MB,3092x2000,773:500,fff159cfe5c4aee630bbe0d666….png)

Dice rollRolled 48, 81, 98 = 227 (3d100)

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Fluff: Sfims have always cherished the biting cold and whispered to the razor sharp winds that cut down anything in it's way. Tundra, mountaintop, or taiga, if there is ice, a Sfim will call it home.

Of course, even places like this can still burn. Legend has it that Jepsilp, a nobody of a Sfimvx, was consumed by a great forest fire that burned for longer than a mind can know. In the years after, soot stained the sky, and black snow fell far across the land, the sun's warmth chased away by the thick smog. The Sfim rejoiced, and swore to torch everything before them to bring about a new age of Ice, taking on the name of their FirstBurned to champion their cause. Fire has treated the Tribe of Jepsilp well, the sacrifices they give it being rewarded with the knowledge of cooking, bronze-working, and countless more wonders. Now,they are ready to venture forth, claim anything and everything, and return it to the flame.

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 39

Population(+growth/turn): 10 (+2/turn)

Food: 1

Currency: 3 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Fraktion)

Military: 1 (Bentenite Soldiers(spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I

Resources: [Ice: 5+1] [Bronze: 3+1] [Stone:3+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.

[Pyromaniacs]: Something to do with Fire?

1. We must shape the Ice to make our homes. Using Stone, we can lay out squares to allow Ice to naturally form into blocks, which we can then extract and move for construction. Build this, and then report to me of your success!

> Construct Ice… Farm? Facility? Giant Ice Cube Tray? It makes Ice.

2. We have a farm, but what do we grow? What can we grow? Report back to me with all the details once you have used your own judgement to improve it.

>Improve the two Farms I

3. We have Bronze. Let us shape it as we do the Ice! Forge for me cutting tools, so that we might cut the ice, harvest our crops, and strike into the earth for more Bronze!

>Craft Better Tools

[Pyromania?]

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f3216e No.35489

File: 13ea6455c031872⋯.jpg (57.7 KB,1920x1080,16:9,maxresdefault.jpg)

File: d043cea2673b6ce⋯.jpg (31.95 KB,480x272,30:17,PCT200112345.jpg)

Dice rollRolled 31, 91, 64 = 186 (3d100)

Nation Name: Patapon Tribe

Race(s): Patapon

Color: Orange

Fluff: Long ago, when the world was young and the ancients walked the earth for the first time, the Patapon were there. Lead by their god, they had an army that was almost unstoppable. With their god Kami at their head, they bloomed out from their home of Pata-Pole and came to encompass almost the entire continent. All of this was part of their quest to see "it", and it was their determination, and arrogance, to see this quest completed that led to their downfall. A great hero of the Tribe, who's name is lost to the annuals of history, shattered the Most Sacred artifact of the Tribe, errantly thinking that in his action he was helping the tribe to achieve their quest. In doing this, he shattered the Patapon's connection with their god, who disappeared from the world. Leaderless, the tribe soon fell apart as their enemies took advantage of the chaos. Eventually they were driven from their lands, and the once great tribe was reduced to a mere shadow of their former greatness. Many years they spent in their new home, Patapolis, where as the generations progressed more and more of their history was forgotten, and the struggle to survive became their main concern. Now, when the Tree of Life which gives birth the Patapons wilt, and the howls of the giant beast of the world grow ever closer to Patapolis, the drums which lead the Patapons to war sound in the deep again. Their God has returned, not in the once corporeal form that he once led them in, but still his beat moves their feet.

>Stats:

Territory: 39

Population(+growth/turn): 10 (+4/turn)

Food: 1

Currency: 3 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 Pata-pole

Military: 1 Yaripon

Tech: Bronzeworking, Infantry I, Mysticism I, Sailing I

Resources:

[Bronze: 5] +1/turn

[Wood: 3] +1/turn

[Stone:3] +1/turn

Eccentricities:

[Ancient Legacy]: The Patapon once had a huge empire, and will reclaim it, though the world has returned to a much more savage state, something they are not used too. While expansion is a bit harder, the Patapon take more land with its completion.

[Competitors]: Ever since their connection with their god was shattered, the Patapon have been competing with the other residents of their island for their place, and have developed both a burning hatred, and a fear for the powerful beasts. When attacking an enemy with them on their side, the hatred takes hold, making the armies of Pata-pole stronger. However, faced with an attack, they are gripped by fear, remembering times when they were but ants in a land of giants.

1. The Patapons begin their journey to find IT, to enlightenment, by locating Fah Zakpon, the gardener of the Patapons, and his talking plant, Pop Bean. With them, the Patapons shall be able to increase their food supply and start to build their mighty army once more!

2. Secondly, the young mountain Rumble Thump shall be awakened once more by the melodic beats of Kon Kimpon, and in entertaining the child, he shall gift us with the ores necessary to make great arms for our soldiers!

3. Finally, our first scouts shall set out in the wild jungle, making note of what they see, be it kind, or most foul.

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f3216e No.35495

>>35445

Okay, let's be clear here.

spoiler are you or are you not Kurtz/Archdruid?

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f3216e No.35496

>>35495

what is Kurtz? I am the Savagehook / Vladimire player. I played as Faust in K2 you where there.

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f3216e No.35497

>>35496

Kurtz was a disruptive shitposter who shat up Wheelie's games on 4chan, and also went by Archdruid. We thought you were him for a moment. Carry on.

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f3216e No.35502

File: ad843e2e4163308⋯.jpg (120.41 KB,640x482,320:241,df89431c9c2b503b2cc4a19fcf….jpg)

Dice rollRolled 78, 54, 84 = 216 (3d100)

[Woodland Realm]

Population(+growth/turn): 10 (+2/turn)

Food: 1

Currency: 3 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 Elf Guard

Tech: Woodcraft, Domestication I, Treeweaving I, Archery I

Resources:

[Wood: 5] (+1/turn)

[Stone: 3] (+1/turn)

[Bronze:3] (+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.

#1 the fairies start talking to the bees, who are hard workers and make delicious honey. they tell the bees they will help find flowers for them, if they share their honey. the fairies study beekeeping.

+[Harmony]

+Domestication I

#2 the elven druid elders reject the use of bronze. what need have the forest folk to forge metals, when the forest provides all we need? but sometimes there are dark things in the woods, giant spiders, great scorpions, things which are dangerous to all life and even harm the woods. to protect the forest folk, the druids learn how to grow different weapons and tools needed from nature itself. the druids study Weaponweaving.

+Woodcraft

+Treeweaving

#3 the forest is wide, the forest is deep. the Woodland realm extends east, elves and gnomes settling under more trees and fairies nestling in more flowers

+Woodcraft

+Treeweaving

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f3216e No.35529

Dice rollRolled 30, 23, 12 = 65 (3d100)

>>35469

Nation Name: Warherd of Taugrax

Races: Beastmen, Minotaurs, strange and terrible beasts

Color: Blood Red

Fluff: Not all of the natural creatures of the forest are prone to passivity and decadence. Some, like the savage beastmen, Satyr, and Minotaurs of the great forests, are prone to a passionate and singular life, fighting and reproducing in ever-shifting factions and clans, content to live and die by their passions in an attempt to carry their name and clan to eternal dominance. Occasionally, a powerful Minotaur will organize the savage beasts into a semi-organized society - a Warherd, led by the strongest, most cunning, most powerful among them. The Warherd of Taugrax is one among the handful of Warherds of the forest, but Taugrax himself - an enormous, white-furred minotaur - is something special. He aspires not a mere spark of flame, his razor-sharp mind unsatisfied with a death at the hand of the first challenger with a poisoned bronze dagger. It is the intent of Warchief Taugrax to make use of the foaming beastmen under his hand - to unite the fighting Warherds and forge an empire of beastmen that claims the whole of the world as its birthright. As the beastmen grumble, constructing a clanhall and forging arms of bloodied bronze, Taugrax's savage eyes look hungrily at the domain of man with the mind of a still bulldozer.

Population(+growth/turn): 14 (+4/turn)

Food: 1

Currency: 5 (+2/turn)

Industry: 5

Settlements: Kithr (The Great Court) ✪, x4 Unnamed Outposts

Structures:

- Kithr: Clan Hall (Government Building), Farm I (2x)

Defenses:

- Kithr: 1x

Military: 1x[Warherd]

Tech: Bronzeworking, Infantry I, Weaponsmithing I, Armorsmithing I

Resources: [Bronze: 5] [Wood: 3] [Stone:3]

Eccentricities:

[War Machine]: Taugrax brought the beastmen together for one purpose- war and conquest; they have little time for other things.

[Bloodthirsty]: When the drums of war sound, the warherd rushes forth. The Warherd can mobilize faster than the other nations of Primal World, but stay too long at peace, and the disparate tribes might have to create their own wars…

1. For most of the history of the Warherd, women and the young were more or less useless, serving only to take up space (and, in the case of women, provide some rudimentary 'raising' of children - most of their education was provided via infighting). This is a waste of the Warherd's manpower, and a detriment to the war machine of the Herd. Among Taugraux's first commands as Warchief is the organization of foraging parties, and, more importantly, providing a rudimentary training to female bulls and those too young to fight in hunting. Not only will making use of the women and young of the Warherd as foragers and hunters train them in combat and war as their infighting does, making the young better-prepared (as even a female bull is a terrifying combatant already) and, as the warriors of the Herd can hunt and forge when not assembling, provide a way to relive stress and allow some basic form of administration between the naturally combative minotaurs. Such simple organization provides three distinct purposes: Training the young, gathering food, and reducing unrest.

[Create Hunting and Foraging parties]

[War Machine]

2. The Court of Taugraux, a hastily-constructed fort of wood named 'Kithr' (The Great Court in the bull's native language), was quickly coming together, yet still lacked many essential features - such as an assembling grounds. While the Warherd sneers at the concept of 'training', a space to organize the warriors, gather more from the able bulls of the Warherd, and organize fights when possible is absolutely essential to any proper herd. An area must be cleared for such a space, large enough to recruit from the Herd's ranks and organize those already armed and armored.

[Construct an Assembly Grounds]

[War Machine]

3. Finally, a space for the artisans of the Warherd must be made; which means, of course, the skilled weaponsmiths and armorcraters of the Herd. As such a new herd, few such skilled bulls are within the ranks, but those who can craft intimidating, worthy wear for chiefterns and Taugraux himself exist alongside those capable of mass-producing axes and hammers for the herd, which will be necessary to expand the warrior caste any larger than it already is. Begin construction of a proper workshop for the creation of such things at once.

[Construct Armorsmith + Weaponsmith]

{War Machine]

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f3216e No.35531

test

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f3216e No.35532

File: 0bd931389f1c3c6⋯.jpg (46.59 KB,400x571,400:571,Mooshroom.jpg)

Dice rollRolled 73, 76, 71 = 220 (3d100)

>>35470

Nation Name: The Kuvarik Congelate

Race(s): Mucilloid

Color: Lavender

Fluff: Born from deep below the earth, the Mucilloid's are a secretive, and alien race of creatures. Their origins lost aeons ago, and their history being that of near mindless fungal beasts, they have only now begun to organize and facilitate their species growth, as the spark of intelligence begins to take hold of their collective, as their threads spread deeper, and farther than ever before.

The Mucilloid's are not quite like the races they share the world with. They are mostly silent, and possess a dire sort of attitude when it comes to life, as they worship both the death of themselves, and the death of others. Although their growth is not as rampant as their spore based reproduction system would imply, as it takes a good deal of time for the spores to fully germinate a Perfect Mucilloid. However, Mucilloid's can split smaller bulbs of themselves off, so as to create Imperfect Mucilloid clones. It has been through this nature of propagation, that the Mucilloid's have gained a knack for the growth and care of molds and fungal growths, similar to their own.

Finally, Mucilloid's are noticeably slower in action, but aggressive and impartial in judgement. Spreading as they please, and how they please, they can seem boastful, and even arrogant. However, this is simply their nature. Other interesting facts include the Mucilloid's "Pheromone" sight, as their eyes allow them to not only process light, but to also see a variety of pheromones secreted by them. This is key to their ability to communicate, and navigate their dark and dank homes.

-Don't fill out (unless told)-

Settlements: (Player-named capital) (Player-Named outpost (4))

Territory:

Population(+growth/turn): 10 (+2/turn)

Food: 1

Currency: 3 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Mold Agriculture I, Pheromone Sight I, Hunting I

Resources: [Mold: 5] [Bronze: 3] [Wood:3]

Eccentricities:

[Clones]: When recruiting for their armies, each Kuvarik unit comes with a smaller version of itself, though imperfect and weak, which doesn't need food or gold to sustain itself. As a trade off however, training is slower to allow for these clones to form.

[Death Comes For All]: In their reverence for death, the Congelate excel at coming up with new and exciting ways to cause it! However, they don't really see a use for luxuries such as currency, as life, to the Congelate, is too fleeting.

1) Grow the lowest of our kind. The mindless, the subservient. Organize their growth, cordon them off, and properly propagate their growth, so that they may draw the nutrients of the earth into ourselves more efficiently. Furthermore, by setting up these farms, we shall have the perfect breeding ground to help experiment in the guided evolution of our kin. To boost the propogation of the Mold, begin by dousing the wood available to us in water. Once sufficiently waterlogged, throw the soaking wood into the dark, warm, chambers from which we will grow these molds. This should help accelerate the growth.

[Mold Agriculture I]

2) Begin the gathering of the weaker woods and forests. Take their foliage, and throw them to our Mold Farms, so as to propagate their growth.

[Harvest Wood]

3) We dig deep. We are of the earth, and made immortal from it. But, we must yet continue to dig. Begin the establishment of stone mines, as although wood provides…basic resources, we

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f3216e No.35534

Dice rollRolled 70, 78, 2 = 150 (3d100)

[Dwarf Mountain]

Population(+growth/turn): 10 (+3/turn)

Food: 1

Currency: 3 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 Dwarf Mountain

Military: 1 Dwarf Warriors

Tech: Bronzeworking, Architecture I, Excavating I, Brewing I

Resources:

[Bronze: 5] +1 / turn

[Stone: 5] +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.

1. We need Bronze Pickaxes so we can dig deeper into the mountain!

[Tinkerers]: The Dwarves of Dwarf Mountain love to find and discover new technology, but don't really care for improving on the old.

2. Build a great big forge so we can make more tools.

[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.

3. Let's learn some magic Dwarven Runes! They make everything work better.

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f3216e No.35540

[Humania]

The quarry is nearly complete [3/4 -1 wood], and better architectural methods are being looked into [2/4]. Meanwhile the city's defenders start to improve their archery techniques, making much progress [4/6].

[Society]

The gorillas start working on the banana farms [2/4], and while a spot for the gentlemonkey's club is found and a foundation laid [2/4; -1 stone], the Society's builders easily improve their building techniques [Architecture I]!

[Tilar]

Tilar sends his soldiers west, they easily subdue some territory [+4 hex], and research into greater farms begins, though such a big feat will require more time than usual [2/6].

[Zothique]

>+3 pop growth

Lodgings are secured [Housing I; -1 stone]!

[Tumbili]

Agricultural research barely gets off the ground [1/4], and while the Ujanja are nearly done enforcing order on the Kima, the warriors train, quickly mastering the new combat techniques [Primal Combat I].

[Folia]

The hunt for stronger trees begins [1/4], and the process of taking dead wood and making it into usable lumber also starts [2/4]. The Folian pack up their things, and start to migrate west [1/2].

[Olmara]

Some coral is replanted into the sea floor, and begins growing into a training ring with the help of its tenders [1/4; -1 coral]. More advanced scouting drills start [1/4], and other scouting missions are sent out. They come back with little to report, other than having marked the movements of a few schools of fish.

[Tribal Kingdoms]

Better forms of government soon take hold at Felsiha [Bureaucracy I], and some stone is fashioned into great metalworking forges, which roar to life [Forges I; -1 stone]. The Felion expand their territory northward [+4 hex]!

[Bukamma]

More farms are nearly ready [3/4; -1 seaweed], and even faced with isolation, those studying masonry are nearly done [3/4].

[Splinter Tekla]

A nice deposit of stone is found, and torn from the mountainside [+5 Stone], and the spawning pit is nearly complete [3/4, -1 stone].

[Jepsilp]

The Jepsilp workers begin to carve out an ice quarry [1/4], while the farms start to undergo improvement [3/12]. The fires of the Jepsilp roar, and better tools are created [Tools I; -1 bronze]

[Patapon]

The search for Fah Zakpon and Pop Bean begins [1/4], and a mine is dug into the side of the mountain [Mine I (+1 bronze/turn); -1 wood]. Finally, the scouts are sent into the jungle, returning with tales of giant, flightless, and savage birds.

[Woodland Realm]

The bee farm is nearly ready [3/4; -1 wood], and the process of weaponweaving is studied [2/4]. The Woodland Realm extends itself east [+4 hex]!

[Warherd]

After some arguing, and near blows, hunting parties begin to be sorted out [2/4], while a foundation for the great Assembly Grounds is laid [1/4; -1 stone]. The beginnings of a smithy are also laid out [1/4; -1 stone].

[Kuvarik Congelate]

Another mold farm is nearly set up [3/4, -1 mold, -1 wood], while some dead and dying wood is found and gathered [+3 wood]. Finally, a stone quarry is nearly dug out [2/4; -1 wood].

[Dwarf Mountain]

Better excavating tools are nearly ready [3/4; -1 bronze], and a forge is constructed as well [3/4; -1 stone]. However, the runes are difficult; the stones they are written on keep breaking apart [-1 stone].

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f3216e No.35541

File: 1fcbf4615b2d0a5⋯.png (3.79 MB,2500x2000,5:4,AncientsMap.png)

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f3216e No.35542

>>35540

3rd action- Add Discipline I tech

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f3216e No.35543

Dice rollRolled 96, 31, 86 = 213 (3d100)

[Society]

Population(+growth/turn): 12 (+2/turn)

Food: 1

Currency: 6 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2), Great Obelisk

Defenses: 1 (Capital City)

Military: 1 Ape Militia

Tech: Bronzeworking, Mathematics I, Astronomy I, Writing I, Architecture I

Resources:

[Wood: 6] +1/turn

[Bronze: 4] +1/turn

[Stone:3] +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.

1. Continue researching Farming I 2/4

>Tech: Writing I, Mathematics I, Architecture I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

2. The Gentlemonkey's Club will be built, further aiding in the pursuit of knowledge. The new Architecture skills should help us well. 2/4

>Tech: Writing I, Mathematics I, Architecture I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

3. In addition to the club, let us construct a library where we might house recorded archives of the new knowledge the great Obelisk teaches us.

>Tech: Writing I, Mathematics I, Architecture I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

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f3216e No.35544

File: abcdbf780974e5b⋯.jpg (331.94 KB,498x965,498:965,Sage.jpg)

Dice rollRolled 60, 90, 99 = 249 (3d100)

>>35540

Nation Name: The Kuvarik Congelate

Race(s): Mucilloid

Color: Lavender

Fluff: Born from deep below the earth, the Mucilloid's are a secretive, and alien race of creatures. Their origins lost aeons ago, and their history being that of near mindless fungal beasts, they have only now begun to organize and facilitate their species growth, as the spark of intelligence begins to take hold of their collective, as their threads spread deeper, and farther than ever before.

The Mucilloid's are not quite like the races they share the world with. They are mostly silent, and possess a dire sort of attitude when it comes to life, as they worship both the death of themselves, and the death of others. Although their growth is not as rampant as their spore based reproduction system would imply, as it takes a good deal of time for the spores to fully germinate a Perfect Mucilloid. However, Mucilloid's can split smaller bulbs of themselves off, so as to create Imperfect Mucilloid clones. It has been through this nature of propagation, that the Mucilloid's have gained a knack for the growth and care of molds and fungal growths, similar to their own.

Finally, Mucilloid's are noticeably slower in action, but aggressive and impartial in judgement. Spreading as they please, and how they please, they can seem boastful, and even arrogant. However, this is simply their nature. Other interesting facts include the Mucilloid's "Pheromone" sight, as their eyes allow them to not only process light, but to also see a variety of pheromones secreted by them. This is key to their ability to communicate, and navigate their dark and dank homes.

-Don't fill out (unless told)-

Settlements: (Syrost) (Player-Named outpost (4))

Territory:

Population(+growth/turn): 12 (+2/turn)

Food: 1

Currency: 6 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Syrost)

Military: 1 (Zloy Guard)

Tech: Bronzeworking, Mold Agriculture I, Pheromone Sight I, Hunting I

Resources: [Mold: 4] [Bronze: 3] [Wood:5]

Eccentricities:

[Clones]: When recruiting for their armies, each Kuvarik unit comes with a smaller version of itself, though imperfect and weak, which doesn't need food or gold to sustain itself. As a trade off however, training is slower to allow for these clones to form.

[Death Comes For All]: In their reverence for death, the Congelate excel at coming up with new and exciting ways to cause it! However, they don't really see a use for luxuries such as currency, as life, to the Congelate, is too fleeting.[3/4

1) While slow, the continued use of the rotted wood will help grow the Molds to a more useful level. As a sort of pseudo fertilizer, the wood allows the Mold a safe, warm, and damp place to procreate.

2) Begin working on creating a lumber mill. Rotten wood is a good staple of fertilizer for our crops, and not only that, can act as the perfect nesting ground for our own young.

3) We seek to be closer to earth, for that is just our nature. Continue work on the quarry.

[2/4]

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f3216e No.35545

Dice rollRolled 58, 55, 92 = 205 (3d100)

>>35540

Settlements: (Patakatifu) (Tumbili Outposts (4))

Territory: 39

Population(+growth/turn): 12 (+2/turn)

Food: 1

Currency: 6 (+3/turn)

Industry: 5

Structures: Red Stone Palace, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 Kima Scrappers

Tech: Bronzeworking, Conversion I, Weaponsmithing I, Masonry I, Discipline I, Primal Combat I

Resources: [Wood: 6] [Bronze: 4] [Stone:4] [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.

1. Work the fields. You want to eat, don't you? Then learn how to plant the fruits and grains into the -ground-, don't just rip it out entirely!

Continue developing Agriculture I. 1/4 [Physical Prowess]

2. Savagery will overcome our foes. But our warriors can be even more savage still.

Develop Primal Combat II. [Physical Prowess]

3. We can smith many things… but we shall focus, for -now-, on clubs.

Begin developing Clubs I. [Weaponsmithing I][Physical Prowess]

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f3216e No.35546

File: be682c696b49139⋯.jpg (16.51 KB,290x290,1:1,A typical Sfimvx pet.jpg)

Dice rollRolled 6, 22, 32 = 60 (3d100)

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Fluff: Sfims have always cherished the biting cold and whispered to the razor sharp winds that cut down anything in it's way. Tundra, mountaintop, or taiga, if there is ice, a Sfim will call it home.

Of course, even places like this can still burn. Legend has it that Jepsilp, a nobody of a Sfimvx, was consumed by a great forest fire that burned for longer than a mind can know. In the years after, soot stained the sky, and black snow fell far across the land, the sun's warmth chased away by the thick smog. The Sfim rejoiced, and swore to torch everything before them to bring about a new age of Ice, taking on the name of their FirstBurned to champion their cause. Fire has treated the Tribe of Jepsilp well, the sacrifices they give it being rewarded with the knowledge of cooking, bronze-working, and countless more wonders. Now,they are ready to venture forth, claim anything and everything, and return it to the flame.

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 39

Population(+growth/turn): 12 (+2/turn)

Food: 1

Currency: 7 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2) 3/12

+Ice Quarry 1/4+

Defenses: 1 (Capital City: Fraktion)

Military: 1 (Bentenite Soldiers(spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools I

Resources: [Ice: 6+1] [Bronze: 3+1] [Stone:4+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.

1 and 2 On second thought, we have enough food. It's not like we need a huge amount more! Redirect our efforts to the trees! While the peaks of our mountains are bare, their roots show signs of life, surely! Begin to build a tree farm!

>Wood Farm construction

Bronze Tools I?

>The Ice Quarry is coming along. Continue working!

>Ice Quarry [1/4]

Ice Construction and Bronze Tools I?

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f3216e No.35553

Dice rollRolled 80, 52, 88 = 220 (3d100)

>>35540

[Bukamma]

Population(+growth/turn): 14 (+4/turn)

Food: 1

Currency: 6 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 Spearfrog

Tech: Bronzeworking, Infantry I, Agriculture I, Bureaucracy I

Resources: [Bronze: 6+1/t] [Seaweed: 3+1/t] [Stone:4+1/t]

Eccentricities:

[Hydrocentric]: Bukamma way of life centers on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source.

[Communal]: The Bukam do everything together. Spending two or more dice on the same action grants a bonus, but lone actions suffer.

1: Finish off our farms (3/4)

+Agriculture

-Communal

2: Research Masonry (3/4)

-Communal

3: Start farming and harvesting reeds. They can be used for all sorts of things. Boats, buildings, baskets and shields can all be made from them.

+Hydrocentric

+Ariculture(?)

-Communal

>Question

Whats the difference between the 'food' section in the profile, and foods gained as resources (like my seaweed)?

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f3216e No.35555

Dice rollRolled 16, 58, 44 = 118 (3d100)

>>35540

[Holy Hegemony of Humania]

Population(+growth/turn): 16 (+3/turn)

Food: 1

Currency: 11 (+4/turn)

Industry: 5

Settlements: Humania ✪, x4 Unnamed Outposts

Structures: Palace (Humania), Farm I (2)

Defenses: 1 (Humania)

Military: 1 Warrior

Tech: Bronzeworking, Agriculture I, Masonry I, Archery I

Resources:

[Bronze: 6] +1/turn

[Stone: 4] +1/turn

[Wood: 3] +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.

[Ambitious]: The Holy Hegemony will spread, and soon cover everything. While they expand quickly, they usually pay little mind to what's exactly inside their territories.

1.)

[Industrial]

[Masonry I]

Quarry (3/4)

2.) Architecture I (2/4)

3.) Archery II (4/6)

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f3216e No.35557

Dice rollRolled 12, 18, 81 = 111 (3d100)

>>35540

Nation Name: (Sovereignty of Folia)

Race(s): (Dryads, Ent and Myconids)

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) (Sunview, Thornside, Oakcrest, Shade's Succor )

Territory: 39

Population(+growth/turn): 13 (+3/turn)

Food: 1

Currency: 7 (+4/turn)

Industry: 5

Structures: Elder Tree, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Woodcraft, Herbalism I, Agriculture I, Treeweaving I

Resources: [Bronze: 3] [Stone: 3] [Wood: 5]

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.

Stronger Tree hunt 1/4

Dead wood harvesting technique 2/4

Expansion west 1/2

1. Continue the process of extending our protection towards the forests in the west. 1/2

2. We have made progress in harvesting dead trees. Let's keep working on it. 2/4

+Tree weaving

+Treespeak

+Wood craft

3.Continue to search for trees.1/4

+Herbalism I

+Treespeak

+Woodcraft

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f3216e No.35560

File: 330be6a50093e57⋯.jpg (19.49 KB,480x272,30:17,Blacksmith.jpg)

File: 7f0f62806beb300⋯.png (13.64 KB,531x462,177:154,Don_Yumipon_by_Astral_Stri….png)

Dice rollRolled 85, 62, 91 = 238 (3d100)

>>35540

Nation Name: Patapon Tribe

Race(s): Patapon

Color: Orange

Fluff: Long ago, when the world was young and the ancients walked the earth for the first time, the Patapon were there. Lead by their god, they had an army that was almost unstoppable. With their god Kami at their head, they bloomed out from their home of Pata-Pole and came to encompass almost the entire continent. All of this was part of their quest to see "it", and it was their determination, and arrogance, to see this quest completed that led to their downfall. A great hero of the Tribe, who's name is lost to the annuals of history, shattered the Most Sacred artifact of the Tribe, errantly thinking that in his action he was helping the tribe to achieve their quest. In doing this, he shattered the Patapon's connection with their god, who disappeared from the world. Leaderless, the tribe soon fell apart as their enemies took advantage of the chaos. Eventually they were driven from their lands, and the once great tribe was reduced to a mere shadow of their former greatness. Many years they spent in their new home, Patapolis, where as the generations progressed more and more of their history was forgotten, and the struggle to survive became their main concern. Now, when the Tree of Life which gives birth the Patapons wilt, and the howls of the giant beast of the world grow ever closer to Patapolis, the drums which lead the Patapons to war sound in the deep again. Their God has returned, not in the once corporeal form that he once led them in, but still his beat moves their feet.

>Stats:

Territory: 39

Population(+growth/turn): 14 (+4/turn)

Food: 1

Currency: 7 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Mine I (+1 bronze/turn)

Defenses: 1 Pata-pole

Military: 1 Yaripon

Tech: Bronzeworking, Infantry I, Mysticism I, Sailing I

Resources:

[Bronze: 7] +2/turn

[Wood: 3] +1/turn

[Stone:4] +1/turn

Eccentricities:

[Ancient Legacy]: The Patapon once had a huge empire, and will reclaim it, though the world has returned to a much more savage state, something they are not used too. While expansion is a bit harder, the Patapon take more land with its completion.

[Competitors]: Ever since their connection with their god was shattered, the Patapon have been competing with the other residents of their island for their place, and have developed both a burning hatred, and a fear for the powerful beasts. When attacking an enemy with them on their side, the hatred takes hold, making the armies of Pata-pole stronger. However, faced with an attack, they are gripped by fear, remembering times when they were but ants in a land of giants.

>Ongoing

The Search for Good Food 1/4

1. Continue the Search for our legendary farmer and his giant companion!

2. With Kom Kimpon already at work tickling ores out of Rumble Thump, we can now work on refining our metalworking tech to make use of the new ores. First though, we must find our smith, the massive Ton Kampon!

3. Giant Mochichichi birds in the forest! This shall prove quite the obstacle to our expansion. We lack the men to hunt them now, so we must train more men to hunt these massive beast so that we may expand. First though, we must recover the legendary memory of our archer hero, Don the Yumpion! With his essence, Mater the tree of life shall be able to produce Yaripons, our archers, once more!

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f3216e No.35564

File: 0004ae0a735feae⋯.jpg (83.55 KB,736x533,736:533,FelionWeaponry.jpg)

Dice rollRolled 63, 98, 78 = 239 (3d100)

>>35540

[Tribal Kingdoms]

Population(+growth/turn): 10 (+3/turn)

Food: 1

Currency: 3 (+3/turn)

Industry: 5

Territory: ~44 hexes

Structures: Government Building, Farm I (2), Forges I

Defences: Felsiha [Capital City]

Military: 1 Wanir Spearfels

Tech: Bronzeworking, Architecture I, Weaponsmithing I, Hunting I, Bureaucracy I

Resources: [Bronze: 6 (+1pt)] [Stone: 3 (+1pt)] [Wood: 4 (+1pt)]

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 typical harvest of the fields by the Felions would primary consist of wheat, maize, rice and the occasional stray animal that wandered into the farms. Once harvested, such crops would later be stored in the Cradle, to later be made into more appealing food.

>Harvest from the farms. +Farms I (2)

2: In the past, the Wanirs would be the de facto rulers of the wandering tribes, being the main force in fighting wild animals and hostile factions. Once the Felions started settling into Cradles, the Wanir castes ended up becoming more of a tradition of elite warriors. Even so, their training isn't ignored, and with the means of forging sharper tools, the caste may see some improvement in their ability to fight.

>Research Infantry I. +Bronzeworking +Weaponsmithing I

3: Territory expansion roll.

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f3216e No.35572

Dice rollRolled 83, 94, 13 = 190 (3d100)

[Splinter Tekla]

Settlements: Hive Tekla; Broodnest Moira, Broodnest Amalthea, Broodnest Julia, Broodnest Iyeda

Territory: 39

Population(+growth/turn): 15 (+5/turn)

Food: 1

Currency: 7 (+4/turn)

Industry: 5

Structures: Swarm Spire, Farm I (2)

Defenses: 1 Acidic Creep (Hive Tekla)

Military: 1 Land Swarm

Tech: Bronzeworking, Harvesting I, Armor I, Swarming I

Resources: [Bronze: 5] [Wood: 3] [Stone: 7]

Eccentricities:

[Resource Harvesters]: When the Splinter finds a resource, they completely clean it out, though this makes it harder for them to even find resources.

[Demonic Invaders]: The Splinter has one purpose- to take over and harvest Primal World completely. Recruitment of military units is easier, though any peaceful endeavors usually fall flat.

>Location: Right Red

1. Spawning Pit 3/4

2. Research Warrior Forms I

Warrior forms encompass the entirety of the Swarms basic land combat units. Everything from the small, swift, agile Ophalith to the larger and more terrifying snake-like Batholith are found under this broodform.

3. [Spawn Harvesters]

+Harvesting I

+[Demonic Invaders]

A unit dedicated to harvesting resources for the Swarm.

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f3216e No.35573

Dice rollRolled 99, 84, 99 = 282 (3d100)

>>35540

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), Niu (W) (outpost (4))

Territory: 39

Population(+growth/turn): 14 (+4/turn)

Food: 1

Currency: 7 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 Olmara

Military: 1 City Guard

Tech: Coral-smithing, Coral Farming I, Fish Herding I, Agriculture I

Resources: [Coral: 5 +1/t] [Seaweed: 4 +1/t] [Driftwood: 4 +1/t]

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. Continue to grow the training ring. 1/4

+Coral smithing

2. As well continue the scouting drills. Hide things and force the scout trainees to find them. 1/4

3. Begin building more fish farms to allow for a greater surplus of food.

+Coral smithing

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f3216e No.35588

File: cffb67e9f80577a⋯.png (210.88 KB,457x234,457:234,mouse-guard-bones-king.png)

Dice rollRolled 87, 41, 71 = 199 (3d100)

>>35540

[Tilar]

Population(+growth/turn): 20 (+5/turn)

Food: 1

Currency: 39 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Infantry I, Agriculture I, Bureaucracy I

Resources:

[Wood: 6] +1/t

[Bronze: 4] +1/t

[Stone:4] +1/t

Eccentricities:

[Conscription]: Snousies reproduce in litters, and the babies grow quickly; perfect for the new warlord’s purposes. The Tilar Empire can easily raise large amounts of troops, although their small stature makes them weaker than the bigger inhabitants of Primal World.

[Infantry or Agriculture]: While Tilar would arm the Empire and go on constant conquest, the Snousies are also great farmers. Each turn, the Empire can choose to focus on technology benefitting one, while negatively impacting the other.

—–

1-2. Continue Western Expansion

3. Continue work on plantations 2/6

+Agriculture I

+Bureaucracy I

+[Infantry or Agriculture] Agriculture

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f3216e No.35592

Dice rollRolled 32, 10, 63 = 105 (3d100)

[Dwarf Mountain]

Population(+growth/turn): 13 (+3/turn)

Food: 1

Currency: 6 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 Dwarf Mountain

Military: 1 Dwarf Warriors

Tech: Bronzeworking, Architecture I, Excavating I, Brewing I

Resources:

[Bronze: 5] +1 / turn

[Stone: 4] +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.

1. Let's keep working on those pickaxes. 3/4

[Tinkerers]: The Dwarves of Dwarf Mountain love to find and discover new technology, but don't really care for improving on the old.

2. Build up the forge! 3/4

[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.

3. Let's try to make some runes again!

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f3216e No.35600

Captcha is working fine for me.

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f3216e No.35602

Dice rollRolled 53, 96, 90 = 239 (3d100)

[Woodland Realm]

Population(+growth/turn): 12 (+2/turn)

Food: 1

Currency: 6 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 Elf Guard

Tech: Woodcraft, Domestication I, Treeweaving I, Archery I

Resources:

[Wood: 5] (+1/turn)

[Stone: 3] (+1/turn)

[Bronze:3] (+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.

#1 the fairies make delightful conversation with the Queen's of the Bee's, discussing trade and tea parties with honey. bee farm 3/4

+[Harmony]

+Domestication I

#2 the druids learn to weave weapons of wood to protect the forest folk. weaponweaving 3/4

+Woodcraft

+Treeweaving

#3 the realm expand's east again. the ancient deep forest is sacred, and a holy ground for the forest folk

+Woodcraft

+Treeweaving

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f3216e No.35603

Dice rollRolled 59, 44 = 103 (2d100)

>>35540

Nation Name: Warherd of Taugrax

Races: Beastmen, Minotaurs, strange and terrible beasts

Color: Blood Red

Fluff: Not all of the natural creatures of the forest are prone to passivity and decadence. Some, like the savage beastmen, Satyr, and Minotaurs of the great forests, are prone to a passionate and singular life, fighting and reproducing in ever-shifting factions and clans, content to live and die by their passions in an attempt to carry their name and clan to eternal dominance. Occasionally, a powerful Minotaur will organize the savage beasts into a semi-organized society - a Warherd, led by the strongest, most cunning, most powerful among them. The Warherd of Taugrax is one among the handful of Warherds of the forest, but Taugrax himself - an enormous, white-furred minotaur - is something special. He aspires not a mere spark of flame, his razor-sharp mind unsatisfied with a death at the hand of the first challenger with a poisoned bronze dagger. It is the intent of Warchief Taugrax to make use of the foaming beastmen under his hand - to unite the fighting Warherds and forge an empire of beastmen that claims the whole of the world as its birthright. As the beastmen grumble, constructing a clanhall and forging arms of bloodied bronze, Taugrax's savage eyes look hungrily at the domain of man with the mind of a still bulldozer.

Population(+growth/turn): 18 (+4/turn)

Food: 1

Currency: 7 (+2/turn)

Industry: 5

Settlements: Kithr (The Great Court) ✪, x4 Unnamed Outposts

Structures:

- Kithr: Clan Hall (Government Building), Farm I (2x)

Defenses:

- Kithr: 1x

Military: 1x[Warherd]

Tech: Bronzeworking, Infantry I, Weaponsmithing I, Armorsmithing I

Resources: [Bronze: 5] [Wood: 3] [Stone:1]

Eccentricities:

[War Machine]: Taugrax brought the beastmen together for one purpose- war and conquest; they have little time for other things.

[Bloodthirsty]: When the drums of war sound, the warherd rushes forth. The Warherd can mobilize faster than the other nations of Primal World, but stay too long at peace, and the disparate tribes might have to create their own wars…

Continuation of earlier posts, so no extra fluff or anything.

1/2/3: Continue work on the hunting and foraging parties [2/4], the Assembly Grounds [1/4], and the Smithy [1/4]. No further stone should be needed for either of the last two, considering they are mostly wood structure with simple stone support - the extent of Warherd engineering.

+ [War Machine]

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f3216e No.35604

Dice rollRolled 73 (1d100)

>>35603

Accidentally did 2d100 instead of 3. Third roll

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f3216e No.35617

File: ab20d0413b52c7e⋯.png (3.79 MB,2500x2000,5:4,AncientsMap.png)

[Society]

Farms are finally grown [Farming I], and the Gentlemonkey's Club is now officially open for business [Gentlemonkey's Club I]. Finally, a Library is constructed out of some of the Society's lumber stocks (Library I; -1 wood)]

[Kuvarik]

A lumber mill is easily built (Lumber Mill I, +1 wood/turn, +1 Industry; -1 wood], and the Quarry sees near immediate completion as well [Quarry I, +1 stone/turn].

[Tumbili]

Better Agricultural techniques are nearly finished [3/4], and the Tumbili troops continue trying to harness their savagery [2/6]. Finally, the Tumbili smiths easily make some clubs out of bronze [Clubs I, -1 Bronze].

[Jepsilp]

Construction of a lumber mill barely begins [1/4; -.5 ice], and the Ice Quarry just plods along [2/4].

[Bukamma]

>You're right, I should give you a different resource- change 'seaweed' to 'driftwood'

Both farms [Farm I (+1 food), and masonry research [Masonry I], are complete, as well as a reed grove [Reed Grove I; +1 reed/turn]

[Humania]

Construction of the quarry stalls, but the architectural designs are complete [Architecture I], and the archery practice is nearly done [5/6].

[Folia]

Finally, the Folian extend their reach westward [+4 hex], while the lumber mill is nearly complete [3/4, +.5 Industry]. A grove of trees is found, slightly more sturdy than the trees the Folians are used to. The elders call it 'Bronzewood' [Bronzewood: 3 (+1/turn)].

[Patapon]

The farmer is found, and is able to teach the rest of the tribe some of his secrets [Agriculture I], and the search for Ton Kampon begins next [2/4]. Finally, the memories of Don the Yumpion are uncovered, quickly and easily [Archery I].

[Zothique]

>+5 pop

Much food is found [+4 food]!

[Tribal Kingdoms]

Another farm is planted [2/4], and new infantry protocols are instated quickly [Infantry I], while the the Felion expand their territory again [+4 hex].

[Splinter Tekla]

The spawning pit is finally complete [Spawning Pit I (+1 pop/turn)] as well as the Warrior forms [Warrior Forms I]. the Splinter also begins to grow Spawn Harvesters [1/4].

[Olmara]

The training ring finally completes growing [Training Ring I], scouting drills are done [Scouting I], and another fish farm is ready [Fish Farm I, +1 food].

[Tilar]

The empire extends its grasp westward [+4 hex], and plantation work is nearly done [5/6].

[Dwarf Mountain]

The pickaxes are complete [Mining tools I (+1 bronze/turn), +1 Industry], and the forge is completed, though just barely [Forge I, +1 Industry]. Progress on the runes starts [2/4; -1 stone]!

[Woodland Realm]

The bee farm is complete, and soon producing some delicious, nutritious honey (+2 food), while weaponweaving is a success as well (Weaponweaving I, +.5 Industry). Finally, the Realm stretches eastward yet again (+4 hex).]

[Warherd]

The hunting parties are finally organized, and start ranging across the forest (Hunting Parties I; +1 food), and the Assembly Grounds are nearly ready (3/4). Finally, the Smithy is ready for business as well (Smithy I, +1 Industry)

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f3216e No.35619

File: ac8fd855c95b62c⋯.jpg (39.66 KB,600x480,5:4,electric-blue-moth-mindy-l….jpg)

Dice rollRolled 11, 99, 74 = 184 (3d100)

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Fluff: Sfims have always cherished the biting cold and whispered to the razor sharp winds that cut down anything in it's way. Tundra, mountaintop, or taiga, if there is ice, a Sfim will call it home.

Of course, even places like this can still burn. Legend has it that Jepsilp, a nobody of a Sfimvx, was consumed by a great forest fire that burned for longer than a mind can know. In the years after, soot stained the sky, and black snow fell far across the land, the sun's warmth chased away by the thick smog. The Sfim rejoiced, and swore to torch everything before them to bring about a new age of Ice, taking on the name of their FirstBurned to champion their cause. Fire has treated the Tribe of Jepsilp well, the sacrifices they give it being rewarded with the knowledge of cooking, bronze-working, and countless more wonders. Now,they are ready to venture forth, claim anything and everything, and return it to the flame.

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 39

Population(+growth/turn): 14 (+2/turn)

Food: 1

Currency: 6 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2) 3/12

+Ice Quarry 2/4+

+Lumber Mill 1/4+

Defenses: 1 (Capital City: Fraktion)

Military: 1 (Bentenite Soldiers(spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools I

Resources: [Ice: 6.5+1] [Bronze: 4+1] [Stone:5+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.

1. My fellow Sfims, please, take these 5 shiny coins as payment, so that you can be actually motivated to build this stupid Lumber Mill. We need wood!

2 and 3. Continue Ice Quarrying.

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f3216e No.35620

Dice rollRolled 26, 77, 85 = 188 (3d100)

>>35617

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), Niu (W) (outpost (4))

Territory: 39

Population(+growth/turn): 18 (+4/turn)

Food: 2

Currency: 11 (+4/turn)

Industry: 5

Structures: Government Building, Fish Farm I (3), Training Ring I

Defenses: 1 Olmara

Military: 1 City Guard

Tech: Coral-smithing, Coral Farming I, Fish Herding I, Agriculture I, Scouting I

Resources: [Coral: 6 +1/t] [Seaweed: 5 +1/t] [Driftwood: 5 +1/t]

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. Claim more land for the nation. We require more room to grow and gather resources.

+Sea Dwellers

2. After claiming that land send scouts out to see what bounty is within those lands.

+Scouting I

3. The men need more discipline! Begin researching better training methods so that our men can fight off anything that can be thrown at us.

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f3216e No.35621

File: 8f9aeafb82b6834⋯.png (3.24 KB,256x256,1:1,fah_zakpon.png)

File: 34fd54479989553⋯.png (43.81 KB,346x235,346:235,Pan_Lol.png)

Dice rollRolled 26, 31, 74 = 131 (3d100)

>>35617

Nation Name: Patapon Tribe

Race(s): Patapon

Color: Orange

Fluff: Long ago, when the world was young and the ancients walked the earth for the first time, the Patapon were there. Lead by their god, they had an army that was almost unstoppable. With their god Kami at their head, they bloomed out from their home of Pata-Pole and came to encompass almost the entire continent. All of this was part of their quest to see "it", and it was their determination, and arrogance, to see this quest completed that led to their downfall. A great hero of the Tribe, who's name is lost to the annuals of history, shattered the Most Sacred artifact of the Tribe, errantly thinking that in his action he was helping the tribe to achieve their quest. In doing this, he shattered the Patapon's connection with their god, who disappeared from the world. Leaderless, the tribe soon fell apart as their enemies took advantage of the chaos. Eventually they were driven from their lands, and the once great tribe was reduced to a mere shadow of their former greatness. Many years they spent in their new home, Patapolis, where as the generations progressed more and more of their history was forgotten, and the struggle to survive became their main concern. Now, when the Tree of Life which gives birth the Patapons wilt, and the howls of the giant beast of the world grow ever closer to Patapolis, the drums which lead the Patapons to war sound in the deep again. Their God has returned, not in the once corporeal form that he once led them in, but still his beat moves their feet.

>Stats:

Territory: 39

Population(+growth/turn): 18 (+4/turn)

Food: 1

Currency: 11 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Mine I (+1 bronze/turn)

Defenses: 1 Pata-pole

Military: 1 Yaripon

Tech: [Bronze working I], [Infantry I], [Mysticism I], [Sailing I], [Archery I], [Agriculture I]

Resources:

[Bronze: 9] +2/turn

[Wood: 4] +1/turn

[Stone:5] +1/turn

Eccentricities:

[Ancient Legacy]: The Patapon once had a huge empire, and will reclaim it, though the world has returned to a much more savage state, something they are not used too. While expansion is a bit harder, the Patapon take more land with its completion.

[Competitors]: Ever since their connection with their god was shattered, the Patapon have been competing with the other residents of their island for their place, and have developed both a burning hatred, and a fear for the powerful beasts. When attacking an enemy with them on their side, the hatred takes hold, making the armies of Pata-pole stronger. However, faced with an attack, they are gripped by fear, remembering times when they were but ants in a land of giants.

>Ongoing:

The Search for the Smith 2/4

1. Continue the Search for Ton Kampon, if we are to defeat the massive beast of the forest, we must have the proper steel, and weapons, to do it.

2. With our farmer safe at Patapolis, and the Mountain talker Kom Kimpon teasing ore for us out of the young mountain, it seems safe for the Patapons to expand, so we shall.

3. We have the Yaripon, our spear chuckers, the Yumipon, our erstwhile archers, now we need the meat of our army, the shieldwall that holds the enemy back while the ranged units tear them to bits. We need our Tatepons! So we must recover the memory of Ban the Tatepon, who's spirit will let Mater produce Tatepons for our army!

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f3216e No.35623

Dice rollRolled 6, 46, 22 = 74 (3d100)

>>35617

Nation Name: (Sovereignty of Folia)

Race(s): (Dryads, Ent and Myconids)

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) (Sunview, Thornside, Oakcrest, Shade's Succor )

Territory: 43

Population(+growth/turn): 16 (+3/turn)

Food: 1

Currency: 11 (+4/turn)

Industry: 5.5

Structures: Elder Tree, Farm I (2),Lumber mill(3/4)

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Woodcraft, Herbalism I, Agriculture I, Treeweaving I

Resources: [Bronze: 3] [Stone: 3] [Wood: 5] [Bronzewood: 4 (+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.FInish the harvesting of dead wood, this so called "lumber mill" 3/4

+Tree weaving

+Treespeak

+Wood craft

2.Continue extending our protection into the forest.

3. Begin working on improving our ability to weave the trees as we need.

+Tree weaving

+Treespeak

+Wood craft

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f3216e No.35625

Dice rollRolled 44, 56, 65 = 165 (3d100)

[Splinter Tekla]

Settlements: Hive Tekla; Broodnest Moira, Broodnest Amalthea, Broodnest Julia, Broodnest Iyeda

Territory: 39

Population(+growth/turn): 21 (+6/turn)

Food: 1

Currency: 11 (+4/turn)

Industry: 5

Structures: Swarm Spire, Farm I (2), Spawning Pit

Defenses: 1 Acidic Creep (Hive Tekla)

Military: 1 Land Swarm

Tech: Bronzeworking, Harvesting I, Armor I, Swarming I, Warrior Forms I

Resources: [Bronze: 5] [Wood: 3] [Stone: 7]

Eccentricities:

[Resource Harvesters]: When the Splinter finds a resource, they completely clean it out, though this makes it harder for them to even find resources.

[Demonic Invaders]: The Splinter has one purpose- to take over and harvest Primal World completely. Recruitment of military units is easier, though any peaceful endeavors usually fall flat.

>Location: Right Red

1. [Harvest Food]

+[Resource Harvesters]

+Harvesting I

2. Research Warrior Forms II

3. [Spawn Harvesters] 1/4

+Harvesting I

+[Demonic Invaders]

A unit dedicated to harvesting resources for the Swarm.

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f3216e No.35637

File: 9f6896d53e3125a⋯.jpg (31.76 KB,560x320,7:4,Hanging_Gardens.jpg)

Dice rollRolled 72, 93, 85 = 250 (3d100)

>>35617

[Holy Hegemony of Humania]

Population(+growth/turn): 19 (+3/turn)

Food: 1

Currency: 15 (+4/turn)

Industry: 5

Settlements: Humania ✪, x4 Unnamed Outposts

Structures: Palace (Humania), Farm I (2)

Defenses: 1 (Humania)

Military: 1 Warrior

Tech: Bronzeworking, Agriculture I, Masonry I, Archery I, Architecture I

Resources:

[Bronze: 7] +1/turn

[Stone: 5] +1/turn

[Wood: 4] +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.

[Ambitious]: The Holy Hegemony will spread, and soon cover everything. While they expand quickly, they usually pay little mind to what's exactly inside their territories.

1.)

[Industrial]

[Masonry I]

Quarry (3/4)

2.)

[Industrial]

[Masonry I]

[Architecture I]

The King demands additional farmland be constructed in-city using an elaborate canal system, creating convenient hanging gardens which will merge with the walls of Humania once they begin construction.

3.) Archery II (5/6)

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f3216e No.35638

>>35637

Forgot to add [Agriculture I] to action 2.

