0b63fe No.39937 [Last50 Posts]
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
____________________________
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0b63fe No.39938
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b8b3bd No.39939
>>39937
Nation Name: Anatia
Color: 004A7F (Navy)
Culture: The Anatians heavily respect the waters, both fresh and the oceans. They do believe the waves can be tamed, however. Their architecture is strong, sturdy and square. Their language is gruff and guttural and would scare most foreigners.
Capital position: Pic related
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122308 No.39940
Nation Name: The Merchant Kingdom of Ascalania
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 the other nations. 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 lord Ascalon I, who united the many merchants and artisans throughout the land into guilds and companies, 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, using their wealth to attract many skilled sellswords and mercenaries to their cause on top of their private military force.
Capital position: See map
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122308 No.39942
Well if Nimble's gonna be dark blue make me indigo then
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3aec40 No.39944
Nation Name: Empire of Eternal Light
Color: MANgenta
Culture: The Tlahuizcalli were originally descendents of people who traveled on canoes and landed on the island. While they originally settled on the coast they quickly felt the need to travel more and more inland over generations until they reached the mountain peaking over the island. Still the Tlahuizcalli were plagued with restlessness and despite great danger traveled up the mountain until they reached the source of the river that feeds the rainforest below. Finally the feeling had abated and the people were content to settle upon the mountain as lords over the mountain, but they developed a curious mania…
Capital position: Left most island with the tall mountain and small amount of rainforest, on the the west of the river source.
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.)
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e93a0e No.39945
>>39937
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.
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122308 No.39946
>>39940
Fine then throw me here
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3aec40 No.39957
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0b63fe No.39958
>>39939
Nothing of note, you may post.
>>39940
Just remember the game starts in the stone age.
Your people are acclimated to hot climates and may have trouble in colder climates. You may post.
>>39944
Your people have found a site to the north. The plants glow bright, the jungle birds shed rainbows, and glowing crystals litter the ground.
Your people are acclimated to hot climates and will have trouble in colder climates.
You may post.
>>39945
Your people have a basic religion
Happiness: +1
You may post.
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e6bab2 No.39960
>>39937
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: 10,000
Pop growth: +1% (per turn)
Money: 100
Military units:
Happiness: 0 (-10 is enraged, 0 is contempt, 10 is ecstatic)
Tech: Agriculture, Animal husbandry, Irrigation, Wheels
Magic:
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3aec40 No.39961
| Rolled 53 (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% (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.)
Actions
1. Research the site to the north
"Long have our people been plagued with feelings of restlessness and curiosity pushing us to move away from the safe coast and into the mountains. Now this same feeling has returned, but it is different. What was once a sense of frenzied urgency of flight has now been replaced by stoic determination to take this land and its secrets. It is my pledge as Tonatiuh the 1st to take the mantle of leader for my tribe and rule as Lightlord of my new empire of eternal light, as acknowledgement of the first challenge we shall conquer and like the sun we shall always rise again."
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3aec40 No.39962
>>39958
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% (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.)
Actions
1. Research the site to the north
"Long have our people been plagued with feelings of restlessness and curiosity pushing us to move away from the safe coast and into the mountains. Now this same feeling has returned, but it is different. What was once a sense of frenzied urgency of flight has now been replaced by stoic determination to take this land and its secrets. It is my pledge as Tonatiuh the 1st to take the mantle of leader for my tribe and rule as Lightlord of my new empire of eternal light, as acknowledgement of the first challenge we shall conquer and like the sun we shall always rise again."
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122308 No.39963
| Rolled 60, 64, 52 = 176 (3d100) |
Nation Name: The Merchant Kingdom of Ascalania
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 the other nations. 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 lord Ascalon I, who united the many merchants and artisans throughout the land into guilds and companies, 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, using their wealth to attract many skilled sellswords and mercenaries to their cause on top of their private military force.
Capital position: See map
Pop: 10,000
Pop growth: +1% (per turn)
Money: 100 (for trading with other nations)
Military units: None
Happiness: 0
Tech: Agriculture, Animal husbandry, Irrigation, Wheels
Magic: None
1. Our leader Ascalon I envisions this new, burgeoning kingdom to be a paradise of wealth and luxury, where anything is attainable as long as you are willing to work for it, and a land whose name shall leave a permanent mark in the annals of history. To start, however, there needed to be some sort of industry to draw the people in. For now, we can start mining the surface deposits and panning for gold in the river.
2. Happy people are productive people. We can start on the road to happiness by rekindling our faith to the all-but-forgotten god of wealth, Prosperion. We will surely need His blessing if we are to succeed in the world and the people will feel at ease with His blessing.
3. We can also look into increasing our numbers. We can start by improving our hygeine. Our wisemen think that making this mysterious material called soap with a scented and solidified mixture of fats and ashes. If we are to make an impression on the world, it most surely shouldn't be as dirty, smelly eyesores. Besides, we can always sell the stuff.
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b8b3bd No.39964
| Rolled 39, 36, 48 = 123 (3d100) |
>>39958
Nation Name: Anatia
Color: 004A7F (Navy)
Culture: The Anatians heavily respect the waters, both fresh and the oceans. They do believe the waves can be tamed, however. Their architecture is strong, sturdy and square. Their language is gruff and guttural and would scare most foreigners.
Pop: 10,000
Pop growth: +1%
Money: 100
Military units:
Happiness: 0
Tech: Agriculture, Animal husbandry, Irrigation, Wheels
Magic:
1. Expand along the coast so that we surround the tiny bay
2. Train men to be able to fight while in the water, both swimming and wading through a waist deep river
3. Use the buoyant properties of wood to create an artificial island that can hold armies and travel through the water
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cd5686 No.39965
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.
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.)
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b040ff No.39966
>>39965
That spot has already been taken.
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cd5686 No.39968
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bac06f No.39971
Nation Name: Sha'zu Digun
Color: Blue
Culture: Sha'zun
Capital position: In the Swamps of the blue
Pop: 10,000
Pop growth: +1% (per turn)
Money: 100
Military units:
Happiness: 0
Tech: Agriculture, Animal husbandry, Irrigation, Wheels
Magic:
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bac06f No.39974
>>39971
Culture: The Sha'zun were a solitary people, living among their family for most of their lives before finding themselves a mate. It wasn't until Digun the first, A Man who's harem had women from across the swamp began bringing the people together. While the people worked together and lived together their tight nit family groups were the only places most acted themselves.
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0b63fe No.39979
>>39960
You have a very basic religion (I think) and start with Happiness: +1
>>39961
People from all different walks of life and specialties head to the Nexus and attempt to find a use for what is there. Many are dissapointed to find that of all the animals and plants there no two are alike, and the plants produce no seeds. Some believe they can work the crystal like rocks, and that they will allow for fireless light. The biggest discovery, however, was found by a little girl drawing shapes with the fragments of chipped crystal as everyone saw the burst of light that sprang forth. The shamans are in an uproar over what to make of it.
