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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: 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 [Last50 Posts]

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

____________________________
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b72363 No.39221

File: af683d4a92e05f6⋯.png (317.28 KB,2000x1200,5:3,topography 000.png)

and topographical map

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e9f8bf No.39242

I helped develop some aspects of this game, I believe it has potential guys.

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f542cc No.39253

File: c9e73c8f8e82d76⋯.png (209.5 KB,387x570,129:190,Capture (2).png)

>>39220

>god dont exist

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b72363 No.39254

>>39253

This is simply to say that there isn't any magic in this setting, divine or otherwise

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5fc16b No.39259

>>39254

Now that I have time to think I need you to get your whore ass onto the IRC for questions.

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422ecb No.39271

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

Colour: purple

Culture: so called for the tight cloth wrappings the people wear and the great (to them) distance one could cross without seeing another person, Noi Goran Koritz is home to people who have little more to worry about than boredom. As such, in addition to many great artists, we also all are considerably more concerned with good feeding, good resting, and good breeding than any such ideas of war and it's tools, indeed, there aren't any hard stones or trees one could make oneself calloused upon on the island.

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

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422ecb No.39272

>>39271

It may not be entirely clear, I did not mean that there were no trees at all, but rather that the wood is soft and yielding compared to what would grow on the mainland.

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422ecb No.39273

>>39221

The topography of that northern island suggests that it has nothing to to with tectonics, perhaps a fucking huge volcano?

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78b9c1 No.39285

File: cb5503c25b751ad⋯.png (Spoiler Image,17.41 KB,450x197,450:197,Meta knowledge northern is….png)

>>39273

Meta-game knowledge in the spoiler picture

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5b559b No.39286

>>39220

Nation Name: Chiefdom of Pruus

Colour: Prussian Blue

Culture: Leeute

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

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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5b559b No.39287

>>39286

Culture: Leeute

The Chiefdom of Pruus is almost solely populated by the Leeute. A somewhat barbaric and warlike people leadership is often determined through strength, leaders who appear weak often find themselves challenged by stronger claimants.

Ancestral worship as well as worship of Gaia, Sun and Moon are widespread, though hardly defined and often loosely celebrated by means which vary from family to family.

Being rather spread out and easily divided by individual conflicts for power and fame the Leeute are mostly defined by their common language the Leaut. While regional dialects may vary strongly Leeute remain able to understand one another, creating two very basic groups in the Leeut mindset, the Leeute and the Stuume. Basically those who speak Leaut and those who do not.

The Leeute Culture is still in its infancy, with only few notable tales and traditions to speak of. However High Chief Nimbfried, Chief of Pruus, has great plans for his people. Having conquered many smaller tribes he sees himself at the forefront of establishing a Legacy to be respected and feared.

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572d5e No.39288

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 belive 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

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422ecb No.39290

>>39271

As for faith, the Korito believe in a thousand chaotic gods of the sea and winds, and one soft goddess, Soria, who brought the islands out of an endless sea.

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c65cde No.39291

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: 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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78b9c1 No.39331

File: 4ae41c7a396e350⋯.png (490.71 KB,2000x1200,5:3,features 001.png)

File: 0dec3c5b26bc9d7⋯.png (625.49 KB,2000x1200,5:3,temperature 001.png)

>>39271

While living in a rainforest provides you with a surplus of food, it also brings the dangers of wild beasts such as big cats and venomous insects

Pop growth: .5%

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

Happiness: 1

Living on the equator, in such a hot climate, makes it difficult for your people to acclimatize to the colder climates near the poles

>>39286

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

Happiness: 1

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78b9c1 No.39332

File: 41e002bb577f67e⋯.png (317.28 KB,2000x1200,5:3,topography 001.png)

>>39288

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

Happiness: 1

>>39291

Starting with not only a religion but also living in the target of your worship makes your people much less restless however in some cases, curiosity is also hindered

Happiness: 2

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

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ddb2bd No.39347

Dice rollRolled 6, 38, 39, 90 = 173 (4d100)

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: 10,050

Pop growth: +.5% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 1 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels

1. Get rid of this uncomfortable stuff.

2. Invent culinary.

3. Deforestation.

4. Wood carving.

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ddb2bd No.39348

Dice rollRolled 86, 12, 10, 22 = 130 (4d100)

>>39347

Dicks.

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c65cde No.39351

Dice rollRolled 94, 76, 75, 61 = 306 (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: 10,000

Pop growth: +1%/t

Money: 100

Military units:

Happiness: 2

Tech: Agriculture, Animal husbandry, Irrigation, Wheels

Trait: 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

Actions

1. Build a city at the source of the southern river.

2. Build a city at the source of the western river.

3.build roads to connect all the disparate villages together which eventually culminates at the capital.

4. Unify beliefs at the capital in order to further unity.

"While we have begun the process of integration at the source of Pihari's tears (northern river), we have left the Pihari's milk(southern river) and Pihari's seed (western river) unconsecrated. If we want to establish dominion of the mountain we must control each of the three aspects. Right now only the chosen representatives of their tribe's truly travel and interact with one another, if we seek to change this then we must create a network of trails across the mountain allowing easier movement between the villages and allow pilgrimage to all three holy sites. With this first council a long debate shall be held here in order to share divine revelation received by the inhabitants in each village so that we may be better able to execute Pihari's will as a people."

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f37883 No.39352

File: 19295507a072ce4⋯.jpg (199.71 KB,515x290,103:58,herb_kane_mural.jpg)

File: 7f04e2f6f866b27⋯.png (317.8 KB,2000x1200,5:3,location.png)

>>39220

Nation Name: The Island Kingdom of Halua

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 (See pic)

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5fc16b No.39354

Dice rollRolled 51, 6, 12, 83 = 152 (4d100)

>>39331

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 belive 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: 10,000

Pop growth: +1% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 1 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels

1. Explore out into the plains.

2. As well get some of the other Rij to expand the herding grounds of the Rijiee into the norther plains.

3. Riding upon these beasts can hurt quite a bit. Have the shamans start trying to find something we can put on the beast's backs so that we can ride easier.

4. Begin breeding stronger horses so that they may carry more and run faster.

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78b9c1 No.39369

Just need WhiteDeath to continue

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984099 No.39372

Dice rollRolled 31, 34, 88 = 153 (3d100)

>>39331

Nation Name: Chiefdom of Pruus

Colour: Prussian Blue

Culture: Leeute

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

Pop: 10,000

Pop growth: +1% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 1 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels

1. With their crude written language the Leeute begin writing down the stories and traditions of their people, beginning to create an increased sense of shared identity and what is considered to be part of Leeute Culture.

2. High Chief Nimbfried begins to gather a host of warriors to serve in his armies.

3. Warfare continues to change. Stones and rocks may have served their forefathers well but High Chief Nimbfried demands that better weapons be found to gain the Chiefdom of Pruus an advantage over their lesser cousins who inhabit the surrounding lands!

>>39369

Nuh uh

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83c0e8 No.39379

Room for another?

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78b9c1 No.39381

File: 9d860ef8a4a6719⋯.png (490.75 KB,2000x1200,5:3,features 002.png)

File: 520f76a28ca80ad⋯.png (624.93 KB,2000x1200,5:3,temperature 002.png)

>>39347

While trying to fend off the wild beasts, a large group of men run deep into the rain forest. What follows can only be described as blood curdling screams and not one returns.

-50 pop

While trying to make better food, your people discover a way to extract fluids from some wildlife and flora. Unfortunately, the fluids make humans very ill.

Tech: mild toxins

While attempting to deforest your area, your people find that some trees and shrubs are harder to cut than others. Upon further research they find that many different trees have similarities in, leaf shape, venation, margin and grain.

Tech: Dendrology

These studies help your people learn how to best cut trees to benefit their needs. They can hollow out some logs to gather things in and make small, wooden dolls for their children.

Tech: Wood Carving

They also learn that hollow logs, cut in half have enough buoyancy to allow people to cross bodies of water.

Tech: Canoes

>>39351

Your people expand to the other water sources on the mountain and set up cities there

Roads allow your people to transport goods between each city and the villages see this and come to the cities

+500 pop

The new population are introduced to your mountain worshiping and quickly take up your religion themselves

>>39352

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

Happiness: 1

Your people being a seafaring people, they must know some secret of crossing water

Tech: Canoes

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78b9c1 No.39382

File: 416752eaf1cb5dd⋯.png (317.16 KB,2000x1200,5:3,topography 002.png)

>>39354

On the great plains you find it's mostly empty and a great place for wild buffalo to thrive, which they have done

You send entire Rij into the plains unknown and they don't come back. It is thought that they all froze to death one cold season

-500 pop

The Shaman provide the Rijan with their new riding aid. The Rijan begin in a slow trot and find it excellent however when they break out into a gallop, the aid makes it more difficult to stay on. The Rijan falls and dies.

Happiness:0

Your horses become much stronger and faster allowing you to travel a lot further in a much shorter span of time than before.

>>39372

The unity of the people of Pruss brings with it pride and happiness.

Happiness:2

Nimbfried's first army is a powerful one. It will strike fear into the hearts of all those that oppose them.

The army is then equipped with newly developed clubs with sharp stones embedded into them. The weapons are then treated with fire to make them stronger, are harder.

Military units: 100 Clubmen (+1 on combat rolls for every 20 Clubmen)

>>39379

always

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78b9c1 No.39383

>>39372

Also

Tech: Heat treatment

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c65cde No.39384

what did my religious council do, increase happiness?

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83c0e8 No.39385

File: 6b78d3dca2900bd⋯.jpg (63.94 KB,736x1074,368:537,4d65490c15ad351c71f2368e32….jpg)

>>39381

Nation Name: Ral' Kai

Colour: Yellow

Culture: The Ral' Kaian people are a people who have been forged by their surrounding, learning to use rivers and floods to their advantage. The Rel' Kaian people have a pantheon of gods, varying in importance, the most important being Maohr, the God of the Desert Sands, as well as Asterion, the God of War and Strife

Capital position: See picture (starting location circled in yellow)

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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5fc16b No.39386

Dice rollRolled 73, 26, 6 = 105 (3d100)

>>39382

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 belive 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: 9,595

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

1. Tame the Buffalo to add to our herds. They shall provide much meat and hide.

2. Expand into the plains.

3. Have the shamans try again, and this time make sure that it can allow for a full gallop. Also what kind of Rijan falls off his horse!

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1a364c No.39387

Dice rollRolled 92, 53, 96 = 241 (3d100)

>>39382

Nation Name: Chiefdom of Pruus

Colour: Prussian Blue

Culture: Leeute

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

Pop: 10,100

Pop growth: +1% (per turn)

Money: 100 (for trading with other nations)

Military units:

+ 100 Clubmen (+1 on combat rolls for every 20 Clubmen)

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

Tech: Agriculture, Animal Husbandry, Irrigation, Wheels, Heat Treatment

1. Fertile lands along the River make for excellent farmlands. More farms mean more food. More food means more people to work the farms.

2. High Chief Nimbfried would lead his Clubmen outwards, expanding the borders of Pruus and bringing more people into the fold.

3. In the Capital of Pruus a building was constructed. The Story Holder would contain writings on Pruus Traditions as much as it would hold information about the various Chiefs of the World, other Civilizations and general information about the events which took place within the Chiefdom and what little of the world they knew about.

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99a9ea No.39389

Dice rollRolled 32, 87, 81, 16 = 216 (4d100)

>>39381

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

Colour: purple

Culture: >>39271 (You)

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

Pop: 10,050

Pop growth: +.5% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 1 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Mild toxins, Dendrology, Wood carving, Canoes

1. Arm our men with tooth and claw!

2. Surely there's a better use for these plants.

3. Early Korito mathematicians noticed that the human hand has 4 main fingers each with 3 sections, by pointing at these sections with the thumb, they could indicate numbers from one to a dozen. (Invent math)

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f37883 No.39392

Nation Name: The Island Kingdom of Halua

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: 10,000

Pop growth: +1% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 1 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes

1. Well-fed people are happy people, and the Ocean Mother has much to offer to help us prosper. We should first learn the art of fishing so we can make use of Her offerings.

2. Next we should work on expanding our domain to cover the entirety of Haloa Melemele.

3. Finally, our tools and weapons are flimsy and weak, being made of stones and twigs. We should find a new material to make our things from. Legend tells of the way the fire god Mauga Noa would easily melt even the strongest stones. Perhaps if we could find a way to smelt strong rocks, we could shape them how we want and get strong tools in return.

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f37883 No.39393

Dice rollRolled 92, 6, 51 = 149 (3d100)

>>39392

Rolls

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fd89b8 No.39405

>>39384

it will be kept in mind for future story telling and action results

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d9b521 No.39406

Just need Oneman to continue

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c65cde No.39409

Dice rollRolled 20, 70, 70 = 160 (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: 10,605

Pop growth: +1%/t

Money: 100

Military units:

Happiness: 2

Tech: Agriculture, Animal husbandry, Irrigation, Wheels

Trait: 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

Actions

1. encourage trade and pilgrimage between the three cities and villages(money/pop)

2. Create a group of mountaineers that can keep the roads clear and protect travelers from environmental or man related dangers(military).

3. carve pictures with meaning on rocks, trees, trinkets, etc… In order to hold blessings from shamans and to ward travelers from danger(hieroglyphics).

"while our holy sites and beliefs are unified the paths to take them are still treacherous and limit who can come to us. First we need to create a group that can keep the roads safe from the mountains wrath and man's greed, then we must find a way of keeping the roads, cities, and peoples blessed without the constant supervision of a shaman. With these two systems in place people will be encouraged to join us and bring goods that were once isolated in lone villages to be shared across the entire mountain. Through mastery of the mountain, we will become better servants of Pahari's will.

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d9b521 No.39422

File: 8dd137b99e8dcfd⋯.png (490.24 KB,2000x1200,5:3,features 003.png)

File: a266e691552e2f1⋯.png (624.45 KB,2000x1200,5:3,temperature 003.png)

[Don't forget to update your pop every turn based off of your pop growth stat]

>>39385

You didn't upload a map picture so I've put you where I think your culture makes the most sense.

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

Happiness: 1

>>39386

The buffalo is tamed. The new meats spread variety in your people's diets making them happier

Happiness: 1

Your people try to expand into the plains once again but once again, winter comes. In fear of the same fate as the last settlers, they come back to the already inhabited lands but they bring with them a new invention they call cloth

Tech: Textiles

The shamans come up with a new design however the Rijan reject it. It is apparent from the death of the last Rijan that altering the body of a beast is an affront to the Steed of Rivers

Progress on this project cannot be made for at least another 10 years (2 turns)

>>39387

You designate the river lands for farms and not houses. This provides your people with more food.

Happiness: 3

Pop growth: 1.5%

Most of the nomadic tribes that once inhabited your new lands flee however you do have more land in your power now

While constructing the Story Holder, your people come up with a way to tell more stories in more detail while using less room.

Tech: Pruusian Alphabet

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d9b521 No.39423

File: 86611016ebbd50a⋯.png (317.1 KB,2000x1200,5:3,topography 003.png)

[Don't forget to update your pop every turn based off of your pop growth stat]

>>39389

(You have one more dice than you do actions)

From the few dangerous creatures your people have managed to defeat, they have begun arming themselves with the natural weapons the beasts are gifted with.

Tech: Toothed Cestuses

After countless tests and trials, your people find that the plants can actually help the sick heal and treat infection

Tech: Herbalism

Pop growth: +1.5%

teaching children to use their fingers to count makes it much easier for them and leads to smarter adults that learn to perform mathematics to a greater level

Tech: Korito Numerals, Arithmetic

>>39392

Your people learn the techniques of both harpooning and handlining. The two methods of fishing has spurred friendly rivalry between fishermen who exclusively use one or the other to see who can get the best offerings for the Ocean Mother

Happiness: 2

You send people out, into the rain-forests but this only alerts the jungle cats to your presence on the island. Now they prey on children that stray too far from their parents

Pop growth: +.5%

You develop a brittle metal made from melting down whatever your people can find in rocks and native

Tech: Crude metallurgy

>>39409

At the beginning of these five years you notice people from outside your nation begin approaching your borders. They never enter your territory and most quickly travel back down the mountain and those who don't die of exposure.

