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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

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

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

7c8d23 No.40848 [View All]

The age of stone has come to an end as your men and women take up metal arms and tools. Your civilizations have stood up against the test of time, for now. Man has created cities in every corner of the world.

[General Rules]

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

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

NPC nations can be determined from players due to their stripes.

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

At any point, a player may come in with their own nation or take over from an NPC

[Stat Block]

Nation Name:

Colour:

Culture:

Capital position:

-

Leader: (This is a completely optional stat. If taken it will mostly be used for fluff purposes. It may also be renamed to king, kahuna, chief, president, etc.)

Heir: (Same rules apply as Leader)

Pop: 10,000

Pop growth: +1% (per turn)

Money: 100 (for trading with other nations)

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

Colonies:

-

Defences: (Bonuses when defending cities)

Military units:

-

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Weaving, Basic Metallurgy

Resources:

Traded Resources:

[Turn Rules]

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

36 postsand9 image repliesomitted. Click reply to view. ____________________________
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cf06e6 No.41152

Dice rollRolled 7, 53, 21 = 81 (3d100)

>>41146

Nation Name: Noi Goram Koritz

Colour: Purple

Culture: >>39271

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

-

Pop: 13,795

Pop growth: +4% (per turn)

Money: 100 (for trading with other nations)

Happiness: 6 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Colonies:

-

Defences: (Bonuses when defending cities)

Military units:

-

Tech: Agriculture (Sweet Potato, Breadfruit), Animal husbandry (Boar, Chickens, Donkeys), Irrigation, Wheels, Crude Medicine (Mild toxins, Herbalism), Dendrology, Wood carving, Canoes, Korito claw, Mathematics (Korito Numerals, Arithmetic), Bolas, Korito Calendar, Stone Archetecture, Levers, Writing (Korito Alphabet), Sauna, Weaving, Theater, Basic Metallurgy, Gladius

Resources: Sweet Potato, Breadfruit, Boar, Chickens, Donkeys, Cupronickel, Copper, Nickel

Traded Resources:

1. Expand our borders

2. Farming tools

3. Other crops, perhaps spices or sugar, not that we know those exist.

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7e5eb8 No.41156

Dice rollRolled 73, 95, 5 = 173 (3d100)

Nation Name: Kyossik

Colour: Gray

Culture: The Kyossik are a clan-based society. The Clans themselves tend to take totems from elements or animals found nearby their territories. Their history is one that usually involved struggle between one another. They have, with the discovery of metals and more developed agriculture, set aside most of their raiding for other avenues of dominance. The Clans leaders come together every ten years to elect from among their number a new Kenir in the only real city that had been developed on the mouth of the river Trond named Dara-Prest.

Capital position: See Map

-

Leader: Kenir Dross Prodeik

Pop: 10,100

Pop growth: +1% (per turn)

Money: 100 (for trading with other nations)

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

Colonies:

-

Defences: (Bonuses when defending cities)

Military units:

-

Tech: Agriculture (Beans, Corn, Potato, Quino), Animal Husbandry (Llama, Capybara, Tapir), Irrigation, Wheels, Weaving, Basic Metallurgy, Writing (Kyossik Alphabet)

Resources: Beans, Corn, Potato, Quino, Llama, Capybara, Tapir, Gold, Copper, Zinc

1. Brass Casting

Zinc and Copper combined make for brass, a heavy, dense, and hard metal superior to copper. Seeing its fortunes in this new metal the Jardeik clan seeks to unlock the secrets of a copper-zinc alloy to increase its standing at the next Kenig.

2. Terrace Farming

Various different farmers in the more mountainous regions experiment with different forms of land cultivation to maximize yields while reducing space used.

3. Medicine

Wise-people begin compiling the known plants good for treating ailments and cultivating their production.

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3dd237 No.41157

Dice rollRolled 47, 3 = 50 (2d100)

>>41145

Nation Name: Ongudza

Colour: Orange

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

-

Leader: Kashkelek (58)

Heir: Duguzdov (36)

Pop: 13,853

Pop growth: +4% (per turn)

Money: 100 (for trading with other nations)

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

Colonies:

-

Defenses: Earthworks Fortification (+5)

Military units: 100 Bonemen (+1 to combat rolls for every 15 Bonemen, +3 to combat rolls for every 30 bonemen)

-

Tech: Agriculture (Billberry, Cowberry, Alpine Bearberry, Juniper Berry, Crowberry) Animal husbandry (Reindeer, Muskox), Irrigation, Wheels, Furs, Bone Club, Bone Pick, Handlining, Burial, Tents, Intermediate Medicine (Basic Surgery, Nutrition), Shields, Martial Art: Rakan Nioken

Resources: Billberry, Cowberry, Alpine Bearberry, Juniper Berry, Crowberry, Reindeer, Muskox, Furs

Traded Resources:

Actions

1. Train Soldiers in Rakan Nioken.

2. Try out large-net fishing.

(large net fishing is fishing with nets so large it takes 10-20 people to operate 1 net).

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c05500 No.41158

Dice rollRolled 7, 43, 81 = 131 (3d100)

ation Name: The Island Kingdom of Halua

Colour: Green

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

Capital position: The island of Halua Melemele

-

Leader: Kanehamaha II (20)

>>41043

>19,686

Pop: 21,457

Pop growth: +9% (per turn)

Money: 100 (for trading with other nations)

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

Colonies:

-

Defences: (Bonuses when defending cities)

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

1. The priests have heard rumors of a promised land, far, far to the east of here, across the waves that know no end. We should build up our ships so that we may make the journey, First we can improve the design of the ships, making them out of much lighter planks attached together with small iron nails rather than logs. This way we can make our ships much, much bigger.

2. We should look into mathematics as well.

3. We should not neglect land defenses and our soldiers either. With iron we can make lighter armor than bronze. So then, let us make bronze armor to protect the troops.

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13f212 No.41159

Dice rollRolled 47, 1, 11, 1 = 60 (4d100)

>>41146

Nation Name: Zentausium of Pruus

Colour: Prussian Blue

Culture: Leeute

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

-

Leader: Zentauser Prusden (35)

Heir:

+Peter (Bastard, 7) m

+Calvin (Bastard, 6) m

+Martin (Bastard, 6) m

+Motota (5) f

Pop: 23,494

Pop growth: +6% (per turn)

Money: 90 (for trading with other nations)

Happiness: 6 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Colonies:

-

Defences: Capital city walls (+5)

Military units:

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

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

+ 790 Swordsmen (+2 on combat rolls for every 10 Swordsmen)

+ 150 Gastraphetmen (+2 on combat rolls for every 10 Gastraphetmen)

Tech: Agriculture (Fertilizer, Black Pepper, Peach, Potatos, Carrots, Peas), Animal Husbandry (Ibex, Sheep, Wolves, Chickens, Ox, Brown Bears, Kukura), Irrigation, Wheels, Heat Treatment, Writing (Pruusian Alphabet, Literature), Weaving, Wooden Armor, Stone Architecture, Basic Metallurgy (Efficient Forges), Culinary Tech (Fruit Drying, Sea Salt, Ground Pepper), Ashalite calendar, Advanced Education, Two-handed Longswords, Basic Traps, Soap, Philosophy, Pikes, Intermediate Military Training, Math (Pruusian Numerals, Arithmetic), Prussden Measurement System, Crude Physics (Crude Hydraulics, Crude Pnuematics), Gastraphetes, Singing, Basic Medicine, Crude Surgery

Resources: Peaches, Potatos, Black Pepper, Carrots, Peas, Iron, Ibex, Sheep, Wolves, Chickens, Ox, Brown Bears, Kukura

Traded Resources: Tribes of Ashala (Rice, Silver, Paper)

1. More Swordsmen

2. Adjust the Code of Law. The Council's position is secondary and the Zentauser at the Law's Heart is untouchable. While respectable the Council should never be considered equal to the ruler. Furthermore adjust the Code making the gravest of offenses High Treason, this being acts against the Zentauser and the Zentausium. It would not only be a criminal offense but an uncleansable stain to be looked down upon by all Leeute.

3. With advancements in education more professional medical help would become possible. More advances in Medicine would be promoted and researched. (I had Basic Medicine and Crude Surgery last thread, they weren't in the Tech list so I added them)

4. Move mining operations to somewhere less ambigious. Utilize our vast knowledge to make mining more profitable and less dangerous for everybody involved.

