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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 5fba7370127914c⋯.png (490.75 KB,2000x1200,5:3,features 000.png)

File: 142522527115b1d⋯.png (625.79 KB,2000x1200,5:3,temperature 000.png)

b72363 No.39220 [View All]

Man has spread from one edge of the world to the other, conquering the beasts that once roamed the lands. The people of Suiwith have settled into a city with farmlands and housing that spans across their river but you feel it could be something that could be improved upon. Using their civilization as a basis, you have taken your clan to create something much more.

Your capital is the start of your nation and is represented by a white dot. When settling a capital, you must do so on a river. A city may be settled anywhere in your land using an action and they are represented by black dots. You may move your capital to another, already established city at any time but it takes an action. If your capital is taken during war and you don't have another, already established city, your nation will fall.

Fighting an offensive war in rain-forest, forest, swamp, or across a river gives you a -10 to rolls.

NPC nations are a thing and can be determined from players due to their stripes.

No magic and no fantasy races. Praying may have a placebo effect in battles and religion may boost happiness however gods don't exist.

At any point, a player may come in and take over from an NPC

Nation Name:

Colour:

Culture:

Capital position:

Pop: 10,000

Pop growth: +1% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 0 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels

There is no limit of the number of actions you can take but for every action taken, the dice roll needed for success is increased by 10

for example, if I rolled 1d100, I'd need a 10 or higher to succeed

if I rolled 3d100, each roll would need to be 30 or higher for all of them to succeed

The only exception to this rule is battles in which a roll for a battle only increases the success roll by 2 instead of 10

each turn represents 5 years

163 postsand51 image repliesomitted. Click reply to view. ____________________________
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984d8f No.40132

File: 75eaa6d32ed87e6⋯.png (484.02 KB,2000x1200,5:3,features 014.png)

File: f382785e8510107⋯.png (614.47 KB,2000x1200,5:3,temperature 014.png)

>>40091

>>40093

Your people fight very valiantly and almost all of their army is killed, the total enemy body count on the beach was 190. They manage to kill most of your men though and they got away with quite a lot of salt, gold and a couple of your women.

-180 peaches, -20 hammer throwers, -60 macemen -60 swordsmen

-10 money

-330 pop

Happiness: 7

Mohn has given birth to her first child. A boy

Seeing the sacrifice their brothers made for the kingdom, many men begin taking up arms to defend the nation.

+100 Macemen

High Chief Nimbfried the Fierce has passed along from old age

The men from the boats carried long polearms with a softer metal than iron at the end. It allowed them to attack at a further range but not as far as your hammer throwers

Tech: Pikes

Sohneins now being chief has found a wife.

Glitzerschein, being older than the average age a woman gets married, seems like she'll never be married. This isn't the case however as Amrish, the son of Ashalite Abhisumat has agreed to marry her. They had their ceremony outside the mausoleum like her relatives and Amrish eats the peach and plants its pit.

Tech: Basic Traps, Soap, Ground Pepper Cultivation, Philosophy

Happiness: 8

Your people begin bathing. Something they learned from the Ashalites. Disease becomes much rarer.

Pop growth: +3%

>>40094

You manage to lure the gorillas back to your territory and for whatever reason, they stick around again.

Your people dry leaves and add it to hot water. a few die of de-hydration after the diarrhea and vomiting

-60 pop

>>40095

Using wheat stalks and cattails from the river, your women discover weaving

Tech: Weaving

After using clay to write with it is discovered that when fired, clay turns hard and can be used to create things.

Tech: Pottery, Brick Baking

Your people begin sweat bathing in sweat lodges. It isn't as efficient as regular bathing but it still makes your people cleaner than what they were

Tech: Sweat Bathing

Pop growth: 1.75

A great heat hits your continent and the mountains weep heavier than before. The river banks break as soon most of your capital is flooded. Apart from minor mold on some of the tents and fungal infections on your people's feet, little changes.

Happiness: 2

The Suiwiths have lost most of their crops to flooding and both sides have started starving. The rebels have turned to cannibalizing the dead. Your leader feels like force may be a necessary evil to stop the war and suffering of innocents.

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984d8f No.40133

File: 138a876bf3df12b⋯.png (313.01 KB,2000x1200,5:3,topography 014.png)

>>40096

Your people resist change from what they currently have. What they have created has provided them with longer lives and more food. Why risk that with change?

>>40097

While trying to design a better water vessel, a few of your men tip over a craft and drown.

-10 pop

Your canals are fortified with stone. During the fifth year, temperatures become higher than any of your people ever remember and the rivers rise with water. Due to your canals and stone banks however, flooding is almost completely prevented.

>>40099

You use the paper to create books with the teachings of your religion. You spread it to every village and they become closer to their religion.

Happiness: 10

You develop a new way to fight giving your mountain and forest warriors a bigger advantage.

(+3 on combat rolls for every 30)

After Amrish is married to Glitzerschein, trade increases between your people and the Leeutes. Your people begin learning tricks that the Leeutes teach them.

Tech: Heat Treatment, Stone Architecture, Fertilizer, Sea Salt Creation, Literature.

Fertilizer allows your people to grow more food faster which allows you to support a higher population.

Pop growth: +8%

After one of the people that discovered the galena tries to heat treat the metal, he liquefies some of it and it becomes two separate metals. One he calls lead and the other, silver.

Tech: Basic Metallurgy

>>40106

[Please update your techs. You have basic mettalurgy]

Your people adopt slabs of metal and wood to deflect strikes.

Tech: Basic Shields

(+3 on combat for every 25 Atlatl Warriors)

Your children truly enjoy surfing. It becomes a national sport.

Tech: Surfing

Happiness: 3

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717bdb No.40134

Dice rollRolled 53, 43, 95, 48 = 239 (4d100)

>>40132

Nation Name: Chiefdom of Pruus

Chief: High Chief Nimbfried II "the Fierce", son to High Chief Nimbfried I "the Father of Pruus" (54)

Children:

+ Glitzerschein (34)

+ Sohneins (31)

+ Mohn (31) -> Child: Prusden (3)

Colour: Prussian Blue

Culture: Leeute

Capital position: Somewhere with Forest and Rivers as well as a balanced climate, preferably at the foot of a moutain

Pop: 17,623

Pop growth: +3% (per turn)

Money: 90 (for trading with other nations)

Military units:

+ 120 Macemen (+3 on combat rolls for every 20 Macemen) (+1 for every 50)

+ 120 Peaches (+1 on combat rolls for every 20 Peaches)

+ 40 Swordsmen (+2 on combat rolls for every 10 Swordsmen)

Happiness: 8 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal Husbandry, Irrigation, Wheels, Heat Treatment, Pruusian Alphabet, Weaving, Wooden Armor, Stone Architecture, Basic Metallurgy, Fertilizer, Fruit Drying, Ashalite calendar, Sea Salt, Literature, Basic Education, Two-handed Longswords, Efficient Forges, Basic Traps, Soap, Ground Pepper Cultivation, Philosoph, Pikes

1. In order to recruit larger amounts of Men of Honor quicker experienced warriors would be used to in order to train the new members of the Pruusian Armed Forces. This form of tutorship would ensure both a greater quality and quantity of troops.

2. Train additional Swordsmen!

3. Train additional Macemen!

4. Expand up the Southern River to its source.

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e9f8bf No.40138

Dice rollRolled 87 (1d100)

>>40133

Nation Name: Ongudza

Chief: Chuguzdar

Colour: Orange

Culture & Capital position: see >>39640

Pop: 10,584

Pop growth: +1% (per turn)

Money: 100

Military units: 100 bonemen

Happiness: 3

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Furs, Bone Club, Bone Pick, Handlining, burial, tents

Actions

1. Research Bone-setting (like fixing broke limb, not like setting it in an engraving).

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5fc16b No.40146

Dice rollRolled 75 (1d100)

>>40132

Nation Name: Drakyi Rijiee

Colour: Blue

Culture: The Drakyi are nomadic horsemen who learn to ride as they learn to walk. They are a fluid group. Members of a Riji can easily leave to join a new one, or start their own. A Rij holds on to his power by the will of his people, strength of arm, and his horse. For a Drakyi who can not ride is no Drakyi. Most Drakyi herd cattle for meat, milk, and leathers.

The Drakyi rarely set up permanent settlements, and never on purpose. Their capital camp was made permanent due to the frequency of visits and being used to name a Rijan, the leader of all Rij, by the majority vote of Rij and defending the title in duels to the death against those who claim the right.