By the end of the fifth year, they have gathered into a nation at the foot of the mountain to the South East.

You gather the greatest brawlers and fighters and employ them to constantly travel the roads and rid the travelers of any wrongdoers that would bring them ill will. While they are trained on how to handle situations they begin trading fighting techniques and build a massive reservoir of fighting knowledge to draw upon, creating a martial art.

Tech: Mountain fighting

Military units: 100 Mountain Warriors (+1 on combat rolls for every 20 Mountain Warriors)

Your people begin carving hieroglyphics along the roads as blessing, warnings and information about how far they are from the nearest city however your current hieroglyphics are too basic to communicate some of the more advanced ideas so it slowly evolves into a more sophisticated alphabet

Tech: Ashalian Alphabet

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c65cde No.39427

Dice rollRolled 6, 84, 97, 90 = 277 (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: 10,711

Pop growth: +1%/t

Money: 100

Military units:100 Mountain Warriors(+1 on combat rolls for every 20)

Happiness: 2

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Mountain Fighting, Ashalite Alphabet

Trait: 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

Actions

1. Expand down Pihari's Tears(northern river)

2. Expand down Pihari's Milk(southern river)

3. Expand the mountain warriors

4. research the calender

"With our dominion established at the summit it is natural that we start to expand downwards, as the rivers are the source of life and Pihari's Tears and Milk lead closer into the ocean we shall follow where they lead. In accompaniment with this migration, we will induct more mountain warriors to ensure passage is safe and that they people are not preyed upon by outsiders. Something we have lacked for many years was a way of properly tracking time. We have always gone with what "feels" right for when to honor Pihari and when to plant our crops, but no more. We shall use our unobfuscated view of the sky and learn its meaning.

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f37883 No.39428

Dice rollRolled 74, 89, 6 = 169 (3d100)

Nation Name: The Island Kingdom of Halua

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: 10,050

Pop growth: +1% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 1 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes

1. The jungle cats are a serious problem, but before we send warriors to fight the beasts we must secure the town. Build a wooden palisade to block the beasts from entering the village. The outside will still be dangerous, but we can rest assured that our people will have a safe refuge to go to.

2. We should also develop our weaponry to fight the jungle cats better. The jungle cats are strong but we will have the advantage if we can attack from a distance. We should look into weapons and techniques that will allow us to do this. (Develop bows/archery)

3. We should develop a way to record our ideas, legends and teachings. (Develop writing)

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5d35e2 No.39430

Dice rollRolled 34, 38, 61 = 133 (3d100)

>>39422

Nation Name: Chiefdom of Pruus

Colour: Prussian Blue

Culture: Leeute

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

Pop: 10,252

Pop growth: +1.5% (per turn)

Money: 100 (for trading with other nations)

Military units:

+ 100 Clubmen (+1 on combat rolls for every 20 Clubmen)

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

Tech: Agriculture, Animal Husbandry, Irrigation, Wheels, Heat Treatment, Pruusian Alphabet

1. More lands await to the South along the foot of the mountain! High Chief Nimbfried, slowly feeling the weight of his age bear down upon him demanded that they be settled and the local tribes join the Chiefdom. By force if necessary.

2. To protect what he has built Chief Nimbfried demands the construction of a wall, shielding fields and houses from petty raiders who would dare approach. The first Ring of the Chiefdom's capital.

3. The times of bare chested warriors are slowly coming to an end. The Warriors and Craftsmen of Pruus will begin to experiment with various new forms of armor and personal protection.

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5fc16b No.39431

Dice rollRolled 67, 86 = 153 (2d100)

>>39422

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 belive 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: 9,690

Pop growth: +1% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 1 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Textiles

1. Yes this is good. Make heavy clothes of furs and cloth for the winter and settle the northern planes.

2. Send scouts across the river and into the desert to see what is to the south.

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ec2954 No.39432

Dice rollRolled 10, 34, 8 = 52 (3d100)

>>39423

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: 10,200

Pop growth: +1.5% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 1 (-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

1. Spread our peoples, we need more land.

2. You know that sex thing, yeah, it's time to make it fun.

3. Fuck you apex nightmare fuel, this is our island!

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ec2954 No.39433

Dice rollRolled 90, 22, 94 = 206 (3d100)

>>39432

*Whimpers self to sleep*

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d9b521 No.39452

Just need the Ral' Kai to continue

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c65cde No.39525

Just post the turn, Ral' kai has never shown up after submitting his sheet.

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defb20 No.39541

I'm sure he'll be fine with us going on… it's not like he'll need to interact with anyone just yet.

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d9b521 No.39551

File: 407197830063005⋯.png (490.23 KB,2000x1200,5:3,features 004.png)

File: a10c3744fbb1e8f⋯.png (623.26 KB,2000x1200,5:3,temperature 004.png)

[If anyone misses 3 turns, their nation becomes an NPC state]

[If you don't update your pop every turn, you may be at a disadvantage when you're attacked]

[Please keep track of all stats in your stat block]

>>39427

You send people looking for a place to live to the Northern river. They never did settle nor did they return however there have been increased sightings of mountain lions on your Northern border.

-500 pop

The people of the Nation to the South East have been spotted inside your borders now, watching your people in apparent awe. They don't stay long because it seems they know the dangers of being in too high of an altitude for too long. Many begin leaving exotic fruits from their nation in weaved baskets

Tech: weaving

You recruit more fighters into the Mountain Warriors which keep your people even safer while they traverse the mountain roads.

Military units: +200 Mountain Warriors

Your people notice the changing of seasons and different lengths of daylight throughout the year. They find periods of times that produce the best harvests and they write it all down and use it to organize plans with each other.

Tech: Ashalite Calendar

The original shaman that united your people passes away peacefully in his sleep. It becomes a national holiday

>>39428

You build wooden walls around your city allowing the people inside to be protected from the jungle cats

Pop growth: +.75%

The flexibility of some of the lumber and the elasticity of wood fibers makes launching projectiles at a high velocity easy.

Tech: Atlatl, Sling

An alphabet, more complex than your current hieroglyphics, is developed. However two groups emerge after an argument of certain spellings and pronunciation. By the end of the 5 years, two very similar dialects have emerged using the same alphabet however it still causes tension between the groups.

Tech: Haluan Alphabet

Happiness: 0

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d9b521 No.39552

File: 41f2e01f62ffa99⋯.png (316.83 KB,2000x1200,5:3,topography 004.png)

[If anyone misses 3 turns, their nation becomes an NPC state]

[If you don't update your pop every turn, you may be at a disadvantage when you're attacked]

[Please keep track of all stats in your stat block]

>>39430

Chief Nimbfried has a son at the beginning of the 5 years despite his age. The young heir is a symbol of prosperity

Happiness: 4

The tribes unite under your leadership. Instead of them conforming to your culture, however, you culture adapts to become more inclusive.

+250 pop

A wooden wall is built around the city. Farmers and traders on the furthest outskirts are separated from the city center and have to take a detour through the gate. This they don't mind however it makes them feel unsafe and ask for resources so they may build their own city further South.

Those that focus more on the domestic aspects of life develop a process in which they shave wood and interweave the shavings and then layer the weaves creating thick yet flexible wooden plates.

Tech: Weaving, Wooden armor

In the fourth year, Nimbfried passes away from natural causes. The nation has lost a great man and a 4 year old child and Nimbfried's lover are made co-chiefs until Nimbfried's son is old enough to rule alone.

>>39431

An event occurs known as "The Great Expanse" Drakyi venture into the plains, much more prepared than their predecessors. Due to not having to stay and make permanent settlements, territory grows exponentially.

Happiness: 2

Scouts are sent South and they find another group of people who have multiple permanent settlements along the river. Obviously fearful of your riders, they offer a gift of peace, powdered stone that shines in the sunlight that dazzles civilians in a magical show. Soon the scouts trade a new born calf for metal weapons. They show the scouts how to create their own weapons from stones and how to stack stones to make the sturdiest buildings in exchange for the Drakyi knowledge of selective breeding.

Tech: Basic metallurgy, Stone masonry

>>39432

Hieroglyphics are carved into wooden tablets depicting practical sexual advice. It greatly increases the amount of sex people are having but productivity soon stoops to an all time low among your people

Pop growth: +2%

After trying to fight the creatures of the rain-forest, your people are chased back into their city. They hide in their wooden huts and fortify the entrances. Many have sex to occupy them while they wait for the beasts to get bored and return to where they came from

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d9b521 No.39553

>>39430

>>39552

Your happiness drops to 3 after the death of Chief Nimbfried

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5b559b No.39554

Dice rollRolled 42, 31, 37 = 110 (3d100)

>>39552

Nation Name: Chiefdom of Pruus

Chief: High Chief Nimbfried II "the Young", son to High Chief Nimbfried I "the Father of Pruus" (4)

Colour: Prussian Blue

Culture: Leeute

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

Pop: 10,656

Pop growth: +1.5% (per turn)

Money: 100 (for trading with other nations)

Military units:

+ 100 Clubmen (+1 on combat rolls for every 20 Clubmen)

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

Tech: Agriculture, Animal Husbandry, Irrigation, Wheels, Heat Treatment, Pruusian Alphabet, Weaving, Wooden Armor

1. The Farmers are granted their request and new resources are redistributed to create a second wall, forming an additional defensive layer to the constantly growing capital.

2. Chief Nimbfried's funeral was a grand affair all Leeute were invited to attend. A Mausoleum was built in the City Center with a large statue commemorating the "Father of Pruus". The Clubmen held a Tournament in his Honor, at the end of which they swore fielty to the new High Chief Nimbfried the Young.

3. Under the rule of old Nimbfried's Lover the restless warring nature of the Leeute somewhat subsides as no raids or large bouts of conquest are organized. Many children are born in the warm summers and Gaia smiles upon the Chiefdom of Pruus.

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5fc16b No.39558

Dice rollRolled 94, 18, 32 = 144 (3d100)

>>39552

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 belive 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: 9,690

Pop growth: +1% (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, Textiles, Basic Metallurgy, Stone Masonry

1. Continue to expand into the northern plains.

2. We require a way to store knowledge so that our shamans may share knowledge between each other and through time. (research writing)

3. Search the plains for any herbs or plants we could make use of.

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ddb2bd No.39559

Dice rollRolled 34, 29, 95 = 158 (3d100)

>>39552

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: 10,404

Pop growth: +2% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 1 (-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

1/2. Make better weapons, something that can't be replicated by that monster, it just kinda slashes and bite at those who get close right, maybe we could throw something?

3. Fun and games.

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ddb2bd No.39560

Dice rollRolled 66, 32, 24 = 122 (3d100)

>>39559

>>39348

Also cunts.

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f37883 No.39562

File: 0917f1aa27335b3⋯.jpg (197.5 KB,1280x720,16:9,jungle_ruin_concept_by_rof….jpg)

Dice rollRolled 77, 34, 85 = 196 (3d100)

Nation Name: The Island Kingdom of Halua

Chief: High Priest Komalahua

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: 10,175

Pop growth: +1.25% (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, Canoes, Atlatl, Sling, Haluan Alphabet

1. Now that we are better protected we should go out and take the entirety of the island of Halua Melamele as our own. Perhaps we may spread our influence to the nearby island of Halua Tapua to the northwest, if we have the opportunity to do so.

2. To ensure our expansion is a success we must train skilled fighters to defend our lands from the beasts of the jungle or other angry invaders that might encroach upon our lands. They will be trained in the atlatl, the Haluans' spiritual weapon, along with melee tools such as spears and the like.

3. This rift between our people has sown chaos into the hearts of the people, when they forget that they are all children of the ocean under the Ocean Goddess Haluamana. To remind the people of this we should begin construction on the Temple of the Sea in Her honor. Leading this construction will be the newly appointed High Priest Komalahua, a wise and worthy leader chosen by the Ocean Goddess to lead Her children.

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c65cde No.39577

Dice rollRolled 10, 90, 51, 8 = 159 (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: 10,313

Pop growth: +1%/t

Money: 100

Military units:300 Mountain Warriors(+1 on combat rolls for every 20)

Happiness: 2

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Mountain Fighting, Ashalite Alphabet, Weaving, Ashalite Calender

Trait: 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

Actions

1. Hunt the mountain Lions

2. Expand down Pihari's Milk(southern river)

3. Send shamans along with mountain warriors to greet our friendly neighbors.

4. Honor the 1st holiday of the First Shaman's Passing

"It brings great sadness to hear that the first of our number and the one that brought us all together under our Pihari's Will and entwined destiny has been brought to the womb of the earth. We shall honor his memory by establishing the biggest festival in the history of man that will span the entire mountain. This includes the blessed people that seem to innately understand the First's teachings with their gifts and hospitality towards us. We would be remiss to not take them into the fold of this festival and show them our path of co-existence and ownership of the world. During this, we will continue expanding south to be closer to these blessed people, while our mountain warriors will hunt down the mountain lions that threaten our people."

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9a66bd No.39578

Dice rollRolled 30, 66, 29 = 125 (3d100)

Nation Name: Bao aran Hainn

Colour: Grey

Culture: Baon

Capital position: Situated along the thick Desert River.

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

>>39551

Actions:

1. Look for local Fauna that seems domesticate able.

2. Look for local Flora that provides or people with food and begin building farm to house it.

3. Look for local points of interests

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9a66bd No.39600

>>39578

Culture: The Baon were people of the Desert, wanderers gathering the waters of life and eeking of existence under the pounding Desert sun. It wasn't until a young man decided that wandering was not were his strength lay did things change. His People abandoned him by the riverside to act out his foolishness, they hoped when they returned they wouldn't find him dead, but only his Mother kept faith, When they returned they found the riverside teeming with fruit saplings and grain carefully cultivated on the slim rivers edge. The young man had done what he had set out to do, his people would have enough food to live alongside the river. Over the last generation the tribe had grown explosively and their now Old man had thought up a few new plans…

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d9b521 No.39602

File: 10efac75113cad6⋯.png (489.94 KB,2000x1200,5:3,features 005.png)

File: 10efac75113cad6⋯.png (489.94 KB,2000x1200,5:3,features 005.png)

>>39554

The capital continues to grow as even more walls surround the city. Some of the Southerners that have heard of the expansion nickname it "Peach city" as it has a protective "skin" the flesh where the farmers provide food and then the hard to crack pit. The analogy is lost on those that live in the city as peaches are rarely found north of the river.

Some traders and farmers aren't contempt with the secondary walls and wish to settle their own city further South. They claim the new tribes provide an "untapped market"

The mausoleum, the tournament and the oathe of loyalty brings about a national pride in the chiefdom.

Happiness: 4

The formative years of the new generation is one of peace. Many of them do not know the terrors of war and fighting. Or rather they don't know the terrors of losing. Tales of violence are still shared from father to son and among brethren and it becomes even more glorified in your people's culture.

Almost half of your population believe it is time the Lover stepped down and let Nimbfried the Yound to rule alone. The other half believe he should at least be given more authority and shown the ropes of leading. Many of the women wish for the lover's rule to be immortalized.

>>39558

You continue the great expanse into the plains. One year, the most intimidating man you've ever seen emerges from the forest in the north. He does not speak your language fluently however the dialect is close enough that you understand most of what he says. He says that his tribe from the forest has settled a stronghold in the forest in resistance of your expanse. He states that so long as you leave the forests alone, the two nations won't have a problem.

Those that go far enough East find entire fields filled with wild oats and cereals. Many are dried brought back to the capital in makeshift bags as your people find them to be a nice snack while riding long distances.

>>39559

One of your greatest minds determined that the fibers from certain plants can be used to tie together heavy, wooden balls. These Bolas, as he calls them, can then be thrown and entangle limbs and extremities, imobalizing creatures and making it easier to kill them.