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13f212 No.41160

File: 2fe80b001af67a4⋯.gif (545.75 KB,266x198,133:99,1385015397498.gif)

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2ac1d1 No.41198

Dice rollRolled 100, 8, 100 = 208 (3d100)

Nation Name: Tribes of Ashala

Colour: Maroon

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

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

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

-

Pop: 50,870

Pop growth: +8%

Money: 175

Happiness: 8

Colonies:

-

Defences: Traps (+5), Guerilla Tactics (+5), Militia Training (+5)

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

-

Tech: Agriculture (Fertilizer, Rice, Black Pepper, Peaches, Potatoes, Carrots, Peas, Blueberries, Beets, Hemp) Animal husbandry (Ox, Goats, Ibex, Sheep, Yokes, Chickens, Wolves, Kukura, Brown Bears), Irrigation, Wheels, Guerrilla Warfare, Militia Training, Intermediate Military Training, Staff slings, Writing (Ashalite Alphabet, Literature), Textiles(Weaving, Cloth), Ashalite Calender, Niordic Calendar, Niordic Currency, Intermediate Traps (Basic Nets, Pit Traps, Live traps), Martial Arts (Red Lion, Falling Bear), Advanced Education, Wooden armor, Philosophy, Soap, Paper, Culinary Tech (Fruit drying, Ground Black Pepper, Salt), Heat Treatment, Stone Architecture, basic metallurgy, Efficient Forges, Bathing, Sewage, Mathematics (Pruusian Numerals, Arithmetic, Prussden Measurement System), Singing

Resources: Rice, Black Pepper, Peaches, Potatoes, Carrots, Peas, Blueberries, Beets, Hemp, Ox, Goats, Ibex, Sheep, Yokes, Wolves, Kukura, Brown Bears, Iron, Galena, Lead, Silver, Paper

Traded Resources:

Actions:

1. Improve Armor

2. Improve Military Training

3. Invent weight lifting

"It would seem our people need clarification of our greater goals. Our goal since the very beginning since we have first unified has always been to spread out, map the world, find other people, and bring them into the fold. This does not mean we ignore who they are, what they have achieved, and what they own, but instead take that and bring it to its highest possible state. The land bridge is indeed a gateway to new people that we can convert and save, but ever since we have first interacted with the Pruusians we have both allowed free travel between our nations, so do not make excuses saying you cannot go out and spread the word when the only thing stopping you is saying that a territory does not follow our faith. If it is such a concern focus your efforts there instead of theoretical nations and if you feel that you would be better able to use your talents to find these nations do that instead, they are not stopping you.

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2ac1d1 No.41199

File: 6a6e80d8fba9111⋯.gif (3.88 MB,344x203,344:203,1436592366171.gif)

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c466b7 No.41209

Dice rollRolled 64, 65 = 129 (2d100)

>>41147

Nation Name: Drakyi Rijiee

Colour: Blue

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

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

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

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

-

Pop: 20,703

Pop growth: +6% (per turn)

Money: 175 (for trading with other nations)

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

Colonies: East Suiwith (Happiness:0, Pop: 2,014)

-

Defences: (Bonuses when defending cities)

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

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

-

Tech: Agriculture (Wheat, Oats, Corn, Dogbane) Animal husbandry (Horses, Buffalo, Deer, Bees, Drakyi Wool Dogs), Irrigation, Wheels, Textiles (Cloth), Basic Metallurgy, Stone Masonry, Writing (Drakyi alphabet), Bows, Intermediate medicine (Basic surgery, Nutrition), Tents, Javelins, Pottery, Brick Baking, Sweat Bathing, Ladders, Culinary Tech(Pasta, Flour, Beer, Cheese, Honey, Honey Ale), Bathing, Police Force

Resources: Wheat, Oats, Corn, Dogbane, Horses, Buffalo, Deer, Bees, Copper, Tin, Honey

Traded Resources:

Free: Those that wish may settle into the cities, although they still must teach their children to ride.

1. Some shamans begin to research into better blades and weapons. Mostly lengthening the sickle into a longer blade.

2. As well some research into better ways to protect the body in a fight. (Armor)

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352fa3 No.41245

Dice rollRolled 91, 36, 78 = 205 (3d100)

>>41145

Nation Name: Tzechuatl

Colour: Dark Gold

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

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

-

Pop: 7274

Pop growth: +1.3% (per turn)

Money: 100 (for trading with other nations)

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

Colonies:

-

Defences: (Bonuses when defending cities)

Military units:

-

Tech: Agriculture (Macadamia Nuts, Apples, Plums, Quandongs), Animal husbandry (Emus, Crocodiles), Irrigation, Wheels, Basic Metalurgy, Stone Cutting, Emu Riding

Resources: Macadamia Nuts, Apples, Plums, Quandongs, Emus, Crocodiles, Iron

Traded Resources:

1. There must be others across the sea, we must reach them

2. Discover the uses of this Zinc

3. The Time of Sacrifice.

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cdce83 No.41279

File: aa79243eb6bd90b⋯.png (471.82 KB,2000x1200,5:3,features 021.png)

File: f06b850b049193b⋯.png (598.57 KB,2000x1200,5:3,temperature 021.png)

>>41148

Your people watch the Dorunga and see that it isn't just the sacrifice that provides the grounds with fertile soil but rather a combination of that and manure. They develop fertilizer

+Tech: Agriculture (Fertilizer)

The horses are not particularly strong and have trouble dragging plows by themselves as it digs into the ground causing resistance. Your people invent a yoke that allows 2 horses to pull the same plow.

+Tech: Animal husbandry (Yoke)

>>41152

Beyond your land is dark jungle that many cannot travel through because it is too dark. Some men enter but they do not settle and they do not come back.

-40 pop

You develop a long wooden pole with a fork at the end and a small net just below that to pull down the star fruit that are too high to pick by hand.

Pop growth: 4.15%

+Tech: Agriculture (Picking Stick)

>>41156

You learn of making alloys, copper and zinc creates brass, a harder metal.

Resources: Brass

Your farmers utilize more land, creating more farms and more food for your people. Much less starve to death.

+Tech: Agriculture (Terrace Farming)

Pop growth: +1.25

Your wisest men begin testing different plants and soon, some of them have lost their mind. People begin claiming to see things that aren't there before recklessly endangering their lives. Most die.

-40 pop

>>41157

[remove the (+1 to combat rolls for every 15 Bonemen) the upgrade doesn't stack]

You train soldiers in the art of Rakan Nioken. They become formidable fighters, even without weapons or armor.

+Military units: 200 Rakan Nioken Warriors (+3 combat for every 20 Rakan Nioken Warriors)

The nets are too big and lead to fishermen getting clumsy. Many fall in, entangling themselves in the net and drowning.

-15 pop

>>41158

Men hear the tales of far away lands and set out on a journey. Their ships are unprepared, their sails are underdeveloped and their food supplies don't last nearly as long as they need them to. They don't return and many doubt they made it even half way.

-100 pop

Your priests have worked on a way to count efficiently and count much larger numbers than they could before.

+Tech: Mathematics (Haluan Numerals, Arithmetic)

[I'm going to assume you meant iron]

You make iron armor, it is still heavy and makes it more difficult for your soldiers to move but they are better protected now.

(+3 on combat for every 20 Atlatl Warriors), (+3 on combat for every 20 Koa Warriors)

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cdce83 No.41280

File: 5445a058f96e46c⋯.png (305.9 KB,2000x1200,5:3,topography 021.png)

>>41159

+150 Swordsmen

The Council approach Zentauser Prusden. Through the manipulation of the laws, they have taken full control of the nation's military and threatened the king to hand over his power and become a mascot or flee the capital and go into hiding as they attempt to hunt him down. For the sake of his family, he steps down and know longer has a life in politics.

Happiness: 4

Zentausium of Pruus might not be a fitting name any more

Many miners go deep underground while trying to navigate the twisting subterranean mazes they've created, they hit an empty chamber which, when opened causes their torches to erupt killing everyone working on the project and damaging a significant portion of the mountain under Ashalite jurisdiction with Ashalite farmers.

-300 pop

>>41198

Your people develop a way to cover your soldiers in a light weight, pliant but strong armor. You link circles of iron together to create chains which you then link with each other to create chainmail.

Your people cure animals skins in manure and tan it in the sun to create a tough material they call leather

Your people sew sheets of hemp together, stuffing the centres creating a quilt. They use the quilting to create an armor.