The Drakyi believe the world is full of gods who give their own people different claims, and cooperate and fight to shape the world. For the Drakyi it was the Steed of Rivers who gave the Drakyi dominion of all beasts and anything they could take. Shamans act to interpret the signs to predict the future, to record all beasts, to study the world and see the true nature of things, and to keep track of what a Riji possess. Shamans are taken from those who were weak in birth but survived, showing a strong soul but weak body.

Capital position: on the western continent between the center forest and desert, on the southern bank of the northern shore

Pop: 16,044

Pop growth: +1.75% (per turn)

Money: 150 (for trading with other nations)

Military units: 306 Sickle riders (+2 combat for every 20 Sickle riders)

440 Bow Riders (+1 combat for every 10 Bow riders)

Happiness: 2 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Textiles, Basic Metallurgy, Stone Masonry, Drakyi alphabet, Bows, Crude surgery, Very basic medicine, Tents, Javelins, Pottery, Brick Baking, Sweat Bathing

1. Send a group of soldiers and citizens to the Suiwith rebels. With them shall be a large quantity of buffalo, cows, and deer to butcher for food as well as pots of grain and vegetables harvested from the forest farms. The soldiers will be there to protect the food from the starving masses. All the rebels shall be given an opportunity to bow down and become subservient of the Riji, or continue to eat their dead as monsters and die like starved wolves. Those that accept will be allowed to partake in the feast of the butchered animals and fruits of the lands. Those that refuse will be slain if they approach.

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c184de No.40147

Dice rollRolled 27, 28, 18 = 73 (3d100)

>>40132

Nation Name: Noi Goram Koritz (land of lonely puppets)

Colour: purple

Culture: >>39271

Capital position: the larger of the two islands that are far away from anything else.

Pop: 12,349

Pop growth: +2% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 5 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Mild toxins, Dendrology, Wood carving, Canoes, Toothed Cestuses, Herbalism, Korito Numerals, Arithmetic Bolas, Korito calendar, stone archetecture, levers, Korito alphabet, sauna, weaving, theater

1. 'Rilla fest. Because party.

2. We really need bathhouses.

3. The jabbering jabber. We establish the rules of arguing that charisma will never outweigh wisdom.

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9a66bd No.40148

Dice rollRolled 45, 52 = 97 (2d100)

>>40133

Nation Name: Bao aran Hainn

Colour: Grey

Culture: Baon

Capital position: Situated along the thick Desert River.

Pop: 11037

Pop growth: +3.25% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 3

(-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Watermelon container, sand sleds, stone architecture, rafts

Actions:

1. improve raft technology

2. Begin working on creating bath houses, their cool waters giving our people a relaxing place to gather in the hot sun. (and get some of the sand off their bodies.

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c65cde No.40168

Dice rollRolled 97, 76, 95 = 268 (3d100)

Nation Name: Tribes of Ashala

Colour: maroon

Culture: Ashalites were a largely isolated people that had built their homes into the mountainside and maintained a simple ascetic existence. This was recently changed when a shaman who had reached the top of the mountain had an epiphany when he stared down at the world. That while one man can go anywhere he only has dominion where he stands and while he lives, It takes many in order to hold the entire world and have his legacy extend beyond himself. With this in mind he went village to village preaching his new philosophy and inspired people to start relations with their previously isolated kin. Now ruled by a council of elders from each tribe, Ashalites are more united than they ever were before.

Ashalites worship the mountain as an extension of the earth itself and depicts it as both father and mother depending on the role that is required of it, they keep the ashes of their ancestors underneath their floors in order to ward away ill omens, and believe that everything is connected. All tribes are lead by a mystic leader known as a shaman who receive their position by some sort of trial related to the mountain environment.

Capital position: In the middle of the tallest mountain where the three rivers meet.

Pop: 27,230

Pop growth: +8%/t

Money: 150

Military units: 300 Mountain Warriors(+3 on combat rolls for every 30), 100 Forest Warriors (+3 on combat rolls for every 30), 100 Bear Calvary (+1 for every 5)

Happiness: 10

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Guerrilla Warfare, Ashalite Alphabet, Weaving, Ashalite Calender, Basic Nets, Pit Traps, Martial Arts(Red Lion), Martial Arts(Falling Bear), Advanced Education, Wooden armor, Philosophy, Ground pepper, Intermediate traps, Live traps, Tamed Bears, Soap, Paper, Fruit drying, Heat Treatment, Stone Architecture, Fertilizer, Sea Salt Creation, Literature, basic metallurgy, Bathing, Sewage

Traits: Living so high gives your people an advantage in extreme altitudes as many other civilizations would regard the air pressure dangerous

The mountain also provides you with freezing weather conditions all year round making it difficult for your people to acclimatize to the warmer climates near the equator

Adapted well to the forest and assimilated forest dwelling people.

Actions

1. expand down the northern river and coast

2. Start prospecting the mountain for useful metals

3. Enforce ascetic traditions to stymie the growing degeneracy amongst our people.

"We must be the most prosperous people in history considering our achievements and quality of life, yet there is something dark growing beneath the surface and in our hearts. There are those amongst us fully grown that have not suffered hardship that their parents had dealt with and had made them strong. If we were to live as we are, our people shall surely perish once things become difficult once more due to lack of hardship. From this day we shall enforce our sacred ascetic traditions onto the people at large to curb the growing degeneracy that had been left unchecked. In order to prove oneself and attain recognition as an adult one must go out into the wilderness and explore the world as well as one's self. From this we may also have the side benefit of further expansion and finding new things about the mountain that we did not before. To ensure that they do not fall into depravity after their trial we will also institute a set of morality laws that will punish any decadence and/or disorder that would bring about weakness in both body and mind."

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f37883 No.40173

Dice rollRolled 86, 63, 19 = 168 (3d100)

Nation Name: The Island Kingdom of Halua

Kahuna: Kanehamaha, son of Komalahua (35)

Color: Green

Culture: The Haluans are first and foremost a seafaring people, as it's a necessity when your home is a vast island chain. They are largely fishers by trade, although they do dabble in agriculture, growing tropical fruits and crops on the limited yet fertile land they possess. The Haluans worship the ocean itself, as they know both the joys of a net full of fish and the wrath of a stormy sea all too well and know that keeping the Ocean Mother happy is the key to their prosperity. To do this they use rituals, dances and even this strange practice of riding the waves while standing on boards of wood. While they may seem like a peaceful people, woe be to those who would dare invade, for the Haluans are masters of the sea and will send any foolish enough to invade to its depths.

Capital position: The island of Halua Melemele

Pop: 13,209

Pop growth: +4% (per turn)

Villages: Halua City, Manoa, Nui Mokopuni

Money: 100 (for trading with other nations)

Military units: 100 Atlatl Warriors (+3 on combat for every 25), 300 Sea Warriors (+3 on naval combat for every 20)

Happiness: 3 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes, Atlatl, Sling, Haluan Alphabet, Poetry, Drama, Basic Sailboats, Cloth, Very Basic Medicine, Pottery, Brick Baking, Harpooning, Handlining, Haluan Calendar, Macuahuitl, Fishing Nets, Stone Architecture, Basic Shields, Basic Metallurgy

1. Our streets are filthy and full of feces. This will not do. We must develop systems of sewage where waste can run into and be diverted from our streets and homes.

2. We should stand prepared to face any dangers that the new land might hold. Beasts and bandits may be abundant in this land, so we should raise our armies well, this time training strong footsoldiers capable with macuahuitl and shield, along with secondary training in the atlatl. They shall be named Koa Warriors, and be made the standard military unit from here on out.

3. We should begin a system of basic education for our children to learn the knowledge of the sages and wisemen as well as teach them trades and key life skills.

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03528a No.40308

File: 799c629a6dd241c⋯.png (483.84 KB,2000x1200,5:3,features 015.png)

File: 6b35a27bd2722e9⋯.png (612.81 KB,2000x1200,5:3,temperature 015.png)

>>40134

(Chief Nimbfried died last turn)

You develop an education system within the military to better train more soldiers, faster. From now on you'll gain 1.5 times as many soldiers on successful rolls.

Tech: intermediate Military Training

Military units: +150 Swordsmen, +300 macemen

Sohneins falls ill. He recovers by the end of the year but since then he often seems distant or lost in thought.

The trading town continues to grow as more iron is needed from the nearby mines.

>>40138

Your people learn how to cut one another open without killing them and learn how to heal bones. They use animal parts, the rare flora that grows in your frozen homes and dietary minerals.