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f3216e No.35639

Dice rollRolled 1, 31, 100 = 132 (3d100)

>>35617

[Tribal Kingdoms]

Population(+growth/turn): 16 (+3/turn)

Food: 1

Currency: 9 (+3/turn)

Industry: 5

Territory: ~48 hexes

Structures: Government Building, Farm I (2), Forges I

Defences: Felsiha [Capital City]

Military: 1 Wanir Spearfels

Tech: Bronzeworking, Architecture I, Weaponsmithing I, Infantry I, Hunting I, Bureaucracy I

Resources: [Bronze: 7 (+1pt)] [Stone: 4 (+1pt)] [Wood: 5 (+1pt)]

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: With the advances in military knowledge, the current standing unit of Wanir Spearfels wouldn't be up to the new standard. With the assistance of the Forges, they would be supplied with the latest tools of war, granting them bronze spears instead of sharp sticks.

>Upgrade the unit of Wanir Spearfels. +2 Bronze, +Bronzeworking, +Weaponsmithing I, +Infantry I, +Forges I

2: With the forges smelting bronze for the tools of war, they would also forge tools of peace, bronze sickles and hoes to assist the tasks of farming for the Wuirs.

>Research Agriculture I. +1 Bronze, +Bronzeworking, +Forges I

3: Farm (2/4)

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f3216e No.35641

Dice rollRolled 92, 99, 16 = 207 (3d100)

>>35617

[Bukamma]

Population(+growth/turn): 18 (+4/turn)

Food: 2

Currency: 9 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (3), Reed Grove I

Defenses: 1 (Capital City)

Military: 1 Spearfrog

Tech: Bronzeworking, Infantry I, Agriculture I, Bureaucracy I, Masonry I

Resources: [Bronze: 7+1/t] [Driftwood: 4+1/t] [Stone:5+1/t][Reeds: 1+1/t]

Eccentricities:

[Hydrocentric]: Bukamma way of life centers on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source.

[Communal]: The Bukam do everything together. Spending two or more dice on the same action grants a bonus, but lone actions suffer.

1 and 2: Start fishing. Use reeds and driftwood to make fish traps and rafts.

+Hydrocentric

+Communal

3: There are lots of herbs and strange plants in the swamps. Some are useful for healing. Research medicine.

+Hydrocentric

-Communal

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f3216e No.35644

File: 76173639546d014⋯.jpg (59.28 KB,1280x720,16:9,Surprising.jpg)

Dice rollRolled 79, 42, 88 = 209 (3d100)

>>35617

Nation Name: The Kuvarik Congelate

Race(s): Mucilloid

Color: Lavender

Fluff: Born from deep below the earth, the Mucilloid's are a secretive, and alien race of creatures. Their origins lost aeons ago, and their history being that of near mindless fungal beasts, they have only now begun to organize and facilitate their species growth, as the spark of intelligence begins to take hold of their collective, as their threads spread deeper, and farther than ever before.

The Mucilloid's are not quite like the races they share the world with. They are mostly silent, and possess a dire sort of attitude when it comes to life, as they worship both the death of themselves, and the death of others. Although their growth is not as rampant as their spore based reproduction system would imply, as it takes a good deal of time for the spores to fully germinate a Perfect Mucilloid. However, Mucilloid's can split smaller bulbs of themselves off, so as to create Imperfect Mucilloid clones. It has been through this nature of propagation, that the Mucilloid's have gained a knack for the growth and care of molds and fungal growths, similar to their own.

Finally, Mucilloid's are noticeably slower in action, but aggressive and impartial in judgement. Spreading as they please, and how they please, they can seem boastful, and even arrogant. However, this is simply their nature. Other interesting facts include the Mucilloid's "Pheromone" sight, as their eyes allow them to not only process light, but to also see a variety of pheromones secreted by them. This is key to their ability to communicate, and navigate their dark and dank homes.

-Don't fill out (unless told)-

Settlements: (Syrost) (Player-Named outpost (4))

Territory:

Population(+growth/turn): 12 (+2/turn)

Food: 1

Currency: 6 (+3/turn)

Industry: 6

Structures: Government Building, Farm I (2) Lumber Mill[+1 Wood/turn], Quarry[+1 Stone/turn]

Defenses: 1 (Syrost)

Military: 1 (Zloy Guard)

Tech: Bronzeworking, Mold Agriculture I, Pheromone Sight I, Hunting I

Resources: [Mold: 4] [Bronze: 3] [Wood:5][Stone: 1]

Eccentricities:

[Clones]: When recruiting for their armies, each Kuvarik unit comes with a smaller version of itself, though imperfect and weak, which doesn't need food or gold to sustain itself. As a trade off however, training is slower to allow for these clones to form.

[Death Comes For All]: In their reverence for death, the Congelate excel at coming up with new and exciting ways to cause it! However, they don't really see a use for luxuries such as currency, as life, to the Congelate, is too fleeting.

1. Begin working on a fortifications to the west most area, using the stone and wood we have collected.

2. Continue work on the Mold farms, as we need to set up a more effective way of cultivating the cultures.

3. Begin gathering more food.

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f3216e No.35648

Dice rollRolled 95, 43, 77 = 215 (3d100)

>>35617

Settlements: (Patakatifu) (Tumbili Outposts (4))

Territory: 39

Population(+growth/turn): 14 (+2/turn)

Food: 1

Currency: 9 (+3/turn)

Industry: 5

Structures: Red Stone Palace, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 Kima Scrappers

Tech: Bronzeworking, Conversion I, Weaponsmithing I, Masonry I, Discipline I, Primal Combat I, Clubs I

Resources: [Wood: 6] [Bronze: 3] [Stone:4] [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.

1. We require food. This means that the work of the Kima must be finished.

Finish Agriculture I. 3/4 [Physical Prowess]

2. Continue channeling the primal fury of our people into our combat tactics.

Research Primal Combat II [2/6] [Physical Prowess][Primal Combat I]

3. Construct within our capitol a Bronze Smithery to better outfit our troops when the screams of war begin to fill the jungles and valleys.

Build a Bronze Smithery. [Physical Prowess][Bronzeworking][Wood or Stone or Bronze whatever works]

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f3216e No.35650

File: 2c98c2012cf7765⋯.jpg (182.61 KB,575x311,575:311,MouseGuardLegends_v3_001_D….jpg)

Dice rollRolled 66, 92, 52 = 210 (3d100)

>>35617

[Tilar]

Population(+growth/turn): 25 (+5/turn)

Food: 1

Currency: 12 (+3/turn)

Industry: 5

Structures: Palace, Farm I (2)

Defenses: 1 (Palisades)

Military: 1 (1st Legion)

Tech: Bronzeworking, Infantry I, Agriculture I, Bureaucracy I

Resources:

[Wood: 7] +1/t

[Bronze: 5] +1/t

[Stone:5] +1/t

Eccentricities:

[Conscription]: Snousies reproduce in litters, and the babies grow quickly; perfect for the new warlord’s purposes. The Tilar Empire can easily raise large amounts of troops, although their small stature makes them weaker than the bigger inhabitants of Primal World.

[Infantry or Agriculture]: While Tilar would arm the Empire and go on constant conquest, the Snousies are also great farmers. Each turn, the Empire can choose to focus on technology benefitting one, while negatively impacting the other.

—–

1. Research [Colonization I]

+Bureaucracy I

2. Research [Agriculture I]

+Bureaucracy I

+[Infantry or (Agriculture)]

3. Research [Plantations I] 5/6

+Bureaucracy I

+[Infantry or (Agriculture)]

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f3216e No.35651

>>35650

Action two should be [Agriculture II]

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f3216e No.35660

Dice rollRolled 76, 46, 34 = 156 (3d100)

>>35617

Nation Name: Warherd of Taugrax

Races: Beastmen, Minotaurs, strange and terrible beasts

Color: Blood Red

Fluff: Not all of the natural creatures of the forest are prone to passivity and decadence. Some, like the savage beastmen, Satyr, and Minotaurs of the great forests, are prone to a passionate and singular life, fighting and reproducing in ever-shifting factions and clans, content to live and die by their passions in an attempt to carry their name and clan to eternal dominance. Occasionally, a powerful Minotaur will organize the savage beasts into a semi-organized society - a Warherd, led by the strongest, most cunning, most powerful among them. The Warherd of Taugrax is one among the handful of Warherds of the forest, but Taugrax himself - an enormous, white-furred minotaur - is something special. He aspires not a mere spark of flame, his razor-sharp mind unsatisfied with a death at the hand of the first challenger with a poisoned bronze dagger. It is the intent of Warchief Taugrax to make use of the foaming beastmen under his hand - to unite the fighting Warherds and forge an empire of beastmen that claims the whole of the world as its birthright. As the beastmen grumble, constructing a clanhall and forging arms of bloodied bronze, Taugrax's savage eyes look hungrily at the domain of man with the mind of a still bulldozer.

Population(+growth/turn): 22 (+4/turn)

Food: 2

Currency: 9 (+2/turn)

Industry: 6

Settlements: Kithr (The Great Court) ✪, x4 Unnamed Outposts

Structures:

- Kithr: Clan Hall (Government Building), Farm I (2x), Smithy I

Defenses:

- Kithr: 1x

Military: 1x[Warherd]

Tech: Bronzeworking, Infantry I, Weaponsmithing I, Armorsmithing I, Hunting Parties I

Resources: [Bronze: 5] [Wood: 3] [Stone:1]

Eccentricities:

[War Machine]: Taugrax brought the beastmen together for one purpose- war and conquest; they have little time for other things.

[Bloodthirsty]: When the drums of war sound, the warherd rushes forth. The Warherd can mobilize faster than the other nations of Primal World, but stay too long at peace, and the disparate tribes might have to create their own wars…

1. Finish up the Assembly Grounds. [3/4]

2. There's a few minor warherds around these forests, and some unclaimed territory - and the beastmen are getting restless for even these few weeks without a target to fight. I want them to establish our complete control over this land, by establishing my authority to the few other Clans here - and, more importantly, bringing them to Kithar after destroying their measly groupings in bloody combat.

+ [War Machine]

[Expansion roll, filling out the corners and edges]

3. Though we're fine on resources for the moment, the Warherd will need more soon enough. The easiest, and most obvious, is to put together a basic forestry operation; we know enough of industry to harvest the forest for its goods. It is best to start collecting wood now, that we might not have a shortage when weapon production moves into full swing.

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f3216e No.35664

[Society]

Population(+growth/turn): 14 (+2/turn)

Food: 1

Currency: 6 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2), Great Obelisk. Gentlemonkey's Club I, Library I

Defenses: 1 (Capital City)

Military: 1 Ape Militia

Tech: Bronzeworking, Mathematics I, Astronomy I, Writing I, Architecture I, Farming I,

Resources:

[Wood: 6] +1/turn

[Bronze: 5] +1/turn

[Stone:4] +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.

Stat post

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f3216e No.35669

File: 37e618288fe7f61⋯.jpg (41.56 KB,403x493,403:493,dar-monkey.jpg)

File: bc544fd329078f0⋯.jpg (168.7 KB,900x563,900:563,b8608d502f45f930eedb979a8f….jpg)

Dice rollRolled 5, 1, 8 = 14 (3d100)

>>35664

1. Now that the monkeys have their Gentleman's Club and their Library, great thinkers and philosophers come together to dicuss a systematized method of experimentation and understanding the world. Ser Monkey Bacon claims to have theorized on a "Scientific Method" which, he says, is based off the simple thought processes of all intelligent beings.

Research Science I

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Writing I, Mathematics I, Writing I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

2. The Monkeys study the relationship between the number of banana trees and how many primitive monkeys exist in a set area. They theorize if the can develop a formula on the maximum number of monkeys able to survive per banana tree, they can make better planned population growth and improve the size of our civilization.

Research Sustainable Population I

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Writing I, Mathematics I, Writing I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

3. The monkeys proceed to build improved housing, as a second method to increase population growth. Monkeys treat the banana tree as sacred, and do everything in their power to protect their ecology, so their buildings are typically made of stone and built in such a way as to not harm the jungle or the bananas.

Build Improved Housing

Tech: Mathematics I, Writing I, Architecture I

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f3216e No.35675

File: a66080357adeb8c⋯.jpg (171.03 KB,962x642,481:321,laughingchimps.jpg)

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f3216e No.35680

Dice rollRolled 35, 65, 89 = 189 (3d100)

[Woodland Realm]

Population(+growth/turn): 12 (+2/turn)

Food: 3

Currency: 6 (+3/turn)

Industry: 5.5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 Elf Guard

Tech: Woodcraft I, Domestication I, Treeweaving I, Archery I, Weaponweaving I

Resources:

[Wood: 5] (+1/turn)

[Stone: 3] (+1/turn)

[Bronze:3] (+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.

#1 the druids work on an enchanted type of seed that can grow a full grown tree fast, and in the shape of what is needed. it is a great alternative to the lumber mills of other beings, who chop down the trees and cut them up. they work hard on making something useful of this, a magical tree mill, which will take more time and resources to finish but give more wood than a normal one.

+Woodcraft I

+Treeweaving I

#2 with more food available, the people feel comfortable with starting families. Nests are built, and more forest folk are born and raised.

+Woodcraft I

+Treeweaving I

#3 having expanded the woodland realm deeper into the forest, the druids now weave trees together to build a new outpost to the east, to guard and watch over the woods and animals and the forest folk.

+Woodcraft I

+Treeweaving I

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f3216e No.35682

File: ea74f651a118277⋯.png (3.79 MB,2500x2000,5:4,AncientsMap.png)

[Jepsilp]

Sfims are lazy (-5 currency), though they do work overtime on the ice quarry to make up for it- in no time workers are carrying blocks of ice out of it [Ice Quarry I, +1 ice/turn].

[Olmara]

The Olmara swim forth, covering more territory [1/2]. The scouts are sent out, finding more coral [+3], and better training methods are starting to be introduced [3/4]

[Patapon]

The search for Ton Kampon hits a few snags, but continues on [3/4], while the Patapon begin pushing the boundaries of their territory northward [1/2]. The memories of Ban the Tatepon are nearly recovered [3/4].

[Folia]

The lumber mill is completed [Lumber Mill I, +1 lumber/turn; +.5 industry], and the Sovereignty expands east again [+4 hex]! Finally, the treeweavers begin improving their craft, if slowly [1/6].

[Splinter Tekla]

Not much food is found, unfortunately- at least to the Tekla [+3 food], and better warrior forms are being bred [2/6]. The Spawn Harvesters are nearly ready [3/4].

[Zothique]

>+1 pop

Much wood is gathered by the Zothique [+7 Wood]!

[Holy Hegemony]

>I just realized I gave you 3 eccentricities. Lose [Ambitious].

The Quarry is completed [Quarry I (+1 stone/turn); +1.5 Industry)], as well as the farms [Farms II (+2 food)]. The people finish their archery training [Archery I].

[Tribal Kingdoms]

>You do not decide what resources are used, I do.

Tragedy strikes the Spearfel unit while they are out on a training excersize- a large reptilian beast charges through the jungle, roaring at them. They fight bravely, though are no match for the beast and are forced to return. Few make it back. [Change strength to .5]. However, better techniques for growing food are researched [1/4], and the surviving members of the Spearfel regiment throw themselves to work on the farm. They get it done so fast, they decide to plant a second one. [+2 farm II, +2 food; -2 Stone]

[Bukamma]

The fishing expeditions are a smashing success, as not one, but two fishing villages are built [2 Fishing Village I, +2 food; -2 driftwood]. However, no research is accomplished.

[Kuvarik]

The Congelate begins fortifying its western outpost [3/4, -1 stone], and another mold farm starts to grow [1/4]. Howwever, the hunting expedition goes well [+2 food].

[Tumbili]

The agricultural techniques are ready [Agriculture I], and the Kima's combat techniques are nearly improved [4/6]. Meanwhile, the smithy is well underway [3/4, -1 stone].

[Tilar]

Colonization tech in underway [2/4], while Agriculture research and Plantations research quickly complete [Agriculture II, Plantations I].

[Warherd]

The assembly grounds are finished [Assembly Grounds I], and the Warherd expands its territories [+4 hexes]! Finally, a lumber operation starts, but just barely. [1/4, -1 stone].

[Society]

Nothing much happens this month… except the 'sustainable population' program takes a turn for the worse- it works, but not the way it was intended to… disease spreads and kills a large portion of the population. [-3 pop]

[Woodland Realm]

The 'magical' tree farm might take a while [1/6, -2 wood], but nests are raised [2/4; -1 wood], and a new outpost is built [+1 pop/turn; -1 wood/stone]!

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f3216e No.35683

[Society]

Population(+growth/turn): 13 (+2/turn)

Food: 1

Currency: 9 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2), Great Obelisk. Gentlemonkey's Club I, Library I

Defenses: 1 (Capital City)

Military: 1 Ape Militia

Tech: Bronzeworking, Mathematics I, Astronomy I, Writing I, Architecture I, Farming I,

Resources:

[Wood: 7] +1/turn

[Bronze: 6] +1/turn

[Stone:5] +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.

Stat post

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f3216e No.35684

File: c00b952dcbbd5e5⋯.jpg (34.4 KB,640x430,64:43,oregon-trail-dysentery_5.jpg)

Dice rollRolled 52, 72, 74 = 198 (3d100)

1. Disease and plague. A terrible threat to us with or without intelligence. The monkeys only strive harder to understand how to combat such things, and to do so, a new way of thinking is required.

Research Science I

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Writing I, Mathematics I, Writing I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

2. The monkeys learn a very important lesson. Space out your homes and your outhouses, and do not put them next to rivers. With this knowledge in hand, they try again to better design their cities.

Research Sustainable Population I

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Writing I, Mathematics I, Writing I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

3. As mentioned, the new housing districts are built. This time with a keen mind on spreading out homes and NOT spreading the watery-poop-die disease. We need a better name for that one.

Build Improved Housing

Tech: Mathematics I, Writing I, Architecture I

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f3216e No.35685

Dice rollRolled 87, 36, 52 = 175 (3d100)

>>35682

Settlements: (Patakatifu) (Tumbili Outposts (4))

Territory: 39

Population(+growth/turn): 16 (+2/turn)

Food: 1

Currency: 12 (+3/turn)

Industry: 5

Structures: Red Stone Palace, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 Kima Scrappers

Tech: Bronzeworking, Agriculture I, Conversion I, Weaponsmithing I, Masonry I, Discipline I, Primal Combat I, Clubs I

Resources: [Wood: 6] [Bronze: 3] [Stone: 3] [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.

1. Finish our training. Our warriors will have raw ferocity unmatched by any.

Train Primal Combat II. [4/6][Physical Prowess][Primal Combat I]

2. Finish our Smithy. Hammers need to be meeting with metal. Now.

Smithy 3/4 [Physical Prowess]

3. Construct another farm. More food means more warriors. [Agriculture I][1 Wood][Physical Prowess]

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f3216e No.35686

Dice rollRolled 80, 66, 57 = 203 (3d100)

[Woodland Realm]

Population(+growth/turn): 12 (+2/turn)

Food: 3

Currency: 6 (+3/turn)

Industry: 5.5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 Elf Guard

Tech: Woodcraft I, Domestication I, Treeweaving I, Archery I, Weaponweaving I

Resources:

[Wood: 3] (+1/turn)

[Stone: 4] (+1/turn)

[Bronze:4] (+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.

#1 with magic growing seeds, trees will be grown directly into walls and branches shaped into tools. farming these magic seeds will provide great sources of wood, without harming a single tree. 1/6

+Woodcraft I

+Treeweaving I

#2 the nests continue to be built, and will raise many more forest folk

+Woodcraft I

+Treeweaving I

#3 the druids go in search to find elk and deer who are willing to allow the forest folk to ride them, to explore the forest or into battle to protect it.

Domestication I

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f3216e No.35687

Dice rollRolled 52, 77, 39 = 168 (3d100)

>>35682

[Bukamma]

Population(+growth/turn): 22 (+4/turn)

Food: 4

Currency: 12 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (3), Fishing Village I (2), Reed Grove I

Defenses: 1 (Capital City)

Military: 1 Spearfrog

Tech: Bronzeworking, Infantry I, Agriculture I, Bureaucracy I, Masonry I

Resources: [Bronze: 8+1/t] [Driftwood: 3+1/t] [Stone:6+1/t][Reeds: 2+1/t]

Eccentricities:

[Hydrocentric]: Bukamma way of life centers on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source.

[Communal]: The Bukam do everything together. Spending two or more dice on the same action grants a bonus, but lone actions suffer.

1, 2 and 3: Build watermills in our settlements to mill grain into flour. Having the river do it instead of individual bukam will save a lot of work and free workers to do other things.

+Communal

+Hydrocentric

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f3216e No.35688

File: d0ebb86256213e1⋯.jpg (118.18 KB,1280x1024,5:4,2038628-942065_20130506_00….jpg)

Dice rollRolled 85, 74, 82 = 241 (3d100)

>>35682

Nation Name: Patapon Tribe

Race(s): Patapon

Color: Orange

Fluff: Long ago, when the world was young and the ancients walked the earth for the first time, the Patapon were there. Lead by their god, they had an army that was almost unstoppable. With their god Kami at their head, they bloomed out from their home of Pata-Pole and came to encompass almost the entire continent. All of this was part of their quest to see "it", and it was their determination, and arrogance, to see this quest completed that led to their downfall. A great hero of the Tribe, who's name is lost to the annuals of history, shattered the Most Sacred artifact of the Tribe, errantly thinking that in his action he was helping the tribe to achieve their quest. In doing this, he shattered the Patapon's connection with their god, who disappeared from the world. Leaderless, the tribe soon fell apart as their enemies took advantage of the chaos. Eventually they were driven from their lands, and the once great tribe was reduced to a mere shadow of their former greatness. Many years they spent in their new home, Patapolis, where as the generations progressed more and more of their history was forgotten, and the struggle to survive became their main concern. Now, when the Tree of Life which gives birth the Patapons wilt, and the howls of the giant beast of the world grow ever closer to Patapolis, the drums which lead the Patapons to war sound in the deep again. Their God has returned, not in the once corporeal form that he once led them in, but still his beat moves their feet.

>Stats:

Territory: 39

Population(+growth/turn): 18 (+4/turn)

Food: 1

Currency: 11 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Mine I (+1 bronze/turn)

Defenses: 1 Pata-pole

Military: 1 Yaripon

Tech: [Bronze working I], [Infantry I], [Mysticism I], [Sailing I], [Archery I], [Agriculture I]

Resources:

[Bronze: 9] +2/turn

[Wood: 4] +1/turn

[Stone:5] +1/turn

Eccentricities:

[Ancient Legacy]: The Patapon once had a huge empire, and will reclaim it, though the world has returned to a much more savage state, something they are not used too. While expansion is a bit harder, the Patapon take more land with its completion.

[Competitors]: Ever since their connection with their god was shattered, the Patapon have been competing with the other residents of their island for their place, and have developed both a burning hatred, and a fear for the powerful beasts. When attacking an enemy with them on their side, the hatred takes hold, making the armies of Pata-pole stronger. However, faced with an attack, they are gripped by fear, remembering times when they were but ants in a land of giants.

>Ongoing:

The Search for the Smith 3/4

The Search for the Shield-Bearers 3/4

Expansion 1/2

1. We must find the Smith, we are nearly upon his essence!

2. The Soul of Ban is near, the High Priestess can feel it!

3. And our expansion shall continue.

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f3216e No.35690

Dice rollRolled 73, 93, 89, 25, 11, 69 = 360 (6d100)

[Dwarf Mountain]

Population(+growth/turn): 13 (+3/turn)

Food: 1

Currency: 6 (+3/turn)

Industry: 7

Structures: Government Building, Farm I (2), Forge I

Defenses: 1 Dwarf Mountain

Military: 1 Dwarf Warriors

Tech: Bronzeworking, Architecture I, Excavating I, Brewing I, Mining Tools I

Resources:

[Bronze: 9] +2 / turn

[Stone: 6] +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.

1. The Dwarves work hard on their magic runes 2/4

2. We should make new Construction tools for building. Hammers and nails and things!

Forge I, Bronzeworking I

3. Let's search our mountain for new types of metals.

Excavating I, Mining Tools I

4. Or maybe we'll find a gem vein full of shiny jewels.

Excavating I, Mining Tools I

5. Expand east into the mountains!

Achitecture I, Excavating I, Mining Tools I

6. The Dwarves start building a big Hearth to keep their homes warm in the cold mountains. More dwarves will be able to raise families.

Architecture I

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f3216e No.35691

Dice rollRolled 83, 92, 78 = 253 (3d100)

>>35682

Nation Name: Warherd of Taugrax

Races: Beastmen, Minotaurs, strange and terrible beasts

Color: Blood Red

Fluff: Not all of the natural creatures of the forest are prone to passivity and decadence. Some, like the savage beastmen, Satyr, and Minotaurs of the great forests, are prone to a passionate and singular life, fighting and reproducing in ever-shifting factions and clans, content to live and die by their passions in an attempt to carry their name and clan to eternal dominance. Occasionally, a powerful Minotaur will organize the savage beasts into a semi-organized society - a Warherd, led by the strongest, most cunning, most powerful among them. The Warherd of Taugrax is one among the handful of Warherds of the forest, but Taugrax himself - an enormous, white-furred minotaur - is something special. He aspires not a mere spark of flame, his razor-sharp mind unsatisfied with a death at the hand of the first challenger with a poisoned bronze dagger. It is the intent of Warchief Taugrax to make use of the foaming beastmen under his hand - to unite the fighting Warherds and forge an empire of beastmen that claims the whole of the world as its birthright. As the beastmen grumble, constructing a clanhall and forging arms of bloodied bronze, Taugrax's savage eyes look hungrily at the domain of man with the mind of a still bulldozer.

Population(+growth/turn): 26 (+4/turn)

Food: 2

Currency: 11 (+2/turn)

Industry: 6

Settlements: Kithr (The Great Court) ✪, x4 Unnamed Outposts

Structures:

- Kithr: Clan Hall (Government Building), Farm I (2x), Smithy I, Assembly Grounds I

Defenses:

- Kithr: Palisade

Military: 1x[Warherd]

Tech: Bronzeworking, Infantry I, Weaponsmithing I, Armorsmithing I, Hunting Parties I

Resources: [Bronze: 5] [Wood: 3] [Stone:1]

Eccentricities:

[War Machine]: Taugrax brought the beastmen together for one purpose- war and conquest; they have little time for other things.

[Bloodthirsty]: When the drums of war sound, the warherd rushes forth. The Warherd can mobilize faster than the other nations of Primal World, but stay too long at peace, and the disparate tribes might have to create their own wars…

1. Continue to reign in the other clans, conquering their warherds as we fill out the various corners of this neck of the forest.

+ [War Machine]

2. With the Assembly Grounds in place, the Warherd can be grown properly, recruiting the able and strong bulls from our ranks into the Herd's warrior cult. Begin to rally the Herd and grow the ranks, organizing them under the strongest bull in their unit, to answer to the clan from which they hail; and, ultimately, Warchief Taugrax.

+ [War Machine]

3. Finally, the new lands should bring in the other powerful Clans to heel. They ought be organized properly for meetings within the Clanhall, answering ultimately to Taugraux alone. A proper and efficient system of meetings and having the voices of the clans heard will, with the proper strength being shown, unite the tribes once and for all under Taugraux's fist, allowing for an uninterrupted growth of population within our lands.

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f3216e No.35693

File: 82d10cb51bdee58⋯.jpg (3.58 KB,450x112,225:56,Composite_Bow.jpg)

Dice rollRolled 81, 81, 55 = 217 (3d100)

>>35682

[Holy Hegemony of Humania]

Population(+growth/turn): 22 (+3/turn)

Food: 3

Currency: 19 (+4/turn)

Industry: 6.5

Settlements: Humania ✪, x4 Unnamed Outposts

Structures: Palace (Humania), Farm I (2), Farm II, Quarry I

Defenses: 1 (Humania)

Military: 1 Warrior

Tech: Bronzeworking, Agriculture I, Masonry I, Archery II, Architecture I

Resources:

[Bronze: 8] +1/turn

[Stone: 5] +2/turn

[Wood: 5] +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.)

As we wait for the workers to gather enough stone for our great wall, we must drill our forces to be able to fight in unison, for the bow is a weapon best used in mass! Research the means of [Discipline]!

2-3.)

Excellent. These bows are fair, though not fair enough for the tasks they shall be required. With tips of bronze and bodies of many different woods, we shall craft them from tools of hunting, to tools of battle. [Archery III]

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f3216e No.35694

Dice rollRolled 79, 31, 64 = 174 (3d100)

>>35682

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), Niu (W) (outpost (4))

Territory: 39

Population(+growth/turn): 22 (+4/turn)

Food: 2

Currency: 15 (+4/turn)

Industry: 5

Structures: Government Building, Fish Farm I (3), Training Ring I

Defenses: 1 Olmara

Military: 1 City Guard

Tech: Coral-smithing, Coral Farming I, Fish Herding I, Agriculture I, Scouting I

Resources: [Coral: 10 +1/t] [Seaweed: 6 +1/t] [Driftwood: 6 +1/t]

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. Continue expansion and claiming of the ocean floor. 1/2

+Sea Dwellers

2. Continue to introduce better training methods, these hatchlings will be made into soldiers. 3/4

3. Begin to grow more complexes for the crafting of coral tools and weapons so that we may have more artisans at work at a given time.

+Coral Smithing.

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f3216e No.35696

File: a64d46a4cf97d28⋯.jpg (235.67 KB,900x720,5:4,a4c0ab4565a42d8a77b265c8fa….jpg)

Dice rollRolled 54, 75, 68 = 197 (3d100)

>>35682

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Fluff: Sfims have always cherished the biting cold and whispered to the razor sharp winds that cut down anything in it's way. Tundra, mountaintop, or taiga, if there is ice, a Sfim will call it home.

Of course, even places like this can still burn. Legend has it that Jepsilp, a nobody of a Sfimvx, was consumed by a great forest fire that burned for longer than a mind can know. In the years after, soot stained the sky, and black snow fell far across the land, the sun's warmth chased away by the thick smog. The Sfim rejoiced, and swore to torch everything before them to bring about a new age of Ice, taking on the name of their FirstBurned to champion their cause. Fire has treated the Tribe of Jepsilp well, the sacrifices they give it being rewarded with the knowledge of cooking, bronze-working, and countless more wonders. Now,they are ready to venture forth, claim anything and everything, and return it to the flame.

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 39

Population(+growth/turn): 16 (+2/turn)

Food: 1

Currency: 5 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I

+Lumber Mill 1/4+

Defenses: 1 (Capital City: Fraktion)

Military: 1 (Bentenite Soldiers(spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools I

Resources: [Ice: 8.5+2] [Bronze: 5+1] [Stone:6+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.

1) I've been going about this all wrong. Instead of payment, I must make my men WANT to cut down trees! Of course, trees burn! Do you not want to see the trees burn?! We must have Wood!

+Fanatacism and/or Hero Worship?

2) Scout the mountain! We must look for a suitable place to build a mine! Take these 5 coins so I know you're doing a good job!

- 5 Currency

3) The tools we made must be put to use! Shape Stone and Ice into a facility we can use as a Forge, so that we make better tools!

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f3216e No.35697

Dice rollRolled 79, 31, 38 = 148 (3d100)

>>35682

[Tribal Kingdoms]

Population(+growth/turn): 19 (+3/turn)

Food: 3

Currency: 12 (+3/turn)

Industry: 5

Territory: ~48 hexes

Structures: Government Building, Farm II (2), Forges I

Defences: Felsiha [Capital City]

Military: 1 Wanir Spearfels [0.5]

Tech: Bronzeworking, Architecture I, Weaponsmithing I, Infantry I, Hunting I, Bureaucracy I

Resources: [Bronze: 8 (+1pt)] [Stone: 3 (+1pt)] [Wood: 6 (+1pt)]

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.

(Going to just be posting the actions this turn)

1: Upgrade the damaged unit of Spearfels back to their original strength or more.

>+Bronzeworking, +Weaponsmithing I, +Infantry I.

2: Form a new unit from the Wanir caste, to the best possible quality that they can have.

>+[Muskles] +Bronzeworking, +Weaponsmithing I, +Infantry I.

3: Agriculture I (1/4)

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f3216e No.35710

>>35682

Nation Name: The Kuvarik Congelate

Race(s): Mucilloid

Color: Lavender

Fluff: Born from deep below the earth, the Mucilloid's are a secretive, and alien race of creatures. Their origins lost aeons ago, and their history being that of near mindless fungal beasts, they have only now begun to organize and facilitate their species growth, as the spark of intelligence begins to take hold of their collective, as their threads spread deeper, and farther than ever before.

The Mucilloid's are not quite like the races they share the world with. They are mostly silent, and possess a dire sort of attitude when it comes to life, as they worship both the death of themselves, and the death of others. Although their growth is not as rampant as their spore based reproduction system would imply, as it takes a good deal of time for the spores to fully germinate a Perfect Mucilloid. However, Mucilloid's can split smaller bulbs of themselves off, so as to create Imperfect Mucilloid clones. It has been through this nature of propagation, that the Mucilloid's have gained a knack for the growth and care of molds and fungal growths, similar to their own.

Finally, Mucilloid's are noticeably slower in action, but aggressive and impartial in judgement. Spreading as they please, and how they please, they can seem boastful, and even arrogant. However, this is simply their nature. Other interesting facts include the Mucilloid's "Pheromone" sight, as their eyes allow them to not only process light, but to also see a variety of pheromones secreted by them. This is key to their ability to communicate, and navigate their dark and dank homes.

-Don't fill out (unless told)-

Settlements: (Syrost) (Player-Named outpost (4))

Territory:

Population(+growth/turn): 12 (+2/turn)

Food: 3

Currency: 6 (+3/turn)

Industry: 6

Structures: Government Building, Farm I (2) Lumber Mill[+1 Wood/turn], Quarry[+1 Stone/turn]

Defenses: 1 (Syrost)

Military: 1 (Zloy Guard)

Tech: Bronzeworking, Mold Agriculture I, Pheromone Sight I, Hunting I

Resources: [Mold: 4] [Bronze: 3] [Wood:5][Stone: 1]

Eccentricities:

[Clones]: When recruiting for their armies, each Kuvarik unit comes with a smaller version of itself, though imperfect and weak, which doesn't need food or gold to sustain itself. As a trade off however, training is slower to allow for these clones to form.

[Death Comes For All]: In their reverence for death, the Congelate excel at coming up with new and exciting ways to cause it! However, they don't really see a use for luxuries such as currency, as life, to the Congelate, is too fleeting.

1. Continue fortifying the western outpost.

2. Continue work on the Mold Farm.

3. Begin looking at the possibility of selectively breeding certain types of fungi.

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f3216e No.35711

Dice rollRolled 27, 5, 23 = 55 (3d100)

Rolling

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f3216e No.35712

Dice rollRolled 99, 65, 16 = 180 (3d100)

[Splinter Tekla]

Settlements: Hive Tekla; Broodnest Moira, Broodnest Amalthea, Broodnest Julia, Broodnest Iyeda

Territory: 39

Population(+growth/turn): 27 (+6/turn)

Food: 3

Currency: 16 (+4/turn)

Industry: 5

Structures: Swarm Spire, Farm I (2), Spawning Pit

Defenses: 1 Acidic Creep (Hive Tekla)

Military: 1 Land Swarm

Tech: Bronzeworking, Harvesting I, Armor I, Swarming I, Warrior Forms I

Resources: [Bronze: 5] [Wood: 3] [Stone: 7]

Eccentricities:

[Resource Harvesters]: When the Splinter finds a resource, they completely clean it out, though this makes it harder for them to even find resources.

[Demonic Invaders]: The Splinter has one purpose- to take over and harvest Primal World completely. Recruitment of military units is easier, though any peaceful endeavors usually fall flat.

>Location: Right Red

1. [Research Adaptation]

The strength of the Lith lie in their ability to rapidly mutate and adapt in only a single spawning generation. Given the time, the Lith can adapt to nearly any environment - including the depths of space.

2. Research Warrior Forms II 2/6

There is always space to improve upon perfection.

3. Spawn [Warrior Swarm]

[Demonic Invaders]

Armor I, Swarming I, Warrior Forms I

Content in its combat forms for such a primitive planet the Brood Queen begins the arduous process of tending to the spawning pits alongside her Princesses. These hideous monstrosities pick and insert raw cells, then manipulate them to suit the combat needs of the Splinter.

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f3216e No.35713

File: 44bab61d35586e0⋯.png (3.78 MB,2500x2000,5:4,AncientsMap.png)

[Society]

Science research starts, nearly finishing [3/4]. The 'Sustainable Population' project is finally underway [Sustainable Population I,], and finally, more housing is improved [3/4].

[Tumbili]

Training finishes [Primal Combat II]! The smithy is done as well [Smithy I], and a new farm is planted [2/4].

[Woodland Realm]

The magic seeds are almost sprouting [4/6]! Nests are built [Nests I, +1 pop/turn], and the search begins for rideable beasts [2/4].

[Bukamma]

Watermills are completed easily, and are soon churning out flour [Watermills I, +1 food; -1 stone]

[Patapon Tribe]

The smith is found! He teaches the tribe many secrets, but the one that stands out is how to make magnificent and sturdy armor [Armorsmithing I], and the memories of Ban are finally uncovered [Shields I]. The Tribe finishes expanding [+4 hex]!

[Zothique]

>+5 pop

Mazes are undergoing construction; as there are four, it may take a while [6/12; -4 wood].

[Dwarf Mountain]

The dwarves complete their runes [Runes I], and also better bronze tools [Tools I; -1 bronze] A strange new silvery metal is found [Iron 1], as well as a vein of precious gems- they'll have to be dug out though [1/4]. No progress on expansion though, as the dwarves are too busy building extra housing [2/4].

[Warherd]

The Warherd expands its borders [+4 hex], and a band of beastmen are easily recruited into the army, frothing at the mouth [1.6x (-1 food, -1 currency/turn)](Last time I look over your character sheet to give you modifiers), and the clan bloodlines are in the process of being formalized [2/4].

[Humania]

Humania begins training its archers in the ways of discipline [3/4], and also improves their use as weapons of war [4/8].

[Olmara]

Finally, the Olmara expand [+4 hex], and better training methods are finalized [Training I]. The Olmara coral-growers start growing more coral to be crafted into tools [2/4].

[Jepsilp]

Finally, the Sfim get to work on a lumber mill [2/4; -.5 ice], and a suitable place to build a mine is quickly discovered [3/4; =1.5 wood], while the foundations of a forge are laid [2/4; -1.5 stone].

[Tribal Kingdoms]

The contingent of Spearfels is replenished, with the new tactics [1.2]! Another regiment is undergoing training [1/2; -1 pop], though agricultural progress is slow, but steady [2/4].

[Kuvarik Congelate]

The outpost is fortified [+1 defense], though a small spark at the mold farm turns disasterous [Progress lost]. The possibilities are looked into [1/4].

[Splinter Tekla]

The Hive finds itself extremely adaptable [Adaptability I], and better warrior farms have nearly been bred [4/6], while another warrior swarm is being hatched- the temperature of the spawning pit is a little low, however, it may take time [1/4].

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f3216e No.35714

Dice rollRolled 84, 98, 93 = 275 (3d100)

>>35713

Settlements: (Patakatifu) (Tumbili Outposts (4))

Territory: 39

Population(+growth/turn): 18 (+2/turn)

Food: 1

Currency: 15 (+3/turn)

Industry: 5

Structures: Red Stone Palace, Farm I (2), Smithy I

Defenses: 1 (Capital City)

Military: 1 Kima Scrappers

Tech: Bronzeworking, Agriculture I, Conversion I, Weaponsmithing I, Masonry I, Discipline I, Primal Combat II, Clubs I

Resources: [Wood: 6] [Bronze: 3] [Stone: 3] [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.

1. Finish our new farm. We require more food.

New Farm 2/4 [Agriculture I][Physical Prowess]

2. Continue researching Primal Combat. Savagery and victory go hand in hand.

Research Primal Combat III. [Physical Prowess][Primal Combat II]

3. Add to our existing lands. There are, surely, more apes out there that require uplifting! We will bring them into our fold!

Expand south. [Conversion I][Physical Prowess]

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f3216e No.35715

File: a961e88704abf11⋯.jpg (116.06 KB,600x398,300:199,CrudeQuarry.jpg)

Dice rollRolled 77, 38, 50 = 165 (3d100)

>>35713

[Tribal Feldoms]

Population(+growth/turn): 21 (+3/turn)

Food: 3

Currency: 15 (+3/turn)

Industry: 5

Territory: ~48 hexes

Structures: Government Building, Farm II (2), Forges I

Defences: Felsiha [Capital City]

Military: 1 Wanir Spearfels [1.2]

Tech: Bronzeworking, Architecture I, Weaponsmithing I, Infantry I, Hunting I, Bureaucracy I

Resources: [Bronze: 9 (+1pt)] [Stone: 4 (+1pt)] [Wood: 7 (+1pt)]

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: With the rather high demand for stones for both the infrastructure and the Cradles of the feldoms, the need for more effective means of gaining said rocks must be found. Thankfully, it appears that using the newly bronzed tools, chunks of rocks in the ground can be chipped away, to be used in said constructions.

>Dig a Quarry for more stones. +Muskles +Bronzeworking +Architecture I(?)

2: New units. [1/2]

3: Agriculture I [2/4]

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f3216e No.35717

Dice rollRolled 92, 22, 48, 62, 21, 52 = 297 (6d100)

>>35713

Nation Name: (Sovereignty of Folia)

Race(s): (Dryads, Ent and Myconids)

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) (Sunview,Thornside, Oakcrest, Shade's Succor )

Territory: 47

Population(+growth/turn): 22 (+3/turn)

Food: 1

Currency: 19 (+4/turn)

Industry: 6

Structures: Elder Tree, Farm I (2),Lumber mill

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Woodcraft, Herbalism I, Agriculture I, Treeweaving I (1/6)

Resources: [Bronze: 3] [Stone: 3] [Wood: 7 +1/turn] [Bronzewood: 6 (+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.

MISSED TURN

1.We will need a better under standing of the world around us if we are to protect. We shall learn.

+Treespeak

+Nature Nation

+Woodcraft

+Herbalism I

2.Continue extending our protection into the forest.

3. Continue improving our ability to weave the tree in beneficial ways. 1/6

+Tree weaving

+Treespeak

+Wood craft

CURRENT TURN

1. Continue on learning about the world around us, how affect it, and it affects us.

+Treespeak

+Nature Nation

+Woodcraft

+Herbalism I

2.Continue extending our protection into the forest.

3. Continue improving our ability to weave the tree in beneficial ways. 1/6

+Tree weaving

+Treespeak

+Wood craft

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f3216e No.35718

[Tumbili]

+1 Industry

[Dwarf Mountain]

+1 Industry

[ALL]

Smithies/Smelters now have an output of +1 bronze/turn at tier 1, barring other effects.

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f3216e No.35719

>>35718

Disregard [ALL] addendum- mines provide metal, forges/smithies Industry.

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f3216e No.35720

>>35718

>>35719

Also apologies if I forget to boost your Industry stat, please correct me if it happens.

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f3216e No.35721

Last post from me, might revamp rules a bit due to feedback you're all giving me.

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f3216e No.35722

>>35714

Settlements: (Patakatifu) (Tumbili Outposts (4))

Territory: 39

Population(+growth/turn): 18 (+2/turn)

Food: 1

Currency: 15 (+3/turn)

Industry: 6, +1/turn

Structures: Red Stone Palace, Farm I (2), Smithy I

Defenses: 1 (Capital City)

Military: 1 Kima Scrappers

Tech: Bronzeworking, Agriculture I, Conversion I, Weaponsmithing I, Masonry I, Discipline I, Primal Combat II, Clubs I

Resources: [Wood: 6] [Bronze: 3] [Stone: 3] [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.

F I X E D

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f3216e No.35723

INDUSTRY and FOOD are both STATIC STATS, they DO NOT change unless I specify.

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f3216e No.35725

>>35723

this is why you specify this shit in the op

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f3216e No.35726

File: ee44c001e6dae4b⋯.jpg (22.38 KB,280x280,1:1,blue_moth.v6052.jpg)

Dice rollRolled 90, 65, 7 = 162 (3d100)

>>35713

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 39

Population(+growth/turn): 18 (+2/turn)

Food: 1

Currency: 4 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I

+Lumber Mill 2/4+

+Mine 3/4+

+Forge 2/4+

Defenses: 1 (Capital City: Fraktion)

Military: 1 (Bentenite Soldiers(spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools I

Resources: [Ice: 9.5+2] [Bronze: 6+1] [Stone:5.5+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.

1. Continue, my fanatical brethren! We must have this Lumber Mill constructed! Here, take another 1 Currency, now you have religion AND profit to persuade you!

2. Keep building the mine! Take 4 Coins for your troubles.

3. Forge almost finished? We need better tools for that mine we're about to open!

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f3216e No.35728

File: 08791eb29bb7069⋯.png (3.29 KB,256x256,1:1,Pan_the_Pakapon.png)

File: cc3ea6133623076⋯.png (15.87 KB,800x600,4:3,patapo10.png)

Dice rollRolled 64, 61, 97 = 222 (3d100)

>>35713

Nation Name: Patapon Tribe

Race(s): Patapon

Color: Orange

Fluff: Long ago, when the world was young and the ancients walked the earth for the first time, the Patapon were there. Lead by their god, they had an army that was almost unstoppable. With their god Kami at their head, they bloomed out from their home of Pata-Pole and came to encompass almost the entire continent. All of this was part of their quest to see "it", and it was their determination, and arrogance, to see this quest completed that led to their downfall. A great hero of the Tribe, who's name is lost to the annuals of history, shattered the Most Sacred artifact of the Tribe, errantly thinking that in his action he was helping the tribe to achieve their quest. In doing this, he shattered the Patapon's connection with their god, who disappeared from the world. Leaderless, the tribe soon fell apart as their enemies took advantage of the chaos. Eventually they were driven from their lands, and the once great tribe was reduced to a mere shadow of their former greatness. Many years they spent in their new home, Patapolis, where as the generations progressed more and more of their history was forgotten, and the struggle to survive became their main concern. Now, when the Tree of Life which gives birth the Patapons wilt, and the howls of the giant beast of the world grow ever closer to Patapolis, the drums which lead the Patapons to war sound in the deep again. Their God has returned, not in the once corporeal form that he once led them in, but still his beat moves their feet.

>Stats:

Territory: 43

Population(+growth/turn): 18 (+4/turn)

Food: 1

Currency: 11 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Mine I (+1 bronze/turn)

Defenses: 1 Pata-pole

Military: 1 Yaripon

Tech: [Bronze working I], [Infantry I], [Mysticism I], [Sailing I], [Archery I], [Agriculture I], [Armorsmithing I], [Shields I]

Resources:

[Bronze: 9] +2/turn

[Wood: 4] +1/turn

[Stone:5] +1/turn

Eccentricities:

[Ancient Legacy]: The Patapon once had a huge empire, and will reclaim it, though the world has returned to a much more savage state, something they are not used too. While expansion is a bit harder, the Patapon take more land with its completion.

[Competitors]: Ever since their connection with their god was shattered, the Patapon have been competing with the other residents of their island for their place, and have developed both a burning hatred, and a fear for the powerful beasts. When attacking an enemy with them on their side, the hatred takes hold, making the armies of Pata-pole stronger. However, faced with an attack, they are gripped by fear, remembering times when they were but ants in a land of giants.

>Ongoing:

1. Now that we have the Smith and the Mountain whisperer, we shall need lumber to fuel our furnaces. Pan the Pakapon, the Tree Talker, who can make the elder trees shake loose old branches and inspire young seedlings to rise to touch the heavens, shall be the target of our next search!

2. With the core of the Army now recovered, we shall now focus on upgrading our troops. The Yaripon first, their spears could use some sharpening, and with our smith, we have little need to use wooden spears anymore.

+ [Bronze working I]

3. The Tribe grows, and as it does, so to does its need to be feed. We shall expand to acquire more land to feed the Tribe!

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f3216e No.35729

Dice rollRolled 9, 86, 66 = 161 (3d100)

Fixed Stats:

Population(+growth/turn): 22 (+4/turn)

Food: 1

Currency: 15 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Mine I (+1 bronze/turn)

Defenses: 1 Pata-pole

Military: 1 Yaripon

Tech: [Bronze working I], [Infantry I], [Mysticism I], [Sailing I], [Archery I], [Agriculture I], [Armorsmithing I], [Shields I]

Resources:

[Bronze: 11] +2/turn

[Wood: 5] +1/turn

[Stone:6] +1/turn

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f3216e No.35731

File: dc5ac4c5db24d7d⋯.png (12.14 KB,130x130,1:1,Barracks_(Civ3).png)

Dice rollRolled 47, 69, 35 = 151 (3d100)

>>35713

[Holy Hegemony of Humania]

Population(+growth/turn): 25 (+3/turn)

Food: 3

Currency: 23 (+4/turn)

Industry: 6.5

Settlements: Humania ✪, x4 Unnamed Outposts

Structures: Palace (Humania), Farm I (2), Farm II, Quarry I

Defenses: 1 (Humania)

Military: 1 Warrior

Tech: Bronzeworking, Agriculture I, Masonry I, Archery II, Architecture I

Resources:

[Bronze: 9] +1/turn

[Stone: 7] +2/turn

[Wood: 6] +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.)

[Discipline I] 3/4

2.)

to tools of battle. [Archery III] 4/8

3.)

[Masonry I]

[Archery II]

[Architecture I]

Ah, but it is almost forgotten. Walls are of little use if there is no means to train soldiers to man them! Construct a Barracks to garrison our future army.

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f3216e No.35732

Dice rollRolled 65, 4, 14 = 83 (3d100)

>>35713

[Bukamma]

Population(+growth/turn): 26 (+4/turn)

Food: 5

Currency: 15 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (3), Fishing Village I (2), Reed Grove I, Watermills I

Defenses: 1 (Capital City)

Military: 1 Spearfrog

Tech: Bronzeworking, Infantry I, Agriculture I, Bureaucracy I, Masonry I,

Resources: [Bronze: 9+1/t] [Driftwood: 4+1/t] [Stone:6+1/t][Reeds: 3+1/t]

Eccentricities:

[Hydrocentric]: Bukamma way of life centers on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source.

[Communal]: The Bukam do everything together. Spending two or more dice on the same action grants a bonus, but lone actions suffer.

1 and 2: The mills have brought about a new concept; that of machinery. Before the bukam can properly understand these new concepts they need to develop their basic sciences. Research Mathematics.

+Communal

3: Young bukam do not have parents or families (that they know of) so must be educated by the community. Build schools where they can be taught.

+Bureaurocracy

+Masonry

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f3216e No.35733

Dice rollRolled 3, 86, 56 = 145 (3d100)

[Woodland Realm]

Population(+growth/turn): 15 (+3/turn)

Food: 3

Currency: 6 (+3/turn)

Industry: 5.5

Structures: Government Building, Farm I (2), Nests I (1)

Defenses: 1 (Capital City)

Military: 1 Elf Guard

Tech: Woodcraft I, Domestication I, Treeweaving I, Archery I, Weaponweaving I

Resources:

[Wood: 4] (+1/turn)

[Stone: 5] (+1/turn)

[Bronze:5] (+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.

