0b63fe No.39937 [View All]
The world is a large place. Filled with fantastical sights, ferocious beasts, and magical monsters abound. The sun sets, the moon rise, and humans work to build up their homes in the world. You are one of these tribes that have begun to settled down and become more than just nomadic tribes. You have laid claim to farmland and herds of animals, but so too have the fire breathing monsters and other tribes of humans. Will you rise to a glorious future or fall to ruin?
Nation Name:
Color:
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
Magic: (The arrays/spells you know. Researching magic is dangerous and you need to get a tech to start researching, and need to find a Nexus before you start researching that. You do not start with magic.)
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
Your capital is the start of your nation and is represented by a 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.
At any point, a player may come in and take over from an NPC
Only Humans
98 postsand25 image repliesomitted. Click reply to view. ____________________________
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62cbd7 No.40644
>>40637
Nation Name: Sontalkind
Color: Orange
Culture:
The Sontalkind, children of Sun and Valley are a peaceful and content people. Having settled peacefully ever since the discovery of Animal Husbandry and Agriculture they have thus been largely occupied slacking off in the sun and watching their crops grow.
Capital position:
Some cozy uninhabited Island on a river
Pop: 10,416
Pop growth: +1% (per turn)
Money: 100
Military units:
Happiness: 3 (-10 is enraged, 0 is contempt, 10 is ecstatic)
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Basic Magic Theory
Magic:
1. Figure out how to work the crystals into our farming tools!
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6b9d7c No.40654
| Rolled 49, 79, 98 = 226 (3d100) |
>>40613
Nation Name: Alara
Color: Dark Blue
Culture: The people of Alara have a love for the ocean, as a child does to their mother, they believe that their peoples first came from the waters of the Ocean, birthed by Alara, the Mother of the Seas, who their nation is named after. When someone in Alara dies their body is returned to the waters so that their souls may find their way back to Alara, to tell her of their life and all they had seen. Though the peoples of Alara dream of a day where they may return while still full of life and living with their Mother for all time.
Capital position: see picture
Pop: 10,000
Pop growth: +1% (per turn)
Money: 100 (for trading with other nations)
Military units:
Happiness: 1
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes, Diving
Magic:
1. Catching fish and crabs with our hands is fine, but it could be better, perhaps something to stab into the fish and hold it in place
2. we need better materials for our tools, stone isn't working well enough.
3. Continue to expand to cover the entirety of the island
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6b9d7c No.40655
>>40654
woops, Pop: 10,100
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e8f18a No.40707
| Rolled 45, 48, 20, 73, 45, 37 = 268 (6d100) |
Nation Name: Empire of Eternal Light
Color: MANgenta
Traits: Your people are acclimated to hot climates and will have trouble in colder climates.
Pop: 9,900
Pop growth: +1% (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, Basic Architecture, Basic Architecture, Basic Magic theory, very basic education, Stone Working
Magic: (The arrays/spells you know. Researching magic is dangerous and you need to get a tech to start researching, and need to find a Nexus before you start researching that. You do not start with magic.)
Actions
1. Research light creation ritual
2. Expand down the river
3. create heirs and encourage people to do the same
1. Research light ritual
2. Research alphabet
3. Create soap to clean altars and then ourselves
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05698f No.40729
>>40615
Your people dig down into the earth and find only water and dirt. The Prophet thinks it might be easier in the rocky terrain of the mountains.
The bowmen are trained rapidly and while they seem like they would be quite good at killing enemies at a distance it is found that the copper from the river is not enough to supply them all with copper tipped arrows and spears.
+150 Stone Bowmen (+1 per 100)
+50 Copper Bowmen (+1 per 50)
Your priests and The Prophet begin to write down the teachings of the divine. These writings will be stored in the temples. To the dismay of one of the priests one of the slabs was dropped in the fire, and to his surprise it hardened. Happiness: 4
+Tech: Pottery
>>40619
Bowmen are trained and ready to fight.
+200 Bowmen ( +1 per 100)
Crystals are gathered and practices of the dance are done. While the crystals are warm they find it hard to make the crystals explode in fire while dancing. It is only after crushing the crystals into powder and throwing them quickly into a line in the air do they find a way to create the pyrotechnics and the dance goes off without a hitch. +Tech: Basic Magic Theory
Happiness: 1
>>40621
With the purpose of defense in mind people begin to work on finding better ways to protect themselves. Some begin to wear extra layers of furs and hide. It works, but is uncomfortable and hard to move in. Others use a piece of wood with a handle that allows them to block incoming strikes. Harder to use but easier to walk with. +Tech: Hide Armor, Shields
While your people have found an easy way to work with the stones into shapes that can be built with they need more stone to make anything big; or anything small for the matter. +Tech: Stoneworking
>>40628
+Tech: War Spears
(Add the alphabet tech to your sheet damnit!)
With the ability write people begin to store knowledge on clay tablets. Those that learn to read can then learn off of these clay tablets and the knowledge can not be passed down wrong. +Tech: Very Basic Education
Your explorers report back nothing unusual or different from what has been seen around the city and villages. To the west they do see more plains and spotted a large grey-red beast with two horns of fire along it's snout. A scout also brings back a greenish chunk of rock that he says was being washed down the river.
When this architect speaks of building with stone he is laughed at by most everyone. There is not enough stone anywhere to build with it, especially when it is needed for tools. People write off the idea as stupid and go back to business. (Can not research anything dealing with stone for 3 turns)
>>40637
The crystal dust is put into circles chipped into the stone and put into place with hides. The first attempt just saw everything get blasted with wind. The second attempt, after changing the circle a bit, got a blast of air in a line when the hoe hit the ground. Not every useful for farming. + Magic: Wind blast: Wind push
People find that some of the soil near the river can be hardened with fire. Many use this to begin storing food instead of leaving it in a pile for vermin to get into. +Tech: Pottery
A new custom begins as on the nights of the winter solstice every year a celebration in honor of the Valley begins. There is more sex than usual and more kids being born. Many still die of disease while young though. +0.1% pop growth
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05698f No.40730
>>40639
There are reports of people panicking and a ball of darkness coming into the city. It seems it was the scouts with a pile of crystals and feathers from a black bird. They say that the bird was able to teleport while in the darkness and there were many other beasts but they never left the darkness. Plants brought out also died quickly. When the crystals produce darkness again the feathers are found around the room in the dark corners and under objects. When the crystals are crushed they still create the area of darkness. +Tech: Basic magic theory, Basic Monster Theory
By running away from one of the massive creatures into an ambush with a heavy rock in a tree one is killed with a lucky shot to the head. This creature is big enough to eat a child whole and has a thick, scaly hide. The maw also drips with what smells like venom. It seems the creatures hunt some of the big marsupials and birds in the area.