Tech: Basic Surgery, Intermediate Medicine, Nutrition

Pop growth: +3.5% (total)

>>40146

The rebels gladly bend the knee to you in exchange for food, forming the first colony this world has seen.

The mines of the desert provide you with of tin and copper.

The people of Suiwith mix ground wheat which they call flour, with water which they then dry to create pasta.

Money: 175

Tech: Ladders, Pasta, Flour, Bathing

Pop growth: +3.5%

add the following stats to your stat block

Colonies: East Suiwith (Happiness: 2, Pop: 1,560)

Greater Suiwith recovers from the flood and is no longer starving. They offer you tribute of a constant source of food from their farms. The people in your colony say that if you return their land to greater Suiwith, they'll reluctantly leave the land and join your greater country.

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03528a No.40309

>>40147

While your people fail their attempts these past 5 years, nothing of note happened and the country continued on like it usually would

>>40148

Your people develop bullwarks for the rafts so passengers don't get wet. They begin dragging the crafts using long poles which they push against the bottom of the canals.

Tech: Punts

Your people create communal bath houses which improves their hygine greatly.

Tech: Bathing

Pop growth: 6.5%

>>40168

Near the Prussian trading town, you find surface metals that you believe to run far underground. The Leeute share their word for it: Eiseen. It's also known as iron.

You begin the right of initiation of sending young men and women out into the wilderness with nothing. They must live with nothing, fending for themselves for 6 months. Once they return they have adapted to living with nothing and continue to live in temperance. You no longer lose happiness as easily.

Happiness: 8

Towards the Northern coast you find a very simple people. One of your men stumbled upon one of their farms while going on his rite passage. He says that the farmer noticed him but paid him no mind and continued farming, seemingly unsurprised of his presence. The man claims they look very much like your people except they wear woven fabrics.

>>40173

You use your knowledge of irrigation to create basic canals which wash your waste directly into the ocean.

Tech: Sewage

Pop growth: +8%

You raise an army of warriors to take on whatever foes this new land may present.

Military units: 200 Koa Warriors (+3 on combat for every 25)

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03528a No.40310

File: 01cf655b0b67106⋯.png (311.88 KB,2000x1200,5:3,topography 015.png)

>>40309

Now with a topography map!

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62f0a5 No.40311

Dice rollRolled 82, 76, 56, 49 = 263 (4d100)

>>40308

Nation Name: Chiefdom of Pruus

Chief: High Chief Sohneins (36)

Heir:

+ Prusden (8) (Nephew)

Colour: Prussian Blue

Culture: Leeute

Capital position: Somewhere with Forest and Rivers as well as a balanced climate, preferably at the foot of a moutain

Pop: 18.152

Pop growth: +3% (per turn)

Money: 90 (for trading with other nations)

Military units:

+ 420 Macemen (+3 on combat rolls for every 20 Macemen) (+1 for every 50)

+ 120 Peaches (+1 on combat rolls for every 20 Peaches)

+ 190 Swordsmen (+2 on combat rolls for every 10 Swordsmen)

Happiness: 8 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal Husbandry, Irrigation, Wheels, Heat Treatment, Pruusian Alphabet, Weaving, Wooden Armor, Stone Architecture, Basic Metallurgy, Fertilizer, Fruit Drying, Ashalite calendar, Sea Salt, Literature, Basic Education, Two-handed Longswords, Efficient Forges, Basic Traps, Soap, Ground Pepper Cultivation, Philosoph, Pikes, Intermediate Military Training

1. Education had served the military well and so it should the Healers of Pruus. Within the Capital a Council of Healers would gather to discuss healing practices, when to apply them and recognize the most efficient ones, then teaching them to others. Certainly this should improve living conditions as a whole.

2. More Swordsmen!

3. The Pruusians would expand further to the South.

4. High Chief Sohneins sat in his Throne, surrounded by nothing but Silence sometimes for days on end to the concern of the men close to him. Rarely he mumured a word or sent for food or drink, his eyes fixated on things far away. He was almost an old man, no heir or glory to his name. Many wondered what he would do, scribbling about weird numbers and signs. Eventually he revealed his grand ambition. A comprehensive work on what he called Mathematics.

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45c8ff No.40314

Dice rollRolled 79 (1d100)

>>40308

Nation Name: Ongudza

Chief: Chuguzdar

Colour: Orange

Culture & Capital position: see >>39640

Pop: 10,954

Pop growth: +3.5% (per turn)

Money: 100

Military units: 100 bonemen

Happiness: 3

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Furs, Bone Club, Bone Pick, Handlining, Burial, Tents, Basic Surgery, Intermediate Medicine, Nutrition

ACTION

1. Chuguzdar focuses on making some heirs.

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ffec19 No.40323

Dice rollRolled 16, 26, 55 = 97 (3d100)

>>40308

Nation Name: Drakyi Rijiee

Colour: Blue

Culture: The Drakyi are nomadic horsemen who learn to ride as they learn to walk. They are a fluid group. Members of a Riji can easily leave to join a new one, or start their own. A Rij holds on to his power by the will of his people, strength of arm, and his horse. For a Drakyi who can not ride is no Drakyi. Most Drakyi herd cattle for meat, milk, and leathers.

The Drakyi rarely set up permanent settlements, and never on purpose. Their capital camp was made permanent due to the frequency of visits and being used to name a Rijan, the leader of all Rij, by the majority vote of Rij and defending the title in duels to the death against those who claim the right.

The Drakyi believe the world is full of gods who give their own people different claims, and cooperate and fight to shape the world. For the Drakyi it was the Steed of Rivers who gave the Drakyi dominion of all beasts and anything they could take. Shamans act to interpret the signs to predict the future, to record all beasts, to study the world and see the true nature of things, and to keep track of what a Riji possess. Shamans are taken from those who were weak in birth but survived, showing a strong soul but weak body.

Capital position: on the western continent between the center forest and desert, on the southern bank of the northern shore

Pop: 16,606

Pop growth: +3.5% (per turn)

Colonies: East Suiwith (Happiness: 2, Pop: 1,615)

Money: 175 (for trading with other nations)

Military units: 306 Sickle riders (+2 combat for every 20 Sickle riders)

440 Bow Riders (+1 combat for every 10 Bow riders)

Happiness: 2 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Textiles, Basic Metallurgy, Stone Masonry, Drakyi alphabet, Bows, Crude surgery, Very basic medicine, Tents, Javelins, Pottery, Brick Baking, Sweat Bathing, Ladders, Pasta, Flour, Bathing

1. Expand to the south into the desert to combine our major domain with East Suiwith.

2. Some have found that the grain left in the pots after it rained has seemingly changed. (research booze, note this would be healthier than drinking water due to not getting sick as much)

3. As well with the milk as it has seemingly hardened in the heat of the desert. (Cheese research)

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f8f25c No.40330

Dice rollRolled 12, 81, 72 = 165 (3d100)

>>40309

Nation Name: Noi Goram Koritz (land of lonely puppets)

Colour: purple

Culture: >>39271

Capital position: the larger of the two islands that are far away from anything else.

Pop: 12,596

Pop growth: +2% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 5 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Mild toxins, Dendrology, Wood carving, Canoes, Toothed Cestuses, Herbalism, Korito Numerals, Arithmetic Bolas, Korito calendar, stone archetecture, levers, Korito alphabet, sauna, weaving, theater

1. For serious baths.

2. For writing logical fallacies into "things to never do in the courthouse"

3. Metal shit, maybe

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df8dac No.40342

Dice rollRolled 91, 83, 71 = 245 (3d100)

Nation Name: The Island Kingdom of Halua

Kahuna: Kanehamaha, son of Komalahua (35)

Color: Green

Culture: The Haluans are first and foremost a seafaring people, as it's a necessity when your home is a vast island chain. They are largely fishers by trade, although they do dabble in agriculture, growing tropical fruits and crops on the limited yet fertile land they possess. The Haluans worship the ocean itself, as they know both the joys of a net full of fish and the wrath of a stormy sea all too well and know that keeping the Ocean Mother happy is the key to their prosperity. To do this they use rituals, dances and even this strange practice of riding the waves while standing on boards of wood. While they may seem like a peaceful people, woe be to those who would dare invade, for the Haluans are masters of the sea and will send any foolish enough to invade to its depths.