#1 the magic forest will supply the forest folk with wood abundant, and bring about harmony as a single axe shall harm a tree no more 4/6

+Woodcraft I

+Treeweaving I

#2 fairies aid in coaxing the beasts of the forest, as druids sing to them in their language, asking to befriend and ride them 2/4

+Domestication I

#3 the forest is still deep and deeper still. the forest folk migrate east, looking for where the forest ends

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f3216e No.35740

Dice rollRolled 13, 67, 46 = 126 (3d100)

>>35713

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), Niu (W) (outpost (4))

Territory: 43

Population(+growth/turn): 26 (+4/turn)

Food: 2

Currency: 19 (+4/turn)

Industry: 5

Structures: Government Building, Fish Farm I (3), Training Ring I

Defenses: 1 Olmara

Military: 1 City Guard

Tech: Coral-smithing, Coral Farming I, Fish Herding I, Agriculture I, Scouting I, Training I

Resources: [Coral: 11 +1/t] [Seaweed: 7 +1/t] [Driftwood: 7 +1/t]

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. Continue growing areas to make coral tools. 2/4

+Coral Smithing

2. Expand more.

+Sea Dweller.

3. We require better soldiers to protect our domain. Begin training some spearmen!

+Training I

+Coral Smithing.

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f3216e No.35742

Dice rollRolled 28, 23, 66 = 117 (3d100)

>>35713

Nation Name: Warherd of Taugrax

Races: Beastmen, Minotaurs, strange and terrible beasts

Color: Blood Red

Fluff: Not all of the natural creatures of the forest are prone to passivity and decadence. Some, like the savage beastmen, Satyr, and Minotaurs of the great forests, are prone to a passionate and singular life, fighting and reproducing in ever-shifting factions and clans, content to live and die by their passions in an attempt to carry their name and clan to eternal dominance. Occasionally, a powerful Minotaur will organize the savage beasts into a semi-organized society - a Warherd, led by the strongest, most cunning, most powerful among them. The Warherd of Taugrax is one among the handful of Warherds of the forest, but Taugrax himself - an enormous, white-furred minotaur - is something special. He aspires not a mere spark of flame, his razor-sharp mind unsatisfied with a death at the hand of the first challenger with a poisoned bronze dagger. It is the intent of Warchief Taugrax to make use of the foaming beastmen under his hand - to unite the fighting Warherds and forge an empire of beastmen that claims the whole of the world as its birthright. As the beastmen grumble, constructing a clanhall and forging arms of bloodied bronze, Taugrax's savage eyes look hungrily at the domain of man with the mind of a still bulldozer.

Population(+growth/turn): 30 (+4/turn)

Food: 1

Currency: 12 (+1/turn)

Industry: 6

Settlements: Kithr (The Great Court) ✪, x4 Unnamed Outposts

Structures:

- Kithr: Clan Hall (Government Building), Farm I (2x), Smithy I, Assembly Grounds I

Defenses:

- Kithr: Palisade

Military: 2x[Warherd]

Tech: Bronzeworking, Infantry I, Weaponsmithing I, Armorsmithing I, Hunting Parties I

Resources: [Bronze: 5] [Wood: 3] [Stone:1]

Eccentricities:

[War Machine]: Taugrax brought the beastmen together for one purpose- war and conquest; they have little time for other things.

[Bloodthirsty]: When the drums of war sound, the warherd rushes forth. The Warherd can mobilize faster than the other nations of Primal World, but stay too long at peace, and the disparate tribes might have to create their own wars…

1. Continue recruitment.

2. Continue expansion.

3. Continue working with the clans. [2/4]

+[War Machine] to all

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f3216e No.35745

Dice rollRolled 99, 78, 96 = 273 (3d100)

[Splinter Tekla]

Settlements: Hive Tekla; Broodnest Moira, Broodnest Amalthea, Broodnest Julia, Broodnest Iyeda

Territory: 39

Population(+growth/turn): 33 (+6/turn)

Food: 3

Currency: 20 (+4/turn)

Industry: 5

Structures: Swarm Spire, Farm I (2), Spawning Pit

Defenses: 1 Acidic Creep (Hive Tekla)

Military: 1 Land Swarm

Tech: Bronzeworking, Harvesting I, Armor I, Swarming I, Warrior Forms I

Resources: [Bronze: 5] [Wood: 3] [Stone: 7]

Eccentricities:

[Resource Harvesters]: When the Splinter finds a resource, they completely clean it out, though this makes it harder for them to even find resources.

[Demonic Invaders]: The Splinter has one purpose- to take over and harvest Primal World completely. Recruitment of military units is easier, though any peaceful endeavors usually fall flat.

>Location: Right Red

1. Construct Resource Processor (industry)

The ability of the Splinter to take raw materials and break them down into their raw elements for recycling is a key component of any Splinter. Such structures inevitably improve the Splinter's ability to spawn more beasts, but also carry out its harvesting duties.

2. Research Warrior Forms II 4/6

There is always space to improve upon perfection.

3. Spawn [Warrior Swarm] 1/4

[Demonic Invaders]

Armor I, Swarming I, Warrior Forms I

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f3216e No.35746

>>35745

Addendum - Resources: Harvesters 1[+1/turn]

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f3216e No.35748

File: fb682240e8bb5d3⋯.png (3.78 MB,2500x2000,5:4,AncientsMap.png)

>All old outposts can now be turned into towns!

[Tumbili]

The farm is complete [Farm I, +1 food], and better combat techniques are nearly finalized [4/6], while the Tumbili expands its lands [+4 hex]!

[Tribal Feldoms]

A quarry is nearly dug [3/4, -1 wood], while another unit of spearfels are created [1.8x (Next time include unit stats), -1 pop, -2 food)], and better agricultural techniques are worked out [Agriculture I]

[Zothique]

>+3 pop

>Next time include progress.

Work continues [8/12], while food is gathered [+2 food].

[Folia]

The Folian try to further their unterstanding of herbalism and the forest [4/6], while they once again set to expanding their territory [+4 hex]. The treeweavers continue working, slowly [2/6], complete their research [herbalism II], and begin to expand yet again [1/2]. More strides in the field of treeweaving are made [4/6].

[Jepsilp]

>Again, please put progress with actions.

Finally, the lumber mill is ready for business [Lumber Mill I, +1 wood/turn, +1 Industry], and the mine also completes [Mine I, +1 bronze/turn, +1 Industry]. No progress on the forge though.

[Patapon]

Another search for the Patapon masters begins [2/4], and the Yaripon's gear is upgraded [1.2]. Finally, the Patapn expand their territory [+6 hex]!

[Humania]

The commanders finish disciplining their troops [Discipline I], and the archery techniques are nearly finished [68]. Finally, a barracks is under construction [1/4; -1 stone].

[Bukamma]

The Bukam start on their mathematics research [2/4], though no schools are built.

[Woodland Realm]

No improvement on the treeweaving techniques, and beasts are found! Two legged reptilian beasts, with long crests on their heads; they're very noisy [Domestication I; Pacuckur herd: 5 (+1/turn)]. The faires and elves expand their territory east, once again [+4 hex]!

[Olmara]

No progress on the coral tools, as the O'jala expand their lands [+4 hex]. Finally, some spearmen are undergoing training [1/2].

[Warherd]

Another warherd is being readied [1/2], as Taugrax expands his holdings [1/2], and clan bloodlines are officially established [Bloodlines I, +1 pop/turn].

[Splinter Tekla]

A Resource Processor is built [Processor I, -1 stone], Warrior forms are bettered [Warrior Forms II], and the Warrior Swarm is finally spawned [1.8x, -1 food].

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f3216e No.35749

Dice rollRolled 55, 90, 47 = 192 (3d100)

>>35748

Settlements: (Patakatifu) (Tumbili Outposts (4))

Territory: 43

Population(+growth/turn): 20 (+2/turn)

Food: 2

Currency: 18 (+3/turn)

Industry: 6

Structures: Red Stone Palace, Farm I (3), Smithy I

Defenses: 1 (Capital City)

Military: 1 Kima Scrappers

Tech: Bronzeworking, Agriculture I, Conversion I, Weaponsmithing I, Masonry I, Discipline I, Primal Combat II, Clubs I

Resources: [Wood: 6] [Bronze: 3] [Stone: 3] [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.

1. Continue training our warriors in the arts of primeval fury.

Train Primal Combat III. [4/6][Physical Prowess][Primal Combat II]

2. Begin upgrading our Northern Outpost into a town. Safe from attack, it will serve as a place to gather resources and strength.

Upgrade the North Outpost into a town. [Masonry I][Physical Prowess]

3. We require better weapons and finer techniques for our warriors. We will do this by refining upon our existing weaponry.

Begin developing Clubs II. [Smithy I][Bronzeworking][Clubs I][Physical Prowess]

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f3216e No.35751

[Society]

Population(+growth/turn): 17 (+2/turn)

Food: 1

Currency: 12 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2), Great Obelisk. Gentlemonkey's Club I, Library I

Defenses: 1 (Capital City)

Military: 1 Ape Militia

Tech: Bronzeworking, Mathematics I, Astronomy I, Writing I, Architecture I, Farming I, Sustainable Population I

Resources:

[Wood: 9] +1/turn

[Bronze: 8] +1/turn

[Stone:7] +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.

Stat post

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f3216e No.35752

Dice rollRolled 75, 72, 31, 73, 88, 47 = 386 (6d100)

>>35751

1. Continue the Science I research 3/4

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Writing I, Mathematics I, Writing I, Astronomy I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

2. Research Sustainable Population II. How many houses to build, how many banana farms to build and how to arrange them, what kind of structures can be supported. We must use all our knowledge on farming, architecture, and mathematics to ensure we have a superior ability to bring more monkeys into the world.

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Mathematics I, Writing I, Sustainable Population I, Architecture I, Farming I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

3. Research Writing II

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Writing I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

4. Research Mathematics II. Everything relies on math, from the movement of the stars to the construction of buildings, to the number of monkeys per banana tree, and we should use our experience in those to increase our mathematical prowess.

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Mathematics I, Writing I, Astronomy I, Architecture I, Sustainable Population I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

5. Research Construction Tools I

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Bronzeworking, Mathematics I, Writing I, Architecture I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

6. Continue building the new housing. Now with a better understanding of how to build a decent house for not too many monkeys and not too few. 3/4

Build Improved Housing

Tech: Mathematics I, Writing I, Architecture I, Sustainable Population I

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f3216e No.35754

Dice rollRolled 63, 57, 86 = 206 (3d100)

>>35748

Nation Name: (Sovereignty of Folia)

Race(s): (Dryads, Ent and Myconids)

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) (Sunview,Thornside, Oakcrest, Shade's Succor )

Territory: 51 (1/2)

Population(+growth/turn): 25 (+3/turn)

Food: 1

Currency: 23 (+4/turn)

Industry: 6

Structures: Elder Tree, Farm I (2),Lumber mill

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Woodcraft, Herbalism II, Agriculture I, Treeweaving I (4/6)

Resources: [Bronze: 3] [Stone: 3] [Wood: 8 +1/turn] [Bronzewood: 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.

1. Our ability to weave trees continue to grow, much like a sapling. 4/6

+Tree weaving

+Treespeak

+Wood craft

2.Finish our expansion into the forests, they need our protection. (1/2)

(Also wheelie I am missing a lot of territory. only showing 43 out of 51)

3.Begin working on how to make weapons out of the dead and prepared wood. We need to be able to defend ourselves when the burners and cutters come.

+Woodcraft

+herbalism II

+Nature Nation

+Treespeak

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f3216e No.35758

Dice rollRolled 63, 92, 90 = 245 (3d100)

>>35748

[Bukamma]

Population(+growth/turn): 30 (+4/turn)

Food: 5

Currency: 18 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (3), Fishing Village I (2), Reed Grove I, Watermills I

Defenses: 1 (Capital City)

Military: 1 Spearfrog

Tech: Bronzeworking, Infantry I, Agriculture I, Bureaucracy I, Masonry I,

Resources: [Bronze: 10+1/t] [Driftwood: 5+1/t] [Stone:7+1/t][Reeds: 4+1/t]

Eccentricities:

[Hydrocentric]: Bukamma way of life centers on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source.

[Communal]: The Bukam do everything together. Spending two or more dice on the same action grants a bonus, but lone actions suffer.

1: Carry on mathematics research. (2/4)

-Communal

2 and 3: Put more effort into building schools for young bukam.

+Communal

+Masonry

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f3216e No.35766

Dice rollRolled 79, 74, 12, 10, 95, 96 = 366 (6d100)

[Dwarf Mountain]

Population(+growth/turn): 19 (+3/turn)

Food: 1

Currency: 12 (+3/turn)

Industry: 7

Structures: Government Building, Farm I (2), Forge 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

Resources:

[Bronze: 12] +2 / turn

[Stone: 8] +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.

1. Gems and jewels! Dig them out dwarves! We've got good new tools to help build a mine as well as dig it. 1/4

Excavating I, Mining Tools I, Tools I, Architecture I

2. Build more houses! 2/4

Architecture I, Tools I

3. Now that we have runes, lets combine them with our tools. Go and make some Runic-Tools, to make them even better.

Runes I, Tools I, Mining tools I

4. Expand east into the mountains

Excavating I, Mining Tools I, Tools I, Architecture I

5. Dig an iron mine!

Excavating I, Mining Tools I, Tools I, Iron I

6. Let’s make some rails and carts. We can use them to push lots of dirt and materials for building and mining.

Tools I

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f3216e No.35767

Dice rollRolled 42, 7, 3 = 52 (3d100)

>>35748

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), Niu (W) (outpost (4))

Territory: 47

Population(+growth/turn): 30 (+4/turn)

Food: 2

Currency: 23 (+4/turn)

Industry: 5

Structures: Government Building, Fish Farm I (3), Training Ring I

Defenses: 1 Olmara

Military: 1 City Guard

Tech: Coral-smithing, Coral Farming I, Fish Herding I, Agriculture I, Scouting I, Training I

Resources: [Coral: 12 +1/t] [Seaweed: 8 +1/t] [Driftwood: 8 +1/t]

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. Continue growing areas to make coral tools. 2/4

+Coral Smithing

2. Continue training spearmen. 1/2

+Training I

+Coral Smithing.

3. Scout out the new land we have claimed for anything of interest, note, or use.

+Scouting I

+Sea Dwellers.

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f3216e No.35775

File: 43ed14d5d45960d⋯.png (35.69 KB,154x154,1:1,Walls_of_Babylon_(Civ5).png)

File: 363673b2ba8980d⋯.png (61.14 KB,268x256,67:64,Walls_of_Humania.png)

Dice rollRolled 51, 71, 56 = 178 (3d100)

>>35748

[Holy Hegemony of Humania]

Population(+growth/turn): 28 (+3/turn)

Food: 3

Currency: 27 (+4/turn)

Industry: 6.5

Settlements: Humania ✪, x4 Unnamed Outposts

Structures: Palace (Humania), Farm I (2), Farm II, Quarry I

Defenses: 1 (Humania)

Military: 1 Warrior

Tech: Bronzeworking, Agriculture I, Masonry I, Archery II, Architecture I, Discipline I

Resources:

[Bronze: 10] +1/turn

[Stone: 8] +2/turn

[Wood: 7] +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.)

Industrial

Masonry I

Architecture I

Stone: 8

It is time now, the Great Wall of King Abu-Abum shall begin erection immediately! The creatures of the outside will trouble us no more, for these walls are no mere fortification, but a barrier so large as to envelop the city's surrounding area! Use as many resources as required for this task.

2.)

[Archery III] 6/8

3.)

[Masonry I]

[Archery II]

[Architecture I]

-

[Barracks] 2/4

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f3216e No.35781

Dice rollRolled 30, 90, 52 = 172 (3d100)

>>35748

[Tribal Feldoms]

Population(+growth/turn): 23 (+3/turn)

Food: 1

Currency: 18 (+3/turn)

Industry: 6

Territory: ~48 hexes

Structures: Government Building, Farm II (2), Forges I

Defences: Felsiha [Capital City]

Military: Wanir Spearfels [1.2], Wanir Bladefels [1.8]

Tech: Bronzeworking, Architecture I, Agriculture I, Bureaucracy I, Weaponsmithing I, Infantry I, Hunting I

Resources: [Bronze: 10 (+1pt)] [Stone: 5 (+1pt)] [Wood: 7 (+1pt)]

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.

(Accidentally refreshed the page, removing my fluff. Also, I'm renaming the new Spearfels to Bladefels, due to their greater strength in combat.)

1: Upgrade the northern-most outpost to a town, to support the northern frontier.

>+Advanced Architecture, Architecture I, Bureaucracy I

2: Upgrade Weaponsmithing from I to II, because of the latest increase of smithed weapons.

>+Bronzeworking, +Weaponsmithing I, +Forge I

3: Continue work on the Quarry. [3/4]

>+Muskles +Bronzeworking +Architecture I(?)

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f3216e No.35817

Dice rollRolled 17, 32, 53 = 102 (3d100)

[Splinter Tekla]

Settlements: Hive Tekla; Broodnest Moira, Broodnest Amalthea, Broodnest Julia, Broodnest Iyeda

Territory: 39

Population(+growth/turn): 33 (+6/turn)

Food: 3

Currency: 20 (+4/turn)

Industry: 5

Structures: Swarm Spire, Farm I (2), Spawning Pit

Defenses: 1 Acidic Creep (Hive Tekla)

Military: 1 Land Swarm

Tech: Bronzeworking, Harvesting I, Armor I, Swarming I, Warrior Forms I

Resources: [Bronze: 5] [Wood: 3] [Stone: 7]

Eccentricities:

[Resource Harvesters]: When the Splinter finds a resource, they completely clean it out, though this makes it harder for them to even find resources.

[Demonic Invaders]: The Splinter has one purpose- to take over and harvest Primal World completely. Recruitment of military units is easier, though any peaceful endeavors usually fall flat.

>Location: Right Red

1. Construct Resource Processor (industry)

The ability of the Splinter to take raw materials and break them down into their raw elements for recycling is a key component of any Splinter. Such structures inevitably improve the Splinter's ability to spawn more beasts, but also carry out its harvesting duties.

+1 [Harvester]

2. Research Warrior Forms III

There is always space to improve upon perfection.

3. Spawn [Warrior Swarm]

[Demonic Invaders]

Armor I, Swarming I, Warrior Forms II

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f3216e No.35818

File: 5c53838fab50c2e⋯.jpg (9.54 KB,236x305,236:305,677813fd01abc39116e7ff94e7….jpg)

Dice rollRolled 20, 69, 39, 10, 18, 41 = 197 (6d100)

>>35748

[Tilar]

Population(+growth/turn): 35 (+5/turn)

Food: 1

Currency: 18 (+3/turn)

Industry: 5

Structures: Palace, Farm I (2)

Defenses: 1 (Palisades)

Military: 1 (1st Legion)

Tech: Bronzeworking, Infantry I, Agriculture II, Bureaucracy I, Plantations I

Resources:

[Wood: 7] +1/t

[Bronze: 5] +1/t

[Stone:5] +1/t

Eccentricities:

[Conscription]: Snousies reproduce in litters, and the babies grow quickly; perfect for the new warlord’s purposes. The Tilar Empire can easily raise large amounts of troops, although their small stature makes them weaker than the bigger inhabitants of Primal World.

[Infantry or Agriculture]: While Tilar would arm the Empire and go on constant conquest, the Snousies are also great farmers. Each turn, the Empire can choose to focus on technology benefitting one, while negatively impacting the other.

—-

Colonization 2/4

—-

1-2. Cotinue expansion West

3. Finish Colonization I 2/4

4-5. Research Agriculture III

6. Construct a Grand Temple in hopes of attracting a patron god.

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f3216e No.35820

File: 95b86f9d469fb63⋯.jpg (8.63 KB,251x201,251:201,images.jpg)

Dice rollRolled 94, 96, 57 = 247 (3d100)

>>35748

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 39

Population(+growth/turn): 20 (+2/turn)

Food: 1

Currency: 4 (+4/turn)

Industry: 7

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill I, Mine I,

+Forge 2/4+

Defenses: 1 (Capital City: Fraktion)

Military: 1 (Bentenite Soldiers(spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools I

Resources: [Ice: 11.5+2] [Bronze: 8+2] [Stone:6.5+1] [Wood:1+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.

1. Now you forge builders need payment? Here, have 4 Coins for your troubles.

>Forge I: 2/4

2. How's the mining coming along? Surely we can improve our techniques!

>Skill: Mining

3. Scout around our mountain home! We must know this land like the back of our hand!

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f3216e No.35821

File: 1f2aec0e5f1e839⋯.png (3.78 MB,2500x2000,5:4,AncientsMap.png)

[Tumbili]

The Kima's aggression increases [Primal Combat III], while the conversion of the northern outpost into a town begins [2 turns, -3 wood/stone]. and better clubs are in the works [2/4, -1 bronze]

[Society]

Science research completes [Science I], and the Society furthers their efforts to keep the population sustainable [4/6]. Meanwhile, the monkeys improve their writing system [2/6], and their math system [4/6]. Better construction tools are made [Tools I, +1 Industry, -1 bronze, and the housing project completes [Housing I, +1 pop/turn].

[Folia]

Folia's craftsmen complete their project [Treeweaving II], and the nation expands, though there's a small strain on resources [+4 hex]. Weapons are made [Weaponcarving I, +.5 Industry, -1 wood].

[Bukamma]

Mathematics research is finally advanced [Mathematics I], and a school is built [School I, -1 stone].

[Dwarf Mountain]

The gem mine is open and ready for business [Gem Mine I, +1 gem/turn]. More houses are also built [Housing I, +1 pop/turn], though the attempts at runic tools break, and there's no expansion. However, a mine is dug [Mine I, +1 bronze/turn, +1 Industry], and mine carts are made [Mine Carts I, +1 bronze/turn, +1 Industry, -1 stone].

[Olmara]

Coral tools are nearly ready [3/4], though the training of the spearmen stalls when some of their weapons shatter [-1 coral]. The scouting party that is sent out doesn't find anything of note.

[Zothique]

>+4 pop growth

The Ugyagoth work tirelessly to finish the mazes that will protect their people; they practice thrift and frugality with their materials, and find that they have enough for an extra maze, somewhere in their territory… A forge is also erected [2/4, -1 stone].

[Humania]

Work begins on the Great Wall! Such a massive project will take time, though [2/12]. The defenders of Humania improve their archery techniques [Archery III], and the barracks is erected [Barracks I].

[Tribal Feldoms]

The northern outpost undergoes renovations [2 turns, -5 wood/stone], and the Feldom's weaponsmithing techniques are upgraded [4/6, -2 bronze]. The quarry is also ready [Quarry I, +1 stone/turn, +1 Industry].

[Splinter Tekla]

No Processor progress, and more powerful forms of warriors are being bred [1/8], while a warrior swarm is ready for battle [1.8x, -1 food].

[Tilar]

The Tilar continue their westward march, though resources from home stretch thin [+4 hex], and the improved colonization methods are nearly ready to be presented to Tilar [3/4]. There's no progress on the agricultural research, but a temple starts to go up [1/6, -1 stone].

[Jepsilp]

the forge finally roars to life [Forge I, +1 Industry, currency refunded], and the Tribe refines its mining techniques [Mining I, +1 Industry]. A scouting mission goes out [2/4].

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f3216e No.35822

Dice rollRolled 27, 58, 81 = 166 (3d100)

>>35821

[Bukamma]

Population(+growth/turn): 34 (+4/turn)

Food: 5

Currency: 21 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (3), Fishing Village I (2), Reed Grove I, Watermills I, Schools I

Defenses: 1 (Capital City)

Military: 1 Spearfrog

Tech: Bronzeworking, Infantry I, Agriculture I, Bureaucracy I, Masonry I, Mathematics I

Resources: [Bronze: 11+1/t] [Driftwood: 6+1/t] [Stone:7+1/t][Reeds: 5+1/t]

Eccentricities:

[Hydrocentric]: Bukamma way of life centres on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source.

[Communal]: The Bukam do everything together. Spending two or more dice on the same action grants a bonus, but lone actions suffer.

1 and 2: With a bigger population, we need to expand the spawning pools. Build new larger structures of stone to house bigger spawning pools for more tadpoles.

+Communal

+Hydrocentric

+Masonry

3: Continue researching more advanced mathematics (level II).

+Schools

-Communal

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f3216e No.35823

Dice rollRolled 37, 33, 83 = 153 (3d100)

[Society]

Population(+growth/turn): 20 (+3/turn)

Food: 1

Currency: 14 (+3/turn)

Industry: 6

Structures: Government Building, Farm I (2), Great Obelisk. Gentlemonkey's Club I, Library I, HOusing I

Defenses: 1 (Capital City)

Military: 1 Ape Militia

Tech: Bronzeworking, Mathematics I, Astronomy I, Writing I, Architecture I, Farming I, Sustainable Population I, Science I, Tools I

Resources:

[Wood: 10] +1/turn

[Bronze: 9] +1/turn

[Stone:8] +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.

Sustainable Population II 4/6

Wiriting II 2/6

Mathematics II 4/6

1. Continue the Writing Research II 2/6

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Writing I, Science I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

2. Continue the Mathematics Research, use all our combined knowledge so reliant on mathematics which can present mathematical dillema to enhance our understanding. II 4/6

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Mathematics I, Writing I, Astronomy I, Architecture I, Sustainable Population I, Science I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

3. Continue the Sustainable Population Research. Our cities will be able to sustain more monkeys safe and effectively! 4/6

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Mathematics I, Writing I, Sustainable Population I, Architecture I, Farming I, Science I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

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f3216e No.35824

Dice rollRolled 31, 45, 60, 73, 99, 73 = 381 (6d100)

[Woodland Realm]

Population(+growth/turn): 21 (+3/turn)

Food: 3

Currency: 12 (+3/turn)

Industry: 5.5

Structures: Government Building, Farm I (2), Nests I (1)

Defenses: 1 (Capital City)

Military: 1 Elf Guard

Tech: Woodcraft I, Domestication I, Treeweaving I, Archery I, Weaponweaving I

Resources:

[Wood: 6] (+1/turn)

[Stone: 7] (+1/turn)

[Bronze:7] (+1/turn)

Pacuckur herd: 6 (+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.

#1 the druids construct a stone circle, where they can tap into the magic of the earth with greater ease

#2 the elves improve their Archery

+Weaponweaving I

#3 the forest folk migrate east again

+Woodcraft I

+Treeweaving

#4-5 the magical seeds continue to be nurtured 4/6

+Woodcraft I

+Treeweaving

#6 more expansion east is made

+Woodcraft I

+Treeweaving

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f3216e No.35825

Dice rollRolled 91, 54, 57, 83, 56, 34 = 375 (6d100)

>>35821

Nation Name: Warherd of Taugrax

Races: Beastmen, Minotaurs, strange and terrible beasts

Color: Blood Red

Fluff: Not all of the natural creatures of the forest are prone to passivity and decadence. Some, like the savage beastmen, Satyr, and Minotaurs of the great forests, are prone to a passionate and singular life, fighting and reproducing in ever-shifting factions and clans, content to live and die by their passions in an attempt to carry their name and clan to eternal dominance. Occasionally, a powerful Minotaur will organize the savage beasts into a semi-organized society - a Warherd, led by the strongest, most cunning, most powerful among them. The Warherd of Taugrax is one among the handful of Warherds of the forest, but Taugrax himself - an enormous, white-furred minotaur - is something special. He aspires not a mere spark of flame, his razor-sharp mind unsatisfied with a death at the hand of the first challenger with a poisoned bronze dagger. It is the intent of Warchief Taugrax to make use of the foaming beastmen under his hand - to unite the fighting Warherds and forge an empire of beastmen that claims the whole of the world as its birthright. As the beastmen grumble, constructing a clanhall and forging arms of bloodied bronze, Taugrax's savage eyes look hungrily at the domain of man with the mind of a still bulldozer.

Population(+growth/turn): 40 (+5/turn)

Food: 1

Currency: 14 (+1/turn)

Industry: 6

Settlements: Kithr (The Great Court) ✪, x4 Unnamed Outposts

Structures:

- Kithr: Clan Hall (Government Building), Farm I (2x), Smithy I, Assembly Grounds I

Defenses:

- Kithr: Palisade

Military: 2x[Warherd](1.6x)

Tech: Bronzeworking, Infantry I, Weaponsmithing I, Armorsmithing I, Hunting Parties I, Bloodlines I

Resources: [Bronze: 5] [Wood: 3] [Stone:1]

Eccentricities:

[War Machine]: Taugrax brought the beastmen together for one purpose- war and conquest; they have little time for other things.

[Bloodthirsty]: When the drums of war sound, the warherd rushes forth. The Warherd can mobilize faster than the other nations of Primal World, but stay too long at peace, and the disparate tribes might have to create their own wars…

1. Continue readying the Warherd. [1/2]

2. Continue expanding out to cover this section of the forest. [1/2]

3. Begin to mobilize the Smithies. We have bronze and functional armories; the Warherd must be properly armed and armored if we are to face any sort of serious enemy.

(All above are affected by [War Machine])

4 + 5: We should start to institute a real punishment system for those who set out of line - this can be merged with the creation of an actual quarry, considering the Warherd is now running low on workable stone. Begin to set up a rudimentary justice system for the various Clans, and with it building a basic quarry to mine for stone and punish those who defy the law of Taugrax with hard labor.

6. Begin to reinforce the Eastern outpost into an actual town to serve as a staging point and defensive area against any who would come from the Northern lands.

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f3216e No.35839

Dice rollRolled 89, 48, 92 = 229 (3d100)

>>35821

Nation Name: Patapon Tribe

Race(s): Patapon

Color: Orange

Fluff: Long ago, when the world was young and the ancients walked the earth for the first time, the Patapon were there. Lead by their god, they had an army that was almost unstoppable. With their god Kami at their head, they bloomed out from their home of Pata-Pole and came to encompass almost the entire continent. All of this was part of their quest to see "it", and it was their determination, and arrogance, to see this quest completed that led to their downfall. A great hero of the Tribe, who's name is lost to the annuals of history, shattered the Most Sacred artifact of the Tribe, errantly thinking that in his action he was helping the tribe to achieve their quest. In doing this, he shattered the Patapon's connection with their god, who disappeared from the world. Leaderless, the tribe soon fell apart as their enemies took advantage of the chaos. Eventually they were driven from their lands, and the once great tribe was reduced to a mere shadow of their former greatness. Many years they spent in their new home, Patapolis, where as the generations progressed more and more of their history was forgotten, and the struggle to survive became their main concern. Now, when the Tree of Life which gives birth the Patapons wilt, and the howls of the giant beast of the world grow ever closer to Patapolis, the drums which lead the Patapons to war sound in the deep again. Their God has returned, not in the once corporeal form that he once led them in, but still his beat moves their feet.

>Stats:

Territory: 49

Population(+growth/turn): 32 (+4/turn)

Food: 1

Currency: 23 (+4/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Mine I (+1 bronze/turn)

Defenses: 1 Pata-pole

Military: 1 Yaripon [1.2]

Tech: [Bronze working I], [Infantry I], [Mysticism I], [Sailing I], [Archery I], [Agriculture I], [Armorsmithing I], [Shields I]

Resources:

[Bronze: 15] +2/turn

[Wood: 6] +1/turn

[Stone:7] +1/turn

Eccentricities:

[Ancient Legacy]: The Patapon once had a huge empire, and will reclaim it, though the world has returned to a much more savage state, something they are not used too. While expansion is a bit harder, the Patapon take more land with its completion.

[Competitors]: Ever since their connection with their god was shattered, the Patapon have been competing with the other residents of their island for their place, and have developed both a burning hatred, and a fear for the powerful beasts. When attacking an enemy with them on their side, the hatred takes hold, making the armies of Pata-pole stronger. However, faced with an attack, they are gripped by fear, remembering times when they were but ants in a land of giants.

>Ongoing:

The Tree Talker 2/4

1. Finish the search for the Tree Talker.

2. We shall raise a unit of Yumpions, archers to rain arrows on our enemies from afar!

3. Have our smith teach the others his weaponsmithing techniques, while improving his own

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f3216e No.35843

File: 76d8d9252ce9ba6⋯.png (27.44 KB,140x130,14:13,Bowman.png)

Dice rollRolled 50, 100, 75 = 225 (3d100)

>>35821

[Holy Hegemony of Humania]

Population(+growth/turn): 31 (+3/turn)

Food: 3

Currency: 31 (+4/turn)

Industry: 6.5

Settlements: Humania ✪, x4 Unnamed Outposts

Structures: Palace (Humania), Farm I (2), Farm II, Quarry I, Barracks I

Defenses: 1 (Humania)

Military: 1 Warrior

Tech: Bronzeworking, Agriculture I, Masonry I, Archery II, Architecture I, Discipline I

Resources:

[Bronze: 11] +1/turn

[Stone: 10] +2/turn

[Wood: 8] +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.)

[Industrial]

[Masonry I]

[Architecture I]

-

The king senses that dark tidings are soon to come ahead. We must continue constructing The Wall by his order, and we shall make the outsiders pay for it! 2/12

3.)

[Marksmen]

[Archery III]

[Discipline I]

Barracks I

Bronze: 1

Wood: 1

-

Our bowmen are shaping up to become the most professional in all the land, capable of synchronized waves of arrow. Formalize their training into a powerful [Ranged] unit, capable of assailing our foes from afar!

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f3216e No.35845

Dice rollRolled 50, 98, 72 = 220 (3d100)

>>35821

Settlements: (Patakatifu) (Tumbili Outposts (4))

Territory: 43

Population(+growth/turn): 20 (+2/turn)

Food: 2

Currency: 18 (+3/turn)

Industry: 6

Structures: Red Stone Palace, Farm I (3), Smithy I

Defenses: 1 (Capital City)

Military: 1 Kima Scrappers

Tech: Bronzeworking, Agriculture I, Conversion I, Weaponsmithing I, Masonry I, Discipline I, Primal Combat III, Clubs I

Resources: [Wood: 3] [Bronze: 2] [Stone: 0] [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.

Northern Outpost Upgrade: 2 turns remaining

1. Rip, tear and crush. This is the way the Tumbili fight, washing over their foes in a tide of controlled fury and havoc. This is how we will conquer the jungle.

Research Primal Combat IV. [Physical Prowess][Primal Combat III]

2. We need more stone, for we need more buildings, and more cities. Begin building a Rock Quarry with which to harvest more stones.

Build a Rock Quarry. [Masonry I][Physical Prowess]

3. Continue fashioning superior clubs for our warriors.

Clubs II 2/4 [Bronzeworking][Smithy I][Weaponsmithing I]

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f3216e No.35846

File: a64d46a4cf97d28⋯.jpg (235.67 KB,900x720,5:4,a4c0ab4565a42d8a77b265c8fa….jpg)

Dice rollRolled 91, 94, 27 = 212 (3d100)

>>35821

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 39

Population(+growth/turn): 22 (+2/turn)

Food: 1

Currency: 8 (+4/turn)

Industry: 9

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill I, Mine I, Forge I, Mining I

Defenses: 1 (Capital City: Fraktion)

Military: 1 (Bentenite Soldiers(spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools I

Resources: [Ice: 13.5+2] [Bronze: 10+2] [Stone:7.5+1] [Wood:2+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.

1. Finish up that scouting! I want reports on my non-existent desk YESTERDAY.

>Scouting 2/4

2. Use our new forge to make new tools! 2 coins will sweeten the deal!

>Tools II

>2 Currency

3. Further improvements to the Mine itself! Take these 2 coins to aid in this!

>2 Currency

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f3216e No.35847

>>35843

Correction: Archery II is actually [Archery III]. List outdated.

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f3216e No.35853

Dice rollRolled 78, 52, 30 = 160 (3d100)

>>35821

Nation Name: (Sovereignty of Folia)

Race(s): (Dryads, Ent and Myconids)

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) (Sunview,Thornside, Oakcrest, Shade's Succor )

Territory: 55

Population(+growth/turn): 28 (+3/turn)

Food: 1

Currency: 27 (+4/turn)

Industry: 6.5

Structures: Elder Tree, Farm I (2),Lumber mill

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Woodcraft, Herbalism II, Agriculture I, Treeweaving II, Weaponcarving I

Resources: [Bronze: 3] [Stone: 3] [Wood: 8 +1/turn] [Bronzewood: 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. Continue to research and improve herbalism.

+Treespeak

+Nature Nation

+Woodcraft

+Herbalism II

2.Continue to improve our knowledge of weaving trees in ways that help them and ourselves.

+Tree weaving

+Treespeak

+Wood craft

3. There are things both plants and animals excrete that are dangerous. Study it and learn how and why.

+Treespeak

+Nature Nation

+Woodcraft

+Herbalism II

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f3216e No.35856

Dice rollRolled 89, 100, 25 = 214 (3d100)

>>35821

[Tribal Feldoms]

Population(+growth/turn): 26 (+3/turn)

Food: 1

Currency: 21 (+3/turn)

Industry: 7

Territory: ~48 hexes

Structures: Government Building, Farm II (2), Forges I, Quarry I

Settlements: Felsiha [Capital City], Felhore [Outpost>Town (2 turns)]

Military: Wanir Spearfels [1.2], Wanir Bladefels [1.8]

Tech: Bronzeworking, Architecture I, Agriculture I, Bureaucracy I, Weaponsmithing I, Infantry I, Hunting I

Resources: [Bronze: 9 (+1pt)] [Stone: 2 (+2pt)] [Wood: 3 (+1pt)]

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: One of the greater mysteries of the Felion is their tradition of 'taxation'. When the Feldoms and Cradles started to form, the commoners who farmed the land were 'taxed' some of their crop, in order to feed the population of the Cradles. Clearly, this tradition should be examined, to figure out why it is even being done in the first place.

>Research what a number is (AKA Mathmatics I). +Bureaucracy I

2: The amount of food in question is still a bit too much, and too little. Build another farm.

>Bronzeworking, Architecture I, Agriculture I, Bureaucracy I

3: Weaponsmithing II [4/6]

>+Bronzeworking, +Weaponsmithing I, +Forge I

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f3216e No.35858

File: 494db067db7fb4d⋯.jpg (43.55 KB,482x250,241:125,War.jpg)

Dice rollRolled 4, 41, 7, 24, 89, 6 = 171 (6d100)

>>35713

Nation Name: The Kuvarik Congelate

Race(s): Mucilloid

Color: Lavender

Fluff: Born from deep below the earth, the Mucilloid's are a secretive, and alien race of creatures. Their origins lost aeons ago, and their history being that of near mindless fungal beasts, they have only now begun to organize and facilitate their species growth, as the spark of intelligence begins to take hold of their collective, as their threads spread deeper, and farther than ever before.

The Mucilloid's are not quite like the races they share the world with. They are mostly silent, and possess a dire sort of attitude when it comes to life, as they worship both the death of themselves, and the death of others. Although their growth is not as rampant as their spore based reproduction system would imply, as it takes a good deal of time for the spores to fully germinate a Perfect Mucilloid. However, Mucilloid's can split smaller bulbs of themselves off, so as to create Imperfect Mucilloid clones. It has been through this nature of propagation, that the Mucilloid's have gained a knack for the growth and care of molds and fungal growths, similar to their own.

Finally, Mucilloid's are noticeably slower in action, but aggressive and impartial in judgement. Spreading as they please, and how they please, they can seem boastful, and even arrogant. However, this is simply their nature. Other interesting facts include the Mucilloid's "Pheromone" sight, as their eyes allow them to not only process light, but to also see a variety of pheromones secreted by them. This is key to their ability to communicate, and navigate their dark and dank homes.

-Don't fill out (unless told)-

Settlements: (Syrost) (Player-Named outpost (3))

Outpost Zylotzky[+1 defense]

Territory:

Population(+growth/turn): 12 (+2/turn)

Food: 3

Currency: 12 (+3/turn)

Industry: 6

Structures: Government Building, Farm I (2) Lumber Mill[+1 Wood/turn], Quarry[+1 Stone/turn]

Defenses: 1 (Syrost)

Military: 1 (Zloy Guard)

Tech: Bronzeworking, Mold Agriculture I, Pheromone Sight I, Hunting I

Resources: [Mold: 4] [Bronze: 3] [Wood:5][Stone: 3]

Eccentricities:

[Clones]: When recruiting for their armies, each Kuvarik unit comes with a smaller version of itself, though imperfect and weak, which doesn't need food or gold to sustain itself. As a trade off however, training is slower to allow for these clones to form.

[Death Comes For All]: In their reverence for death, the Congelate excel at coming up with new and exciting ways to cause it! However, they don't really see a use for luxuries such as currency, as life, to the Congelate, is too fleeting.

1-2) Continue work on the mold farm

3-4) Begin working on a taxation system, as a way to generate revenue

5-6) Continue looking into the selective breeding of Molds.

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f3216e No.35890

File: d28437cb2bae9ab⋯.png (3.78 MB,2500x2000,5:4,AncientsMap.png)

[Bukamma]

A pool is dug for spawning [3/4, -1 Stone], and more advanced mathematics are being discovered [2/6].

[Society]

Refinement of the writing system continues [5/6], and the society's understanding of math is advanced [Math II], while Sustainable Population efforts improve [Sustainable Population II, +1 pop/turn (Per city/town)].

[Woodland Realm]

Construction of the stone circle begins [1/4, -1 stone], and while the elves work on their archery techniques [1/6], they pack up and migrate east [+4 Hex]. The magical seeds are planted and grown- the wood is much stronger than normal, and dubbed Bronzewood [Bronzewood: 5(+1/turn)]. Once again, the elves expand eastward [+4 hex].

[Warherd]

Another Warherd regiment is trained [1x, -1 food, -1 currency/turn]. Expansion completes [+4 hex], and the smithies begin producing armor at a much faster rate [-1 bronze, 2/6]. A penance system is nearly instituted [3/4], and a quarry is nearly dug [2/4, -1 wood]. Finally, the eastern outpost is about to be fortified… but a lack of resources stalls the project [Need 5 wood+5 stone].

[Patapon]

The search for the Tree Talker completes, and he shows the Patapon some of his secrets [Foraging I, +1 wood/turn], while a unit of Yumpion are nearly raised [1/2], and the tribe's weaponsmithing techniques improve [Weaponsmithing I].

[Zothique]

>five mazes

>+3 population

Much stone is gathered [+3 stone], but the housing project doesn't get far- the wood that is being used is found to be rotten, and scrapped [-1 wood].

[Humania]

The wall… is done. And the outsiders pay for it[+6 Defense (Humania), +2 currency]. Meanwhile, a band of archers is trained [2.2 [Ranged](-2 food, -2 currency/turn); -2 bronze, -2 wood].

[Tumbili]

Primal Combat techniques are furthered [2/10], and a quarry is immediately dug [Quarry I, +1 stone/turn; -1 wood, +1 Industry]. Better clubs are made [Clubs II, +1 Industry; -1 bronze].

[Jepsilp]

The scouting report comes to the Tribe's leader- there is a forest to the east, and huge deer creatures with wide antlers, being hunted by packs of giant wolves. The scouts also find some pretty large footprints, but have the sense to not follow them alone. Better tools are in the works [4/6, -1 bronze], while the mine is slowly being improved [1/6].

[Sovereignty of Folia]

Research into the trees and plants of the world's forests is furthered [4/8], while treeweaving efforts increase [2/8]. 'Toxicology' research begins [1/4].

[Tribal Feldoms]

The Feldoms discover math [Mathematics I], while another farm is built- the location has incredibly fertile soil, and the Felion farmers learn much from it [Agriculture II, +1 food/farm, Farm I, +2 food]. Finally, better weapons are almost finished [5/6].

[Kuvarik Congelate]

Another farm is being built [1/4, -1 mold], while a tax system starts to be implemented. The Kuvarik don't much care [1/4]. A basic outline for selective breeding is laid out [Selective Breeding I].

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f3216e No.35891

I will try to get an update out tomorrow, but no promises.

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f3216e No.35894

Dice rollRolled 84, 30, 87 = 201 (3d100)

[Woodland Realm]

Population(+growth/turn): 24 (+3/turn)

Food: 3

Currency: 14 (+3/turn)

Industry: 5.5

Structures: Government Building, Farm I (2), Nests I (1)

Defenses: 1 (Capital City)

Military: 1 Elf Guard

Tech: Woodcraft I, Domestication I, Treeweaving I, Archery I, Weaponweaving I

Resources:

[Wood: 7] (+1/turn)

[Stone: 8] (+1/turn)

[Bronze:8] (+1/turn)

[Bronzewood: 5(+1/turn)]

Pacuckur herd: 6 (+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.

Stone Circle 1/4

Archery II 1/6

#1 the druids build their Stone Circle, using strong roots and vines to move and place them into the earth 1/4

+Treeweaving I

#2 the elves continue to improve their bows 1/6

+Weaponweaving I

+Woodcraft I

+Treeweaving I

#3 the forest folk build another outpost to the east, to watch over the new homes where they dwell

+Woodcraft I

+Treeweaving I

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f3216e No.35897

File: d986aa949224a8e⋯.jpg (126.33 KB,400x299,400:299,women trees forest fantasy….jpg)

>>35853

elves, fairies, and gnomes gently approach Folians. their treaspeak is crude, unskilled, but enough to make their words understood. "hail, oh living forest, we who are but children of the woods greet thee. we seek harmony with bird, and beast, and tree. wilt thou hear us? we bring tidings of peace."

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f3216e No.35899

Dice rollRolled 37, 39, 69 = 145 (3d100)

>>35890

[Bukamma]

Population(+growth/turn): 38 (+4/turn)

Food: 5

Currency: 24 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (3), Fishing Village I (2), Reed Grove I, Watermills I, Schools I

Defenses: 1 (Capital City)

Military: 1 Spearfrog

Tech: Bronzeworking, Infantry I, Agriculture I, Bureaucracy I, Masonry I, Mathematics I

Resources: [Bronze: 12+1/t] [Driftwood: 7+1/t] [Stone:7+1/t][Reeds: 6+1/t]

Eccentricities:

[Hydrocentric]: Bukamma way of life centres on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source.

[Communal]: The Bukam do everything together. Spending two or more dice on the same action grants a bonus, but lone actions suffer.

1: Finish the new spawning pools. ¾

+Masonry

+Hydrocentric

-Communal

2 and 3: Continue research into more advanced mathematics. 4/6

+Communal

+Schools

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f3216e No.35901

Dice rollRolled 19, 74, 65, 90, 78, 54 = 380 (6d100)

>>35821

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), Niu (W) (outpost (4))

Territory: 47

Population(+growth/turn): 34 (+4/turn)

Food: 2

Currency: 27 (+4/turn)

Industry: 5

Structures: Government Building, Fish Farm I (3), Training Ring I

Defenses: 1 Olmara

Military: 1 City Guard

Tech: Coral-smithing, Coral Farming I, Fish Herding I, Agriculture I, Scouting I, Training I

Resources: [Coral: 12 +1/t] [Seaweed: 9 +1/t] [Driftwood: 9 +1/t]

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. Continue growing areas to make coral tools. 3/4

+Coral Smithing

2. Continue training spearmen. 1/2

+Training I

+Coral Smithing.

3. Scout out the new land we have claimed for anything of interest, note, or use.

+Scouting I

+Sea Dwellers.

This turn same as above

Sorry wheelie, busy week.

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f3216e No.35906

[Dwarf Mountain]

Population(+growth/turn): 31 (+4/turn)

Food: 1

Currency:21 (+3/turn)

Industry: 9

Structures: Government Building, Farm I (2), Forge I, Gem Mine I (1), Bronze Mine 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 I

Resources:

[Bronze: 18] +2 / turn

[Stone: 11] +1 / turn

[Gems: 3] +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.

1-2. Make Runic Tools!

Runes I, Tools I, Mining tools I

3-4. Dig an Iron Mine

Tools I, Mining tools I, Iron I

5-6. Build a Forge!

Tools I, Architecture I

7-9. Let's make a thing that can push our mine-carts. Using steam!

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f3216e No.35908

Dice rollRolled 36, 51, 10, 73, 22, 77, 78, 40, 28 = 415 (9d100)

>>35906

forgot my dice

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f3216e No.35912

Dice rollRolled 89, 41, 73 = 203 (3d100)

>>35890

[Tumbili]

Settlements: (Patakatifu) (Tumbili Outposts (4))

Territory: 43

Population(+growth/turn): 22 (+2/turn)

Food: 2

Currency: 21 (+3/turn)

Industry: 8

Structures: Red Stone Palace, Farm I (3), Smithy I, Quarry I [1 Stone/Turn]

Defenses: 1 (Capital City)

Military: 1 Kima Scrappers

Tech: Bronzeworking, Agriculture I, Conversion I, Weaponsmithing I, Masonry I, Discipline I, Primal Combat III, Clubs II

Resources: [Wood: 2] [Bronze: 1] [Stone: 1] [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.

Northern Outpost Upgrade: 1 turns remaining

1. Continue to refine our techniques of savage combat.

Research Primal Combat IV. [2/10][Physical Prowess][Primal Combat III]

2. A Quarry is in place. Now, we must begin harvesting wood in addition to stone.

Construct a Lumber Yard. [Physical Prowess]

3. Our warriors must maintain discipline and restraint until we meet with our foes– with our prey. And even then, as savagely brutal as they are, they must not break entirely into wanton slaughter.

Research Discipline II. [Physical Prowess][Discipline I]

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f3216e No.35914

File: 026480d91aff216⋯.jpg (58.14 KB,480x326,240:163,Iraq_Ishtar_Gate_Babylon.jpg)

Dice rollRolled 63, 67, 90 = 220 (3d100)

>>35890

[Holy Hegemony of Humania]

Population(+growth/turn): 34 (+3/turn)

Food: 1 {Upk. 2}

Currency: 35 (+2/turn) {Upk. 2}

Industry: 6.5

Settlements: Humania ✪, x4 Unnamed Outposts

Structures: Palace (Humania), Farm I (2), Farm II, Quarry I, Barracks I

Defenses: Great Wall of King Abu-Abum, [7] (Humania)

Military:

1 Warrior [x1]

1 Bowman [x2.2] [Ranged]

Tech: Bronzeworking, Agriculture I, Masonry I, Archery III, Architecture I, Discipline I

Resources:

[Bronze: 10] +1/turn

[Stone: 12] +2/turn

[Wood: 7] +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.)

Our mind is now at ease in our fortress of solitude from the world on the outside. Let us let go of the ideas of conflict and focus on the arts and sciences. First, we shall better our [Agriculture].

2.)

Then, we shall create a [Writing] system so that the greatness of our walls will live in memory for generations, perhaps outliving even their sturdy facade.

3.)

[Industrial]

[Masonry I]

[Architecture I]

[Stone: 4]

[Wood: 4]

-

Our southern outpost is located where the plains and forest meets; it is in a promising area for future civilization, and the King shall have it become as such. Construct a village from it, one which shall be called Isin'guard.