The hunters also observe a creature just as big and flying take down an emu and fly away with it in it's mouth. It looks similar to the large lizard but with leathery wings.
>>40654
Your people try to use spears but they keep missing the fish, the water seemingly distorting the strike. They resort to using sticks split into two points and it works. Not so much for crabs with their shells. +Tech: Fishing spears
The people begin to search the island for something better than stone. The shells don't seem to do it, and neither does the coral from the ocean. One man does bring some blue crystals from the south that are cold to the touch but they are not as good as stone, and the pile brought froze nearby water. +Tech: Very Basic Magic Theory
>>40707
Over the years the wife of the Lightlord works with the light dust and crystals to create ritual circles. The simplest is one that creates a bright flash of light. Expanding on it an array to create a bright flash high above. Most interesting is one that allows someone to create a small ball of light in a specific spot.
+Tech: Architecture Arrays
+Magic: Flash, Flare, Magelamp
While the Lightlord is indeed blessed and has many children it is gossiped in the women's circles that there is one place the Lightlord is not so blessed.
To store knowledge on what these arrays do many of the holy men, and the wife of the Lightlord, begin to use more abstract symbols to describe them and carve them into the stone of buildings. +Tech: (Insert Name) Alphabet
After the discovery of boiling fat and ash, that poor woman was not the best cook, it was immediately put to use to clean the alters. After seeing it actually worked many began to use it to wash themselves to look clean before the light when praying. +0.5% pop growth.
+Tech: Soap
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6b9d7c No.40732
| Rolled 32, 38, 52, 36 = 158 (4d100) |
>>40730
Nation Name: Alara
Color: Dark Blue
Culture: The people of Alara have a love for the ocean, as a child does to their mother, they believe that their peoples first came from the waters of the Ocean, birthed by Alara, the Mother of the Seas, who their nation is named after. When someone in Alara dies their body is returned to the waters so that their souls may find their way back to Alara, to tell her of their life and all they had seen. Though the peoples of Alara dream of a day where they may return while still full of life and living with their Mother for all time.
Capital position: see picture
Pop: 10,201
Pop growth: +1% (per turn)
Money: 100 (for trading with other nations)
Military units:
Happiness: 1
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes, Diving, Fishing Spears, Very Basic Magic Theory
Magic:
1. Study these crystals they are quite interesting, what can we do with them, can we replicate their effects
2. Continue to search for something better than stone to use for our tools
3. Though not useful for tools, perhaps the shells and coral can be useful for other things, art perhaps, or if it's strong enough, armor
4. continue expanding across the island
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e26266 No.40733
| Rolled 29 (1d100) |
>>40729
Nation Name: Saxovengians
Color: Slate Gray
Culture& Capital Position: >>40059
Pop: 10,407
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, Stone Tools, Axes, Stonecraft, Hide armor, Shields
Magic: (pre-reqs not met, none yet)
Actions
1. Research Earthworks Fortifications.
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fb1268 No.40736
| Rolled 19, 81, 3 = 103 (3d100) |
Nation Name: The Merchant Kingdom of Ascalania
Chief: Ascalon I (55)
Sons: Prince Ascalon II (38) (heir), Princess Euphrasia (36), Prince Andoras (24)
Special People: Celdric, Prophet of Prosperion 33)
Color: Dark blue
Culture: The people from the Kingdom of Ascalania primarily make their living as merchants, seeking to make a profit from their dealings with each other and eventually from people all around the world. They are skilled craftsmen and artists, but also are known for devoting themselves heavily to the sciences and studies of the unknown. They are led by the merchant king Ascalon I, who united the many merchants and artisans throughout the land into groups, creating the foundation for the Kingdom of Ascalania, named in his honor. As businessmen they have a policy of staying peaceful, but will not hesitate to defend themselves if necessary. They worship Prosperion, the god of wealth, progress and fortune.
Capital position: See map
Pop: 10,878
Pop growth: +1.5% (per turn)
Money: 100 (for trading with other nations)
Military units: 150 Stone Bowmen, 50 Copper Bowmen
Happiness: 4
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Ascalanian Alphabet, Basic Math, Recordkeeping, Very Basic Metallurgy, Very Basic Medicine, Bows, Very Basic Education, Basic Astronomy, Ascalanian Long Calendar, Pottery
Magic: None
1. The Prophet has spoken. We head west, towards the mountains, expanding as we go.
2. More expansion, let his will be done.
3. Meanwhile the people at home decide to experiment with their medicine, making it stronger and more reliable by mixing it, boiling it, brewing it and whatever other methods they can think of.
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ef5c1d No.40737
Is studying this green rock considered a stone roll?
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05698f No.40739
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ef5c1d No.40740
| Rolled 79, 38, 72 = 189 (3d100) |
Nation Name: Serendia
Color: Bronze
Culture: Serendians are a small people valuing individual freedom and strong group bonds. Farms are usually community owned, with every person also having a smaller plot for themselves. Their crowning achievement has been the formation of a basic democracy. Their people worship the anthropomorphic form of the Five Elements. The most important is Life, represented by an androgynous child. In some households it is a girl child, while in others it is a boy child. This represents Serendians love and worship of children and their importance in society.
Capital position:
Pop: 9,900
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, Canoes, Basic Medicine, Very Basic Architecture, Serendian Alphabet, Very Basic Education, War Spears
Magic:
1. Study the Greenish Rock
This rock is interesting. Is it a gem or is it something more? Serendians task some of their brighter educators to study it.
2. Send scouts to The Beast
Whatever this beast is, it has aroused the curiosity of the Serendian democracy. Following a vote, they elect for scouts to go back to the area of this fire beast to figure out what it is. Is it an animal or is it something more? Can it be spoken to? The scouts will find out.
3. Mathematics
Writing provided the Serendians with a superior method of retaining information and allowed for education to flourish. Some have decided to take it one step further, attempting to improve the methods of record keeping crops and family sizes through numbers and symbols.
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ef5c1d No.40741
>>40740
>population: 10,095
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2dd553 No.40743
| Rolled 49, 46 = 95 (2d100) |
>>40730
Nation Name: Those that walk the path
Color: whichever works best for you.