Tech: Bolas

These Bolas are soon adapted into a national sport. People of all ages throw bolas at a pole planted into the ground. Soon the game evolves to involve multiple poles of differing lengths and thicknesses at either end of an empty field and a complicated point system. The game involves 2 teams of 5 and the 10 greatest hunters of the nation come together once every 2 weeks to compete. An entire calendar is created to ensure the players meet on the correct day

Happiness: 2

Tech: Korito calendar

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d9b521 No.39603

File: 862479374e8a188⋯.png (316.92 KB,2000x1200,5:3,topography 005.png)

>>39562

Your people come from the hottest place in the world and as such, adapting to colder climates can prove very challenging.

A group of keen eyed men and women are gathered and trained in the art of fighting. They are sent out to protect those that are claiming nearby lands.

Military units: 100 Atlatl warriors

A great temple is created to unite your people once more. They gather in her shade and share their languages until it becomes a fusion allowing much more meaningful, deep sentences. Poetry becomes a past time for many intellectuals.

Happiness: 1

Tech: Poetry

>>39577

You send men to scare off the lions and it is a massacre. 50 people are killed and the mountain lions still taunt your Northern border

-50 pop

Your people adapt well to life in the forest to the South.

When your shaman walk into the neighbours territory, none of the foreigners dare look them in the eye. Many drop to their knees with their heads down, others bring gifts. One woman brings the shaman her infant son, arms stretched out in front of her with her head bowed. You see carved into a large wooden wall, images of winged people and people with the hooves of mountain goats standing atop a mountain that looms over a city. The shaman gather that your people are seen as religious figures to them.

A split occurs in your people that strikes the very soul of your nation: your religion. Many people believe the celebration of the First Shaman should be a solemn, mournful one while many others believe that it should celebrate his life and the founding of the nation. The religion of your people is divided into 2 sects, a more conservative, sensible group and a joyful, optimistic group.

Happiness: 1

>>39578

Your people begin defending Gazelles from desert predators and in return they no longer try to escape.

Your people begin to cultivate watermelon. One of the more intelligent members of your nation begins using the rind as a way to transport water.

Tech: Watermelon containers

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c65cde No.39605

Dice rollRolled 74, 59, 81, 28 = 242 (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: 10,384

Pop growth: +1%/t

Money: 100

Military units:300 Mountain Warriors(+1 on combat rolls for every 20)

Happiness: 1

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Mountain Fighting, Ashalite Alphabet, Weaving, Ashalite Calender

Trait: 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

Actions

1. Research traps in order to fight against the mountain lions

2. Expand down Pihari's Milk(southern river)

3. Have the shaman missionaries induct our neighbors into the faith

4. Have a second religious council to reunify the people

"As expected the passing of the First has hurt our people deeply and the lives lost to the lions has made people more emotional during this tribulation. We will have to change our tactics in order to combat the mountain lions and establish full dominion over the mountain. Our mountain warriors specialize in utilizing the environment in order to perfect themselves and to keep our people safe, but whenever it comes to fighting they are forced to come close in order to fight. This is not the way we should fight, we should shape the environment around us and through that mastery have it destroy our enemies for us. With our neighbors who are at the nascent stages of enlightenment yet still naturally follow our tenants we must present a strong front and be an example that they can follow. This is why the second religious council will be declared to heal the division in our people."

(conclusion of the council)

"When the shaman reached enlightenment he was alone and at the top of the world with much time to think and meditate. In silence he was able to divine the purpose of life, but he did not keep this knowledge to himself, no, he spread it to all of us and all of our people. His message was one of community and fellowship to share our burdens and trust in one another so that we could all have a future together. This is why this division is so insidious. It separates the attainment of knowledge with spreading it to others and building a community. Public festivals should be a time where all people come together to celebrate and renew the bonds made with one another, while quiet meditation is made before in order to ruminate while after the event it is used to appreciate.

(what to tell the neighbors of our people's nature)

"We are humans like you, but have been given divine purpose by the First. If you follow our ways then you will become an avatar of Pihari's will like us and attain enlightenment."

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582b8d No.39606

Dice rollRolled 48, 93, 44 = 185 (3d100)

>>39602

Nation Name: Chiefdom of Pruus

Chief: High Chief Nimbfried II "the Young", son to High Chief Nimbfried I "the Father of Pruus" (4)

Colour: Prussian Blue

Culture: Leeute

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

Pop: 10,816

Pop growth: +1.5% (per turn)

Money: 100 (for trading with other nations)

Military units:

+ 100 Clubmen (+1 on combat rolls for every 20 Clubmen)

Happiness: 4 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal Husbandry, Irrigation, Wheels, Heat Treatment, Pruusian Alphabet, Weaving, Wooden Armor

1. For her extraordinary services to the Chiefdom and as mother to the High Chief with years of experience to draw upon it Nimbfried the Second believed that his mother still had an important role to play in the Future of Pruus. She would be in charge of settling a new City further South, named after her to honor her many great talents. Informally it would be referred to as "Lover's Heart".

2. With tales of old Glory being passed on from Father to Son many seek to gain glory as one of the High Chief's Warriors. Eager to prove themselves on the field of battle they are as the capital they hail from, made of a fleshy outside, but with their Hearts and Minds as hard as Rock. Naturally the Leeute take to calling them Peaches.

3. Figuring out how to hunt with more than clubs is an essential given that prey is often quick. More experienced Clubmen are looking for ways to kill prey from afar, rather than having to come into direct contact with it.

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f37883 No.39607

Dice rollRolled 50, 5, 93 = 148 (3d100)

Nation Name: The Island Kingdom of Halua

Chief: High Priest Komalahua

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: 10,302

Pop growth: +1.25% (per turn)

Money: 100 (for trading with other nations)

Military units: 100 Atlatl Warriors

Happiness: 1 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes, Atlatl, Sling, Haluan Alphabet, Poetry

1. It is good that we have claimed the whole of Halua Melemele as our own but it is true that expanding northwards may prove difficult unless we adapt to the climate. Yet we will need more land if we want to thrive. Let's instead set our course to the southwestern islands of Halua Manoa and Halua Lahaina, where the climate is a closer match to our own.

2. We should begin to look into curing the various sicknesses that befall our people. Legend tells of mythical herbs that can cure the diseases we face, so we should seek them out.

3. We now have the joys of poetry, but many of our people yearn to act out the various epics and stories written within. We should turn our poems and songs into plays and works of drama to be acted out on the stage.

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5fc16b No.39612

Dice rollRolled 5, 31, 43, 20 = 99 (4d100)

>>39602

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: 9,885

Pop growth: +1% (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, Textiles, Basic Metallurgy, Stone Masonry

1. Continue the Great Expanse into the Northern plains!

2. A man not of the Rijiee can not be the most intimidating of men! Encourage practice fights and duels upon horse back for the Drakyi to become better fighters!

3. Have the shamans research a method of storing knowledge for sharing between them and through time.

4. As well have some shamans research how to make ranged weapons that can be used from horse back.

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5fc16b No.39614

>>39612

>>39603

I blame you for this Nimble.

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9a66bd No.39630

Dice rollRolled 94, 84 = 178 (2d100)

>>39603

Nation Name: Bao aran Hainn

Colour: Grey

Culture: Baon

Capital position: Situated along the thick Desert River.

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, Watermelon containers

Actions:

1/2. begin Building a number of canals, extending our growing area further out into the desert.

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d9b521 No.39631

Just need Jestre to update

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ddb2bd No.39633

Dice rollRolled 93, 32, 34 = 159 (3d100)

>>39631

Sorry…

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: 10,404

Pop growth: +2% (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, Mild toxins, Dendrology, Wood carving, Canoes, Toothed Cestuses, Herbalism, Korito Numerals, Arithmetic Bolas, Korito calendar 

1. Maybe now we can murder the beasts?

2. Make use of that math, maybe we can build better buildings.

3. And perhaps better ways of cutting back all this undergrowth.

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c65cde No.39637

test

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c65cde No.39638

>>39633

>>39631

I HAVE BROUGHT YOU BACK FROM THE VOID AND INTO THE LIGHT

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e9f8bf No.39640

>>39603

Nation Name: Ongudza

Colour: Orange

Culture: Ongudza are a race of people who have blonde, red, or dark hair, are frequently blue eyed or ginger or both, and have slightly slanted eyes with light skin that would easily be considered Caucasian white.

They have two main ancestral figures in their culture, Girguz, the first man, and Kyzirky, the first woman, and believe that all Ongudza result from these two people finding the island they live on. Their culture also ascribes religious value to the whale seal bear and raven.

Men grow their beards very long and women add braids to their own hair for a variety of reasons, never unbraiding their hair and only braiding it for these cultural reasons, cutting the braid off if the reason no longer applies. Men only even start cutting their beards when their beards reach mid-abs.

They speak a language called Ongtat, an example of ongtat given here; "Nazba jamjurut Tzepti Bologdhuz tzub'doy." Translated "No thank you, I will have the seal meat."

Ongudza are a deeply insular society, where authority comes from the house elders, usually a grand or great-grand husband and wife pair sharing joint authority over the family, these pairs electing each chief, who is answerable before these house elders for wrongdoing.

Currently the chief is Chuguzdar.

Capital position: Northern Island, center top of the map

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d9b521 No.39696

File: 568e00513118263⋯.png (489.72 KB,2000x1200,5:3,features 006.png)

File: 65f03e839298a41⋯.png (621.62 KB,2000x1200,5:3,temperature 006.png)

Dice rollRolled 39 + 3 (1d100)

>>39605

Your people weave basic nets and dig holes in territories that they know the mountain lions frequent. They lay the nets over the holes, securing them with flimsy ground stakes. Using whatever the environment provides (usually snow) your people camouflage the nets before tying a small, injured creature (usually a bird or rodent) to the center of the net. When the mountain lions pounce on their prey, the stakes snap and they fall into the pits, entangled in the nets.

Tech: Basic nets, Pit traps

Your people see the ocean for the first time as they claim the river mouth for themselves

The language barrier between you and your neighbours breaks down very quickly. Once the people of that nation are enlightened, enthralled in what your missionaries have to say, the leaders come to speak with them. They offer a unity between the nations. You may govern their lands as if your own in return that their faith be nurtured by your people and they have the same support and protection as your own citizens.

The second council is diverse, with members of both denominations. They are unable to reunite the two back into one but are able to reduce all tensions. Both groups have adopted practices from the other and worships are always integrated. The holiday remembering the First has been split into two days. The first is a day of remembrance and mourning, the second is a day of joy and pride

Happiness: 2

Some shaman report seeing brutish men on the western face of the mountain

>>39606

A second town is created, further uniting the tribes of the South with the rest of the nation. It's named after the mother of the Chief reminding your people of the feats women can accomplish

Peaches begin popping up all over your nation. Men with dreams of glory in their heart but are untrained by any official measure. They often go into the wilderness, defending themselves from creatures and wild men.

Military units: 300 Peaches (+1 on combat rolls for every 30 Peaches)

some that travel the furthest East during their trials claim that there are a group of humble, united tribes atop the great mountain that pierces the heavens and casts a shadow over the lands.

One skilled warrior noticed that he had a club that was unusual. The club was much thicker at one end than the other and the handle had been hollowed out by either a small rodent or bug. This made the club much heavier at one end and when he swung it, he often had difficulty holding onto it and it would soar through the air and do great damage on impact. He began making more clubs like this, often made even heavier by embedding large rocks in the head. A few clubmen adopted these "hammers" over their clubs and a new troop was created

Military units: -20 clubmen, 20 Hammer throwers (+1 on combat rolls for every 20 hammer throwers)

>>39607

You find the further south you head, the hotter it gets. This new island is such a distance that relatives from the original island only see the settlers once a year at most.

While searching for ways to heal your people, the researches become very ill themselves. Many of them die

-50 pop

Your people begin telling stories through acting rather than just words. Theater becomes your people's favourite past time and many children wish to act for a living when they grow up

Happiness: 2

Tech: Drama

>>39612

The people of the forest see your attempt to expand once more as a threat to their safety and ambush your riders. To see how you fair, before your next post roll a combat action with no modifiers.

Your people invent an alphabet which includes a letter for each sound your language requires making it relatively simple to learn however there are many letters.

Tech: Drakyi alphabet

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d9b521 No.39697

File: 35ca7da6adafa0f⋯.png (316.87 KB,2000x1200,5:3,topography 006.png)

>>39630

You use your knowledge of irrigation to create more fertile lands in the harsh desert. This brings a huge influx of food providing your people with a huge population increase.

Pop growth: +2%

>>39633

You dominate the beasts and kill them on site. They learn to fear humans and will flee whenever they see your people.

Your greatest minds use their knowledge of mathematics to develop architecture. They learn that pyramids made of stone lasts longer than huts made of wood and mud.

Tech: stone architecture

Your people learn to use sharp stones to cut away at undergrowth at the base and some begin using basic levers to pull plants up from their roots.

Tech: levers

>>39640

Your people live in the coldest place in the world at high altitudes. Unlike other people, yours have adapted to living so high and have no problem surviving low air pressure however they will have trouble climatizing to the hotter places in the world.

Many of your people believe that there is no land under the snow. Some have tried to prove them wrong however the glacial ice is hard to crack and the snow is layered for at least hundreds of meters.

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

Happiness: 1

To live in such conditions, your people know how to make thick clothing and to layer it on.

Tech: Furs

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f37883 No.39698

Dice rollRolled 32, 74, 42 = 148 (3d100)

Nation Name: The Island Kingdom of Halua

Chief: High Priest Komalahua

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: 10,380

Pop growth: +1.25% (per turn)

Money: 100 (for trading with other nations)

Military units: 100 Atlatl Warriors

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

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes, Atlatl, Sling, Haluan Alphabet, Poetry, Drama

1. Our first order of business is to develop faster boats to get in between the isles faster. Some theorize that harnessing the power of the wind may allow us to sail faster and with less effort. We have nothing to lose by not trying it.

2. The deaths of the researchers only reaffirms our need to seek out medicinal herbs and substances to prevent any further troubles. Their deaths will not be in vain.

3. We should build another enclosed village on Halua Manoa, the new island. We do not know what dangers lurk on this island but we should not wait to find out.

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5fc16b No.39699

Dice rollRolled 17 (1d100)

>>39696

The riders that were ambushed will attempt to break off and wheel around to charge at the ambushers. Let us see how these forest people deal with weapons of metal and the thundering of horse hooves.

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e9f8bf No.39701

Dice rollRolled 84, 93, 97 = 274 (3d100)

>>39697

Nation Name: Ongudza

Chief: Chuguzdar

Colour: Orange

Culture & Capital position: see >>39640

Pop: 10,000

Pop growth: +1% (per turn)

Money: 100

Military units:

Happiness: 1

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Furs

1+2: Take control of more of the river we are located on. (expansion)

3: Study making bone weaponry.

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d9b521 No.39703

>>39699

many of your people are killed. You may have metal weapons but you don't have the same skills as the forest warriors who are armed with projectiles. Stone tipped javelins penetrate the skin of your people as the survivors break ranks and retreat in fear.

-75 pop

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5fc16b No.39704

Dice rollRolled 62, 87 = 149 (2d100)

>>39696

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: 9,909

Pop growth: +1% (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, Textiles, Basic Metallurgy, Stone Masonry, Drakyi alphabet

1. Pathetic! You fear men who can not even ride!? Men who know nothing of facing a stampeding herd and trying to bend them back to your will?! You disgrace your ancestors! We will make them pay. All men begin training to fight from horseback. This will start for all when they learn to ride.

2. As well the shamans will begin to research ranged weapons that can be used from horseback.

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48390b No.39707

Dice rollRolled 58, 55, 79 = 192 (3d100)

>>39696

Nation Name: Chiefdom of Pruus

Chief: High Chief Nimbfried II "the Young", son to High Chief Nimbfried I "the Father of Pruus" (14)

Colour: Prussian Blue

Culture: Leeute

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

Pop: 10,979

Pop growth: +1.5% (per turn)

Money: 100 (for trading with other nations)

Military units:

+ 80 Clubmen (+1 on combat rolls for every 20 Clubmen)

+ 20 Hammer Throwers (+1 on combat rolls for every 20 Hammer Throwers)

+ 300 Peaches (+1 on combat rolls for every 30 Peaches)

Happiness: 4 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal Husbandry, Irrigation, Wheels, Heat Treatment, Pruusian Alphabet, Weaving, Wooden Armor

1. Ceremonially coming of Age, the High Chief of Pruus, Nimbfried II, the Young, Son to High Chief Nimbfried, "the Father of Pruus" would perform his first Great Hunt as true man. Surely the eyes of Loyalists and self serving Schemers would be fixated on him all the same. Following the suggestion of one of his advisers (for better or worse), he decided that to make his mark on the Leeute he would need to fill his father's footsteps with grand achievements and thus venture into the mountains for his first hunt, to slay the most ferocious beast he could find!