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f3216e No.35915

Dice rollRolled 24, 67, 4 = 95 (3d100)

>>35890

[Tribal Feldoms]

Population(+growth/turn): 29 (+3/turn)

Food: 8

Currency: 24 (+3/turn)

Industry: 7

Territory: ~48 hexes

Structures: Government Building, Farm II (3), Forges I, Quarry I

Settlements: Felsiha [Capital City], Felhore [Outpost>Town (1 turns)]

Military: Wanir Spearfels [1.2], Wanir Bladefels [1.8]

Tech: Bronzeworking, Architecture I, Agriculture II, Bureaucracy I, Mathematics I, Weaponsmithing I, Infantry I, Hunting I

Resources: [Bronze: 10 (+1pt)] [Stone: 4 (+2pt)] [Wood: 4 (+1pt)]

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: With numbers now being a concept, much of what they have is revealed, including the excesses of food. With this apparent excess, another unit of Wanirs would be gathered together.

>Create a new unit of 'fels. +[Muskles] +Bronzeworking, +Weaponsmithing I, +Infantry I, +Forge I, +Bronze

2: At the same time, it is discovered that there was a excess of bronze laying about. After some debating in the top of the Cradle of Felsiha, it is a apparent possibility to convert the excess into 'coins', which are rounded ingots of bronze that can be traded for goods and services, stepping away from a mere bargaining economy… While nobody understands what was said, making use of the bronze by turning them into 'coins' seems to be a good idea.

>Construct a Mint for the production of currency from Bronze. +Mathematics I, +Architecture I, +Bronzeworking, +Bureaucracy I, +Advanced Architecture?

3: Weaponsmithing II [5/6]

>+Bronzeworking, +Weaponsmithing I, +Forge I

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f3216e No.35916

File: 95b86f9d469fb63⋯.jpg (8.63 KB,251x201,251:201,images.jpg)

Dice rollRolled 5, 95, 77 = 177 (3d100)

>>35890

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 39

Population(+growth/turn): 24 (+2/turn)

Food: 1

Currency: 8 (+4/turn)

Industry: 9

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill I, Mine I, Forge I, Mining I

Defenses: 1 (Capital City: Fraktion)

Military: 1 (Bentenite Soldiers(spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools I

Resources: [Ice: 15.5+2] [Bronze: 11+2] [Stone:8.5+1] [Wood:3+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.

1. Keep improving that mine! The earth holds great secrets for us! Take some coins!

>Mine II 1/6

>4 Currency

2. These new tools will help us in all aspects of life.

>Tools II 4/6

3. Let us craft weapons for our warriors. If there is something with giant footprints walking about, we must be prepared!

Weapons I (If I must pick a type, spears)

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f3216e No.35917

Dice rollRolled 65, 23, 24 = 112 (3d100)

>>35890

Nation Name: (Sovereignty of Folia)

Race(s): (Dryads, Ent and Myconids)

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) (Sunview,Thornside, Oakcrest, Shade's Succor )

Territory: 55

Population(+growth/turn): 31 (+3/turn)

Food: 1

Currency: 31 (+4/turn)

Industry: 6.5

Structures: Elder Tree, Farm I (2),Lumber mill

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Woodcraft, Herbalism II 4/8, Agriculture I, Treeweaving II 2/8, Weaponcarving I, Toxicology 1/4

Resources: [Bronze: 3] [Stone: 3] [Wood: 9 +1/turn] [Bronzewood: 9 (+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. Continue to research and improve herbalism. 4/8

+Treespeak

+Nature Nation

+Woodcraft

+Herbalism II

2.Continue to improve our knowledge of weaving trees in ways that help them and ourselves. 2/8

+Tree weaving

+Treespeak

+Wood craft

3. The Folians continue to study poisons. 1/4

+Treespeak

+Nature Nation

+Woodcraft

+Herbalism II

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f3216e No.35919

>>35897

The Mycon surround the fey folk. Who art thou then? Thou speakest of peace, but proof there is none. Ye take the form of the cutters and burners all the same, how pray tell can thou be different?

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f3216e No.35938

File: 4a056040c1cd0d2⋯.jpg (227.3 KB,795x1005,53:67,Advanced Mutations.jpg)

Dice rollRolled 19, 49, 57 = 125 (3d100)

>>35858

Nation Name: The Kuvarik Congelate

Race(s): Mucilloid

Color: Lavender

Fluff: Born from deep below the earth, the Mucilloid's are a secretive, and alien race of creatures. Their origins lost aeons ago, and their history being that of near mindless fungal beasts, they have only now begun to organize and facilitate their species growth, as the spark of intelligence begins to take hold of their collective, as their threads spread deeper, and farther than ever before.

The Mucilloid's are not quite like the races they share the world with. They are mostly silent, and possess a dire sort of attitude when it comes to life, as they worship both the death of themselves, and the death of others. Although their growth is not as rampant as their spore based reproduction system would imply, as it takes a good deal of time for the spores to fully germinate a Perfect Mucilloid. However, Mucilloid's can split smaller bulbs of themselves off, so as to create Imperfect Mucilloid clones. It has been through this nature of propagation, that the Mucilloid's have gained a knack for the growth and care of molds and fungal growths, similar to their own.

Finally, Mucilloid's are noticeably slower in action, but aggressive and impartial in judgement. Spreading as they please, and how they please, they can seem boastful, and even arrogant. However, this is simply their nature. Other interesting facts include the Mucilloid's "Pheromone" sight, as their eyes allow them to not only process light, but to also see a variety of pheromones secreted by them. This is key to their ability to communicate, and navigate their dark and dank homes.

-Don't fill out (unless told)-

Settlements: (Syrost) (Player-Named outpost (3))

Outpost Zylotzky[+1 defense]

Territory:

Population(+growth/turn): 18 (+2/turn)

Food: 3

Currency: 12(+3/turn)

Industry: 6

Structures: Government Building, Farm I (2) Lumber Mill[+1 Wood/turn], Quarry[+1 Stone/turn]

Defenses: 1 (Syrost)

Military: 1 (Zloy Guard)

Tech: Bronzeworking, Mold Agriculture I, Pheromone Sight I, Hunting I

Resources: [Mold: 3] [Bronze: 3] [Wood:6][Stone: 4]

Eccentricities:

[Clones]: When recruiting for their armies, each Kuvarik unit comes with a smaller version of itself, though imperfect and weak, which doesn't need food or gold to sustain itself. As a trade off however, training is slower to allow for these clones to form.

[Death Comes For All]: In their reverence for death, the Congelate excel at coming up with new and exciting ways to cause it! However, they don't really see a use for luxuries such as currency, as life, to the Congelate, is too fleeting.

1. Continue working on our mold farm.

2. It is simple; Taxing is but another form of death, in the way that a slow poison builds to a gruesome climax, so too must our currency be taken, and built into a mighty Empire.

3. Begin working on a developing a type of Mold, that we ingested, or introduced to the blood stream, paralyzes the creature's body.

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f3216e No.35939

File: 16ddc82380d1ba2⋯.jpg (242.23 KB,1024x768,4:3,Elves-22.jpg)

>>35919

"speak to the forest, hear the witness of the trees. we have not harmed them, but protect them, as they shelter and protect us. they give us life, and so we harm them not."

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f3216e No.35961

Dice rollRolled 4, 47, 16 = 67 (3d100)

>>35890

Nation Name: Warherd of Taugrax

Races: Beastmen, Minotaurs, strange and terrible beasts

Color: Blood Red

Fluff: Not all of the natural creatures of the forest are prone to passivity and decadence. Some, like the savage beastmen, Satyr, and Minotaurs of the great forests, are prone to a passionate and singular life, fighting and reproducing in ever-shifting factions and clans, content to live and die by their passions in an attempt to carry their name and clan to eternal dominance. Occasionally, a powerful Minotaur will organize the savage beasts into a semi-organized society - a Warherd, led by the strongest, most cunning, most powerful among them. The Warherd of Taugrax is one among the handful of Warherds of the forest, but Taugrax himself - an enormous, white-furred minotaur - is something special. He aspires not a mere spark of flame, his razor-sharp mind unsatisfied with a death at the hand of the first challenger with a poisoned bronze dagger. It is the intent of Warchief Taugrax to make use of the foaming beastmen under his hand - to unite the fighting Warherds and forge an empire of beastmen that claims the whole of the world as its birthright. As the beastmen grumble, constructing a clanhall and forging arms of bloodied bronze, Taugrax's savage eyes look hungrily at the domain of man with the mind of a still bulldozer.

Population(+growth/turn): 45 (+5/turn)

Food: 0

Currency: 15 (+0/turn)

Industry: 6

Settlements: Kithr (The Great Court) ✪, x4 Unnamed Outposts

Structures:

- Kithr: Clan Hall (Government Building), Farm I (2x), Smithy I, Assembly Grounds I

Defenses:

- Kithr: Palisade

Military: 3x[Warherd](1.6x)

Tech: Bronzeworking, Infantry I, Weaponsmithing I, Armorsmithing I, Hunting Parties I, Bloodlines I

Resources: [Bronze: 5] [Wood: 3] [Stone:1]

Eccentricities:

[War Machine]: Taugrax brought the beastmen together for one purpose- war and conquest; they have little time for other things.

[Bloodthirsty]: When the drums of war sound, the warherd rushes forth. The Warherd can mobilize faster than the other nations of Primal World, but stay too long at peace, and the disparate tribes might have to create their own wars…

1. Continue to expand out. +War Machine

2. Continue the production of bronze armor and weapons for the Herd. [2/6] +War Machine

3. Finalize the basic Clan Justice system of the Warherd. [3/4]

Future in-progress actions for posterity:

Quarry [2/4]

Eastern Outpost [Action done, need 5 wood, 5 stone]

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f3216e No.35976

File: e6ab6b06ecbdb42⋯.jpg (234.51 KB,580x388,145:97,Monkey-Parliament-by-Banks….jpg)

Dice rollRolled 1, 43, 98 = 142 (3d100)

[Society]

Population(+growth/turn): 24 (+4/turn)

Food: 1

Currency: 17 (+3/turn)

Industry: 6

Structures: Government Building, Farm I (2), Great Obelisk. Gentlemonkey's Club I, Library I, HOusing I

Defenses: 1 (Capital City)

Military: 1 Ape Militia

Tech: Bronzeworking, Mathematics II, Astronomy I, Writing I, Architecture I, Farming I, Sustainable Population II (+1 pop per city/town), Science I, Tools I

Resources:

[Wood: 11] +1/turn

[Bronze: 10] +1/turn

[Stone:9] +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.

Wiriting II 5/6

1. Continue the Writing Research II 5/6

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Writing I, Science I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

2-3. Seeking to improve themselves even in matters of Government, the Monkeys elect to establish a Parliament where chosen leaders might discuss matters of import. This was far more efficient, and convenient, than putting the burden on one over-strained monkey.

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech:Architecture I, Writing I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

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f3216e No.35979

Dice rollRolled 97, 58, 26, 58, 41, 55 = 335 (6d100)

[Splinter Tekla]

Settlements: Hive Tekla; Broodnest Moira, Broodnest Amalthea, Broodnest Julia, Broodnest Iyeda

Territory: 39

Population(+growth/turn): 45 (+6/turn)

Food: 2

Currency: 28 (+4/turn)

Industry: 6

Structures: Swarm Spire, Farm I (2), Spawning Pit I, Processor I

Defenses: 1 Acidic Creep (Hive Tekla)

Military: 1 Land Swarm, 1 Warrior Swarm [1.8]

Tech: Bronzeworking, Harvesting I, Armor I, Swarming I, Warrior Forms II

Resources: [Bronze: 5] [Wood: 3] [Stone: 7] [Harvesters: 3+1/t]

Eccentricities:

[Resource Harvesters]: When the Splinter finds a resource, they completely clean it out, though this makes it harder for them to even find resources.

[Demonic Invaders]: The Splinter has one purpose- to take over and harvest Primal World completely. Recruitment of military units is easier, though any peaceful endeavors usually fall flat.

>Location: Right Red

1. Improve Resource Processor

2. Research Warrior Forms III 1/8

There is always space to improve upon perfection.

3. Spawn [Warrior Swarm]

[Demonic Invaders]

Armor I, Swarming I, Warrior Forms II

4. Collect Food

+Harvester: 1

[Resource Harvesters]

[Harvesting I]

5. Spawn Warrior Swarm

[Demonic Invaders]

Armor I, Swarming I, Warrior Forms II

6. Research Warrior Forms III 1/8

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f3216e No.35983

File: 79b03722d560789⋯.jpg (5.33 KB,300x168,25:14,mmmboi.jpg)

>>35976

[muffled chimpanzee laughter in the distance]

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f3216e No.36033

>On a night like any other night, the peace is shattered as the world shakes for what seems like hours on end. Come morning though, and everything looks the same. The people of Primal World go about their business as usual, though some report a strange sight, one that no one has ever seen before- a hulking, twelve foot tall man, who looks to be hewn from the earth itself, just wandering around. Others report a smaller creature, burly like a dwarf, but hairless, with rust colored skin, around magnificent structures, more magnificent than even the most skilled builders of the nations have created, seemingly hewn into the rock itself. The giant rock man seems to be actively seeking out these structures, and trying to destroy them wherever they are.

>While Primal World does have species of incredibly large crocodiles, fishermen of all types, and those living near the water begin reporting one so massive, it puts others to shame, and when they go out fishing, some always seem to come back with one less boat that they'd seen while on the water…

>The scouts, explorers, and foresters of the nations begin seeing two strange figures- both are tall with smooth, grey skin. One, wearing a simple white dress with a simple bag at her side, walks from tree to tree, reaching into the bag, and sprinkles what seems to be fine, black ash at the base of each. Wherever she goes, the trees seem to be taller, stronger, and more vibrant. The other figure is seen less; somehow more imposing, she wears a black gown, with red and orange designs, which shimmer like fire when she moves. Wherever she walks, the light of wild, uncontrolled forest fire shines in the night sky. In the morning, nothing but cold, dead ash is left.

>Primal World can be a dangerous place, and there is always a steady stream of wounded- some make it, some don't. Those who do make it all report seeing the same visions- a short, shrunken lizardman, with pitch black scales and face paint that looks like a skull. He seems to smile down at them, and within a week or so, they are better; and as the soldiers of the nations train, they each report seeing a tall, muscular figure watching them from a distance.

>Whether it's a quick and sudden death, or a long and slow one, death comes for all. During funerals, some attendees spot one of two strange figures, looking quite pleased with themselves. If the deceased died quickly and suddenly, one appears, but if they had a long slow death, another can be seen.

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f3216e No.36034

>Update in the morning, as I accidentally replaced it with the event. My bad.

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f3216e No.36079

File: 21070cefd5bbbc6⋯.png (3.78 MB,2500x2000,5:4,AncientsMap.png)

[Woodland Realm]

The Stone Circle is complete- meditating in it, the Children find they can move earth with their mind [Stone Circle I, Earth Magic I]! While improving their bows [2/6], the forest folk easily erect another outpost [+1 pop/turn, +1 currency/turn, -2 wood, -2 stone].

[Zothique]

>+3 pop

The forge is complete [Forge I, +1 Industry], and improved a bit [3/6, -2 Stone].

[Bukamma]

The Bukam complete their spawning pools [Spawning Pool I; +1 pop/turn], as well as finishing research into more complex math [Math II], and delving even deeper [1/8].

[Olmara]

Coral tools are finally ready [Tools I, +1 Industry], and improved [4/6]. Not one, but two contingents of spearmen are trained [1.2x each, -1 food each, -1 currency/turn each], and the O'jala scouts come back with shiny, black, and very sharp rocks [Obsidian: 5].

[Dwarf Mountain]

Runic tools are finally almost ready [3/4, -1 bronze, -1 gems], while an iron mine is nearly dug as well [3/4, -1 wood]. A forge is constructed [Forge I, +1 Industry, -1 stone], and the Dwarfs start looking into steam power [2/8].

[Tumbili]

Savage combat techniques continue to be refined [6/10], while construction begins on a lumber yard, though just barely [1/4, -1 wood], and greater disciplinary methods are used on the Kima hordes [3/6]

[Humania]

Agricultural techniques are bettered [2/4], while a writing system is underway [2/4], and vast amounts of material and laborers are sent south to renovate the outpost [3 turns, -5 stone, -5 wood].

[Tribal Feldoms]

Another unit of Spearfels is undergoing training [1/2, -1 bronze], while the foundations of a mint are built [2/4, -1 wood]. There is a disaster at the forge, as some of the armaments are left to bake for too long, becoming brittle and unusable [-1 bronze].

[Jepsilp]

Unfortunately, the mine sees some structural failure, and collapses. Non one is hurt though [0/6 progress]. New tools are made [Tools II], and slightly improved upon [2/8]. Finally, work on bronze spears begins [3/4, -1 bronze].

[Folia]

Herbalism research is improved [6/8], as well as better treeweaving methods and toxicology, thouth they both progress slower [3/8, 2/4].

[Kuvarik]

While no work on the mold farm is done, the Congelate finally manages to start squeezing some taxes from its people [1/4], and development of a new mold is underway [2/4].

[Warherd of Taugrax]

While expansion efforts are stalled, production of better weapons progresses [4/6]. The meeting finalizing the terms on stopping Taugrax's bid for total control, have infiltrated the meeting, and slaughtered everyone there- but before anything can be done, they fade away into the trees [-5 pop].

[Society]

Those monkeys working on the Society's writing system awake to disaster- their manuscript has been torn to shreds, and the pieces burnt to ashes. There have been some apes lately preaching a return to a more base existence. They may be the culprits… However, the governmental transition is going well, though it will still take time [4/15].

[Splinter Tekla]

The Splinter takes steps to improve its resource processor [4/6, -2 Stone], and continues breeding more physically powerful Warrior Forms [5/8], then spawns another Warrior Swarm [1.8 (-1 Currency/turn, -1 food/turn)], and more food is collected [+3 food].

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f3216e No.36083

File: 95b86f9d469fb63⋯.jpg (8.63 KB,251x201,251:201,images.jpg)

Dice rollRolled 76, 41, 10 = 127 (3d100)

>>36079

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 39

Population(+growth/turn): 26 (+2/turn)

Food: 1

Currency: 8 (+4/turn)

Industry: 9

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill I, Mine I, Forge I, Mining I

Defenses: 1 (Capital City: Fraktion)

Military: 1 (Bentenite Soldiers(spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools II

Resources: [Ice: 17.5+2] [Bronze: 11+2] [Stone:9.5+1] [Wood:4+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.

1 + 2) This lady in the forest… the one who walks in flames… we MUST meet her! Expand our territory down the mountain, to the South-West.

3) Dig out that mine and re-start work on improving it!

Take these 4 Coins because I like shouting!

0/6

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f3216e No.36084

You are not stuck with one Ancient/Magic path.

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f3216e No.36085

Dice rollRolled 38, 27, 93 = 158 (3d100)

>>36079

[Tribal Feldoms]

Population(+growth/turn): 32 (+3/turn)

Food: 8

Currency: 27 (+3/turn)

Industry: 7

Territory: ~48 hexes

Structures: Government Building, Farm II (3), Forges I, Quarry I

Settlements: Felsiha [Capital City], 3 unnamed Outposts,

Felhore !![Outpost>Town (0 turns)]!!

Military: Wanir Spearfels [1.2], Wanir Bladefels [1.8]

Tech: Bronzeworking, Architecture I, Agriculture II, Bureaucracy I, Mathematics I, Weaponsmithing I, Infantry I, Hunting I

Resources: [Bronze: 9 (+1pt)] [Stone: 6 (+2pt)] [Wood: 4 (+1pt)]

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: Well, something was learned at least: Leaving metal to smelt for too long will weaken it severely. Thankfully it wasn't the gear being made for the new unit, but instead practices in newer metallurgy for weaponsmithing, so hopefully this discovery will ensure higher quality spears and blades.

>Weaponsmithing II [5/6] +Bronzeworking, +Weaponsmithing I, +Forge I

2: Mint [2/4]

>+Mathematics I, +Architecture I, +Bronzeworking, +Bureaucracy I, +Advanced Architecture?

3: Military unit [1/2]

>+[Muskles] +Bronzeworking, +Weaponsmithing I, +Infantry I, +Forge I, +Bronze

(Also, do I gain a Town, now that the Outpost finished upgrading to it in the background?)

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f3216e No.36089

Dice rollRolled 36, 39, 35 = 110 (3d100)

>>36079

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), Niu (W) (outpost (4))

Territory: 47

Population(+growth/turn): 38 (+4/turn)

Food: 2 (2 taken)

Currency: 29 (+2/turn) (4-2)

Industry: 6

Structures: Government Building, Fish Farm I (3), Training Ring 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 I

Resources: [Coral: 13 +1/t] [Seaweed: 10 +1/t] [Driftwood: 10 +1/t] [Obsidian: 5]

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. Continue work improving our tools. 4/6

2. We have heard rumors of those able to bend the world around them to their will. Find those people and have them begin research of transmutation magic.

3. Have the scouts show some miners where they found these rocks and set up a mine to get more.

+Coral Smithing

+Tools I

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f3216e No.36092

Dice rollRolled 94, 33, 43 = 170 (3d100)

>>36079

[Bukamma]

Population: 43 (+5/turn)

Food: 5

Currency: 27 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (3), Fishing Village I (2), Reed Grove I, Watermills I, School I, Spawning Pool I

Defenses: 1 (Capital City)

Military: 1 Spearfrog

Tech: Bronzeworking, Infantry I, Agriculture I, Bureaucracy I, Masonry I, Math II (1/8 to III)

Resources: [Bronze: 13+1/t] [Driftwood: 8+1/t] [Stone:8+1/t][Reeds: 7+1/t]

Eccentricities:

[Hydrocentric]: Bukamma way of life centres on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source.

[Communal]: The Bukam do everything together. Spending two or more dice on the same action grants a bonus, but lone actions suffer.

1 and 2: Search for and attempt to understand this massive crocodile creature that has eaten some of our fishing boats. We need to find a way to avoid, kill, control or appease it. Crocodiles are always a danger to the bukam, but some mythical beast that can eat boats can't be ignored.

+Hydrocentric

+Communal

3: Research Writing. With the expanding bureaucracy and mathematics we need a way to record information to make proper use of this.

+Bureaucracy

+Schools I

-Communal

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f3216e No.36096

Dice rollRolled 42, 22, 33 = 97 (3d100)

>>36079

Nation Name: (Sovereignty of Folia)

Race(s): (Dryads, Ent and Myconids)

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) (Sunview,Thornside, Oakcrest, Shade's Succor )

Territory: 55

Population(+growth/turn): 34 (+3/turn)

Food: 1

Currency: 35 (+4/turn)

Industry: 6.5

Structures: Elder Tree, Farm I (2),Lumber mill

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Woodcraft, Herbalism II 6/8, Agriculture I, Treeweaving II 3/8, Weaponcarving I, Toxicology 2/4

Resources: [Bronze: 3] [Stone: 3] [Wood: 10 +1/turn] [Bronzewood: 10 (+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. Continue to research and improve herbalism. 6/8

+Treespeak

+Nature Nation

+Woodcraft

+Herbalism II

2.Continue to improve our knowledge of weaving trees in ways that help them and ourselves. 3/8

+Tree weaving

+Treespeak

+Wood craft

3. The Folians continue to study poisons. 2/4

+Treespeak

+Nature Nation

+Woodcraft

+Herbalism II

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f3216e No.36098

File: 6d6fa96028f5e7f⋯.jpg (114.3 KB,900x567,100:63,forest_spirit_by_crazymic-….jpg)

Dice rollRolled 85, 68, 35 = 188 (3d100)

[Woodland Realm]

Population(+growth/turn): 28 (+4/turn)

Food: 3

Currency: 17 (+3/turn)

Industry: 5.5

Structures: Government Building, Farm I (2), Nests I (1), Stone Circle I

Defenses: 1 (Capital City)

Military: 1 Elf Guard

Tech: Woodcraft I, Domestication I, Treeweaving I, Archery I, Weaponweaving I, Earth Magic I

Resources:

[Wood: 8] (+1/turn)

[Stone: 9] (+1/turn)

[Bronze:6] (+1/turn)

[Bronzewood: 5(+1/turn)]

Pacuckur herd: 7 (+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.

Archery II 2/6

#1-2 it saddens the forest folk that the moving forest do not trust them. the elves also wondered, privately, if they themselves were truly one with the forest. doubt was felt, a spiritual crisis. this was a matter beyond even the forest folk. they decide to turn to a higher power for guidance. a great and grand ritual is begun at the Stone Circle, the creatures of the Woodland realm sought to summon an Avatar of the Nature God, he that is wood, stream, and animal all in one, and seek his blessing and guidance. if they followed him, then they would know beyond doubt they follow the will of nature, and he would lead them.

+Stone Circle

+Treeweaving I

+Earth Magic

#3 the elves continue to perfect their bows 2/6

+Weaponweaving I

+Woodcraft I

+Treeweaving I

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f3216e No.36104

Dice rollRolled 54, 84, 55 = 193 (3d100)

>>36079

[Holy Hegemony of Humania]

Population(+growth/turn): 37 (+3/turn)

Food: 1 {Upk. 2}

Currency: 37 (+2/turn) {Upk. 2}

Industry: 6.5

Settlements: Humania ✪, Isin'guard [Town 1/3], x3 Unnamed Outposts

Structures: Palace (Humania), Farm I (2), Farm II, Quarry I, Barracks I

Defenses: Great Wall of King Abu-Abum, [7] (Humania)

Military:

1 Warrior [x1]

1 Bowman [x2.2] [Ranged]

Tech: Bronzeworking, Agriculture I, Masonry I, Archery III, Architecture I, Discipline I

Resources:

[Bronze: 11] +1/turn

[Stone: 9] +2/turn

[Wood: 3] +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.

The reports of the world outside the walls are dismissed as fairy tales: after all, the idea that there exists structures greater than those of Humania is preposterous! The tremors have done no damage to the structure of the city, and the citizens are content to pretend as though nothing happened.

1.) Agriculture II [2/4]

2.) Writing I [2/4]

3.)

[Industrial]

[Masonry I]

[Architecture I]

-

Our standing forces tax the economy. The king demands construction of workshops from which to produce refined goods to benefit both trade and industry. What they produce exactly he cares little, so long as results are made!

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f3216e No.36105

Dice rollRolled 93, 73, 25 = 191 (3d100)

>>36079

[Tumbili]

Settlements: (Patakatifu), (Ukungu City) (Tumbili Outposts (3))

Territory: 43

Population(+growth/turn): 24 (+2/turn)

Food: 2

Currency: 24 (+3/turn)

Industry: 8

Structures: Red Stone Palace, Farm I (3), Smithy I, Quarry I [1 Stone/Turn]

Defenses: 1 (Capital City)

Military: 1 Kima Scrappers

Tech: Bronzeworking, Agriculture I, Conversion I, Weaponsmithing I, Masonry I, Discipline I, Primal Combat III, Clubs II

Resources: [Wood: 1] [Bronze: 1] [Stone: 2] [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.

Northern Outpost Upgrade: NORTHERN OUTPOST is now a CITY

1. Continue refining our prowess at savage combat. 6/10 +[Physical Prowess] +[Primal Combat III]

2. Continue constructing a Lumber Yard. 1/4 +[Physical Prowess]

3. Continue instilling discipline upon our Kima warriors. 3/6 +[Physical Prowess] +[Discipline I]

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f3216e No.36162

Dice rollRolled 10, 26, 76 = 112 (3d100)

[Splinter Tekla]

Settlements: Hive Tekla; Broodnest Moira, Broodnest Amalthea, Broodnest Julia, Broodnest Iyeda

Territory: 39

Population(+growth/turn): 51 (+6/turn)

Food: 4

Currency: 32 (+4/turn)

Industry: 6

Structures: Swarm Spire, Farm I (2), Spawning Pit I, Processor I

Defenses: 1 Acidic Creep (Hive Tekla)

Military: 1 Land Swarm, 3 Warrior Swarm [1.8]

Tech: Bronzeworking, Harvesting I, Armor I, Swarming I, Warrior Forms II

Resources: [Bronze: 5] [Wood: 3] [Stone: 5] [Harvesters: 4+1/t]

Eccentricities:

[Resource Harvesters]: When the Splinter finds a resource, they completely clean it out, though this makes it harder for them to even find resources.

[Demonic Invaders]: The Splinter has one purpose- to take over and harvest Primal World completely. Recruitment of military units is easier, though any peaceful endeavors usually fall flat.

>Location: Right Red

1. Improve Resource Processor 4/6

2. Research Warrior Forms III 5/8

There is always space to improve upon perfection.

3. Send 3 Warrior Swarms north

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f3216e No.36165

>>36164

Spacejesus prefers stealth and surprise over declaring war and is playing an all consuming hive mind. Safe bet he is.

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f3216e No.36167

>>36166

99 out of 100, you're going to get very angry. You haven't trained up the unit in any way, given that you focused all your dices into a single action almost every turn.

The good news, however, is that you have like, five mazes providing some defence for you, and that you can always mobilise some units for defensive purposes.

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f3216e No.36169

File: 61b0699230a4909⋯.png (3.79 MB,2500x2000,5:4,AncientsMap.png)

The Uygagoth are gone. They never happened.

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f3216e No.36170

>>36169

Nevermind. Will update sometime tomorrow, as I've become too tired to do it tonight.

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f3216e No.36174

>>36169

God damn it I wanted those resources

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f3216e No.36226

>>36175

git gud scrub

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f3216e No.36274

you have got to be fucking kidding me

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f3216e No.36279

>>36085

Correction, since the town was finished this turn, I get +1 to both population and currency per turn. Here are the related fixed stats:

Population(+growth/turn): 33 (+4/turn)

Currency: 28 (+4/turn)

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f3216e No.36285

File: 9f96a4d44b365de⋯.png (3.79 MB,2500x2000,5:4,AncientsMap.png)

[Jepsilp]

Southwest expansion is had [+4 hex], but there's no progress on the mine.

[Tribal Feldoms]

>Town complete! +1 pop, +1 currency/turn

Better weaponsmithing techniques are finally learned [weaponsmithing II, +1 Industry], the Mint nears completion [3/4], and the unit of Spearfels completes its training [1.8x, -1 currency/turn, -2 food]

[Olmara]

Tool improvements are slow but steady [5/6], and the O'jala begin trying to turn the things around them into something they're not, what the elders refer to as 'transmutation' [1/4]. The scouts easily find the obsidian deposit again, and the builders set to work carving out a mine [1/4; -1 driftwood].

[Bukamma]

>I assume you're talking about the Ancient, but I never said anything about it eating your boats.

Writing research begins [1/4].

[Folia]

The Folian's herbalism research is complete [Herbalism III], and the treeweaving techniques are halfway there [4/8], while poison research is ready as well [Poisons I].

[Woodland Realm]

As most of the elves gather around their stone circle for a ceremony, some continue working on their archery skills [3/6].

[Humania]

>Agriculture II should be /6

Agricultural research progresses smoothly [4/6], and a writing system is had [Writing I]. The production of luxury goods is well underway [2/4].

[Tumbili]

>+1 pop +1 currency/turn

Still, the Tumbili refine their combat techniques. They are near the pinnacle now [Primal Combat III], and the lumber yard is built [Lumber Yard I, +1 wood/turn, +1 Industry], while disciplinary action slows somewhat [4/6].

[Splinter Tekla]

No progress on the resource processor, and the breeding slows down a bit [5/8]. The warriors claim land in the north [+4 hex]!

[Zothique]

The Ugyagoth literally WHINE AND BITCH THEMSELVES TO DEATH. NINETY THREE TIMES. Then a giant sinkhole opens up and swallows them.

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f3216e No.36286

Dice rollRolled 30, 26, 6 = 62 (3d100)

>>36285

[Tumbili]

Settlements: (Patakatifu), (Ukungu City) (Tumbili Outposts (3))

Territory: 43

Population(+growth/turn): 26 (+3/turn)

Food: 2

Currency: 26 (+4/turn)

Industry: 9

Structures: Red Stone Palace, Farm I (3), Smithy I, Quarry I [1 Stone/Turn], Lumber Yard I, +1 Wood/Turn

Defenses: 1 (Capital City)

Military: 1 Kima Scrappers

Tech: Bronzeworking, Agriculture I, Conversion I, Weaponsmithing I, Masonry I, Discipline I, Primal Combat IV, Clubs II

Resources: [Wood: 2] [Bronze: 1] [Stone: 3] [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.

Northern Outpost Upgrade: NORTHERN OUTPOST is now a CITY

1. Now, to round out our resource gathering endeavors, we construct a Bronze Mine, for the obvious purpose of harvesting Bronze.

Establish a Bronze Mine. [Bronzeworking][Masonry I][Physical Prowess]

2. Recruit a unit of Kima Warriors. + [Primal Combat IV][Discipline I][Clubs II][Physical Prowess][Weaponsmithing I][Smithy I]

3. Finish instilling Discipline among our warriors! Get a move on!

Finish Discipline II. [4/6] [Physical Prowess][Discipline I]

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f3216e No.36288

Dice rollRolled 99, 35, 13 = 147 (3d100)

>>36285

[Tribal Feldoms]

Population(+growth/turn): 39 (+4/turn)

Food: 6

Currency: 30 (+2/turn)

Industry: 8

Territory: ~48 hexes

Structures: Government Building, Farm II (3), Forges I, Quarry I

Settlements: Felsiha [Capital City], Felhore [Town] 3 unnamed Outposts

Military: Wanir Spearfels [1.2], 2 Wanir Bladefels [1.8]

Tech: Bronzeworking, Architecture I, Agriculture II, Bureaucracy I, Mathematics I, Weaponsmithing II, Infantry I, Hunting I

Resources: [Bronze: 10 (+1pt)] [Stone: 8 (+2pt)] [Wood: 5 (+1pt)]

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 bolstering size of the Felion's forces was quite impressive, but yet, they would need a purpose. From the reports from the attack that wounded the Spearfels, the foe would be located in the north. With the supplies gathered, they would make haste northward.

>+Wanir Spearfels [1.2], 2 Wanir Bladefels [1.8]

2: While a surplus of stone would be coming in from the quarry, there was a need for wood. With the effictiveness of bronze tools, lumber would be chopped in the south, to supply wood to the Feldoms.

>Build a Lumber Mill. +Architecture I, +Bronzeworking, +Agriculture II, +Mathematics I(?)

3: Mint I [3/4]

>+Mathematics I, +Architecture I, +Bronzeworking, +Bureaucracy I, +Advanced Architecture(?)

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f3216e No.36289

>>36288

To get it done, 20 currency would be thrown at the third action with the Mint, as one needs to spend money to make money.

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f3216e No.36290

Dice rollRolled 41, 31, 55 = 127 (3d100)

>>36285

[Bukamma]

Population: 48 (+5/turn)

Food: 5

Currency: 30 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (3), Fishing Village I (2), Reed Grove I, Watermills I, School I, Spawning Pool I

Defenses: 1 (Capital City)

Military: 1 Spearfrog

Tech: Bronzeworking, Infantry I, Agriculture I, Bureaucracy I, Masonry I, Math II (1/8 to III)

Resources: [Bronze: 14+1/t] [Driftwood: 9+1/t] [Stone:9+1/t][Reeds: 8+1/t]

Eccentricities:

[Hydrocentric]: Bukamma way of life centres on water, which they can't live without. Any water based rolls are improved, but the Confederacy can't expand much inland without a water source.

[Communal]: The Bukam do everything together. Spending two or more dice on the same action grants a bonus, but lone actions suffer.

1: Continue writing research (1/4)

+Schools

-Communal

2 and 3: Storing food is difficult in the swamp. Build granaries to keep our food dry and preserved.

+Communal

+Masonry

+Agriculture

(Couldn't I roll for interacting with the Ancient? The text mentioned fishing boats being eaten by the big crocodile, that's what my actions were based around.)

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f3216e No.36294

Dice rollRolled 35, 70, 40 = 145 (3d100)

>>36285

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), Niu (W) (outpost (4))

Territory: 47

Population(+growth/turn): 42 (+4/turn)

Food: 2 (2 taken)

Currency: 31 (+2/turn) (4-2)

Industry: 6

Structures: Government Building, Fish Farm I (3), Training Ring 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 I

Resources: [Coral: 14 +1/t] [Seaweed: 11 +1/t] [Driftwood: 10 +1/t] [Obsidian: 5]

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. Continue work improving our tools. 5/6

2. Continue research into Transmutation magic. 1/4

3. Continue work into the Obsidian mine. 1/4

+Coral Smithing

+Tools I

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f3216e No.36297

Dice rollRolled 12, 100, 56 = 168 (3d100)

>>36285

Nation Name: (Sovereignty of Folia)

Race(s): (Dryads, Ent and Myconids)

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) (Sunview,Thornside, Oakcrest, Shade's Succor )

Territory: 55

Population(+growth/turn): 37 (+3/turn)

Food: 1

Currency: 39 (+4/turn)

Industry: 6.5

Structures: Elder Tree, Farm I (2),Lumber mill

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Woodcraft, Herbalism III, Agriculture I, Treeweaving II 4/8, Weaponcarving I, Poison I

Resources: [Bronze: 3] [Stone: 3] [Wood: 11 +1/turn] [Bronzewood: 11 (+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. Continue to work on weaving trees into beneficial patterns. 4/8

+Tree weaving II

+Treespeak

+Wood craft

2.Build a Weaver's Circle so we may be able to weave plants more easily.

+Treespeak

+Wood craft

+Tree weaving II

3. Build an herbalist shack to supply people with tinctures and remedies.

+Tree weaving II

+Treespeak

+Wood craft

+Herbalism III

+Poison I

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f3216e No.36307

File: ee44c001e6dae4b⋯.jpg (22.38 KB,280x280,1:1,blue_moth.v6052.jpg)

Dice rollRolled 31, 22, 80 = 133 (3d100)

>>36285

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 43

Population(+growth/turn): 28 (+2/turn)

Food: 1

Currency: 8 (+4/turn)

Industry: 9

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill I, Mine I, Forge I, Mining I

Defenses: 1 (Capital City: Fraktion)

Military: 1 (Bentenite Soldiers(spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools II

Resources: [Ice: 19.5+2] [Bronze: 13+2] [Stone:10.5+1] [Wood:5+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

Tools III 2/8

Farm I[2] 3/12

Mine II 0/6

Bronze Spears 3/4

1. Finish up those Bronze spears.

>Bronze Spears 3/4

2. Lets learn about some better architecture. We know about Ice, let's learn to use Stone and Wood

> General Architecture?

3. Continue expanding that south-western border. Take these 4 coins for your troubles.

>Expansion again.

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f3216e No.36312

File: ce34b6f29657633⋯.jpg (218.11 KB,850x898,425:449,Awuu.jpg)

Nation Name: The Wychwood

Race(s): Ookami

Color: Whitish grey or dark green

Fluff: The Ookami are an interesting race, as they have a connection with humans, one may think that the connection is just due to them looking similar but in reality the connection is much deeper then that, Ookami were once pure humans. The first Ookami where people who a great spirit known as Asena took form in front of, anyone around these people where unable to see the spirit, and the spirit oddly enough, said nothing to the people it showed itself to. At first, nothing happened to these select people, but after some time, they fell into a fever until the changes happened. Their ears changed and moved, turning into wolf like ears. Their teeth becoming long, pointed, and carnivorous. Their fingernails changed into sharp, thick claws, and lastly a tail grew. After all of these changes had happened, the fever subsided, and they all left for the forest. That's the legend of how the first Ookami where created. However, no human has become an Ookami since then, and if there has, it certainty hasn't been recorded.

Ookami are different from humans however in not just look, they are much more agile then humans are and they tend to be shorter and lighter as well, the average Ookami female is 5,2 while the average male is 5,6. The general musculature structure of an Ookami varies, even between the genders, however there is a tendency towards more dexterous, supple builds. The eyesight and hearing of an Ookami is also far keener then that of your average humans and they have a slight affinity for wind related magic. In terms of genetics, an Ookami's genes are recessive however the children of an Ookami and another race tend to have sharp canines and fingernails.

Ookami tend to be more hedonistic in nature however they take there fellow Ookami into consideration as the world is hard enough to survive in without having the possibility of a knife in your back, this ties into the fact that Ookami tend to be loyal and nothing will make a Ookami angry faster then a traitor. Ookami also tend to form 'packs' with one martial leader and one spiritual, the former generally changes whenever someone in the pack becomes stronger then the former leader while the later rarely ever changes, the closest comparison to a pack would be a family with the occasional friend.

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f3216e No.36316

File: 0c9716401c1b2e3⋯.jpg (148.15 KB,620x465,4:3,God_of_the_forest_by_noah_….jpg)

Dice rollRolled 88, 3, 67 = 158 (3d100)

[Woodland Realm]

Population(+growth/turn): 32 (+4/turn)

Food: 3

Currency: 20 (+3/turn)

Industry: 5.5

Structures: Government Building, Farm I (2), Nests I (1), Stone Circle I

Defenses: 1 (Capital City)

Military: 1 Elf Guard

Tech: Woodcraft I, Domestication I, Treeweaving I, Archery I, Weaponweaving I, Earth Magic I

Resources:

[Wood: 9] (+1/turn)

[Stone: 10] (+1/turn)

[Bronze:7] (+1/turn)

[Bronzewood: 6(+1/turn)]

Pacuckur herd: 8 (+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.

Archery II 3/6

#1-3 the elf druids, gnomes, and fairies devote themselves to the ritual. they dream of meeting Nature itself, and hearing the voice of that which gives them life and guards them from the dangers beyond the forest. they wonder what appearance it would have. they think it will be like the treants, in the shape of a walker, with a big leafy beard, and a deep voice that can hear and speak to the trees. it will show them the path to becoming one with nature.

+Stone Circle

+Treeweaving I

+Earth Magic

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f3216e No.36322

File: ab59e6d3d94a4b3⋯.jpg (106.45 KB,708x660,59:55,11390.jpg)

Dice rollRolled 30, 36, 45, 9, 98, 91 = 309 (6d100)

[Dwarf Mountain]

Population(+growth/turn): 31 (+4/turn)

Food: 1

Currency:21 (+3/turn)

Industry: 10

Structures: Government Building, Farm I, Forge I Gem Mine I (1), Bronze Mine 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 I

Resources:

[Bronze: 18] +2 / turn

[Stone: 10] +1 / turn

[Gems: 3] +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.

Runic Tools 3/4

Iron Mine 3/4

Steam Power 2/8

1. Finish the Runic Tools! 3/4

Runes I, Tools I, Mining tools I

2. Finish the Iron Mine 3/4

Tools I, Mining tools I, Iron I, Excavating I

3-6. Full steam ahead on the Steam Engines! 2/8

Tool I, Carts I, Forge I

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f3216e No.36332

Dice rollRolled 1, 96, 20 = 117 (3d100)

>>36285

[Holy Hegemony of Humania]

Population(+growth/turn): 40 (+3/turn)

Food: 1 {Upk. 2}

Currency: 39 (+2/turn) {Upk. 2}

Industry: 6.5

Settlements: Humania ✪, Isin'guard [Town 2/3], x3 Unnamed Outposts

Structures: Palace (Humania), Farm I (2), Farm II, Quarry I, Barracks I

Defenses: Great Wall of King Abu-Abum, [7] (Humania)

Military:

1 Warrior [x1]

1 Bowman [x2.2] [Ranged]

Tech: Bronzeworking, Agriculture I, Masonry I, Archery III, Architecture I, Discipline I, Writing I

Resources:

[Bronze: 12] +1/turn

[Stone: 11] +2/turn

[Wood: 4] +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.) Agriculture II [4/6]

2.)

[Writing I]

[Masonry I]

[Architecture I]

Now that we possess a voice from which to project our thoughts into the ages, the time for record keeping has come. We now move on from the era of pre-history, to the era of history! Construct a Library at once.

3.)

[Industrial]

[Masonry I]

[Architecture I]

-

Good, continue the production of a goods workshop. [2/4]

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f3216e No.36335

File: bb8e3abb1b8fc21⋯.jpg (302.65 KB,1534x752,767:376,monkey-parliament.jpg)

Dice rollRolled 42, 99, 95, 22, 56, 73 = 387 (6d100)

[Society]

Population(+growth/turn): 32 (+4/turn)

Food: 1

Currency: 26 (+3/turn)

Industry: 6

Structures: Government Building, Farm I (2), Great Obelisk. Gentlemonkey's Club I, Library I, HOusing I

Defenses: 1 (Capital City)

Military: 1 Ape Militia

Tech: Bronzeworking, Mathematics II, Astronomy I, Writing I, Architecture I, Farming I, Sustainable Population II (+1 pop per city/town), Science I, Tools I

Resources:

[Wood: 13] +1/turn

[Bronze: 12] +1/turn

[Stone:11] +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.

Wiriting II 5/6

1-6. This is it. this is the great test of our newly formed government. other kingdoms in this world, might resort to violence, intimidation, or execution. Not The Society. We will show the world how issues can be resolved peacefully, through majority rule, through logic, reason, and law. We will finish our government, and in turn, let the majority rule resolve the issue. I have full faith and confidence in the true swayings of our people as whole, and their desire not to return to a base existence but propel all of the primate beings to a higher one. When our government is finished, we will hold a mass consensus and popular vote, and get the just vindication on these dissidents we need with the people on our side. 4/15

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech:Architecture I, Writing I

>[Obelisk-chosen]: Those primates that touched the Obelisk have an unprecedented thirst for knowledge, granting a bonus to scientific and technological research.

>[Refined]: The society excels in any problem of the mind they set themselves too. However, they find more physical pursuits, such as war, distasteful.

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f3216e No.36343

File: 0bd931389f1c3c6⋯.jpg (46.59 KB,400x571,400:571,Mooshroom.jpg)

Dice rollRolled 66, 15, 40, 25, 78, 71 = 295 (6d100)

>>36079

>>36079

Nation Name: The Kuvarik Congelate

Race(s): Mucilloid

Color: Lavender

Fluff: Born from deep below the earth, the Mucilloid's are a secretive, and alien race of creatures. Their origins lost aeons ago, and their history being that of near mindless fungal beasts, they have only now begun to organize and facilitate their species growth, as the spark of intelligence begins to take hold of their collective, as their threads spread deeper, and farther than ever before.

The Mucilloid's are not quite like the races they share the world with. They are mostly silent, and possess a dire sort of attitude when it comes to life, as they worship both the death of themselves, and the death of others. Although their growth is not as rampant as their spore based reproduction system would imply, as it takes a good deal of time for the spores to fully germinate a Perfect Mucilloid. However, Mucilloid's can split smaller bulbs of themselves off, so as to create Imperfect Mucilloid clones. It has been through this nature of propagation, that the Mucilloid's have gained a knack for the growth and care of molds and fungal growths, similar to their own.

Finally, Mucilloid's are noticeably slower in action, but aggressive and impartial in judgement. Spreading as they please, and how they please, they can seem boastful, and even arrogant. However, this is simply their nature. Other interesting facts include the Mucilloid's "Pheromone" sight, as their eyes allow them to not only process light, but to also see a variety of pheromones secreted by them. This is key to their ability to communicate, and navigate their dark and dank homes.

-Don't fill out (unless told)-

Settlements: (Syrost) (Player-Named outpost (3))

Outpost Zylotzky[+1 defense]

Territory:

Population(+growth/turn): 18 (+2/turn)

Food: 3

Currency: 12(+3/turn)

Industry: 6

Structures: Government Building, Farm I (2) Lumber Mill[+1 Wood/turn], Quarry[+1 Stone/turn]

Defenses: 1 (Syrost)

Military: 1 (Zloy Guard)

Tech: Bronzeworking, Mold Agriculture I, Pheromone Sight I, Hunting I

Resources: [Mold: 3] [Bronze: 3] [Wood:6][Stone: 4]

Eccentricities:

[Clones]: When recruiting for their armies, each Kuvarik unit comes with a smaller version of itself, though imperfect and weak, which doesn't need food or gold to sustain itself. As a trade off however, training is slower to allow for these clones to form.

[Death Comes For All]: In their reverence for death, the Congelate excel at coming up with new and exciting ways to cause it! However, they don't really see a use for luxuries such as currency, as life, to the Congelate, is too fleeting.

1-2) Continue work on the Mold Farm

3-4) Taxes are like death. Death but slow, and necessary.

5-6) Continue work on the New Mold species

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f3216e No.36361

Also, before I forget, can I start somewhere semi close to the human empire? Fluff reasons and all that.

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f3216e No.36481

File: af747ffed0e8d0d⋯.png (3.81 MB,2500x2000,5:4,AncientsMap.png)

[Tumbili]

>No it's not, it's a town. +1 pop/turn, +1 currency/turn

Work on a bronze mine is slow, but progresses [1/4, -1 wood], but disciplinary actions stall.

[Tribal Feldoms]

While the army is sent north, the beginnings of a lumber mill are readied [1/4, -1 wood], and the Mint is finally up and running [Mint I, +1 currency/turn; -20 currency].

[Bukamma]

>Interacting with Ancients are more RP oriented events

Writing research slowly plods along- the lone Bukam working on the alphabet kills himself, but is quickly replaced [2/4]. The Granaries are nearly finished [3/4, -1 stone]!

[Olmara]

Work on the tools finishes [Tools I, +1 Industry], while transmutation magic is nearly done [3/4]. Work on the obsidian mine crawls along [2/4].

[Sovereignty of Folia]

Further treeweaving techniques are still being researched [5/8], and not only is the perfect spot for a Weaver's Circle found, but some extra wood is collected [Weaver's Circle I, +1 wood]. Work on an Herbalist's shack begins [2/4, -1 wood].

[Tribe of Jepsilp]

>Note: Contact with Ancients is supposed to be a more RP oriented event.

Bronze Spears are ready [Spears I, +1 Industry], and better building techniques are beginning to be studied [1/4]. Finally, the tribe continues to move southwest [+4 hexes].

[Woodland Realm]

The ritual completes- with unexpected results. Sightings of many strange figures have been spotted, each seeming to symbolize a different aspect of nature and the circle of life. Perhaps if you were to introduce yourself…

[Dwarf Mountain]

The Runic Tools are finally finished [Runic Tools I, +1 Industry], as well as the iron mine [Iron Mine I, +1 iron/turn]. The steam engines are ready [Steam Engines I]!

[Humania]

A freak thunderstorm in the night causes a huge fire! A farm burns down, and food is lost [-1 food, progress @ 0]. However, a library is erected quickly [Library I, -1 wood], and the building of a workshop continues [3/4].

[Society]

After no small amount of work, the Society completely remodels their tribal system of government, and adopts a parliament!

[Party Vs. Party]: In the wake of the new government, two political parties have rose to prominence- the Evolutionaries and the Technocratics. While the Evolutionaries focus on the natural studies (biology, etc.), the Technocratics favor all things technology. [Every 5 turns, extra d100- either the Evolutionaries or the Technocratics will win, and have control of parliament for the next 5 turns]

[Kuvarik Congelate]

>Note progress next time. First and final warning.

While the mold farm is done [Mold Farm I, +1 food], taxes are nearly collected [3/4], and the new mold species completes its growth [Paralyzing Mold: 1 (+1/turn)

[The Witchwood]

>Sorry it's not pretty, deleting Cornwallis seems to have fucked up this part of the map.