+Tech: Very Basic Magic Theory
>>39963
Most people don't understand much of what you are saying, but look to the river for resources none the less. They find the obvious fish and other river life, but a few people do find some strange green rocks.
While most people don't remember anything about this god, they don't question it and happily accept that a divine being is watching after them. Happiness: +1
While some people worry about wasting the little fat of the beasts they hunt but those that adopt it do look and supposedly feel better. Pop Growth: +1.25%
>>39964
Some people begin to settle villages around the coast of the bay.
Some hunters and fishers are trained to fight other men using their stone spears. +100 Spear throwers (No bonuses to combat)
After some testing and variation of designs a very basic water craft is created by hollowing out a log and is propelled using flat carved wood. It is debated whether it would survive beyond the bay.
>>39965
You may post.
>>39971
You may post
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0b63fe No.39980
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0b63fe No.39981
| Rolled 76 (1d100) |
>>39980
a roll for later.
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0b63fe No.39982
| Rolled 5 (1d7) |
>>39981
and another
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b8b3bd No.39983
| Rolled 82, 86, 92 = 260 (3d100) |
>>39979
Nation Name: Anatia
Color: 004A7F (Navy)
Culture: The Anatians heavily respect the waters, both fresh and the oceans. They do believe the waves can be tamed, however. Their architecture is strong, sturdy and square. Their language is gruff and guttural and would scare most foreigners.
Pop: 10,100
Pop growth: +1%
Money: 100
Military units: 100 Spear throwers
Happiness: 0
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes
Magic:
1. Develop wooden nails so we can make bigger, stronger, sturdier ships instead of the pathetic logs we're sailing with now. We can also use it to build greater buildings to defend ourselves from vengeful foreigners.
2. The leader of our people shall be the one that leads our fleets. Develop a government where the people vote for the man or woman that has the best sea legs, fights the best in open water and, most importantly, organizes the strongest armies.
3. Use our organizational skills to develop strategies against other sea-farers and coastal people
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8885c7 No.39984
>>39937
>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:
>Happiness: 0 (-10 is enraged, 0 is contempt, 10 is ecstatic)
>Tech: Agriculture, Animal husbandry, Irrigation, Wheels
>Magic:
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8885c7 No.39985
>>39984
Jk map change for birds
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122308 No.39986
| Rolled 34, 43, 100 = 177 (3d100) |
Nation Name: The Merchant Kingdom of Ascalania
Chief: Ascalon I (35)
Sons: Prince Ascalon II (13) (heir), Princess Euphrasia (11), Prince Andoras (4)
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 the other nations. 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 lord Ascalon I, who united the many merchants and artisans throughout the land into guilds and companies, 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, using their wealth to attract many skilled sellswords and mercenaries to their cause on top of their private military force.
Capital position: See map
Pop: 10,125
Pop growth: +1.25% (per turn)
Money: 100 (for trading with other nations)
Military units: None
Happiness: 1
Tech: Agriculture, Animal husbandry, Irrigation, Wheels
Magic: None
1. We should investigate these nice green rocks to see if they have any uses. Have the wisemen experiment with them liberally. (Learn metalworking if these are ores, gemcutting if they're gems, etc. Basically make them useful)
2. We should find a reliable way to record such findings, along with the legends of our people and the teachings of Prosperion. (Develop alphabet)
3. We can count with our hands the green stones, bushels of wheat, and whatnot but better, more reliable methods of keeping track of things wouldn't be such a bad thing. (Develop mathematics)
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cd5686 No.39987
| Rolled 6, 51, 76 = 133 (3d100) |
>>39965
>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.
>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:
1. Improve Farming
Increasing crop yields will naturally allow for the population to grow, for our people to thrive, and for our land to flourish under our direction.
2. Institute basic religion
The world is strange and unknown. A force beyond it surely must rule all. [High success for monotheism, low success polytheism]
3. Scout for new resources or places to build a new settlement
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3aec40 No.39990
| Rolled 43, 79, 31, 2 = 155 (4d100) |
Nation Name: Empire of Eternal Light
Color: MANgenta
Traits: Your people are acclimated to hot climates and will have trouble in colder climates.
Pop: 10,100
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.)
Actions
1. Research more advanced magic theory
"It is of paramount importance that we learn everything about these crystals."
2. Improve our architecture and use the crystals to accent it
"These crystals offer opportunities to build great monuments that will glorify our empire."
3. Improve our education
"If we wish to truly understand how these crystals work then we must develop a system where we can properly disseminate what we have learned and then spread the knowledge."
4. See if we can cultivate the mutated plants and replace what is taken with new normal plants.
"While it is unfortunate that we cannot breed these light infused plants. It does not stop us from harvesting and then replacing them to further our food supply and experiments."
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1119b8 No.39993
>>39990
that dice is looking at me funny
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1119b8 No.39994
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1119b8 No.39995
>>39985
birds are very important
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1119b8 No.39996
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1119b8 No.39997
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1119b8 No.39998
>>39981
keep rolling rolling
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1119b8 No.39999
>>39987
pop growth they say
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8885c7 No.40004
>>39995
You're goddamn right they are
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47bf5a No.40005
| Rolled 63, 96, 29 = 188 (3d100) |
>>39979
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: 10,100
Pop growth: +1% (per turn)
Money: 100
Military units:
Happiness: 1 (-10 is enraged, 0 is contempt, 10 is ecstatic)
Tech: Agriculture, Animal husbandry, Irrigation, Wheels
Magic:
1. Looking at the Sun, Radom a Suntalkind farmer, was filled with a feeling of warmth and embracement. Their God had watched them for as long as anyone could remember, allowing them to see the world for what it was, banishing the night and keeping his sister, the Moon, Gatekeeper to all things which had Passed, in check. As he turned his face towards the sky a wave of warmth collapsed over him. Following a sudden impulse the farmer gathered his things and went out into a journey to nowhere.
(Find a Nexus)
2. The Suntalkind population grew and with them the amount of land needed to be remain sustained. They would grow their borders by settling more lands, growing more crops and living as their forefathers had done before them.
3. With both Animals at their Disposal and tools of Agriculture it was only reasonable to combine the two. The use of animals would lift a great many burdens from the Suntalkind and allow them to yield even more in their harvest as it would take them less effort to farm the lands they inhabited.
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e93a0e No.40006
| Rolled 89, 41, 54, 82 = 266 (4d100) |
>>39958
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: 10,000
Pop growth: +1% (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
Magic:
TURN 1:
1. We must prepare for our exodus out of the woods. Begin by finding a better way to haul our things.
Research [Carts].
2. To expand and secure food, we must use tools other than our hands. We must improve our ability to hunt.
Research [Bows].
TURN 2.