2. A little older and a little wiser Nimbfried 'the Young' sends forth people to settle further up along the river that flows through the Pruus capital. Perhaps there were things that could be learned and if nothing else, perhaps there were things that could be taken.

3. Faced with a possible lack of leadership should no capable lover be in sight a Council of Wise Men is established to rule should neither High Chief nor relative be up for the task. During a High Chief's rule they could keep themselves occupied by pursuing other knowledge however as most of them would most likely never become part of a Regency Council in their Lifetime.

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dafbf0 No.39715

Dice rollRolled 16, 95, 70 = 181 (3d100)

>>39697

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: 10,612

Pop growth: +2% (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, Mild toxins, Dendrology, Wood carving, Canoes, Toothed Cestuses, Herbalism, Korito Numerals, Arithmetic Bolas, Korito calendar, stone archetecture, levers

1. Paper and paint

2. Writing

3. Our elders shall gather and produce our first, primitive, law system, Jabberwoccer, "the result of much arguing"

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9a66bd No.39716

Dice rollRolled 24, 75, 52, 4, 49 = 204 (5d100)

>>39697

Nation Name: Bao aran Hainn

Colour: Grey

Culture: Baon

Capital position: Situated along the thick Desert River.

Pop: 10,200

Pop growth: +3% (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, Watermelon containers

Actions:

1. Along the banks begin growing fruit trees, their roots would stop erosion and though the wood would be soft we needed building materials.

2. Action 1

3. Look for local metals

4. Begin building a quarry

5. Action 4

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6bf0a0 No.39720

Dice rollRolled 90, 93, 88 = 271 (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: 10,492

Pop growth: +1%/t

Money: 100

Military units:300 Mountain Warriors(+1 on combat rolls for every 20)

Happiness: 2

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Mountain Fighting, Ashalite Alphabet, Weaving, Ashalite Calender, nets, pits

Trait: 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

Actions

1. Train our neighbors so that they have a shaman to represent them in the council and train warriors that specialize in the forest.

2. Expand down the western river

3. Expand down the northern river

4. Create martial arts based on lions

"We are glad that our blessed neighbors have listened to our words and now desire to join our federation, however in order to accept them they must produce a shaman that has mastered the environment around him and provide a retinue of men that will keep the road clear for both our people. With the mountain lions pacified we can now expand north through pahari's tears. Observing the patterns of the lions in order to set up effective traps many of our warriors have developed a fighting style based on our rival for the mountain. Finally we have heard word of belligerent men blundering through the mountain, while we are willing to meet with them in time it is best we claim pihari's seed before they inevitably hurt themselves with their ignorance.

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6bf0a0 No.39721

Dice rollRolled 30 (1d100)

Sorry phone posting in mountains

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ec3c44 No.39729

File: 86ca24adcdb8f7a⋯.png (489.99 KB,2000x1200,5:3,features 007.png)

File: c5a1f7784d9a2de⋯.png (620.66 KB,2000x1200,5:3,temperature 007.png)

>>39698

Your people watch as the wind pushes the branches of trees and try to utilize the area and lightweight of leaves. They crudely tie many large leaves together to create a sheet which they then hoist above their canoes to push the canoes along. Most early canoes tip as soon as a breeze starts so wider, sturdier boats are constructed. After every journey, the sails must be replaced as leaves do not make very sturdy material.

Tech: Very crude sail boats.

The brightest of your people find that chewing certain leaves can provide the unwell with energy and boost their immunity to some lesser ailments and powdered, dried plants can be applied to wounds to prevent infection.

Tech: Very basic medicine

Pop growth: +1.5%

Another city is built, providing the people living their more protection from the rain forest

>>39701

Your people travel as far as the coast, claiming the land for your nation

Your people go hunting a way that is unique to them. They spot an injured animal, follow them, and when they die, they scavenge what they can. What they take is mostly polar bears that have been fighting with leopard seals. They find that the bones of polar bears make good clubs and some bones can even be sharpened to make deadly picks.

Tech: Bone clubs, Bone picks

>>39704

Military units: 200 Sickle riders (+2 combat for every 20 Sickle riders)

For the next 4 turns, you will also gain half of your population growth in Sickle riders at which point this action must be repeated

Your shamans experiment with the elasticity of wood to launch pointed sticks and make great progress when Suiwith traders come from the south to your capital and trade stretchy sinews for your oats and cereals. Your shaman stretch sinew across a piece of wood, causing the wood to curve. They create the first bow.

Tech: Bows

>>39707

Nimbfried II comes across a lean yet muscular man walking along artificial paths carved into the mountain. The language barrier makes it difficult to communicate however once they both show no aggravation towards each other, they are able to communicate very basically. The "Mountain Warrior" tells Nimbfried that the most dangerous foe the people have are mountain lions on the Northern slope.

In a ferocious fight that no other Pruusian would dare attempt, Nimbfried would have lost his right leg if it weren't for his wooden armor. He defeats the beast that would have claimed the lives of 10 men and demands the respect of all of his people however he will forever walk with a limp.

He drapes the skin of the beast over his shoulders as a trophy, and he returns no longer "the Young" but rather "the Fierce"

You expand up the mountain towards the source of the river.

A couple years after Nimbfried's contact, the Mountain People begin expanding towards your territories. You almost share a border now.

On the very rare occasion a merchant will come from the mountains. A very small percentage learn their language Ashalian

A safety net is created in case the Chief can't rule, on this Council is the richest, most influential trader in the land.

The merchant approaches Nimbfried the Fierce and proposes a deal in audience of the next most influential people. He suggests that if Nimbfried takes his 14 year old daughter as his only lover and promises to never leave her, the Merchant will back every decision he makes both financially and in a social context. This means more support from your subjects but also that his family will always hold some influence and his grandchild will be the next heir. He calls the proposition a marriage or "a unity of two people"

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ec3c44 No.39730

File: 037024b5041aad3⋯.png (315.53 KB,2000x1200,5:3,topography 007.png)

>>39715

Your people develop an alphabet that allows much deeper understanding of texts compared to their primitive hieroglyphics

Tech: Korito Alphabet

The law system is a hit with your people. They are much happier as the laws inspire compassion and empathy.

Happiness: 3

>>39716

Rather than preventing erosion, the trees' roots grow much further, larger and thicker than anticipated. Farms are destroyed by the invasive roots. People merely replace their crops with fruit.

Your people find an abundance of loose gold being pushed downstream by the river. The only thing your people know how to do, however is hammer it with stones to dent it.

Your people begin displacing the dry sand in an attempt to find useful resources. Unfortunately, this causes a landslide from a nearby dune burying many workers.

-65 pop

>>39720

The people adapt to your ways very efficiently. Warriors are trained to use trees and underbrush as coverage and to move quietly and strike fast.

Military units: 100 Forest Warriors (+1 on combat rolls for every 20)

While your attention is on your new territories, one of the Mountain Warriors patrolling the paths claims to have made contact with the leader of the Western Brutes. He claims that the leader probably died to the North as he was hunting mountain lions and was less agile than a normal man as he was wearing clothing made of wood.

As you expand down the western river, you find that the brutes are much closer than you previously thought.

On the rare occasion one of your merchants will travel to the Brute lands. You learn they call themselves Pruusian and a very small percentage of your people learn their language.

There is a rumour that their leader did die fighting a mountain lion 2 years ago however he still returned. They say he now has the strength of a man and a lion combined.

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ec3c44 No.39731

File: 7ddbd5910d93724⋯.png (489.12 KB,2000x1200,5:3,features 007.png)

File: 61c6b86f7f94570⋯.png (620.06 KB,2000x1200,5:3,temperature 007.png)

I (luckily) noticed that the NPCs aren't present on the most recent maps. Here's a fix

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ec3c44 No.39732

File: 6799a3303b415e2⋯.png (315.76 KB,2000x1200,5:3,topography 007.png)

>>39731

Also, I will be going away for the weekend and won't be able to update for the next 5 days. Will update when I get back though

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5fc16b No.39733

Dice rollRolled 73, 41 = 114 (2d100)

>>39729

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: 10,009

Pop growth: +1% (per turn)

Money: 100 (for trading with other nations)

Military units: 200 Sickle riders (+2 combat for every 20 Sickle riders) [+1/2 pop growth 0/4 turns]

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

1. Begin having the men train with bows along with the metal weapons from horseback.

2. Rij Sies! You will be given the honor of the first strike against these forest dwelling filth! Raid what they do not defend! Crush their resistance under your hooves! Herd their women and children like animals! Show them their folly for opposing the Rijiee! You have 100 Sickle riders at your disposal. Do not fail! (Raid the northern forest dwellers.)

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f37883 No.39734

File: 3c7d59c66dfba88⋯.jpg (18.81 KB,500x333,500:333,41cxWmKkjCL.jpg)

Nation Name: The Island Kingdom of Halua

Chief: High Priest Komalahua

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: 10,665

Pop growth: +2.75% (per turn)

Money: 100 (for trading with other nations)

Military units: 100 Atlatl Warriors

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

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes, Atlatl, Sling, Haluan Alphabet, Poetry, Drama, Very Crude Sailboats, Very Basic Medicine

1. Some of our apothecaries and medicine men have noticed plants such as flax and cotton that can be woven together to create sheets that can be used for clothing or as better sails for our ships, not to mention all the other potential uses. We should research this further. (Develop cloth)

2. We should begin the development of better weapons to arm ourselves with. One of the warriors has come up with an idea - to use sharp objects, such as metals and shark teeth, to increase their effectiveness. (Pic related, an actual Hawaiian sword)

3. We should develop pottery out of the abundant jungle clay to store and preserve our foods. This should allow us to take longer journeys over the waves and increase our own foodstores as well.

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f37883 No.39735

Dice rollRolled 60, 14, 87 = 161 (3d100)

>>39734

Aw hell

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e9f8bf No.39736

Dice rollRolled 2, 48 = 50 (2d100)

>>39729

Nation Name: Ongudza

Chief: Chuguzdar

Colour: Orange

Culture & Capital position: see >>39640

Pop: 10,100

Pop growth: +1% (per turn)

Money: 100

Military units:

Happiness: 1

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

Unique hunting aspect: polar bear following (unclear whether this goes on the sheet or not)

1. Study Tent Making.

2. Study Fishing.

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dafbf0 No.39738

Dice rollRolled 3, 34, 16 = 53 (3d100)

>>39730

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: 10,824

Pop growth: +2% (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, Mild toxins, Dendrology, Wood carving, Canoes, Toothed Cestuses, Herbalism, Korito Numerals, Arithmetic Bolas, Korito calendar, stone archetecture, levers, Korito alphabet

1. Expand

2. Expand

3. Sauna

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717bdb No.39749

Dice rollRolled 59, 92, 22 = 173 (3d100)

>>39729

Nation Name: Chiefdom of Pruus

Chief: High Chief Nimbfried II "the Fierce", son to High Chief Nimbfried I "the Father of Pruus" (19)

Colour: Prussian Blue

Culture: Leeute

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

Pop: 11,144

Pop growth: +1.5% (per turn)

Money: 100 (for trading with other nations)

Military units:

+ 80 Clubmen (+1 on combat rolls for every 20 Clubmen)

+ 20 Hammer Throwers (+1 on combat rolls for every 20 Hammer Throwers)

+ 300 Peaches (+1 on combat rolls for every 30 Peaches)

Happiness: 4 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal Husbandry, Irrigation, Wheels, Heat Treatment, Pruusian Alphabet, Weaving, Wooden Armor

1. Nimbfried the Fierce considered the offer. Certainly he would give up a lifetime of numerous women, however the man was of great influence and to have children of only one woman would mean there would be much less squabble about his succession. Finally he would agree to the man's offer, to take his daughter as Nimbfried's only wife, so long she proved able to bear him children. After all, a dead or infertile wife would prove of no use to him.

Should the man agree the Union would take place beneath the Unconquered Sun in front of Nimbfried the First's Mausoleum. As was tradition all Leeute would be invited to attend, no matter whether they belonged to the Pruus or a different Chiefdom altogether. In light of the odd circumstances that some Stuume had learned the Leaut and became no Stuume as matter thereof they too would be invited to attend the celebrations.

The Event would End with each of the Warriors of Pruus eating a Peach and placing its rocky core in the ground. A sign of both respect and connection to their homeland.

2. Now that they had expanded into the mountain range there was something the Leeute had in more abundance than ever before. Stone. The sudden influx would allow them to build better houses, statues and most important of all, the mighty walls of the Peach were about to become even mightier.

3.Chief Nimbfried the Fierce had led by example. A man of honor and bravery he had slain the most dangerous beast there was on his own. No other man could possibly hope to achieve such a monstrous feat! The Peaches however, ever vigilant in their hunt for glory would not be deterred by this. They would learn new ways to hunt and fight in this new mountainous terrain. With more efficient movement, better trapping, diversion and ambushes they too would bring down the Beasts of the Mountains and bring honor to the High Chiefdom by donning their skin.

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c65cde No.39759

Dice rollRolled 6, 47, 32, 51 = 136 (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: 10,600

Pop growth: +1%/t

Money: 100

Military units: 300 Mountain Warriors(+1 on combat rolls for every 20), 100 Forest Warriors (+1 on combat rolls for every 20)

Happiness: 2

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Mountain Fighting, Ashalite Alphabet, Weaving, Ashalite Calender, nets, pits

Trait: 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. Establish a city at the northern river's mouth

2. Attend the chieftain's wedding to learn the final secret of martial arts

3. build road shrines along the mountain paths

4. Encourage larger families

"We have nearly claimed dominion over Pihari's tears. Establishing a city at the river's mouth will give us a strong base to learn how to navigate Pihari's Rival/lover the Ocean Samudra. All this new territory has stretched our believing population thin however, with all this new space, the fertile forests, and rivers claimed by us we should have enough food to sustain a larger population. As many of the original shamans have passed away so too have their experiences. While these have been mostly preserved in scrolls they lack the proper context that was there when they first received their revelations. In order to counteract this we shall build road shrines located along the paths where their story will be reenacted by the traveling pilgrims seeking enlightenment. There has been an invitation given to us by these "Leeute" saying that those that speak their language can join the marriage ceremony of their chieftain Nimbfried II. Many stories have been told of Nimbfried's change once he returned from his trial where he slayed one of our greatest rivals in melee. We shall send the newly minted shaman Abhisumat who was the first to greet their chieftain along with Leeute speaking mountain warriors."

"Abhisumat and by extension his mountain warriors were all well familiar with the Leeute. They had garnered quite the reputation for being dangerously reckless and prone to dying in horrible ways. It was not uncommon for Abhisumat to happen across freezing naked Leeutes whom thought their manliness could beat the cold (only Ashalites could make that claim), ones that think they can just rush ahead without acclimating to the altitude, and his favorite, ones who thought he could solo a pack of lions. spending so much time with them he learned that they were all a subgroup of Leeutes called "peaches" which they say is a fruit with a hard pit. This had lead to Ashalites saying that whenever someone attempts to do anything dangerous and foolish that they are being "hardcore". It is with this association that left Abhisumat and his warriors hesitant to eat the peaches lest it would somehow transmit their stupidity to them as well, but eat it they did as they had no other choice if they wanted to avoid offending the leeutes and learn the final secret to the red lion fighting style."

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c65cde No.39796

>>39759

assign all my warriors to assist in the construction of the shrines as that is part of their duty.

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3f50f7 No.39836

Dice rollRolled 54 + 5 (1d100)

>>39733

Attacking a forested enemy gives you a disadvantage. All of the forest dwellers' javelin warriors defend their home

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3f50f7 No.39838

File: 0cf09f7016dd985⋯.png (489 KB,2000x1200,5:3,features 008.png)

File: 688d6e5aa8af920⋯.png (620 KB,2000x1200,5:3,temperature 008.png)

>>39733

>>39836

You spend all 5 years training young men into great warriors with the bow.