Capital position: The island of Halua Melemele

Pop: 14,269

Pop growth: +8% (per turn)

Villages: Halua City, Manoa, Nui Mokopuni

Money: 100 (for trading with other nations)

Military units: 100 Atlatl Warriors (+3 on combat for every 25), 300 Sea Warriors (+3 on naval combat for every 20), 200 Koa Warriors (+3 on combat for every 25)

Happiness: 3 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes, Atlatl, Sling, Haluan Alphabet, Poetry, Drama, Basic Sailboats, Cloth, Very Basic Medicine, Pottery, Brick Baking, Harpooning, Handlining, Haluan Calendar, Macuahuitl, Fishing Nets, Stone Architecture, Basic Shields, Basic Metallurgy, Sewage

1. We should work to improve our metalworking abilities to strengthen our tools and weapons. Bronze is efficient enough, but you need copper and tin to smelt it. Lose one and you can no longer make bronze anymore. Not to mention, there are likely stronger materials out there to smelt. We have quite an expansive kingdom, controlling many islands plus a small portion of the mainland, meaning we have a lot of room to search in. Given enough effort we'll likely find something.

2. We should also improve our ability to heal and mend. There are some things that the plants can't treat, such as broken bones, deep infections, and the like. We should perhaps practice on cadavers to learn bone setting and surgical techniques to further improve our lifespan.

3. We should continue our expansion in the new land. We may be able to find something good, like treasure, fertile soil, or some other wonder.

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c76e28 No.40347

Dice rollRolled 17, 74 = 91 (2d100)

Nation Name: Tribes of Ashala

Colour: maroon

Culture: Ashalites were a largely isolated people that had built their homes into the mountainside and maintained a simple ascetic existence. This was recently changed when a shaman who had reached the top of the mountain had an epiphany when he stared down at the world. That while one man can go anywhere he only has dominion where he stands and while he lives, It takes many in order to hold the entire world and have his legacy extend beyond himself. With this in mind he went village to village preaching his new philosophy and inspired people to start relations with their previously isolated kin. Now ruled by a council of elders from each tribe, Ashalites are more united than they ever were before.

Ashalites worship the mountain as an extension of the earth itself and depicts it as both father and mother depending on the role that is required of it, they keep the ashes of their ancestors underneath their floors in order to ward away ill omens, and believe that everything is connected. All tribes are lead by a mystic leader known as a shaman who receive their position by some sort of trial related to the mountain environment.

Capital position: In the middle of the tallest mountain where the three rivers meet.

Pop: 29,410

Pop growth: +8%/t

Money: 150

Military units: 300 Mountain Warriors(+3 on combat rolls for every 30), 100 Forest Warriors (+3 on combat rolls for every 30), 100 Bear Calvary (+1 for every 5)

Happiness: 8

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Guerrilla Warfare, Ashalite Alphabet, Weaving, Ashalite Calender, Basic Nets, Pit Traps, Martial Arts(Red Lion), Martial Arts(Falling Bear), Advanced Education, Wooden armor, Philosophy, Ground pepper, Intermediate traps, Live traps, Tamed Bears, Soap, Paper, Fruit drying, Heat Treatment, Stone Architecture, Fertilizer, Sea Salt Creation, Literature, basic metallurgy, Bathing, Sewage

Traits: Living so high gives your people an advantage in extreme altitudes as many other civilizations would regard the air pressure dangerous

The mountain also provides you with freezing weather conditions all year round making it difficult for your people to acclimatize to the warmer climates near the equator

Adapted well to the forest and assimilated forest dwelling people.

Loses happiness Slower

Actions

1. Send shamans to convert the households to the north

2. Make it a universal requirement to learn both the Red Lion and Falling Bear style

"Our rites of initiation have seen great success amongst the people. All understand how to live with nature and themselves, but their actual fighting experience is low. In the event of a raid similar to the Pruusians many would still be left helpless and be unable to get away in time. It is for this reason we will send our mountain warriors out to train the people all over the mountain the ways of the Red Lion and Falling Bear, so whenever they are threatened by those who would simply take rather than work they can defend themselves and buy time for our warriors to push back any invaders. While we work on refining our people's strength we have found another that has been left isolated and weak. This mirrors our own history and it would be against everything we believe in if we did not make the effort to show them the power of community, love, and friendship."

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6617be No.40466

>>40308

Nation Name:Confederacy of the waves

Colour: Ocean green

Culture: The Confederacy is made up of different tribes that have joined up after many generations of trade and cooperations. Now they have one leader choosen from between the tribes. The Confederacy puts a lot of weight into trade and their culture is built around it. A Promise is a sacred bond that shall never be broken or the gods will never agree to barter with you for entry into the afterlife.

Capital position: bottomleft corner of map where the river heading down meets the ocean.

Pop: 10,000

Pop growth: +1% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 0 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels

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adfecf No.40467

File: 2920f0a38baaff1⋯.jpg (119.48 KB,660x440,3:2,44248_464032_1494608358_cr….jpg)

>>39220

Nation Name: Tzechuatl

Colour: dark gold

Culture: The gods demand sacrifice, they are fickle and angry, sacrifices of the weak shall appease them. The Tzechuatl people shall appease them with the sick and infirm, criminals, and those who lose in religious competitions. Blood is the price and Blood is the gift, the gods shall purify the blood of the weak and in drinking it our souls shall be purified of sin.

Capital position: the first fork on the longest river on the southern center island

Pop: 10,000

Pop growth: +1% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 0 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels

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d14726 No.40488

File: cb4d3f77098a722⋯.png (482.2 KB,2000x1200,5:3,features 016.png)

File: cef4df3c1534955⋯.png (610.88 KB,2000x1200,5:3,temperature 016.png)

>>40311

Your people come together to form a council of healers. They all share their advances in the medical field.

Tech: Basic Medicine, Crude Surgery

Your people are less likely to die from battle wounds now.

Military units: +150 Swordsmen

High Chief Sohneins shares with as many people he can, his idea of mathematics. It'll certainly strengthen our nation.

Tech: Prussian Numerals, Arithmetic

>>40314

Chuguzdar begins frantically trying to create an heir as he looms closer to death. However his 60 year old heart couldn't take the physical "excercise" and he dies shortly after.

His nephew, Kashkalek takes over from him. Kashkalek's son, Duguzdov becomes the heir.

Chief: Kashkalek (37)

Heir: Duguzdov (17)

Relieved that the country has a strong line of rulers now, people feel less worried.

Happiness: 4

Merchants set up a trading city on the coast as the coast is the only fertile land and allows the farmers a closer hub to trade their produce. Farmers begin claiming long tracts of unowned coast.

>>40323

Your people begin drinking putrid grain water in order to get drunk. They have 0 tolerance for it and it is, technically, a toxin

Tech: Beer

Pop growth: +3.3% (total)

A trader, moving from East Suiwith to the capital, carried milk with him. As he walked, it shook the milk under the hot desert sun and soon became a funky smelling, yellowed solid. Against their better judgment, people eat it and they say it tastes good.

Tech: Cheese

Throughout East Suiwith, messages are engraved into the walls. Messages such as "It's not yours" and "Give it back". The people of East Suiwith become fearful.

East Suiwith Happiness: 1

>>40330

Your people begin bathing however, they don't entirely understand the purpose of bathing as they begin defecating in the bath houses.

Disease begins to spread through your nation.

Pop growth: +0.5 (total)

You begin writing rules for the courthouse. "logical fallacies" are often subjective however, if someone can rightfully be called out on their fallacies, they can be removed from court.

Your people discover cupronickel and find, when heated, it melts and both copper and nickel can be extracted from it.

Tech: Basic Metallurgy

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d14726 No.40489

File: 820740ba53f25fb⋯.png (310.81 KB,2000x1200,5:3,topography 016.png)

>>40342

You discover cinnabar in the mainland. After melting it down your people creates sulfur and the mysterious liquid metal, mercury.

Your people learn how to cut each other open without killing one another. You are able to remove stones and set bones.

Tech: basic surgery

Pop growth: +9%

As you expand, you find people to the West of you, along the Southern coast. They wear treated skins and don't wield weapons you'd deem conventional but they seem very aggressive.

>>40347

Your people manage to convert a single house of 3 people in the North.

Coming back from the conversion, one of your mercenaries brings a small litter of wolf cubs.

Your people all train in Red Lion and Falling Bear taking away what little spare time they had. Now their days compile of working, training, and sleeping, barely being able to fit in time to eat.

+5 on rolls defending cities, +5 on rolls to recruiting

Happiness: 7

>>40466

The forest and coast have provided many bountiful harvests and shall continue to do so in the future.

Pop growth: +1.5% (total)

>>40467

Drinking blood causes liver damage, lessening your people's life spans.