1. Continue researching [Carts].
2. Continue researching [Bows].
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bac06f No.40013
| Rolled 27, 25 = 52 (2d100) |
>>39979
1. Find plants among the swamp that could be domesticated (Spices, food, dyes, or cloths)
2. Find more plants boui
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bac06f No.40014
>>40013
Nation Name: Sha'zu Digun
Color: Blue
Culture: Sha'zun - The Sha'zun were a solitary people, living among their family for most of their lives before finding themselves a mate. It wasn't until Digun the first, A Man who's harem had women from across the swamp began bringing the people together. While the people worked together and lived together their tight nit family groups were the only places most acted themselves.
Capital position: In the Swamps of the blue
Pop: 10,000
Pop growth: +1% (per turn)
Money: 100
Military units:
Happiness: 0
Tech: Agriculture, Animal husbandry, Irrigation, Wheels
Magic:
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0b63fe No.40025
>>39983
Your people see a star fall in the night sky.
Your people begin to build stronger boats, allowing better travel by sea and river. Many wonder how far they can reach by boat now. +Tech: Basic Rafts
The message is sent out to all. By order of the current chief the next chief shall be decided by the capability and charisma and not by lineage. This gives your people hope of becoming higher ranked than they are now and hope due to this. Happiness: +1
With this news people begin to train to fight on their new rafts as well as people on other rafts. It goes well and people learn that it is really simple fighting on the rafts. Just stab the other guys! The hard part is keeping your balance. +Tech: Very Basic Naval Combat
>>39984
You have a basic religion Happiness: +1
You may post
>>39986
Your people see a star fall from the sky in the night.
There is a child that has come of age that was always considered strange by the other children. He never played with them and always wanted to learn from the elders and had many questions. He always had ideas, but as he was only a child he was always ignored. Now that he is a man he has determined to make his ideas known and has gotten everyone's attention by building a big pile of rocks and wood; turning the green rock into what he called copper and explained the process to others. +Tech: Very basic metallurgy
As well he shows that the wet clay some children played with could be used with a stick to record how much food is stored in the temples. +Tech: Ascalan Alphabet
As well he showed better ways of splitting the food and more. +Tech: Basic Math
The people are happy to see so much progress and so many new things. Happiness: +2 (total not added)
>>39987
Many begin to experiment with new ways to farm and fail horribly. Many crops die and people begin to starve. -500 pop
Your shamans and other holy individuals begin to argue about what is divine and what is not. Some say there are spirits, some many gods, and some only the sun and moon. Others say only humans have spirits and human ancestors cause everything. It is becoming a mess but people are debating and not coming to blows. Soon they seek the council of the chief to to decide a divine challenge to decide who is correct with reading the signs of the divine. (use an extra action to decide a trial and roll an extra d100. this does not account against your other actions)
A large lake is found to the north that is full of fish. To the east it seems the jungle stops. Those that go across the river find only more jungle. There are large bee hives around.
>>39990
After the first incident the girl began pulverizing the crystals. The dust still glows, and gets everywhere. Still the girl learns that certain shapes will react and cause different affects. Sometimes the dust even stays still! The shamans debate what to do. +Tech: Basic magic theory
Your people begin to learn better ways to build structures. Some believe that stone would be good to build with if they new how to cut it. +Tech: Basic Architecture
Your wise men begin trying to teach children, but all the children just leave to play.
Some light producing plants are taken and planted in the farms. The farmers come back the next day to find the plant, and a good amount of the crops, dead. -500 pop.
>>40005
The random farmer sets off into the jungle. He comes back speaking of a place in the jungle where the wind whips wildly and clear crystals can be found on the ground. He says it is in the northwest by the lake.
Many settle to the west near the lake shore and find that he spoke the truth! Some settle villages near the site and speak of strange beasts and plants.
The llamas spit on the farmers when they attempt it.
>>40006
Over the years simple carts and bows are created and improved. Tech: +Basic Carts, +Basic Bows
>>40013
People explore deeper into the swamps and find many things such as wild Water Buffalo and many fish and reeds.
There are many trees.
(Just look up Indian swamps and mostly that is where you are)
Your people see a star fall from the sky at night.
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122308 No.40033
| Rolled 33, 67, 41 = 141 (3d100) |
Nation Name: The Merchant Kingdom of Ascalania
Chief: Ascalon I (40)
Sons: Prince Ascalon II (18) (heir), Princess Euphrasia (16), Prince Andoras (9)
Special People: Celdric, Prophet of Prosperion (13)
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 lord Ascalon I, who united the many merchants and artisans throughout the land into guilds and companies, 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, using their wealth to attract many skilled sellswords and mercenaries to their cause on top of their private military force.
Capital position: See map
Pop: 10,251
Pop growth: +1.25% (per turn)
Money: 100 (for trading with other nations)
Military units: None
Happiness: 2
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Ascalanian Alphabet, Basic Math, Very Basic Metallurgy
Magic: None
1. The falling star is a sign sent by Prosperion Himself, signifying that a prophet has been chosen - the very same boy that brought us all the progress these past few years. He shall be given the official title of Prophet and have a prominent position in governmental affairs. A ceremony shall be held to commemorate this day. (Increase happiness by having a ceremony to commemorate the arrival of the Prophet)
2. The rate of illness amongst the people is high. We should be finding medicinal herbs and plants to treat them. Legends tell of many plants that are able to help cure disease when mashed, mixed, and eaten and we should be looking into finding them. But please, do not just eat whatever plant you find, we do not yet know of what many will do.
3. We will likely soon need more land to expand into. We should work on taming the lands on our continent, first following the river and then spreading outwards. (Expand and maybe find a nexus if there's one nearby)
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8885c7 No.40035
| Rolled 89, 60 = 149 (2d100) |
>>40025
>>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:
>>Happiness: 0 (-10 is enraged, 0 is contempt, 10 is ecstatic)
>Tech: Agriculture, Animal husbandry, Irrigation, Wheels
>Magic:
1: Scout the area around the land Toaki has gifted us.
2: Begin setting up camp around the river that we had followed to arrive here.
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8885c7 No.40036
>>40035
2: *fortify the area around my camp
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47bf5a No.40040
| Rolled 50, 2, 36 = 88 (3d100) |
>>40025
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: 10,201
Pop growth: +1% (per turn)
Money: 100
Military units:
Happiness: 1 (-10 is enraged, 0 is contempt, 10 is ecstatic)
Tech: Agriculture, Animal husbandry, Irrigation, Wheels
Magic:
1. Old wise men would go towards the crystals and test their properties, perhaps they could figure out what or whether these did.
2. The Lama was far from the only danger of the jungle. Some men would have to be armed. They could hunt for meat and protect those who farmed from dangerous animals, even though hunting would not provide as much food as the farms themselves.
3. Some begin building small Altars for the Gods of Sun and Valley, the Valley Goddess is goddess of Valleys, Fertility and Womanhood, words which sound almost similar in Sontalkind language and are often used interchangeably. The Sun God on the other hand is the God of Warmth, Harvest and Seasons. In Sontalkind language terms for a Woman's Fertility and the yield of a field are very distinct and not used interchangeably.