Culture:Those that walk the path are united in that they walk the path to enlightenment. They believe that true enlightenment will defeat all evils and to not walk that path means that you are evil. They are a very theistic people that promotes learning.
Capital position: biggest island that there is nobody else on.
Pop: 10,201
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, Very Basic Education, Path Alphabet, Basic magic theory, Basic Monster Theory
Magic:
1) Try mixing the powdered crystals into drinks and have some shamen drink it.
2)Make a cloak out of the feathers. if there are not enough feathers for that make a headdress armbands and anklebands.
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e8f18a No.40756
| Rolled 88 (1d100) |
Nation Name: Empire of Eternal Light
Color: MANgenta
Traits: Your people are acclimated to hot climates and will have trouble in colder climates.
Pop: 10,000
Pop growth: +1.5% (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, Basic Architecture, Basic Architecture, Basic Magic theory, very basic education, Stone Working, Architecture Arrays, soap, alphabet
Magic: Flash, Flare, Magelamp
Actions
1. As the Lightlord and Lightlady are representative of the realm, it is the lightlord's responsibility to ensure the marriage is perfect and by extension the realm. Tonatiuh will compile a magnum opus on familial relations between one's wife and kids.
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5c9a0c No.40757
| Rolled 94, 58 = 152 (2d100) |
>>40729
>Nation Name: The Ana'toak Tribe
>Color: FF0000 Red
>Culture: The Ana'toak (Those who follow birds) have lived within the deep rainforest that they call the Toak'Ethirl (Bird Trees). They were once but simple hunter gatherers no different from any other tribe. However they believe that the goddess Toaki, and blessed their tribe with a guardian spirit, the bright colorful birds of the forest. These birds of paradise guided them along the river, from hunting spot to hunting spot. Almost like clockwork the birds would stay in one part of the forest for a year before migrating, and the Ana'toak would follow them. Yet in recent years the birds had stopped migrating. The tribe's elders took this as a sign that the Toaki had finally gifted the Ana'toak a permanent home for which to live.
>Capital position: See map
>Pop: 10,000
>Pop growth: +1% (per turn)
>Money: 100 (for trading with other nations)
>Military units: 100 Spear Throwers
>Happiness: 2 (-10 is enraged, 0 is contempt, 10 is ecstatic)
>Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Very Basic Monster Theory, Basic Magic Theory, Bows
>Magic:
1:The the priests and the brightest minds of the tribe (which admittedly is not saying much) begin to gather around the the fire zones in the mountains and begin to study the flames in an attempt to divine why their goddess would lead them to the fire.
2: Until recently Ana'Toak have been a nomadic people, never truly settling to a homeland, and as such have never properly gotten a handle on farming. Since they have arrived in the blessed land of Toaki it is time for them to solidify this place as a home by beginning to till the soil the Sky Mother has blessed upon them
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ef5c1d No.40764
Question: Does my fishery have any effects at all?
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05698f No.40765
>>40764
more food but doesn't help you much right now.
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05698f No.40797
Updating tomorrow. Sorry for the delay, poor planning on my part.
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ef5c1d No.40909
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05698f No.40934
I'm just going to update and get the map done later since I have had to push it back so far.
>>40732
While not strong enough for block a blow from a well placed spear, and not easy enough to shape into armor, the coral is found to be quite pretty and people begin to use it in jewelry.
Happiness: 2
+Tech: Coral Jewelry
>>40733
It is simple enough to create a dirt mound with the right tools, and to make that dirt mound around your city. As well the higher ground allows for better strikes. +Tech: Earthworks
+1 to each group of military units when defending a city (note group is based on unit, so a +1 per 100 unit would be +2 per 100 when defending)
>>40736
Experiments are done with the herbs. Many brewed into teas or made into poultices. While working it out though many people die from a variety of ailments caused by the herbs, such as throat constriction, shitting themselves to death, and just being poisoned. Many others get bad rashes or skin discoloring but are not dead. -400 pop
>>40740
Your people find that if they heat the green rock enough it will melt parts off into a reflective brownish thing. Harder than the stone many begin to try and find more to make tools, to little avail. They begin to call this wondrous material 'Copper'
+Tech: Very Basic Metallurgy
The scouts return after being chased off from the beast's charge.
Some begin to use symbols to discern basic arithmetic to help keep track and move goods to where they are needed. +Tech: Very Basic Math, Very Basic Bureaucracy
>>40743
After vomiting up the drink multiple times they discern that it is no way to go about it. The drink doesn't even do anything like the raw crystal piles. They would need to try something else. (+10 to researching magic next turn)
The feathers are made into an armband and in the dark it teleports off of the wearer's wrist. Not helpful at all and the distance it goes seems to decrease over the years until it stops completely.
>>40756
The Lightlord and Lightlady fuck quite openly, at least in very open areas, and in a multitude of positions that inspire many of the people to attempt such ways themselves. Many children are had as this goes on for quite some time and always in public. In her good mood the Lightlady begins to experiment with magic more and finds that the arrays have three distinct parts: The Trigger, The Range, and The Effect.
+Tech: Magic Theory, Kamasutra
Happiness: 7
>>40757
One night the divinations are held a group of birds are seen heading north off the island, but the firebirds stay. Many wish to try to create arrays but there is much bickering on how, as drawing them out in the sand just gets them blown away by the wind. (+20 to magic research next turn)
More farms are built to feed more Ana'Toak.
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fb1268 No.40936
| Rolled 31, 70, 81 = 182 (3d100) |
>>40934
Nation Name: The Merchant Kingdom of Ascalania
Chief: Ascalon I (55)
Sons: Prince Ascalon II (38) (heir), Princess Euphrasia (36), Prince Andoras (24)
Special People: Celdric, Prophet of Prosperion 33)
Color: Dark blue
Culture: The people from the Kingdom of Ascalania primarily make their living as merchants, seeking to make a profit from their dealings with each other and eventually from people all around the world. They are skilled craftsmen and artists, but also are known for devoting themselves heavily to the sciences and studies of the unknown. They are led by the merchant king Ascalon I, who united the many merchants and artisans throughout the land into groups, creating the foundation for the Kingdom of Ascalania, named in his honor. As businessmen they have a policy of staying peaceful, but will not hesitate to defend themselves if necessary. They worship Prosperion, the god of wealth, progress and fortune.