Pop Growth: +0.75%

Starting with a religion makes your people less restless however in some cases, curiosity is also hindered

Happiness: 1

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6617be No.40493

Dice rollRolled 1, 28 = 29 (2d100)

>>40489

Nation Name:Confederacy of the waves

Colour: Ocean green

Culture: The Confederacy is made up of different tribes that have joined up after many generations of trade and cooperations. Now they have one leader choosen from between the tribes. The Confederacy puts a lot of weight into trade and their culture is built around it. A Promise is a sacred bond that shall never be broken or the gods will never agree to barter with you for entry into the afterlife.

Capital position: bottomleft corner of map where the river heading down meets the ocean.

Pop: 10,000

Pop growth: +1.5% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 0 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels

1) The Mimbos are known for their fishing and pearldiving. Trading food aplenty and beautiful pearls for trinkets. To go futher and bring in more fish two pairs of enterprising Mimbos have connected their canoe with a superstructure, connecting them togheter with a floor for then to walk on and store more fish on.

(develop better boats)

2) The tuka are known for their fine pottery and innovation when it comes to their craft. always improving their furnaces and crafting methods. Testing to use different clays and inserting various rocks and materials into the pottery

(improve furnaces or accidentally smelt metal)

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45c8ff No.40494

Dice rollRolled 85, 60 = 145 (2d100)

>>40488

Nation Name: Ongudza

Chief: Kashkelek (37), heir: Duguzdov (17)

Colour: Orange

Culture & Capital position: see >>39640

Pop: 11,325

Pop growth: +3.5% (per turn)

Money: 100

Military units: 100 bonemen

Happiness: 4

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Furs, Bone Club, Bone Pick, Handlining, Burial, Tents, Basic Surgery, Intermediate Medicine, Nutrition

ACTIONS

1. Set policy: Whales that beach themselves within our territory are to be killed for food.

2. Expansion.

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df8dac No.40497

Dice rollRolled 48, 64, 28 = 140 (3d100)

Nation Name: The Island Kingdom of Halua

Kahuna: Kanehamaha, son of Komalahua (40)

Color: Green

Culture: The Haluans are first and foremost a seafaring people, as it's a necessity when your home is a vast island chain. They are largely fishers by trade, although they do dabble in agriculture, growing tropical fruits and crops on the limited yet fertile land they possess. The Haluans worship the ocean itself, as they know both the joys of a net full of fish and the wrath of a stormy sea all too well and know that keeping the Ocean Mother happy is the key to their prosperity. To do this they use rituals, dances and even this strange practice of riding the waves while standing on boards of wood. While they may seem like a peaceful people, woe be to those who would dare invade, for the Haluans are masters of the sea and will send any foolish enough to invade to its depths.

Capital position: The island of Halua Melemele

Pop: 15,553

Pop growth: +9% (per turn)

Villages: Halua City, Manoa, Nui Mokopuni

Money: 100 (for trading with other nations)

Military units: 100 Atlatl Warriors (+3 on combat for every 25), 300 Sea Warriors (+3 on naval combat for every 20), 200 Koa Warriors (+3 on combat for every 25)

Happiness: 3 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes, Atlatl, Sling, Haluan Alphabet, Poetry, Drama, Basic Sailboats, Cloth, Very Basic Medicine, Pottery, Brick Baking, Harpooning, Handlining, Haluan Calendar, Macuahuitl, Fishing Nets, Stone Architecture, Basic Shields, Basic Metallurgy, Sewage, Basic Surgery

1. This "Cinnabar" and "Mercury" seems very dangerous, almost deadly. We can perhaps refine it into a poison, to be applied on weapons.

2. It is as we feared, there are indeed dangers within this new world. We should begin to take the utmost caution, and train more koa warriors and ship them to Nui Mokopuni at once.

3. We have many types of troops, from swordsmen to spear throwers to sea raiders and more. We should develop tactics and strategies to get them to cooperate and optimize their respective strengths.

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f8f25c No.40500

Dice rollRolled 18, 26, 55 = 99 (3d100)

>>40488

Nation Name: Noi Goram Koritz (land of lonely puppets)

Colour: purple

Culture: >>39271

Capital position: the larger of the two islands that are far away from anything else.

Pop: 12,659

Pop growth: +0.5% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 5 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Mild toxins, Dendrology, Wood carving, Canoes, Toothed Cestuses, Herbalism, Korito Numerals, Arithmetic Bolas, Korito calendar, stone archetecture, levers, Korito alphabet, sauna, weaving, theater, basic metallurgy

1. Ok, philosophy, specifically on those logical fallacies.

2. Sea gods damn us! Look into sanitation.

3. Swords.

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c76e28 No.40501

>>40311

Peace has brought much prosperity between our people and has allowed us to share the fruits of our labor equally. In the sphere of intellectuals we have seen your people develop wonders of both the mind and body with your creation of mathematics and medicine, to temper your discoveries and encourage further development we offer to help set up your own schools and universities, so that your people's intellectual ability does not stagnant. Even before we managed to develop metal working your forges had always been something special that we could never properly replicate, in return for sharing with us this secret we offer our methods of creating both soap and paper to purify both the body and make preserving your people's knowledge and history a much simpler task. Finally, with our policies dictating that it is required for everyone to make the sacred trip in the wilderness and everyone shall be trained in the martial arts it has left our warriors without true identity. We believe your military training system is the key for them to reclaim their legacy as the pinnacle of Ashalite ideals.

>Give intermediate education, advanced education, soap, bathing, paper, wolf cubs

>For Efficient forges, intermediate military training, Prussian Numerals, Arithmetic, Basic Medicine, Crude Surgery

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adfecf No.40530

Dice rollRolled 22, 10, 38 = 70 (3d100)

>>40489

Nation Name: Tzechuatl

Colour: dark gold

Culture: The gods demand sacrifice, they are fickle and angry, sacrifices of the weak shall appease them. The Tzechuatl people shall appease them with the sick and infirm, criminals, and those who lose in religious competitions. Blood is the price and Blood is the gift, the gods shall purify the blood of the weak and in drinking it our souls shall be purified of sin.

Capital position: the first fork on the longest river on the southern center island

Pop: 10,000

Pop growth: +0.75% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 1

Tech: Agriculture, Animal husbandry, Irrigation, Wheels

1. Expand our land

2. Research stone working/cutting tech

3. Sacrifice the sick to our gods to strengthen our peoples.

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62f0a5 No.40567

>>40501

Though we do look upon you with favor and respect your drive to advance yourselves as the Leeute have done we have no interest in such an exchange as we have little interest in many of the things you offer.

>No can do

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62f0a5 No.40568

Dice rollRolled 40, 39, 5, 51 = 135 (4d100)

>>40488

Nation Name: Zentausium of Pruus

Chief: Zentauser Sohneins (41)

Heir:

+ Prusden (13) (Nephew)

Colour: Prussian Blue

Culture: Leeute

Capital position: Somewhere with Forest and Rivers as well as a balanced climate, preferably at the foot of a moutain

Pop: 18.697

Pop growth: +3% (per turn)

Money: 90 (for trading with other nations)

Military units:

+ 420 Macemen (+3 on combat rolls for every 20 Macemen) (+1 for every 50)

+ 120 Peaches (+1 on combat rolls for every 20 Peaches)

+ 340 Swordsmen (+2 on combat rolls for every 10 Swordsmen)

Happiness: 8 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal Husbandry, Irrigation, Wheels, Heat Treatment, Pruusian Alphabet, Weaving, Wooden Armor, Stone Architecture, Basic Metallurgy, Fertilizer, Fruit Drying, Ashalite calendar, Sea Salt, Literature, Basic Education, Two-handed Longswords, Efficient Forges, Basic Traps, Soap, Ground Pepper Cultivation, Philosoph, Pikes, Intermediate Military Training, Pruusian Numerals, Arithmetic

1. More Swordsmen!

2. Now that they had a reliable system of numbers at their disposal the Leeute began using numbers for everything. To count their stock, weigh their grain and population. Many of these numbers were presented to High Chief Sohneins who in turn began introducing standardized means of weighing and measuring things. After all if each man used their own stones to compare weight and their own ell to measure distance inaccuracies were bound to occur.

Furthermore now that he had names and numbers telling him of the great many people that inhabited the High Chiefdom of Pruus High Chief Sohneins could not help but feel pride. From this day forward he would no longer be named High Chief, but rather Zentauser Sohneins of the Zentausium of Pruus.