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bac06f No.40043
| Rolled 28, 37 = 65 (2d100) |
>>40025
Nation Name: Sha'zu Digun
Color: Blue
Culture: Sha'zun - The Sha'zun were a solitary people, living among their family for most of their lives before finding themselves a mate. It wasn't until Digun the first, A Man who's harem had women from across the swamp began bringing the people together. While the people worked together and lived together their tight nit family groups were the only places most acted themselves.
Capital position: In the Swamps of the blue
Pop: 10,000
Pop growth: +1% (per turn)
Money: 100
Military units:
Happiness: 0
Tech: Agriculture, Animal husbandry, Irrigation, Wheels
Magic:
Actions:
1. During the floods we need a way to stay dry (stilt houses boi)
2. Send out our strongest men to track down the starfall
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e57600 No.40059
>>39938
Nation Name: Saxovengians
Color: Slate Gray
Culture: United by two strong ties, first, a universal language they all speak which resembles Frankish, and second, by the common belief in an ancient myth; that they once were a much more advanced society, and that a giant wave swallowed their original home in a single day, a hero named Stamfrith (literally; 'source of stamina/endurance') his wife Beoryriccal ('birth of kingdom'), and 4 other families, escaping it in a very early boat, this journey and landing the source, it is believed, of all Saxovengians. All saxovengians have the right to bear weapons they make and all saxovengians may enter their cultures raiding war parties, their culture consisting of barbaric violence against enemies of their amalgamation of several tribes coupled with intense trust and hospitality to members of their own tribes. Those who successfully grow old, which are very few, become full time teachers of the very young. They are ruled over by a High Chief, Hygthiud I ('knowledge-thoughts')
Capital position: Left side of the map, northern large island, area between the 3 pronged river and the other river on said 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
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.)
Pic related: Stamfirth (center, extended hands) warning his friends, Eourmann ('oar-man'), Saeweurd ('sea-watcher'), and Frischnodan ('Vigorous fisherman').
It is up to the GM whether this myth truly happened or is simply something they believe, and I am fine with either decision.
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3aec40 No.40068
| Rolled 20, 79, 21, 10 = 130 (4d100) |
Nation Name: Empire of Eternal Light
Color: MANgenta
Traits: Your people are acclimated to hot climates and will have trouble in colder climates.
Pop: 9,700
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, Basic Architecture, Basic Architecture, Basic Magic theory
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 Stone-working
2. Improve our education
3. Marry the gifted child to the Lightlord
4. establish a temple dedicated to the light where our shamans can study the mysteries of the light crystals
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918123 No.40092
| Rolled 15, 55, 7 = 77 (3d100) |
>>40025
Nation Name: Anatia
Color: 004A7F (Navy)
Culture: The Anatians heavily respect the waters, both fresh and the oceans. They do believe the waves can be tamed, however. Their architecture is strong, sturdy and square. Their language is gruff and guttural and would scare most foreigners.
Pop: 10,100
Pop growth: +1%
Money: 100
Military units: 100 Spear throwers
Happiness: 1
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes, Basic Rafts, Very Basic Naval Combat
Magic:
1. Create longer, bigger ships that can hold armies. A design has been made. (Research Rowing Longship)
2. Use plant fibers to weave material for clothing. (Research cloth or if that's too advanced mesh)
3. Use the same plant fibers and braid them like a woman braids her hair. (Research rope)
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cd5686 No.40098
| Rolled 53, 76, 60, 81 = 270 (4d100) |
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.
Capital position:
Pop: 9,600
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:
1. Construct rafts and fishing poles to fish from the northern lake.
2. Research Architecture
Learning how to construct better buildings will allow us to tame this wilderness.
3. Research Medicine
Disease is the most dangerous killer of our people, a perpetual threat. We need to learn how to combat it.
4 (special). Religion Roll
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e93a0e No.40100
| Rolled 86, 93 = 179 (2d100) |
>>40025
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: 10,000
Pop growth: +1% (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
Magic:
1. Improve our other tools as well. Our axes will be needed to fell wood, and so they will have to be improved and be made of sturdier stone and thicker sinews.
2. We will need something to help us withstand the elements outside of our forest. Begin sewing the hides and skins of deer and rabbits into thicker, sturdier clothing so that we can better survive cold temperatures and violence.
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0b63fe No.40156
>>40033
The people are overjoyed by the finding of a prophet. The partying lasts for a day and a night.
Happiness: 3
Many plants are mashed, tasted, and tested. While many do not do much others are found to have uses in treating diseases, although they do not make them go away. +Tech: Very Basic Medicine
Pop growth: +1.50%
>>40035
Your people find that there is some grassland to the north of the jungle and to the west some strange lights can be seen in the mountains.
Some simple dirt mounds are used to surround the town. Some wooden stakes are added to the bottom to dissuade predators. It won't do too much on it's own but it is a start. +Tech: Very Basic Fortification.
>>40040
The old wise men mess around with the crystals. They seem to create wind around them with the bigger crystals creating stronger breezes. The big discovery comes when the wise man organizing the crystals in a line got thrown back by a strong gust of wind. +Very Basic Magic Theory
Nobody truly sees any reason to arm themselves. The jungle has been calm for the last few years and it should be fine! Besides the farms provide more food anyway. (it is harder to arm your people for two turns)
Alters to the Sun and Valley are made. Simple in design, just dirt piled up with rocks to decorate. Happiness: 2
>>40043
Your people begin to build small platforms on stilts to put their huts in case of flooding. +Very Basic Architecture, Stilt Housing
The scouts come back some time later saying that they found nothing but mountains they could not cross with the supplies they had. They did find that there are lots of grasslands beyond the swamp.
>>40059
You have a basic religion. Happiness: 1
You may post.
>>40068
Your people begin attempting to find out how to shape stone, but keep breaking it. Every which way they strike the bigger rocks they never shape in a way to help with anything but basic tools.
The old and wise begin to teach the young of their wisdom and of the light. +tech: Very Basic Education
The girl, now a young woman, is told she will be given to the Lightlord to bear his children. Young and spirited the girl runs away. Some of the shamans seem pleased with this, while others seem worried. (Please roll an extra d100 next turn, for reasons)
After the gifted child ran away there was a lot of bickering between the shamans about theology, the nature of light, it's will, and the young woman. Nothing gets done and the shamans are divided into a few factions.
>>40092
The first long ships are created, and promptly sink in the sea. -10 pop.
Your people have begun to farm a plant they call 'Flax' that they found they can use to make clothing by weaving strands together. They also find this can be used to make baskets. +Tech: Weaving, Cloth
Unfortunately everyone sees it as a waste to try such things when everyone wants better clothing.