Pop: 10 (+4/turn)

Currency: 10 (+3/turn)

Defenses: 1 (Capital)

Resources: [Bronze: 10] [Stone :10] [Wood: 5]

Tech: Bronzeworking, Infantry I, Claws I, Scouting 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.

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f3216e No.36484

File: e6d6098e903d640⋯.jpg (177.61 KB,600x797,600:797,5df383e57634895655603b934e….jpg)

>>36481

>Sightings of many strange figures have been spotted, each seeming to symbolize a different aspect of nature and the circle of life. Perhaps if you were to introduce yourself…

"greetings. we call ourselves the forest folk, for we live and dwell among the trees. we seek to be one in harmony with nature. but the living forest does not trust us, for we are of the shape of those who burn and destroy. . .and that has made us doubt ourselves also. we have always strive to live in harmony and be one with nature, but we do not know ourselves if we truly are. we seek the guidance of nature itself how to become one with it."

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f3216e No.36490

Dice rollRolled 31, 82, 28 = 141 (3d100)

>>36481

Nation Name: (Sovereignty of Folia)

Race(s): (Dryads, Ent and Myconids)

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) (Sunview,Thornside, Oakcrest, Shade's Succor )

Territory: 55

Population(+growth/turn): 40 (+3/turn)

Food: 1

Currency: 43 (+4/turn)

Industry: 6.5

Structures: Elder Tree, Farm I (2),Lumber mill, [Weaver's Circle I], Herbalist's shack 2/4

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Woodcraft, Herbalism III, Agriculture I, Treeweaving II 5/8, Weaponcarving I, Poison I

Resources: [Bronze: 3] [Stone: 3] [Wood: 12 +1/turn] [Bronzewood: 12 (+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. Continue to improve how to weave or charges in more advantageous ways. 5/8

+Tree weaving II

+Treespeak

+Wood craft

+Weaver's Circle I

2.Continue to build the herbalist's shack. 2/4

+Tree weaving II

+Treespeak

+Wood craft

+Herbalism III

+Poison I

+Weaver's Circle I

3. Continue to research natural toxins and how the affect the fauna of this world.

+Treespeak

+Wood craft

+Herbalism III

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f3216e No.36491

>>36484

I should've been more clear. Pick one.

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f3216e No.36499

Dice rollRolled 70, 100, 48 = 218 (3d100)

>>36481

[Tumbili]

Settlements: (Patakatifu), (Ukungu TOWN) (Tumbili Outposts (3))

Territory: 43

Population(+growth/turn): 29 (+3/turn)

Food: 2

Currency: 30 (+4/turn)

Industry: 9

Structures: Red Stone Palace, Farm I (3), Smithy I, Quarry I [1 Stone/Turn], Lumber Yard I, +1 Wood/Turn

Defenses: 1 (Capital City)

Military: 1 Kima Scrappers

Tech: Bronzeworking, Agriculture I, Conversion I, Weaponsmithing I, Masonry I, Discipline I, Primal Combat IV, Clubs II

Resources: [Wood: 2] [Bronze: 1] [Stone: 4] [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.

1. Continue to advance the Bronze Mine. That mine. That mines -bronze-, straight from the ground. It's technically bronze if it's all of bronze's constituent parts. Completely.

Bronze Mine 1/4 [+Masonry I][Bronzeworking]

2. Recruit a unit of Kima Warriors. +[Physical Prowess][Discipline I][Clubs II][Weaponsmithing I][Primal Combat IV][Bronzeworking]

3. Finish our Disciplinary techniques and drills. Discipline II 4/6. +[Physical Prowess][Discipline I]

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f3216e No.36501

File: 7c04f5355060364⋯.jpg (35.32 KB,445x604,445:604,7c0.jpg)

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f3216e No.36504

Dice rollRolled 69, 42, 11 = 122 (3d100)

>>36481

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), Niu (W) (outpost (4))

Territory: 47

Population(+growth/turn): 46 (+4/turn)

Food: 2 (2 taken)

Currency: 33 (+2/turn) (4-2)

Industry: 7

Structures: Government Building, Fish Farm I (3), Training Ring 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

Resources: [Coral: 15 +1/t] [Seaweed: 12 +1/t] [Driftwood: 11 +1/t] [Obsidian: 5]

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. Research into transmutation magic is nearly finished. 3/4

2. Continue construction of the obsidian mine. 2/4

+Coral Smithing

+Tools II

3. Explore around for anything of interest.

+Scouting I

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f3216e No.36525

File: 5492a7aff6d77db⋯.jpg (158.78 KB,997x667,997:667,original (4).jpg)

>>36491

there were many great spirits summoned. a giant seed in the shape of a baby, sleeping half buried, a strong oaken giant in his prime, old gnarled bearded ones in the elder age. . .there was death. but of the circle of life, the fairies and elves felt themselves drawn to one who looked so much like them. she had long hair of many young vines, her body green as fresh grass, and the flowers of springtime grew around her as birds and animals chirped happily in her colors. everywhere she touched or her hair fell, something new grew. this was the one they approached, who the forest folk began to call "Mother Nature."

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f3216e No.36534

>>36525

>Making me make an Ancient from scratch

One special snowflake, coming up!

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f3216e No.36544

File: ab35bedb9931fec⋯.jpg (42.36 KB,659x350,659:350,237772-sunsetheader.jpg)

Dice rollRolled 9, 17, 24 = 50 (3d100)

>>36481

[Tribal Feldoms]

Population(+growth/turn): 43 (+4/turn)

Food: 6

Currency: 13 (+3/turn)

Industry: 8

Territory: ~48 hexes

Structures: Government Building, Farm II (3), Forges I, Quarry I, Mint I

Settlements: Felsiha [Capital City], Felhore [Town] 3 unnamed Outposts

Military: Wanir Spearfels [1.2], 2 Wanir Bladefels [1.8]

Tech: Bronzeworking, Architecture I, Agriculture II, Bureaucracy I, Mathematics I, Weaponsmithing II, Infantry I, Hunting I

Resources: [Bronze: 11 (+1pt)] [Stone: 10 (+2pt)] [Wood: 5 (+1pt)]

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: Normally, this would be the point where a fight would happen, between the Felions and the Patapon. However since Scruffy quit, a fight couldn't happen as Wheelie disbanded the patapon nation, and so the narrative for the Felions to get ships and generally do stuff in the world fell apart.

But through the power of "GETTING THE FUCKING PLOT GOING AND SHIT", the Felions learn how to make boats.

>+Mathematics I +Architecture I

2: Also a new outpost would be built where the army is.

>+Advanced Architecture, Architecture I, Bureaucracy I

3: Lumber Mill [1/4]

>+Architecture I, +Bronzeworking, +Agriculture II, +Mathematics I(?)

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f3216e No.36555

Dice rollRolled 73, 10, 54 = 137 (3d100)

>>36481

[Holy Hegemony of Humania]

Population(+growth/turn): 43 (+3/turn)

Food: 0 {Upk. 2}

Currency: 41 (+2/turn) {Upk. 2}

Industry: 6.5

Settlements: Humania ✪, Isin'guard [Town 2/3], x3 Unnamed Outposts

Structures: Palace (Humania), Farm I, Farm II, Quarry I, Barracks I, Library I

Defenses: Great Wall of King Abu-Abum, [7] (Humania)

Military:

1 Warrior [x1]

1 Bowman [x2.2] [Ranged]

Tech: Bronzeworking, Agriculture I, Masonry I, Archery III, Architecture I, Discipline I, Writing I

Resources:

[Bronze: 13] +1/turn

[Stone: 13] +2/turn

[Wood: 5] +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.)

[Industrial]

[Masonry I]

[Architecture I]

[Agriculture I]

Stone: 1

-

The King is most displeased at this brazen act by the heavens; yet undaunted, for that farm was producing excess anyway. We should built it anew, greater than before, from stone so that it might not burn! (Building Farm 2.)

[Library I]

[Writing I]

-

What? How could you have lost ALL our records!? The King does not pay you to lost things, research agriculture again!

3.)

[Industrial]

[Masonry I]

[Architecture I]

-

Goods workshop. [3/4]

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f3216e No.36556

>>36544

Spend 13 currency on the first action. I need my god damn ships.

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f3216e No.36557

File: 95b86f9d469fb63⋯.jpg (8.63 KB,251x201,251:201,images.jpg)

Dice rollRolled 7, 87, 5 = 99 (3d100)

>>36481

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 43

Population(+growth/turn): 30 (+2/turn)

Food: 1

Currency: 8 (+4/turn)

Industry: 10

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill I, Mine I, Forge I, Mining I

Defenses: 1 (Capital City: Fraktion)

Military: 1 (Bentenite Soldiers(spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools II, Spears I

Resources: [Ice: 21.5+2] [Bronze: 15+2] [Stone:11.5+1] [Wood:6+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

Tools III 2/8

Farm I[2] 3/12

Mine II 0/6

Architecture 1/4

1. Continue studying Architecture

Architecture: 1/4

2. Continue Crafting better Tools. Take these two coins to help.

Tools III 2/8

> Currency 2

3. Continue expanding down to the river. We must have river-front property! 2 more coins for everybody!

>Currency 2.

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f3216e No.36558

[Sovereignty of Folia]

Treeweaving knowledge continues to be furthered [6/8], while the herbalist's shack is finished [Herbalist I], and further toxicology research begins [1/6]

[Tumbili]

The bronze mine is nearly done [3/4]. Meanwhile, not one, but two Kima regiments are trained [2.6x (-1 food each, -2 currency/turn each)]! Disciplinary drills are also finished [Discipline II].

>While the Kima train, some spot a figure overlooking their training grounds; They describe him as a large, hairless ape, with a sharp jaw and scars crisscrossing his chest. Those who get the best look report he has a pleased look on his face.

[Olmara]

The transmutation magic is finished [Transmutation I], while the mine nears completion [3/4]. However, nothing of interest is found.

[Tribal Feldoms]

Sifting through the abandoned wreckage of the Patapon Tribe, the warriors find the ruined hulls of their primitive boats; they are brought back, and the Felion builders begin to reverse engineer them [1/4, -1 wood]. No Outpost is built, though there is slight progress on the lumber mill [2/4].

[Humania]

The King orders the farm rebuilt [3/4; -2 stone], but the research stalls. Fortunately, the Goods Workshop is ready [Goods Workshop I, +1 currency/turn]!

[Jepsilp]

Someone misplaced the Architectural blueprints [Progress @ 0], and while better tools make great progress [6/8], an attack my huge wolf-like creatures sends the expansion mission back, suffering heavy losses [-3 pop].

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f3216e No.36559

File: d3d4f2a01f250a1⋯.jpg (49.78 KB,300x252,25:21,FelionRaft.jpg)

Dice rollRolled 94, 39, 66 = 199 (3d100)

>>36558

[Tribal Feldoms]

Population(+growth/turn): 47 (+4/turn)

Food: 6

Currency: 3 (+3/turn)

Industry: 8

Territory: ~48 hexes

Structures: Government Building, Farm II (3), Forges I, Quarry I, Mint I

Settlements: Felsiha [Capital City], Felhore [Town] 3 unnamed Outposts

Military: Wanir Spearfels [1.2], 2 Wanir Bladefels [1.8]

Tech: Bronzeworking, Architecture I, Agriculture II, Bureaucracy I, Mathematics I, Weaponsmithing II, Infantry I, Hunting I

Resources: [Bronze: 12 (+1pt)] [Stone: 12 (+2pt)] [Wood: 5 (+1pt)]

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 party of Wanir sent out north brought back cultural artefacts left behind by the 'Patapon', a strange race of cyclopes who seemed to have a militaristic culture in tune to music. While some of the relics found seemed to be of no major use, one of them attracted the most attention: A log with it's insides scooped out, that when placed in water, floated while keeping what's inside dry. While the size of the logs would be too small for more than one Felion to ride in, it might be possible to construct 'rafts' that would follow the logic posed by it, alongside the strange 'flags' found attached to the logs.

>+Mathematics I +Architecture I +(Up to) 3 Wood

2: At the same time, with the mint hard at work producing coins, the economy between the Cradles would be improved, for with tokens that can be bartered with, it provided a middle man for goods and services. Now if only such trade can be taxed…

>Research Economy I. +Mint I +Mathenmatics I +Bureaucracy I + 3 Bronze

3: Lumber Mill [2/4]

>+Architecture I, +Bronzeworking, +Agriculture II, +Mathematics I(?)

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f3216e No.36560

Dice rollRolled 4, 21, 33 = 58 (3d100)

>>36558

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 43

Population(+growth/turn): 29 (+2/turn)

Food: 1

Currency: 8 (+4/turn)

Industry: 10

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill I, Mine I, Forge I, Mining I

Defenses: 1 (Capital City: Fraktion)

Military: 1 (Bentenite Soldiers(spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools II, Spears I

Resources: [Ice: 20.5+2] [Bronze: 17+2] [Stone:10.5+1] [Wood:7+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

Tools III 6/8

Farm I[2] 3/12

Mine II 0/6

Architecture 0/4

1. Ok, this sucks. Spend 3 Ice and 2 Stone to practice some Architecture-ing.

Architecture: 0/4

2. Finish up those better tools!

3. Wolf-y creatures? Not on my watch. Equip our soldiers with those new Bronze spears, and let's train up some more spearmen too! We will pay them with 4 coins!

>Assuming equipping troops is a free action. Recruit more Bronze Spear I equipped troops.

4 Currency.

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f3216e No.36561

Dice rollRolled 3, 45, 47, 15, 15, 84 = 209 (6d100)

[Society]

Population(+growth/turn): 40 (+4/turn)

Food: 1

Currency: 32 (+3/turn)

Industry: 6

Structures: Government Building, Farm I (2), Great Obelisk. Gentlemonkey's Club I, Library I, HOusing I

Defenses: 1 (Capital City)

Military: 1 Ape Militia

Tech: Bronzeworking, Mathematics II, Astronomy I, Writing I, Architecture I, Farming I, Sustainable Population II (+1 pop per city/town), Science I, Tools I

Resources:

[Wood: 15] +1/turn

[Bronze: 14] +1/turn

[Stone:14] +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]

Wiriting II 5/6

1-2. Rumors circulate that entire nations have been wiped out. Concerned, the monkeys begin surverying and studying Black Powder, the source of their primary weapon. They begin testing samples with tools, jotting down notes and writing mathematical formulas on explosive equations.

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Science I, Tools I, Writing I, Mathematics II

3-5. Research Chemistry

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Science I, Tools I, Writing I, Mathematics II

6. Finish the Writing Research 5/6

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Science I, Tools I, Writing I

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f3216e No.36562

File: 49e9815bfe69919⋯.jpg (307.4 KB,1081x540,1081:540,Digger.jpg)

Dice rollRolled 7, 12, 19, 94, 50, 30 = 212 (6d100)

[Dwarf Mountain]

Population(+growth/turn): 31 (+4/turn)

Food: 1

Currency:21 (+3/turn)

Industry: 11

Structures: Government Building, Farm I, Forge I Gem Mine I (1), Bronze Mine I, Iron Mine 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 I, Runic Tools I, Steam Engines I

Resources:

[Bronze: 18] +2 / turn

[Stone: 10] +1 / turn

[Gems: 3] +1/turn

[Iron: 2] +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.

1-2. Build a Steam Driller! can use it to make tunnels easily. We'll make the tip out of solid iron and cover it in Dwarf Runes.

Excavating I, Mining Tools I, Tools I, Iron I, Steam Engines I, Runes I, Runic Tools I, Architecture I

3-4. Build a Steam Locomotive! We'll use it to pull long mine carts full of ore. We'll put dwarf runes on it so it runs faster.

Steam Engines I, Runes I, Tools I, Iron I, Architecture I

5-6. Dig a tunnel railway between our Capital to our eastern outpost. This will make movement much easier. Use some of the new Runic Tools!

Excavating I, Mining Tools I, Tools I, Iron I, Steam Engines I, Runes I, Runic Tools I, Architecture I, Mine Carts I

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f3216e No.36563

Dice rollRolled 40, 31, 40 = 111 (3d100)

>>36558

Nation Name: (Sovereignty of Folia)

Race(s): (Dryads, Ent and Myconids)

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) (Sunview, Thornside, Oakcrest, Shade's Succor )

Territory: 55

Population(+growth/turn): 43 (+3/turn)

Food: 1

Currency: 47 (+4/turn)

Industry: 6.5

Structures: Elder Tree, Farm I (2),Lumber mill, [Weaver's Circle I], Herbalist I

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Woodcraft, Herbalism III, Agriculture I, Treeweaving II 6/8, Weaponcarving I, Poison I 1/6

Resources: [Bronze: 3] [Stone: 3] [Wood: 13 +1/turn] [Bronzewood: 13 (+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. Continue on treeweaving 6/8

+Tree weaving II

+Treespeak

+Wood craft

+Weaver's Circle I

2. Continue poisons 1/6

+Treespeak

+Wood craft

+Herbalism III

+Herbalist I

3.Begin making improvements to Shade's Succor(Western most outpost), it needs to be larger so we can protect the forest more.

+Tree weaving II

+Treespeak

+Wood craft

+Weaver's Circle I

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f3216e No.36564

Dice rollRolled 65, 34, 47, 6, 77, 49 = 278 (6d100)

[Splinter Tekla]

Settlements: Hive Tekla; Broodnest Moira, Broodnest Amalthea, Broodnest Julia, Broodnest Iyeda

Territory: 39

Population(+growth/turn): 51 (+6/turn)

Food: 4

Currency: 32 (+4/turn)

Industry: 6

Structures: Swarm Spire, Farm I (2), Spawning Pit I, Processor I

Defenses: 1 Acidic Creep (Hive Tekla)

Military: 1 Land Swarm, 3 Warrior Swarm [1.8]

Tech: Bronzeworking, Harvesting I, Armor I, Swarming I, Warrior Forms II

Resources: [Bronze: 5] [Wood: 3] [Stone: 5] [Harvesters: 4+1/t]

Eccentricities:

[Resource Harvesters]: When the Splinter finds a resource, they completely clean it out, though this makes it harder for them to even find resources.

[Demonic Invaders]: The Splinter has one purpose- to take over and harvest Primal World completely. Recruitment of military units is easier, though any peaceful endeavors usually fall flat.

>Location: Right Red

1. Research Warrior Forms III 5/8

2. Construction Resource Processor II 4/6

3. Research Infection I

4. Harvest Food

[Harvesting I]

[Resource Harvesters]

5. Send Warrior Swarms south, into the water

6. Expand north

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f3216e No.36565

>>36564

Spend 2 Harvesters on action 4

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f3216e No.36571

Dice rollRolled 59, 85, 52 = 196 (3d100)

>>36558

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), Niu (W) (outpost (4))

Territory: 47

Population(+growth/turn): 50 (+4/turn)

Food: 2 (2 taken)

Currency: 35 (+2/turn) (4-2)

Industry: 7

Structures: Government Building, Fish Farm I (3), Training Ring 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

Resources: [Coral: 16 +1/t] [Seaweed: 13 +1/t] [Driftwood: 12 +1/t] [Obsidian: 5]

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. Finish up the obsidian mines. 3/4

+Tools II

+Coral Smithing

2. Begin using transmutation magic to combine the ever sharp properties of the obsidian and the durability and resistance to shattering of the coral into a new substance. We shall call this substance Sea Glass.

+Transmutation I

3. Begin constructing a new farm for fish.

+Tools II

+Coral Smithing

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f3216e No.36572

Nation Name: The Wychwood

Race(s): Ookami

Color: Whitish grey or dark green

Fluff: >>36312

Settlements: (Wychwood Forest(capital)) ( Olyria, New Haven, Ordale, White Haven.(outposts))

Territory:39

Pop: 10 (+4/turn)

Food: 1

Currency: 10 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital)

Military: 1 (The Whitefangs)

Resources: [Bronze: 10] [Stone :10] [Wood: 5]

Tech: Bronzeworking, Infantry I, Claws I, Scouting 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.

(Sorry for the delay, computer issues came up, so I'm writing this on a different computer. Sadly that means no picture)

1, The Ookami of the Wychwood are for the most part, not unified. The packs tend to keep to themselves and stay in there own bits of the Wychwood, but today, something happened. The spiritual leaders of the packs saw a vision, one that involved a large nation of united Ookami with great structures and a counsol made up of the leaders of each pack. After this vision, they instantly told the others of their pack and started trying to get in contact with the other packs to unify the Ookami race. Of course, not everyone is happy about this but the first step to a grand nation has been taken. (government research)

2, The Whitefangs, a strict, large and militaristic pack have recently gotten the few weaker members of their pack to try and work on making more efficient weapons, once that give more then arms reach. (Weapons research)

3, Meanwhile the Silvereye's, a pack made out of more intellectual minded Ookami, have started thinking more about food, more specifically on how to obtain more of it. They have thought of how to better organize hunting party's and better preserve the food they bring back. (Hunting Research.)

(If I'm missing something, let me know, again, doing this on another computer.)

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f3216e No.36573

Dice rollRolled 54, 29, 100 = 183 (3d100)

Well, I noticed one thing I was missing right after posting.

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f3216e No.36574

And now I really really really wish I had my pictures.

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f3216e No.36576

Dice rollRolled 50, 76, 99 = 225 (3d100)

>>36558

[Tumbili]

Settlements: (Patakatifu), (Ukungu TOWN) (Tumbili Outposts (3))

Territory: 43

Population(+growth/turn): 22 (+3/turn)

Food: 0

Currency: 30 (+0/turn)

Industry: 9

Structures: Red Stone Palace, Farm I (3), Smithy I, Quarry I [1 Stone/Turn], Lumber Yard I, +1 Wood/Turn

Defenses: 1 (Capital City)

Military: 1 Kima Scrappers, 2 Kima Warriors [2.6x, -1 food/-2 currency each per turn]

Tech: Bronzeworking, Agriculture I, Conversion I, Weaponsmithing I, Masonry I, Discipline II, Primal Combat IV, Clubs II

Resources: [Wood: 3] [Bronze: 1] [Stone: 5] [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.

1. Begin upgrading our Western Outpost into a Town. [Masonry I]

2. BUILD that MINE! Now! Bronze Mine 3/4 [Bronzeworking]

3. This strange, hairless creature does not belong. But yet, he seems to radiate power. Perhaps we may approach this entity and see why it overlooks our soldiers…

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f3216e No.36584

[Tribal Feldoms]

The Feldom's builders are finished with the prototype rafts [Boating I], and the economy is slightly boosted [1/4], while the lumber mill is complete [Lumber Mill I, +1 wood/turn, +1 industry].

[Tribe of Jepsilp]

There is still no progress on better architectural techniques, but better tools are almost finished [7/8], and some spearmen begin training [1/2 (currency unneeded)].

[Society]

Research into a strange substance, dubbed 'Black Powder', begins [2/6], while basic chemistry is also looked into [3/4], and the writing system is refined [Writing II].

[Dwarf Mountain]

The steam driller is started- it will take lots of work, however [1/6, -1 iron]. A Steam Locomotive is also in the works, though it runs much smoother [5/6]. Tunnelling efforts start from the capital to the outposts [3/4].

[Folia]

Treeweaving efforts are nearly complete [7/8], and while poison research continues [2/6], work begins to transform Shade's Succor into a town [-5 wood, -5 stone, 3 turns left].

[Splinter Tekla]

Better warrior forms are nearly bred [7/8], and the resource processor is nearly done being improved [5/6]. The Queen demands 'infection' to be researched, so the Splinter complies, though they don't quite know what she means [1/4]. The hunting party doesn't come back [-4 pop], and the warrior swarms are sent to the water… they stop at the sea's edge, as they can't swim, much less breathe underwater (Yes, your swarms aren't invincible, faggot). However, northward expansion is a go [1/2]!

[Olmara]

Construction of the obsidian mine is finished [Obsidian Mine I, +1 obsidian/turn, +1 Industry], and the creation of sea glass is ahead of schedule [3/4]. A new fish farm is underway [2/4, -1 coral].

[Wychwood]

The Ookami start to unify the disparate packs into a government. It will take time though [2/15 (What Kind?)]. Some of the Whitefangs begin making weapons [1/4, -1 bronze], and the hunt begins. It is largely successful [Hunting II].

[Tumbili]

Upgrades to the western outpost begin [3 turns, -3 wood, -3 stone], while the bronze mine finally completes [Bronze Mine I, +1 bronze/turn, +1 Industry]. When approached, the tall, muscular figure grins and chuckles, jerking his thumb toward the training Kima regiments. "That did. Not the best I've seen, but certainly nothing to sneeze at."

>No map because nothing has changed

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f3216e No.36585

Dice rollRolled 65, 44, 5 = 114 (3d100)

>>36584

[Tribal Feldoms]

Population(+growth/turn): 51 (+4/turn)

Food: 6

Currency: 6 (+3/turn)

Industry: 9

Territory: ~48 hexes

Structures: Government Building, Farm II (3), Forges I, Stone Quarry I, Lumber Mill I, Mint I

Settlements: Felsiha [Capital City], Felhore [Town] 3 unnamed Outposts

Military: Wanir Spearfels [1.2], 2 Wanir Bladefels [1.8]

Tech: Bronzeworking, Architecture I, Agriculture II, Bureaucracy I, Mathematics I, Sailing I, Weaponsmithing II, Infantry I, Hunting I

Resources: [Bronze: 13 (+1pt)] [Stone: 14 (+2pt)] [Wood: 7 (+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: With boats now being a thing, the thought of colonialism spreads through the Feldoms, to be able to settle both the rest of their home island, and the Far Lands across the sea. Due to the advances in both Architecture and Agriculture, taming the wild lands would be a easier task, and the supplies to survive beforehand would be easily provided thanks to the bureaucratic systems that can be put into place.

>Research Colonialism +Architecture I +Agriculture II +Hunting I +Bureaucracy I

2: Meanwhile, within the quarries, there has been findings of strange rocks much like copper ore. However, unlike the copper used for making Bronze, the new ore has a grey tone under orange 'rust', instead of the browny-green colour that copper ore has. But some pebbles here and there wouldn't be enough for proper examination, so a new quarry would be set up to extract such materials.

>Dig a Iron Quarry, for Iron. +Bronzeworking +Architecture I +Mathematics I +Bureaucracy I

3: Economy I [1/4]

>+Mint I +Mathenmatics I +Bureaucracy I

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f3216e No.36586

File: b64e5683f91482e⋯.jpg (136.21 KB,620x415,124:83,garden-amphitheater.jpg)

Dice rollRolled 10, 51, 85, 69, 14, 40 = 269 (6d100)

[Woodland Realm]

Population(+growth/turn): 40 (+4/turn)

Food: 3

Currency: 26 (+3/turn)

Industry: 5.5

Structures: Government Building, Farm I (2), Nests I (1), Stone Circle I

Defenses: 1 (Capital City)

Military: 1 Elf Guard

Tech: Woodcraft I, Domestication I, Treeweaving I, Archery I, Weaponweaving I, Earth Magic I

Resources:

[Wood: 11] (+1/turn)

[Stone: 12] (+1/turn)

[Bronze:9] (+1/turn)

[Bronzewood: 8(+1/turn)]

Pacuckur herd: 10 (+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.

Archery II 3/6

#1-2 I wasn't sure if you wanted me to roll for my encounter, so here are some rolls >>36525

#3-4 the elves continue to perfect their archery knowledge 3/6

+Woodcraft I

+Treeweaving I

+Archery I

+Weaponweaving

#5-6 the druids decide to build amphitheater schools, where young ones can be taught the skills and magics by their elders and elders can debate and talk amongst themselves

+Earth Magic I

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f3216e No.36587

Dice rollRolled 31, 62, 74 = 167 (3d100)

>>36586

more missed turns.

#7-9 the druids around the stone circle improve their Earth Magic

+Stone Circle I

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f3216e No.36588

Dice rollRolled 74, 40, 99 = 213 (3d100)

>>36584

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), Niu (W) (outpost (4))

Territory: 47

Population(+growth/turn): 54 (+4/turn)

Food: 2 (2 taken)

Currency: 37 (+2/turn) (4-2)

Industry: 8

Structures: Government Building, Fish Farm I (3), Training Ring I, Obsidian Mine 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

Resources: [Coral: 16 +1/t] [Seaweed: 14 +1/t] [Driftwood: 13 +1/t] [Obsidian: 5 +1/t]

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. Continue creation of Sea Glass. 3/4

+Transmutation I

2. Continue building the fish farm. 2/4

+Tools II

+Coral Smithing

3. Explore around a bit for anything of interest.

+Scouting I

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f3216e No.36597

File: ee44c001e6dae4b⋯.jpg (22.38 KB,280x280,1:1,blue_moth.v6052.jpg)

Dice rollRolled 26, 55, 44 = 125 (3d100)

>>36584

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 43

Population(+growth/turn): 31 (+2/turn)

Food: 1

Currency: 16 (+4/turn)

Industry: 10

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill I, Mine I, Forge I, Mining I

Defenses: 1 (Capital City: Fraktion)

Military: 1 (Bentenite Soldiers(spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools II, Spears I

Resources: [Ice: 20.5+2] [Bronze: 18+2] [Stone:10.5+1] [Wood:8+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

Tools III 7/8

Farm I[2] 3/12

Mine II 0/6

Architecture 0/4

Spearmen 1/2

1. Continue working on that Architecture. Sacrifice 2 Ice and 1 Stone!

> Architecture 0/4

2. Finish up those better tools!

>Tools III 7/8

3. Where are my pointy stick men?

Spearmen 1/2

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f3216e No.36598

Dice rollRolled 60, 95, 63 = 218 (3d100)

>>36558

[Holy Hegemony of Humania]

Population(+growth/turn): 49 (+3/turn)

Food: 0 {Upk. 2}

Currency: 47 (+3/turn) {Upk. 2}

Industry: 6.5

Settlements: Humania ✪, Isin'guard [Town], x3 Unnamed Outposts

Structures: Palace (Humania), Farm I, Farm II, Quarry I, Barracks 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 I, Masonry I, Archery III, Architecture I, Discipline I, Writing I

Resources:

[Bronze: 15] +1/turn

[Stone: 15] +2/turn

[Wood: 7] +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.)

[Industrial]

[Masonry I]

[Architecture I]

[Agriculture I]

Stone: 1

-

Build more farms! (1/4)

2.)

[Library I]

[Writing I]

[Discipline I]

-

You waste the King's valuable time. If you will not research Agriculture, you shall be exiled to the outposts on the edge of the land, never again to be protected by his sacred walls!

3.)

[Discipline I]

[Barracks I]

Our soldiers ask for far too much pay for the King's liking. Reorganize the military to cut down on wastefulness so that they might consume less of his valuable resources.

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f3216e No.36599

Dice rollRolled 57, 51, 32 = 140 (3d100)

>>36598

4.) Add to action 1.

5.) Add to action 2.

6.) Add to action 3.

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f3216e No.36600

Dice rollRolled 7, 94, 79 = 180 (3d100)

>>36584

[Tumbili]

Settlements: (Patakatifu), (Ukungu TOWN) (Tumbili Outposts (3))

Territory: 43

Population(+growth/turn): 25 (+3/turn)

Food: 0

Currency: 30 (+0/turn)

Industry: 10

Structures: Red Stone Palace, Farm I (3), Smithy I, Quarry I [1 Stone/Turn], Lumber Yard I, +1 Wood/Turn, Bronze Mine I, +1 Bronze/Turn

Defenses: 1 (Capital City)

Military: 1 Kima Scrappers, 2 Kima Warriors [2.6x, -1 food/-2 currency each per turn]

Tech: Bronzeworking, Agriculture I, Conversion I, Weaponsmithing I, Masonry I, Discipline II, Primal Combat IV, Clubs II

Resources: [Wood: 1] [Bronze: 2] [Stone: 3] [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.

Western Outpost Upgrade: 3 turns remaining

1. Construct another farm. [Agriculture I][Physical Prowess].

2/3. Perhaps this muscular creature is an interloper… perhaps, though, it is one of the Higher Things that our forefather had visions of when first touching the rock. It has seen stronger, fiercer warriors before? It must tell us of these warriors and how they have become so vicious.

Try and gain the attention and patronage of this muscular entity.

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f3216e No.36615

Dice rollRolled 85, 93, 28 = 206 (3d100)

>>36584

Nation Name: (Sovereignty of Folia)

Race(s): (Dryads, Ent and Myconids)

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) (Sunview, Thornside, Oakcrest, Shade's Succor )

Territory: 55

Population(+growth/turn): 46 (+3/turn)

Food: 1

Currency: 51 (+4/turn)

Industry: 6.5

Structures: Elder Tree, Farm I (2),Lumber mill, [Weaver's Circle I], Herbalist I

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Woodcraft, Herbalism III, Agriculture I, Treeweaving II 7/8, Weaponcarving I, Poison I 2/6

Resources: [Bronze: 3] [Stone: 0] [Wood: 7 +1/turn] [Bronzewood: 14 (+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. Continue on treeweaving 7/8

+Tree weaving II

+Treespeak

+Wood craft

+Weaver's Circle I

2. Continue poisons 2/6

+Treespeak

+Wood craft

+Herbalism III

+Herbalist I

3. Seek out the one who spreads ash and makes the trees grow. She helps nature despite looking like a burner, and we would know why.

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f3216e No.36625

Dice rollRolled 51, 1, 19 = 71 (3d100)

[Society]

Population(+growth/turn): 44 (+4/turn)

Food: 1

Currency: 35 (+3/turn)

Industry: 6

Structures: Government Building, Farm I (2), Great Obelisk. Gentlemonkey's Club I, Library I, HOusing I

Defenses: 1 (Capital City)

Military: 1 Ape Militia

Tech: Bronzeworking, Mathematics II, Astronomy I, Writing II, Architecture I, Farming I, Sustainable Population II (+1 pop per city/town), Science I, Tools I

Resources:

[Wood: 16] +1/turn

[Bronze: 15] +1/turn

[Stone:15] +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 2/6

Chemistry 3/4

1. Continue the Black Powder research, now with better writing for better notes. 2/6

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Science I, Tools I, Writing II, Mathematics II

2. Continue Chemistry Research 3/4

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Science I, Tools I, Writing II, Mathematics II

3. Upgrade our Science

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Science I, Tools I, Writing II, Mathematics II, Astronomy I

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f3216e No.36654

[Feldoms]

The Feldoms begin researching the logistics of colonizing far away places [2/4], and an iron mine is being dug [1/4, -1 wood]. Once again, the Feldom economy takes a turn for the worse [-2 currency].

[Woodland Realm]

>My bad about the encounter, Enlightened Life magic I

The archery knowledge of the Realm is furthered [Archery II], and a stone amphitheatre is underway, though only barely [1/4, -1 stone]. Finally, the druids begin improving their earth magic [Earth Magic II]. The huge man made of rock and the shorter figure begin making appearances again.

[Olmara]

The Sea Glass is finally created [Sea Glass: 3(+1/turn)], and the fish farm is nearly finished [3/4]. The scouting expedition returns with great news- there is a pod of large, dolphin-like creatures nearby. They are easily rounded up by the O'jala [Icthy: 5 (+1/turn)].

[Jepsilp]

Once again, the builders of the Jepsilp try their hand at new architectural techniques [1/4], and the better tools are ready [Tools III, +1 Industry], while the spearmen finish training [1.2x (-1 food, -1 currency/turn)].

[Humania]

The farm is ready [Farm I, +1 food], while better agricultural research is finally had [Agriculture II]! The salary cuts begin for the army, amid grumbles [3/4].

[Tumbili]

Construction of a farm stalls when a small thunderstorm causes a fire in the Tumbili's lumber stocks [-1 wood], and when asked, the figure chuckles. "I made them that way. They followed me, and I gave them power. I can teach you as well." [Primal Life magic I]!

[Society]

Black Powder research progresses smoothly [4/6]. So well, in fact, that one of the Society's alchemists decides to introduce it to the general chemistry research [Progress @ 0, -5 pop]. No scientific research is done either.

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f3216e No.36655

File: a64d46a4cf97d28⋯.jpg (235.67 KB,900x720,5:4,a4c0ab4565a42d8a77b265c8fa….jpg)

Dice rollRolled 40, 11, 32 = 83 (3d100)

>>36654

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 43

Population(+growth/turn): 33 (+2/turn)

Food: 0

Currency: 10 (+3/turn)

Industry: 11

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill I, Mine I, Forge I, Mining I

Defenses: 1 (Capital City: Fraktion)

Military: 2 (1.2x Bentenite Soldiers(Spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools III, Spears I

Resources: [Ice: 22.5+2] [Bronze: 12+2] [Stone:11.5+1] [Wood:9+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

Mine II 0/6

Architecture 1/4

1. Send the two troops of Spearmen to scout around the area we saw those giant footprints in. If we see some fresh ones, follow them, but be ready for a fight!

2. Continue studying Architecture.

> Architecture 1/4

3. With some progress on Architecture being made, we can continue our expansion! We must have riverfront property! Down the mountain and through the woods, men! Here, take a whopping NINE coins for your troubles!

> Expansion South-West

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f3216e No.36660

Dice rollRolled 95, 38, 79 = 212 (3d100)

>>36654

[Tumbili]

Settlements: (Patakatifu), (Ukungu TOWN) (Tumbili Outposts (3))

Territory: 43

Population(+growth/turn): 28 (+3/turn)

Food: 0

Currency: 30 (+0/turn)

Industry: 10

Structures: Red Stone Palace, Farm I (3), Smithy I, Quarry I [1 Stone/Turn], Lumber Yard I, +1 Wood/Turn, Bronze Mine I, +1 Bronze/Turn

Defenses: 1 (Capital City)

Military: 1 Kima Scrappers, 2 Kima Warriors [2.6x, -1 food/-2 currency each per turn]

Magic: [Primal Life Magic I]

Tech: Bronzeworking, Agriculture I, Conversion I, Weaponsmithing I, Masonry I, Discipline II, Primal Combat IV, Clubs II

Resources: [Wood: 1] [Bronze: 3] [Stone: 4] [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.

Western Outpost Upgrade: 2 turns remaining

1. Build that farm. We -require- more food! No excuses! [Agriculture I][Physical Prowess]

2. We have learned from this strange entity, giving us powerful magic with which to conquer our foes… we would be remiss to let this go to waste.

Expand southward.

3. Train Discipline III. Our warriors will conquer all. [Physical Prowess][Discipline II]

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f3216e No.36661

Dice rollRolled 60, 29, 6 = 95 (3d100)

>>36654

[Tribal Feldoms]

Population(+growth/turn): 55 (+4/turn)

Food: 6

Currency: 7 (+3/turn)

Industry: 9

Territory: ~48 hexes

Structures: Government Building, Farm II (3), Forges I, Stone Quarry I, Lumber Mill I, Mint I

Settlements: Felsiha [Capital City], Felhore [Town] 3 unnamed Outposts

Military: Wanir Spearfels [1.2], 2 Wanir Bladefels [1.8]

Tech: Bronzeworking, Architecture I, Agriculture II, Bureaucracy I, Mathematics I, Sailing I, Weaponsmithing II, Infantry I, Hunting I

Resources: [Bronze: 14 (+1pt)] [Stone: 16 (+2pt)] [Wood: 8 (+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: Colonialism [2/4]

>+Architecture I +Agriculture II +Hunting I +Bureaucracy I

2: Iron Quarry [1/4]

>+Bronzeworking +Architecture I +Mathematics I +Bureaucracy I

3: Economy I [1/4]

>+Mint I +Mathenmatics I +Bureaucracy I

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f3216e No.36667

>>36615

>Sorry for skipping you

Treeweaving efforts complete [Treeweaving III], and poison research is also done [Poisons II]. The tall figure is approached, and when asked about herself, she smiles warmly, continuing to spread her ashes. "Fire is destruction, yes, but it is also creation, also life-giving. It burns away the old and weak, to make room for the young and strong."

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f3216e No.36673

>>36667

The Dryad sent to speak with the tall figure pauses. "Yes, you are right that is the way of nature, but what about those who cut down healthy and strong trees, oaks, maples, and others to feed their fires? What about them leaving the sickly and frail behind? They do the same to the beasts of the land too, killing the kings and princes of the forest for sport and leaving the frail to breed more. What is your answer for those who upset the order of the world, not for survival but for power and pleasure?"

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f3216e No.36675

Dice rollRolled 54, 76, 13 = 143 (3d100)

>>36654

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), Niu (W) (outpost (4))

Territory: 47

Population(+growth/turn): 58 (+4/turn)

Food: 2 (2 taken)

Currency: 39 (+2/turn) (4-2)

Industry: 8

Structures: Government Building, Fish Farm I (3), Training Ring I, Obsidian Mine 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

Resources: [Coral: 17 +1/t] [Seaweed: 15 +1/t] [Driftwood: 14 +1/t] [Obsidian: 6 +1/t] [Sea Glass: 3(+1/turn)] [Icthy: 5 (+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. Finish up the Fish Farm. 3/4

+Tools II

+Coral Smithing

2. Begin research ways to make tools from the new Sea Glass substance, and see if there are any peculiarities of the substance.

3. Begin learning how to train the Icthy to be used as work animals. Specifically to aid in corralling fish.

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f3216e No.36676

Dice rollRolled 62, 55, 16 = 133 (3d100)

[Society]

Population(+growth/turn): 48 (+4/turn)

Food: 1

Currency: 35 (+3/turn)

Industry: 6

Structures: Government Building, Farm I (2), Great Obelisk. Gentlemonkey's Club I, Library I, HOusing I

Defenses: 1 (Capital City)

Military: 1 Ape Militia

Tech: Bronzeworking, Mathematics II, Astronomy I, Writing II, Architecture I, Farming I, Sustainable Population II (+1 pop per city/town), Science I, Tools I

Resources:

[Wood: 17] +1/turn

[Bronze: 16] +1/turn

[Stone:16] +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

Chemistry 3/4

1-2. We really need to become better scientists for this task. Advance our Sciences!

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Science I, Tools I, Writing II, Mathematics II, Astronomy I

3. Continue Chemistry Research 3/4

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Science I, Tools I, Writing II, Mathematics II

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f3216e No.36677

Dice rollRolled 96, 85, 66 = 247 (3d100)

[Woodland Realm]

Population(+growth/turn): 44 (+4/turn)

Food: 3

Currency: 29 (+3/turn)

Industry: 5.5

Structures: Government Building, Farm I (2), Nests I (1), Stone Circle I

Defenses: 1 (Capital City)

Military: 1 Elf Guard

Tech: Woodcraft I, Domestication I, Treeweaving I, Archery II, Weaponweaving I, Earth Magic II, Enlightened Life magic I

Resources:

[Wood: 12] (+1/turn)

[Stone: 12] (+1/turn)

[Bronze:10] (+1/turn)

[Bronzewood: 9(+1/turn)]

Pacuckur herd: 11 (+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 gather round Mother Nature, and hear her tales and stories. ask her fond questions about the other forest spirits, and how we can prove to the world and ourselves that we are one with nature

#2-3 approach the tall man and the short man made of rock. earth is as much a part of nature as the other elements, and we seek to learn from all nature.

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f3216e No.36678

>>36673

The tall figure keeps on spreading her life-giving ashes, but at the question, she freezes. She slowly turns around, her face frozen in a stony, solemn expression. "Oh no, those looking for power don't just cull the strong. They consume everything and everyone in their pursuit of power. Trust me, I myself have seen it."

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f3216e No.36679

>>36678

"As have we, those born from apes or even apes themselves destroying all they touch including the forest itself. It's wasteful, greedy, monstrous."

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f3216e No.36680

>>36679

The tall figure nods solemnly. "They're not all bad. Some are just lost." After a quick pause, she gives a small bow. "Apologies, I never introduced myself. I am Sameda."

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f3216e No.36681

>>36680

The Dryad bows back, "I am Green-Tall-Reach, and I speak for the Folian Sovereignty. We try our best to protect the forest from those who would consume it without thought. I can observe that you do the same. It is a rare pleasure to meet you."

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f3216e No.36682

>>36681

Sameda smiles kindly back at the druid. "A rare pleasure to meet you as well." She pauses again, but then continues speaking. "Perhaps you'd like to learn my ways? You and your kind seem like the types who treat fire with the respect it deserves."

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f3216e No.36685

>>36682

Green-Tall-Reach ponders for a little bit, "I cannot say if all my kin will welcome fire with open hearts and minds, but I believe at least some of us will be willing to learn, Sameda."

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f3216e No.36686

Dice rollRolled 24, 91, 60 = 175 (3d100)

>>36667

Nation Name: (Sovereignty of Folia)

Race(s): (Dryads, Ent and Myconids)

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) (Sunview, Thornside, Oakcrest, Shade's Succor )

Territory: 55

Population(+growth/turn): 49 (+3/turn)

Food: 1

Currency: 55 (+4/turn)

Industry: 6.5

Structures: Elder Tree, Farm I (2),Lumber mill, [Weaver's Circle I], Herbalist I

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Woodcraft, Herbalism III, Agriculture I, Treeweaving III, Weaponcarving I, Poison II

Resources: [Bronze: 3] [Stone: 0] [Wood: 8 +1/turn] [Bronzewood: 15 (+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. Learn from Sameda, she has offered to teach and she respects the forest. She has matched words with deeds.

2. Continue to research poison, we will need it to deter the power mongers.

+Treespeak

+Wood craft

+Herbalism III

+Herbalist I

3.Continue to improve our weapon shaping and carving techniques. We need To be able make weapons for defense when the time comes.

+Treespeak

+Wood craft

+Treeweaving III

+Weaver's Circle I

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f3216e No.36689

Dice rollRolled 28, 63, 48, 29, 39, 2 = 209 (6d100)

[Dwarf Mountain]

Population(+growth/turn): 39 (+4/turn)

Food: 1

Currency:27 (+3/turn)

Industry: 11

Structures: Government Building, Farm I, Forge I Gem Mine I (1), Bronze Mine I, Iron Mine 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 I, Runic Tools I, Steam Engines I

Resources:

[Bronze: 22] +2 / turn

[Stone: 12] +1 / turn

[Gems: 5] +1/turn

[Iron: 3] +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.

1-4. Keep building that steam drill Dwarves!1/6

Excavating I, Mining Tools I, Tools I, Iron I, Steam Engines I, Runes I, Runic Tools I, Architecture I

5. Finish up that Steam Locomotive 5/6

Steam Engines I, Runes I, Tools I, Iron I, Architecture I

6. Go finish that tunnel railway from the capital to east outpost. 5/6

Excavating I, Mining Tools I, Tools I, Iron I, Steam Engines I, Runes I, Runic Tools I, Architecture I, Mine Carts I

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f3216e No.36709

File: 57a36b8a88201e6⋯.png (3.81 MB,2500x2000,5:4,AncientsMap.png)

[Jepsilp]

The scouting expedition is sent out [1/4], but there's no progress on the architecture research. The tribe prepares to expand south west once again [1/3].

[Tumbili]

The farm was demanded, and so it was built [Farm I, +1 food; -1 wood]. Taking the teachings of the strange hairless ape to heart, the Tumbili get ready to move southward [1/2]. Further disciplinary practices are being put into effect [3/8].

[Tribal Feldoms]

Colonialism research completes [Colonialism I], and work on the iron mine continues [2/4]. Once again, the economy of the Feldoms takes a turn for the worse [-2 currency].

[Olmara]

The fish farm finishes [Farm I, +1 food], and research into the capabilities of Sea Glass starts [3/6]. The O'jala try to train their new animal companions, but they'd rather swim around.

[Society]

As scientific knowledge is advanced [4/6], basic chemistry research stalls once again.

[Woodland Realm]

>To clarify, the short one isn't made of rock

The Druids gather round, and listen to their Mother [4/6]. The druids approach the hulking stone man, and ask about him and the other figure. He sneers. "That… /thing/ is not of the earth. He only uses it, abuses it for his own petty gain."

[Sovereignty of Folia]

The people of the Sovereignty learn a bit of the strange woman's secrets. They now have a basic grasp of her fire magic [Enlightened Fire I]! Poison research and Weaponcarving techniques are also being looked into [4/8, 2/6, -1 wood].

[Dwarf Mountain]

Finally, the steam drill is ready [Building: Steam Drill I, +2 Industry]. The locomotive is also ready [Steam Locomotive I]. Unfortunately, the dwarves finishing the tunnel take a wrong turn. They are never seen again [-3 pop].

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f3216e No.36710

File: a17c0c4a8103abe⋯.jpg (93.89 KB,435x600,29:40,Library of Neh.jpg)

Dice rollRolled 82, 71, 89, 7, 90, 30 = 369 (6d100)

>>36709

[Holy Hegemony of Humania]

Population(+growth/turn): 55 (+3/turn)

Food: 3 {Upk. 2}

Currency: 53 (+3/turn) {Upk. 2}

Industry: 6.5

Settlements: Humania ✪, Isin'guard [Town], x3 Unnamed Outposts

Structures: Palace (Humania), Farm I, Farm II, Quarry I, Barracks 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, Masonry I, Archery III, Architecture I, Discipline I, Writing I

Resources:

[Bronze: 16] +1/turn

[Stone: 17] +2/turn

[Wood: 8] +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.)

[Library I]

-

We shall bring our constructive abilities to greater heights. Research the next level of masonry!

3+4.)

[Masonry I]

[Architecture I]

[Writing I]

-

The King demands the construction of a Grand Academy in order to further our ability to attain knowledge. He expects it to be reflective of humanity's magnificence and natural ingenuity.

5.)

[Library I]

[Writing I]

-

Our lord is ever needy for wealth. Figure out an economics system to better define what wealth is!

6.)

[Discipline I]

[Barracks I]

-

Go on, this if for the good of humanity! The King wills it! [Budget Cuts 3/4]

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f3216e No.36711

File: 375d574f8daf3e1⋯.jpg (287.63 KB,500x626,250:313,drill.jpg)

Dice rollRolled 100, 57, 31 = 188 (3d100)

[Dwarf Mountain]

Population(+growth/turn): 40 (+4/turn)

Food: 1

Currency:30 (+3/turn)

Industry: 13

Structures: Government Building, Farm I, Forge I Gem Mine I (1), Bronze Mine I, Iron Mine 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 I, Runic Tools I, Steam Engines I, Steam Drill I, Steam Locomotive I

Resources:

[Bronze: 24] +2 / turn

[Stone: 13] +1 / turn

[Gems: 6] +1/turn

[Iron: 4] +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.

1. Now we're cooking Dwarves! Push up that steam drill with the steam locomotive and let's finish that railway. Can't get lost while riding mine carts. 5/6

Excavating I, Mining Tools I, Tools I, Iron I, Steam Engines I, Runes I, Runic Tools I, Architecture I, Mine Carts I, Steam Drill I, Steam Locomotive I

2-3. After you finish the rails, start expanding east into the mountain. Keep up the railway with the tunnels, we'll use it to move up dwarves to the head of the tunnel!