Capital position: See map
Pop: 10,635
Pop growth: +1.5% (per turn)
Money: 100 (for trading with other nations)
Military units: 150 Stone Bowmen, 50 Copper Bowmen
Happiness: 4
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Ascalanian Alphabet, Basic Math, Recordkeeping, Very Basic Metallurgy, Very Basic Medicine, Bows, Very Basic Education, Basic Astronomy, Ascalanian Long Calendar, Pottery
Magic: None
1. It is our inevitable destiny, decreed by Prosperion, to reach the promised mountains, no matter the cost. We will push further to make this dream a reality.
2. This medicine must be looked into, and corrected, so that people do not repeat the same mistakes and so we can remedy the original errors.
3. The Prophet speculates that we could get much farther across the waves and with less effort if we could catch the wind with sheets of cloth. We should look into this further, developing a durable fabric for our sails.
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3cad49 No.40940
| Rolled 54, 26, 94, 55 = 229 (4d100) |
>>40613
Nation Name: Valnoni
Color: Dark Purple
Culture: The Valnones, or "Forest-Folk," are an amalgamation of several hundred disparate tribes united by a similar culture and guttural mother tongue. The byproduct of centuries of on and off warfare between the peoples of the southern continent, the Valnones are a taciturn and unforgiving people with a distinct warrior culture. They do not fight for 'honor' or 'respect' but to kill, and do not cease until all of the offenders are dead or they are. The Valnones derive much of their food from setting fire to their forests and cultivating the resulting swaths of bare land for grains or massive herds of deer or elk or rabbit colonies. They have a tradition of using hallucinogenic mushrooms as battle-stimulants and as a means of communing with nature and their gods. For long they have remained mostly content to linger in their forest, but now they have begun to stir in light of a wretched plague killing their precious deer. Soon they must expand elsewhere to feed their people, and if the land is already occupied… woe to those that do not submit to the Valnones.
Capital position: Southernmost forest, near the lake with three rivers.
Pop: 9,993
Pop growth: +1.5% (per turn)
Money: 100 (for trading with other nations)
Military units:
Happiness: 1 (-10 is enraged, 0 is contentt, 10 is ecstatic)
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Basic Carts, Basic Bows, Improved Stone Tools, Hide Clothes, Basic Medicine, Very Basic Poisons
Magic:
TURN 1
1. Shadows hide these monstrous creatures, new beasts to harass us at night. We will build better, bigger fires and drive these shadows before us. Begin to develop a system of barrier-fires to ward away creatures and, perhaps, expose them.
2. Recruit strong young men to form warbands in order to defend us against this murderous man and his snake-minions. +[Improved Stone Tools, Basic Bows, Hide Clothes, Very Basic Poisons]
TURN 2
1. Begin developing sturdier spears with jagged, barbed tips to bleed out things that they strike.
2. Recruit more young men into warbands. +[Improved Stone Tools, Basic Bows, Very Basic Poisons]
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ef5c1d No.40941
| Rolled 39, 31, 26 = 96 (3d100) |
>>40934
Nation Name: Serendia
Color: Bronze
Culture: Serendians are a small people valuing individual freedom and strong group bonds. Farms are usually community owned, with every person also having a smaller plot for themselves. Their crowning achievement has been the formation of a basic democracy. Their people worship the anthropomorphic form of the Five Elements. The most important is Life, represented by an androgynous child. In some households it is a girl child, while in others it is a boy child. This represents Serendians love and worship of children and their importance in society.
Capital position:
Pop: 10,246
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, Canoes, Basic Medicine, Very Basic Architecture, Serendian Alphabet, Very Basic Education, War Spears, Very Basic Metallurgy, Very Basic Math, Very Basic Bureaucracy
Magic:
The development of writing and mathematics, along with a burgeoning population and plentiful resources, has led to a change in the very structure of Serendia. Where before oral traditions necessitated Speakers to record the history of the people there now existed clay tablets. The bureaucrats had stepped into the spotlight, using mathematics and writing to administer from the city of Voss'Verela. In turn, these bureaucrats shape the democratic foundations of Serendia. Where before every family had a voice in the direction of the People, now it is the Bureaucrats who control ever increasing amounts of the People's works. For the first time, a standing force of soldiers could be levied from the fyrds of Serendia. Goods and services could move from one fyrd to another unmolested, with a semi-uniform since of worth. As the scattered collection of towns and villages began to coalese into a proper city-state the role and power of Democracy began to wane in favor of an Oligarchy of bureaucrats.
1. Send scouts to find more metals or metal deposits.
It was mostly the city-dwellers who benefited from the discovery of copper. The villages had little use for trinkets of that kind, and they had no real methods to get it. There was a demand for the metal mostly as a commodity to show off as jewelry or other display, but some intended to use it for spearheads. In either case scouts were dispatched to find more copper and other metals.
2. Raise Spearmen
+Very Basic Bureaucracy
+War Spears
Serendia had never had an army so there was little to base it off of. As a result, the soldiers were chosen by village vote and their officers were likewise voted in by the soldiers. The bureaucrats approved by omission as they too had no idea what they were really doing. Voted into the office of Captain was Parim Stamel, a village councilman from the village Porik.
3. Hygiene
More people in the city ultimately meant more issues with health. Thankfully the Serendians had developed a strong cache of medicinal knowledge, and that would aid them in mitigating the issues of disease.
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e26266 No.40942
| Rolled 26 (1d100) |
>>40934
Nation Name: Saxovengians
Color: Slate Gray
Culture& Capital Position: >>40059 (You)
Pop: 10,511
Pop growth: +1% (per turn)
Money: 100 (for trading with other nations)
Military units: (+1 for each military unit defending cities)
Happiness: 1 (-10 is enraged, 0 is contempt, 10 is ecstatic)
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Stone Tools, Axes, Stonecraft, Hide armor, Shields, Earthworks
Magic: (pre-reqs not met, none yet)
Actions
1. Build a walled city.
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e8f18a No.40943
| Rolled 51, 50, 53 = 154 (3d100) |
Nation Name: Empire of Eternal Light
Color: MANgenta
Traits: Your people are acclimated to hot climates and will have trouble in colder climates.