>>40098
Your people begin to create simple boats from logs to go spear fish in the deeper waters of the river, as well as travel. +Tech: Canoes
As well they take these lessons to heart and begin to make better structures from wood to live in. +Tech: Very Basic Architecture
In a productive couple of years the wise people begin to find plants that have properties that can fight the diseases. They never fight them off completely but more survive them than before. +Tech: Very Basic Medicine
The trial (which you should have fluffed) was to see which could conjure rain. Your people now worship the five gods of Fire, Water, Earth, Air, and Life who work together to create the world. Happiness: 1
>>40100
Learning from the creation of bows your people begin to create better tools. +Tech: Improved stone tools
As well with the new stone tools they learn to better skin and stitch animal skins to create better clothing. +Tech: Hide Clothing
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8885c7 No.40157
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8885c7 No.40158
| Rolled 49, 54 = 103 (2d100) |
>>40156
>>>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:
>>>Happiness: 0 (-10 is enraged, 0 is contempt, 10 is ecstatic)
>>Tech: Agriculture, Animal husbandry, Irrigation, Wheels
>Magic:
1: As the sun rises over the home of the Ana'Toak's new home the tribe awakens to the sight of a beautiful bird with feathers as red as blood, or in the language of the Ana'Toak Oitia. The prophets of Toaki study the bird for hours until it eventually flys off. They take this as a message from the goddess herself. They must raise an guard to appease Toaki and demonstrate the power of her chosen people. Thus the best fighters and hunters are gathered and begin training to become warriors of their goddess. And thus the Oitia'Toak are born.
2: The stealthiest and fastest of all the tribesmen are chosen to head to the top of the mountain to see what was the cause of the strange lights.
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e57600 No.40159
>>40157
That's a big 10-4 good buddy, I read you loud and clear. Over.
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3aec40 No.40160
| Rolled 54 (1d100) |
roll for the woman
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e57600 No.40161
| Rolled 53 (1d100) |
>>40156
Nation Name: Saxovengians
Color: Slate Gray
Culture& Capital Position: >>40059
Pop: 10,100
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
Magic: (pre-reqs not met, none yet)
ACTIONS
1. Research Stone Tools.
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cd5686 No.40162
| Rolled 71, 37, 77 = 185 (3d100) |
>>40156
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: 9,696
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, Very Basic Medicine, Very Basic Architecture
Magic:
1. Construct Fishery
+Very Basic Architecture
A place for people to fish, dock their rafts, and sell fish is useful if we are to really exploit the lake's bounty.
2. Research Metalworking
Srendians worship Ormus, God of Earth, as one of the Five Forces. Some of his adherents, when attempting to refine stone for the use of building stumbled across a strange orange stone they named copper. They now work to find a use for this metal.
3. Improve Medicine
For Senedians, the celebration of life comes at the earliest age. The survival, education, and raising of children is the most important task given to these people by the Gods for the Four Powers gave birth to the Fifth by their combined effort. So too do Serendians view their own children. Only through the combined effort of family and neighbors can children be raised to be good and healthy. For children to be born still, or die early from illness, is a great tragedy to these people who celebrate childhood. They seek to find ways to mitigate the death of their young.
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3aec40 No.40163
| Rolled 81, 80 = 161 (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: 9,700
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, Basic Architecture, Basic Architecture, Basic Magic theory, very basic education
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 stone-working
"In order to build great monuments we must learn how to properly shape stone"
2. Search for the woman
"The Lightlord has settled the debate by declaring the woman to be touched by the divine and any slander against her is punishable by death."
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bac06f No.40164
| Rolled 81, 82 = 163 (2d100) |
>>40156
Nation Name: Sha'zu Digun
Color: Blue
Culture: Sha'zun - The Sha'zun were a solitary people, living among their family for most of their lives before finding themselves a mate. It wasn't until Digun the first, A Man who's harem had women from across the swamp began bringing the people together. While the people worked together and lived together their tight nit family groups were the only places most acted themselves.
Capital position: In the Swamps of the blue
Pop: 10,000
Pop growth: +1% (per turn)
Money: 100
Military units:
Happiness: 0
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Very Basic Architecture, Stilt Housing
Magic:
Action:
1. Attempt to tame the water buffalo
2. Look for supplies (medicines and other useful items) for our next foray into the outside.
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122308 No.40180
| Rolled 64, 51, 36 = 151 (3d100) |
Nation Name: The Merchant Kingdom of Ascalania
Chief: Ascalon I (45)
Sons: Prince Ascalon II (23) (heir), Princess Euphrasia (21), Prince Andoras (14)
Special People: Celdric, Prophet of Prosperion (18)
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: 10,404
Pop growth: +1.5% (per turn)
Money: 100 (for trading with other nations)
Military units: None
Happiness: 3
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Ascalanian Alphabet, Basic Math, Very Basic Metallurgy, Very Basic Medicine
Magic: None
1. One day, Prophet Celdric comes up to King Ascalon I with a startling prophecy. The shooting star seen on the night of his coronation was a sign, that Prosperion was showing the way to something. The Ascalanians were destined to go beyond the great ocean and find where Prosperion was leading them that fateful night. The wisemen made a note that certain types of wood float, and thus if the craftsmen were to make a vessel out of wood in the correct manner, it would float and give the Ascalanians the ability to travel much farther, safer and easier than swimming would. (Research ships)
2. We should be considering our defense, for those who attract too much prosperity and wealth will attract bandits as well. We should start making ranged weapons. One proposed weapon is a curved wooden object that launches projectiles using a taut string tied to both ends. If such an invention were to work, it would not only help in keeping us safe but also with hunting wild game. (Research archery)
3. We know how to read and we know how to do mathematics. We should be teaching such things to our children, along with the wisdom of the sages and wisemen and the teachings of Prosperion. (Develop education)
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0b130f No.40231
| Rolled 47, 93, 71 = 211 (3d100) |
>>40156
Nation Name: Anatia
Color: 004A7F (Navy)
Culture: The Anatians heavily respect the waters, both fresh and the oceans. They do believe the waves can be tamed, however. Their architecture is strong, sturdy and square. Their language is gruff and guttural and would scare most foreigners.
Pop: 10,100
Pop growth: +1%
Money: 100
Military units: 100 Spear throwers
Happiness: 1
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes, Basic Rafts, Very Basic Naval Combat, Wooden Nail, Weaving, Cloth
Magic:
1. The people get cold during winter. We shall cover ourselves with the woven cloth. (Create clothes out of linen)
2. Tightly weave the flax fibers even more than with flax to make a more durable material. (Create Canvas)
3. When a piece of wood is heated with being burnt, moisture is evaporated making it harder and more durable. If we want ships that won't sink, we should do this with all our wood. (Research heat treatment)
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62cbd7 No.40312
| Rolled 37, 39, 18 = 94 (3d100) |
>>40156
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: 10,303
Pop growth: +1% (per turn)
Money: 100
Military units:
Happiness: 2 (-10 is enraged, 0 is contempt, 10 is ecstatic)
Tech: Agriculture, Animal husbandry, Irrigation, Wheels,
Magic: Very Basic Magic Theory
1. More people took interest in the Crystals. Did they keep growing like plants? Were there a lot of them down in the dirt?