+Tech: Textiles(Quilting), Chain, Chainmail, Leather, Gambeson

(+3 on combat rolls for every 15 Mountain Warriors), (+3 on combat rolls for every 15 Forest Warriors), (+1 on combat rolls for every 3 Bear Calvary)

Your people develop a new sport called weight lifting. They all compete to see who can lift the heaviest weights. It becomes a competition beloved by the whole nation and is adopted as the national sport

Pop growth: +8.1%

Happiness: 10

A large explosion happens underground destroying a family farm. Your people are mad and demand an apology from the Prussian government

>>41209

Your men create long sickles that they can use easier from horseback but have a familiar shape so most Sickle riders choose to adapt

+Tech: Khopesh

Your men create chest plates from bronze to protect their torso and vital organs from attack

+Tech: Chest Plates

Military units: -306 Sickle Riders

Military units: 306 Khopesh Riders (+4 on combat rolls for every 20 Khopesh riders)

A group settle way out into the fields. They become arrogant, claiming that they are the first defence of Western invasions but they're not totally intolerable.

>>41245

Your people carve canoes out of fallen logs, they work effectively to get quite a just off shore but the further you go out, the rougher the seas get and they begin to capsize

+Tech: Canoes

Zinc can be applied to iron as a coat to stop anti corrosion.

+Tech: Galvanization

At this point, the illnesses that you are killing people for having are persistent and won't be stopped by your Decennial killings. You still kill a lot of criminals and sick however

-300 pop

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3dd237 No.41282

Dice rollRolled 87 (1d100)

>>41279

Nation Name: Ongudza

Colour: Orange

Culture & Capital Position: see >>39640

-

Leader: Duguzdov (42)

Heir: Kluschazda (14, male)

Pop: 14,336

Pop growth: +4% (per turn)

Money: 100 (for trading with other nations)

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

Colonies:

-

Defenses: Earthworks Fortification (+5)

Military units: 100 Rakan Nioken Warriors (+3 to combat rolls for every 20 Rakan Nioken warriors)

-

Tech: Agriculture (Billberry, Cowberry, Alpine Bearberry, Juniper Berry, Crowberry) Animal husbandry (Reindeer, Muskox), Irrigation, Wheels, Furs, Bone Club, Bone Pick, Handlining, Burial, Tents, Intermediate Medicine (Basic Surgery, Nutrition), Shields, Martial Art: Rakan Nioken

Resources: Billberry, Cowberry, Alpine Bearberry, Juniper Berry, Crowberry, Reindeer, Muskox, Furs

Traded Resources:

Kashkalek peacefully passes the high chieftanship to his son Duguzdov.

Actions.

1. Kashkalek personally builds a monument on the beach where they died.

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176cd7 No.41283

Dice rollRolled 32, 74 = 106 (2d100)

>>41280

Nation Name: Confederacy of the Waves

Colour: Ocean Green

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

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

-

Pop: 10,826

Pop growth: +2.% (per turn)

Money: 100 (for trading with other nations)

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

Colonies:

-

Defences: Capital walls (+5)

Military units:

-

Tech: Agriculture (Beans, Corn, Potato, Quino, Fertilizer), Animal husbandry (Llama, Capybara, Tapir, Horses, Yoke), Irrigation, Wheels, Canoes, Basic Metalurgy, Copper spears, stone cutting, brick baking, pottery,

Resources: Beans, Corn, Potato, Llama, Capybara, Tapir, Copper, Horses.

Traded Resources:

1) The Davos have been breeding Horses to get the strongest, biggest and best tempered ones to take hunting and to work on the farms.

2) With the new copper nails the creation of bigger "canoes" are made by connecting together several boards. together with some of the results from the potmaking experiments the areas between the planks is sealed with tar. Making a big canoe where a dozen men can be in it with room for goods.

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56550f No.41288

Dice rollRolled 100 (1d100)

Nation Name: Tribes of Ashala

Colour: Maroon

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

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

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

-

Pop: 59,500

Pop growth: +8.25%

Money: 175

Happiness: 10

Colonies:

-

Defences: Traps (+5), Guerilla Tactics (+5), Militia Training (+5)

Military units: 300 Mountain Warriors(+3 on combat rolls for every 15), 100 Forest Warriors (+3 on combat rolls for every 15), 100 Bear Calvary (+1 for every 3)

-

Tech: Agriculture (Fertilizer, Rice, Black Pepper, Peaches, Potatoes, Carrots, Peas, Blueberries, Beets, Hemp) Animal husbandry (Ox, Goats, Ibex, Sheep, Yokes, Chickens, Wolves, Kukura, Brown Bears), Irrigation, Wheels, Guerrilla Warfare, Militia Training, Intermediate Military Training, Staff slings, Writing (Ashalite Alphabet, Literature), Textiles(Weaving, Cloth, Quilting), Ashalite Calendar, Niordic Calendar, Niordic Currency, Intermediate Traps (Basic Nets, Pit Traps, Live traps), Martial Arts (Red Lion, Falling Bear), Advanced Education, Armor (Wood, Iron, leather, chain, gambeson), Philosophy, Soap, Paper, Culinary Tech (Fruit drying, Ground Black Pepper, Salt), Heat Treatment, Stone Architecture, basic metallurgy, Efficient Forges, Bathing, Sewage, Mathematics (Pruusian Numerals, Arithmetic, Prussden Measurement System), Singing

Resources: Rice, Black Pepper, Peaches, Potatoes, Carrots, Peas, Blueberries, Beets, Hemp, Ox, Goats, Ibex, Sheep, Yokes, Wolves, Kukura, Brown Bears, Iron, Galena, Lead, Silver, Paper

Traded Resources:

Actions:

1. Convert the Pruusians

"A tragedy has befallen our people and we should strive to ensure that it will never happen again. With the acknowledgement of the Pruusian council on this issue of land claims, which has lead to an unfortunate loss of life on both sides. Once we agree on how to divide the mine properly we can ensure that both our people will prosper, but this also leads into something bigger than this. Right now the Pruusians are in a confusing moment in regards to both belief and authority. While there has been some amount of conversion in the past it has been limited due to their kings' hesitance to fully embrace our religion due to perceived threats on his sovereignty. Which we had respected due to the belief that they will naturally be attracted to the truth of our message. With them now being ruled by a council however, they should now be much more agreeable to our ideals and be willing to officially embrace the true faith.

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56550f No.41289

>>41288

Nimble I need you to post all your christian/catholic memes for me.

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56550f No.41290

I also have to ask that along with this being a super crit does my previous attempts to encourage my people's beliefs, my 10 happiness, along with all the conversion specialized actions and techs I have acquired help further boost this roll, since I did receive earlier confirmation for each one of these individually that this would be the case.

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c466b7 No.41292

Dice rollRolled 86, 60, 29 = 175 (3d100)

>>41280

Nation Name: Drakyi Rijiee

Colour: Blue

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

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

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

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

-

Pop: 21,946

Pop growth: +6% (per turn)

Money: 175 (for trading with other nations)

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

Colonies: East Suiwith (Happiness:0, Pop: 2,135)

-

Defences: (Bonuses when defending cities)

Military units: 306 Khopesh riders (+4 combat for every 20 Sickle riders)

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

-

Tech: Agriculture (Wheat, Oats, Corn, Dogbane) Animal husbandry (Horses, Buffalo, Deer, Bees, Drakyi Wool Dogs), Irrigation, Wheels, Textiles (Cloth), Basic Metallurgy, Stone Masonry, Writing (Drakyi alphabet), Bows, Intermediate medicine (Basic surgery, Nutrition), Tents, Javelins, Pottery, Brick Baking, Sweat Bathing, Ladders, Culinary Tech(Pasta, Flour, Beer, Cheese, Honey, Honey Ale), Bathing, Police Force, Khopesh, Chest Plates

Resources: Wheat, Oats, Corn, Dogbane, Horses, Buffalo, Deer, Bees, Copper, Tin, Honey

Traded Resources:

1. Expansion

2. Search the lands for any resources of interest, especially the mountains.

3. Some shamans take interest in the worms that spin cocoons and the material used, and the possibility to tame them for said material. (research silk worms and silk, yes there are some species of them in north america)

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7e5eb8 No.41294

Dice rollRolled 65, 63, 31 = 159 (3d100)

>>41279

Nation Name: Kyossik

Colour: Gray

Culture: The Kyossik are a clan-based society. The Clans themselves tend to take totems from elements or animals found nearby their territories. Their history is one that usually involved struggle between one another. They have, with the discovery of metals and more developed agriculture, set aside most of their raiding for other avenues of dominance. The Clans leaders come together every ten years to elect from among their number a new Kenir in the only real city that had been developed on the mouth of the river Trond named Dara-Prest.

