b7d753 No.8527 [View All]
>B-but what about Throne?
I'm doing that right now, shut up.
—
>Leader's Name:
>Leader's Fluff:
>Leader's Traits [0/100]: (Blank)
>Nation's Name:
>Color:
>Fluff: (Race). (Then write fluff)
>Technology:
-Economy:
>Economy Bonus:
-Science:
>Science Bonus:
-Industry:
>Industry Bonus:
-Food:
>Food Bonus:
>Cities:
>Population:
>Military:
>Buildings:
>Storage:
>Nation's Traits [0/100]:
—
Fantasy, Stone Age Era
Any race available.
6-8 players max.
Randomly placed, map is pmed by chat.
Afk players leave open spots for new nations or replacing leaders.
"The builder that ties all other builders together."
53 postsand14 image repliesomitted. Click reply to view. ____________________________
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b7d753 No.8790
| Rolled 45, 27 = 72 (2d100) |
>>8724
>Leader's Name: Salvaxis
>Leader's Fluff:
Born to one of the greatest black dragons to ever walk this earth, Salvaxis has seen all in his travels and adventures across this continent. If by all, you mean mainly the cave that he was birthed in and it's surroundings. It was a good cave though! Not one to be one-upped, Salvaxis left his mother's nest at an very early age in search of his own cave in these strange lands. He found one eventually but he found that it wasn't just his when a tribe of kobolds lept out of the tunnels around the cavern and started to worship him. They seemed to think of him as their god or at least as their king and he quite liked it. Better than the nasty goblins that his mother kept as servants. He could get used to this life. - While certainly not as experienced or skilled as others, Salvaxis makes up for it by being a motherfucking dragon with the ability to grow more powerful and hopefuly learn magic if it's invented. Pic-related is Salvaxis
>Leader's Traits [200/200]:
Hidden Knowledge - Unlocks [Hero's Technology Quest]. [20 Points.]
>Nation's Name: The Silverscale Tribe
>Color: Silver or as close as you can get.
>Fluff: (Kobolds)
Some think that kobolds are weak. That they are pitiful. That they are stupid. This is wrong. A kobold is all of these things when they are left to their own devices in the natural wilderness but they can become so much more. It is known that when a Dragon finally finds a tribe and calls them to their service, they become more than the sum of their parts. They become kin of this dragon and this dragon rubs off on them in the very best ways. They adopt the personality traits of their chosen dragon and grow to worship this being like a god. As their worship increases, the dragon continues to grow powerful but they do so as well.
The Silverscale Tribe earned their name when a unique genetic trait cropped up in their shamans that left a simple silver scale on the very top of their forehead in contrast to the rest of their scales. This trait soon spread throughout the tribe and changed their moniker from the previous one to this modern form. It was known that before the arrival of Salvaxis that the tribe was little more than savages that lived in the mountain's many caves and tunnels. Occasionally, they would steal from other nearby sentient tribes but they did nothing but live. They gathered mushrooms. They hunted the odd deer. They even created crude buckets out of hollowed-out mushrooms. This all changed with the arrival of Salvaxis however with his magnificent beating of wings. They are already changing for the better as their culture starts to form around their new leader.
Already, their minds seem to be unlocking crude mannerisms previously lost to their race. Some of them are building crude shelters out of rock and sinew while some seem to be manipulating sticks with an idea in his head. Kobolds may be weak compared to many other races. None however can challenge the cleverness of a kobold or their spirit.
So, it comes to pass that Tribe gets to work under the eye of their leader with many half-formed ideas dancing around their head. A new age was dawning for them. An age that would make them or break them. pic-related.
>Technology:
-Economy: 8 ( 8 Coins / Turn)
>Economy Bonus:
-Science: 26
>Science Bonus:
-Industry: 15
>Industry Bonus:
-Food: 9 (0.9 Pop / Turn)
>Food Bonus:
>Cities:
Mountainhold [Capital] (Happiness: 5/Content)
>Population: 80
>Military: 0
>Coins: 20
>Buildings:
2 Huts ( 300 MAX Pop ) [Upkeep: 2]
>Nation's Traits [80/80:
Ahead of the Game - Start off with 2 more [Technology]. [30 Points]
1-2) Build a research lab
(LIterally just got back over an hour ago after being gone the entire day.