Excavating I, Mining Tools I, Tools I, Iron I, Steam Engines I, Runes I, Runic Tools I, Architecture I, Mine Carts I, Steam Drill I, Steam Locomotive I

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f3216e No.36712

File: f0a3f848f05d427⋯.jpg (429.76 KB,960x634,480:317,ol309zejxfyc.jpg)

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f3216e No.36714

Dice rollRolled 5, 29, 57 = 91 (3d100)

>>36709

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), Niu (W) (outpost (4))

Territory: 47

Population(+growth/turn): 62 (+4/turn)

Food: 3 (2 taken)

Currency: 41 (+2/turn) (4-2)

Industry: 8

Structures: Government Building, Fish Farm I (4), Training Ring I, Obsidian Mine 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

Resources: [Coral: 18 +1/t] [Seaweed: 16 +1/t] [Driftwood: 15 +1/t] [Obsidian: 7 +1/t] [Sea Glass: 4(+1/turn)] [Icthy: 6 (+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. Continue research into the capabilities of sea glass. 3/6

2. Continue trying to teach the Ichty's to do shit when we tell them to.

3. Expand our domain.

+Sea Dwellers.

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f3216e No.36716

Dice rollRolled 82, 76, 67 = 225 (3d100)

>>36709

[Tumbili]

Settlements: (Patakatifu), (Ukungu TOWN) (Tumbili Outposts (3))

Territory: 43

Population(+growth/turn): 31 (+3/turn)

Food: 1

Currency: 30 (+0/turn)

Industry: 10

Structures: Red Stone Palace, Farm I (4), Smithy I, Quarry I [1 Stone/Turn], Lumber Yard I, +1 Wood/Turn, Bronze Mine I, +1 Bronze/Turn

Defenses: 1 (Capital City)

Military: 1 Kima Scrappers, 2 Kima Warriors [2.6x, -1 food/-2 currency each per turn]

Magic: [Primal Life Magic I]

Tech: Bronzeworking, Agriculture I, Conversion I, Weaponsmithing I, Masonry I, Discipline II, Primal Combat IV, Clubs II

Resources: [Wood: 1] [Bronze: 4] [Stone: 5] [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.

Western Outpost Upgrade: 1 turns remaining

1. Expand Southward. 1/2

2. Erect a set of stone defences at our Capital, to defend it against oncoming attack. +[Physical Prowess] +[Masonry I]

3. Continue researching Disciplinary techniques. Discipline III 3/8. +[Physical Prowess] +[Discipline II]

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f3216e No.36717

Dice rollRolled 83, 33, 58 = 174 (3d100)

>>36709

[Tribal Feldoms]

Population(+growth/turn): 59 (+4/turn)

Food: 6

Currency: 8 (+3/turn)

Industry: 9

Territory: ~48 hexes

Structures: Government Building, Farm II (3), Forges I, Stone Quarry I, Lumber Mill I, Mint I

Settlements: Felsiha [Capital City], Felhore [Town] 3 unnamed Outposts

Military: Wanir Spearfels [1.2], 2 Wanir Bladefels [1.8]

Tech: Bronzeworking, Architecture I, Agriculture II, Bureaucracy I, Mathematics I, Sailing I, Colonialism I, Weaponsmithing II, Infantry I, Hunting I

Resources: [Bronze: 15 (+1pt)] [Stone: 18 (+2pt)] [Wood: 10 (+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. The best way to get around such a thing would be to finally make use of the excessed stocks in expanding Felhore into a fully fledged city-sized Cradle.

+Advanced Architecture +Architecture I +Mathenmatics I + Bureaucracy I

1: As a Felion exploratory ship sailed out from Felhore, the noble classes there noticed a overabundance in both resources, and population.

2: Iron Quarry [2/4]

>+Bronzeworking +Architecture I +Mathematics I +Bureaucracy I

3: Economic drai- I meant, Ecomomy I [1/4]

>+Mint I +Mathenmatics I +Bureaucracy I

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f3216e No.36719

File: a64d46a4cf97d28⋯.jpg (235.67 KB,900x720,5:4,a4c0ab4565a42d8a77b265c8fa….jpg)

Dice rollRolled 77, 49, 96 = 222 (3d100)

>>36709

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 43

Population(+growth/turn): 35 (+2/turn)

Food: 0

Currency: 10 (+3/turn)

Industry: 11

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill I, Mine I, Forge I, Mining I

Defenses: 1 (Capital City: Fraktion)

Military: 2 (1.2x Bentenite Soldiers(Spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools III, Spears I

Resources: [Ice: 15.5+2] [Bronze: 14+2] [Stone:10.5+1] [Wood:10+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

Mine II 0/6

Architecture 1/4

Scout 1/4

Expansion 1/3

1. Continue Southwestern Expansion. We must reach the river!

>Expansion 1/3

2. Why do we suck so much at architecture? Spend 3 coins, 9 Ice and 2 Stone for practicing it.

>Archtecture 1/4

3. Continue looking for the giant footprints.

>Scouting 1/4

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f3216e No.36721

Dice rollRolled 75, 50, 75 = 200 (3d100)

>>36709

Nation Name: (Sovereignty of Folia)

Race(s): (Dryads, Ent and Myconids)

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) (Sunview, Thornside, Oakcrest, Shade's Succor )

Territory: 55

Population(+growth/turn): 52 (+3/turn)

Food: 1

Currency: 59 (+4/turn)

Industry: 6.5

Structures: Elder Tree, Farm I (2),Lumber mill, [Weaver's Circle I], Herbalist I

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Woodcraft, Herbalism III, Agriculture I, Treeweaving III, Weaponcarving I 2/6, Poison II 4/8, Primal Fire I

Resources: [Bronze: 3] [Stone: 0] [Wood: 8 +1/turn] [Bronzewood: 16 (+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. Search for plants that are poisonous, Nightshade, mandrake and the like. We will need it on hand to defend the forest.

+Treespeak

+Wood craft

+Herbalism III

+Poison II

+Herbalist I

2. Continue to research poison, we will need it to deter the power mongers. 4/8

+Treespeak

+Wood craft

+Herbalism III

+Herbalist I

3.Continue to improve our weapon shaping and carving techniques. We need To be able make weapons for defense when the time comes. 2/6

+Treespeak

+Wood craft

+Treeweaving III

+Weaver's Circle I

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f3216e No.36722

File: 7c8c0242ab38058⋯.jpg (68.54 KB,1280x720,16:9,maxresdefault (39).jpg)

Dice rollRolled 95, 57, 23 = 175 (3d100)

[Woodland Realm]

Population(+growth/turn): 48 (+4/turn)

Food: 3

Currency: 32 (+3/turn)

Industry: 5.5

Structures: Government Building, Farm I (2), Nests I (1), Stone Circle I

Defenses: 1 (Capital City)

Military: 1 Elf Guard

Tech: Woodcraft I, Domestication I, Treeweaving I, Archery II, Weaponweaving I, Earth Magic II, Enlightened Life magic I

Resources:

[Wood: 13] (+1/turn)

[Stone: 13] (+1/turn)

[Bronze:11] (+1/turn)

[Bronzewood: 10(+1/turn)]

Pacuckur herd: 12 (+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

#1-2 the forest folk find peace and serenity near mother nature, watching her bring life to the world. "Mother, how can we prove to ourselves we are one with nature?" 4/6

#3 Ampitheater 1/4

+Woodcraft I, Treeweaving I, Earth Magic II

>>36709

"we are beings of wood and stream and forest, not earth and rock. but maybe the short one will listen to us." the forest folk approach the short figure. "who are you, and why does the rock one say you harm the ground?"

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f3216e No.36726

File: 6474c0a8f481c85⋯.png (3.8 MB,2500x2000,5:4,AncientsMap.png)

[Humania]

The next level of masonry is nearly reached [5/6, -1 stone], and the Grand Academy is finished [Grand Academy I, -1 stone]! A basic economics system is worked out [Economics I, +1 currency/turn], and budget cuts are now in effect [Bowman now costs 1.5 currency].

[Dwarf Mountains]

The mining carts are improved- with the materials they've been given, the dwarves making them have worked wonders. They're able to hold and haul more materials than originally planned [Carts II, +2 Industry]. Spurred on by their success, the dwarves tunnel eastward [+4 hex]!

[Olmara]

When working with the sea glass, one of the engineers accidentally cuts himself, pretty badly. He binds it up though, and continues working, for a few hours. Unfortunately, his blood had attracted a few shark-like creatures, with strange, whirling teeth. They tear through the O'jala until they're finally driven away [-5 pop]. The Icthy finally begin listening to their trainers [1/4], and the O'jala expand their borders [+4 hex]!

[Tumbili]

Southward expansion is had [+4 hex], and a stone wall is erected around Patakatifu [3/4, -1 stone]. Disciplinary techniques are nearly refined again [5/8].

[Tribal Feldoms]

The conversion of Felhore into a full fledge city begins [3 turns, -5 wood, -5 stone]. The iron mine is nearly ready [3/4], and the economy is finally looking up [3/4]!

[Jepsilp]

Finally, the Jepsilp erect crude structures on the riverbank, claiming it as theirs [+4 hex], and the architectural studies finally show some progress [3/4]. The owner of the footprints is finally found- a huge woolly beast, with tusks as long as a Sfim is tall. There are other animals around as well.

[Folia]

The search for poison plants is well underway [3/4], and the poison research is nearly complete [6/8]. Better woodcarving skills are nearly mastered [5/6].

[Woodland Realm]

The shorter figure, hairless and the color of rust, but fleshy, laughs as he dodges the flying rocks. "Who, him? Zhremar's an old fuddy-duddy, can't appreciate the uses of the earth! All he wants to do is keep it the way it is, and where's the fun in that?"

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f3216e No.36727

Dice rollRolled 13, 48, 78 = 139 (3d100)

>>36726

[Tumbili]

Settlements: (Patakatifu), (Ukungu TOWN) (Pwani Town) (Tumbili Outposts (2))

Territory: 43

Population(+growth/turn): 34 (+3/turn)

Food: 1

Currency: 30 (+0/turn)

Industry: 10

Structures: Red Stone Palace, Farm I (4), Smithy I, Quarry I [1 Stone/Turn], Lumber Yard I, +1 Wood/Turn, Bronze Mine I, +1 Bronze/Turn

Defenses: 1 (Capital City)

Military: 1 Kima Scrappers, 2 Kima Warriors [2.6x, -1 food/-2 currency each per turn]

Magic: [Primal Life Magic I]

Tech: Bronzeworking, Agriculture I, Conversion I, Weaponsmithing I, Masonry I, Discipline II, Primal Combat IV, Clubs II

Resources: [Wood: 2] [Bronze: 5] [Stone: 5] [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.

Western Outpost is now a TOWN.

1. Begin upgrading our southern Outpost into a TOWN. +[Physical Prowess] +[Masonry I]

2. Finish constructing our wooden defenses. 3/4 +[Physical Prowess] +[Masonry I]

3. Knuckles, rise, switch hand, repeat. You cannot fight if you cannot march! You are no unconverted brother, you are Tumbili! Show -decorum- before you let loose your savagery!

Finish training Discipline III. 5/8 +[Physical Prowess] +[Discipline II]

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f3216e No.36728

Dice rollRolled 80, 48, 69 = 197 (3d100)

[Society]

Population(+growth/turn): 56 (+4/turn)

Food: 1

Currency: 41 (+3/turn)

Industry: 6

Structures: Government Building, Farm I (2), Great Obelisk. Gentlemonkey's Club I, Library I, HOusing I

Defenses: 1 (Capital City)

Military: 1 Ape Militia

Tech: Bronzeworking, Mathematics II, Astronomy I, Writing II, Architecture I, Farming I, Sustainable Population II (+1 pop per city/town), Science I, Tools I

Resources:

[Wood: 19] +1/turn

[Bronze: 18] +1/turn

[Stone:18] +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] 4/5

Black Powder 0/6

Chemistry 3/4

Science II 4/6

1-6. Research Science II and then III if we can. 4/6

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Science I, Tools I, Writing II, Mathematics II, Astronomy I

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f3216e No.36729

Dice rollRolled 68, 4, 41 = 113 (3d100)

>>36728

Other dice

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f3216e No.36730

>>36726

>did I get any progress on my actions?

one made of stone that wanted the ground to stay unchanged, one that looked like rust and wanted to change the earth. maybe they were dual nature spirits? there is a death spirit just as there is a life spirit, a fire spirit and a nature spirit, life is a cycle right? even Mother Nature said that. "can you tell us more about him? about yourselves?"

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f3216e No.36731

Dice rollRolled 11, 91, 40 = 142 (3d100)

>>36726

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), Niu (W) (outpost (4))

Territory: 51

Population(+growth/turn): 61 (+4/turn)

Food: 3 (2 taken)

Currency: 43 (+2/turn) (4-2)

Industry: 8

Structures: Government Building, Fish Farm I (4), Training Ring I, Obsidian Mine 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

Resources: [Coral: 19 +1/t] [Seaweed: 17 +1/t] [Driftwood: 16 +1/t] [Obsidian: 8 +1/t] [Sea Glass: 5(+1/turn)] [Icthy: 7 (+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. Continue research into the capabilities of sea glass. 3/6

2. Continue trying to teach the Ichty's to do shit when we tell them to. 1/4

3. Expand our domain.

+Sea Dwellers.

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f3216e No.36733

File: a64d46a4cf97d28⋯.jpg (235.67 KB,900x720,5:4,a4c0ab4565a42d8a77b265c8fa….jpg)

Dice rollRolled 100, 32, 70 = 202 (3d100)

>>36726

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 43

Population(+growth/turn): 37 (+2/turn)

Food: 0

Currency: 10 (+3/turn)

Industry: 11

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill I, Mine I, Forge I, Mining I

Defenses: 1 (Capital City: Fraktion)

Military: 2 (1.2x Bentenite Soldiers(Spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools III, Spears I

Resources: [Ice: 17.5+2] [Bronze: 16+2] [Stone:11.5+1] [Wood:11+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

Mine II 0/6

Architecture 3/4

1. Great beasts of hair and fat, suited to the ice above all else? Truly, this is a messenger of Jepsilp himself! We must tame these beasts!

> Tame Mammoths w/ 3 Currency.

2. Continue working on that Architecture! We must learn to build!

>Archtecture 3/4

3. Continue Scouting. What other kinds of animals are there?

>Scout

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f3216e No.36737

Dice rollRolled 74, 70, 45 = 189 (3d100)

>>36726

Nation Name: (Sovereignty of Folia)

Race(s): (Dryads, Ent and Myconids)

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): 55 (+3/turn)

Food: 1

Currency: 63 (+4/turn)

Industry: 6.5

Structures: Elder Tree, Farm I (2),Lumber mill, [Weaver's Circle I], Herbalist I

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Woodcraft, Herbalism III, Agriculture I, Treeweaving III, Weaponcarving I 5/6, Poison II 6/8, Primal Fire I

Resources: [Bronze: 3] [Stone: 0] [Wood: 9 +1/turn] [Bronzewood: 17 (+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. We have ALmost made a source of renewable toxins to use against any foe. Keep it up. 3/4

+Treespeak

+Wood craft

+Herbalism III

+Poison II

+Herbalist I

2. Our understanding of the harmful venoms, excretions, secretions and other parts of nature improve 6/8

+Treespeak

+Wood craft

+Herbalism III

+Herbalist I

3.We have almost perfected our new weapon carving techniques, let us finish them! 5/6

+Treespeak

+Wood craft

+Treeweaving III

+Weaver's Circle I

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f3216e No.36738

File: 65c730692794afd⋯.jpg (207.68 KB,600x356,150:89,ACF4F.jpg)

>>36737

the folians are visted by the forest folk again. "hello living forest. we are still on our journey to find ourselves and how we can be one with nature. we found one we call Mother, and she's showing us how to weave new life into the world. but we're also not ignorant when it comes to protecting the woods and animals. there are dangerous things stirring in the north, violent creatures. would you like to exchange our weaponweaving for your weaponcarving so we can defend the forest if it comes under attack?"

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f3216e No.36741

>>36738

Several Mycon approach with three dryads, they stop and consider the folk. "We can feel that you have kept true to your words fey ones. We would happily trade knowledge for equivalent knowledge, it seems our ability to carve surpasses your ability to weave write now though. "

OOC (Yeah I can trade next turn, and would be happy too assuming we get matching tech levels. if wheelie holds these too things are separate tech.)

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f3216e No.36746

File: 9b2d2c25bbf542b⋯.jpg (85.16 KB,492x340,123:85,FelionJunk.jpg)

They would come from the sea, large humanoid figures of feline appearance, arriving from strange vessels that floats upon the water. While they did not come to raid the lands, they instead seemed focus on meeting the leader of the cultures they are visiting.

>All nations that borders water will be visited by a small diplomatic force. Respond as you will.

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f3216e No.36748

File: 70650942a58866c⋯.jpg (88.44 KB,500x456,125:114,A Jepsilp greets the Felio….jpg)

>>36746

The riverside trees cast a shadow along the bank, the cold mountain mists parting to reveal hooded figures in black and blue.

"Hail, stranger. We are Sfims, of the Jepsilp Tribe. What business do you have in our wonderful land? We know of your kind, and you tend to prefer the hot jungle, no? We do not take kindly to the forest folk here, will you be different?"

A Sfimvx child rushes forward to greet the Felion, reaching up to kiss them on the nose, the traditional Sfimvx greeting.

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f3216e No.36749

>>36748

The Felion ambassador would be surprised to be kissed by the Sfimvx child, confused as to what they meant by that, but focused back to the question posed by the hooded figures.

"While us Felions do come from the jungle, we do not just live between the trees. Instead, our kind live in Cradles, akin to mountains in size, yet created from our own hands instead of the way the mountains rose up."

The ambassador continued on, walking over to the hooded figures. "We would like to understand the knowledge that your kind has, so that we can enlighten and be enlightened by our cultures."

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f3216e No.36751

File: 45fa96fbcfbd110⋯.png (154.25 KB,382x640,191:320,Sfimvx Ambassador.png)

>>36749

"A noble goal, but a mere mask over possible lies. What do you offer in return, so that we both may profit?" One of the Sfimvx says, stepping forward from the rest.

His green eyes slide along the craft you arrived in, which he gestures to with a well-crafted bronze axe.

"Show us how to build and maintain this… "sheep" of yours, as well as how you came upon such a design. Then, we may consider trading for what you desire…"

OOC: Tools III for Bureaucracy I, Mathematics I and Sailing I?

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f3216e No.36752

File: 0a40b2b5eb4a955⋯.jpg (14.86 KB,236x388,59:97,7c20d9c9c7d9db4ec7d95c8b0f….jpg)

>>36746

https://www.youtube.com/watch?v=3XYNHngTsQ0

The odd wooden vessel approaches the outskirts of a crude human outpost, one without dock or anything beyond a skeleton crew manning a wooden watch tower. Though aware of what a ship was, the size and mass of the junk was a magnitude greater than what they were used to, the ship itself larger than the tower they manned. After ten minutes of silence, a man in cloth wielding an intricately designed bow approached the beast people. His knitted beard of black hid oily skin baked, from the sun into a color like bread. His two cohorts were similarly armed and garbed.

"My eyes, do they deceive me? Are you not the beastmen who have pledged to take all that makes Humanity grand and powerful away and wash our legacy in blood? Perhaps something else, perhaps you have come to mock us for turning our backs in nature as you would believe, insisting that it was not nature that turned its back on us, her most perfect creation? Or are you but a figment of our tortured imaginations?"

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f3216e No.36753

>>36751

The Felion ambassador clearly pondered on the choice given to them, but ever hesitant to keep the "sheep" for themselves, she offered up a different trade, looking down upon the Sfimvx who stepped forward:

"While the ship may offer advantages, we believe that it is in the Felion's interest to keep it a secret. But we have other goods to trade; seeds of crops that'll handle better and provide more for your kind, the means of understanding the amount of something, and the potential to improve upon the handling of a culture's resources."

OOC: Counter-offer; Bureaucracy I and/or Mathematics I and Agriculture II for Tools III.

>>36752

The ambassaor sent to Humania resisted to give a slight laugh to such superstitious beliefs, but goes on to offer some clarity:

"Neither of the three, for we instead come as a forth option: A fellow civilized nation, eager to rise above such petty lives under nature. Since you show a fellow dislike for primitive living, we would be glad to learn more about your kind, humen."

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f3216e No.36755

Dice rollRolled 4, 1, 96 = 101 (3d100)

>>36726

[Holy Hegemony of Humania]

Population(+growth/turn): 58 (+3/turn)

Food: 3 {Upk. 2}

Currency: 57.5 (+4.5/turn) {Upk. 1.5}

Industry: 6.5

Settlements: Humania ✪, Isin'guard [Town], x3 Unnamed Outposts

Structures: Palace (Humania), 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, Masonry I, Archery III, Architecture I, Discipline I, Writing I, Economics I

Resources:

[Bronze: 17] +1/turn

[Stone: 17] +2/turn

[Wood: 9] +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.)

[Grand Academy I]

[Library I]

-

[Masonry II] [5/6]

2.)

[Grand Academy I]

[Library I]

[Masonry I]

[Architecture I]

[Writing I]

-

Begin research of Architecture II.

3.)

[Grand Academy I]

[Library I]

-

Begin research of Archery IV.

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f3216e No.36756

>>36755

Spending 17 currency on action 1. The King is displeased at his research department.

>>36753

The Humanian bowman was curious. Another race who had seen the hypocrisy and wished to rid themselves of primitive life? The King had always assumed that they were alone in this sentiment, yet the people of nature would not have been able to construct a vessel like that which brought these furred ones here. As he spoke, he made odd gestures and motions, reciting his lines as though he were in actor in a play (something which he doubted the outsiders would have any background on.)

"You wish to live beyond nature? That is something I have not heard from an outsider race before. Tell me, how did you find the location of our lands? Was it through story, legend? Did the mountainous walls of our city perk your interest and spurred yourself to investigate?

While I understand your plight, my Lord is very distrustful of others, for He views our walled city as the sanctum of humanity alone."

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f3216e No.36757

File: ee1299d92bb2dfe⋯.jpg (10.4 KB,210x240,7:8,Tribe of Jepsilp say NO.jpg)

>>36753

The Sfimlvx shakes his head, his hood covering disappointed eyes.

"What use have we for seeds from your warm land? We live on the mountain-tops, where your kind's food does not grow. We thought you wanted to trade knowledge, to rise above what we were? Show us how to build your craft, and we will grant you the tools to make them finer than before. In no time, we both will be sailing the waters! Is that not your wish, fur-face?"

OOC: Counter-Offer denied. Original offer still valid.

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f3216e No.36759

>>36756

"…Rather, it was something more humbler, the farms across the coast hinted to civilization moreso than any myth or legends. But even so, this talk about 'mountainous walls' is nevertheless something I wish to see with my own eyes. Even if your Lord distrust us, I believe we could marvel upon such works that you speak of?"

>>36757

The felion scoffed at the rejection, but while they would rather keep their knowledge about sailing secret, the talk about tools interested them. Normally the Felion would get around such things through the use of their bare hands, using their innate strength to bring down trees in the jungle, shatter rocks from the quarry, and help in bending and forging bronze. If the tools are as refined as the butterfly-ish figures say they are, then maybe they could earn more from the trade. "…If it is to be so, so be it."

OOC: Trade (grudgingly) accepted.

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f3216e No.36760

File: 90e373cb8a67187⋯.jpg (176.57 KB,692x846,346:423,babylon_04.jpg)

>>36759

The bowman nodded and grinned. "So long as your cohorts do not claim this outpost for yourselves while we escort you, you may lay eyes on the great walls of our city. I take it so long as you vessel remains, the chances of a surprise attack by one of our many rivals remains minimized, no? Come, and witness the marvels of man!"

The plains on which Humania lived were a rather sandy, arid land. Not exactly a desert or savanna, yet dry and dusty in such a way as to evoke a similar feeling. Several miles following a simple dirt path and a massive wall of blue and tan brick came into view, obscuring all which laid behind it. Up close, it as nearly a hundred meters tall, yet at least as thick as a house if it were a solid block. Perhaps most amazingly of all, the entire structure was of composite construction; not a single part of the wall appeared to incorporate the natural environment beyond a river which acted as a natural moat. "Behold, the cradle of humanity. Nature has her trees, yet we have our great wall. So tell me, what is it that you ask of us? I can word your requests to the King in a way he would find… palatable."

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f3216e No.36761

Dice rollRolled 77, 29, 80 = 186 (3d100)

>>36726

(Posting as to not be skipped over)

[Tribal Feldoms]

Population(+growth/turn): 63 (+4/turn)

Food: 6 [Upk. 6]

Currency: 11 (+3/turn) [Upk. 3]

Industry: 9

Territory: ~48 hexes

Structures: Government Building, Farm II (3), Forges I, Stone Quarry I, Lumber Mill I, Mint I

Settlements: Felsiha [Capital City], Felhore [Town] 3 unnamed Outposts

Military: Wanir Spearfels [1.2], 2 Wanir Bladefels [1.8]

Tech: Bronzeworking, Architecture I, Agriculture II, Bureaucracy I, Mathematics I, Sailing I, Colonialism I, Weaponsmithing II, Infantry I, Hunting I

Resources: [Bronze: 16 (+1pt)] [Stone: 15 (+2pt)] [Wood: 7 (+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: Sailing II

+Mathematics I +Bronzeworking I +Bureaucracy I

2: Iron Quarry [3/4]

>+Bronzeworking +Architecture I +Mathematics I +Bureaucracy I

3: Economy I [3/4]

>+Mint I +Mathenmatics I +Bureaucracy I

>Felhore Town-to-City upgrade [1/3]

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f3216e No.36762

>>36761

(Spend one (1) currency on the second action)

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f3216e No.36764

>>36722

>>36730

>I was told I can only converse with one ancient at a time

>make that Mother Nature please

>>36726

the forest folk, confused but otherwise amicable to the tall Rock one and the short Rusty one, are content with what they have learned of them. "we're going to go back to Mother Nature now. both of you are very interesting. I think there are some people in the mountains west who might want to meet you. goodbye."

>still want to know if I got any progress for my actions in >>36722

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f3216e No.36766

>>36764

Sorry, I missed them. Will give them to you in turn crunch.

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f3216e No.36767

Dice rollRolled 36, 76, 47 = 159 (3d100)

[Woodland Realm]

Population(+growth/turn): 52 (+4/turn)

Food: 3

Currency: 35 (+3/turn)

Industry: 5.5

Structures: Government Building, Farm I (2), Nests I (1), Stone Circle I

Defenses: 1 (Capital City)

Military: 1 Elf Guard

Tech: Woodcraft I, Domestication I, Treeweaving I, Archery II, Weaponweaving I, Earth Magic II, Enlightened Life magic I

Resources:

[Wood: 14] (+1/turn)

[Stone: 14] (+1/turn)

[Bronze:12] (+1/turn)

[Bronzewood: 11(+1/turn)]

Pacuckur herd: 13 (+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 trade the Folians our Weaponweaving knowledge

#2 the druids improve their knowledge of woodcraft

+Woodcraft I

+Treeweving I

+Stone Circle I

#3 the druids also improve their knowledge of Earth Magic

+Stone Circle I

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f3216e No.36781

File: b9a9dd0ecdf9874⋯.png (3.8 MB,2500x2000,5:4,AncientsMap.png)

[Tumbili]

Upgrades to the southern outpost begin [3 turns; -5 wood, -5 stone], while defenses are finished [+1 defenses (Patakatifu), Fortifications I]. Discipline training completes [Discipline III].

[Society]

Better scientific knowledge is acquired [Science II], and furthered [Science III].

[Olmara]

No progress on the sea glass, but the Icthy have been trained [Domestication I]! Also, the Olmara expand their lands outward [+4 hex].

[Jepsilp]

It shouldn't have been able to be done…but miraculously, a mammoth has been tamed [+1 Mammoth, Domestication I]! The architecture research has completed [Architecture I], and the scouts return; there are many smaller creatures on the mountain; deer-like creatures with huge antlers, woolly rhinos, and massive predators- best not to tangle with the predators yet.

[Folia]

Sufficient poisons have been collected and planted for a suitable stock [poisons: 5 (+1/turn)], and the knowledge of them is furthered [Poison III]. Also, weaponcarving is ready [Weaponcarving II].

[Humania]

Masonry research is finally complete [Masonry II], and the humans build a new building to celebrate, but the construction is shoddy; it falls on its creators . However, the archers train more [4/10].

[Felion]

Better sailing techniques are studied [3/6], and the quarry is complete [Iron Mine I, +1 iron/turn, +1 industry]. The economy is finally on the rise [+1 currency/turn].

[Woodland Realm]

>Apologies for skipping you, didn't see your actions last turn

The Realm's magic abilities are furthered [Enlightened Life II], and the construction of the amphitheatre is slow [Amphitheatre I]. Meanhwhile, the trade with the Folian is sent [Arrival next turn], and woodcraft is studied [3/6]. Earth magic knowledge is furthered [1/6]

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f3216e No.36782

File: a64d46a4cf97d28⋯.jpg (235.67 KB,900x720,5:4,a4c0ab4565a42d8a77b265c8fa….jpg)

Dice rollRolled 13, 30, 66 = 109 (3d100)

>>36781

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 43

Population(+growth/turn): 39 (+2/turn)

Food: 0

Currency: 10 (+3/turn)

Industry: 11

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill I, Mine I, Forge I, Mining I

Defenses: 1 (Capital City: Fraktion)

Military: 2 (1.2x Bentenite Soldiers(Spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools III, Weapons I, Architecture I

Resources: [Ice: 19.5+2] [Bronze: 18+2] [Stone:12.5+1] [Wood:12+1] [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

Mine II 0/6

1. With the Felion visit, we have gained an interest in these "boats". We must provide the knowledge of our masterful tools to them in return.

>Trade Tools III for Bureaucracy I, Mathematics I and Sailing I.

2. Begin Construction of a Town on the river front. Unfortunately, outside of our mountain home, we are limited to stone and wood.

(Do I need to roll for this? Or does this start off in a the Passive Tabs like the rules say?)

3. Begin upgrading Mine once again. Take 3 currency to aid this endeavor.

>Mine II 0/6

If the 2nd roll isn't applied to the town(river port?) construction, then apply it to this one instead.

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f3216e No.36787

Dice rollRolled 81, 93, 39 = 213 (3d100)

>>36781

Nation Name: (Sovereignty of Folia)

Race(s): (Dryads, Ent and Myconids)

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): 58 (+3/turn)

Food: 1

Currency: 67 (+4/turn)

Industry: 6.5

Structures: Elder Tree, Farm I (2),Lumber mill, [Weaver's Circle I], Herbalist I

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Woodcraft, Herbalism III, Agriculture I, Treeweaving III, Weaponcarving II, Poison III, Primal Fire I

Resources: [Bronze: 3] [Stone: 0] [Wood: 10 +1/turn] [Bronzewood: 18 (+1/turn)], [Poisons: 6 (+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. Trade weapon carving I for weapon weaving I, we are curious as to how one would weave a weapon.

2. Seek out the one who is teaching the fey about life and nature. We would make their acquaintance.

3. Learn more about Primal Fire from Sameda. It's interesting how it works, even if it is odd.

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f3216e No.36790

File: 3ff9ab37b98fdd6⋯.jpg (81.77 KB,550x450,11:9,Ancient_Clowns.jpg)

Dice rollRolled 36, 47, 9 = 92 (3d100)

>>36781

The King realized that the gains in population and wealth from the town of Isin'guard were unreported, and that makes him very angry. No word is made on where the lost population went, but he assumes the governor greedily held onto the wealth for himself. Nevertheless, this will not happen in the future.

[Holy Hegemony of Humania]

Population(+growth/turn): 62 (+4/turn)

Food: 3 {Upk. 2}

Currency: 46 (+5.5/turn) {Upk. 1.5}

Industry: 6.5

Settlements: Humania ✪, Isin'guard [Town], x3 Unnamed Outposts

Structures: Palace (Humania), 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, Masonry II, Archery III, Architecture I, Discipline I, Writing I, Economics I

Resources:

[Bronze: 18] +1/turn

[Stone: 19] +2/turn

[Wood: 10] +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.)

Expand outward from Isin-guard (south)! More land for man!

2.)

[Grand Academy I]

[Library I]

[Writing I]

-

King Abu-Abum found the situation behind the failure of his researchers and their subsequent unlikely survival too humorous to actually exile them, finding the results sufficient to teach them their lesson. He instead orders them to study the pursuit of things like culture and comedy where both the suffering and unlikely fortune of others brings amusement to the whole. Likewise codified is an ideal of human superiority over the wilds, and the pursuit of knowledge. Researching Culture I.

3.)

[Grand Academy I]

[Library I]

-

[Archery IV] [4/10]

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f3216e No.36791

>>36790

The King laughs, and he cries, but he cries most at his scholars.

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f3216e No.36798

>>36781

2 Kima Warriors gain [Berserker] tag.

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f3216e No.36799

Dice rollRolled 23, 17, 32 = 72 (3d100)

>>36781

[Tumbili]

Settlements: (Patakatifu), (Ukungu TOWN) (Pwani Town) (Tumbili Outposts (2))

Territory: 43

Population(+growth/turn): 38 (+4/turn)

Food: 1

Currency: 31 (+1/turn)

Industry: 10

Structures: Red Stone Palace, Farm I (4), 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 [Berserker] [2.6x, -1 food/-2 currency each per turn]

Magic: [Primal Life Magic I]

Tech: Bronzeworking, Agriculture I, Conversion I, Weaponsmithing I, Masonry I, Discipline III, Primal Combat IV, Clubs II, Fortifications I

Resources: [Wood: 1] [Bronze: 1] [Stone: 1] [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.

Southern Outpost Upgrade: 3 turns remaining

1. Recruit a unit of Kima Warriors. +[Physical Prowess] +[Kima Aggression] +[Primal Combat IV] +[Discipline III] +[Clubs II] +[Weaponsmithing I]

2. Research better methods of harvesting and gathering food. We need better farms and more foodstuffs.

3. To feed our growing war machine we need currency. And to harvest currency we need a method of doing so.

Research [Tribute Collection] technology. +[Physical Prowess]

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f3216e No.36800

Dice rollRolled 6, 55, 92 = 153 (3d100)

>>36781

[Tribal Feldoms]

Population(+growth/turn): 67 (+4/turn)

Food: 6 [Upk. 6]

Currency: 15 (+4/turn) [Upk. 3]

Industry: 10

Territory: ~48 hexes

Structures: Government Building, Farm II (3), Forges I, Stone Quarry I, Iron Mine I, Lumber Mill I, Mint I

Settlements: Felsiha [Capital City], Felhore [Town] 3 unnamed Outposts

Military: Wanir Spearfels [1.2], 2 Wanir Bladefels [1.8]

Tech: Bronzeworking, Architecture I, Agriculture II, Bureaucracy I, Mathematics I, Economy I, Sailing I, Colonialism I, Weaponsmithing II, Infantry I, Hunting I

Resources: [Bronze: 17 (+1pt)] [Iron: 1 (+1pt)] [Stone: 17 (+2pt)] [Wood: 9 (+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.

1-2: The felions will honour the trade with the Sfims… Even if it costs them in felpower to handle the trade and teaching of relevant technology.

>Trade Bureaucracy I, Mathematics I and Sailing I for Tools III.

3: Sailing II [3/6]

>+Mathematics I +Bronzeworking I +Bureaucracy I

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f3216e No.36847

>>36800

The Feldoms would find that, on another of their journeys, there were signaled down by intelligent monkeys in fine fabrics, who used colorful flag symbols to grab the attention of the feldom ship.

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f3216e No.36868

Dice rollRolled 90, 80, 7 = 177 (3d100)

>>36781

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), Niu (W) (outpost (4))

Territory: 55

Population(+growth/turn): 65 (+4/turn)

Food: 3 (2 taken)

Currency: 45 (+2/turn) (4-2)

Industry: 8

Structures: Government Building, Fish Farm I (4), Training Ring I, Obsidian Mine 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

Resources: [Coral: 20 +1/t] [Seaweed: 18 +1/t] [Driftwood: 17 +1/t] [Obsidian: 9 +1/t] [Sea Glass: 6(+1/turn)] [Icthy: 8 (+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. Continue research into the capabilities of sea glass. 3/6

2. Scout out the new lands for anything of interest. +Scouting I

3. Begin to encourage people to settle the unsettled seas without having to be ordered all the time. (automatic settling tech? A lot of sea out there.)

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f3216e No.36871

File: db9be1c1016ab1f⋯.png (3.8 MB,2500x2000,5:4,AncientsMap.png)

[Jepsilp]

The knowledge is sent to the Felion, and the construction of a town begins [3 turns, -8 Stone, -8 wood]. The mine undergoes some renovations [2/6, -2 wood]

[Sovereignty of Folia]

The trade to the Woodland Realm is finalized, and Mother Nature is sought out. She smiles warmly at the plant people, welcoming them as she did the elves and druids [Enlightened Life I], while Sameda is approached again, and she trains the populace more in her ways [1/6].

[Humania]

Southward expansion is had [+4 hex], but there's no archery progress.

[Tumbili]

While a new Kima horde is being trained [1/3, -2 bronze, -1 pop], there is no progress on better farms. But the Tumbili begin collecting taxes [1/4]!

[Tribal Feldoms]

The knowledge is sent to the Sfim, and the sailing techniques of the Felion improve [Sailing II]!

[Olmara]

The O'jala get a handle on their new material (Glassworking I], and the scouts come back with news- to the east, there is a string of underwater volcanic vents, to the west a vast forest of kelp, and to the north, small sharks with odd, whirling teeth were spotted. The people just don't feel the urge to expand, however.

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f3216e No.36872

Dice rollRolled 15, 62, 86 = 163 (3d100)

>>36871

[Tumbili]

Settlements: (Patakatifu), (Ukungu TOWN) (Pwani Town) (Tumbili Outposts (2))

Territory: 43

Population(+growth/turn): 41 (+4/turn)

Food: 1

Currency: 32 (+1/turn)

Industry: 10

Structures: Red Stone Palace, Farm I (4), 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 [Berserker] [2.6x, -1 food/-2 currency each per turn]

Magic: [Primal Life Magic I]

Tech: Bronzeworking, Agriculture I, Conversion I, Weaponsmithing I, Masonry I, Discipline III, Primal Combat IV, Clubs II, Fortifications I

Resources: [Wood: 2] [Bronze: 0] [Stone: 2] [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.

Southern Outpost Upgrade: 2 turns remaining

1. Continue training the new batch of Kima Warriors. 1/3 +[Physical Prowess] +[Kima Aggression] +[Discipline III, Primal Combat IV, Clubs II, Weaponsmithing I]

2. Continue researching better methods of collecting tribute. 1/4 +[Physical Prowess]

3. We did not ASK. We DEMANDED. Work on better farms!

Research Agriculture II. +[Physical Prowess] +[Agriculture I]

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f3216e No.36878

File: 38d6149c9b49f7c⋯.jpg (552.55 KB,1500x1042,750:521,dwarf_beer_6_pack_side_ima….jpg)

Dice rollRolled 32, 56, 99, 46, 96, 25, 94, 42, 46 = 536 (9d100)

[Dwarf Mountain]

Population(+growth/turn): 52 (+4/turn)

Food: 1

Currency:39 (+3/turn)

Industry: 15

Structures: Government Building, Farm I, Forge I Gem Mine I (1), Bronze Mine I, Iron Mine 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: 30] +2 / turn

[Stone: 16] +1 / turn

[Gems: 9] +1/turn

[Iron: 7] +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.

1-3. Dig east dwarves! Let's keep expanding and pushing that train tunnel.

Excavating I, Mining Tools I, Tools I, Iron I, Steam Engines I, Runes I, Runic Tools I, Architecture I, Mine Carts II, Steam Drill I, Steam Locomotive I

4-6. Dig for gold! A gold mine will give us extra currency per turn.

Excavating I, Mining Tools I, Tools I, Iron I, Steam Engines I, Runes I, Runic Tools I, Architecture I, Mine Carts II, Steam Drill I, Steam Locomotive I

7-9. Any dwarf that finds a mushroom is a very happy dwarf. Mushrooms are very important to us dwarves, every time we find a cave full of them we have to shift our whole tunnel to avoid it. The mushrooms are delicately cared for, given water and fertilizer. Every morning the mushrooms start dripping in dew, which we brush and collect in buckets and store in barrels. This is Mushroom Ale and is prized among the Dwarves.

It's about time we set up a big Mushroom Nursery to grow more! We'll need to dig some caves and find some underground water for it.

Excavating I, Mining Tools I, Tools I, Iron I, Steam Engines I, Runes I, Runic Tools I, Architecture I, Mine Carts II, Steam Drill I, Steam Locomotive I

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f3216e No.36881

File: a64d46a4cf97d28⋯.jpg (235.67 KB,900x720,5:4,a4c0ab4565a42d8a77b265c8fa….jpg)

Dice rollRolled 80, 92, 17 = 189 (3d100)

>>36871

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 43

Population(+growth/turn): 41 (+2/turn)

Food: 0

Currency: 10 (+3/turn)

Industry: 11

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill I, Mine I, Forge I, Mining I

Defenses: 1 (Capital City: Fraktion)

Military: 2 (1.2x Bentenite Soldiers(Spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools III, Weapons I, Architecture I, Domestication I, Bureaucracy I, Mathematics I and Sailing I

Resources: [Ice: 21.5+2] [Bronze: 20+2] [Stone:5.5+1] [Wood:3+1] [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

Mine II 2/6

Port: 1/3

Does building the town require additional rolls?

If so, replace the 1st roll with continued town building.

1. Begin training the Mammoth for combat.

>Animal Combat tech? Mount tech? Recruitment? I want a stompy mammoth.

2. Continue improving to Mine II.

> Mine II 2/6

3. Upgrade the Forge to Forge II.

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f3216e No.36882

>>36881

+3 currency to roll 3, please.

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f3216e No.36885

File: 026480d91aff216⋯.jpg (58.14 KB,480x326,240:163,WallsOfHumania.jpg)

>>36760

The plains on the way to the city was, in some way, felt unnatural to the Felions, who were used to being surrounded by trees and mountains that covers the landscape in shadows and secrets. And upon reaching the wall that the bowman spoke about, the Felion ambassador looked in awe at the towering walls in front of her. But it wasn't just the sheer size of said walls that brought such awe to her, but whatever method used to construct the wall made the Cradles of her homeland look more shoddy than what was presented to her.

After a while taking in the sights, the ambassador turned her view back to the bowman, "I am not disappointed with what you have to show, as these walls do live up to whatever rumours and myths they had. I am sure that in exchange for the knowledge that allowed you to erect such tall mounds, we can provide something in return."

At the same time, one of the other felions in the Ambassador's group, a smaller Wuir compared to the Wonir Ambassador, would also offer her word after talking with a few plebs, "And we might be able to exchange our means of communication of abstract-ish things! While we may lack a written version of our language, we can teach you the means of math in exchange for your written words!"

>>36847

The Felion ship that saw the coloured flags from the coast were both curious and careful as they landed on the shore. Because of a lack of ambassadors for that ship, they would stay near the ship just in case things turned south, allowing odd-looking monkeys to approach first.

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f3216e No.36889

File: d2205b36f0a731c⋯.jpg (170.51 KB,850x1020,5:6,Awuumunch.jpg)

Dice rollRolled 42, 29, 54, 79, 23, 20 = 247 (6d100)

Nation Name: The Wychwood

Race(s): Ookami

Color: Whitish grey or dark green

Fluff: >>36312 (You)

Settlements: (Wychwood Forest(capital)) ( Olyria, New Haven, Ordale, White Haven.(outposts))

Territory:39

Pop: 10 (+4/turn)

Food: 1

Currency: 10 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital)

Military: 1 (The Whitefangs)

Resources: [Bronze: 9] [Stone :10] [Wood: 5]

Tech: Bronzeworking, Infantry I, Claws I, Scouting I, 2/15 Republic, Hunting II, 1/4 weapons

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.

(I have my computer again! Sorry for that delay…)

1, With the massive success of the hunt, the Silvereye's have started thinking of ideas to centralize hunting as to make it even more efficient via the use of a location where hunting goods can be deposited and processed, in other words, a hunting lodge.

2 The Whitefangs weaker members continue there work, production of these weapons is crucial in case a situation where dodging is not an option happens to arise.

3,4 The process of unifying the packs is slow, but steady. There is virtue in patience and hard work, and the older Ookami know this all to well. Currently the majority of the work is setting out how the packs and individual Ookami will influence the laws and everything else of this new government, currently, things are looking like some kind of republic.

5, The Silvereye's have, due to the unification process, agreed to help the Whitefangs with there little issue, however, not in the way that the Whitefangs would expect, instead, the Silver eyes try and find a way to make clothing that is protective and light as to not hinder movement.

6, A small pack of Ookami known as the Willows who live near the edge of the Wychwood forest have started to scout out the surrounding lands for materials, game, and anything of interest really.

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f3216e No.36892

Dice rollRolled 89, 94, 19 = 202 (3d100)

>>36871

Race(s): (Dryads, Ent and Myconids)

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): 61 (+3/turn)

Food: 1

Currency: 71 (+4/turn)

Industry: 6.5

Structures: Elder Tree, Farm I (2),Lumber mill, [Weaver's Circle I], Herbalist I

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Woodcraft, Herbalism III, Agriculture I, Treeweaving III, Weaponcarving II, Poison III, Primal Fire I 1/6, Weaponweaving 1,[Enlightened Life I]

Resources: [Bronze: 3] [Stone: 0] [Wood: 11 +1/turn] [Bronzewood: 19 (+1/turn)], [Poisons: 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.

1. Build a Shaman's hut for those who wish to study with Sameda and Mother Nature more closely. It will help them focus.

+Woodcraft,

+Treeweaving III

+Treespeak

2.Build a place that can properly weave or carve tools and weapons then strengthen them with our magic. This was we will be ready if a fight comes.

+Woodcraft,

+Treeweaving III

+Treespeak

3.Continue to study with Sameda how to master this destructive, but purifying flame. 1/6

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f3216e No.36895

>>36885

"Ahoy! What manner of ship and people do you hail from, we had seen your vessel from afar and are most curious to know!"

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f3216e No.36900

TEST

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f3216e No.36903

Dice rollRolled 77, 2, 5 = 84 (3d100)

>>36871

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), Niu (W) (outpost (4))

Territory: 55

Population(+growth/turn): 69 (+4/turn)

Food: 3 (2 taken)

Currency: 47 (+2/turn) (4-2)

Industry: 8

Structures: Government Building, Fish Farm I (4), Training Ring I, Obsidian Mine 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 I

Resources: [Coral: 21 +1/t] [Seaweed: 19 +1/t] [Driftwood: 18 +1/t] [Obsidian: 10 +1/t] [Sea Glass: 7(+1/turn)] [Icthy: 9 (+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 use transumtation magic to combine the kelp used to weave clothing and coral. Take the flexibility and light weight of the kelp and the strength and resistance to damage of the coral.

+transmutation I

2. Send scouts to further investigate the volcanic vents and what uses we could have for them.

+Scouting I

3. Begin to research better methods of craft Sea glass tools. (Glassworking II research)

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f3216e No.36908

File: 008e3e7440d9913⋯.png (3.8 MB,2500x2000,5:4,AncientsMap.png)

[Tumbili]

Training of the Kima progresses [2/3], taxes are nearly collected [3/4], and better agricultural research is had [4/6].

[Dwarf Mountain]

The dwarves expand greatly [+8 hex], while a gold mine is easily dug [Gold Mine I, +1 currency/turn; -1 wood], and a mushroom nursery is grown [Farm I, +1 food; -1 wood].

[Jepsilp]

>It does not, it only requires a roll to get it started.

Training of the mammoth begins, though it will require a great amount of food [2.5x (Requires 4 food)]. The Mine is improved [Mine II, +1 bronze/turn, +1 industry], but there is only slight progress to upgrading the forge [1/6, -1 stone].

[Wychwood]

The foundation of a hunting lodge is laid [1/4, -1 wood], while the beginnings of a Republic form [3/15], and some light armor is crafted [1/4, -1 bronze]. Not much is found, save for a small grove of trees [+2 wood].

[Folian]

The Shaman's hut goes up, quickly and easily [Shaman's hut I, -1 wood]! The same goes for a weaponcarver's hut [Weaponcarver I, -1 wood]. However, there's only a little progress on the mastery of fire magic [2/6].

[Olmara]

Transmutation efforts begin [3/4, -1 kelp, -1 coral]. The volcanic vents prove too hot for the scouts, as their skin dries up and they shrivel, before drifting to the floor, dead, and finally bursting into flame from the lava [-5 pop]. There is a similar result with the sea-glass- the block of the stuff that's being studied explodes, raining shards of death on the researchers [-3 pop].

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f3216e No.36909

File: a951d340a2d1be8⋯.jpg (72.22 KB,550x368,275:184,monkey-politics.jpg)

Dice rollRolled 96 (1d100)

>>36908

Its ELECTION DAY

Who wins?

https://www.youtube.com/watch?v=dg8E6AEeVtI

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f3216e No.36910

Dice rollRolled 68, 37, 48, 7, 15, 23, 50, 96, 3 = 347 (9d100)

[Society]

Population(+growth/turn): 68 (+4/turn)

Food: 1

Currency: 50 (+3/turn)

Industry: 6

Structures: Government Building, Farm I (2), Great Obelisk. Gentlemonkey's Club I, Library I, HOusing I

Defenses: 1 (Capital City)

Military: 1 Ape Militia

Tech: Bronzeworking, Mathematics II, Astronomy I, Writing II, Architecture I, Farming I, Sustainable Population II (+1 pop per city/town), Science III, Tools I

Resources:

[Wood: 22] +1/turn

[Bronze: 21] +1/turn

[Stone:21] +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] 4/5

Black Powder 0/6

Chemistry 3/4

1-3. Research Science IV

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Science III, Tools I, Writing II, Mathematics II, Astronomy I

4-6. Research Chemistry I and II 3/4

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I

Tech: Science III, Tools I, Writing II, Mathematics II

7-9. Build a Grand Academy

Tech: Science III, Tools I, Writing II, Mathematics II, Architecture I

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f3216e No.36911

>>36895

The Felion would be slow to respond, as what would otherwise be oddly dressed animals were speaking in a clear language. Soon enough, one of them would step forward as the ambassador for the group: "We are merely a fleet from the Feldom of Felshore, a part of a greater collective of such Feldoms. Who are you all, and why did you bring us here?"

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f3216e No.36912

File: eb834fd638f7d89⋯.jpg (59.59 KB,736x736,1:1,2f0d10740401dc0de3bd16e78d….jpg)

>>36911

"We are one of only two nations in the known world of intelligently uplifted primates, or 'monkeys, gorillas, and chimps' as the common tongue goes. Two rocks granted great intelligence, one of red in the north, the other of black here in the south. We do not know much about the other monkeys and their red rock other than they exist, but we find ourselves drawn to pursuits of the intellectual variety."

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f3216e No.36913

>>36912

"And I assume that is only the known world, to your kind," the Felion replied. "In any case, persuming that you are willing, we would like to find out more about your culture, and this rock that you speak of."

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f3216e No.36914

File: de76b3b48f4bc1c⋯.jpg (290.56 KB,578x845,578:845,6eefef8a31d194d21ee2ae9e49….jpg)

>>36913

"Those who seek knowledge and enculturation are always welcome.