Capital position: See Map

-

Leader: Kenir Dross Prodeik

Pop: 10,190

Pop growth: +1.25% (per turn)

Money: 100 (for trading with other nations)

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

Colonies:

-

Defences: (Bonuses when defending cities)

Military units:

-

Tech: Agriculture (Beans, Corn, Potato, Quino), Animal Husbandry (Llama, Capybara, Tapir), Irrigation, Wheels, Weaving, Basic Metallurgy, Writing (Kyossik Alphabet), Agriculture (Terrace Farming)

Resources: Beans, Corn, Potato, Quino, Llama, Capybara, Tapir, Gold, Copper, Zinc, Brass

The Jardeik Clan has elevated its leader, Olia Harkzar, to position of Kenir.

1. Develop Fertilizer

2. Develop Mathematics

3. Construct fishing wharf

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6b8d70 No.41303

>>41279

Nation Name: Noi Goram Koritz

Colour: Purple

Culture: >>39271

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

-

Pop: 14,326

Pop growth: +4.15% (per turn)

Money: 100 (for trading with other nations)

Happiness: 6 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Colonies:

-

Defences: (Bonuses when defending cities)

Military units:

-

Tech: Agriculture (Sweet Potato, Breadfruit)Nation Name: Noi Goram Koritz

Colour: Purple

Culture: >>39271

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

-

Pop: 13,795

Pop growth: +4% (per turn)

Money: 100 (for trading with other nations)

Happiness: 6 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Colonies:

-

Defences: (Bonuses when defending cities)

Military units:

-

Tech: Agriculture (Sweet Potato, Breadfruit, picking stick), Animal husbandry (Boar, Chickens, Donkeys), Irrigation, Wheels, Crude Medicine (Mild toxins, Herbalism), Dendrology, Wood carving, Canoes, Korito claw, Mathematics (Korito Numerals, Arithmetic), Bolas, Korito Calendar, Stone Archetecture, Levers, Writing (Korito Alphabet), Sauna, Weaving, Theater, Basic Metallurgy, Gladius

Resources: Sweet Potato, Breadfruit, Boar, Chickens, Donkeys, Cupronickel, Copper, Nickel, Animal husbandry (Boar, Chickens, Donkeys), Irrigation, Wheels, Crude Medicine (Mild toxins, Herbalism), Dendrology, Wood carving, Canoes, Korito claw, Mathematics (Korito Numerals, Arithmetic), Bolas, Korito Calendar, Stone Archetecture, Levers, Writing (Korito Alphabet), Sauna, Weaving, Theater, Basic Metallurgy, Gladius

Resources: Sweet Potato, Breadfruit, Boar, Chickens, Donkeys, Cupronickel, Copper, Nickel

1. Welp, time to burn down that part of the forest.

2. Look for other crops, like those spices we don't know about.

3. A sport based on claw training.

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13f212 No.41316

Dice rollRolled 48, 92 = 140 (2d100)

>>41280

Nation Name: Zentausium of Pruus

Colour: Prussian Blue

Culture: Leeute

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

-

Leader: Former Zentauser Prusden (40)

Heir:

+Peter (Bastard, 12) m

+Calvin (Bastard, 11) m

+Martin (Bastard, 11) m

+Motota (10) f

Pop: 24.586

Pop growth: +6% (per turn)

Money: 90 (for trading with other nations)

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

Colonies:

-

Defences: Capital city walls (+5)

Military units:

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

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

+ 940 Swordsmen (+2 on combat rolls for every 10 Swordsmen)

+ 150 Gastraphetmen (+2 on combat rolls for every 10 Gastraphetmen)

Tech: Agriculture (Fertilizer, Black Pepper, Peach, Potatos, Carrots, Peas), Animal Husbandry (Ibex, Sheep, Wolves, Chickens, Ox, Brown Bears, Kukura), Irrigation, Wheels, Heat Treatment, Writing (Pruusian Alphabet, Literature), Weaving, Wooden Armor, Stone Architecture, Basic Metallurgy (Efficient Forges), Culinary Tech (Fruit Drying, Sea Salt, Ground Pepper), Ashalite calendar, Advanced Education, Two-handed Longswords, Basic Traps, Soap, Philosophy, Pikes, Intermediate Military Training, Math (Pruusian Numerals, Arithmetic), Prussden Measurement System, Crude Physics (Crude Hydraulics, Crude Pnuematics), Gastraphetes, Singing, Basic Medicine, Crude Surgery

Resources: Peaches, Potatos, Black Pepper, Carrots, Peas, Iron, Ibex, Sheep, Wolves, Chickens, Ox, Brown Bears, Kukura

Traded Resources: Tribes of Ashala (Rice, Silver, Paper)

1. With lots of time on his hand the former Zentauser Prusden would undertake a spiritual journey as Nimbfried the Fierce once did. To ponder on things important in life, religious and otherwise. He would return a changed man certainly. But not leave before extending his sincerest apologies to the Ashalite people.

2. A group within the military was founded to commemorate the Leeute and Pruusian traditions, remembering the lineage of Kings and Great Heroes.

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352fa3 No.41330

Dice rollRolled 100, 28, 70, 46 = 244 (4d100)

>>41280

Nation Name: Tzechuatl

Colour: Dark Gold

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

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

-

Pop: 7065

Pop growth: +1.3% (per turn)

Money: 100 (for trading with other nations)

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

Colonies:

-

Defences: (Bonuses when defending cities)

Military units:

-

Tech: Agriculture (Macadamia Nuts, Apples, Plums, Quandongs), Animal husbandry (Emus, Crocodiles), Irrigation, Wheels, Basic Metalurgy, Stone Cutting, Emu Riding, Galvanization, Canoes

Resources: Macadamia Nuts, Apples, Plums, Quandongs, Emus, Crocodiles, Iron, Zinc

Traded Resources:

1. Our population cannot sustain such constant sacrificing, we must search upriver for more people at the very least

2. The Canoes can not survive the rough seas, we must come up with something that can

3. We must expand our territory

4. Our population must be sustained, have a fertility festival to hopefully increase the size of our civlization

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5154d2 No.41341

>>41279

Nation Name: Noi Goram Koritz

Colour: Purple

Culture: >>39271

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

-

Pop: 14,326

Pop growth: +4.15% (per turn)

Money: 100 (for trading with other nations)

Happiness: 6 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Colonies:

-

Defences: (Bonuses when defending cities)

Military units:

-

Tech: Agriculture (Sweet Potato, Breadfruit)Nation Name: Noi Goram Koritz

Colour: Purple

Culture: >>39271

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

-

Pop: 13,795

Pop growth: +4% (per turn)

Money: 100 (for trading with other nations)

Happiness: 6 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Colonies:

-

Defences: (Bonuses when defending cities)

Military units:

-

Tech: Agriculture (Sweet Potato, Breadfruit, picking stick), Animal husbandry (Boar, Chickens, Donkeys), Irrigation, Wheels, Crude Medicine (Mild toxins, Herbalism), Dendrology, Wood carving, Canoes, Korito claw, Mathematics (Korito Numerals, Arithmetic), Bolas, Korito Calendar, Stone Archetecture, Levers, Writing (Korito Alphabet), Sauna, Weaving, Theater, Basic Metallurgy, Gladius

Resources: Sweet Potato, Breadfruit, Boar, Chickens, Donkeys, Cupronickel, Copper, Nickel, Animal husbandry (Boar, Chickens, Donkeys), Irrigation, Wheels, Crude Medicine (Mild toxins, Herbalism), Dendrology, Wood carving, Canoes, Korito claw, Mathematics (Korito Numerals, Arithmetic), Bolas, Korito Calendar, Stone Archetecture, Levers, Writing (Korito Alphabet), Sauna, Weaving, Theater, Basic Metallurgy, Gladius

Resources: Sweet Potato, Breadfruit, Boar, Chickens, Donkeys, Cupronickel, Copper, Nickel

1. Welp, time to burn down that part of the forest.

2. Look for other crops, like those spices we don't know about.

3. A sport based on claw training.

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5154d2 No.41342

Dice rollRolled 90, 26, 55 = 171 (3d100)

>>41341

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dcda2d No.41536

File: 1e82e8f6739bc88⋯.png (471.13 KB,2000x1200,5:3,features 022.png)

File: 07b1898ba14252a⋯.png (597.77 KB,2000x1200,5:3,temperature 022.png)

>>41282

Kashkalek builds a glorious monument made of stone, a building material that surprisingly hasn't been used by your people before. It is a memorial for the people lost and reminds your people of the dangers of the ocean. Once a year, on the day that the men drowned, the sun and stars align with the monument to create an intricate shadow.