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b7d753 No.8791
>>8760
>Leader's Name: Haqar, Son of Haqad [A-3. D-4. M-3.]
[Religion]
What is your religion about?
[Heroes]
[Military: Rothar, Son of Xocool- LEVEL 1] - When leading an army, army size is increased by two. [A-3. D-3. M-2]
[Military: Hazati, Legendar Huntress- LEVEL 1] - When leading an army, movement and vision is increased 50%. [A-4. D-1. M-3.]
[Builder:Bob [LEVEL 1] - When governing a city, Bob grants +5 Industry. [A-0. D-2.]
(Cost an action to switch governors)
(Can only have one hero as an army leader)
"You go like this! CAN WE DO IT?"
Farm Level 1 : 5 / 30 [Once Completed: +5 Food. +2 Influence. Upkeep: 2]
Starting Units
+Military: 2 Scouts [A-2. D-2. M-2.]
Hunting Grounds Level 1: 5 / 15 [+3 Food. +2 Economy. +1 Influence. Upkeep: 2]
>>8762
>Leader's Name: Ryktos the Brown (A-4. D-3. M-3.)
[Hero's Technology Quest]
You had a strange… vision.
Quest - Be the first to get to one of these highlighted part of the map.
[Hero Quest]
The Brown Ones, they're a strange existence that are helping you for no reason. You're not sure why, but in repentance, The Brown One orders you to do something for them.
Quest - Win 5 battles.
[Money Source]
+Economy: Wine (+1 Economy)
Wine (+1 Happiness)
Sovhon [Capital] (Happiness: 6/Content)
Lumber Mill Level 1 - 19/45 [Once Completed: +5 Industry. Upkeep: 2]
Starting Units
+Military: 2 Scouts [A-1. D-1. M-3.]
You have begun your exploration.
>>8764
>Leader's Name: Ashalak the great [A-3. D-2. M-5. Fly.]
[Life Goals]
You're race breeding potential is outstanding, surely, there must be powers in numbers.
Quest: Make Population reach 500.
[Hero's Technology Quest]
You had a strange… vision.
Quest - Be the first to get to one of these highlighted part of the map.
[Ahead of the Game]
+Technology: Woodcutting Tools (Lumber-mills gain 50% increased Industry.)
+Technology: Tier 1 Weapons (Can produce Titun and Geel Weapons.)
[Titun and Geel are metals that can be found in the map]
Hunting Grounds Level 1 - [2 / 15] [Once Completed: [+3 Food. +2 Economy. Upkeep: 2]
Starting Units
+Military: 2 Scouts (A-1. D-1. M-4. Flying.)
>>8770
>Leader's Name: Zaeru the Flameborn [A-2. D-5. M-2.]
[Religion]
What is your religion about?
(NEW TAB)
-Influence:
>Influence Points:
[Secrets of Fire]
+1 Industry
[Money Source]
+Economy Bonus: Dye (+1 Gold)
+Influence Bonus: Dye (+1 Influence)
Which direction do you go? (Free Action)
+Military: 2 Scouts [A-1. D-3. M-2.]
>>8790
>Leader's Name: Salvaxis (A-4. D-3. M-3. Huge-4)
[Hero's Technology Quest]
You had a strange… vision.
Quest - Be the first to get to one of these highlighted part of the map.
[Ahead of the Game]
+Technology: Farming Tools - Farms produce 50% more food
+Technology: Tier 1 Armor - (Can produce Titun and Geel Armor.)
[Titun and Geel are metals that can be found in the map]
Starting Units
+Military: 2 Scout [A-0.5. D-1. M-2.]