2. Honoring the Valley a celebration of fertility is held
3. Having worn animal skin for most of their life the Sontalkind are beginning to experiment with lama wool
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05698f No.40334
| Rolled 6 (1d100) |
>>40158
Warriors are trained in the best spear fighting your people know! It isn't much different from hunting but against people, which does take some getting used to. +100 Spear Throwers
Your scouts report back. As they reached the spot of the glowing they say they found many red crystals that were warm to the touch and had a glow like a fire. As well there was a lot of ash around and few trees or other plants. They say they saw a giant bear that burned yet was not harmed and a giant bird that seemed like it's feathers were fire.
>>40161
(you have stone tools, +10 to your actions next turn for fucking up)
>>40162
Your people begin to set aside an area to drag up the canoes so they don't float away and clean the fish they catch.
Your people wonder what the person that said that was smoking as they produce a normal rock and no one really builds with that (You don't know where any sources of copper are)
Work continues on refining the herbs, and it is found the method of delivery maters a lot. An herb that makes a great poltice might cause cramps if made into a tea. Tech: Very Basic -> Basic Medicine
>>40163
Your people finally start learning to shape bigger pieces of stone for construction. They find that wet wedges of wood left over night in high places can be used to break stone blocks off the mountains and careful pressure can be used to create delicate details. +Tech: Stoneworking
The woman is found praying in the Nexus, near what is theorized to be the center. She is brought back and forced to marry the Lightlord, but many have been soured to the affair and it isn't as joyous an event as many had hoped.
>>40164
The water buffalo are fairly placid and easily tamed. They are big and powerful creatures, and dangerous if threatened or spooked. They enjoy wallowing in the muck and are fairly content to doing that and eating swamp grasses.
Supplies are gathered and food is dried to prepare for the journey. (They can go for a longer period before returning, finding more)
>>40180
Your people begin to experiment with water going vessels. They find that by hollowing out a log it will float, but it might not survive the sea. +Tech: Canoes
As well they find the best wood to use for bows around them and start making bows and arrows. +Tech: Bows
The elders begin to teach the young what they know to pass on knowledge throughout the ages. +Tech: Very Basic Education
>>40231
Your people wonder why they are being told to do stuff they are already doing.
Your weavers begin to experiment with different ways to weave, and find a method that is extremely durable. +Tech: Canvas
While your people find that sticking the tip of a pointed piece of wood into the coals of a fire and sharpening is easy, something they have been doing for generations, doing over a larger area is harder. They eventually figure it out and come out with a canoe with a black exterior. +Tech: Fire Hardening
>>40312
(Magic theory is a tech, not magic)
Your people find that they do grow, slowly, over time and that if ground and the dust spread into a shape that it creates a giant burst of wind. Makes doing it again impractical though. +Tech: Very Basic -> Basic Magic Theory
After the harvest a celebration is held in honor of the Valley. There is much feasting, dancing, and intercourse as people celebrate the valley and it's blessings. +10 pop, Happiness: 3
Experiments with llamas all end with spitting, they eventually leave the beasts alone for a while until they, somewhat vengefully, butcher them to eat.
Roll: Event time!
Announcements: I will be away for a few days, and have stuff to do to get ready so I will not update the map this turn and I will not be updating until next Tuesday.
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05698f No.40336
| Rolled 1 (1d7) |
>>40334
and where it goes down.
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e26266 No.40338
| Rolled 42, 7 = 49 (2d100) |
>>40334
Nation Name: Saxovengians
Color: Slate Gray
Culture& Capital Position: >>40059 (You)
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, Stone Tools
Magic: (pre-reqs not met, none yet)
Actions (+10 cause I fucked up)
1. Create stone axes for weaponry.
2. Research Megalith building.
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fb1268 No.40344
Nation Name: The Merchant Kingdom of Ascalania
Chief: Ascalon I (45)
Sons: Prince Ascalon II (23) (heir), Princess Euphrasia (21), Prince Andoras (14)
Special People: Celdric, Prophet of Prosperion (18)
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: 10,560
Pop growth: +1.5% (per turn)
Money: 100 (for trading with other nations)
Military units: None
Happiness: 3
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Ascalanian Alphabet, Basic Math, Recordkeeping, Very Basic Metallurgy, Very Basic Medicine, Bows, Very Basic Education
Magic: None
1. We now know of these "metals", but we can improve on them further. Let's maybe try mixing other metallic-looking stones in with the copper to see what we can make.
2. The sages have been studying the skies ever since the night of the falling star and have observed that most of the stars have fixed positions in the sky. Perhaps one could learn to use them to tell directions better than landmarks alone if studied enough.
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fb1268 No.40345
| Rolled 16, 70, 42 = 128 (3d100) |
>>40344
Dice and also corrected ages:
Ascalon I (45), Ascalon II (28), Euphrasia (26), Andoras (19), Celdric (23)
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ef5c1d No.40346
>>40334
I've got a fishing place, canoes, and a place full of fish with some decent medicine. Does my pop grow go up at all?
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05698f No.40348
>>40346
shit, meant to add that from basic medicine. 1.5% now sorry.
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5c9a0c No.40360
| Rolled 92, 99 = 191 (2d100) |
>>40334
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: 0 (-10 is enraged, 0 is contempt, 10 is ecstatic)
>>Tech: Agriculture, Animal husbandry, Irrigation, Wheels
>Magic:
1: Upon hearing word of a rumored flaming bird the priests of Toaki all are both elated and shocked by the news. Their goddess had sent a Loai'Toak! A fire bird! These birds were rumored to be the most sacred of Toaki although no man alive has ever been able to see one. Until today that is. Thus the Ana'Toak set their best scouts upon the task of tracking down the Loai'Toak and seeing what their goddess had blessed them with.
2: The area around Ana'Toak territory is one of a special kind of beauty. Feathers little the land all over from the numerous birds that all reside here. A young hunter by the name of Polke'uEi (Climbs like monkey) begins to gather feathers and attaching them to pointed sticks claiming to have some idea. (make bows)
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381e4e No.40362
| Rolled 85, 36, 1 = 122 (3d100) |
>>40334
Nation Name: Anatia
Color: 004A7F (Navy)
Culture: The Anatians heavily respect the waters, both fresh and the oceans. They do believe the waves can be tamed, however. Their architecture is strong, sturdy and square. Their language is gruff and guttural and would scare most foreigners.