+Tech: Crude Astronomy, Stone Architecture

Happiness: 5

>>41283

Your horses are bread and become much faster. You can now travel much quicker to distant lands

Your men create galleys. They're like a canoe except it has a wooden "deck" which protects goods stored below. It requires many men to row such a large vessel.

+Tech: Galleys

>>41288

You convert so many of the Pruusians that the council is forced into making it the state religion. They aren't upset by this however, because a majority of the council have also been converted.

The king of Pruus makes an apearance to your people and apologizes on behalf of his people for the tragedy they caused.

>>41292

In the mountains your people find copper, tin and zinc. Your people begin making more bronze and a new alloy called brass.

+Resources: Copper, Tin, Zinc

Your shamans find that there are some worms that, when cooked, are very tasty and make their stools healthier.

+Tech: Culinary Tech (Grubs)

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dcda2d No.41537

File: 0724a69cfd5d42e⋯.png (305.66 KB,2000x1200,5:3,topography 022.png)

>>41294

If your animals deficate in the soils in which you plant your crops, your people discover the crops come up faster, healthier and in greater quantities.

+Tech: Agriculture (Fertilizer)

Your people find that when they count on their hands, they can only reach 10 however they know that there may be an infinite amount of numbers. They develop a system to help them count higher and faster.

+Tech: Mathematics (Kyossik Numerals, Arithmetic)

Your people build structures of wood underwater, a feat that many find impressive. The structure provides a platform for people to sit while they try to catch fish.

+Tech: Wharfs

[Your people currently do not know how to fish except with their hands, making fishing a high energy/low yield way of gethering food]

>>41303

>>41341

>>41342

[fix your stat sheet]

Your people burn down most of the rainforest, leaving the island a burnt wasteland with bits of untouched tropical beauty near the coasts. The wildlife has perished and all the animals that are left are the ones you've tamed Many believe that in a few years, the rainforests will be revitalised near the river

In the parts that are left of the rainforest, your people discover ginger.

Resources: Ginger

Happiness: 7

[Honestly, I cannot think of any sport that can use korito claws that wouldn't involve someone dying which would be a pretty terrible sport so I've made your spice roll a success instead]

>>41316

Prusden went on a spiritual journey in which he found peace. He is much less stressed about the state of his kingdom now and is willing to step back and let the council do their job.

Your council sets up a military subdivision known as the "Kings' Blades" which have an almost entirely ceremonial duties. Every Kings' Blade is required to be trained in warfare however their primary task is keeping alive the spirit of the kingdom and making sure it stays relevant in the changing times.

+Military units: 150 Kings' Blades (+2 on combat rolls for every 10 Kings' Blades)

The council is converted to Ashatism, the religion of the Ashalites. They adopt Ashatism as the official religion of Pruus and many are forced to give up most of their possessions in order to live a more ascetic life

Happiness: 2

Rumours come from the East that a new nation is making beverages that alter the mind

>>41330

Your people expand upstream and come into a large group of tribals that you can enslave, sacrifice, or integrate.

+5000 pop

Your people have a massive festival celebrating life and the birth of more people. While a population boost does come, it brings with it an increased need of food which ultimately your people can't provide. Population grows as normal.

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e2d47c No.41548

Dice rollRolled 15, 52, 6 = 73 (3d100)

>>41537

Nation Name: Noi Goram Koritz

Colour: Purple

Culture: >>39271

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

-

Pop: 14,920

Pop growth: +4.15% (per turn)

Money: 100 (for trading with other nations)

Happiness: 6 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Colonies:

-

Defences: (Bonuses when defending cities)

Military units:

-

Tech: Agriculture (Sweet Potato, Breadfruit), Animal husbandry (Boar, Chickens, Donkeys), Irrigation, Wheels, Crude Medicine (Mild toxins, Herbalism), Dendrology, Wood carving, Canoes, Korito claw, Mathematics (Korito Numerals, Arithmetic), Bolas, Korito Calendar, Stone Archetecture, Levers, Writing (Korito Alphabet), Sauna, Weaving, Theater, Basic Metallurgy, Gladius

Resources: Sweet Potato, Breadfruit, Boar, Chickens, Donkeys, Cupronickel, Copper, Nickel, ginger

1. Basically wrestling, geez

2. Expand into all that Ashland.

3. Farm the fuck out of it.

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e2d47c No.41549

Dice rollRolled 14, 90, 70 = 174 (3d100)

>>41548

Happiness should be 7

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176cd7 No.41570

Dice rollRolled 92, 22, 11 = 125 (3d100)

>>41537

Nation Name: Confederacy of the Waves

Colour: Ocean Green

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

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

-

Pop: 11,043

Pop growth: +2.% (per turn)

Money: 100 (for trading with other nations)

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

Colonies:

-

Defences: Capital walls (+5)

Military units:

-

Tech: Agriculture (Beans, Corn, Potato, Quino, Fertilizer), Animal husbandry (Llama, Capybara, Tapir, Horses, Yoke), Irrigation, Wheels, Canoes, Basic Metalurgy, Copper spears, stone cutting, brick baking, pottery,Galleys

Resources: Beans, Corn, Potato, Llama, Capybara, Tapir, Copper, Horses.

Traded Resources:

1) for a long while the Parotet have fished by putting a net across a stream and catching all that swims in in. now with the galleys this is being increased in size to catch large ammounts of fish.

2) Dirt paths are no longer enough for the larger settlements. Stones, logs and bricks are being put into the ground to make travel easier and cleaner.

3) Mounted scouts range far and wide to find anything that might be of help to the confederacy

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3dd237 No.41572

Dice rollRolled 92, 45 = 137 (2d100)

>>41536

Nation Name: Ongudza

Colour: Orange

Culture & Capital Position: see >>39640

-

Leader: Duguzdov (42)

Heir: Kluschazda (14, male)

Pop: 14,909

Pop growth: +4% (per turn)

Money: 100 (for trading with other nations)

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

Colonies:

-

Defenses: Earthworks Fortification (+5)

Military units: 100 Rakan Nioken Warriors (+3 to combat rolls for every 20 Rakan Nioken warriors)

-

Tech: Agriculture (Billberry, Cowberry, Alpine Bearberry, Juniper Berry, Crowberry) Animal husbandry (Reindeer, Muskox), Irrigation, Wheels, Furs, Bone Club, Bone Pick, Handlining, Burial, Tents, Intermediate Medicine (Basic Surgery, Nutrition), Shields, Martial Art: Rakan Nioken, Crude Astronomy, Stone Architecture

Resources: Billberry, Cowberry, Alpine Bearberry, Juniper Berry, Crowberry, Reindeer, Muskox, Furs

Traded Resources:

ACTIONS

1. Expansion

2. Build stone igloos called Uryats.

An uryat is a stone building which is meant to be a 1 room fort and resembles an igloo in size and shape.

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3dd237 No.41573

>>41572

Leader should be 47, heir should be 19.

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c466b7 No.41623

Dice rollRolled 75, 74 = 149 (2d100)

>>41536

Nation Name: Drakyi Rijiee

Colour: Blue

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

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

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

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

-

Pop: 21,946

Pop growth: +6% (per turn)

Money: 175 (for trading with other nations)

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

Colonies: East Suiwith (Happiness:0, Pop: 2,135)

-

Defences: (Bonuses when defending cities)

Military units: 306 Khopesh riders (+4 combat for every 20 Sickle riders)

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

-

Tech: Agriculture (Wheat, Oats, Corn, Dogbane) Animal husbandry (Horses, Buffalo, Deer, Bees, Drakyi Wool Dogs), Irrigation, Wheels, Textiles (Cloth), Basic Metallurgy, Stone Masonry, Writing (Drakyi alphabet), Bows, Intermediate medicine (Basic surgery, Nutrition), Tents, Javelins, Pottery, Brick Baking, Sweat Bathing, Ladders, Culinary Tech(Pasta, Flour, Beer, Cheese, Honey, Honey Ale, Grubs), Bathing, Police Force, Khopesh, Chest Plates

Resources: Wheat, Oats, Corn, Dogbane, Horses, Buffalo, Deer, Bees, Copper, Tin, Honey, Copper, Tin, Zinc

Traded Resources:

1. Expansion

2. Search the lands for any resources of interest, especially the mountains.

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2ac1d1 No.41627

Dice rollRolled 80, 13, 51 = 144 (3d100)

Nation Name: Tribes of Ashala

Colour: Maroon

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

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

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

-

Pop: 59,500

Pop growth: +8.25%

Money: 175

Happiness: 10

Colonies:

-

Defences: Traps (+5), Guerilla Tactics (+5), Militia Training (+5)

Military units: 300 Mountain Warriors(+3 on combat rolls for every 15), 100 Forest Warriors (+3 on combat rolls for every 15), 100 Bear Calvary (+1 for every 3)

-

Tech: Agriculture (Fertilizer, Rice, Black Pepper, Peaches, Potatoes, Carrots, Peas, Blueberries, Beets, Hemp) Animal husbandry (Ox, Goats, Ibex, Sheep, Yokes, Chickens, Wolves, Kukura, Brown Bears), Irrigation, Wheels, Guerrilla Warfare, Militia Training, Intermediate Military Training, Staff slings, Writing (Ashalite Alphabet, Literature), Textiles(Weaving, Cloth, Quilting), Ashalite Calendar, Niordic Calendar, Niordic Currency, Intermediate Traps (Basic Nets, Pit Traps, Live traps), Martial Arts (Red Lion, Falling Bear), Advanced Education, Armor (Wood, Iron, leather, chain, gambeson), Philosophy, Soap, Paper, Culinary Tech (Fruit drying, Ground Black Pepper, Salt), Heat Treatment, Stone Architecture, basic metallurgy, Efficient Forges, Bathing, Sewage, Mathematics (Pruusian Numerals, Arithmetic, Prussden Measurement System), Singing

Resources: Rice, Black Pepper, Peaches, Potatoes, Carrots, Peas, Blueberries, Beets, Hemp, Ox, Goats, Ibex, Sheep, Yokes, Wolves, Kukura, Brown Bears, Iron, Galena, Lead, Silver, Paper

Traded Resources:

Actions:

1. Improve Military Training

2. make lead bullets for slings

3. Create a machete/billhook as a tool to aid mountain warriors, before battle they can attach the blade to the end of their quarterstaffs to make them polearms as well as staff slings.

"It brings us great joy that the Pruusians has joined us a brothers in the faith and that they can achieve their highest state. Now however we have made advancements that will help our warriors maintain the pathways and our settlers carve out civilization in the wilderness. With everyone taking pride in their martial and civic duties people are driven to better themselves in every way. This has lead to the formation of arenas and obstacle courses where everyone works to improve their fighting and athletic ability, they have in fact become so popular that they become their own centers of learning mimicking our universities where mountain warriors teach their fellows just as shamans teach their pupils. Ever since our breakthrough in armor, our blacksmiths have challenged themselves to create new tools and weapons to further our development. the first of these is making uniform ammunition so that people do not waste time trying to compensate for the different shapes and weights of rocks. Their experimentation of different materials shall surely yield fruit. Finally the most interesting development has been a hand-tool that can cut through both tree and plant while also able to attach itself to the quarterstaff giving a person much greater reach then he would otherwise."

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352fa3 No.41674

Dice rollRolled 74, 74, 48 = 196 (3d100)

>>41537

Nation Name: Tzechuatl

Colour: Dark Gold

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

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

-

Pop: 7157

5000 slaves

Pop growth: +1.3% (per turn)

Money: 100 (for trading with other nations)

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

Colonies:

-

Defences: (Bonuses when defending cities)

Military units:

-

Tech: Agriculture (Macadamia Nuts, Apples, Plums, Quandongs), Animal husbandry (Emus, Crocodiles), Irrigation, Wheels, Basic Metalurgy, Stone Cutting, Emu Riding, Galvanization, Canoes

Resources: Macadamia Nuts, Apples, Plums, Quandongs, Emus, Crocodiles, Iron, Zinc

Traded Resources:

1. Expand our territory more

2. We require sturdier ways of ocean travel than the canoes

3. the time for sacrifice has come, and we have a convenient population of slaves now

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7e5eb8 No.41682

Dice rollRolled 52, 97, 1 = 150 (3d100)

>>41537

Nation Name: Kyossik

Colour: Gray

Culture: The Kyossik are a clan-based society. The Clans themselves tend to take totems from elements or animals found nearby their territories. Their history is one that usually involved struggle between one another. They have, with the discovery of metals and more developed agriculture, set aside most of their raiding for other avenues of dominance. The Clans leaders come together every ten years to elect from among their number a new Kenir in the only real city that had been developed on the mouth of the river Trond named Dara-Prest.

Capital position: See Map

-

Leader: Kenir Olia Harkzar

Pop: 10,317

Pop growth: +1.25% (per turn)

Money: 100 (for trading with other nations)

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

Colonies:

-

Defences: (Bonuses when defending cities)

Military units:

-

Tech: Agriculture (Beans, Corn, Potato, Quino) Fertilizer, Animal Husbandry (Llama, Capybara, Tapir), Irrigation, Wheels, Weaving, Basic Metallurgy, Writing (Kyossik Alphabet), Agriculture (Terrace Farming), Mathematics (Kyossik Numerals, Arithmetic), Wharfs

Resources: Beans, Corn, Potato, Quino, Llama, Capybara, Tapir, Gold, Copper, Zinc, Brass

1. Develop Fishing equipment

2. Explore the interior

3. Astronomy and Calenders

Kyossik Mathematicians have taken to tracking the movements of the heavens to gauge where in the year they are. The more accurate the measurements, the better they can plan for harvests and events.

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3c0d9b No.41683

Dice rollRolled 81, 61, 89 = 231 (3d100)

Nation Name: The Island Kingdom of Halua

Colour: Green

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

Capital position: The island of Halua Melemele

-

Leader: Kanehamaha II (30)

Pop: 25,392

Pop growth: +9% (per turn)

Money: 100 (for trading with other nations)

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

Colonies:

-

Defences: (Bonuses when defending cities)

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

Tech: Agriculture (Rice, Cocoa, Coconut, Nutmeg, Sugar, Sweet Potato, Bananas, Flax) Animal husbandry (Chickens, Anoa, Warthog) Irrigation, Wheels, Canoes, Atlatl, Sling, Writing (Haluan Alphabet, Poetry), Drama, Basic Sailboats, Textiles (Cloth), Basic Medicine (Basic Surgery), Pottery, Brick Baking, Harpooning, Handlining, Haluan Calendar, Macuahuitl, Fishing Nets, Stone Architecture, Basic Shields, Basic Metallurgy, Sewerage, Mathematics (Haluan numerals, arithmetic)

Resources: Rice, Cocoa, Coconut, Nutmeg, Sugar, Sweet Potato, Bananas, Flax, Chickens, Anoa, Warthog, Bronze, Copper, Tin, Mercury, Sulfur, Lead)

Traded Resources:

1. We must continue our efforts in building better ships if we are to reach new lands. We can start by developing stronger materials for our sails..maybe this thing called "canvas" might work?

2. We should work on discovering and perfecting the use of basic machinery and physics, based around such simple everyday machines as the screw, the lever, the pulley, the wheel and axle, the inclined plane, and the wedge. While these objects are mundane as it is, knowing and perfecting the understanding of the forces behind these objects and how they can be used together may propel us to new heights.

3. Now that we have armor we can begin to train heavy frontline fighters with arms and armor of iron to supplement our koa warriors. They will be named Honu Warriors, or "Turtle Warriors".