Military: 500 Bow riders (+1 combat for every 10 Bow riders)

The forest makes it difficult to maneuver your men's horses and provides adequate cover for the enemy. Your men manage to kill some of the javelin throwers and damage very few crops before most of them are shuffled off their mortal coils. The remaining riders are forced to retreat

Military: -80 Sickle riders

Pop: -80

>>39734

(thanks to Dafty, I realised you never added Harpooning or Handlining to your techs. You've had these since you researched fishing)

Your people create a fine weave using flax fibers and use this weave to create better ships

Tech: Cloth, Basic Sailboats

By baking the naturally occurring clay of the forest, your people are able to sculpt objects and then make them into a hard substance

Tech: Pottery, Brick baking

>>39736

(Hunting aspect is just fluff, you can put it in your culture if you'd like)

Half a year into the turn, your people experience the beginning of the coldest 4 years in memory. Some freeze to death. -30 pop

By using the sinew and bones of the animals you eat, your people learn to catch fish. They develop handlining

Tech: Handlining

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3f50f7 No.39839

File: 038e5a529b48225⋯.png (315.93 KB,2000x1200,5:3,topography 008.png)

>>39738

Your people find that they can expand along the coast where the Rainforest isn't as dense however, dangerous creatures, such as the gorilla live deeper into the trees, especially near the river. There have been 13 attacks where your people have intruded into their territory, 10 of them resulting in death.

-10 pop

>>39749

The wedding sees people from all over your nation and the neighbouring nation gather in celebration. It is a very joyous celebrationa and within a few months, the peach trees begin sprouting and so has the seed of tradition as many Leeute begin taking vows of monogamy at their own weddings.

Happiness: 5

Another seed has been sown as the Chief has a daughter within a year of being married.

Half a year into the turn, your people experience the beginnng of the coldest 4 years in memory. Most are able to keep warm however few do freeze. Most of your crops die as well however those within the walls are protected from the harshest weather.

Pop: -14

Pop growth: +1.25%

The peach trees thrive under the constant watch and protection of many proud Leeute

Your people very quickly learn to adapt their buildings to utilize stone. In the stone quarries workers find iron, a substance that they find melts when heated to extreme temperatures.

Tech: Stone architecture, Basic metallurgy

In the final year, Nimbfried's wife gives birth to twins, a boy and a girl. They seemingly bring with them a change in the weather as temperatures raise to normal once again. Some Leeute believe that this has a connection to the dieties. The son is gifted from the sun and the daughter a gift from the moon.

>>39759

Your people begin telling folklore stories about the North. They believe that the further north you travel, the more dangerous the creatures become and eventually you will find giants, dragons and Külmking. This comes after settlers are mauled to death near the coast by bears.

pop -10

The wedding of the neighbouring nation's chief was truly an amazing spectacle. You find that the Leeute are less calculating than your people and more emotional and you believe that's where their fighting prowess comes from. Leeute rarely fight hand to hand but rather use heavy clubs which slows them down but allows them to strike more powerfully. Alternatively, they have hammers which they throw at enemies that works much in the same way. A Leeute may be lost in their rage which only makes them fight harder. Overall, you find that the secret to the Red Lion fighting style is taking risks. You may land a deadly blow but if you don't, you've opened yourself up to a viscious attack.

Half a year into the turn, your people experience the beginnng of the coldest 4 years in memory. Some of your people freeze to death and the cold damages your crops so others starve. -50 pop

Your people are encouraged to breed more for the betterment of the nation. More citizens means more farmers to grow more food to prevent the starvation that affects your people.

Pop growth: +1.5%

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e9f8bf No.39840

Dice rollRolled 75, 13 = 88 (2d100)

>>39838

Nation Name: Ongudza

Chief: Chuguzdar

Colour: Orange

Culture & Capital position: see >>39640

Pop: 10,170

Pop growth: +1% (per turn)

Money: 100

Military units:

Happiness: 1

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

1. Develop Formal Funerary practices.

2. Research tents.

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f37883 No.39845

Dice rollRolled 43, 87, 97 = 227 (3d100)

Nation Name: The Island Kingdom of Halua

Chief: Komalahua

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: 10,958

Pop growth: +2.75% (per turn)

Villages: Halua Village, Manoa Village

Money: 100 (for trading with other nations)

Military units: 100 Atlatl Warriors

Happiness: 2 (-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

1. Now that we have more plentiful cloth to wrap ourselves with, we can expand farther northward and settle in more comfortably through the colder seasons.

2. We should continue working on traditional and effective weaponry for our soldiers. (basically make the same Hawaiian swords as earlier)

3. The Ocean Mother is a goddess of fertility and growth along with being master of the seas. Let us start having festivals of fertility to honor her and grow our numbers in the process.

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5fc16b No.39846

Dice rollRolled 44, 56, 39 = 139 (3d100)

>>39838

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: 10,029

Pop growth: +1% (per turn)

Money: 100 (for trading with other nations)

Military units: 170 Sickle riders (+2 combat for every 20 Sickle riders) [+1/2 pop growth 1/4 turns]

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

1. Have the shamans learn of better ways to treat the wounded from these fights. A rider who lives is a rider who may strike back at the enemies again.

2. The women of the Rijiee have been experimenting with new ways to cook food with the new sources of food, such as the grains and buffalo, to make them taste better. Some say it is for their mates, others for themselves. Most believe it is for bragging rights.

3. The cowards hide behind trees! Throwing spears from the dark. They think we are those to be cowed at a retreat! They forget we are the Drakyi! We have mastered beasts who can trample more men than they killed. We are those that ride the plains they seek to deny us of! We shall show them the might of the Rijiee and what it means to face a stampede head on! I, Riji Salmo, shall lead 250 Bow riders and 100 Sickle riders and crush them! For blood and for glory!

+25 Bow riders

+10 Sickle riders

-10 attacking forest

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3f50f7 No.39847

Dice rollRolled 70 + 2 (1d100)

>>39846

heavily damaged from your previous raid, they haven't been able to rebuild their army

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c65cde No.39848

Dice rollRolled 17, 45, 38, 90 = 190 (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: 21,500

Pop growth: +1.5%/t

Money: 100

Military units: 300 Mountain Warriors(+1 on combat rolls for every 20), 100 Forest Warriors (+1 on combat rolls for every 20)

Happiness: 2

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Mountain Fighting, Ashalite Alphabet, Weaving, Ashalite Calender, Basic Nets, Pit Traps, Martial Arts(Red Lion)

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. Improve our traps for the bears

2. Set road shrines for the mountain paths

3. Invent philosophy in order to answer questions about reality

4. Institute a formal system of learning in order to better transfer the elder's wisdom

F. Invite the Leeute into the tribal federation

"It would seem the land north of us is meant to test our people to see if we are worthy of claiming dominion over the world. While the lions have challenged us for dominion of the mountain it would seem the bears challenge us for the coast. Like before we will show mastery of our environment and have these bears submit to our will. Our forest brethren have been asking difficult questions about reality and the will of the divine, as it is our duty as teachers we will need to set up a system where we can properly answer these questions and then another to properly disseminate what we have learned personally. To ensure these words are not forgotten we will carve these insights into tablets that will be enshrined at places of spiritual significance along the road, so that pilgrims can meditate on their teachings as they travel along."

"The Leeute have proven to be a very interesting and lively people. Our Joyous faction has become enamored with their zeal and strange ways. It would be to everyone's benefit if we could invite them to our fold and share dominion of the world as extended family. Knowing what motivates them we can offer adventure, hunting powerful animals, defeating brigands, warding away evil spirits from the mountain, and kinship with all that it entails."

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ddb2bd No.39851

Dice rollRolled 11, 77, 55 = 143 (3d100)

>>39839

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: 11,030

Pop growth: +2% (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, Mild toxins, Dendrology, Wood carving, Canoes, Toothed Cestuses, Herbalism, Korito Numerals, Arithmetic Bolas, Korito calendar, stone archetecture, levers, Korito alphabet

1/2. Initiate friendly contact with the gorillas. They live inland, ergo they were placed by the good goddess.

3. Sauna.

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717bdb No.39853

>>39839

Nation Name: Chiefdom of Pruus

Chief: High Chief Nimbfried II "the Fierce", son to High Chief Nimbfried I "the Father of Pruus" (24)

Children:

+ Glitzerschein (4)

+ Sohneins (1)

+ Mohn (1)

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: 11,269

Pop growth: +1.25% (per turn)

Money: 100 (for trading with other nations)

Military units:

+ 80 Clubmen (+1 on combat rolls for every 20 Clubmen)

+ 20 Hammer Throwers (+1 on combat rolls for every 20 Hammer Throwers)

+ 300 Peaches (+1 on combat rolls for every 30 Peaches)

Happiness: 5 (-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

1. Winter had claimed Dominion over the proud City of the Peach. The Farmers would have to learn to use their fields more efficiently, to gather more food and learn how to conserve it as well. Having grown older and wiser, if not by much, Nimbfried the Fierce had learned that every army marched on its stomach and after all, what was a tribe if not the largest of armies?

2. The House of Stories, home to Leeute history deserved some love. Built decades ago by High Chief Nimbfried the First it remained a testament to cruder times when Pruusians relied on wood to construct their homes. It would be rebuilt in the City, next to the Mausoleum of the Father of Pruus, a grand structure to contain the works of history and whatever other information would be gathered. Seeing as they shaped up to be honorable if crude and naked warriors what little the Leeute knew of the Ashala would be contained within the House of Stories as well.

3. The Chiefdom of Pruus had seen good and bad alike. Still over the years the Leeute had progressed quickly, developing new traditions and technologies, making life better for just about everyone. But what were prosperity and happiness to a Leeut if he could not share them with his kinsmen? There were others out there, those who were not under the High Chief's rule yet were born speaking the same mother tongue. High Chief Nimbfried would send out men, to tell their brethren the tale of Pruus and its ascendence. They too would be welcome in the Peach to take part in its wealth and glory.

F. Don't sign any contracts. Make some vows of protection and assistance.

"Ever since the sounds of the Leaut rolled over the lips of the first Leeute, as thunder rolls over the Hills, our People have answered to noone but themselves.

Leeute are Leeute, Stuume are Stuume. There is Truth in what will never change.

They breathe another air, bear another skin and live another life. They chain their Faith to little houses, their sad eyes seeking endlessly for questions that their Deities refuse to answer. They are not Us. We are not Them.

And yet, how good can we truly be if we allow them to continue in such misery? Would Gaia favor us, Mother of All, if she knew that we had let her children suffer? We must help them, protect and shelter them, from the emptyness that is their relentless search, so full of Mind yet so empty of Heart.

One day their Search will come to an End. They will learn that one cannot put the Mind where the Heart is and they will thank us for the Lessons we taught them. It is then that Gaia, Mother of All, will smile upon us.".

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717bdb No.39854

Dice rollRolled 100, 6, 57 = 163 (3d100)

>>39853

Gimmeh 3 dice

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9a66bd No.39855

Dice rollRolled 93, 36, 58, 91 = 278 (4d100)

>>39730

Nation Name: Bao aran Hainn

Colour: Grey

Culture: Baon

Capital position: Situated along the thick Desert River.

Pop: 10,435

Pop growth: +3% (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, Watermelon containers

Actions:

1. Try making a quarry again

2. Try and move some of the water (irrigation) and make farms further from tree roots.

3. Collect the golden pebbles, if anyone has an idea on how to shape them be my guest ("research" smelting)

4. Attempt to find something to make travel across the desert easier (Camels or wagons or something)

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94ea6b No.39869

File: 37ec0811cc89c1d⋯.png (487.7 KB,2000x1200,5:3,features 009.png)

File: ab7dd3e3252bb09⋯.png (618.64 KB,2000x1200,5:3,temperature 009.png)

>>39840

With the death of so many of your people at once, they begin questioning their own mortality. Your religion develops as they begin burying their dead facing in land to show respect to the island that they believe will protect them in the afterlife. Their fears of dying, while still very much present, are much less scary to them.

Happiness: 2

>>39845

Your best and brightest begin attaching teeth to flat clubs. The teeth snag and tear any flesh they come into contact with making the weapons much more damaging than sticks.

Tech: Macuahuitl

Your people begin celebrating the wonder of child birth and love once a year. To do so they first create a calendar with this ceremony marking the beginning of each year and the birth of the children conceived on this day as the end. Your calendar is based on the human gestation period rather than the seasons as living in the tropical rain-forests provides you with little awareness of any seasons.

Tech: Haluan Calendar

Pop Growth: +2% (This is the total, you do not add it to your existing pop growth)

>>39846

Your shamans learn how to cauterize wounds, splint broken bones, and amputate limbs without your troops bleeding out. This allows many more of your soldiers to survive after they sustain injuries.

Tech: Crude surgery

The women learn to butcher the buffalo to get the best, tastiest meat. They take a cut from the rib which they call rib eye steak and they boil it in the buffalos' milk. Different people like their milksteak cooked differently, some prefer it still red in the middle, others prefer it boiled over hard.

Happiness: 3

Your Riders charge head first into battle lead by the Riji himself. They fight gallantly and outnumber the enemy's army massively but unfortunately, they use the terrain to their advantage. Hundreds of your men are thrown of their horse when the mounts are snared in undergrowth and the enemy hides in trees, utilizing a height advantage. The enemy is irreparably damaged but ultimately they hold your troops back.

Riji Salmo is left with a broken leg that had to be amputated. Many of your warriors survive but become unfit for battle due to the injuries they sustain

Military units: -60 Bow riders, -85 Sickle riders

-90 pop

Due to your people's nomadic ways, some Riji accidentally begin traveling further south slightly, increasing your domain

>>39848

While testing improved traps for the bears in the field, the animals stumble across your people and there is a horrible mauling sending fear into the hearts of all your people. Most, when asked hypothetically, are extremely against settling north because of the folklore

-5 pop

Traders help build a Leeute trading post near your borders. Both nations expand from the frequent travel.

Due to the trading, your people learn the secrets of using wooden plates as armor.

Tech: Wooden armor

Your elders expand the shrines along the roads. It acts as propaganda and your people feel safer.

Happiness: 3

Your people build schools so they can send their young to learn and lead better lives.

Tech: Basic education system

Happiness: 4

Your borders expand slightly as travelers begin creating their own shortcuts which eventually become paths between your cities as they are used more frequently.

Set in their own ways and religion, the Leeute refuse to join you however they do make promises to protect your people whenever they can.

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94ea6b No.39870

File: c8d2a5ea187da09⋯.png (315.16 KB,2000x1200,5:3,topography 009.png)

>>39851

When approached, the gorillas snarl and bare their teeth showing obvious signs of aggression

Using fire and water inside stone huts, your people learn to sweat out toxins and revitalize their skin by making steam.

Tech: Saunas

>>39853

Your people build an absolute surplus of food after discovering the power of fertilizer. So much so that it becomes many a Leeute's life work to preserve the fruits of their labour. They come up with the use of the sun or fire to dry the fruit so it stores longer.

Tech: Fertilizer, Fruit drying

Tribes men, south of the Lover's Heart see your people's surplus of food after the great freeze and instantly unite into a city on the coast and ask to join your nation, offering unwavering servitude to the chief.

Happiness: 6

+ 5000 pop

The Ashalite traders help your people build a trading post just outside your borders. Your nation quickly grows to engulf it and their border meets yours.

From the constant trading your people adopt their calendar.

Tech: Ashalite calendar

While trying to upgrade the House of Stories, an unknown labourer drops his torch and the entire building is engulfed in flames. All stories that aren't commonly taught are lost forever.

Nimbfried visits the beach that he now rules over. He sees the oceans for the first time, the foamy waves crashing over the sand. It dawns on him that a body of water larger than a river may have sounded laughable to his father. He realizes that there is probably more out in the world than where he currently stands. There is more out in the world than what he could imagine and he may never see it; nor his children, nor his children's children.