The obelisk grants intellect, as far as we are aware, only to primates that touch it. This in addition to cultural ideas, fashion choices, and certain quirks of our society seemingly influenced by the obelisk.

We don't know its origin, merely that our brightest minds sometimes say the ideas that come into their heads are influenced by the stone though no one can prove it. We have a wonderful library like other races that write, detailing our history and scientific exploits."

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f3216e No.36920

Dice rollRolled 42, 14, 66 = 122 (3d100)

>>36908

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), Niu (W) (outpost (4))

Territory: 55

Population(+growth/turn): 65 (+4/turn)

Food: 3 (2 taken)

Currency: 49 (+2/turn) (4-2)

Industry: 8

Structures: Government Building, Fish Farm I (4), Training Ring I, Obsidian Mine 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 I

Resources: [Coral: 21 +1/t] [Seaweed: 19 +1/t] [Driftwood: 19 +1/t] [Obsidian: 11 +1/t] [Sea Glass: 8(+1/turn)] [Icthy: 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. Continue efforts to transmute seaweed and coral together for the rock weave. 3/4

+Transmutation I

2. Send scouts into the kelp forest to see what is inside.

+Scouting I

3. That is interesting. Continue research into the Sea Glass, see why it exploded and if it can be replicated.

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f3216e No.36923

File: a64d46a4cf97d28⋯.jpg (235.67 KB,900x720,5:4,a4c0ab4565a42d8a77b265c8fa….jpg)

Dice rollRolled 55, 23, 98 = 176 (3d100)

>>36908

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 43

Population(+growth/turn): 43 (+2/turn)

Food: 0

Currency: 10 (+3/turn)

Industry: 12

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill I, Mine II, Forge I, Mining I

Defenses: 1 (Capital City: Fraktion)

Military: 2 (1.2x Bentenite Soldiers(Spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools III, Weapons I, Architecture I, Domestication I

Resources: [Ice: 23.5+2] [Bronze: 23+3] [Stone:5.5+1] [Wood:4+1] [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

Port: 2/3

Forge II: 1/6

1. It's worrying how much food this massive creature takes. It seems we must put the mammoth training on hold, for now! Instead, continue to improve this Mine! We must dig deeper! Take these three coins as incentive!

> Mine III

2. Let us expand our knowledge of this "Mathematics"

> Math II

Can I sacrifice resources to boost this? If so, sacrifice 5 Bronze.

3. Continue working on the Forge!

> Forge II: 1/6

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f3216e No.36931

File: 1a03590f74ef20a⋯.jpg (236.83 KB,850x1275,2:3,Awuumrk2.jpg)

Dice rollRolled 61, 28, 71 = 160 (3d100)

Nation Name: The Wychwood

Race(s): Ookami

Color: Whitish grey or dark green

Fluff: >>36312

Settlements: (Wychwood Forest(capital)) ( Olyria, New Haven, Ordale, White Haven.(outposts))

Territory:39

Pop: 10 (+4/turn)

Food: 1

Currency: 10 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2) Hunting lodge 1/4

Defenses: 1 (Capital)

Military: 1 (The Whitefangs)

Resources: [Bronze: 8] [Stone :10] [Wood: 6]

Tech: Bronzeworking, Infantry I, Claws I, Scouting I, 3/15 Republic, Hunting II, 1/4 weapons, 1/4 light armor

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.

1 Construction on the hunting lodge continues, the Silvereye's putting more effort into the construction then they are into the armor, which is temporarily put off for later.

2 However the Whitefangs are continuing with the production of their weapons, getting a few more of the pack sent to work on them as the production of the weapons is very important.

3 Unification is still ongoing, and although the bare bones of a structure of government has for the most part been set up, there is still a long way to go before everything is ready to go and fully operational.

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f3216e No.36933

I just noticed something…the Humans are in a desert in the middle of a forest and the Ookami are in a forest in the middle of a desert…funny

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f3216e No.36935

Dice rollRolled 55, 58, 91 = 204 (3d100)

>>36908

[Tumbili]

Settlements: (Patakatifu), (Ukungu TOWN) (Pwani Town) (Tumbili Outposts (2))

Territory: 43

Population(+growth/turn): 45 (+4/turn)

Food: 1

Currency: 33 (+1/turn)

Industry: 10

Structures: Red Stone Palace, Farm I (4), 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 [Berserker] [2.6x, -1 food/-2 currency each per turn]

Magic: [Primal Life Magic I]

Tech: Bronzeworking, Agriculture I, Conversion I, Weaponsmithing I, Masonry I, Discipline III, Primal Combat IV, Clubs II, Fortifications I

Resources: [Wood: 3] [Bronze: 1] [Stone: 3] [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.

Southern Outpost Upgrade: 1 turns remaining

1. Continue training the new batch of Kima Warriors. 2/3 +[Physical Prowess] +[Kima Aggression] +[Discipline III, Primal Combat IV, Clubs II, Weaponsmithing I]

2. Continue researching better methods of collecting tribute. 3/4 +[Physical Prowess]

3. We did not ASK. We DEMANDED. Work on better farms!

Research Agriculture II. 4/6 +[Physical Prowess] +[Agriculture I]

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f3216e No.36957

Dice rollRolled 22, 46, 57 = 125 (3d100)

>>36908

Race(s): (Dryads, Ent and Myconids)

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): 64 (+3/turn)

Food: 1

Currency: 75 (+4/turn)

Industry: 7.5

Structures: Elder Tree, Farm I (2),Lumber mill, [Weaver's Circle I], Herbalist I, [Weaponcarver I], [Shaman's hut I]

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Woodcraft, Herbalism III, Agriculture I, Treeweaving III, Weaponcarving II, Poison III, Primal Fire I 2/6, Weaponweaving I,[Enlightened Life I]

Resources: [Bronze: 3] [Stone: 0] [Wood: 10 +1/turn] [Bronzewood: 20 (+1/turn)], [Poisons: 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. Continue to learn from Samaeda, she has much to teach and we have much to learn.

+Shaman's hut I

2. Likewise Learn from Mother Nature.

+Shaman's hut I

3. Recruit some Willing Drayads and Mycon, We need strong defenders for the forest.

+Pop 64

+[Weaver's Circle I],

+Herbalist I,

+[Weaponcarver I],

+[Shaman's hut I]

+Woodcraft,

+Herbalism III,

+Treeweaving III,

+Weaponcarving II,

+Poison III,

+Primal Fire I 2/6,

+Weaponweaving I,

+[Enlightened Life I]

+Poisons

+Bronzewood

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f3216e No.36958

>>36957

2/6 progress on 1

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f3216e No.36991

[Society]

>In a landslide election, the Technocrats are now firmly in charge of the Society.

Further scientific research begins [5/10], and chemistry research finishes [Chemistry I], while the Grand Academy is quickly built [Grand Academy I, -1 stone]!

[Olmara]

The strange 'woven rocks' are ready [Woven Rock: 5 (+1/turn)], but the scouts sent to the kelp forest find nothing of interest. Research into the causes of the explosion begin [2/6].

[Jepsilp]

The mine is dug a bit deeper [2/6, -3 wood], and mathematics knowledge is expanded slightly [1/6] while work on the forge nearly completes [5/6].

[Wychwood]

Construction of the lodge is nearly complete [3/4], and while the making of weapons slowly plods along [2/4], the unification process goes along smoother [5/15].

[Tumbili]

The new regiment of Warriors is ready for battle [3.2x [Disciplined][Berserker] (-2 currency/turn, -1 food)], and taxes are finally collected [Taxes I, +1 currency/turn].Better agricultural technologies are invented [Agriculture II, +1 food].

[Folia]

Sameda's lessons slowly continue [3/6], and the tribe starts to learn from Mother Nature as well [1/6]. A regiment of soldiers is being recruited [2/3 (3.6)[Poison][Sapper] ]

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f3216e No.36992

File: 9d7a157bdf272f7⋯.jpg (48.41 KB,595x335,119:67,Chimp.jpg)

Dice rollRolled 64, 37, 15 = 116 (3d100)

>>36991

[Tumbili]

Settlements: (Patakatifu), (Ukungu TOWN) (Pwani Town) (Tumbili Outposts (2))

Territory: 43

Population(+growth/turn): 49 (+4/turn)

Food: 1

Currency: 33 (+0/turn)

Industry: 10

Structures: Red Stone Palace, Farm I (4), 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, 1 Kima Warriors [3.2x [Disciplined][Berserker] (-2 currency/turn, -1 food)], 2 Kima Warriors [Berserker] [2.6x, -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: 4] [Bronze: 2] [Stone: 4] [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.

Southern Outpost is now a TOWN

1. Take our forces. All but the Scrappers. March south. +[Kima Aggression] +[Discipline III] +[Physical Prowess]

2. Recruit a new unit of Kima Warriors. +[Kima Aggression] +[Physical Prowess] +[Weaponsmithing I, Discipline III, Primal Combat IV, Clubs II, Bronzesmithing]

3. Begin researching even more efficient ways of gathering tribute and taxation.

Research Tribute Collection (Taxes) II. +[Physical Prowess]

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f3216e No.36993

File: 6bd6a45ba7f8e37⋯.jpg (209.46 KB,850x948,425:474,Awuumrk3.jpg)

Dice rollRolled 34, 86, 93 = 213 (3d100)

Nation Name: The Wychwood

Race(s): Ookami

Color: Whitish grey or dark green

Fluff: >>36312

Settlements: (Wychwood Forest(capital)) ( Olyria, New Haven, Ordale, White Haven.(outposts))

Territory:39

Pop: 10 (+4/turn)

Food: 1

Currency: 10 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2) Hunting lodge 3/4

Defenses: 1 (Capital)

Military: 1 (The Whitefangs)

Resources: [Bronze: 8] [Stone :10] [Wood: 6]

Tech: Bronzeworking, Infantry I, Claws I, Scouting I, 5/15 Republic, Hunting II, 2/4 weapons, 1/4 light armor

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.

1, The Silvereyes finish up the last bits of the hunting lodge and inform the other Ookami that it should be operational and ready for the influx of hunters soon. All packs in the area are welcome to use it.

2, The Whitefanges, annoyed with the slow progress, delegate a few of the older pups to help with the transport of materials to the people making the weapons in the hope that it might help speed up the process without distracting the more important hunters and wariors from their jobs.

3, Unification seems to be going smoother ever since the Gravekeepers, a traditionalistic, and slightly militaristic (but no where near as much as the white fangs),semi large pack started helping and working with the other packs for unification, mostly due to the fact that their spiritual leader finally convinced them of their vision and as such they have been much more cooperative. This is but one more step on the road to a civilization.

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f3216e No.36994

File: 95b86f9d469fb63⋯.jpg (8.63 KB,251x201,251:201,images.jpg)

Dice rollRolled 33, 22, 18 = 73 (3d100)

>>36991

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 43

Population(+growth/turn): 45 (+2/turn)

Food: 0

Currency: 10 (+3/turn)

Industry: 12

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill I, Mine II, Forge I, Mining I

Defenses: 1 (Capital City: Fraktion)

Military: 2 (1.2x Bentenite Soldiers(Spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools III, Weapons I, Architecture I, Domestication I

Resources: [Ice: 25.5+2] [Bronze: 26+3] [Stone:6.5+1] [Wood:2+1] [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

Port: 3/3

Forge II: 5/6

Mine III 2/6

Mathematics 1/6

1. Finish up the Forge upgrades.

>Forge II 2/6

2. Continue working on that Math.

>Mathematics II 1/6

3. You can never dig too deep.

>Mine III 2/6

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f3216e No.36995

>>36994

Yeah, no. Spend 1 Coin on Option 2, and 2 Coins on Option 3.

Also should be Forge II 5/6. My bad.

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f3216e No.36996

Dice rollRolled 46, 78, 93 = 217 (3d100)

>>36991

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), Niu (W) (outpost (4))

Territory: 55

Population(+growth/turn): 69 (+4/turn)

Food: 3 (2 taken)

Currency: 51 (+2/turn) (4-2)

Industry: 8

Structures: Government Building, Fish Farm I (4), Training Ring I, Obsidian Mine 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 I

Resources: [Coral: 22 +1/t] [Seaweed: 20 +1/t] [Driftwood: 20 +1/t] [Obsidian: 12 +1/t] [Sea Glass: 9(+1/turn)] [Icthy: 11 (+1/turn)] [Woven Rock: 5 (+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 research into how to best make armor from Woven Rock. This shall benefit our soldiers greatly.

2. Continue research into the causes of the explosion 2/6

3. With so much research being done many have complained of lacking proper places to practice and store recorded information. Begin construction of a library so that our great minds may have a place to store and recall information recorded on seaweed weaves.

+Coral Smithing

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f3216e No.36997

>>36991

[Tribal Feldoms]

Population(+growth/turn): 79 (+4/turn)

Food: 6 [Upk. 6]

Currency: 27 (+4/turn) [Upk. 3]

Industry: 10

Territory: ~48 hexes

Structures: Government Building, Farm II (3), Forges I, Stone Quarry I, Iron Mine I, Lumber Mill I, Mint I

Settlements: Felsiha [Capital City], Felhore [Town] 3 unnamed Outposts

Military: Wanir Spearfels [1.2], 2 Wanir Bladefels [1.8]

Tech: Bronzeworking, Architecture I, Agriculture II, Bureaucracy I, Mathematics I, Tools III, Economy I, Sailing I, Colonialism I, Weaponsmithing II, Infantry I, Hunting I

Resources: [Bronze: 20 (+1pt)] [Iron: 4 (+1pt)] [Stone: 17 (+2pt)] [Wood: 15 (+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.

>Felhore Town-to-City upgrade [5/3]

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f3216e No.36998

Dice rollRolled 81, 44, 19 = 144 (3d100)

>>36991

Race(s): (Dryads, Ent and Myconids)

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): 64 (+3/turn)

Food: 1

Currency: 75 (+4/turn)

Industry: 7.5

Structures: Elder Tree, Farm I (2),Lumber mill, [Weaver's Circle I], Herbalist I, [Weaponcarver I], [Shaman's hut I]

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Tech: Woodcraft, Herbalism III, Agriculture I, Treeweaving III, Weaponcarving II, Poison III, Primal Fire I 2/6, Weaponweaving I,[Enlightened Life I]

Resources: [Bronze: 3] [Stone: 0] [Wood: 10 +1/turn] [Bronzewood: 20 (+1/turn)], [Poisons: 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. Continue to learn from Samaeda, she has much to teach and we have much to learn. 3/6

+Shaman's hut I

2. Continue to seek out the wisdom of mother nature. 1/6

+Shaman's hut I

3. Finish recruiting the Folian Skirmishers (3.6)[Poison][Sapper] 2/3

+Pop 64

+[Weaver's Circle I],

+Herbalist I,

+[Weaponcarver I],

+[Shaman's hut I]

+Woodcraft,

+Herbalism III,

+Treeweaving III,

+Weaponcarving II,

+Poison III,

+Primal Fire I,

+Weaponweaving I,

+[Enlightened Life I]

+Poisons

+Bronzewood

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f3216e No.36999

File: 4462c0dd3460d66⋯.png (2.72 MB,2141x893,2141:893,Aurora_and_the_forest_of_t….png)

Dice rollRolled 47, 52, 9, 75, 78, 5, 56, 33, 9, 76, 24, 37 = 501 (12d100)

[Woodland Realm]

Population(+growth/turn): 68 (+4/turn)

Food: 3

Currency: 48 (+3/turn)

Industry: 5.5

Structures: Government Building, Farm I (2), Nests I (1), Stone Circle I

Defenses: 1 (Capital City)

Military: 1 Elf Guard

Tech: Woodcraft I (II3/6), Domestication I, Treeweaving I, Archery II, Weaponweaving I, Weaponcarving, Earth Magic II (III 1/6), Enlightened Life magic II

Resources:

[Wood: 18] (+1/turn)

[Stone: 18] (+1/turn)

[Bronze:16] (+1/turn)

[Bronzewood: 11(+1/turn)]

Pacuckur herd: 13 (+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

#1-2. the forest folk mobilize

#3-6 the forest folk gather around Mother Nature, and beseech her aid. a great spell is enacted by the Druids and Fairies, to buy some time and build defenses against the marching things from the north. earth and wood are woven together, grown into mighty thorns in our lands that would both aid in battle and slow the enemies march.

+Earth Magic II

+Enlightened Life magic II

+Treeweaving I

#7-9 the elves and gnomes arm themselves with bows and wooden spears grown from the very trees, while druids prepare spells of magic to summon small earthen walls or more thorns from the earth. fairy weavers of tree and magic, and elven and gnomish archers prepare

+Earth Magic II

+Enlightened Life magic II

+Treeweaving I

+Woodcraft I

+Archery II

+Weaponweaving I

+Weaponcarving I

#10-12 more of the forest folk arm themselves to defend their home

+Earth Magic II

+Enlightened Life magic II

+Treeweaving I

+Woodcraft I

+Archery II

+Weaponweaving I

+Weaponcarving I

>>36958

>OP allowed me to confirm movement

"Living Forest, a great stirring in the north is come. the trees speak and fairies have seen torches and axes and things with weapons coming. we fear for our lives and for the forest, but the forest is our home and we will fight and die to protect it. the trees will be our home or our grave. if the plight of our people has any meaning to you, we ask for your aid in the defense of our home. we are preparing a great barrier that might buy us precious time to prepare ourselves to defend. the Living Forest is wise in poison and herbs, and would help to ward off invaders if these were grown to poison too."

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f3216e No.37003

File: 8c6c10eb465f331⋯.jpg (31.01 KB,449x323,449:323,LikeThisButWithAFelion.jpg)

Dice rollRolled 13, 10, 4, 14, 45, 19, 29, 66, 61 = 261 (9d100)

>>36997

1-2: With a sufficient supply of the new metal, it was finally made clear that it was of greater strength compared to the bronze used up until now. However, the use of such metal is still niche, but over time, the practicality of iron will bring it into greater use.

>Upgrade Bronzeworking to Ironworking +Bronzeworking +Tools III +Bureaucracy I +Forges I +Iron

3-7: However, even with bronze being the main metal used in most things that requires such durable metals, a excess of it gathered up, to the point that Felhore's stockpiles are filled more with such metals than any other resource combined…

But with lemons, one will make lemonade, as the nobles soon commissioned something to be done with such materials: A giant bronze statue of Felion-kind, to tower above the landscape near Felhore, acting as both a landmark for travellers and Felion immigrants, and a wonder to dazzle the other cultures in the world. It will take time to complete, but when it is done, it will stand proudly as a sign of Felion culture, might, and industry!

>Construct a Felion version of the Colossus of Rhodes/Statue of Liberty, "the Titan of Felhore". +Bronzeworking +Architecture I +Bureaucracy I +Tools III +Forges I +Stone +Bronze

>+Like, all of the Bronze. I'm not really using it, so I'll use all of it to build a fuck-huge statue.

8: Since there is still uncertainty of what lays within the water, a military fleet will be constructed, designed for ramming Kraken and/or enemy ships if they ever happened to appear.

>+Bronzeworking +Tools III (to build the ships better) +Sailing I +Weaponsmithing II

9: Also, a harbour wouldn't hurt, to offer a place to allow ships to safely dock right next to land.

>+Architecture I +Bureaucracy I +Tools III +Sailing I

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f3216e No.37004

>>37003

(Spend 20 currency between the two dices of the first action, in order to get that shit done. The statue is basically a wonder, so I'm not too bothered about getting it done this turn.)

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f3216e No.37013

Just felt like mentioning this but bronze is actually stronger then iron. Well, it depends on the bronze but soft bronzes are the only bronzes that Iron is stronger than, Hard tin bronze's are actually stronger. The reason Iron became more used then bronze was simply because it was cheaper, then steel replaced iron as it was stronger. Sorry, my inner nerd came out, I just had to say that after the above.

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f3216e No.37014

>>37013

Well I just knew that Iron was the most-used metal after bronze but before steel, in history, so I thought it would just be a straight move onto iron. But since Bronze itself is actually a alloy, and since Steel technically is as well, I guess it could be fair to say that I'm actually researching 'Steelworking', if Wheelie allows it.

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f3216e No.37039

Dice rollRolled 55, 58, 5 = 118 (3d100)

Iron was actually used alongside bronze at first, Bronze as the armor with iron as the weapon. So its not too bad, though Wheellock has final say if its just a straight up stat buff or if you go right to steel. Either way, it will still help as its much easier to make then bronze.

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f3216e No.37040

File: 5e029821e3735b7⋯.png (3.84 MB,2500x2000,5:4,AncientsMap.png)

[Tumbili]

The Warriors are marched south- on the souther horizon, a city in the trees appears. Another unit of warriors is recruited [1/3; 3.2x [Disciplined][Berserker](Not sent south), but no other methods of tax collection are thought through.

[Wychwood]

The hunting lodge is completed [Hunting Lodge I, +1 food], and the weapons are also ready [Weapons I, +1 Industry]. Governmental reformation shows extreme promise [9/15].

[Jepsilp]

The forge is ready [Forge II, +1 Industry], and math research is continuing [2/6], while the mine is dug deeper [3/6].

[Olmara]

Research into weaving this new substance into armor kicks off [1/6], while the cause of the explosion is nearly found out [5/6]. Finally, a library is constructed [Library I, -1 coral].

[Folia]

Sameda finishes her teachings, for now [Primal Fire II], and Mother Nature is also learned from [2/6]. The Skirmishers are finished with their training [-1 food, -2 currency/turn]!

[Woodland Realm]

The fae mobilize for battle, and call on mother nature to help defend them [Defenses: +1 (Capital)]. And finally, a couple army regiments are formed [2.8x (-1 food, -2 currency/turn)][2.8x (-1 food, -2 currency/turn)]

>Mobilized unit- [2x (-1 food, -2 currency/turn)], -1 Industry].

[Feldoms]

>Town>>City: +1 pop/turn, +1 currency/turn

The Felion start to delve into ironworking [2/10], while the great Titan of Felhore goes up [5/20]. The beginnings of a navy are built [2/3, -2 wood], while the docks are started [Docks I, +1 Industry; -1 wood].

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f3216e No.37041

Dice rollRolled 49, 10, 89 = 148 (3d100)

>>37040

[Tumbili]

Settlements: (Patakatifu), (Ukungu TOWN) (Pwani Town), (Vita Town) (Tumbili Outpost (1))

Territory: 43

Population(+growth/turn): 54 (+5/turn)

Food: 1

Currency: 34 (+1/turn)

Industry: 10

Structures: Red Stone Palace, Farm I (4), 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, 1 Kima Warriors [3.2x [Disciplined][Berserker] (-2 currency/turn, -1 food)], 2 Kima Warriors [Berserker] [2.6x, -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: 5] [Bronze: 3] [Stone: 5] [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.

1. Continue recruiting the next unit of Warriors. 1/3 +[Physical Prowess] +[Kima Aggression]

2. We must find a way of harvesting more -tribute-! We require more! Research Taxes II.

3. Begin building a Farm. +[Agriculture II]

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f3216e No.37042

Dice rollRolled 8, 1, 7 = 16 (3d10)

The Kima warriors descend upon the northern outpost of the Woodland Realm with utter savagery, blitzing through the forest like a black tide. The natural growths of the forest they do not harm: but those unnatural structures, those Enlightenment-crafted blights upon the jungle, those woodland beings caught in the open by the savage apes, those are all clubbed, torn and destroyed.

The Kima raze the northern outpost and do not advance further. If resistance is met there, they fight it with savage fury. If it is -not-, then they destroy the outpost and roar triumphantly in the wreckage…

1. 1 Kima Warriors [3.2x [Disciplined][Berserker]

2/3. 2 Kima Warriors [Berserker]

+[Physical Prowess]

+[Discipline III, Primal Combat IV, Clubs II, Weaponsmithing I]

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f3216e No.37043

>>37042

Kima Warriors have a strength of 2.6

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f3216e No.37050

File: cdcef884d36ea86⋯.jpg (221.56 KB,1931x1278,1931:1278,Forest-Fire.jpg)

File: 4c393a647b4be67⋯.jpg (320.46 KB,1920x1072,120:67,Fantasia-disneyscreencaps_….jpg)

Dice rollRolled 79, 9, 78 = 166 (3d100)

[Woodland Realm]

Population(+growth/turn): 72 (+4/turn)

Food: 3

Currency: 45 (+3/turn)

Industry: 5.5 (-1)

Structures: Government Building, Farm I (2), Nests I (1), Stone Circle I

Defenses: 2 (Capital City)

Military:

1 Elf Guard

1 Woodland Guardians [2.8x (-1 food, -2 currency/turn)]

1 Woodland Guardians [2.8x (-1 food, -2 currency/turn)]

1 Armed Forest Folk [2x (-1 food, -2 currency/turn)], -1 Industry]

Tech: Woodcraft I (II3/6), Domestication I, Treeweaving I, Archery II, Weaponweaving I, Weaponcarving, Earth Magic II (III 1/6), Enlightened Life magic II

Resources:

[Wood: 18] (+1/turn)

[Stone: 18] (+1/turn)

[Bronze:16] (+1/turn)

[Bronzewood: 11(+1/turn)]

Pacuckur herd: 13 (+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 fires of war rally the forset folk, the woods are under siege and the trees are burning. more woodland guardians are raised.

+[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.

+Earth Magic II

+Enlightened Life magic II

+Treeweaving I

+Woodcraft I

+Archery II

+Weaponweaving I

+Weaponcarving I

#2 the fires of war rally the forset folk, the woods are under siege and the trees are burning. more woodland guardians are raised.

+[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.

+Earth Magic II

+Enlightened Life magic II

+Treeweaving I

+Woodcraft I

+Archery II

+Weaponweaving I

+Weaponcarving I

#3 the fires of war rally the forset folk, the woods are under siege and the trees are burning. more woodland guardians are raised.

+[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.

+Earth Magic II

+Enlightened Life magic II

+Treeweaving I

+Woodcraft I

+Archery II

+Weaponweaving I

+Weaponcarving I

>>37042

the forest burns. elf, gnome, and fairy could sleep and dwell under any tree they found, natural trees wild and old no different than any other. their northern outpost, a collection of trees which they dwelt under, sends a smoke into the sky. the forest folk retreat deeper into their capital, building up their strength for the coming onslaught.

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f3216e No.37051

Dice rollRolled 93, 87, 3, 62, 13, 52 = 310 (6d100)

[Dwarf Mountain]

Population(+growth/turn): 60 (+4/turn)

Food: 2

Currency:49 (+3/turn)

Industry: 15

Structures: Government Building, Farm I, Forge I Gem 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: 34] +2 / turn

[Stone: 18] +1 / turn

[Gems: 11] +1/turn

[Iron: 9] +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.

1-2. Eastward ho!

Excavating I, Mining Tools I, Tools I, Iron I, Steam Engines I, Runes I, Runic Tools I, Architecture I, Mine Carts II, Steam Drill I, Steam Locomotive I

3-4. Dig out another mushroom farm dwarves!

Excavating I, Mining Tools I, Tools I, Iron I, Steam Engines I, Runes I, Runic Tools I, Architecture I, Mine Carts II, Steam Drill I, Steam Locomotive I

5-6. Let's keep digging fer gold.

Excavating I, Mining Tools I, Tools I, Iron I, Steam Engines I, Runes I, Runic Tools I, Architecture I, Mine Carts II, Steam Drill I, Steam Locomotive I

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f3216e No.37052

File: 1dd851913b98153⋯.png (393.52 KB,400x685,80:137,Dwarf_Ranger-1.png)

>>37050

"Howdy thar, ye elven folk. We cannae help but notice ye have yerselves a heap o' bronze just sittin' thar. Ain't ye gonna use it?

We can see from our mownt'n ye have yerselves a bit o' a war a goin' on. I bet them fires are none ta' good for yer farms.

If ye be the trading type folk, we be willing to lend ye some o' our food, if ye'll give us all yer bronze. We dwarves need metal to make our structures, we don't got any forest or growth under the mownt'n so we dinnae know how ta use wood."

>Offer: 2 of our extra food for 16 of your bronze

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f3216e No.37054

Dice rollRolled 13, 98, 24 = 135 (3d100)

>>37040

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), Niu (W) (outpost (4))

Territory: 55

Population(+growth/turn): 73 (+4/turn)

Food: 3 (2 taken)

Currency: 53 (+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 I

Resources: [Coral: 22 +1/t] [Seaweed: 21 +1/t] [Driftwood: 21 +1/t] [Obsidian: 13 +1/t] [Sea Glass: 10(+1/turn)] [Icthy: 12 (+1/turn)] [Woven Rock: 6 (+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. Continue research into weaving the Woven Rock into armor continues. 1/6

+Library I

2. Finish up research into why the substance exploded into a fountain of shards. 5/6

+Library I

3. Begin to study ways to give incentive to the natural and continuous expansion and exploration throughout the seas.

+Library I

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f3216e No.37059

File: a64d46a4cf97d28⋯.jpg (235.67 KB,900x720,5:4,a4c0ab4565a42d8a77b265c8fa….jpg)

Dice rollRolled 75, 76, 57 = 208 (3d100)

>>37040

Nation Name: Tribe of Jepsilp

Race(s): The Sfimvx, pl. Sfims

Color: Yellow

Settlements: (Capital City:Fraktion) (Outposts: Nortia, Soutia, Esti, Wessa(4))

Territory: 43

Population(+growth/turn): 45 (+2/turn)

Food: 0

Currency: 10 (+3/turn)

Industry: 13

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill I, Mine II, Forge II, Mining I

Defenses: 1 (Capital City: Fraktion)

Military: 2 (1.2x Bentenite Soldiers(Spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools III, Weapons I, Architecture I, Domestication I

Resources: [Ice: 25.5+2] [Bronze: 26+3] [Stone:6.5+1] [Wood:5+1] [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

Port: 3/3

Mathematics II: 2/6

Mine III 3/6

I should have finished the new town last turn.

1. Continue studying Mathematics.

> Mathematics II 2/6

2. Continue upgrading the Mine.

> Mine III 3/6

3. Begin work on Tools IV. Take these 3 coins as a boost.

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f3216e No.37060

Dice rollRolled 55, 45, 98 = 198 (3d100)

>>37040

[Tribal Feldoms]

Population(+growth/turn): 86 (+5/turn)

Food: 6 [Upk. 6]

Currency: 14 (+5/turn) [Upk. 3]

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]

Tech: Bronzeworking, Architecture I, Agriculture II, Bureaucracy I, Mathematics I, Tools III, Economy I, Sailing II, Colonialism I, Weaponsmithing II, Infantry I, Hunting I

Resources: [Bronze: 21 (+1pt)] [Iron: 5 (+1pt)] [Stone: 19 (+2pt)] [Wood: 14 (+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 it turned out that Iron is not only weaker than good-quality bronze, but one can use it with Bronzeworking tech, as shown by the dorfs, the 'ironworking' would instead be more along the lines of steelworking.

>Steelworking. [2/???] +Bronzeworking +Tools III +Bureaucracy I +Forges I +Iron

2: Titan of Felhore (5/20)

+Bronzeworking +Architecture I +Bureaucracy I +Tools III +Forges I +Stone +Bronze

3: Military Boats (2/3)

>+Bronzeworking +Tools III (to build the ships better) +Sailing II +Weaponsmithing II +Docks I

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f3216e No.37062

>>37050

You don't have any more food to raise soldiers with, my dude. Your current army is eating all your current food.

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f3216e No.37063

File: 7a7466561606fd0⋯.jpg (110.9 KB,533x367,533:367,Ham.jpg)

Dice rollRolled 34, 7, 40, 91 = 172 (4d100)

>>37040

Place I was at had non-existent internet. Here we go.

>>36885

Smiling and accepting, the bowman extended his hand. "Your offer is accepted. Use this knowledge to better your people, and be wary of your surroundings: they betray you."

The King realized that the gains in population and wealth from the town of Isin'guard were unreported, and that makes him very angry. No word is made on where the lost population went, but he assumes the governor greedily held onto the wealth for himself. Nevertheless, this will not happen in the future.

[Holy Hegemony of Humania]

Population(+growth/turn): 74 (+4/turn)

Food: 3 {Upk. 2}

Currency: 67 (+5.5/turn) {Upk. 1.5}

Industry: 6.5

Territory: 43

Settlements: Humania ✪, Isin'guard [Town], x3 Unnamed Outposts

Structures: Palace (Humania), 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, Masonry II, Archery III, Architecture I, Discipline I, Writing I, Economics I

Resources:

[Bronze: 22] +1/turn

[Stone: 27] +2/turn

[Wood: 14] +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.)

Sending [Writing I] to the Feldoms.

2+3.)

[Grand Academy I]

[Library I]

-

[Archery IV] [4/10]

4+5+6.)

[Grand Academy I]

[Library I]

-

Researching [Masonry III].

7.)

[Discipline I]

[Grand Academy I]

[Library I]

-

Researching Logistics I (reduce food cost of soldiers).

8+9.)

[Agriculture II]

[Masonry II]

[Architecture I]

[Industrial]

-

Build more farms!

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f3216e No.37064

Dice rollRolled 58, 35, 33, 94, 23 = 243 (5d100)

>>37063

Other 5 rolls.

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f3216e No.37066

Dice rollRolled 60, 26, 99 = 185 (3d100)

>>37040

Race(s): (Dryads, Ent and Myconids)

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): 67 (+3/turn)

Food: 1

Currency: 77 (+4/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]

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Folian Skirmishers (3.6)[Poison][Sapper]

Tech: Woodcraft, Herbalism III, Agriculture I, Treeweaving III, Weaponcarving II, Poison III, Primal Fire II, Weaponweaving I,[Enlightened Life I] 2/6

Resources: [Bronze: 3] [Stone: 0] [Wood: 11 +1/turn] [Bronzewood: 21 (+1/turn)], [Poisons: 9 (+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. Move our skirmishers to reinforce the Woodland realm. They have proven to not be bad, and such neighbors are rare.

Folian Skirmishers (3.6)[Poison][Sapper]

2. Continue to learn from Mother Nature. 2/6

3.Set up a Market we need a palce to trade and barter for things.

+Woodcraft

+Treeweaving

+Treespeak

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f3216e No.37070

File: bfd5ac0d9241cca⋯.jpg (610.79 KB,2400x1338,400:223,Brass-Bronze-Ingot-2-e1424….jpg)

>>37062

you are right I had noticed that now, I want to see if Wheelie will approve a trade.

>>37052

the forest folk, pressed by a viscous enemy, have no other choice. "we have no use for Bronze and metal, and will trade you of what we have gathered for the food you offer." the Woodland Realms accepts this trade of 16 bronze for 2 food.

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f3216e No.37071

File: 5c35bac5cb1c463⋯.jpg (253.92 KB,850x1190,5:7,AwuuSoldier.jpg)

Dice rollRolled 2, 83, 8 = 93 (3d100)

Nation Name: The Wychwood

Race(s): Ookami

Color: Whitish grey or dark green

Fluff: >>36312

Settlements: (Wychwood Forest(capital)) ( Olyria, New Haven, Ordale, White Haven.(outposts))

Territory:39

Pop: 30 (+4/turn)

Food: 2

Currency: 10 (+3/turn)

Industry: 6

Structures: Government Building, Farm I (2) Hunting lodge I

Defenses: 1 (Capital)

Military: 1 (The Whitefangs)

Resources: [Bronze: 8] [Stone :10] [Wood: 6]

Tech: Bronzeworking, Infantry I, Claws I, Scouting I, 9/15 Republic, Hunting II, Spears I, 1/4 light armor

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.

(I noticed I didn't update pop, so I fixed that now…so sorry about that mistake. Also, if its okay I'm gonna say the weapons where spears, since they are simple and useful both in hunting and warfare. More fluffy that way too than just general weapons.)

1, With the hunting lodge finished and in use, the Silvereye's go back to focusing their work on helping the Whitefangs by working on more of the armor as well as possible ways to improve said armor.

2, Meanwhile, the Whitefangs start practicing with new combat techniques and tactics. Mainly with the use of the new spears and mainly to get a feel for the weapons before going out into battle with them as to be more ready for when such a time arises.

3, Things seem ahead of everyone's expectations, many many parts of how the new government would work and many smaller packs have come to accept the new government, only a few smaller packs are still opposed to the unification or not cooperating.

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f3216e No.37073

File: e5c4556b8d1c6d4⋯.png (272.53 KB,600x550,12:11,Oh_no.png)

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f3216e No.37074

>>37070

Don't forget the drain on your currency too boy

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f3216e No.37075

Dice rollRolled 42, 83, 37 = 162 (3d100)

I just realized I haven't updated currency either…it should be 25…..woops

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f3216e No.37076

>>37074

I subtracted my currency expense from last turn

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f3216e No.37095

File: e399400681c3ea6⋯.png (3.84 MB,2500x2000,5:4,AncientsMap.png)

[Tumbili]

Training of the Kima regiment completes (3.2x [Disciplined][Berserker](-1 food, -2 currency/turn)], and though no further taxes are collected, another farm is built [Farm I, +1 food, -1 wood].

[Woodland Realm]

>Note: You have no excess food left. Units will not be available for combat until you gain more food!

More warriors are raised [(2)3x (inactive)]

>mobilized unit: 2x(Inactive)

[Dwarf Mountain]

Much expansion eastward is had [+20 hex]! Another mushroom farm is being cultivated [2/4], and the search for gold begins [2/4].

[Olmara]

Research into woven rock armor stalls, but research into the sea glass completes; the O'jala have a much better handle on the substance now [Glassworking II, Glassworking II @ 3/8]. Expansion methods are studied [1/4]

[Jepsilp]

>Town: +1 currency/turn, +1 pop/turn

Mathematics research is nearly done [5/6], while the mine is upgraded [Mine III, +1 bronze/turn], and further tools are made [2/10, -1 bronze].

[Feldoms]

>Tech progression is bronze>iron>steel, deal with it.

Further ironworking research is had [4/10], the Titan of Felhore shows only slight progress [6/10], and the beginnings of a navy is ready [2.4x, -2 currency/turn].

[Humania]

The human's writing system is sent to the Feldoms, and archery research progresses [6/10]. Masonry research is nearly complete [7/8], and the kingdom begins rationing its food stores [1/4]. More farms are built [Farms I (2), +1 food/each].

[Folia]

The skirmishers are sent to the Folian's neighbors, and learning continues [3/6], while a market is easily set up [Market I, +1 currency/turn, -1 stone].

[Wychwood]

The armor proves to small, and is scrapped [Progress @ 0], but new tactics are figured out [3/4]. Some of the smaller Ookami tribes resist the new government fiercely, and progress is set back some [8/15].

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f3216e No.37096

[COMBAT REPORT]

With no resistance, the Kima Warriors of the Tumbili tear through the northern outpost of the Woodland realm, killing many and taking much resources.

[TUMBILI]

Gain 5 wood, 5 stone

[WOODLAND REALM]

Northern outpost lost, -5 pop, -5 wood, -5 stone

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f3216e No.37097

Dice rollRolled 28, 9, 53, 65, 58, 64, 3, 38, 78 = 396 (9d100)

[Society]

Population(+growth/turn): 80 (+4/turn)

Food: 1

Currency: 59 (+3/turn)

Industry: 6

Structures: Government Building, Farm I (2), 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, Farming I, Sustainable Population II (+1 pop per city/town), Science IV, Chemistry I Tools I

Resources:

[Wood: 25] +1/turn

[Bronze: 24] +1/turn

[Stone:24] +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] 4/5

Black Powder 0/6

1-3. Research Science V!

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I, Grand Academy I

Tech: Science IV, Tools I, Writing II, Mathematics II, Astronomy I, Chemistry I

4-6. Research Mathematics III

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I, Grand Academy I

Tech: Science IV, Tools I, Writing II, Mathematics II, Astronomy I, Architecture I

7-9. Research Chemistry II

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I, Grand Academy I

Tech: Science IV, Tools I, Writing II, Mathematics II

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f3216e No.37099

Dice rollRolled 28, 100, 59 = 187 (3d100)

>>37095

[Tribal Feldoms]

Population(+growth/turn): 91 (+5/turn)

Food: 6 [Upk. 6]

Currency: 17 (+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: Bronzeworking, Architecture I, Agriculture II, Bureaucracy I, Mathematics (Felion) I, Writing (Human) I, Tools III, Economy I, Sailing II, Colonialism I, Weaponsmithing II, Infantry I, Hunting I

Resources: [Bronze: 22 (+1pt)] [Iron: 6 (+1pt)] [Stone: 21 (+2pt)] [Wood: 16 (+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:As the first ship returned from the humen the means to convey ideas and things through symbols instead of words brought joy to the bureaucratic Felions. Even in spite of some Wecirs crying out about how this'll ensure sloth, no longer will the bureaucrats be forced to remember every single detail of internal law or personal contract, for they could merely note such things down to bring up and recall at the other time.

In respect to this, and in spite of the understanding of Masonry not being provided, the Felions will honour their side of the trade, as blacksmiths and mathematicians boarded the ship, to be guided by the same ambassador who went to Humania.

>Trade Tools III and Mathematics I to Humania.

2: Ironworking [4/10]

>+Bronzeworking +Tools III +Bureaucracy I +Forges I +Iron

3: Titan of Felhore [6/20]

+Bronzeworking +Architecture I +Bureaucracy I +Tools III +Forges I +Stone +Bronze

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f3216e No.37117

Dice rollRolled 35, 43, 56 = 134 (3d100)

>>37095

[Tumbili]

Settlements: (Patakatifu), (Ukungu TOWN) (Pwani Town), (Vita Town) (Tumbili Outpost (1))

Territory: 43

Population(+growth/turn): 59 (+5/turn)

Food: 2

Currency: 33 (-1/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 [3.2x [Disciplined][Berserker] (-2 currency/turn, -1 food)], 2 Kima Warriors [Berserker] [2.6x, -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: 9] [Bronze: 4] [Stone: 10] [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.

1. Move our newly recruited warriors down south to aid in the war effort.

2. The forces within the Woodland Realm move to assault their capital.

3. Upgrade our Eastern Outpost into a Town. [Masonry I] +[5 Stone] +[5 Wood]

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f3216e No.37118

File: 49e3ae6df5c36eb⋯.jpg (29.2 KB,534x401,534:401,C H I M P.jpg)

Dice rollRolled 6, 10, 2 = 18 (3d10)

>>37117

>>37095

Hyped up on bloodlust from their razing of the outpost, eager to slaughter their opponents without -too- much of a hassle, the Kima horde descends upon the capital of the Woodland Realm. They give no quarter and expect none in return, and here they seem to temporarily abandon their previous policy of leaving as much jungle intact as possible: the capital is burned, smashed and razed, its inhabitants, and its defenders, attacked from all possible sides in a terrifyingly coordinated display of savagery. Primal Life Magic is used to give the chimps a powerful edge, while their inherent knowledge of Fortifications is used to try and circumvent the capital's own defenses.

1. Kima Warriors [3.2x [Disciplined][Berserker]

2/3. 2 Kima Warriors [Berserker] [2.6x]

+[Primal Life Magic I]

+[Primal Combat IV, Clubs II, Discipline III, Fortifications I]

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f3216e No.37119

Dice rollRolled 55, 1, 81 = 137 (3d100)

[Woodland Realm]

Population(+growth/turn): 71 (+4/turn)

Food: 3

Currency: 42 (+3/turn) (-6)

Industry: 5.5 (-1)

Structures: Government Building, Farm I (2), Nests I (1), Stone Circle I

Defenses: 2 (Capital City)

Military:

1 Elf Guard

1 Woodland Guardians [2.8x (-1 food, -2 currency/turn)]

1 Woodland Guardians [2.8x (-1 food, -2 currency/turn)]

1 Armed Forest Folk [2x (-1 food, -2 currency/turn)], -1 Industry]

INACTIVE

2 Woodland Guardians [3x (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

Resources:

[Wood: 14] (+1/turn)

[Stone: 14] (+1/turn)

[Bronze:17] (+1/turn)

[Bronzewood: 12(+1/turn)]

Pacuckur herd: 14 (+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 those forest folk who remain at home focus their efforts on raising new fruit trees in the defense. they ask the blessing of Mother Nature to aid in growing fruit trees. they ask of the animals to aid in feeding the realm from danger, seeking the blessing of their spirit to use their mortal bodies for food.

Woodcraft I, Domestication I, Treeweaving I Earth Magic II, Enlightened Life magic II

>spend Pacuckur for food

+[Harmony]: The Children live in harmony with their home, and can grow more food from their lands. Conversely efforts to industrialize usually fall flat.

>>37052

"if you want our Bronze you will have to come pick it up yourselves, we are busy in the defense of our home."

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f3216e No.37120

File: 9dd8f0963496fd1⋯.jpg (31.77 KB,323x479,323:479,elves (1).jpg)

Dice rollRolled 6, 7, 8, 10 = 31 (4d10)

>>37119

>industry should be (-2)

>>37118

the woodland guardians and armed forest folk rise to the defense of the capital, entering the great thorned forest erected outside it. they know that if they die, their blood and flesh will seep into the soil to feed a new forest from the ashes one day. but today they fight. the gnomes ride on the backs of pacuckur launching arrows, while above in the thorned trees the elves do the same. fairies and druids join the battle, using earth magic to raise earth walls and lob stones, or life magic to ensare some monkeys in yet more thorns.

1 Elf Guard

1 Woodland Guardians [2.8x (-1 food, -2 currency/turn)]

1 Woodland Guardians [2.8x (-1 food, -2 currency/turn)]

1 Armed Forest Folk [2x (-1 food, -2 currency/turn)], -1 Industry]

+Defenses: 2 (Capital City)

+Treeweaving I, Archery II, Earth Magic II, Enlightened Life magic II

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f3216e No.37121

Dice rollRolled 77, 95, 4 = 176 (3d100)

>>37095

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), Niu (W) (outpost (4))

Territory: 55

Population(+growth/turn): 77 (+4/turn)

Food: 3 (2 taken)

Currency: 55 (+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 I

Resources: [Coral: 23 +1/t] [Seaweed: 22 +1/t] [Driftwood: 22 +1/t] [Obsidian: 14 +1/t] [Sea Glass: 11(+1/turn)] [Icthy: 13 (+1/turn)] [Woven Rock: 7 (+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. Continue research into weaving the Woven Rock into armor continues. 1/6

+Library I

2. Glassworking III research continues. 3/8

+Library I

3. Expansion methods research continues. 1/4

+Library I

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f3216e No.37133

File: a64d46a4cf97d28⋯.jpg (235.67 KB,900x720,5:4,a4c0ab4565a42d8a77b265c8fa….jpg)

Dice rollRolled 70, 90, 74 = 234 (3d100)

>>37095

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): 49 (+3/turn)

Food: 0

Currency: 11 (+4/turn)

Industry: 13

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill I, Mine III, Forge II, Mining I

Defenses: 1 (Capital City: Fraktion)

Military: 2 (1.2x Bentenite Soldiers(Spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools III, Weapons I, Architecture I, Domestication I

Resources: [Ice: 27.5+2] [Bronze: 29+4] [Stone:7.5+1] [Wood:6+1] [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

Mathematics II: 5/6

Tools IV 2/10

1. Make more progress on those Tools, please. Take 4 Currency to boost that.

>Tools IV 2/10

2. Continue studying Math.

>Math II 5/6

3. Construct a new Lumber Mill by the Port town. With the benefits of all these tree's around, it should be much easier to accomplish.

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f3216e No.37136

File: c272fca5d497976⋯.png (375.45 KB,645x1000,129:200,Awuumrk4.png)

Dice rollRolled 66, 4, 85 = 155 (3d100)

Nation Name: The Wychwood

Race(s): Ookami

Color: Whitish grey or dark green

Fluff: >>36312

Settlements: (Wychwood Forest(capital)) ( Olyria, New Haven, Ordale, White Haven.(outposts))

Territory:39

Pop: 34 (+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: 8] [Stone :10] [Wood: 6]

Tech: Bronzeworking, Infantry I, Claws I, Scouting I, 8/15 Republic, Hunting II, Spears I, 0/4 light armor 3/4 Tactics

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.

1, The armor proving to be too small is a setback and a slight embarrassment for the Silvereyes, and as such they quickly get to work on making armor that is the right size and will actually fit.

2, With substantial progress, tactics with new spears are put into action, using these tactics against each other in a large spar between the younger members of the Whitefangs armed with wooden poles instead of actual spears as a form of training for the younger members of the pack and for seeing what tactic is good for what, and which counters which.

3, Despite the resistance of some of the smaller packs, work still goes on. They would realize the benefits of a unified Ookami race eventually, be it in a few days or a few years.

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f3216e No.37137

File: ba670d1ef871c65⋯.png (124.83 KB,700x700,1:1,Oh_noMrk2.png)

2 times in a row….

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f3216e No.37144

Dice rollRolled 87, 12, 21 = 120 (3d100)

>>37095

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): 70 (+3/turn)

Food: 1

Currency: 80 (+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]

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Folian Skirmishers (3.6)[Poison][Sapper]

Tech: Woodcraft, Herbalism III, Agriculture I, Treeweaving III, Weaponcarving II, Poison III, Primal Fire II, Weaponweaving I,[Enlightened Life I] 3/6

Resources: [Bronze: 3] [Stone: 0] [Wood: 11 +1/turn] [Bronzewood: 22 (+1/turn)], [Poisons: 10 (+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. Continue to Learn from Mother nature.

+Shaman's Hut I

2. Expand the Market, we need more room!

+Woodcraft

+Treeweaving III

+Treespeak

3.We are too far away to give them earnest aid, but perhaps we could aid the forest folk with our magic. Collect some poison ivy and burn it with our magic, direct the smoke towards the invaders, they will itch and choke on it's oils.

+Primal Fire II

+Poison III

+Herbalism III

+Enlightened Life I

+Shaman's hut I

+Poison supply 10(take as much as needed)

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f3216e No.37145

File: 050d2820729ba8d⋯.jpg (586.86 KB,1680x1050,8:5,skeleton pirate.jpg)

>>35423

Nation Name: The Crew of Captain Jack

Race(s): Skeletons

Color: Cyan

Fluff: Revenge. Hatred. Wrath. Bloodlust. These are all valid reasons an undead may come back to the mortal coil, to claw out the warmth of life from the beating breasts of whatever victims they can find. None hunger more than those lost at sea, doomed to an eternity of crushing darkness in the abyssal depths.

Until…

An anchor, scraping against a seabed that has not seen light in eons, is grasped by the skeletal grip of death itself. Up the chains it sweeps, and through the crew it runs. By nightfall, a new ship sails, sailed by a crew that shines pale in the moonlight.

They hunger for life. They hunger for warmth, for dry land, for hearth and home.

But the sea always calls. And to the sea, they will return.

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f3216e No.37164

File: 1bdcf3aa8962b3e⋯.jpeg (115.12 KB,485x600,97:120,68284-ashurbanipal-assyri….jpeg)

Dice rollRolled 30, 85, 54 = 169 (3d100)

>>37095

The outsiders want Masonry? But the King has yet to perfect it to the point he feels happy to show to the outside. They shall have it once it is ready!