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13f212 No.41818

Dice rollRolled 6, 97, 15 = 118 (3d100)

>>41537

Nation Name: Zentausium of Pruus

Colour: Prussian Blue

Culture: Leeute

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

-

Leader: Former Zentauser Prusden (45)

Heir:

+Peter (Bastard, 17) m

+Calvin (Bastard, 16) m

+Martin (Bastard, 16) m

+Motota (15) f

Pop: 26.061

Pop growth: +6% (per turn)

Money: 90 (for trading with other nations)

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

Colonies:

Defences: Capital city walls (+5)

Military units:

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

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

+ 940 Swordsmen (+2 on combat rolls for every 10 Swordsmen)

+ 150 Gastraphetmen (+2 on combat rolls for every 10 Gastraphetmen)

+ 150 King's Blades (+2 on combat rolls for every 10 King's Blades)

Tech: Agriculture (Fertilizer, Black Pepper, Peach, Potatos, Carrots, Peas), Animal Husbandry (Ibex, Sheep, Wolves, Chickens, Ox, Brown Bears, Kukura), Irrigation, Wheels, Heat Treatment, Writing (Pruusian Alphabet, Literature), Weaving, Wooden Armor, Stone Architecture, Basic Metallurgy (Efficient Forges), Culinary Tech (Fruit Drying, Sea Salt, Ground Pepper), Ashalite calendar, Advanced Education, Two-handed Longswords, Basic Traps, Soap, Philosophy, Pikes, Intermediate Military Training, Math (Pruusian Numerals, Arithmetic), Prussden Measurement System, Crude Physics (Crude Hydraulics, Crude Pnuematics), Gastraphetes, Singing, Basic Medicine, Crude Surgery

Resources: Peaches, Potatos, Black Pepper, Carrots, Peas, Iron, Ibex, Sheep, Wolves, Chickens, Ox, Brown Bears, Kukura

Traded Resources: Tribes of Ashala (Rice, Silver, Paper)

1. The Former Zentauser Prusden will take charge of teaching the Leeute the Faith of the Mountains to find a way to combine Leeute Tradition and Ashalite faith into a mixture that sees the Leeute prosper.

2. Some of the already trained Swordsmen begin to apply for the King's Blades.

3. The Council demands the land borders be expanded!

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dcda2d No.41940

File: 070f810b56336b8⋯.png (467.93 KB,2000x1200,5:3,features 023.png)

File: c01cc2fd3b79374⋯.png (594.84 KB,2000x1200,5:3,temperature 023.png)

Dice rollRolled 69 + 25 (1d100)

>>41548

Your people take to the Ashlands and begin trying to farm. The soil would usually be very fertile but a few creatures some how survived. Snakes jump out of burrows they've made in the ash and attack your farmers so they had to deal with those before they were able to plant anything.

>>41570

Your people spread the use of nets to catch their food. They begin net fishing which is popular as a pass time even.

+Tech: Fishing Nets

Pop growth: 2.25%

Your scouts go out to search for resources but word comes back to you that they were captured by the Arikchotah, a new nation to the North

-50 pop

People see something fall from the sky and land far North

>>41572

Your people expand along the flatland surrounding you giant ice mountain. Here is the most fertile land on the island.

Your people begin living in stone, dome houses called Uryats. They find them much more comfortable than living inside an iceblock.

Happiness: 6

Ships from the south land on your shores. They condescendingly offer you protection for 10 years for every gold that you're willing to pay them. As if you're unable to defend yourself.

>>41623

Your people find a red metal in the mountain. Once polished, however it is a brilliant grey.

+Resources: Iron

A man comes down from the North followed by two bulky, brown, furred creatures with flat, upturned noses and short, thin legs. He calls them boars and one is obviously pregnant. He offers to trade information with you. He carries sheets of bark stained with designs of some kind. You don't know what the designs are for but if you figure it out, it will help you greatly. In return he begins staining more bark while studying your bathing habits.

He refuses to trade anything else he brought with him, including his boars or any of the food he has.

Your leader passes away and the Drakyi continue their militaristic ways

Greater Suiwith attack from the west with an army, 500 strong. You can only defend with 40 Khopesh riders and 100 Bow Riders or less. Roll defence before your action and I'll give you another update.

>>41627

You develop Pruusian institutes even further than those that made them. Your units can be created twice as fast as most others however the strict regiment can sometimes be seen as cruel and unnecessary

Happiness: 9

Your people begin using lead more and for sling ammunition. Seemingly unrelated, more people are getting sick and their minds deteriorate faster.

Pop growth: +7.25

Your people begin attatching newly developed blades to their staves which can be swapped for a sling head making a single staff a multi-purpose weapon.

(+4 on combat rolls for every 20 Mountain Warriors) (+4 on combat rolls for every 20 Forest Warriors)

+Tech: Billhooks

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dcda2d No.41941

File: 229b0df5754136d⋯.png (304.62 KB,2000x1200,5:3,topography 023.png)

>>41674

You enslave the tribals near your lands and they become a part of your population. (add 5000 to your pop and remove the slave stat)

Happiness: 2

Your people begin suspending canoes together with long planks of wood which stabilizes both crafts allowing them to traverse choppy waters.

+Tech: Canoe Pontoons

Your people decide not to sacrifice all the slaves but instead just half. With these sacrifices, they believe themselves blessed

-2500 pop

Happiness: 3

>>41682

With your skill of weaving, your people make nets out of reeds and dried grasses. They use these nets to catch fish.

+Tech: Fishing Nets

Population growth: +1.5%

Your scouts go South, further in land. They discover that on the southern faces of the mountain range, there is a vast forest with two rivers flowing further south. There are signs of other humans roaming these lands, nearby

As your people look to the heavens they see the end of the world. A piece of the sky falls to the ground causing it to shake. Fire comes from the night sky predicting the death of all your people.

Happiness: -1

A day later a giant wave comes in and damages your village. The wave was big enough to draw people into the ocean and drown them but few actually die

-10 pop

>>41683

You develop a stronger weave of linen which you call sail cloth or "Canvas". Now, your ships can travel thousands of miles without having to have their sails repaired or maintained, allowing ships to travel further and faster.

While building upon the concept of the wheel, something your people have known about for hundreds of years, they develop a new area of study.

+Tech: Crude Physics(Screw, Leverage, Pulley, Axles)

+Military units: 100 Honu Warriors (+4 on combat for every 20 Honu Warriors)

>>41818

Your people begin leaving behind the culture of their fathers. They turn to Ashalite culture and wish to be more like them.

Happiness: 1

-Military units: 300 Swordsmen

+Military units: 300 King's Blades

The Kingdom of Swuss have begun trading with you from the west. They import your iron and in exchange, send you wine; a beverage made of grapes that intoxicates the user.

Happiness: 2

+Traded Resources: Swuss (Wine)

The Swuss also learn some of your tech while visiting your cities

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c466b7 No.41942

Dice rollRolled 16 + 18 (1d100)

>>41940

The attackers shall be met in the open field. All riders shall join and basic hit and run tactics shall be used to wear down their numbers.

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dcda2d No.41943

>>41942

All of the guards you had posted in your colony were killed in the brutal onslaught against East Suiwith. They conquer the city and take all the land back.

-Colonies: East Suiwith

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dcda2d No.41944

>>41943

>>41942

-Military units: 40 Khopesh riders, 100 Bow riders.

-140 pop

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c466b7 No.41945

Dice rollRolled 83, 39, 5, 32 = 159 (4d100)

>>41940

Nation Name: Drakyi Rijiee

Colour: Blue

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

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

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

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

-

Leader: Rijian Oltaka 20

Pop: 23,114

Pop growth: +6% (per turn)

Money: 175 (for trading with other nations)

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

Colonies:

-

Defences: (Bonuses when defending cities)

Military units: 266 Khopesh riders (+4 combat for every 20 Sickle riders)

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

-

Tech: Agriculture (Wheat, Oats, Corn, Dogbane) Animal husbandry (Horses, Buffalo, Deer, Bees, Drakyi Wool Dogs), Irrigation, Wheels, Textiles (Cloth), Basic Metallurgy, Stone Masonry, Writing (Drakyi alphabet), Bows, Intermediate medicine (Basic surgery, Nutrition), Tents, Javelins, Pottery, Brick Baking, Sweat Bathing, Ladders, Culinary Tech(Pasta, Flour, Beer, Cheese, Honey, Honey Ale, Grubs), Bathing, Police Force, Khopesh, Chest Plates

Resources: Wheat, Oats, Corn, Dogbane, Horses, Buffalo, Deer, Bees, Copper, Tin, Honey, Copper, Tin, Zinc, Iron

Traded Resources:

1. Figure out how to use this new Iron metal and what it's uses may be.

2. Recruit and train more Khopesh Riders

3. Recruit and train more Bow Riders.

4. Send 200 Khopesh Riders and 200 Bow riders to raid the undefended villages of the Suwith, those not in our former colony for now. Kill the men, burn the villages, enslave the women and children. They have shown no honor and struck with no warning. Now a blood debt is owed and when the Steed of Rivers sees the waters run red with blood and their lands black with ash can the debt hope to be payed.

Free: "Do you mind explaining these symbols? It is unfortunate but this we need to know the basics behind this to be able to take this information in trade."