Pop: 10,395
Pop growth: +1%
Money: 100
Military units: 100 Landmen
Happiness: 1
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes, Basic Rafts, Very Basic Naval Combat, Wooden Nails, Weaving, Cloth, Canvas, Firehardening
Magic:
1. It is now taboo to eat the fat of animals. It is slimy, mushy and used by witches to lay curses. It should be locked away and only accessible by someone with direct commands from the chief or "Sea Lord" (Cut fat from meat, keep it in storage for possible later use)
2. Tendon's shall be removed from food as well. They get stuck in peoples teeth, are hard to chew and cause risk of choking. They shall not be destroyed though and instead be stored much like animal fat. (Cut tendons from meat, keeping them in tact. Keep it in storage for possible later use)
3. After experimenting with flax seeds, one of my people has discovered that when ground and pressed, flax seeds release an oil that we can cook our meat in. (Press ground flaxseed to get flax oil)
fluff: To further explain the hierarchy that can be easily climbed by even the lowest Anatia, merchants are seen as lower than farmers because they don't produce anything. Farmers are considered to be equally valuable as warriors. New recruits into our forces are called Seamen, above them are Leading Rates who police the activities of Seamen. Both Seamen and Leading Rates take orders from Petty Officers. A Petty Officer can have between 4-12 men underneath him at any one time. Petty Officers report to a Chief Petty Officer who will have up to 4 Petty Officers under him. In turn, Warrant Officers have up to 4 Petty Officers beneath them. Lieutenants have 16 Petty Officers beneath them. For every Lieutenant there is, there is a Commander who the Lieutenant will report to. The Commander can also overrule any orders given to by any other officer and as such, often works among the Seamen. Commanders report to a Captain which is the highest officer rank to personally work with their inferiors and often work unsupervised. Captains do however take orders from Commodores, on occasion. At any one time, Commodores may have up to 40 Captains underneath them. Admirals have up to 4 Commodores in their command at one point in time. All Admirals report to the Lord High Admiral who reports to the Sea Lord who rules over the entire country, including the High Commander who is in charge of making sure all facilities are in working order and who watches over the farmers and merchants. The High Commander has up to 100 High Landmen, officers that have proved themselves worthy to defend this country. Landmen's primary task is to protect the resources such as the fat and tendons but also the money and food
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ef5c1d No.40368
| Rolled 79, 39, 38 = 156 (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: 9,800
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, Canoes, Basic Medicine, Very Basic Architecture
Magic:
1. Develop Writing
To better share and pass down information of medicine and fishing technicques people develop a crude system of writing to pass along ideas. Medicine is the most important. Every useful plant and animal is given a name, and the names of illnesses and their effects cataloged.
2. Construct additional housing
Houses with their own supplementary plots are constructed for the newer families.
3. Develop Spears
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8934fa No.40423
| Rolled 16, 37, 1, 84 = 138 (4d100) |
>>40334
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: 10,000
Pop growth: +1% (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
Magic:
TURN 1
1. Improve our knowledge of medicinal herbs and their applications. Take the earth's bounty and use it to cure diseases, purify wounds and ease pain.
2. We eat our mushrooms to commune with the Gods, and to purify our own souls for life's hardships. But some mushrooms and fungi are poison, and we abhor them. Perhaps we can turn them to use in our weapons… begin experimenting, seeing what fungi and other plants can be used to envenom our spears and arrows.
TURN 2:
1. Gather more supplies from the woods, a concerted effort involving men, women and children.
2. Continue furthering our knowledge of medicinal herbs.
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8934fa No.40424
>>40423
It appears that we have found Cthulhu.
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e26266 No.40434
>>40424
No my friend, it is far worse, you found something so terrible I shudder to think of it.
SHIA LABOEUF!
H
I
A
L
A
B
O
E
U
F
!
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e113ae No.40438
| Rolled 51, 98, 46 = 195 (3d100) |
>>40423
>>40434
You're walking in the woods. There's no one around and your phone is dead. Out of the corner of your eye you spot him. Shia LaBeouf.
Rolls for how many of your people he eats
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5c9a0c No.40439
>>40362
>>40423
This is what you heathens get for not worshiping Toaki and her birds
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fb1268 No.40441
>>40438
Shia LaBeouf has successfully divided at least 195 people
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e26266 No.40442
>>40438
Serious question; is this a joke or serious?
I'll do it if its serious but I don't want to mess up my math if it isn't serious.
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05698f No.40443
>>40442
It is someone taking my name and using it for a stupid joke. My guess is ash, but if it is one of my players and I found out I am just going to kick them out.
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05698f No.40459
>>40438
>>40443
In accordance with this, and with Nimble admitting to it, Nimble has been kicked out of my game for using my name without my permission.
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5c9a0c No.40460
>>40459
Lame
FREE NIMBLE 2016
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2dd553 No.40470
>>39937
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: 10,000
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.)
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6b9d7c No.40479
>>39937
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: 0 (-10 is enraged, 0 is contempt, 10 is ecstatic)
Tech: Agriculture, Animal husbandry, Irrigation, Wheels
Magic:
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05698f No.40517
>>40470
Color: Grey
Happiness: 1 due to having a religion
>>40479
Happiness: 1 due to having a religion
Since I wont be able to finish the update tonight I'll let you two post and finish up tomorrow.
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2dd553 No.40518
| Rolled 63, 82 = 145 (2d100) |
>>40517
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: 10,000
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
Magic:
1) Explore the area. Seek for curiosities and things that may be of use.
2) Make sure our knowledge and wisdom is passed on along the generations. Knowledge is sacred and shall not die out. All we can do to expand our knowledge and help us gain more is holy.
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6b9d7c No.40529
| Rolled 40, 92, 30 = 162 (3d100) |
>>40517
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
Magic:
1. Research tech on fishing boats
2. Catch Fish to feed our peoples, Mother Alara provides for her children.
3. Expand onto the land, despite our dream to return to the water, this island was a Gift to us from Mother Alara and we shall not squander it.
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05698f No.40613
>>40338
The simple stone axes usually used to gather wood are refined to be used to fight other people. This usually means making them lighter to be able to swing faster. +Tech: Axes.
Your people try to build tall structures of stone but always end up with a pile instead. Some begin discussing ways to get bigger, more stable stones to build with.
>>40344
Celdric believes it can be done, but unfortunately no one can find anything but copper in the river. Some think the copper may have been brought down with the river water and the mountains to the west might be a good place to look for the source and more metals.
The sages observe the movement of the stars in the sky and see that some stars move more than others. As well these stars are very different colors from the other stars in the sky. Ignoring these stars they find a way to deduce which way they are going based on common star formations and measurements. It could even be used to navigate in places like the open ocean. As well the sages have begun predicting cycles of the stranger stars that move more. +Tech: Basic Astronomy, Ascalanian Long Calendar
>>40360
Your scouts return after some time observing the bird. They say that there are quite a few birds of fire in the area with the crystals. As well no two seem alike. As well it did not seem like they would, or could, leave the area of the crystals. The scouts believe that there is something in the area that the birds, and other burning animals, need to survive. One scout did notice that a group of the crystals knocked into a group exploded into fire for some reason.