Research Lab - 15/20 [Once Completed. +5 Science. Upkeep: 2]
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b7d753 No.8795
| Rolled 71, 93 = 164 (2d100) |
>>8791
>Fluff: http://pastebin.com/iPbdsEAt
>Leader's Traits [100/100]
-Life Goals (5)
-Final Egg (5)
-The Flameborn (50)
-Lucky (10)
-Blessed (10)
-Charismatic (5)
-Physically Active (5)
-Morale Roar (10)
>Nation Traits (100/100)
-Fanatics (20)
-Secrets of fire (30)
-Money Source (20) (Dye)
-Research Lab (30)
-Economy: 3 coins/turn
-Science: 4
-Industry: 9
-Food: 3 (.3 Pop./turn)
>Cities
Qalo [Capital] (Happiness: 5 (Content) )
>Population-130
>Coins-70
>Buildings:
2 Huts (200 MAX pop.) [Upkeep: 2]
>[Religion]- The cult of Sul'Ingu is dedicated to Sul'Ingu, the Great and Radiant Lightbringer, who gifted the sunspeakers with life and intelligence. All will worship Sul'Ingu soon, and the Sunspeakers will be his messengers.
-influence: 2 (+2/turn)
1) To uncover the secrets of fire, we need wood. Gather all that we can. From kindling on the ground, to small saplings easily uprooted, to branches pulled from the great trees of the forest. Collect it all.
2) We also need a food source in order to expand. Find somewhere to hunt.
>Free Action- send the scouts south.
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b7d753 No.8799
>>8793
The Umbrals.
Updates Stats, Influence, Upkeep and Resources.
http://pastebin.com/ZR74ZLkb
Updated Religion:
+The Way of the Cloth+
Deeply ingrained into the culture of the Umbrals is a reverence for fabrics and ornamental jewelry. To an Umbral, clothes represent an external visualization of worth. They believe that colourful spirits of the wind are servants to clothes, meant to guide worthy Umbrals to unique and vivid flowers for dyes. Delahna and a few select Umbrals are responsible for distributing assigned colors to other Umbrals, re-dyeing clothes when an Umbral moves up or down social ranking. Green has the highest ranking, reserved for Delahna and her closest advisors, followed by Blues, Yellows, and finally Reds. Faded or colourless clothes are reserved for criminals or outcasts, while Black is split in use between high-ranking officials and Funereal garments. Purple is a forbidden colour, considered heretical and unnatural. It's possible to fall between rankings, with an Orange placed between Red and Yellow. Fading can also be used to lower a rank slightly, for example, Pink is the lowest class available that still remains a full citizen.
Worshiped Being - Create a religion and the [Influence] tab. Population's efforts are doubled.
Economy: 18 (18 Gold / Turn)
Science: 0
Industry: 7
Influence: 6
+Current Influence: 6
Food: 8 (0.8 Pop/Turn)
>Cities:
[Capital] Emeraljia
>(Happiness: 7/Happy)
>Population: 91.6
>Coins: 77
>Buildings:
2 Huts ( 200 MAX Pop ) [Upkeep: 2]
Hut - 12 / 30 [Increase Max Pop by 100. Upkeep: 1]
1. Continue constructing Hut. 12/30
2. Once again, we need to produce lots of cloth, and that requires we Research Cloth Production Technology.
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b7d753 No.8803
| Rolled 40, 95 = 135 (2d100) |
>>8791
>Leader's Name: Salvaxis (A-4. D-3. M-3. Huge-4)
>Leader's Fluff:
Born to one of the greatest black dragons to ever walk this earth, Salvaxis has seen all in his travels and adventures across this continent. If by all, you mean mainly the cave that he was birthed in and it's surroundings. It was a good cave though! Not one to be one-upped, Salvaxis left his mother's nest at an very early age in search of his own cave in these strange lands. He found one eventually but he found that it wasn't just his when a tribe of kobolds lept out of the tunnels around the cavern and started to worship him. They seemed to think of him as their god or at least as their king and he quite liked it. Better than the nasty goblins that his mother kept as servants. He could get used to this life. - While certainly not as experienced or skilled as others, Salvaxis makes up for it by being a motherfucking dragon with the ability to grow more powerful and hopefuly learn magic if it's invented. Pic-related is Salvaxis
>Leader's Traits [200/200]:
Hidden Knowledge - Unlocks [Hero's Technology Quest]. [20 Points.]