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352fa3 No.41947

Dice rollRolled 87, 42, 49, 47 = 225 (4d100)

>>41941

Nation Name: Tzechuatl

Colour: Dark Gold

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

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

-

Pop: 9783

Pop growth: +1.3% (per turn)

Money: 100 (for trading with other nations)

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

Colonies:

-

Defences: (Bonuses when defending cities)

Military units:

-

Tech: Agriculture (Macadamia Nuts, Apples, Plums, Quandongs), Animal husbandry (Emus, Crocodiles), Irrigation, Wheels, Basic Metalurgy, Stone Cutting, Emu Riding, Galvanization, Canoes, Canoe Pontoons

Resources: Macadamia Nuts, Apples, Plums, Quandongs, Emus, Crocodiles, Iron, Zinc

Traded Resources:

1. continue to expand our empire

2. these pontoons are a massive boon, but we will require larger canoes to properly carry more slaves, perhaps a large raft-like boat using the pontoons for stability

3. We are able to build our homes, but they are not grand enough, if they were made from stone we could make them even larger and far more grand (research architecture)

4. A system of writing would be of great use to us

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3dd237 No.41949

Dice rollRolled 62, 47 = 109 (2d100)

>>41940

Nation Name: Ongudza

Colour: Orange

Culture & Capital Position: see >>39640

-

Leader: Duguzdov (52)

Heir: Kluschazda (19, male)

Pop: 15,506

Pop growth: +4% (per turn)

Money: 100 (for trading with other nations)

Happiness: 6 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Colonies:

-

Defenses: Earthworks Fortification (+5)

Military units: 100 Rakan Nioken Warriors (+3 to combat rolls for every 20 Rakan Nioken warriors)

-

Tech: Agriculture (Billberry, Cowberry, Alpine Bearberry, Juniper Berry, Crowberry) Animal husbandry (Reindeer, Muskox), Irrigation, Wheels, Furs, Bone Club, Bone Pick, Handlining, Burial, Tents, Intermediate Medicine (Basic Surgery, Nutrition), Shields, Martial Art: Rakan Nioken, Crude Astronomy, Stone Architecture, Uryats

Resources: Billberry, Cowberry, Alpine Bearberry, Juniper Berry, Crowberry, Reindeer, Muskox, Furs

Traded Resources:

ACTIONS

1-2: Sentence every one of the intruders to death on the spot, fight it out.

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3c0d9b No.41952

Nation Name: The Island Kingdom of Halua

Colour: Green

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

Capital position: The island of Halua Melemele

-

Leader: Kanehamaha II (35)

Pop: 27,686

Pop growth: +9% (per turn)

Money: 100 (for trading with other nations)

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

Colonies:

-

Defences: (Bonuses when defending cities)

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

Tech: Agriculture (Rice, Cocoa, Coconut, Nutmeg, Sugar, Sweet Potato, Bananas, Flax) Animal husbandry (Chickens, Anoa, Warthog) Irrigation, Wheels, Canoes, Atlatl, Sling, Writing (Haluan Alphabet, Poetry), Drama, Basic Sailboats, Textiles (Cloth), Basic Medicine (Basic Surgery), Pottery, Brick Baking, Harpooning, Handlining, Haluan Calendar, Macuahuitl, Fishing Nets, Stone Architecture, Basic Shields, Basic Metallurgy, Sewerage, Mathematics (Haluan numerals, arithmetic)

Resources: Rice, Cocoa, Coconut, Nutmeg, Sugar, Sweet Potato, Bananas, Flax, Chickens, Anoa, Warthog, Bronze, Copper, Tin, Mercury, Sulfur, Lead)

Traded Resources:

1. It's a spear! It's an axe! One of the smiths has come up with a new idea for a weapon, one that can be useful for both chopping and stabbing, and which has the reach of a spear as well. Let's research this idea further, and see if the idea holds up in practice.

2. We can strengthen our ships further by heat-treating planks of wood, allowing it to become more resilient and less prone to warping and decay from being over the open ocean. Let's try it out.

3. Our blacksmiths are noticing that some of our iron that is smithed comes out more resilient and less prone to rust than others. Let's see if we can isolate the technique used and try to reliably replicate this material. (gimme steel nigga)

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3c0d9b No.41953

File: 547b41f839f0686⋯.jpg (15.33 KB,600x600,1:1,Halberd.jpg)

File: 5e61d0cbef72141⋯.png (308.39 KB,2000x1200,5:3,sailin.png)

Dice rollRolled 76, 64, 82 = 222 (3d100)

Dice and picture of what I wanna make cuz I forgot (it's a halberd)

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176cd7 No.41966

Dice rollRolled 80, 80 = 160 (2d100)

>>41940

Nation Name: Confederacy of the Waves

Colour: Ocean Green

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

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

-

Pop: 10,320

Pop growth: +2.25% (per turn)

Money: 100 (for trading with other nations)

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

Colonies:

-

Defences: Capital walls (+5)

Military units:

-

Tech: Agriculture (Beans, Corn, Potato, Quino, Fertilizer), Animal husbandry (Llama, Capybara, Tapir, Horses, Yoke), Irrigation, Wheels, Canoes, Basic Metalurgy, Copper spears, stone cutting, brick baking, pottery, Galleys, Fishing Nets

Resources: Beans, Corn, Potato, Llama, Capybara, Tapir, Copper, Horses.

Traded Resources:

Dorunga: Farmers

Davos: Horses

1) For the first time since the confederation there are enemies for our tribes. Raise Mounted spearmen that can fight for us.

2) Find and claim this thing that fell from the sky!

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

7e5eb8 No.41978

Dice rollRolled 1, 17, 94 = 112 (3d100)

Nation Name: Kyossik

Colour: Gray

Culture: The Kyossik are a clan-based society. The Clans themselves tend to take totems from elements or animals found nearby their territories. Their history is one that usually involved struggle between one another. They have, with the discovery of metals and more developed agriculture, set aside most of their raiding for other avenues of dominance. The Clans leaders come together every ten years to elect from among their number a new Kenir in the only real city that had been developed on the mouth of the river Trond named Dara-Prest.

Capital position: See Map

-

Leader: Kenir Olia Harkzar

Pop: 10,462

Pop growth: +1.5% (per turn)

Money: 100 (for trading with other nations)

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

Colonies:

-

Defences: (Bonuses when defending cities)

Military units:

-

Tech: Agriculture (Beans, Corn, Potato, Quino) Fertilizer, Animal Husbandry (Llama, Capybara, Tapir), Irrigation, Wheels, Weaving, Basic Metallurgy, Writing (Kyossik Alphabet), Agriculture (Terrace Farming), Mathematics (Kyossik Numerals, Arithmetic), Wharfs, Fishing Nets

Resources: Beans, Corn, Potato, Quino, Llama, Capybara, Tapir, Gold, Copper, Zinc, Brass

1. Send a delegation out to meet the southern peoples

Kenir Harkzar orders a Confederali, a gathering of Clan speakers, to accompany scouts south to meet with the peoples there.

2. Develop Brass weapons (GMs choice)

Turning brass into weapons is a logical step. Some of the Clan take to different modes of experimentation. Clan Deraya applies brass to the heads of spears. Clan Harkzar to kopeshes, and Clan Drumot to axe and mace heads.

3. Calendars and Astronomy

The mathematicians, seeing their prophesies come to light, are embolden to keep track of the movements of the sky, the winds, and the waves.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

5154d2 No.41986

Dice rollRolled 77, 29, 89 = 195 (3d100)

>>41940

Nation Name: Noi Goram Koritz

Colour: Purple

Culture: >>39271

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

-

Pop: 15,539

Pop growth: +4.15% (per turn)

Money: 100 (for trading with other nations)

Happiness: 6 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Colonies:

-

Defences: (Bonuses when defending cities)

Military units:

-

Tech: Agriculture (Sweet Potato, Breadfruit), Animal husbandry (Boar, Chickens, Donkeys), Irrigation, Wheels, Crude Medicine (Mild toxins, Herbalism), Dendrology, Wood carving, Canoes, Korito claw, Mathematics (Korito Numerals, Arithmetic), Bolas, Korito Calendar, Stone Archetecture, Levers, Writing (Korito Alphabet), Sauna, Weaving, Theater, Basic Metallurgy, Gladius

Resources: Sweet Potato, Breadfruit, Boar, Chickens, Donkeys, Cupronickel, Copper, Nickel, ginger

1. Well, I suppose snakes are part of our diet now, might as well raise them in earnest.

2. With fingers extended in place of claws, the basics of claw combat can be taught at a young age without endangering lives.

3. If just one layer of cloth can stop a thorn, what could 20 layers stop? (Make gambeson)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.



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