>>39855

(Your pop growth shouldn't be that high. When I state the population growth in an update, it's the total pop growth and not something you add to your current stat)

Your people find a large, sturdy plot with stone under a thin layer of the sand. They use loose rocks to chip away at the stone beneath their feet.

Your people find that when heated to very high temperatures, the gold becomes malleable and they can shape it using hard stones

One of your wisest people shapes wood into smooth boards with ends that curve. He then attaches the boards to the bottom of a platform that he can place his things atop. He uses animal fats to "wax" the bottom of the boards and it moves easily through the sand.

Tech: Sand sled

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94ea6b No.39871

It's my birthday this weekend so I'll be quite busy and probably won't get to update until Monday. As an apology, every action gets +5

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e9f8bf No.39872

Dice rollRolled 27 (1d100)

>>39869

Nation Name: Ongudza

Chief: Chuguzdar

Colour: Orange

Culture & Capital position: see >>39640

Pop: 10,272

Pop growth: +1% (per turn)

Money: 100

Military units:

Happiness: 2

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

Note: not exactly clear whether burial belongs on the tech list or not.

Actions

1. Study tents.

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c65cde No.39873

Dice rollRolled 434, 510, 452, 712 = 2108 (4d1024)

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: 21,500

Pop growth: +1.5%/t

Money: 100

Military units: 300 Mountain Warriors(+1 on combat rolls for every 20), 100 Forest Warriors (+1 on combat rolls for every 20)

Happiness: 4

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Mountain Fighting, Ashalite Alphabet, Weaving, Ashalite Calender, Basic Nets, Pit Traps, Martial Arts(Red Lion), Basic education system, Wooden armor, Philosophy

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

(You said the philosophy action succeeded in the irc due to my religious councils)

1. Improve our traps for the bears

2. Use spices from the forest to preserve and flavor our food

3. Set up contests and festivals encouraging men and women to find suitable candidates for marriage, invite the leeute

4. Improve our education system by sending shamans to share our knowledge of Leeute stories and Ashalite experiences with the Leeute to replace what was lost in the fire

A true tragedy has befallen our Leeute friends. They have lost much of their ancestral knowledge due to human folly, as scholars and preservers of tradition we must help them replace the void that was created by sharing what our shamans have learned from traveling their lands. Our people also seem to be wavering from their purpose and have an aversion to the north. We must find a way of subjugating the bears as we did the lions to share that any challenge can be conquered. To the south in our forests we have heard reports of people using plant herbs and spices to flavor their food and prevent them from spoiling. Our families are now at a healthy size that ensures population group, but in the villages there are often unequal amounts of unmarried men and women. We shall solve this by establishing festivals and contests of ability to show off the best of both sexes to encourage more families to form.

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c65cde No.39874

>>39873

um…should i reroll or just take the first 2 numbers of each roll?

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c65cde No.39875

Dice rollRolled 42, 97, 98, 37 = 274 (4d100)

>>39873

if the answer is no ill just roll ahead of time.

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4faea4 No.39884

Dice rollRolled 60, 60, 47, 20 = 187 (4d100)

>>39870

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: 11,250

Pop growth: +2% (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, Mild toxins, Dendrology, Wood carving, Canoes, Toothed Cestuses, Herbalism, Korito Numerals, Arithmetic Bolas, Korito calendar, stone archetecture, levers, Korito alphabet, saunas

1/2. We need more food.

3. Maybe the gorillas will respond to offerings of fruit.

4. Theater, because art.

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f37883 No.39886

File: 3e36730fef1a9da⋯.jpg (206.29 KB,736x957,736:957,110c9325e90031c0dd7f3cbd93….jpg)

Dice rollRolled 13, 99, 55 = 167 (3d100)

Nation Name: The Island Kingdom of Halua

Chief: Komalahua

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: 11,117

Pop growth: +2% (per turn)

Villages: Halua Village, Manoa Village

Money: 100 (for trading with other nations)

Military units: 100 Atlatl Warriors

Happiness: 2 (-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

1. We should continue expanding north along the island chain. We'll not only need the space but the Children of the Sea have divine claim to the Haluan Archipelago.

2. We should also begin seriously thinking about our defense. To do this we shall train Koa Warriors, elite troops trained with not only koa swords and atlatls but also with the knowledge of sailing, so that they may become an effective fighting force both at sea and on land.

3. Using cloth and fabric we can weave together solid nets to catch even more fish, and in deeper waters too thanks to our sailboats. We should give this a try.

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5fc16b No.39888

Dice rollRolled 54, 56, 80, 41 = 231 (4d100)

>>39869

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: 10,039

Pop growth: +1% (per turn)

Money: 100 (for trading with other nations)

Military units: 135 Sickle riders (+2 combat for every 20 Sickle riders) [+1/2 pop growth 1/4 turns]

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

1. We still lose some to infection, and many to disease. Have the shamans begin to look into ways to fight disease. +5

2. The steak pleases everyone, but there is more that could be done. The cooking explosion begins! +5

3. We require better structures that we can bring with us and keep us warm. Put the shamans on researching that.

4. They are weak! Crush the forest dwellers. I will take their leader's skull as a cup and his daughters will bear my children! Ride, to glory and death!

+5

-10 attacking forest

+40 sickle riders +4

+120 Bow riders +12

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94ea6b No.39890

Dice rollRolled 26 (1d100)

>>39888

Without an army, the civilians of the forest attempt to fight back

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6be13f No.39925

Dice rollRolled 98, 34, 98 = 230 (3d100)

>>39870

Nation Name: Chiefdom of Pruus

Chief: High Chief Nimbfried II "the Fierce", son to High Chief Nimbfried I "the Father of Pruus" (29)

Children:

+ Glitzerschein (9)

+ Sohneins (6)

+ Mohn (6)

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: 16,472

Pop growth: +1.25% (per turn)

Money: 100 (for trading with other nations)

Military units:

+ 80 Clubmen (+1 on combat rolls for every 20 Clubmen)

+ 20 Hammer Throwers (+1 on combat rolls for every 20 Hammer Throwers)

+ 300 Peaches (+1 on combat rolls for every 30 Peaches)

Happiness: 6 (-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

1. As the Ashes of History ran through Chief Nimbfried's hands he knew what he had to do. Never again would fire threaten the glorious history of the Leeute. The Settlement on the Mountain was to be expanded into the Mountain. Halls that led down into the mountain's safe womb would be filled with Leeute texts of old and new traditions alike, they too would contain the history of the Ashalites' Kindred in Spirit to the Leeute their future would inevitably be intertwined with that of the Chiefdom.

2. Endless dark waters, birds gawing in the sky. This was nothing like the Rivers the Pruusians called home. One could not drink it, its taste was strong and left the mouth drier than it was to begin with. However once the water had dried it left behind its own gift. White grain, exceedingly strong on its own it taste excelled when combined with other foods. Seeing as the Pruusians already had a lot of food to go around, making it taste well would most likely prove to be even more of a benefit that could be shipped to the Leeute's neighbors just as well.

3. For as long as anybody could remember the Leeute bore armor and weapons made from wood. However not too long ago Eiseen had been discovered in the Mountain, not a rock it could be smolten with great heat and put into shape. Disregarded for years aside from anything other than jewlery the use of Eiseen is quickly gathering traction with artisans seeking to outdo one another.

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9a66bd No.39927

Dice rollRolled 84 (1d100)

Nation Name: Bao aran Hainn

Colour: Grey

Culture: Baon

Capital position: Situated along the thick Desert River.

Pop: 10,535

Pop growth: +2% (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, Watermelon container, sand sleds

Actions:

1. Begin quarrying stone to build buildings, allow the irrigation to flow through home to give some natural cooling.

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94ea6b No.39947

File: 1eb8f237b9c584e⋯.png (487.3 KB,2000x1200,5:3,features 010.png)

File: dc6e97675d0be41⋯.png (618.05 KB,2000x1200,5:3,temperature 010.png)

>>39872

Your people create an elaborate tent city using wood and polar bear furs. In the center of the city is a huge tent palace

Happiness: 3

>>39873

Your people adapt their traps to hold the bears both dead and alive

Tech: Intermediate traps, Live traps

Your people begin picking woody, berry-like plants from vines in the forests and they find that they have a very particular, spicy flavour. They ground this pepper into their food to make it tastier.

Tech: Ground pepper

Happiness: 5

Your people adopt the ideals of marriage created by the Leeute. They begin having festivals where men compete in entertaining challenges to show their desirable traits and a few Leeute join you. It isn't long before you find that Leeute women are moving into your territory to be with their Ashalite husbands and Ashalite women are moving into Leeute land for the same reason.

Pop growth: +1.75%

Happiness: 6

-5 pop

Your shamans are sent into Leeute territories to share experiences and what they know of Leeute stories. Your interactions with the Leeute have started effecting their culture as they slowly adopt more of your traditions.

Word gets to your nation about giant wooden fish in the Leeute gulf

>>39884

You send men out on a hunting expedition to find the wild boars of the rainforest. Your people sleep with full stomachs this night.

The gorillas, still cautious of your people, cease their aggression as you begin feeding them fruits.

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94ea6b No.39948

File: 6645537e5372a47⋯.png (315.05 KB,2000x1200,5:3,topography 010.png)

>>39886

As your people set out to settle on more lands, the winds pick up and settlers are carried away.

-17 pop

Your warriors are trained aboard ships to fight while sailing at the same time.

Military units: 300 Seamen (+2 on naval combat rolls per 20 Seamen)

Your fisherman begin using nets in the deeper oceans and begin pulling up enough fish to feed an entire village.

Tech: Fishing nets

>>39888

Your shamans study the effects of different herbs and plants on the wounded and ill

Tech: Very basic medicine.

Your people begin drying oats before adding it to milk and boiling it creating porridge.

The shamans begin developing shelter and soon have tents that you can quickly put up and pull down.

Tech: tents

Your people storm the town as they put up little fight. You take the city much to the forest people's disgust.

+5000 pop

+50 money

Happiness: 2

Tech: Javelins

>>39925

Your people begin mining out giant caverns beneath the trading city and filling them with texts. The Ashalite's also lend a hand stocking the underground with knowledge. This causes their culture to further seep into your nation as your own culture is diluted.

Your wise men collect the sea water in bowls which they let dry and collect the sea salt.

Happiness: 7

Tech: Sea salt

Eiseen is used to recreate countless objects you've already invented. It's used to reinforce your stone buildings and it's used to make weapons and armour stronger.

(+2 on combat rolls for every 20 Clubmen)

(+2 on combat rolls for every 20 Hammer Throwers)

(+1 on combat rolls for every 20 Peaches)

Your people have started reporting sights of giant wooden fish with many men sitting atop them in the oceans.

>>39927

Your people build the greatest stone quarry that will be admired for generations to come.

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5fc16b No.39950

Dice rollRolled 56, 45, 93, 67 = 261 (4d100)

>>39948

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: 15,190

Pop growth: +1% (per turn)

Money: 150 (for trading with other nations)

Military units: 211 Sickle riders (+2 combat for every 20 Sickle riders) [+1/2 pop growth 3/4 turns]

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

Ah yes. The forest city of slaves. They have attacked our people and fought them. Now they are as animals to add to our herds. The men that did not fight may be allowed to keep their women and children. Those that have fought their women and female children will be taken and their male children forced to work. Those left in the city shall be forced to farm and gather wood for the Rijiee. Those that show loyalty to the Rijiee shall receive benefits, and the child of a Drakyi man and a Forester slave will legally be the child of the man and raised as one of his children. Those that show defiance will be treated as those that fought, and their heads displayed in the center of the city. Those found to be carrying weapons shall be treated the same.

1. There are many women without mates, and many new slave women. Encourage the formation of Harems where a prosperous man may have many mates. We need more children.

2. Bring the artisans to remove the top of the Forrest chief's skull, coat it in Bronze, and turn it into a cup! This shall be a new ceremonious artifact for the Riji.

3. Search the forest for a large, fast running beast to tame.

4. Attempts begin to breed bigger, fatter, buffalo to produce more meat.

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c65cde No.39951

Dice rollRolled 87, 66, 40, 83 = 276 (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: 21,500

Pop growth: +1.75%/t

Money: 100

Military units: 300 Mountain Warriors(+1 on combat rolls for every 20), 100 Forest Warriors (+1 on combat rolls for every 20)

Happiness: 7

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Mountain Fighting, Ashalite Alphabet, Weaving, Ashalite Calender, Basic Nets, Pit Traps, Martial Arts(Red Lion), Basic education system, Wooden armor, Philosophy, Ground pepper, Intermediate traps, Live traps

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. Establish a city at the northern river's mouth

2. Tame bears in the live traps

3. Improve our Education system

4. Encourage more communal efforts in raising children to further unity and ensure safety for population growth

"Our people are more prosperous than ever. With our friendship with the leeute we have gained much material and spiritual fulfillment, however we must always strive to break through past limitations and always look forward to the future. Right now, we have dealt with the bears blocking our expansion to the north and while the people are willing to migrate again there is still some lingering fears. We shall enact several policies in order to counteract this as well as any other potential doubts and divisions that may spring up in the future. While we have shown domination over the bears we never tried to befriend them and fill them with our spirit so that they too may better serve Pihari's will. With them being trapped we will have all the time needed in order to tame them. For most of our history even in the villages people were very spread apart and required much effort in order to establish communities. With our much larger population and cities built however people are much closer together than they have ever been before. It is time to take advantage of this and encourage families to work together to ensure that all the children may live to see adulthood. Finally, with all the efforts spent teaching our burgeoning population as well as the leeute we need to think of ways that will more efficiently disseminate ideas to the local populace so that all may have a better future.

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f37883 No.39955

Dice rollRolled 66, 82, 45 = 193 (3d100)

Nation Name: The Island Kingdom of Halua

Chief: Komalahua

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: 11,322

Pop growth: +2% (per turn)

Villages: Halua Village, Manoa Village

Money: 100 (for trading with other nations)

Military units: 100 Atlatl Warriors (+1 on combat for every 20), 300 Sea Warriors (+2 on naval combat for every 20)

Happiness: 2 (-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

1. We should look further into smelting metal, using our existing knowledge as a base and tinkering with different ores and alloys until we can make something sturdy and useful.

2. Our people are wallowing in their own filth. This is unacceptable, it spreads disease and makes us unattractive. We should remedy this by creating baths to encourage people to bathe themselves and keep clean.

3. We should continue expanding to the north and west along the island chain, perhaps we can find survivors from the shipwrecks.

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992aa9 No.39956

Dice rollRolled 32, 88, 79 = 199 (3d100)

>>39947

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: 11,475

Pop growth: +2% (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, Mild toxins, Dendrology, Wood carving, Canoes, Toothed Cestuses, Herbalism, Korito Numerals, Arithmetic Bolas, Korito calendar, stone archetecture, levers, Korito alphabet, sauna

1. Domesticate/integrate these gorillas.

2. Fancy cloth

3. Expansion.

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6be13f No.39959

Dice rollRolled 87, 36, 58 = 181 (3d100)

>>39948

Nation Name: Chiefdom of Pruus

Chief: High Chief Nimbfried II "the Fierce", son to High Chief Nimbfried I "the Father of Pruus" (34)

Children:

+ Glitzerschein (14)

+ Sohneins (11)

+ Mohn (11)

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: 16,678

Pop growth: +1.25% (per turn)

Money: 100 (for trading with other nations)

Military units:

+ 80 Clubmen (+2 on combat rolls for every 20 Clubmen)

+ 20 Hammer Throwers (+2 on combat rolls for every 20 Hammer Throwers)

+ 300 Peaches (+1 on combat rolls for every 20 Peaches)

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

1. As the Leeute were a proud people of rich tradition, they had built the foundation of their people on values of family, their history ingrained in the architecture of their cities. They had achieved many great things and brought forth the happiest of all people and yet, for some reason, there were those who decided to abandon these traditions that had brought them such great achievements. It was time to enshrine Leeute tradition in a more regulated form. There would be regulated days of celebration for Gaia, the Sun and the Moon. Weeks of celebration with the traditional planting of the Peach would take hold.