(Zentauser roughly translates into 'Ruler of Tens of Thousands')

(Also goal is to develope a standardized system of measurements)

3. Medicine had come a great way! One could only be amazed by the great capacities the Warriors of Pruus would have if they lived even through gravest of injuries to fight yet another day! Every smaller group of Soldiers would have a Woman follow them who was taught in medicine to tend to them whenever needed. This way not only would the Men of Honor be well cared for, but Medicine too could advance by seeing frequent use.

4. With an ever growing population people really needed to stop defacating in rivers. Constructions of systems that kept the nasty human fluids away from the clean water supply would take place supported by the marvelous new standardized measures.

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ffec19 No.40593

Dice rollRolled 58, 94 = 152 (2d100)

>>40488

Nation Name: Drakyi Rijiee

Colour: Blue

Culture: The Drakyi are nomadic horsemen who learn to ride as they learn to walk. They are a fluid group. Members of a Riji can easily leave to join a new one, or start their own. A Rij holds on to his power by the will of his people, strength of arm, and his horse. For a Drakyi who can not ride is no Drakyi. Most Drakyi herd cattle for meat, milk, and leathers.

The Drakyi rarely set up permanent settlements, and never on purpose. Their capital camp was made permanent due to the frequency of visits and being used to name a Rijan, the leader of all Rij, by the majority vote of Rij and defending the title in duels to the death against those who claim the right.

The Drakyi believe the world is full of gods who give their own people different claims, and cooperate and fight to shape the world. For the Drakyi it was the Steed of Rivers who gave the Drakyi dominion of all beasts and anything they could take. Shamans act to interpret the signs to predict the future, to record all beasts, to study the world and see the true nature of things, and to keep track of what a Riji possess. Shamans are taken from those who were weak in birth but survived, showing a strong soul but weak body.

Capital position: on the western continent between the center forest and desert, on the southern bank of the northern shore

Pop: 17,154

Pop growth: +3.3% (per turn)

Colonies: East Suiwith (Happiness: 1, Pop: 1,669)

Money: 175 (for trading with other nations)

Military units: 306 Sickle riders (+2 combat for every 20 Sickle riders)

440 Bow Riders (+1 combat for every 10 Bow riders)

Happiness: 2 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Textiles, Basic Metallurgy, Stone Masonry, Drakyi alphabet, Bows, Crude surgery, Very basic medicine, Tents, Javelins, Pottery, Brick Baking, Sweat Bathing, Ladders, Pasta, Flour, Bathing, Beer, Cheese

1. The shamans take interest in this 'Beer' and begin to look into it for medical properties and how to better make it. (fix that growth you lil shit!)

2. Begin expansion along the mountains to try and find a good place to have some of the Suwith and Tiryi (Forrest People) settle a city.

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c76e28 No.40625

Dice rollRolled 10, 67, 14 = 91 (3d100)

Nation Name: Tribes of Ashala

Colour: maroon

Culture: Ashalites were a largely isolated people that had built their homes into the mountainside and maintained a simple ascetic existence. This was recently changed when a shaman who had reached the top of the mountain had an epiphany when he stared down at the world. That while one man can go anywhere he only has dominion where he stands and while he lives, It takes many in order to hold the entire world and have his legacy extend beyond himself. With this in mind he went village to village preaching his new philosophy and inspired people to start relations with their previously isolated kin. Now ruled by a council of elders from each tribe, Ashalites are more united than they ever were before.

Ashalites worship the mountain as an extension of the earth itself and depicts it as both father and mother depending on the role that is required of it, they keep the ashes of their ancestors underneath their floors in order to ward away ill omens, and believe that everything is connected. All tribes are lead by a mystic leader known as a shaman who receive their position by some sort of trial related to the mountain environment.

Capital position: In the middle of the tallest mountain where the three rivers meet.

Pop: 29,410

Pop growth: +8%/t

Money: 150

Military units: 300 Mountain Warriors(+3 on combat rolls for every 30), 100 Forest Warriors (+3 on combat rolls for every 30), 100 Bear Calvary (+1 for every 5)

Happiness: 7

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Guerrilla Warfare, Ashalite Alphabet, Weaving, Ashalite Calender, Basic Nets, Pit Traps, Martial Arts(Red Lion), Martial Arts(Falling Bear), Advanced Education, Wooden armor, Philosophy, Ground pepper, Intermediate traps, Live traps, Tamed Bears, Soap, Paper, Fruit drying, Heat Treatment, Stone Architecture, Fertilizer, Sea Salt Creation, Literature, basic metallurgy, Bathing, Sewage

Traits: Living so high gives your people an advantage in extreme altitudes as many other civilizations would regard the air pressure dangerous

The mountain also provides you with freezing weather conditions all year round making it difficult for your people to acclimatize to the warmer climates near the equator

Adapted well to the forest and assimilated forest dwelling people.

Loses happiness Slower

Actions

1. Send shamans to convert the households to the north

2. Improve all our tamed animals by selecting for beneficial traits

3. expand south along the pruusian border

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33f070 No.40702

Dice rollRolled 33, 82, 89 = 204 (3d100)

>>40488

>"logical fallacies" are often subjective

Also the concept of logical fallacies is "these arguments don't prove anything" that's about as objective as you can get.

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0a7753 No.40769

>>40493

The Mimbos are appalled that you would suggest they change their tactics. You said it yourself, they're known for fishing and pealdiving and the thought that they use tools to go further into the ocean or use anything other than their hands to catch their prey is disgusting to them. They begin talking about your lack of qualifications to truly lead them.

Happiness: -2

(You don't yet have canoes or line fishing)

The Tuka are a very expressive people. They begin using clay to make art and hardening it in fire.

Tech: Pottery, Brick Baking

>>40494

Your people begin eating beached whales which provides them with plenty of food through every season.

Pop growth: +4%

Your territory expands into the more fertile lands away from the frosty mountain.

>>40497

Your people coat the tips of their atlatl darts in mercury. If the quicksilver gets into the bloodstream, the victim does not die immediatly but starts to lose their mind. Because of this, you do not think it would work well in warfare

+200 Koa Warriors

In the forests, some people see scarred elephants with bits of braided materials tied to different parts of their bodies. They still appear to be wild, however.

>>40500

Your people forge short but sharp swords out of the cupronickel.

Tech: Gladius

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0a7753 No.40770

File: c0a220b8d0039b4⋯.png (480.28 KB,2000x1200,5:3,features 017.png)

File: 626019229f6f4b3⋯.png (607.87 KB,2000x1200,5:3,temperature 017.png)

>>40530

You sacrifice your sick to the gods which turned out to be a lot of your population. However, many diseases seem to die off with those that carried them.

-2500

Pop growth: +1.25%

>>40568

+150 Swordsmen

You attempt to introduce a standardized measuring system that is unfortunately corrupted in each city meaning each city has their own standard for what each unit of measurement actually means.

While setting standards for everything, your wise men set their sights on temperature. They find that air expands when heated and they begin trying to make an instrument using sealed containers to create vaccums of air and water. The instruments ultimately fail however your wise men make huge leaps and bounds in the field of physics.

Tech: Crude Physics, Crude Hydraulics, Crude Pnuematics

With this tech you can create things such as air pumps and siphons

Traders from Ashala begin trading domesticated wolf cubs. Your people begin breeding them as well and soon they are a common pet.

The traders also talk about a nation of farmers to the north by the name of Niorsjor.

The men are appalled that you would suggest women that were untrained in combat, go into war zones.

Happiness: 7

Your people set up pumps to rid the towns of waste. It is seen as a lower class job to pump the town's sewerage but it's a job that has to be done.

Pop growth: +6%

Sohneins becomes ill once again. His medical staff insists he rests. Not even his court sees him anymore as he gives orders from his bed. Some rumour that he may never recover.

>>40593

Your people begin drinking in moderation rather than binging. Beer continues to cause minor health issues, however.

Happiness: 3

East Suiwith Happiness: 2

The people set up a town at the source of the Tiryi's river after a couple of years of expansion and scouting.

Fires are started throughout East Suiwith as more vandalism appears

East Suiwith Happiness: 0

You hear rumours that Greater Suiwith built an outpost near the border which collapsed in shifting sands, killing multiple soldiers

>>40625

The upper class of Niorsjor are almost entirely merchants living in the capital. They take this new religion you spread as a way to make even more money. Once your missionaries have left, traders begin telling stories about churches being built where the owners charge admission and preach that salvation can be bought.

Your people breed the wolves so they have longer hair and shorter snouts. Each generation becomes bigger and heavier, and easier to train with commands. Your people name them Kukura or Ashalite Mountain Dogs.