Pop: 10,000
Pop growth: +1.5% (per turn)
Money: 100 (for trading with other nations)
Military units:
Happiness: 7
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Basic Architecture, Basic Architecture, Magic theory, very basic education, Stone Working, Architecture Arrays, soap, alphabet, Kamasutra
Magic: Flash, Flare, Magelamp
Actions
1. Expand down the river
2. Study the light infused creatures and plants
3. create slings
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5c9a0c No.40964
| Rolled 90, 91 = 181 (2d100) |
>>40934
>Nation Name: The Ana'toak Tribe
>>Color: FF0000 Red
>>Culture: The Ana'toak (Those who follow birds) have lived within the deep rainforest that they call the Toak'Ethirl (Bird Trees). They were once but simple hunter gatherers no different from any other tribe. However they believe that the goddess Toaki, and blessed their tribe with a guardian spirit, the bright colorful birds of the forest. These birds of paradise guided them along the river, from hunting spot to hunting spot. Almost like clockwork the birds would stay in one part of the forest for a year before migrating, and the Ana'toak would follow them. Yet in recent years the birds had stopped migrating. The tribe's elders took this as a sign that the Toaki had finally gifted the Ana'toak a permanent home for which to live.
>>Capital position: See map
>>Pop: 10,000
>>Pop growth: +1% (per turn)
>>Money: 100 (for trading with other nations)
>>Military units: 100 Spear Throwers
>>Happiness: 2 (-10 is enraged, 0 is contempt, 10 is ecstatic)
>>Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Very Basic Monster Theory, Basic Magic Theory, Bows
>>Magic:
1: Attempt to figure out what can specifically activate the power of the flame stones. +20
2: Attempt to use the juices of fruits and secretions of various plants in order to make a pain to paint onto walls ideas and prayers to our goddess
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2dd553 No.40968
| Rolled 60, 85, 19, 1 = 165 (4d100) |
>>40934
Nation Name: Those that walk the path
Color: whichever works best for you.
Culture:Those that walk the path are united in that they walk the path to enlightenment. They believe that true enlightenment will defeat all evils and to not walk that path means that you are evil. They are a very theistic people that promotes learning.
Capital position: biggest island that there is nobody else on.
Pop: 10,303
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, Very Basic Education, Path Alphabet, Basic magic theory, Basic Monster Theory
Magic:
1-4) Research magic. Focusing on the shadow beings and crystals (tired and not imaginative right now so not coming up with individual actions and ways of doing em)
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2dd553 No.40969
>>40968
fml. +10 per roll though
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2dd553 No.40970
>>40968
1. make paintings with dust paint. 2. make facepaints. 3. something. 4. something with beasts
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6b9d7c No.40978
| Rolled 96, 18 = 114 (2d100) |
>>40934
Nation Name: Alara
Color: Dark Blue
Culture: The people of Alara have a love for the ocean, as a child does to their mother, they believe that their peoples first came from the waters of the Ocean, birthed by Alara, the Mother of the Seas, who their nation is named after. When someone in Alara dies their body is returned to the waters so that their souls may find their way back to Alara, to tell her of their life and all they had seen. Though the peoples of Alara dream of a day where they may return while still full of life and living with their Mother for all time.
Capital position: see picture
Pop: 10,201
Pop growth: +1% (per turn)
Money: 100 (for trading with other nations)
Military units:
Happiness: 2
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes, Diving, Fishing Spears, Very Basic Magic Theory, Coral Jewelry
Magic:
1. Study the crystals and try to replicate their effects and see what we can do with them
2. Tools, get them, stone isn't working too well
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05698f No.41111
Sorry for the large delay in updates, things have been hectic on my end. I'll update when I have time.
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5c9a0c No.41225
| Rolled 29, 54 = 83 (2d100) |
>>40964
fixing my turn because randoms a cuck or something
>>Nation Name: The Ana'toak Tribe
>>>Color: FF0000 Red
>>>Culture: The Ana'toak (Those who follow birds) have lived within the deep rainforest that they call the Toak'Ethirl (Bird Trees). They were once but simple hunter gatherers no different from any other tribe. However they believe that the goddess Toaki, and blessed their tribe with a guardian spirit, the bright colorful birds of the forest. These birds of paradise guided them along the river, from hunting spot to hunting spot. Almost like clockwork the birds would stay in one part of the forest for a year before migrating, and the Ana'toak would follow them. Yet in recent years the birds had stopped migrating. The tribe's elders took this as a sign that the Toaki had finally gifted the Ana'toak a permanent home for which to live.
>>>Capital position: See map
>>>Pop: 10,000
>>>Pop growth: +1% (per turn)
>>>Money: 100 (for trading with other nations)
>>>Military units: 100 Spear Throwers
>>>Happiness: 2 (-10 is enraged, 0 is contempt, 10 is ecstatic)
>>>Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Very Basic Monster Theory, Basic Magic Theory, Bows
>>>Magic:
1: Attempt to use the juices of fruits and secretions of various plants in order to make a pain to paint onto walls ideas and prayers to our goddess
2: Send a group of scouts to follow the migrating birds to see if it is just their natural pattern or if it is a message sent from their goddess.
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05698f No.41287
>>40936
For the errors it seems that time was the best medicine, as for the others it seems that your medicine men learn a very valuable lesson about dosage. Even some of the best herbs can become dangerous and deadly if in too large of a dosage. +Tech: Basic Medicine, Very Basic Poison. Pop growth: +6.5% (per turn)
Showing that the cloth blows in the wind is enough to show the principal, but there is much effort to be done to actually get something that can use it. Your people begin to experiment with making these sheets of cloth and with sea going vessels. +Tech: Canoes, Cloth
>>40940
Bonfires are made and they seem to hold the monsters back, or at least scare them away. +Tech: Bonfire barrier
Men are recruited and trained with bows to fight off the monsters as well, but they dont see too much action. +Military: 100 Bowmen (+1.5/ 50)
While making barbs in stone is near impossible, at least any more than already done, but your crafters find a way to make wooden stakes harder and those are easier to work with. +Tech: Fire Hardened Stakes, Barbed stakes.
All these new defenses make your people feel safe. Happiness: 2
More men are recruited. +Military: 200 Bowmen (+1.5/ 50)
There are rumors of a cult to a shadow god going around. Some say that the monsters and the man receive his power.
>>40941
The scouts follow the river north and then follow the water's edge. They go far and see mountains in the distance but turn back due to lack of supplies. No clear sign of where the copper came from but some believe it may be from the mountain and washed down stream.
Spearmen are recruited. +Military: Spearmen (+1/100)
(I'm upgrading Basic Medicine, I don't remember what I gave you for it before but get +5% pop growth instead)
Your people find nothing wrong as most diseases they have the have medicine for. Life continues on as normal.