2. To strengthen Leeute tradition the pursuit of Martial matters would become even more enshirned into the tradition of the Pruusians. While the Ashalites possessed their own martial arts so would the Leeute, however they would focus on the use of the various weapon in their arsenal, as well as engaging closely together with other Leeute, covering each other's back, using distractions and exploiting the distractions provided.

3. With their vast abundance in food the Pruusians would be able to feed even more children. As with the newly introduced holy days a time of fertility would be introduced reminding of Nimbfried the First's lover. New practices of fertility would be encouraged. As well as a new tradition that would see Hunters and Warriors lay with their wives for one last time before going on a Hunt.

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9a66bd No.39967

Dice rollRolled 94 (1d100)

>>39948

With such an abundance of stone let construct a city.

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94ea6b No.39972

File: e109dfc9c224dd0⋯.png (486.52 KB,2000x1200,5:3,features 011.png)

File: 10fb1b1f3691ca8⋯.png (617.14 KB,2000x1200,5:3,temperature 011.png)

>>39950

Men take women from the forest tribes to form Harems. Not having to wait for full gestation periods, men begin having more children however these new children may end up resenting their fathers. By the end of the turn, there are quite a few 5 year olds that have been raised by their slave mothers but are treated as proper Drakyi

Pop growth: +1.25%

You send men to the south to have the Suiwith coat the skull of your enemy's skull in bronze only for them to find themselves in a war zone. Suiwith attack each other along a disputed border, brother against brother. Your men enter the Suiwith capital to find that almost all buildings are two stories tall with a large class divide. Ladders lead up to the high platforms where your horses can't reach and the upper class live while the ground floor is inhabited by the sick and elderly. They come to a Suiwith artisan and ask for the skull cup and he refuses as they require all the bronze for their armies. Your men come back empty handed and your own people are required to make the bronze cup themselves.

Your men begin taming deer in the forest. They're too small to ride but they have delcious meat and are able to run fast

In the fourth year the one legged, legendary old man that is your leader spends a night with his many many children, feasting and being jolly, a rare sight for the aggressive Drakyi. He heads to bed with a belly full of milk steak and doesn't wake up the next morning. A competition of strength is held the next day to find a new leader.

After a few generations, the buffalo begin giving more meat when butchered.

>>39951

Using breeding techniques and negative and positive reenforcments, your people soon tame the bears they hold in captivity at least to the point where they won't attack your people in fear of punishment.

Tech: Tamed bears

Your education level improves throughout your people and all of them have atleast a basic grasp of reading and writing.

Tech: Intermediate education

The children become communally raised and they hold multiple adults in the same regard as parents.

Happiness: 8

>>39955

Your people use the metals that they can find and basic smelting processes and soon learn how to create using bronze.

Tech: Basic metallurgy

(+2 on combat for every 20 Atlatl warriors)

(+3 on naval combat for every 20 Sea warriors)

Your people begin bathing regularly, washing away the dirt and grime. Suddenly they seem to not get sick nearly as often, child mortality drops and parasites are a lot less common place.

Pop growth: +4% (total. Do not add to current pop growth)

Your people travel North West searching for the lost settlers however some believe they were pushed East into the great unknown waters

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94ea6b No.39973

File: 6b100f5b7f6d770⋯.png (314.72 KB,2000x1200,5:3,topography 011.png)

>>39956

Your people learn not to fear the gorrilas and the gorrilas stop fearing your people. Occassionally one of your children will give a gorrila a piece of food and a gorrila might give one of your men a pat on the back if they are friends. Gorrilas and man live harmoniously on your island, within the same habitat.

Your people begin weaving. They are new to the idea but they quickly make sheets of weak material out of grass and leaves.

Tech: Weaving

>>39959

Your people begin celebrating your gods and national identity. This is undercut by the fact that the Ashalite's calendar is used to organize the celebrations

Your people stray from the martial arts developed by the Ashalites. Ironically the Ashalites developed their red lion style by observing your peaches. Your armies become more organized. In addition to the +2 for every 20, your clubmen and hamer throwers also gain +1 for every 50

Your hunters become a sex symbol among your people.

Pop growth: +1.5%

The giant wooden fish beach themselves as men disembark onto your beach followed by people with dark skin in binds. There is a slight language barrier but your merchants gather that they want to trade your salt for the lives of these men and women. For all of your excess salt, they're willing to give you 100 slaves however the merchants are reluctant as they don't know the law.

>>39967

Your city is settled upstream of your capital. Many of your people find it convenient being so close to your capital however others see the closeness as detrimental as it could almost be seen as an expansion on the capital rather than it's own entity. The city is entirely built of stone and is certain to stand the test of time as it is protected by the harsh desert winds by tall, thick stone walls.

+5 when defending this city

Happiness: 1

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9a66bd No.39975

Dice rollRolled 42, 41 = 83 (2d100)

>>39973

Nation Name: Bao aran Hainn

Colour: Grey

Culture: Baon

Capital position: Situated along the thick Desert River.

Pop: 10,535

Pop growth: +2% (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, Watermelon container, sand sleds

Actions:

1. The Southern City shall be named Baon aran Cloch, it is the City of the Wealthy a Cultural Capital next to our bureaucratic capital. As such let us begin the Construction of similar Stone walls and architecture in the bureaucratic Capital.

2. Look among the people to add life to the stone (Look for an artist to make the walls not only strong but visually appealing)

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5fc16b No.39976

Dice rollRolled 74, 100, 17, 4 = 195 (4d100)

>>39972

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: 15,380

Pop growth: +1.25% (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

1. At the death of the Riji the riders are sent to all the Rij to gather in the sacred city of Soya for the election of the new Riji and the trial of challengers.

2. After news of war comes from the south some ride south to look themselves, and some are sent by the Rij to observe and report news of what is happening, and if possible why.

3. Some of the shamans believe they can create thicker clothing from the hides of buffalo, deer, or cows that may protect more in battle.

4. Some craftwomen believe that they can make something out of normally discarded stalks of grain and attempt to.

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c65cde No.39977

Dice rollRolled 16, 38, 44, 95 = 193 (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: 22,650

Pop growth: +1.75%/t

Money: 100

Military units: 300 Mountain Warriors(+1 on combat rolls for every 20), 100 Forest Warriors (+1 on combat rolls for every 20)

Happiness: 8

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Mountain Fighting, Ashalite Alphabet, Weaving, Ashalite Calender, Basic Nets, Pit Traps, Martial Arts(Red Lion), Intermediate Education, Wooden armor, Philosophy, Ground pepper, Intermediate traps, Live traps, Tamed Bears

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. Train the bears to be ridden

2. Develop the Falling Bear Style

3. Improve the education system

4. Develop irrigation to improve sanitation and help crops grow

"Our people's zeal has reached new heights and we have surpassed previous limitations. With the taming of the personification of the north we can now develop our final martial art as a counterpart to the red lion fighting style. The Falling bear style is based on cooperation and utilizing any tools available to you in stark contrast with the red lion's focus on the self and using only your body for both offense and defense. With these two styles taken together our warriors will always be at their peak self and their bonds with one another unbreakable. The bear's power rivals anything we have ever seen before including the mountain lions. If we manage to harness their strength to our own ends we would be unbeatable. Our people have benefited greatly from the knowledge shared to everyone willing to listen, but it is still lacking in some respects. while we have established a good floor for our people's erudition there are some who's potential reaches much higher than what we can teach at the scale required. Therefore we will develop universities to teach these great minds. There has not been much truly threatening our people besides disease. while the cold has kept away the worse of the insects spreading their vile plague our people live in filth. Much like the roads that lead us communicate and connect with one another, so too shall this irrigation system connect to a greater system and lead away the filth along its paths.

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717bdb No.39978

Dice rollRolled 62, 22, 17, 48 = 149 (4d100)

>>39973

Nation Name: Chiefdom of Pruus

Chief: High Chief Nimbfried II "the Fierce", son to High Chief Nimbfried I "the Father of Pruus" (39)

Children:

+ Glitzerschein (19)

+ Sohneins (16)

+ Mohn (16)

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: 16,928

Pop growth: +1.5% (per turn)

Money: 100 (for trading with other nations)

Military units:

+ 80 Clubmen (+2 on combat rolls for every 20 Clubmen) (+1 for every 50)

+ 20 Hammer Throwers (+2 on combat rolls for every 20 Hammer Throwers) (+1 for every 50)

+ 300 Peaches (+1 on combat rolls for every 20 Peaches)

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

1. Seeing as the Ashalites had made great strides in terms of teaching their people to read and write it was up to the Pruusians to not fall behind too far. There would be a reform in the Leaut, to standardize Leeute Speech and most importantly writing, so it may easily be taught to all people who required teaching.

2. Having seen many innovations in his lifetime and having been a military man in his youth, Nimbfried the Fierce announced the creation of a new post within his court, the Forge Master. Responsible for all matters of new inventions of warfare it would be his responsibility to present new martial inventions to the King whenever he heard of them or came up with them on his own. Through this it should be assured that the Leeute would never fall far behind the other Tribes.

3. Sohneins had come of age! In a grand celebration new Clubmen would be raised and fitted with more.. modern weaponry befitting of their status. They would swear alliegiance to the High Chief to be and, as was tradition, consume the peaches before the Father's Mausoleum.

4. Nimbfried was weary of the man who had come to his coast. They brought people from far away, to sell them like cattle. It was clear that the men from the Sea could not be trusted to be men of honor. Surely sooner or later they too would attempt to steal some of the Leeute people, an offense that would be punished by death. Regardless for now he would be allowed to purchase supplies and be on his way, the Leeute however had no interest in people of another culture, chained to the will of a tyrant in merchant's garments.

Nimbfried would write a new law that proclaimed, that no Leeute or their Wife and by extension Children could ever be owned by another man. The High Chiefdom of Pruus would not recognize any such claims no matter who brought them forth. Any Leeute or persons specified above who were to enter the High Chiefdom's lands were Free and under the protection of the High Chief and all Men of Honor as a consequence. Men of Honor referring to any member of the Pruusian Armed Forces, Peaches or otherwise.

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f37883 No.39988

Dice rollRolled 44, 24, 69 = 137 (3d100)

Nation Name: The Island Kingdom of Halua

Chief: Komalahua

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: 11,744

Pop growth: +4% (per turn)

Villages: Halua Village, Manoa Village

Money: 100 (for trading with other nations)

Military units: 100 Atlatl Warriors (+1 on combat for every 20), 300 Sea Warriors (+2 on naval combat for every 20)

Happiness: 2 (-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

1. We should expand further to the north in search of more islands to colonize.

2. As Halua began to expand, High Priest Komalahua's worries about the state of the kingdom grew. What if all the islands desired independence from each other and Halua became fractured and weak? After nearly a year or two of deliberating, the chief decided on a suitable compromise. Each of the major islands would choose a representative, known as a kahuna, to rule over them, although the Grand Kahuna, Komalahua's current position, would still be the de facto leader of the country, although the kahunas would be able to keep him in check still. Each island would elect its kahuna every five years, after which the elected kahuna would travel to the council at Halua Village to stay and vote on affairs of the nation. The name of the kingdom would also be changed to the Island Confederacy of Halua to reflect the new proposed government, assuming the new change passes. This, Komalahua suggests, will boost happiness greatly by giving people more of a say in governmental affairs.

3. The people find that living in caves is far cooler than living in shelters made of wood and straw, but the number of caves are few considering Halua's burgeoning population. Thus the idea was born to build houses (and perhaps other things) with stone in order to provide better shade and block the heat in the same manner that caves do.

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94ea6b No.40003

Just need Jestre

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c65cde No.40015

Just play without me, because my reckless faggotry cannot be abated.

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de851d No.40022

Dice rollRolled 96, 75, 18 = 189 (3d100)

>>39973

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: 11,705

Pop growth: +2% (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, Mild toxins, Dendrology, Wood carving, Canoes, Toothed Cestuses, Herbalism, Korito Numerals, Arithmetic Bolas, Korito calendar, stone archetecture, levers, Korito alphabet, sauna, weaving

1. Create a sign language

2. Gorillas are basically citizens.

3. Only the wizest may jabber, thus altering the jabberwoccer.

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94ea6b No.40026

File: c94ed8fd23bde48⋯.png (485.78 KB,2000x1200,5:3,features 012.png)

File: ca219b79fe992d2⋯.png (616.75 KB,2000x1200,5:3,temperature 012.png)

>>39975

(The new city is downstream making it North. My mistake)

You build walls around the bureaucratic capital. Your people feel safer in the capital now.

Happiness: 1

Tech: Stone architecture

You grind flowers and insects into dyes which you mix with water from the river to create paints. You find a great artist with an eye for detail and over the course of 5 years, he paints a great mural on the walls

Happiness: 2

Tech: Painting

>>39976

Your Riji choose possibly the worst soldier to lead them. He is weak and finds violence distasteful however he was voted in unanimously for his kindness and empathy. He is able to unite even the most polarized groups.

Happiness: 3

Scouts are sent south to determine what the civil war is about. They now know that their king died with no heir to take over. The capital put in power who the Aristocrats like but not the commoners. Compared to the previous king, this made the citizens very unhappy. Currently the Capital controls the city to the west as well and as such have 90% of the nation's food and a majority of the Suiwith however the town to the east control the mines. This means that they have most of the weapons while the capital has a lot less equipment.

Anyone could win this war by this point.

While trying to create something from the grain stalks, the craftwomen accidentally start a fire burning down a majority of the tents.

Happiness: 2

>>39977

While trying to ride bears, some of the potential "Bear calvary" are mauled to death by the frightened beast.

pop -50

Your people open buildings designed for higher education for adults. It starts with one course for theology before more courses are opened.

Tech: Universities

Happiness: 9

You create canals that allow your people to defecate into water and have their waste be washed away. Many illnesses begin to disappear and parasites become increasingly rare.

Pop growth: +3.75%

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94ea6b No.40027

File: 7c5c890c08f72a8⋯.png (314.63 KB,2000x1200,5:3,topography 012.png)

>>39978

Mohn has picked her favourite suitor and wishes to marry him. A highborn merchant from the Peach's Pit. All she needs now is her father's blessing

People begin to argue. Shouldn't the eldest child be made chief despite their gender? The Lover succesfully ruled over your people for years but a woman wouldn't make a strong leader to rule without the assistance of a male. Not to mention that Glitzerschein is well and truly an adult now and is without a husband or heir.

Your language becomes more and more complex allowing much greater expression through writing. Your people develop literature to entertain one another.

Tech: Literature

Happiness: 8

Nimbfried created a new position in his court however attacks on character and slander against one another meant that there were no fit council members to fill the position and it is left unattended.

All clubmen from around Pruus attended the celebration of Sohneins' coming of age however they refuse to use anything other than their wooden clubs. These clubs are the strongest thing they know of and can easily crush bone. The peach trees are planted and the Mausoleum orchard grows.

The men on your coasts set sail. They seemed angry you wouldn't trade with them as they left.

>>39988

You travel so far North the islands get sparser and rainforest doesn't even cover your newest territory.

After you try to implement a new form of government, the people refuse to govern themselves. They claim they're happy with the chief's rule as he has brought them progress.

Your people quickly develop a way to stack stones so they don't fall down using mud to strengthen the walls when it dries.

Tech: Stone architecture

>>40022

Your people quickly begin creating a language using only their hands and no sound. It allows the gorillas to communicate with the humans relatively easily and the two species live even more harmoniously.

Happiness: 4

(You should join the discord so that we can ping you when I update or so we can ask each other questions about actions. https://discord.gg/WrUVjd3 )

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e9addb No.40028

I'm still in this. Can't do anything until 8th or 9th when I get back to stable net.

How should I proceed when I get back?

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94ea6b No.40029

>>40028

I'll give you an action you don't have to roll for. Other than that, post as normal

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f37883 No.40030

Nation Name: The Island Kingdom of Halua

Kahuna: Kanehamaha, son of Komalahua (30)

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: 11,744

Pop growth: +4% (per turn)

Villages: Halua Village, Manoa Village

Money: 100 (for trading with other nations)

Military units: 100 Atlatl Warriors (+2 on combat for every 20), 300 Sea Warriors (+3 on naval combat for every 20)

Happiness: 2 (-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

1. Legends speak of a mystical great island to the north and we begin to hear more and more talk of it as we proceed north. We should send a team to explore and expand upon the territory.