+Tech: Very Basic Monster Theory, Very Basic Magic Theory
The hardest part that Polke'uEi finds is not the creation of the arrows, but the bow itself. He does find that some of the wood in the area works quite well though. Emboldened by this discovery and with the rumors of the Loai'Toak to the north he makes a bold move. Sneaking north he gathers some fallen feathers of the fire birds and used them for some arrows. Much to his delight, and the panic of everyone in the area, the tree he hit with the red fletched arrows hit a tree it burst alight! Neither the the feathers seemed to have been exhausted in it's use. +Tech: Bows
>>40368
Abstract symbols have begun to be used to denote certain amounts of things stored. A few more symbols are added to denote sounds and all this pressed into clay allows for the storage of information. +Tech: Serendian Alphabet
While generally houses are made when a new family is in need of a home now more homes are made in a short time. While no one will use them for a bit now people do enjoy not having to do a bit more work for a bit. Happiness: 2
(You have basic stone spears mainly used for hunting so what are you trying to do with this? Add it to your next post and I'll give you something.)
>>40423
(Keep track of your pop damnit)
While it takes a while to find some herbs of use some herbs, leaves, and other such plants are found that affect people. Teas, salves, and other such remedies are made based on works the best to fight illness. +Tech: Basic Medicine
Pop Growth: +1.5%
Some of the mushrooms that are poisonous are taken and a way to make sticky substance to coat weapons is made. The wise men suggest not eating anything killed with it. +Tech: Very Basic Poisons
Some sent into the forest don't return. Some return speaking of giant black snakes disappearing in shadows and reappearing to strike for different shadows. Others speak of a man cloaked in black snake skin killing from the dark. -14 pop
>>40518
To the south along the river your scouts see a dark patch where the light does not reach. Beasts black as night stalk this land and black crystals litter the ground. Out in the plains are many beasts such as kangaroos and emus. They also see massive lizards, bigger than a man, who hunt these animals.
The wise men begin two ways to transfer knowledge. The first is to store knowledge on clay using small, abstract, pictures. The second is to teach the young who will become wise or holy men to read these pictures and the knowledge in them. +Tech: Very Basic Education, (Insert name) Alphabet
>>40529
Your people begin to hollow out logs from some of the few trees around the island to make very basic sea vessels to fish father out. +Tech: Canoes
Your people do find a small problem with this as the fish dive too deep. So your people learn to dive deep after them and find clams and crabs in the deeper areas. These are added to the average diet of your people, along with seaweed. +Tech: Diving
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fb1268 No.40615
| Rolled 27, 87, 92, 22 = 228 (4d100) |
>>40613
Nation Name: The Merchant Kingdom of Ascalania
Chief: Ascalon I (50)
Sons: Prince Ascalon II (33) (heir), Princess Euphrasia (31), Prince Andoras (19)
Special People: Celdric, Prophet of Prosperion (28)
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: 10,718
Pop growth: +1.5% (per turn)
Money: 100 (for trading with other nations)
Military units: None
Happiness: 3
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
Magic: None
1. When asked about the problem of finding suitable smithing materials, the Prophet explained that we must dig into the earth to find such things, as the metals likely came from below the soil. We should improve our mining techniques in hopes of finding better minerals.
2. We should begin the recruitment of a basic military force to protect ourselves, using bows to attack enemies from afar along with the clubs and hunting spears we are used to.
3. The people often tell stories and legends around the campfires, at meetings and in the temples, but so far there has been no record of them. Using our alphabet and language we can make more permanent records for our people to read and enjoy. We can use this "literature" to record entertaining stories and legends but it can also be used to record the religious teachings of the Prophet in "the Book of Prosperity" as well.
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fb1268 No.40616
>>40615
Shit, didn't mean to roll 4, please use the first 3 since 3 actions
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5c9a0c No.40619
| Rolled 59, 38 = 97 (2d100) |
>>40613
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: 0 (-10 is enraged, 0 is contempt, 10 is ecstatic)
Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Very Basic Monster Theory, Very Basic Magic Theory, Bows
Magic:
1: The elders are ecstatic upon hearing of Polke'uEi's discovery and decree that all members of the Oitia'Toak are to begin to learn how to use these new inventions. The justice of Toaki much like her blessed creatures will fly through the sky.
2: The chief priests of the goddess, known as SuiKola'Toak (Highest Soaring Birds) order for the some of the crystals to be gathered. With these new implements sent from the goddess they begin to incorporate them into a sort of ritual dance. Using the crystals as rudimentary pyrotechnics the priests both attempt to inspire their fellow tribesmen as well as seek favor from Toaki.
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e26266 No.40621
| Rolled 58, 30 = 88 (2d100) |
>>40613
Nation Name: Saxovengians
Color: Slate Gray
Culture& Capital Position: >>40059 (You)
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, Stone Tools, Axes
Magic: (pre-reqs not met, none yet)
Actions
1. Research body armor.
2. Continue to study megalith building.
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ef5c1d No.40628
| Rolled 45, 82, 9 = 136 (3d100) |
Questions: Does Basic Medicine give me .5 growth or 1 growth? I see TBR with 1.5 but he only has very basic medicine.
What effect does happiness have, if any?
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
Magic:
The Spears Question: I figured I'd just get spears basic or something, similar to bows. Improved or basic javelins, altatls, or other forms of thrown weapons/spears are acceptable alternatives.
1. Education
With letters comes the ability to communicate and pass knowledge down in a form equally as strong as the spoken word, but permanent and unchanging.
2. Explore deeper into the forests
With the lake and coasts tamed, explorers head deeper into the dark forests looking for other oddities and resources for their people.
3. Masonry
One of the lead architects of the newest housing development begins thinking of better ways to build with stone instead of wood and clay, in the hopes of creating strnger structures less prone to destruction by fire. This is important for the Serendians, because during the winter months everyone in their villages live concentrated in a large lodge for warmth and comfort. Nothing is more dangerous than a stray fire in a wooden building full of people.
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fb1268 No.40632
>>40628
I got soap too, not just very basic medicine. Less disease and good smelling people have more babies.
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e2e86c No.40637
| Rolled 66, 52, 54 = 172 (3d100) |
>>40334
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. Continue looking into these odd Crystals! People should devote more of their time to studying them and in turn they will be fed from a part of all acquired goods.
2. Making sure there were sufficient amounts of food for bad times would probably be a decent move. Figure out to conserve and store food efficiently over extended periods of time.
3. Regular celebrations in honor of the Valley should increase the speed at which the Sontalkind population grew.
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2dd553 No.40639
| Rolled 61, 99, 99 = 259 (3d100) |
>>40613
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: 10,000
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, Very Basic Education, Path Alphabet
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.)
1) We need to explore this area, Bring back the dark crystals and any other curiosity we can find so we can examine them
2) These dark beasts and lizards intrigue us. try to hunt dark beasts to study them
3) Use some animal as bait to lure one of the lizard into a position where we can push down many large stones on it from above so we can kill and study it or maybe even knock it out and study it when we disable it.
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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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