>>40942
A city is built
>>40943
Study begins of the light infused creatures and it is found that no two are alike exactly, and that none survive if taken away from the nexus for long. +Tech: Very Basic Monster Theory
Study also goes into slings, a very basic weapon indeed. It works though and can be a great weapon in war. +Tech: Basic Slings
>>40964
>>41225
(I only needed you to decide on a medium for making arrays so that you could progress you impatient faggot)
While some juices don't work some replacements are found in insects and other objects. +Tech: Paints
The birds are watched as they head north.
>>40968
After some difficulty pigments are found that will stick to surfaces and skin. Ground crystals are added to the mixture and magic arrays are painted onto the face and bodies of warriors. Some are more helpful than others. One magical affect found is the ability to 'step' from one area of darkness to another! +Tech: Paint, Body Paint, Crystal Infused Paints.
+Magic: Darkness, Shadowstep
Your people begin to study the monsters in the area of darkness when they are attacked by a group of the large flying beasts your people know as Wyverns. A few people are killed but it seems they have taken the area around the darkness as their hunting grounds. -20 pop.
>>40978
Your people find, through a little experimentation, that when crushed the same freezing affect happens and when put in a line water forms above it. Debates are held about how to hold the dust in place to see if more effects can be made. +Tech: Basic Magic Theory
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ef5c1d No.41293
| Rolled 10, 96, 70 = 176 (3d100) |
>>41287
>I didn't get a number of spearmen recruited last turn.
Nation Name: Serendia
Color: Bronze
Culture: Serendians are a small people valuing individual freedom and strong group bonds. Farms are usually community owned, with every person also having a smaller plot for themselves. Their crowning achievement has been the formation of a basic democracy. Their people worship the anthropomorphic form of the Five Elements. The most important is Life, represented by an androgynous child. In some households it is a girl child, while in others it is a boy child. This represents Serendians love and worship of children and their importance in society.
Capital position:
Pop: 10,934
Pop growth: +6.5% (per turn)
Money: 100 (for trading with other nations)
Military units: Spearmen (+1/100)
Happiness: 2 (-10 is enraged, 0 is contempt, 10 is ecstatic)
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes, Intermediate Medicine, Very Basic Architecture, Serendian Alphabet, Very Basic Education, War Spears, Very Basic Metallurgy, Very Basic Math, Very Basic Bureaucracy
Magic:
1. Economics
Serendians, no longer being purely agrarian, find there is a need to replace the barter system that breaks down so easily outside of the scattered villages that make up their territory.
2. Expand toward the lake
Some Serendians, fearing the ever growing hand of the Paethu, flee north to be closer to the lake - inadvertently expanding the borders of Serendia.
3. Land Survey
The Paethu, or Bureaucrats, send scholars and soldiers into every village and every town to count the people, map the land, and take samples of local plants, foodstuff, and rocks, back to Voss'Verella for study and cataloguing. It is believed that this sort of thoroughness will allow for better economic and political control over Serendia.
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05698f No.41295
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e26266 No.41296
| Rolled 41 (1d100) |
>>41287
Nation Name: Saxovengians
Color: Slate Gray
Culture& Capital Position: >>40059 (You)
Pop: 10,616
Pop growth: +1% (per turn)
Money: 100 (for trading with other nations)
Military units: (+1 for each military unit defending cities)
Happiness: 1 (-10 is enraged, 0 is contempt, 10 is ecstatic)
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Stone Tools, Axes, Stonecraft, Hide armor, Shields, Earthworks
Magic: (pre-reqs not met, none yet)
1 walled City
Actions
1. Make walled agriculture fields.
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fb1268 No.41297
| Rolled 9, 38, 25 = 72 (3d100) |
Nation Name: The Merchant Kingdom of Ascalania
Chief: Ascalon I (60)
Sons: Prince Ascalon II (43) (heir), Princess Euphrasia (41), Prince Andoras (29)
Special People: Celdric, Prophet of Prosperion 38)
Color: Dark blue
Culture: The people from the Kingdom of Ascalania primarily make their living as merchants, seeking to make a profit from their dealings with each other and eventually from people all around the world. They are skilled craftsmen and artists, but also are known for devoting themselves heavily to the sciences and studies of the unknown. They are led by the merchant king Ascalon I, who united the many merchants and artisans throughout the land into groups, creating the foundation for the Kingdom of Ascalania, named in his honor. As businessmen they have a policy of staying peaceful, but will not hesitate to defend themselves if necessary. They worship Prosperion, the god of wealth, progress and fortune.
Capital position: See map
Pop: 11,326
Pop growth: +6.5% (per turn)
Money: 100 (for trading with other nations)
Military units: 150 Stone Bowmen, 50 Copper Bowmen
Happiness: 4
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Ascalanian Alphabet, Basic Math, Recordkeeping, Very Basic Metallurgy, Basic Medicine, Very Basic Poison, Bows, Very Basic Education, Basic Astronomy, Ascalanian Long Calendar, Pottery, Canoes, Cloth
Magic: None
1. We shall continue forward towards the promised mountains to fulfill our inevitable destiny. The Prophet suggests using the new boats to allow us to go further up the river than we would normally be able to go.
2. There are rumors of places blessed by Prosperion which will grant fortune and prosperity to those who control them. We should scour the land for one of these sites. (Find a nexus)
3. The Prophet works to ensure that ships are made bigger and sturdier, starting with treating wood in order to improve buoyancy and durability.
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2dd553 No.41302
| Rolled 42, 44, 6 = 92 (3d100) |
>>41287
Nation Name: Those that walk the path
Color: whichever works best for you.
Culture:Those that walk the path are united in that they walk the path to enlightenment. They believe that true enlightenment will defeat all evils and to not walk that path means that you are evil. They are a very theistic people that promotes learning.
Capital position: biggest island that there is nobody else on.
Pop: 10,385
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, Very Basic Education, Path Alphabet, Basic magic theory, Basic Monster Theory, Paint, Body Paint, Crystal Infused Paints.
Magic:
Darkness, Shadowstep
1: With shadowstep hunt these Wyverns.
2). With shadowstep have our people try to tame these wyverns like when they hunt them only not killing.
2) With Shadowstep and guile attempt to steal wyvern eggs to raise our own wyverns.