Traders from Pruus bring with them mathematics. The ideas spread among your people.

Tech: Pruusian Numerals, Arithmetic

Men of similar complexion to the Pruusians arive on your northern shore. They bring with them captured men and women with darker skin, all bound in ropes. They offer you a trade of some trained bears, wolves and kukuras in exchange for the slaves. They offer 1 slave for every 3 animals with a maximum of 100 slaves.

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0a7753 No.40771

File: 09c20d7f4cdcaef⋯.png (308.87 KB,2000x1200,5:3,topography 017.png)

>>40769

>>40770

And topography map

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62f0a5 No.40773

Dice rollRolled 29, 67, 92, 93 = 281 (4d100)

>>40770

Nation Name: Zentausium of Pruus

Chief: Zentauser Sohneins (46)

Heir:

+ Prusden (18) (Nephew)

Colour: Prussian Blue

Culture: Leeute

Capital position: Somewhere with Forest and Rivers as well as a balanced climate, preferably at the foot of a moutain

Pop: 19.819

Pop growth: +6% (per turn)

Money: 90 (for trading with other nations)

Military units:

+ 420 Macemen (+3 on combat rolls for every 20 Macemen) (+1 for every 50)

+ 120 Peaches (+1 on combat rolls for every 20 Peaches)

+ 490 Swordsmen (+2 on combat rolls for every 10 Swordsmen)

Happiness: 7 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal Husbandry, Irrigation, Wheels, Heat Treatment, Pruusian Alphabet, Weaving, Wooden Armor, Stone Architecture, Basic Metallurgy, Fertilizer, Fruit Drying, Ashalite calendar, Sea Salt, Literature, Basic Education, Two-handed Longswords, Efficient Forges, Basic Traps, Soap, Ground Pepper Cultivation, Philosoph, Pikes, Intermediate Military Training, Pruusian Numerals, Arithmetic, Crude Physics, Crude Hydraulics, Crude Pnuematics

1. You must construct additional Swordsmen!

2. Expand South to settle the peninsula!

3. Improve our standardized means so that we may have uniform weights and sizes making trade and construction more accurate.

4. Hammer throwers had inhibited the development of further ranged weaponry for quite some time now, it was time the Leeute actually developed something more useful for ranged warfare. The Council of Elders would take suggestions from anyone who would bring thjem forth to determine the best ranged weapon.

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45c8ff No.40774

Dice rollRolled 23, 7 = 30 (2d100)

>>40769

Nation Name: Ongudza

Chief: Kashkelek (42), heir: Duguzdov (22)

Colour: Orange

Culture & Capital position: see >>39640

Pop: 11,778

Pop growth: +4% (per turn)

Money: 100

Military units: 100 bonemen

Happiness: 4

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Furs, Bone Club, Bone Pick, Handlining, Burial, Tents, Basic Surgery, Intermediate Medicine, Nutrition

Policies: Beached Whale Whaling

Actions

1. Study body armor.

2. create more soldiers.

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f8f25c No.40776

Dice rollRolled 18, 8, 23 = 49 (3d100)

>>40769

Nation Name: Noi Goram Koritz (land of lonely puppets)

Colour: purple

Culture: >>39271

Capital position: the larger of the two islands that are far away from anything else.

Pop: 12,722

Pop growth: +0.5% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 5 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Mild toxins, Dendrology, Wood carving, Canoes, Toothed Cestuses, Herbalism, Korito Numerals, Arithmetic Bolas, Korito calendar, stone archetecture, levers, Korito alphabet, sauna, weaving, theater, basic metallurgy, Gladius

1. Philosophy

2. Sanitation

3. Adjust the Korito Claw (clawed Cestuses) for maximum effect against a swordsman.

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ffec19 No.40779

Dice rollRolled 25, 35, 26, 79 = 165 (4d100)

>>40770

Nation Name: Drakyi Rijiee

Colour: Blue

Culture: The Drakyi are nomadic horsemen who learn to ride as they learn to walk. They are a fluid group. Members of a Riji can easily leave to join a new one, or start their own. A Rij holds on to his power by the will of his people, strength of arm, and his horse. For a Drakyi who can not ride is no Drakyi. Most Drakyi herd cattle for meat, milk, and leathers.

The Drakyi rarely set up permanent settlements, and never on purpose. Their capital camp was made permanent due to the frequency of visits and being used to name a Rijan, the leader of all Rij, by the majority vote of Rij and defending the title in duels to the death against those who claim the right.

The Drakyi believe the world is full of gods who give their own people different claims, and cooperate and fight to shape the world. For the Drakyi it was the Steed of Rivers who gave the Drakyi dominion of all beasts and anything they could take. Shamans act to interpret the signs to predict the future, to record all beasts, to study the world and see the true nature of things, and to keep track of what a Riji possess. Shamans are taken from those who were weak in birth but survived, showing a strong soul but weak body.

Capital position: on the western continent between the center forest and desert, on the southern bank of the northern shore

Pop: 17,720

Pop growth: +3.3% (per turn)

Colonies: East Suiwith (Happiness: 0, Pop: 1,724)

Money: 175 (for trading with other nations)

Military units: 306 Sickle riders (+2 combat for every 20 Sickle riders)

440 Bow Riders (+1 combat for every 10 Bow riders)

Happiness: 3 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Textiles, Basic Metallurgy, Stone Masonry, Drakyi alphabet, Bows, Crude surgery, Very basic medicine, Tents, Javelins, Pottery, Brick Baking, Sweat Bathing, Ladders, Pasta, Flour, Bathing, Beer, Cheese

1. Send some soldiers to the colony of East Suwith to enforce order and so stop such sabotage and vandalism. The perpetrators are to be executed when caught.

2. Bring in some prospectors from East Suwith and get them to search the new mountain lands for mineral wealth.

3. Begin attempts to tame wolves.

4. A mad shaman declares that he shall tame the common bee, and sets off to do so.

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c76e28 No.40780

Dice rollRolled 25, 15, 19, 93 = 152 (4d100)

Nation Name: Tribes of Ashala

Colour: maroon

Culture: Ashalites were a largely isolated people that had built their homes into the mountainside and maintained a simple ascetic existence. This was recently changed when a shaman who had reached the top of the mountain had an epiphany when he stared down at the world. That while one man can go anywhere he only has dominion where he stands and while he lives, It takes many in order to hold the entire world and have his legacy extend beyond himself. With this in mind he went village to village preaching his new philosophy and inspired people to start relations with their previously isolated kin. Now ruled by a council of elders from each tribe, Ashalites are more united than they ever were before.

Ashalites worship the mountain as an extension of the earth itself and depicts it as both father and mother depending on the role that is required of it, they keep the ashes of their ancestors underneath their floors in order to ward away ill omens, and believe that everything is connected. All tribes are lead by a mystic leader known as a shaman who receive their position by some sort of trial related to the mountain environment.

Capital position: In the middle of the tallest mountain where the three rivers meet.

Pop: 29,410

Pop growth: +8%/t

Money: 150

Military units: 300 Mountain Warriors(+3 on combat rolls for every 30), 100 Forest Warriors (+3 on combat rolls for every 30), 100 Bear Calvary (+1 for every 5)

Happiness: 7

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Guerrilla Warfare, Ashalite Alphabet, Weaving, Ashalite Calender, Basic Nets, Pit Traps, Martial Arts(Red Lion), Martial Arts(Falling Bear), Advanced Education, Wooden armor, Philosophy, Ground pepper, Intermediate traps, Live traps, Tamed Bears, Soap, Paper, Fruit drying, Heat Treatment, Stone Architecture, Fertilizer, Sea Salt Creation, Literature, basic metallurgy, Bathing, Sewage, Pruusian Numerals, Arithmetic, Breeding,

Traits: Living so high gives your people an advantage in extreme altitudes as many other civilizations would regard the air pressure dangerous

The mountain also provides you with freezing weather conditions all year round making it difficult for your people to acclimatize to the warmer climates near the equator

Adapted well to the forest and assimilated forest dwelling people.

Loses happiness Slower

Actions

F. Beat the Slavers with sticks and free the slaves. If the freemen desire to leave they can, but we will give them supplies and our holy books so that they may return with our teachings. It will even be translated into their language(and have some things severely underlined to ensure that a repeat of the situation to the north does not occur). Those that desire to stay will be welcomed with open arms.

F. Send 300 mountain warriors and 100 forest warriors to the city in the north. Aadarsh was furious when he heard the perversion of the faith to the north, so he rallied the warriors and traveled to Niorsjor to correct their error. when they arrived they all set out to find the churches that preach their corrupted faith, so that they may beat them with sticks along with any who would defend their system.