2. We should begin investing further in forms of entertainment to keep the people happy and entertained. One ritual practice to honor the Ocean Mother is riding the waves on planks of wood. It is a skill that requires great balance and skill, but those who participate seem to have a good time doing it. We should make riding the surf a pastime to promote recreation amongst our people and honor the Ocean Mother at the same time.

3. Our troops and guards need to be better protected against bandits, beasts and other violent tribes, especially considering our proposed venture to the new world. We can consider covering our troops with wood or even metal to block the blows of weapons. This is a good start.

(Fluff): Komalahua steps down from his position due to his old age, entrusting the nation to his oldest surviving son and heir, Kanehamaha.

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f37883 No.40031

Dice rollRolled 89, 10, 18 = 117 (3d100)

>>40030

Dice and also corrected sheet:

Nation Name: The Island Kingdom of Halua

Kahuna: Kanehamaha, son of Komalahua (30)

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: 12,213

Pop growth: +4% (per turn)

Villages: Halua Village, Manoa Village

Money: 100 (for trading with other nations)

Military units: 100 Atlatl Warriors (+2 on combat for every 20), 300 Sea Warriors (+3 on naval combat for every 20)

Happiness: 2 (-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

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c65cde No.40032

Dice rollRolled 58, 22, 79, 40 = 199 (4d100)

>>40026

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: 23,450

Pop growth: +3.75%/t

Money: 150

Military units: 300 Mountain Warriors(+1 on combat rolls for every 15), 100 Forest Warriors (+1 on combat rolls for every 15)

Happiness: 9

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Guerrilla Warfare, Ashalite Alphabet, Weaving, Ashalite Calender, Basic Nets, Pit Traps, Martial Arts(Red Lion), Advanced Education, Wooden armor, Philosophy, Ground pepper, Intermediate traps, Live traps, Tamed Bears

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. Train the bears to be ridden

2. Develop the Falling Bear Style

3. Research soap

4. Research paper

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717bdb No.40034

Dice rollRolled 60, 96, 45, 90 = 291 (4d100)

>>40027

Nation Name: Chiefdom of Pruus

Chief: High Chief Nimbfried II "the Fierce", son to High Chief Nimbfried I "the Father of Pruus" (44)

Children:

+ Glitzerschein (24)

+ Sohneins (21)

+ Mohn (21)

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: 17,182

Pop growth: +1.5% (per turn)

Money: 100 (for trading with other nations)

Military units:

+ 80 Clubmen (+2 on combat rolls for every 20 Clubmen) (+1 for every 50)

+ 20 Hammer Throwers (+2 on combat rolls for every 20 Hammer Throwers) (+1 for every 50)

+ 300 Peaches (+1 on combat rolls for every 20 Peaches)

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

1. Any daughter born before her brother has the right to challenge her younger sibling to personal combat, assuming that both be of age and in healthy condition. If under these regulated circumstances the Woman manages to triumph and thus prove that she is sufficiently strong to rule the High Chiefdom she has the right to do so. Having failed to beat the male Heir in single combat or the male Heir having reached a venerable old age the Woman's claim will be naught and not be carried on to the next generation.

2. In order to prove to them the error of their ways Nimbfried would field a different Guard armed with different, more modern, weaponry. They would be largely identical to the Clubmen in both function and tradition and should serve to teach the clubmen that innovation had its advantages. If that wouldn't work the competition would do them well and inspire them to greatness on the battlefield.

3. In order to field a newer and more modern army advances in Metallurgy would be of the utmost importance.

4. Inspired by the various marvelous works of literature Nimbfried would make learning to read and write an obligation for all Leeute, as it would allow them to bring their very essence into writing. Furthermore from this day forward every man, woman and child would have their name struck into the rock within the Leeute's ancestral caverns where they would be remembered forever more. It would become practice for Parents to strike the name of their newborn child into the wall themselves, perhaps even along with their favorite Leeute blessing. Messing with the many walls which contained the Leeute names would of course be one of the greatest offenses anybody could commit, still Nimbfried the Fierce could not help himself but think that there had to be an easier way to do this than cover endless walls with the names of Leeute.

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5fc16b No.40037

Dice rollRolled 78, 18, 16 = 112 (3d100)

>>40026

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: 15,573

Pop growth: +1.25% (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

1. Encourage the children's fathers the truth of the forest war and how the foresters attacked without warning or provocation. It is the father's job to teach their sons what is right.

2. A shaman writing on a clay tablet accidentally drops it into a fire and observes something strange. (research pottery)

3. Some people have begun to fill their tents with steam from boiling water and use modified bows to wipe the sweat and dirt off their bodies. (research sweat baths)

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250139 No.40039

Dice rollRolled 5, 72, 14 = 91 (3d100)

>>39730

>>40027

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: 11,939

Pop growth: +2% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 4 (-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

1. The gorillas are encouraged to be stronger and/or smarter.

2/3. Get that theater.

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e9f8bf No.40041

Dice rollRolled 46 (1d100)

>>39947

Nation Name: Ongudza

Chief: Chuguzdar

Colour: Orange

Culture & Capital position: see >>39640 (You)

Pop: 10,375

Pop growth: +1% (per turn)

Money: 100

Military units:

Happiness: 3

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

Free action as per >>40029

Free action: Create a formal military.

Normal actions follow.

1. Expansion

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9a66bd No.40042

Dice rollRolled 83, 88, 33 = 204 (3d100)

>>40026

Nation Name: Bao aran Hainn

Colour: Grey

Culture: Baon

Capital position: Situated along the thick Desert River.

Pop: 10,535

Pop growth: +2% (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, Watermelon container, sand sleds, stone architecture

Actions:

1. We needed a way to quickly travel to the new city (boats)

2. We should begin the construction of greater canals throughout the cultural capital.

3. We should begin looking for tamable creatures native to our sandy habitat.

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984d8f No.40089

File: ae04c4e3f9a7757⋯.png (484.94 KB,2000x1200,5:3,features 013.png)

File: f37decd3e864639⋯.png (616 KB,2000x1200,5:3,temperature 013.png)

Dice rollRolled 99 + 10 (1d100)

>>40030

>>40031

The new island is the largest your people have ever seen. It stretches so far that even those that scout haven't seen the other side.

"Surfing" as the youth calls it is a very niche game that doesn't catch on very much.

Your people refuse to wear armor as they say it hinders their movement. They don't see how a piece of wood or metal might protect them and claim it's not a good trade.

>>40032

You train the brown bears to allow your warriors to ride them. They become the front runners of your armies, strong and powerful.

Military units: +100 Bear Calvary (+1 for every 5)

You boil animal fats and add grains to make it porous to wash away dirt and natural greases. Your people become healthier and smell nicer.

Pop growth: 7.5%

Tech: soap

Your people grind wood to a pulp and use water to create a paste. They dry the paste to create sheets which they can write on using charcoals.

Tech: paper

The Leeutes' techniques of fruit drying is gradually learnt by your people and now they can perserve fruits.

Tech: Fruit Drying

While constructing a temple, some citizens discover a vein of metal in the mountain. They name it Galena and while they don't know how to smelt it like the Leeute, they still mine it because when polished it looks nice.

>>40034

Mohn has a fantastic wedding and it is well attended. Soon after, her and her husband move to the Lover's city for trade.

Glitzerschein retracts her claim to the throne as she understands that Sohneins is a great fighter and she would probably lose if it came to physical combat. She resents her brother slightly but it doesn't harm the family.

Your people develop a large, heavy, bladed weapon which does great damage. It equipped to a new rank of soldier that you train.

Tech: Two-handed Longswords

Military units: +100 Swordsmen (+2 on combat rolls for every 10 Swordsmen)

Your clubmen see the competition as a threat and develop their own way to forge metal faster and the forging techniques become more efficient. They create club like weapons from metal which they use to fight.

Tech: Efficient Forges

Military units: +80 Macemen (+3 on combat rolls for every 20 Macemen), -80 Clubmen

Your people begin teaching their children and the children of people that have not the time to teach their own. Soon a basic education system is in place and literacy is common place.

Tech: Basic education

Nimbfried the Fierce becomes ill in his age. The same year, his wife dies.

Sohneins takes his place as Chief however people worry for he is now 26 and is without wife or children.

This coming year, the slave owning men are coming to raid your coastal village. As your first turn, roll to defend and state how many soldier's you'll send to them and what the total modifiers are

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984d8f No.40090

File: ccb46ac94aa6780⋯.png (313.75 KB,2000x1200,5:3,topography 013.png)

>>40037

The children of the forest people soon learn of their parent's dark ways. They begin doing work that no one else wants to do as a way to make up for their dirty bloodline.

>>40039

The gorillas begin finding human interaction annoying. They wish to live life as they once had before and eventually the pestering gets to much for them. They kill a few Koritz and then flee into the jungle.

-10 pop

Your people develop techniques to act out famous stories of the land and soon they begin coming up with their own stories to show each other.

Happiness: 5

Tech: theater

>>40041

Your people quickly fall into ranks. Men weilding bone weapons serve to protect your nation.

Military units: +100 Bonemen (+1 to combat rolls for every 20 Bonemen)

Some men claim they see men on floating islands near the coast. They say the islands move them up and down the coast as if they are looking for something.

>>40042

Your people quickly develop rafts made of fallen trees and can coast downstream or paddle with oars to go upstream.

Tech: Rafts

Your people dig canals through the Northern city making it easier for raft owners to travel inside the city.

One of your people captures a Sand Cat just outside the city's wall. They bring it home and soon your people have the first domesticated cats.

Happiness: 3

The cats begin hunting rodents and bugs and your people seem to be sick a lot less.

Pop growth: 3.25%

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717bdb No.40091

Dice rollRolled 58 (1d100)

>>40089

Nation Name: Chiefdom of Pruus

Chief: High Chief Nimbfried II "the Fierce", son to High Chief Nimbfried I "the Father of Pruus" (44)

Children:

+ Glitzerschein (24)

+ Sohneins (21)

+ Mohn (21)

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: 17,182

Pop growth: +1.5% (per turn)

Money: 100 (for trading with other nations)

Military units:

+ 80 Macemen (+3 on combat rolls for every 20 Macemen) (+1 for every 50)

+ 20 Hammer Throwers (+2 on combat rolls for every 20 Hammer Throwers) (+1 for every 50)

+ 300 Peaches (+1 on combat rolls for every 20 Peaches)

+ 100 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

Combat: Send EVERYONE, perhaps not strategically smart, however the Leeute only inhabited a single city on the coast. The Men of Honor would primarly be tasked with protecting the local population.

+ 12 (from 80 Macemen)

+ 2 (from 20 Hammer Throwers)

+ 15 (from 300 Peaches)

+ 20 (from 100 Swordsmen)

+ 1 (from having 50 Macemen)

————————————-

+50 Total Modifier

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717bdb No.40093

Dice rollRolled 31, 48, 71, 23 = 173 (4d100)

>>40090

Nation Name: Chiefdom of Pruus

Chief: High Chief Nimbfried II "the Fierce", son to High Chief Nimbfried I "the Father of Pruus" (49)

Children:

+ Glitzerschein (29)

+ Sohneins (26)

+ Mohn (26)

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: 17,440

Pop growth: +1.5% (per turn)

Money: 100 (for trading with other nations)

Military units:

+ 80 Macemen (+3 on combat rolls for every 20 Macemen) (+1 for every 50)

+ 20 Hammer Throwers (+2 on combat rolls for every 20 Hammer Throwers) (+1 for every 50)

+ 300 Peaches (+1 on combat rolls for every 20 Peaches)

+ 100 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

1. Defeats of the past had shown that in their many years of prosperity the Leeute had grown idle and soft. The time of womanly softhood was over. More Swordsmen would be fielded into the army.

2. As well as more Macemen.

3. Certainly some of the attackers would have been slain, perhaps the things they carried could be investigated and new technologies gained.

4. A new Day of Infamy will be remembered in the History of Pruus. The days foreigners came to enslave would serve as a day for the Men of Honor to show their prowess to the general populus and show that the armed forces of Pruus were ready to deal with all those who dared threaten the Leeute.

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250139 No.40094

Dice rollRolled 51, 3, 29 = 83 (3d100)

>>40090

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: 12,167

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. I'm sorry gorillas, please come back.

2. Tea, because herbs.

3. Bathhouse/dedicated sauna place.

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5fc16b No.40095

Dice rollRolled 37, 70, 58 = 165 (3d100)

>>40090

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: 15,768

Pop growth: +1.25% (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

1. Another woman once again goes to work trying to make the wheat stalks into something useful. (Weaving research)

2. A shaman writing on a clay tablet accidentally drops it into a fire and observes something strange. (research pottery)

3. Some people have begun to fill their tents with steam from boiling water and use modified bows to wipe the sweat and dirt off their bodies. (research sweat baths)

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e9f8bf No.40096

Dice rollRolled 6, 7 = 13 (2d100)

>>40090

Nation Name: Ongudza

Chief: Chuguzdar

Colour: Orange

Culture & Capital position: see >>39640

Pop: 10,478

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 Bow & Arrow.

2. Create Formal Marriage rites.

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9a66bd No.40097

Dice rollRolled 9, 22 = 31 (2d100)

Nation Name: Bao aran Hainn

Colour: Grey

Culture: Baon

Capital position: Situated along the thick Desert River.

Pop: 10700

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 stone into the canals to stop erosion (creating docks and artwork along the way)

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c65cde No.40099

Dice rollRolled 77, 63, 73 = 213 (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: 25,210

Pop growth: +7.5%/t

Money: 150

Military units: 300 Mountain Warriors(+1 on combat rolls for every 15), 100 Forest Warriors (+1 on combat rolls for every 15), 100 Bear Calvary (+1 for every 5)

Happiness: 9

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Guerrilla Warfare, Ashalite Alphabet, Weaving, Ashalite Calender, Basic Nets, Pit Traps, Martial Arts(Red Lion), Advanced Education, Wooden armor, Philosophy, Ground pepper, Intermediate traps, Live traps, Tamed Bears, Soap, Paper, Fruit drying

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. establish a codex that will contain the core of all our teachings and send them all to the village shamans

2. Develop the Falling Bear Style

3. expand north towards the water source

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c65cde No.40101

>>40093

Abhisumat was mournful over the conflict that had happened in his friend's lands. He knew that after such a tragedy people needed something to recover their spirits in order to manage an effective retaliation. this is why he offered a marriage between his eldest son (31) Amrish to Nimbfried's daughter glitzerschein. With such a marriage it would bring solidarity and reassurance between our two peoples and from such good relations trade.

>marriage between Amrish and Glitzerschein, Basic Traps, soap, Ground pepper cultivation, Philosophy

>for heat treatment, stone architecture, fertilizer, sea salt creation, literature

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717bdb No.40103

>>40101

A matrilineal marraige would ensure that those who would be born to a potential ruler of Pruus were to be of a Leeute family and raised by their means. Naturally in the marriage ceremony Amrish would be expected to eat the traditional peach and plant it within the city. Perhaps wounds were best mended not on one's own but in the company of people who cared for one another.

Today friends became family.

>Ya, lets do this thing

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f37883 No.40106

Dice rollRolled 65, 35, 37 = 137 (3d100)

Nation Name: The Island Kingdom of Halua

Kahuna: Kanehamaha, son of Komalahua (30)

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: 12,701

Pop growth: +4% (per turn)

Villages: Halua Village, Manoa Village

Money: 100 (for trading with other nations)

Military units: 100 Atlatl Warriors (+2 on combat for every 20), 300 Sea Warriors (+3 on naval combat for every 20)

Happiness: 2 (-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

1. If we cannot make metal armor to wear then we can still make shields out of wood and metal to block enemy blows and arrows.

2. We should retry teaching the youth how to enjoy surfing. Perhaps if we were to hold a tournament, it would drum up interest in the sport.

3. We should build a new city on the shores of the large island to act as our base of operations in the area. It shall be named Nui Mokopuni.

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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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