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6b9d7c No.41327
| Rolled 27, 60, 56 = 143 (3d100) |
>>41287
Nation Name: Alara
Color: Dark Blue
Culture: The people of Alara have a love for the ocean, as a child does to their mother, they believe that their peoples first came from the waters of the Ocean, birthed by Alara, the Mother of the Seas, who their nation is named after. When someone in Alara dies their body is returned to the waters so that their souls may find their way back to Alara, to tell her of their life and all they had seen. Though the peoples of Alara dream of a day where they may return while still full of life and living with their Mother for all time.
Capital position: see picture
Pop: 10,201
Pop growth: +1% (per turn)
Money: 100 (for trading with other nations)
Military units:
Happiness: 2
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes, Diving, Fishing Spears, Basic Magic Theory, Coral Jewelry
Magic:
1. Expand our land
2. Fucking tools
3. Study the crystals more
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e8f18a No.41508
| Rolled 51, 13, 8 = 72 (3d100) |
Dice roll Rolled 51, 50, 53 = 154 (3d100)
Nation Name: Empire of Eternal Light
Color: MANgenta
Traits: Your people are acclimated to hot climates and will have trouble in colder climates.
Pop: 10,000
Pop growth: +1.5% (per turn)
Money: 100 (for trading with other nations)
Military units:
Happiness: 7
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Basic Architecture, Basic Architecture, Magic theory, Tech: Very Basic Monster Theory, very basic education, Stone Working, Architecture Arrays, soap, alphabet, Kamasutra, basic slings
Magic: Flash, Flare, Magelamp
Actions
1. start construction of boats
2. Continue research on infused plants and animals
3. the priests refine their knowledge improving education amongst themselves
"Generations ago we had arrived on this Island with little more than our boats and loincloths. Quickly we had abandoned the shore and our means of leaving to find whatever was compelling us to come here. It was a slow methodical process of our people adapting to the forest and settling down only to abandon what we have created and move on to find the source. Finally this had reached it zenith with my coronation and discovery of the light nexus. Now we have returned from whence we came and it is time to reclaim our birthright of the seas.
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05698f No.41530
| Rolled 83 (1d100) |
>>41293
An attempt to instigate a form of good that can be traded for everything is attempted with smooth rocks. It is a complete failure as nobody wants rocks they could find in the river. -1 Happiness (not total)
(very good expansion, unfortunately I didn't see it and finished the map for this turn. Remind me next turn and I'll get to it. )
The people are counted and all their goods quite easily. Most people are out in the villages growing crops such as rice and fruits with a few others doing medicinal work or aiding the state. (If you are curious what you are growing I am considering it similar to south east asia)
>>41296
The fields are expanded and protected within the dirt walls.
>>41297
A few people go missing and most people return to their original villages, afraid something got them. A few do return bearing news of an area up the river with towering stone spikes and greenish crystals. Trees that grow copper and other metallic looking fruit and beasts seemingly made of stone can be found in the area. Some got to close and were killed by one of the beasts though. -3 pop
>>41302
Of the few people with the arrays drawn upon their body they split into three groups. One group goes to hunt the wyverns and find that their stone spears do little to the beasts' tough hides. As well the beasts do not take well to taming, at least not while this old. They are able to harass them into leaving though and the third team tries to follow them. They make it a good distance but lose track of them. It seems the were heading southwest, towards the mountain.
>>41327
Your best people are put to finding out how to make better tools. It is harder than it seems as nobody has found anything better than wood or stone to work with. Maybe shark teeth or the teeth of those sea wyrms seen in the deep ocean. It is also speculated that you could use magic to make ice tools. Only problem is the dust of the crystal is blown away easily, especially when magic is about to be done, and there are so many ideas of what to do to fix it that no work is getting done. You may need to point them in a direction or choose one. (YOU have to choose, I'm not making the decision for you. +30 to the first action of researching arrays or the necessary tech when you do choose though)
>>41508
Your people begin hollowing out trees to build canoes. They work well for river travel but the waves knock them over easily. +Tech: Canoes
The priests try to teach apprentices of light infused beasts, and got cut in half by a beam from a light infused bird. -10 pop and people are scared to go near to study monsters for a turn (if there are no other incidents)
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3cad49 No.41531
| Rolled 64, 43, 100, 24 = 231 (4d100) |
>>41287
Nation Name: Valnoni
Color: Dark Purple
Culture: The Valnones, or "Forest-Folk," are an amalgamation of several hundred disparate tribes united by a similar culture and guttural mother tongue. The byproduct of centuries of on and off warfare between the peoples of the southern continent, the Valnones are a taciturn and unforgiving people with a distinct warrior culture. They do not fight for 'honor' or 'respect' but to kill, and do not cease until all of the offenders are dead or they are. The Valnones derive much of their food from setting fire to their forests and cultivating the resulting swaths of bare land for grains or massive herds of deer or elk or rabbit colonies. They have a tradition of using hallucinogenic mushrooms as battle-stimulants and as a means of communing with nature and their gods. For long they have remained mostly content to linger in their forest, but now they have begun to stir in light of a wretched plague killing their precious deer. Soon they must expand elsewhere to feed their people, and if the land is already occupied… woe to those that do not submit to the Valnones.
Capital position: Southernmost forest, near the lake with three rivers.
Pop: 9,996
Pop growth: +1.5% (per turn)
Money: 100 (for trading with other nations)
Military units: 200 Bowmen (+1.5/50), 100 Bowmen (+1.5/50)
Happiness: 2 (-10 is enraged, 0 is contentt, 10 is ecstatic)
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Basic Carts, Basic Bows, Improved Stone Tools, Hide Clothes, Basic Medicine, Very Basic Poisons, Bonfire Barrier, Fire Hardened Stakes, Barbed Stakes
Magic:
TURN 1:
1. Root out this shadow cult. Those giving power to these strange entities must be murdered.
2. Our shamans and wisemen ingest copious amounts of mushrooms and attempt to commune with our gods for power against the growing shadows.
TURN 2
1. Continue rooting out the Shadow Cult.
2. Begin developing long-lasting torches by using mixtures of tree sap, kindling and plant fibers.
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fb1268 No.41533
| Rolled 91, 20, 52 = 163 (3d100) |
Nation Name: The Merchant Kingdom of Ascalania
Chief: Ascalon I (65)
Sons: Prince Ascalon II (48) (heir), Princess Euphrasia (46), Prince Andoras (34)
Special People: Celdric, Prophet of Prosperion (38)
Color: Dark blue
Culture: The people from the Kingdom of Ascalania primarily make their living as merchants, seeking to make a profit from their dealings with each other and eventually from people all around the world. They are skilled craftsmen and artists, but also are known for devoting themselves heavily to the sciences and studies of the unknown. They are led by the merchant king Ascalon I, who united the many merchants and artisans throughout the land into groups, creating the foundation for the Kingdom of Ascalania, named in his honor. As businessmen they have a policy of staying peaceful, but will not hesitate to defend themselves if necessary. They worship Prosperion, the god of wealth, progress and fortune.