1. Expand along the pruusian border

2. Develop Crop rotation

3. Develop Singing

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df8dac No.40787

Dice rollRolled 14, 7, 12 = 33 (3d100)

>>40497

Nation Name: The Island Kingdom of Halua

Kahuna: Kanehamaha, son of Komalahua (45)

Color: Green

Culture: The Haluans are first and foremost a seafaring people, as it's a necessity when your home is a vast island chain. They are largely fishers by trade, although they do dabble in agriculture, growing tropical fruits and crops on the limited yet fertile land they possess. The Haluans worship the ocean itself, as they know both the joys of a net full of fish and the wrath of a stormy sea all too well and know that keeping the Ocean Mother happy is the key to their prosperity. To do this they use rituals, dances and even this strange practice of riding the waves while standing on boards of wood. While they may seem like a peaceful people, woe be to those who would dare invade, for the Haluans are masters of the sea and will send any foolish enough to invade to its depths.

Capital position: The island of Halua Melemele

Pop: 16,592

Pop growth: +9% (per turn)

Villages: Halua City, Manoa, Nui Mokopuni

Money: 100 (for trading with other nations)

Military units: 100 Atlatl Warriors (+3 on combat for every 25), 300 Sea Warriors (+3 on naval combat for every 20), 400 Koa Warriors (+3 on combat for every 25)

Happiness: 3 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes, Atlatl, Sling, Haluan Alphabet, Poetry, Drama, Basic Sailboats, Cloth, Very Basic Medicine, Pottery, Brick Baking, Harpooning, Handlining, Haluan Calendar, Macuahuitl, Fishing Nets, Stone Architecture, Basic Shields, Basic Metallurgy, Sewage, Basic Surgery

1. I R O N

R

O

N

2. These tusked beasts, the Elepani as some have called them, are intriguing indeed. How did these artifacts end up braided into their hair? As the artifacts seem human-made they seem approachable enough, so perhaps we should try to tame the beasts for our own use.

3. Some of the Koa Warriors are well-venerated, being showered with praise for their acts of heroism, whether it be against a bandit gang or wild beasts. This should be standard amongst all warriors. Ours shall be a society where everyone is a warrior in mind, body and soul, and where valor is amongst the highest of virtues. This "Warrior Culture" will pave the way for Halua's prosperity and shield her from any threat.

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0a7753 No.40788

Dice rollRolled 87, 10 = 97 (2d100)

>>40780

the Niorsjor merchants attempt to defend themselves from the beatings. That is the first roll.

The second roll are the slavers sending an army onto your shores to take back their slaves and what they were willing to trade for. +15 attacking.

You may only defend with your Bear Calvary as the other 400 warriors are preoccupied with the Niorsjor and must roll a defense

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c76e28 No.40789

Dice rollRolled 82 + 20 (1d100)

>>40788

need to roll my 5th roll then since I was not sure if i was getting attacked by the gauls.

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6617be No.40794

Dice rollRolled 84, 35, 74 = 193 (3d100)

>>40769

Nation Name:Confederacy of the waves

Colour: Ocean green

Culture: The Confederacy is made up of different tribes that have joined up after many generations of trade and cooperations. Now they have one leader choosen from between the tribes. The Confederacy puts a lot of weight into trade and their culture is built around it. A Promise is a sacred bond that shall never be broken or the gods will never agree to barter with you for entry into the afterlife.

Capital position: bottomleft corner of map where the river heading down meets the ocean.

Pop: 10,150

Pop growth: +1.5% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: -2 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Pottery, Brick Baking

1)The Varia tribe have been getting more logs for their settlement. They have transported them down the river to get them where they wanted. Riding on them with long poles to steer the slow moving logs.

2) The Varia actions have Inspired the Relk to make a new way to transport their goods. Take a large log then make it hollow and open in one direction so people and good can fit in it.

3) The tukta tries to implement hard, heavy shimering rocks into the pottery.

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adfecf No.40809

Dice rollRolled 53, 99, 100 = 252 (3d100)

>>40770

Nation Name: Tzechuatl

Colour: dark gold

Culture: The gods demand sacrifice, they are fickle and angry, sacrifices of the weak shall appease them. The Tzechuatl people shall appease them with the sick and infirm, criminals, and those who lose in religious competitions. Blood is the price and Blood is the gift, the gods shall purify the blood of the weak and in drinking it our souls shall be purified of sin.

Capital position: the first fork on the longest river on the southern center island

Pop: 7,500

Pop growth: +1.25% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 1

Tech: Agriculture, Animal husbandry, Irrigation, Wheels

1. Expand our land

2.3. Research stone working/cutting tech

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0a7753 No.40846

File: 838abffc02feea1⋯.png (479.95 KB,2000x1200,5:3,features 018.png)

File: 4793c8dc84713d3⋯.png (606.94 KB,2000x1200,5:3,temperature 018.png)

>>40773

Your people expand down into the land bridge and some notice a small island that is accessible if they wade through waist height water. Very few farmers find this to be a good spot to settle as it is far away from any village to trade with so the land is mostly uninhabited.

Zentauser Sohneins passes away, peacefully in his sleep. Prusden is made the new Zentauser.

The first thing Zentauser Prusden does is prove himself a great leader by doing something Sohneins couldn't. He sends wise men to every town and has them regulate the measurement system.

Tech: Prussden Measurement System

Your people, using their basic grasp on physics, begin using the elasticity of sinew to launch arrows. They develop a weapon that has such potential energy that it requires the full weight of a small, but fully grown man to reload. A soldier leans on the cocking mechanism to pull back the stretched sinew which pulls the wood into flexing. An arrow is loaded and fired with a trigger that releases the cocking mechanism.

Tech: Gastraphetes

Former slaves begin funneling into your territory from the Ashalite territory. Many seek your protection and become citizens. Some set up a town in your new territory as a way point to help guide the others back to their homes

+20 pop

>>40774

Your people develop armor out of the ribs, pelvises and other bones of dead animals.

+1 to combat rolls for every 15 Bonemen (please put this in brackets next to your military units. It helps come battle time.

During a training sequence accident, some new recruits were killed and training was halted.

-8 pop

>>40776

Your people continue shitting in the streets. Unrelated, dysentery rates rises in your people.

Pop growth: +0.25%

>>40779

Your soldiers do not know who is committing vandalism. It would appear the perpetrators know the colony just as well if not better than the soldiers. The men also do not know how many perpetrators there are, there could be 5, there could be 50.

Prospecting begins but nobody has found any useful metals yet.

A shaman "tames" bees. Many argue he is merely keeping them captive and harvesting their honey however because they still sting him every chance they get.

Tech: Bee Keeping

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0a7753 No.40847

File: 6b3d6806b955fde⋯.png (308.79 KB,2000x1200,5:3,topography 018.png)

>>40780

You send warriors to beat those that would charge for your religion. The Niorsjor think of you hypocrites for spreading your religion and then trying to dispel the temples. The resent your people and your sect of the religion.

Your warriors retreat with severe bruising and minor lacerations but no casualties.

300 Acostian Pikemen storm your shore. By the end of the battle, 300 Acostian Pikemen corpses litter the shore, mauled and clawed by bears.

Your people begin singing and they do so, so wonderfully that all who hear it can't help but praise the mountain.

Tech: Singing

Happiness: 9

about half of the former slaves stay in your city. They are the ones with small children that find the trek too dangerous.

+50 Pop

You have heard that there has been some trading between the Niordic and the Acostians

>>40787

Your men find a metal underground. It's grey in colour but soft. Your men call it lead.

Your men approach the elepani which go mad when they see them. The elepani trample those trying to train them.

-10 pop

>>40794

Your people develop canoes and oars to transport goods up and down stream.

Tech: Canoes

The Tukta find that when they heat the shiny rocks, the rocks melt. They discover that these metals are maleable and can be melted down and molded. They call this metal they've discovered copper.

Tech: Basic Metallurgy

>>40809

Your people expand up and down the rivers.

While trying to find a way to cut rocks, they try heating them. However some rocks aren't actually rocks and are metals. They discover iron near their capital and use a serrated Iron saw to cut the stone with ease.

Tech: Basic Metallurgy, Stone Cutting

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0a7753 No.40849

[MIGRATING OVER TO NEW THREAD]

>>>40848

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0a7753 No.40854

[MIGRATING TO NEW THREAD ATTEMPT 2]

>>40848

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