[Holy Hegemony of Humania]

Population(+growth/turn): 74 (+4/turn)

Food: 7 {Upk. 2}

Currency: 72.5 (+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 II, Archery III, Architecture I, Discipline I, Writing I, Economics I

Resources:

[Bronze: 23] +1/turn

[Stone: 29] +2/turn

[Wood: 15] +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.)

[Grand Academy I]

[Library I]

-

Researching [Archery IV]. [6/10]

2.)

[Discipline I]

[Grand Academy I]

[Library I]

-

Researching [Logistics I]. [1/4]

3.)

[Grand Academy I]

[Library I]

-

Researching [Masonry III]. [7/8]

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f3216e No.37173

having trouble posting, test

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f3216e No.37178

Dice rollRolled 51, 32, 42 = 125 (3d100)

>>37173

That's better.

[Dwarf Mountain]

Population(+growth/turn): 64 (+4/turn)

Food: 2

Currency:52 (+3/turn)

Industry: 15

Structures: Government Building, Farm I, Forge I Gem 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: 36] +2 / turn

[Stone: 19] +1 / turn

[Gems: 12] +1/turn

[Iron: 10] +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 Farm 2/4

Gold Mine 2/4

1. Dwarves! These elves from the east are just giving away their Bronze. If we help them through whatever scrap they've gotten themselves into, they'll be in our debt! We're gonna get rich dwarves!

Start trading 2 of our Food in regular shipments for all of their Bronze, we'll do it all through some underground tunnels since their city is surrounded. Oh, and give em some of our currency too. They need money to keep fighting, can't be in our eternal debt if they're dead. Send about 40 Currency their way.

Excavating I, Mining Tools I, Tools I, Iron I, Steam Engines I, Runes I, Runic Tools I, Architecture I, Mine Carts II, Steam Drill I, Steam Locomotive I

2-3. Finish up digging that there new Mushroom Farm. We need more food! 2/4

Excavating I, Mining Tools I, Tools I, Iron I, Steam Engines I, Runes I, Runic Tools I, Architecture I, Mine Carts II, Steam Drill I, Steam Locomotive I

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f3216e No.37187

reading

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f3216e No.37188

>>37187

New game after this one wraps up, join it, faggot.

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f3216e No.37189

>>37188

seems far from ending nigger

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f3216e No.37190

>>37189

If more people drop it might, Hopefully that's not the case.

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f3216e No.37191

>>37187

>>37188

>>37189

>>37190

Just realized I'm talking about another game. Carry on.

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f3216e No.37192

>>37190

[you] :3

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f3216e No.37194

File: a467936f2d0e7f1⋯.png (3.84 MB,2500x2000,5:4,AncientsMap.png)

[Society]

One final, big push to science is made [3/12]. and a better understanding of mathematics is undertaken as well [6/8]. Further chemistry research is also started [4/6].

[Feldoms]

The trade is sent to Humania, and the Titan of Felhore shows slight progress [8/20]. Meanwhile, the process of ironworking completes, and efforts to refine it even further start [Ironworking, Steelworking 1/10]!

[Tumbili]

The new regiment of Warriors is sent south to aid in the war effort, and those at the outpost of the Woodland Realm march on the capital. Finally, the eastern outpost is upgraded [3 turns].

[Woodland Realm]

Something at the farms goes horribly wrong. The crops turn out sickly, and there is mass death [-5 pop].

[Olmara]

Rock-woven armor is nearly ready [4/6], and glassworking research is too [7/8]. On an expansion expedition, though, the party doesn't come back- a faint smell of blood in the water in the direction they went hints at their fate [-5 pop].

[Jepsilp]

There is much progress on tool improvements [5/10], and the mathematics studies complete [Math II]! A new lumber mill is built[3/4, -1 wood].

[Wychwood]

The Silvereyes start again on their armor [2/4, -1 bronze], and yet again, tactics fall flat. There are a few casualties [-3 pop (you know you can spend currency to boost rolls, right?)]. The transition into a Republic is nearly complete [11/15].

[Folia]

The Folian go to mother nature again, and complete their training [Enlightened Life III], but the market is not expanded. The Folian then start a ritual to call forth a choking smog to send at the Tumbili invaders [1/4]!

[Humania]

Archery research slowly progresses [7/10], and the research into Logistics completes [Logistics I], while masonry research also completes [Masonry III]

[Dwarf Mountain]

The food is sent to the eastern Woodland Realm, and the farm is complete [Farm I, +1 food/turn]!

[NEW NATION-Captain Jack]

Settlements: (Player-named capital) (Player-Named outpost (4))

Territory: 39

Population(+growth/turn): 10 (+3/turn)

Food: 1

Currency: 3 (+3/turn)

Industry: 5

Structures: Government Building, Farm I (2)

Defenses: 1 (Capital City)

Military: 1 (Player Named Unit)

Tech: Bronzeworking, Naval II, Weaponsmithing II, Navigation II

Resources: [Bronze: 10] [Stone: 10] [Wood: 10]

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.

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f3216e No.37195

[COMBAT REPORT]

[Tumbili]

6x3.2=19.2

10x2.6=26

2x2.6=5.2

Total=50.4

[Woodland Realm]

6x1=6

7x2.8x=19.6

8x2.8=22.4

10x2=20

+2

Total=70

[VICTORY-Woodland Realm]

After a hard fought battle, the elves of the Woodland Realm repel the ape invaders. Though the lowly Elf Guard has been completely decimated, the elves have responded in kind, killing one of the battalions of invading warriors, and wounding the other two.

[TUMBILI]

-1 Kima Warrior

Kima Warrior now at 2.4 strength

Kima Warrior now at 2.8 strength

[Woodland Realm]

-1 Elf Guard

1 Woodland Guardian now at 2.6 strength

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f3216e No.37196

File: 70c134a32cd096f⋯.jpg (200.88 KB,850x1188,425:594,awuumrk6.jpg)

Dice rollRolled 66, 65, 91 = 222 (3d100)

Nation Name: The Wychwood

Race(s): Ookami

Color: Whitish grey or dark green

Fluff: >>36312

Settlements: (Wychwood Forest(capital)) ( Olyria, New Haven, Ordale, White Haven.(outposts))

Territory:39

Pop: 35 (+4/turn)

Food: 2

Currency: 31 (+3/turn)

Industry: 6

Structures: Government Building, Farm I (2) Hunting lodge I

Defenses: 1 (Capital)

Military: 1 (The Whitefangs)

Resources: [Bronze: 7] [Stone :10] [Wood: 6]

Tech: Bronzeworking, Infantry I, Claws I, Scouting I, 11/15 Republic, Hunting II, Spears I, 2/4 light armor 3/4 Tactics

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.

(I know, I'm just being stingy)

1, The Silvereyes continue working away at the new armor, now that it is actually the right size and would fit, they are confident that this will be very very useful, especially for training seeing how poorly that went for the Whitefangs.

2, Speaking of the Whitefangs, they seem to be working on new and better tactics that actually work after the little embarrassment that they had. If this cycle continues, the next pack due for some kind of embarrassment would be the Gravekeepers.

3, Full unification is close, the first major challenge on the road to a grand and wondrous civilization is almost done, what lies in store next however is unknown at this time, but like all challenges the ookami have faced, it will be overcome.

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f3216e No.37198

>>37194

If King Abu-Abum might ask the strange voice in His head that narrates things beyond His understanding, how much does [Logistics] cut down on the King's army's costs, food or otherwise?

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f3216e No.37199

File: a64d46a4cf97d28⋯.jpg (235.67 KB,900x720,5:4,a4c0ab4565a42d8a77b265c8fa….jpg)

Dice rollRolled 6, 74, 92 = 172 (3d100)

>>37194

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): 52 (+3/turn)

Food: 0

Currency: 11 (+4/turn)

Industry: 13

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill I, Mine III, Forge II, Mining I

Defenses: 1 (Capital City: Fraktion)

Military: 2 (1.2x Bentenite Soldiers(Spearmen))

Tech: Bronzeworking, Cooking I, Hero Worship I, Fanaticism I, Tools III, Weapons I, Architecture I, Domestication I, Math II, Sailing I, Bureaucracy I

Resources: [Ice: 29.5+2] [Bronze: 33+4] [Stone:8.5+1] [Wood:6+1] [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

Tools IV 5/10

Lumber Mill 3/4

1. Finish up the Lumber Mill.

>Lumber Mill 3/4

2. Finish up those Tools. Take these 4 Coins as an incentive.

>> Tools IV 5/10

3. If our port is to begin trading with people, we must have a currency! Begin constructing a Mint in Riverport!

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f3216e No.37200

>>37199

No. Lumber Mill needs to finish. Take these 3 Coins.

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f3216e No.37201

File: 009a62ebe04ebb7⋯.jpg (185.29 KB,738x984,3:4,skeleton pirate 2.jpg)

Dice rollRolled 72, 91, 76 = 239 (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): 13 (+3/turn)

Food: 1

Currency: 6 (+3/turn)

Industry: 5

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: 10] [Wood: 10]

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. Arr me landlubbers, start building a Quarry to get me some Stone! The western outpost shall make a fine place fer it!

2. Get me some lumber from the island to our west, we need more wood fer the Flying Dutchman here!

3. Whichever ones of you are layin' about, go start mining on that island too, we need more metal for the cannons! if we run out of grapeshot I'll tie you all to the anchor!

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f3216e No.37202

Dice rollRolled 95, 29, 20 = 144 (3d100)

>>37195

[Tumbili]

Settlements: (Patakatifu), (Ukungu TOWN) (Pwani Town), (Vita Town) (Tumbili Outpost (1))

Territory: 43

Population(+growth/turn): 64 (+5/turn)

Food: 3

Currency: 34 (+1/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 [3.2x [Disciplined][Berserker] (-2 currency/turn, -1 food)], 1 Kima Warriors [Berserker] [2.6x, -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: 5] [Bronze: 5] [Stone: 6] [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 Upgrade: 3 turns remaining

1. Recruit a new unit of Kima Warriors. +[Kima Aggression] +[Discipline III] +[Weaponsmithing I] +[Primal Life Magic I] +[Primal Combat IV] +[Clubs II]

2. Recruit a new unit of Kima Warriors. +[Kima Aggression] +[Discipline III] +[Weaponsmithing I] +[Primal Life Magic I] +[Primal Combat IV] +[Clubs II]

3. Our invading forces retreat north to rendezvous with the incoming regiment and vice versa…

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f3216e No.37203

>>37202

Didn't adjust your units jaundice.

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f3216e No.37204

>>37203

thank you for pointing that out, co-GM Curious, irregardless of the fact that it's wholly irrelevant outside of a combat situation, in which case the adjusted values'd be used anyhow

AWAY FORCES: 1 Kima Warriors 2.8x [Disciplined][Berserker], 1 Kima Warriors [Berserker] 2.4x

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f3216e No.37205

this thread is a bit slow to load, are we going to get a new one after a certain amount of posts?

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f3216e No.37206

>>37205

Perhaps, though this board has a 750ish post limit.

Same lurker from yesterday?

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f3216e No.37207

File: 6e1b0a1ae90ce24⋯.jpg (24.17 KB,300x230,30:23,Warhammer_Wood_Elves_Kindr….jpg)

Dice rollRolled 50, 74, 78 = 202 (3d100)

[Woodland Realm]

Population(+growth/turn): 70 (+4/turn)

Food: 3 (+2 from trade)

Currency: 75 (+3/turn) (-10)

Industry: 5.5 (-2)

Structures: Government Building, Farm I (2), Nests I (1), Stone Circle I

Defenses: 2 (Capital City)

Military:

1 Woodland Guardians [2.6x (-1 food, -2 currency/turn)]

1 Woodland Guardians [2.8x (-1 food, -2 currency/turn)]

1 Armed Forest Folk [2x (-1 food, -2 currency/turn)], -1 Industry]

1 Woodland Guardians [3x (-1 food, -2 currency/turn)]

1 Woodland Guardians [3x (-1 food, -2 currency/turn)]

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

Resources:

[Wood: 15] (+1/turn)

[Stone: 15] (+1/turn)

[Bronze:1] (+1/turn)

[Bronzewood: 13(+1/turn)]

Pacuckur herd: 15 (+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

#1-2 the forest is our home, and we are fighting for our lives against those who want to burn it. why are we concerned with money of which we use so little. the forest folk are impressed on the danger to the forest and their families, and that money was introduced only by outsiders and for generations before we had lived with out. try to enact a policy where defenders and guardians don't cost half as much money as long as we are fighting for the forest or our homes and our lives in a defensive war.

#3 the furred creatures from the north are only going to come back for us with greater number. we can't let them be so close to our capital, we must march our army north and try to reclaim outpost and hold a defense there. send our forces north to take back our homeland.

[Harmony]: The Children live in harmony with their home, and can grow more food from their lands. Conversely efforts to industrialize usually fall flat.

>>37206

just me posting from a phone

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f3216e No.37208

>>37207

#1-2

+[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.

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f3216e No.37209

Dice rollRolled 80, 36, 88 = 204 (3d100)

>>37194

[Tribal Feldoms]

Population(+growth/turn): 96 (+5/turn)

Food: 6 [Upk. 6]

Currency: 20 (+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, Agriculture II, Bureaucracy I, Mathematics (Felion) I, Writing (Human) I, Tools III, Economy I, Sailing II, Colonialism I, Weaponsmithing II, Infantry I, Hunting I

Resources: [Bronze: 23 (+1pt)] [Iron: 7 (+1pt)] [Stone: 23 (+2pt)] [Wood: 18 (+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: As it soon turns out, this 'iron' is actually weaker than the bronze made before. However, the Felions who were interested in it were certain that Iron has the potential to be stronger than bronze. While there is doubts by the majority for the current moment, the Felion 'smiths are hard at work, certain that there is a way to enable to boon that iron has…

>Steelworking [1/10] +Ironworking +Tools III +Bureaucracy I +Forges I +Iron

2-3: Titan of Felhore [8/20]

>+Ironworking +Architecture I +Bureaucracy I +Tools III +Forges I +Stone +Bronze

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f3216e No.37210

Dice rollRolled 78, 92, 17 = 187 (3d100)

>>37194

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): 73 (+3/turn)

Food: 1

Currency: 83 (+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]

Defenses: 1 (Capital City)

Military: 1 (Mycon Wardens)

Folian Skirmishers (3.6)[Poison][Sapper]

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: 23 (+1/turn)], [Poisons: 11 (+1/turn)]

Ritual 1/4

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.Search out herbs, roots and the like that have restorative effects. We will need them.

+Woodcraft,

+Herbalism III

+Enlightened Life II

+Treespeak

+Nature Nation

+Herbalist I

+Shaman's Hut I

2. Expand the Market, we need more room!

+Woodcraft

+Treeweaving III

+Treespeak

3.Continue working on the Ritual they will choke on the forest's verdancy. 1/4

+Primal Fire II

+Poison III

+Herbalism III

+Enlightened Life I

+Shaman's hut I

+Poison supply 10(take as much as needed)

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f3216e No.37211

Dice rollRolled 28, 96, 70 = 194 (3d100)

>>37194

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), Niu (W) (outpost (4))

Territory: 55

Population(+growth/turn): 76 (+4/turn)

Food: 3 (2 taken)

Currency: 57 (+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 II

Resources: [Coral: 24 +1/t] [Seaweed: 23 +1/t] [Driftwood: 23 +1/t] [Obsidian: 15 +1/t] [Sea Glass: 12(+1/turn)] [Icthy: 14 (+1/turn)] [Woven Rock: 8 (+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. Continue research into weaving the Woven Rock into armor continues. 4/6

+Library I

2. Glassworking III research continues. 7/8

+Library I

3. Expansion methods research continues. We will need to figure out a way to allow colonists to not get eaten along the way it seems. 1/4

+Library I

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f3216e No.37215

File: 1f495d138032f28⋯.jpg (122.74 KB,620x387,620:387,HANGING-GARDENS-OF_2744030….jpg)

Dice rollRolled 1, 29, 89 = 119 (3d100)

>>37194

King Abu-Abum shall assume that Logistics reduces food cost 0.5 a level!

[Holy Hegemony of Humania]

Population(+growth/turn): 78 (+4/turn)

Food: 7 {Upk. 1.5}

Currency: 78 (+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: 24] +1/turn

[Stone: 31] +2/turn

[Wood: 16] +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.)

[Grand Academy I]

[Library I]

-

Continue researching [Archery IV], King is losing patience! [7/10]

2.)

Very well, the King is ready to reveal his secrets to the outsiders! Teach them [Masonry III] and [Discipline I] so they know how to properly respect the walls they will use our knowledge to erect (and as apologies for the delay for the information.) (Sending [Masonry III] and [Discipline I] to the Tribal Feldoms.)

3.)

[Masonry III]

[Tools III]

[Agriculture II]

[Architecture I]

[Mathematics I]

[Industrial]

-

While angry stone man destroys the lesser stone structures of this world, the King shall give to it a building which both Man and Nature can learn to respect; a hanging garden from which the King shall have a forest from inside the walls! The King understands that this is a massive undertaking, like His great wall, but also like his Great Wall shall happen, for humanity is the people of making things happen! The King orders the construction of the Hanging Gardens!

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f3216e No.37216

File: d253d2fa482a86c⋯.png (209.91 KB,246x369,2:3,Really_Nigga.png)

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f3216e No.37217

>>37206

The thread is going to be very slow it we get to 600.

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f3216e No.37218

Dice rollRolled 72, 46, 88 = 206 (3d100)

[Dwarf Mountain]

Population(+growth/turn): 68 (+4/turn)

Food: 1

>Trading away 2 units

Currency:15 (+3/turn)

Industry: 15

Structures: Government Building, 2 Farm I, Forge I Gem 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: 56] +2 / turn

[Stone: 20] +1 / turn

[Gems: 13] +1/turn

[Iron: 11] +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.

Gold Mine 2/4

1. Come on Dwarves, let's figure up how to make more proper so we can keep making more food to feed us and the elves. Maybe we figure up some kind of steam powered mushroom planting machine design. Get to it!

Runes I, Tools I Runic Tools I, Steam Engines I, Steam Drill I, Excavating I

[Tinkerers]: The Dwarves of Dwarf Mountain love to find and discover new technology, but don't really care for improving on the old.

2. Finish up that there gold mine Dwarves! 2/4

Excavating I, Mining Tools I, Tools I, Iron I, Steam Engines I, Runes I, Runic Tools I, Architecture I, Mine Carts II, Steam Drill I, Steam Locomotive I

3. Get your beards working on digging out another mushroom farm.

Excavating I, Mining Tools I, Tools I, Iron I, Steam Engines I, Runes I, Runic Tools I, Architecture I, Mine Carts II, Steam Drill I, Steam Locomotive I

>>37207

"Oy, ya pointed ear tree huggers. You can expect us ta keep givin' sum o' our ale and money but we expecta be paid by teachin' us wot you know after all this. You hear!"

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f3216e No.37219

File: 1f111ac982bc3c2⋯.jpg (89.61 KB,500x668,125:167,9ff7cba5cc06528fa1a88423c4….jpg)

>>37215

Behind the great walls King Abu-Abum sat, before many labourers pressing the Hanging Garden's foundation proper flat. Though first appeased that the work was getting done fast, his content disposition would not be fated to last. He groaned and he moaned at the displeasure he found, for his scholars were failing as usual in their clowning around. A bowman went up, his face pale and meek, and it was several minutes later did he finally speak. He sulked and he bulked flashing a faux mannish grin, "Embedded in the researchers, the arrows are in. They were testing these targets that they crafted of tin."

The King threw the bowman a piercing death glare. "How did this happen, do you pull the King's hair!?" And the soldier shrank down, in response to this scare. "They thought a moving bulls-eye would do us the trick. But our natural reflexes, versus their was too quick. I was not directly involved in this affair. I beg of you my Lord, that myself you would spare. I also offer advice, if you let me explain, the thing that is missing, its absence causing pain."

Humania's first king stroked his lush knitted beard. He was willing to listen, yet in response angrily leered. "Tell The King ranger, how to best avert this danger, before he loses patience, obtaining advice from a stranger!"

And so the archer nodded and drew up a map, a crude dusty map, made of hardened tree sap. "Several ages ago, outside the main city, our records were lost, the details most gritty. Enough people vanished, from our only town, the whole event slipped notice from your servants of crown. Suspicions arise, that we not be alone, for humanity reaches outward, expanding to other zones! An ally to claim, potentially nearby, with more human nations, our studies will fly!"

King Abu-Abum frowned, and his muscles grew tense. "Calm your self warrior, what you say makes no sense! How can these deserters have information to dispense? A humanity divided is humanity none at all, and all men must gather, behind King Abu's Wall! If our people scatter, our survival will shatter! These rebels are handing themselves on a platter!"

His bow-wielding cohort continued to retort. "And how would we convince them, beyond shows of force, that to do as they do makes them nature's main course? The scope of your influence is limited to this fort!" A string was struck in the mind of the King, for he was ill-prepared to think of such a thing. As far as he cared, their world was in here. Away from the forests, with nothing to fear. If they did not want to accompany him in being their boss, he felt for these people it was ultimately their loss.

"Very well Mr. Bowman, you have me convinced, it is up to these people if they'll have themselves minced. For now however, we shall give them a call. Perhaps working together, they will less likely fall. I want them discovered by the next quarter soon, before these foolish researchers of mine result in our doom. But next time you speak to the King lacking respect, it will be the ultimate forfeit, of your foolish nech." And so the king reclined on his temporary throne, this insistence on rhyming a cause for a moan. The archer bowed, and fled the scene cowed.

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f3216e No.37220

>>37218

A message arrives, carved into a slab of stone.

"We see what you are doing.

"We know who you are aiding.

"Stop."

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f3216e No.37288

File: a467936f2d0e7f1⋯.png (3.84 MB,2500x2000,5:4,AncientsMap.png)

>Sorry it took so long people, been busy

[Wychwood]

Finally, the armor is completed [Armor I], as well as the tactics training [Tactics I]. And finally, the road to a Republic is paved!

>Eccentricity:

[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.

[Jepsilp]

The lumber mill is yet to finish, but the tools are nearly done [8/10], and a mint is easily constructed [Mint I, +1 currency/turn, -2 stone]!

[Captain Jack]

The quarry is well underway [2/4, -1 wood], while a lumber mill is easily built [Lumber Mill I, +1 wood/turn, +1 industry, -1 stone], and a mine is also nearly ready [3/4, -1 wood].

[Tumbili]

A new Warrior regiment is trained [3.2 [Disciplined][Berserker] (-1 food, -2 currency/turn, -2 bronze)], and another is on the way [1/3, -2 bronze]. Finally, the regiments meet up.

[Woodland Realm]

A new defensive monetary policy has been introduced, and taken the Woodland Realm by storm [Defensive Policy I], and the army is marched north, along with the reinforcements from the Folian, who met up with the Realm's armies.

[Tribal Feldoms]

Steelworking research progresses [4/10], and the Titan shows steady progress [13/20].

[Folia]

The search for restorative herbs begins [3/4], and the market nears completion [4/6, -2 wood]. The ritual slowly crawls along [2/4].

[Olmara]

Armor weaving research nears completion [5/6], while glassworking completes [Glassworking III], and the new expansion methods are nearly ready [3/4].

[Humania]

As it turns out, many of those armed by the kingdom were part of a faction to bring about the end of the monarchy. They turn their weapons on their counterparts- after the resulting slaughter, they take their weapons and disappear into the desert [0/10, -5 pop]. However, the technological know-how is sent to the Feldoms, and the Hanging Gardens begin to be constructed out of stone [4/20]. However, the great stone man watches with a disapproving glare, though the shorter figure watches with more of a smile.

[Dwarf Mountain]

Designs for a planter are in the works [3/4, -1 bronze], and the Gold Mine is finished [Gold Mine I, +1 currency/turn], as well as another Mushroom Farm [Farm I, +1 food, -1 wood].

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f3216e No.37290

File: 5410b3fb069c5de⋯.jpg (97.32 KB,640x490,64:49,Babslons.jpg)

>>37288

Insurrection! Betrayal! The King will not have this- but if they're already outside of the city gates, he does not really care: more likely than not, the harshness of the outside will claim them better than his incompetent soldiers ever would, and he would rather get back to construction with his grand monument, which he continues to witness. Archery practice shall come later, under more favorable circumstances, and all traitors shall be exiled!

The King glanced at the two elemental figures before him unamused, sipping some oily liquid through a bronze goblet and letting out a cough before speaking. "First King Abu-Abum lets a simple soldier speak to him, and now everyone wants an audience with He, King Abu-Abum who is the first King of Humanity and Savior of His Race! What could you possibly desire from Him?"

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f3216e No.37291

>>37288

>Sorry it took so long people, been busy

good to see you are still around Wheelie

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f3216e No.37292

>>37220

"Oy, Groyn, what do ye think this here is?"

"Looks like something be carved into the stone. What does it say?"

"Haven't a bloody clue, Golym. Whoever wrote it dinnae know how ta write! It looks like they just scratched their claws into the stone and bashed it with club."

"It was dropped off at the foot of the mountain by a monkey looking for something."

"Monkey! Well, there be only two smart monkeys in the world, and only one of them knows how ta write. Maybe this is a message from them? Let's go see wot they want"

>>37097

A steam drill train bursts up from the ground in the monkey's homee, and out comes a couple of Dwarves filthy and covered in coal dust and mud.

"Oy, ye there monkeys. Did ye send us this message? Dinnae got any bloody clue what it says since we cannae write or read ourselfs. But since ye've called us, we got a deal fer ya!

We're helping our friends who are in a bit o' a war with someone, we dinnae know who and we dinnae care. But they need food and money ta keep a fightin'. Now we know you lot are some smart bloody monkeys and ye like learnin' don't ye? Well, we Dwarves love ta learn new things but we ain't too keen on improvin' em.

If ye give us as much currency and food as ye can spare, we'll start teachin' ya some of our fine Dwarven technology. All ye have ta do is promise to trade it back to us once ye've made improvements on it. Whadda ye say?"

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f3216e No.37297

File: 9a1a2f58d42a1b4⋯.jpg (32.97 KB,403x537,403:537,skeleton pirate 3.jpg)

Dice rollRolled 23, 14, 77 = 114 (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): 16 (+3/turn)

Food: 1

Currency: 9 (+3/turn)

Industry: 6

Structures: Government Building, Farm I (2), Lumber Mill 1

Defenses: 1 (Capital City)

Military: 1 Marines

Tech: Bronzeworking, Naval II, Weaponsmithing II, Navigation II

Resources: [Bronze: 10] [Stone: 9] [Wood: 8 (+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. Arr ye layabouts, quit slacking off and finish building me quarry!

>Quarry 2/4

2. Finish building me mine too! i told you to finish that one fast and you're wasting time!

>Mine 3/4

3. I want some men to continuously scour the depths for plunder and shipwrecks, there's an untouched fortune in gold and coins down there somewhere, and damned if we won't be the ones to get it!

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f3216e No.37298

>>37210

>>37202

From the forest comes a retinue of massive, armor-clad gorillas, with none of the chimps in sight. In all the skirmishes thus far, the forest folk would know all too well that it was the Gorillas that led the ragtag, berserking troops of chimpanzees and smaller apes. In the hand of the lead gorilla was clutched a stone, painted red, that he slammed into the ground, roaring in a guttural rendition of the common tongue so that his voice carried for miles.

"We see your prowess, forest-dwellers, and we respect your vigor when called to war. The Tumbili know a worthy fight when they see one… they also know when a conflict will become needlessly costly to the jungle.

"We offer you this. We will attack you no longer. We will seek to conquer your forests no longer. You may have the jungles of the southern foothills to yourselves just as we will take ownership of the jungles to the northeast. There will be peace between us. Perhaps there can even be -diplomacy-.

"In return for this end of all hostilities, you will agree not to intervene or give aid when we march to war against the stunted, hairless pseudo-apes of the southern mountains. They that call themselves 'dwarves.' Their riches and technology will be shared with you in kind as a gesture of goodwill.

"What say you, forest-folk."

With that, the gorilla retreated a few steps, watching with keen, careful eyes. The stone slammed into the ground was more or less a verbatim translation of his own words. Similar stones were delivered by chattering gibbons to both nations proper.

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f3216e No.37299

File: bb88e23f16e2828⋯.png (199.18 KB,500x500,1:1,Yey.png)

Dice rollRolled 40, 94, 84 = 218 (3d100)

Nation Name: The Wychwood

Race(s): Ookami

Color: Whitish grey or dark green

Fluff: >>36312

Settlements: (Wychwood Forest(capital)) ( Olyria, New Haven, Ordale, White Haven.(outposts))

Territory:39

Pop: 39 (+4/turn)

Food: 2

Currency: 31 (+3/turn)

Industry: 6

Structures: Government Building, Farm I (2) Hunting lodge I

Defenses: 1 (Capital)

Military: 1 (The Whitefangs)

Resources: [Bronze: 7] [Stone :10] [Wood: 6]

Tech: Bronzeworking, Infantry I, Claws I, Scouting I, Republic, Hunting II, Spears I, light armor I, Tactics 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, With the ways the Republic would work finally in place and the many packs all cooperating, the many many cogs and gears have started turning, abet at a slower pace. The Silvereyes, being involved in the developing government quite a bit, have noticed this, have started to try and come up with a way of making communication and the saving of information easier with the help of a few minor packs. [Spending 3 Currency]

2, The Gravekeepers, after having their leader appointed as mayor of New Haven, has gone to start trying to improve the small village and encourage growth of the existing packs there as well as the attraction of new packs.[Spending 3 Currency]

3, The Willows have managed to become more then a minor small pack, they still aren't a large and important pack but, they have been given an offer of land in the currently uninhabited north east by the coast should they decide to go there, naturally, they accepted and have started to go to the coast.

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f3216e No.37302

attempting to post

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f3216e No.37303

File: 2841587f56e9423⋯.jpg (299.29 KB,1920x1080,16:9,IMG_261392.jpg)

>>37298

"the forest has already paid a cost, trees and forest folk both young and old have been slaughtered so mindlessly and for no other reason than brute conquest. there was no cause for war between us, or fair warning. you came to the forest bearing torches and flame to cut them down like the Folians said creatures of your kind would. in that moment it seemed as if their words proved true, that all beings besides those who dwell in harmony with the forest are those who only seek to burn or conquer it. but this is not true, we have met another race who in their own way have preserved nature. they are those dwarves, who in our hour of need, and whom without we would be but ashes under your foot, they offered us aid. we have seen what manner of people they are. they do not cut down the wood for fire but burn black stone, and when they find mushrooms they do not cut those down for lumber and food but collect the sap that drips under them and preserve their mushroom trees. more, they spread the mushroom forests beneath the mountain, nurturing it life anew and living off it in harmony. they have spread the forests beneath the mountain, and have aided us in our hour of need much like the Folians too have also done the same and who we too would defend were you to strike for them. of them we have seen nurture cared for, of you we have only seen torch, flame, and war. we are forest folk, we are a peaceful people, but we will defend the forests to the last and not so spineless cowards as to abandon those who have helped us. if you wish for peace and diplomacy, then do not bring war, for we will defend ourselves and will defend those that have defended us. we will defend nature in all her forms. we are guardians of the forest, we will protect the mushroom forests below ground and the people who nurture and protect it just as we will protect the forest above and those who care of it."

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f3216e No.37308

>>37303

The Gorilla bared his teeth and reared up onto his hind legs. "We burn only those trees that you have perverted and warped into serving as your homes. You twist the Jungle to your own purpose: you do not -preserve-! Say what you will, but do not deign to -lie- when the truth is clear. You use the forests as your -plaything-, warping the trees into your -hovels- rather than letting them stand and harvesting those that are dead or dying."

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f3216e No.37309

File: 42e804e0561ec4a⋯.jpeg (206.16 KB,686x385,98:55,hith-Hanging-Gardens-of-B….jpeg)

Dice rollRolled 9, 8, 45 = 62 (3d100)

>>37288

[Holy Hegemony of Humania]

Population(+growth/turn): 77 (+4/turn)

Food: 7 {Upk. 1.5}

Currency: 83.2 (+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: 25] +1/turn

[Stone: 33] +2/turn

[Wood: 17] +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]

-

Communication with the outsiders is currently put on hold after the King had a bad experience with them, as well as foolish subjects whom wish to become outsiders! All efforts are to go towards the construction of the Hanging Garden, for King Abu-Abum feels that it shall be our future boon! [4/20]

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f3216e No.37310

>>37210

"to the Folians, we do not expect or demand you aid the dwarves that have aided us. they are further from you, and it is not your fight, but for the help you have shown us we are grateful."

>>37308

"we do not warp the trees anymore than the Folians do. Mother Nature has taught us the natural way to grow trees, how to live in harmony with the forest than exploit it. we live in our trees the same as the other creatures of the forest. we do not warp them anymore than the bluejay or the owl warps the trees they dwell in. had you put down your torches, you would have seen there were no difference between those and any other of the trees around them."

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f3216e No.37311

>>37310

"Indeed, Folians have [treeweaving III] and are even better at growing the woods to dwell in them, they can grow the forest faster and taller than even we, but the method is the same. it is a skill we hope to learn from them one day."

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f3216e No.37315

File: f044799aef1b27e⋯.jpg (91.5 KB,469x800,469:800,Dryad.jpg)

>>37298

>>37303

>>37308

>>37310

>>37311

A mycon step forward, it's "eyes" on the Gorillas. "We see you primate, we hear your words, and we have seen what you have wrought against those who dealt you know wounds in your pursuit of power. We have NO love for the short ones who hide in the mountain and choke the skies with air, and we think the fey fools to consort with them, as it will only end in tears. However, in your arrogance and thirst for blood you hurt the blameless, then cast aspersions on their deeds with no merit. You are false. We have no love for you, nor for the dwarfs. We will not defend them from you clubs, but we will not stop the fey from aiding them if they desire too. If you show yourself in the woods again, you kind's flesh and blood will serve to foster the next generation of sapling and fungi. You have been warned."

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f3216e No.37317

>>37315

>>37310

The Gorilla's retinue broke out into enraged snarling and roaring– a mere mile behind, the sounds of the swarms of chimpanzees screaming for blood joined in. The leader slammed his calloused fist down upon the red-painted stone and the cacophany stopped at once.

"We will not suffer our people to fight amongst themselves. We will not cower away from those that lie with forest-killing half-apes that scurry underground. We hear your words, and you will sorely regret your lack of wisdom. Do not forget this, tree-folk: we offered you peace. You cast it down to protect those driven by -greed- and powered by -poison-."

With a primal snarl, the gorilla turned back into the forest, and with him went his retinue. Once again came the screaming, roaring and hollering of enraged apes.

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f3216e No.37318

The search for restorative herbs completes (Forgot to include bonus) [5(+1/turn)]

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f3216e No.37319

Dice rollRolled 14, 17, 52 = 83 (3d100)

>>37288

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): 76 (+3/turn)

Food: 1

Currency: 86 (+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]

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: 11 +1/turn] [Bronzewood: 24 (+1/turn)], [Poisons: 12 (+1/turn)] [Restorative Herbs: 6 (+1/turn)]

Ritual 2/4

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. We will need it for the warmongering apes.

+Pop 76

+[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 12

+Bronzewood 24

+Restorative herbs 6

+Nature Nation

+Treespeak

2. Expand the Market, we need more room! 4/6

+Woodcraft

+Treeweaving III

+Treespeak

3.Continue working on the Ritual they will choke on the forest's verdancy. 2/4

+Primal Fire II

+Poison III

+Herbalism III

+Enlightened Life I

+Shaman's hut I

+Poison supply 10(take as much as needed)

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f3216e No.37320

Dice rollRolled 11, 74, 71 = 156 (3d100)

Woodland Realm]

Population(+growth/turn): 74 (+4/turn)

Food: 3 (+2 from trade)

Currency: 73 (+3/turn) (-5)

Industry: 5.5 (-2)

Structures: Government Building, Farm I (2), 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: 16] (+1/turn)

[Stone: 16] (+1/turn)

[Bronze:2] (+1/turn)

[Bronzewood: 14(+1/turn)]

Pacuckur herd: 16 (+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 Mother Nature taught the Folians of better life magic, we should follow their example and learn from our mother again too. improve our life magic.

#2 the Forest Folk grow more food, for it is something we are good at and something we need to defend our forest or the mushroom forests of the Dwarves

+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.

#3 yet more fruit bearing tree's are nurtured by fairies and druids, to grow more food

+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.

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f3216e No.37321

Dice rollRolled 77, 65, 2 = 144 (3d100)

>>37297

I want quarry and mine finished now, take 2 coins, one for each of them.

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f3216e No.37322

>>37321

didn't mean to roll lol

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f3216e No.37323

Dice rollRolled 92, 11, 3 = 106 (3d100)

>>37288

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), Niu (W) (outpost (4))

Territory: 55

Population(+growth/turn): 80 (+4/turn)

Food: 3 (2 taken)

Currency: 59 (+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

Resources: [Coral: 25 +1/t] [Seaweed: 24 +1/t] [Driftwood: 24 +1/t] [Obsidian: 16 +1/t] [Sea Glass: 13(+1/turn)] [Icthy: 15 (+1/turn)] [Woven Rock: 9 (+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. Continue research into weaving the Woven Rock into armor. 5/6

+Library I

2. Begin to build up Vola into a proper city. It is about time we give our people a new city to call home, and a new spot to expand the frontier.

3. Expansion methods research continues. 3/4

+Library I

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f3216e No.37330

Dice rollRolled 55, 88, 87 = 230 (3d100)

>>37288

[Tumbili]

Settlements: (Patakatifu), (Ukungu TOWN) (Pwani Town), (Vita Town) (Tumbili Outpost (1))

Territory: 43

Population(+growth/turn): 69 (+5/turn)

Food: 2

Currency: 33 (-1/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 [3.2x [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: 5] [Bronze: 2] [Stone: 6] [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 Upgrade: 2 turns remaining

1. Our troops move north to reconvene and recover…

2. Finish our recruitment. 1/3 +[Kima Prowess] +[Primal Combat IV, Discipline III, Clubs II, Weaponsmithing I, Primal LIfe magic I]

3. Research better Tax Collection.

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f3216e No.37332

>>37323

Spending 17 currency on action 3. New total 42

Spending 9 coral on action 2. New total is 16.

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f3216e No.37337

File: 95b86f9d469fb63⋯.jpg (8.63 KB,251x201,251:201,butterfly.jpg)

Dice rollRolled 88, 67, 80 = 235 (3d100)

>>37288

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): 55 (+3/turn)

Food: 0

Currency: 8 (+5/turn)

Industry: 13

Structures: Government Building, Farm I (2) 3/12, Ice Quarry I, Lumber Mill 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 III, Weapons I, Architecture I, Domestication I, Math II, Sailing I, Bureaucracy I

Resources: [Ice: 29.5+2] [Bronze: 37+4] [Stone:9.5+1] [Wood:7+1] [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

Tools IIII 8/10

Lumber Mill 3/4

1. Surprising that the Currency didn't give the final push for that Lumber Mill. Ah well, get it done now.

> Lumber Mill 3/4

2. Finish up those tools as well.

>Tools IV 8/10

3. We can do better. Upgrade the Mint! Take these 3 coins to help!

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f3216e No.37345

Dice rollRolled 63, 5, 5 = 73 (3d100)

>>37288

[Tribal Feldoms]

Population(+growth/turn): 101 (+5/turn)

Food: 6 [Upk. 6]

Currency: 23 (+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: 24 (+1pt)] [Iron: 8 (+1pt)] [Stone: 25 (+2pt)] [Wood: 20 (+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 Feldoms would shun the sudden betrayal done by the Humen bowmen, backing the current monarch of Humania as they soon prepared their forces in order to destroy the brigand scum.

>Retrain the Wanir Spearfels [1.2] +Ironworking +Weaponsmithing II +Infantry I +Discipline I +Forges I

2: With the arrival of masonry, the foundations of the Titan would be secured more with sturdy bricks, not only stablizeing the base, but also refine it to be more than a pile of rocks.

>Titan of Felhore [13/20] +Ironworking +Architecture I +Masonry III +Bureaucracy I +Tools III +Forges I +Stone +Bronze

3: Steelworking [4/10]

>+Ironworking +Tools III +Bureaucracy I +Forges I +Iron

(Also, I'm the most populous nation in Primal now, given that my pop is above 100, when everyone else is below it.)

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f3216e No.37346

File: 3f0cf9dd4d4a4a3⋯.jpg (52.96 KB,570x713,570:713,8f48389c0ef12058b69948f1d6….jpg)

>>37292

"Hmmmm." The monkey scratches its chin and thinks. "We're not a very warlike race but I suppose this isn't war itself, even though we don't know who you don't know you are fighting. . . but we do love technology. . .Just for food and money, and you'll give us as much tech as we want correct? And you just want it back if we've improved it. Is it okay if we improve it up to at least III or maybe V before that because its very action costly to keep trading so often. Otherwise, we can't pass up the offer for such fine machines. If you'll agree to our terms, we accept."

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f3216e No.37347

Dice rollRolled 62, 18, 100, 85, 88, 97 = 450 (6d100)

[Society]

Population(+growth/turn): 88 (+4/turn)

Food: 1

Currency: 65 (+3/turn)

Industry: 6

Structures: Government Building, Farm I (2), 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, Farming I, Sustainable Population II (+1 pop per city/town), Science IV, Chemistry I Tools I

Resources:

[Wood: 27] +1/turn

[Bronze: 26] +1/turn

[Stone:26] +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] 4/5

Black Powder 0/6

Science V 3/12

Mathematics III 6/8

Chemistry II 4/6

1. Trade 60 of our Currency and 1 Food to the Dwarves

2-3. We're going to need to ramp up food production, but we mustn'y offend the Folians to the west of us by cutting down trees for agriculture. Let's change and improve our Farming I to Eco-Friendly Farming II. With our science and knowledge developing sustainable farming methods that encourage rather than suppress the natural wildlife.

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I, Grand Academy I

Tech: Science IV, Writing II, Farming I

4-5. We're also going to need money to pay for the the tech. Develop a scientific understanding of of Commerce so every market or mine we dig gives us extra currency.

Buildings: Great Obelisk, Gentlemonkey's Club I, Library I, Grand Academy I

Tech: Science IV, Writing II, Mathematics II

6. Plant more banana tree's for more food, preferably where there are no existing tree's yet. We can use Chemistry to make fertilizer for better growth.

Tech: Farming I, Tools I, Architecture I, Chemistry II

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f3216e No.37353

testing captcha

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f3216e No.37354

Dice rollRolled 54, 19, 72 = 145 (3d100)

[Dwarf Mountain]

Population(+growth/turn): 72 (+4/turn)

Food: 1 free (2 units are being traded)

Currency:19 (+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: 58] +2 / turn

[Stone: 21] +1 / turn

[Gems: 14] +1/turn

[Iron: 12] +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 3/4

1. C'mon dwarves, get that mushroom planter design finished up we're gonna need machines to plant more mushrooms on the double. 3/4

Runes I, Tools I Runic Tools I, Steam Engines I, Steam Drill I, Excavating I

[Tinkerers]: The Dwarves of Dwarf Mountain love to find and discover new technology, but don't really care for improving on the old.

2. Alright dwarves, the elves told us that negotiations went kind of sour and more than that their enemies might even come for us! Well, they might come with swords and axes and numbers but we will show them how dwarves fight! Start designing a war drill. It'll have an iron hull where dwarves can pilot inside it, sharp enchanted drill bit in the front and sides for cutting through the enemies and be able to dig into the ground to escape danger if overwhelmed. Steam Engines will let it travel real fast and we'll need speed if we might have to fight here or over in the jungle.

Excavating I, Mining Tools I, Runes I, Tools I, Iron I, Runic Tools I, Steam Engines I, Steam Drill I, Steam Locomotive I

[Tinkerers]: The Dwarves of Dwarf Mountain love to find and discover new technology, but don't really care for improving on the old.

3. Dwarves, get to building an embassy in those monkey lands. We'll need it to start trading techs two at a time. Get on some steam tractors and start buildin!

Architecture I, Excavating I, Runes I, Tools I, Runic Tools I, Steam Engines I, Steam Drill I, Steam Locomotive I

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f3216e No.37367

File: e7c22f6b6a4f4c0⋯.png (3.84 MB,2500x2000,5:4,AncientsMap.png)

[Captain Jack]

The quarry is nearly complete [3/4], though the mine shows no progress (Currency not needed), and finally, a team of 'Wreck Divers' is nearly formed [3/4, -1 pop].

[Wychwood]

The basics of a writing system are made [1/4], and the Gravekeepers start to convert their tiny outpost into a proper town [3 turns, -5 wood, -5 stone].

[Humania]

Construction of the Hanging Gardens goes ahead, much to the pleasure of the small Ancient, who looks admiringly at the structure.

[Folia]

Another war party is called to action [1/4], while the market is nearly completed [5/6], and the poison is sent to hound the Tumbili.

[Woodland Realm]

Though there's no progress on the life magic, another farm is sown [Farm I, +1 food, -1 wood]!

[Olmara]

Finally, the Woven Rock makes the transition into armor [Rock Armor I, and Vola is converted into a town [3 turns, -5 coral, -5 wood]. And finally, better expansion methods are in effect [+4 hex/turn]!

[Tumbili]

While the troops move north again, yet another regiment of Kima are trained [3.4x [Berserker][Disciplined] (-2 food, -2 currency/turn)], and better methods of collecting taxes are made [3/6].

>As the Tumbili army move through the forest, a cough starts among them. Slow and almost unnoticeable at first, it soon progresses, the Kima rolling around on the ground in pain, and some even vomiting up blood (All units lose .2 strength).

[Jepsilp]

The Lumber mill is finished [Mill I, +1 wood/turn, +1 industry], as well as the better tools [Tools IV], and the mint is upgraded slightly [3/6, -2 stone].

[Feldoms]

While the spearfels are being retrained [2/3, -2 bronze], there is no work on either the Titan, or progress on Steelworking.

[Society]

The trade is sent to the dwarves, while amazing progress is taken to be more ecologically friendly in the Society's food growth. The apes seem to be naturals at it [Eco-friendly Ag III], and a basic understanding of Commerce is had as well [Commerce I]. Finally, another banana farm is easily planted [Farm I, +1 food, -1 wood].

[Dwarf Mountain]

The planter design is finished [Planter I], though there's no progress on the drill, though an embassy is constructed in the lands of the Society [3/4, -1 stone].

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f3216e No.37369

Sorry to bother you Wheelie, but, my 3rd roll was an expansion roll, was that not successful?

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f3216e No.37370

>>37369

My bad, missed your 3rd action somehow. +8 hex, it'll be on next map.

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f3216e No.37371

Dice rollRolled 45, 57, 13 = 115 (3d100)

>>37367

[Tumbili]

Settlements: (Patakatifu), (Ukungu TOWN) (Pwani Town), (Vita Town) (Tumbili Outpost (1))

Territory: 43

Population(+growth/turn): 74 (+5/turn)

Food: 1

Currency: 30 (-3/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: 6] [Bronze: 3] [Stone: 7] [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 Upgrade: 1 turns remaining

ALL UNITS ARE AT -.2 STRENGTH

1. March our army southeast, along the coastline, avoiding the forest.

2. Use our Primal Life Magic: begin concocting a fortifying ritual that will help our warriors negate the effects of this accursed poison smoke!

[Primal Life Magic I]

3. Research better methods of Tax Collection. 3/6 +[Physical Prowess] +[Taxes I]

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f3216e No.37372

>>37371

holy fuck i'm having a stroke

southWEST is where the army marches

away from the forest

the Kima Scrappers stay at homebase

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f3216e No.37373

>>37323

Rocks carved in the common tongue are heaved off of shore and drifted through the currents to make their way to the Olmara's aquatic homes.

"Creatures of the sea. We are the Tumbili. We make you a simple offer. We will share with you our methods of waging war. In exchange we ask for food, for currency."

>>37337

The massive, cold-beaten apes of the mountains and foothills deliver to the ice-moths large pillars of stone, upon which are carved messages in the common tongue.

"We are the Tumbili. We come to you with a simple proposal. We will exchange with you our knowledge on how to wage war, and you will exchange to us food and currency."

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f3216e No.37374

File: d6aef64fa777e80⋯.jpg (403.47 KB,1920x1104,40:23,skeleton pirate 4.jpg)

Dice rollRolled 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

File: add6ddb047a4631⋯.png (509.6 KB,500x657,500:657,Awuumrk7.png)

Dice rollRolled 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

File: a64d46a4cf97d28⋯.jpg (235.67 KB,900x720,5:4,a4c0ab4565a42d8a77b265c8fa….jpg)

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

File: f095c6f64b75e39⋯.jpg (56.28 KB,544x349,544:349,Lon.jpg)

Dice rollRolled 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

Dice rollRolled 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

damned captcha

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f3216e No.37404

File: eaa05b3af225017⋯.png (641.41 KB,897x764,897:764,Bouncer_Rendered_Model.png)

File: 5792abd250d2ef7⋯.jpg (162.12 KB,1600x900,16:9,63403-3-1425536245.jpg)

Dice rollRolled 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

>>37403

still acting up?

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f3216e No.37410

File: ef2edfa8f876b75⋯.jpg (197.4 KB,736x920,4:5,16aa5f0413bd840431f16072fd….jpg)

Dice rollRolled 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

Dice rollRolled 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

File: 0eb46e5e684292c⋯.png (3.84 MB,2500x2000,5:4,AncientsMap.png)

[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

Titan of Felhore-18/20

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f3216e No.37428

>>37426

Tools IV- 2/10

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f3216e No.37430

Dice rollRolled 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

Dice rollRolled 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

File: 36462de9032c253⋯.jpg (108.45 KB,636x900,53:75,Awuumrk8.jpg)

Dice rollRolled 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

File: 584266168751b9e⋯.jpg (107 KB,420x262,210:131,skeleton pirate 5.jpg)

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

File: e1996b3cdf8bd51⋯.jpg (55.69 KB,539x795,539:795,1011100_10201879921858881_….jpg)

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f3216e No.37441

File: 3f9b19e33768f63⋯.jpg (105.34 KB,1280x720,16:9,20_words.jpg)

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f3216e No.37442

Dice rollRolled 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

File: 4120805db7ad052⋯.gif (153.3 KB,264x218,132:109,Traitor stfu srsly plz kth….gif)

Dice rollRolled 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

File: c952ac2f976fd5c⋯.jpg (53.64 KB,599x427,599:427,Dice_Love_you.jpg)

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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

Dice rollRolled 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

File: d0d07cdc9e5da20⋯.png (106.54 KB,182x187,182:187,Prince.png)

File: 48c3677c9d9e105⋯.jpg (26.99 KB,466x300,233:150,Baby's_First_Wall.jpg)

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

File: c4a7198648e65dc⋯.jpg (25.23 KB,284x396,71:99,babylon1.jpg)

Dice rollRolled 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

File: b38256c1dccef46⋯.jpg (418.72 KB,1920x1080,16:9,Bioshock - Killing Drill.jpg)

Dice rollRolled 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

Dice rollRolled 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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