Capital position: See map
Pop: 12,062
Pop growth: +6.5% (per turn)
Money: 100 (for trading with other nations)
Military units: 150 Stone Bowmen, 50 Copper Bowmen
Happiness: 4
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Ascalanian Alphabet, Basic Math, Recordkeeping, Very Basic Metallurgy, Basic Medicine, Very Basic Poison, Bows, Very Basic Education, Basic Astronomy, Ascalanian Long Calendar, Pottery, Canoes, Cloth
Magic: None
1. A blessed spot, granted to us by our lord Prosperion! We must study this place further, taking care not to disturb the stone beasts.
2. Yet still we must push forward towards the promised mountains. It is our destiny!
3. The Prophet has a number of ideas…something about basic mechanisms…the wheel and axle, the lever, the pulley, the inclined plane, the wedge and the screw. Not everyone is sure of what to make of this, but perhaps with a little demonstration and experimentation of our own we might be able to figure it out.
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ef5c1d No.41534
| Rolled 58, 76, 41 = 175 (3d100) |
>>41530
I got a 96 on my expansion last turn. Reminder to edit the map.
Nation Name: Serendia
Color: Bronze
Culture: Serendians are a small people valuing individual freedom and strong group bonds. Farms are usually community owned, with every person also having a smaller plot for themselves. Their crowning achievement has been the formation of a basic democracy. Their people worship the anthropomorphic form of the Five Elements. The most important is Life, represented by an androgynous child. In some households it is a girl child, while in others it is a boy child. This represents Serendians love and worship of children and their importance in society.
Capital position:
Pop: 11,590
Pop growth: +6.5% (per turn)
Money: 100 (for trading with other nations)
Military units: 100 Spearmen (+1/100)
Happiness: 1 (-10 is enraged, 0 is contempt, 10 is ecstatic)
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes, Intermediate Medicine, Very Basic Architecture, Serendian Alphabet, Very Basic Education, War Spears, Very Basic Metallurgy, Very Basic Math, Very Basic Bureaucracy
Magic:
1. The settlers begin the construction of a new town to support the local farming villages nearby. In many ways the expansion and now the town represent a new age for Serendia. They are its first steps out into the wider world.
2. Search mountains for metals
Copper was found here, washed downstream by summer rains. Perhaps other metals can be found in the mountains?
3. Copper Tools
The individuals closest to Voss'Verela benefit from the exploitation of copper. While mostly used for weapons or ostentatious display, some desire to use the metal for tools.
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e26266 No.41576
| Rolled 42, 33 = 75 (2d100) |
>>41530
Nation Name: Saxovengians
Color: Slate Gray
Culture& Capital Position: >>40059
Pop: 10,772
Pop growth: +1% (per turn)
Money: 100 (for trading with other nations)
Military units: (+1 for each military unit defending cities)
Happiness: 1 (-10 is enraged, 0 is contempt, 10 is ecstatic)
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Stone Tools, Axes, Stonecraft, Hide armor, Shields, Earthworks
Magic: (pre-reqs not met, none yet)
1 walled City, Walled Agricultural fields
ACTIONS
1. Research the concept of high chieftanship (setting formal rules for leadership and heir selection)
2. Try to discover copper forging.
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2dd553 No.41633
| Rolled 23, 19 = 42 (2d100) |
>>41530
Nation Name: Those that walk the path
Color: whichever works best for you.
Culture:Those that walk the path are united in that they walk the path to enlightenment. They believe that true enlightenment will defeat all evils and to not walk that path means that you are evil. They are a very theistic people that promotes learning.
Capital position: biggest island that there is nobody else on.
Pop: 10,489
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, Very Basic Education, Path Alphabet, Basic magic theory, Basic Monster Theory, Paint, Body Paint, Crystal Infused Paints.
Magic:
Darkness, Shadowstep
1) Have our stealthiest shadowstalkers search the mountains to take eggs for us to raise.
2)Our spears did little, maybe a small spearhead of the crystal could have some effect?
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e8f18a No.41634
| Rolled 88, 79 = 167 (2d100) |
Nation Name: Empire of Eternal Light
Color: MANgenta
Traits: Your people are acclimated to hot climates and will have trouble in colder climates.
Pop: 10,440
Pop growth: +1.5% (per turn)
Money: 100 (for trading with other nations)
Military units:
Happiness: 7
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Basic Architecture, Basic Architecture, Magic theory, Tech: Very Basic Monster Theory, very basic education, Stone Working, Architecture Arrays, soap, alphabet, Kamasutra, basic slings
Magic: Flash, Flare, Magelamp
Actions
1. Research boats
2. Improve education
"While we have claimed dominion over the river fully It is time to master the waves. Our shamans should also endeavor to improve their methods to ensure an incident like this does not happen again.
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6b9d7c No.41796
| Rolled 60, 91, 97 = 248 (3d100) |
>>41530
Nation Name: Alara
Color: Dark Blue
Culture: The people of Alara have a love for the ocean, as a child does to their mother, they believe that their peoples first came from the waters of the Ocean, birthed by Alara, the Mother of the Seas, who their nation is named after. When someone in Alara dies their body is returned to the waters so that their souls may find their way back to Alara, to tell her of their life and all they had seen. Though the peoples of Alara dream of a day where they may return while still full of life and living with their Mother for all time.
Capital position: see picture
Pop: 10,201
Pop growth: +1% (per turn)
Money: 100 (for trading with other nations)
Military units:
Happiness: 2
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes, Diving, Fishing Spears, Basic Magic Theory, Coral Jewelry
Magic:
1. Work at using the crystals to make ice tools +30 from turn
2. Expand our territory
3. See if we can't collect the crystal dust in some kind of container, it may be useful later.
4. Word of mouth is not enough, we must be able to document the things we learn, especially about magic, we need a system of writing.
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6b9d7c No.41798
| Rolled 25 (1d100) |
>>41796
action 1. The crystals resonate with certain designs, but every time we try to do something with it the dust they create is blown away, we must devise a way to contain the dust in place. Perhaps some form of Resin shall allow our ritual circles to remain as they are being used.
also diceroll for 4
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