>Nation's Name: The Silverscale Tribe
>Color: Silver or as close as you can get.
>Fluff: (Kobolds)
Some think that kobolds are weak. That they are pitiful. That they are stupid. This is wrong. A kobold is all of these things when they are left to their own devices in the natural wilderness but they can become so much more. It is known that when a Dragon finally finds a tribe and calls them to their service, they become more than the sum of their parts. They become kin of this dragon and this dragon rubs off on them in the very best ways. They adopt the personality traits of their chosen dragon and grow to worship this being like a god. As their worship increases, the dragon continues to grow powerful but they do so as well.
The Silverscale Tribe earned their name when a unique genetic trait cropped up in their shamans that left a simple silver scale on the very top of their forehead in contrast to the rest of their scales. This trait soon spread throughout the tribe and changed their moniker from the previous one to this modern form. It was known that before the arrival of Salvaxis that the tribe was little more than savages that lived in the mountain's many caves and tunnels. Occasionally, they would steal from other nearby sentient tribes but they did nothing but live. They gathered mushrooms. They hunted the odd deer. They even created crude buckets out of hollowed-out mushrooms. This all changed with the arrival of Salvaxis however with his magnificent beating of wings. They are already changing for the better as their culture starts to form around their new leader.
Already, their minds seem to be unlocking crude mannerisms previously lost to their race. Some of them are building crude shelters out of rock and sinew while some seem to be manipulating sticks with an idea in his head. Kobolds may be weak compared to many other races. None however can challenge the cleverness of a kobold or their spirit.
So, it comes to pass that Tribe gets to work under the eye of their leader with many half-formed ideas dancing around their head. A new age was dawning for them. An age that would make them or break them. pic-related.
>Technology:
+Technology: Farming Tools - Farms produce 50% more food
+Technology: Tier 1 Armor - (Can produce Titun and Geel Armor.)
-Economy: 8 ( 8 Coins / Turn)
>Economy Bonus:
-Science: 26
>Science Bonus:
-Industry: 15
>Industry Bonus:
-Food: 9 (0.9 Pop / Turn)
>Food Bonus:
>Cities:
Mountainhold [Capital] (Happiness: 5/Content)
>Population: 81.8
>Military: 2 Scout [A-0.5. D-1. M-2.]
>Coins: 36
>Buildings:
2 Huts ( 300 MAX Pop ) [Upkeep: 2]
>Nation's Traits [80/80:
Ahead of the Game - Start off with 2 more [Technology]. [30 Points]
1) It is with a great beating of drums that the first Kobold Pathfinders leave the mountainhold in two seperate but respected units. One unit shall make his way to the south and the other shall make his way east in search of potential allies, resources, or enemies to fight. Such is the kobold way of life.
2) It is on this day that we shall building our first farm on the outskirts of the Mountain-Hold. Armed with hoes and shovels, the kobolds get to work under the ever watchful eye of Salvaxis in their building of a grand farm. So it shall be.
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b7d753 No.8804
| Rolled 94, 5 = 99 (2d100) |
>>8791
Updated Pastebin
http://pastebin.com/qVk6qmpE
>1 Tiiiiimbeeeer
Continue instructing the Mill!
>2 Trailblazing
And also continue Exploration!
(I assumed it would take another few turns considering "exploration has begun)
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b7d753 No.8805
>>8791
Don't ask me questions in chat unless you see the >FRQ first.
Putting the FRQ in a pastbin.
http://pastebin.com/k57qUV9v
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b7d753 No.8806
| Rolled 33, 2 = 35 (2d100) |
>>8791
>Leader's Name: Ashalak the great
>Leader's Fluff: Leader of the Tuvan clan, Ashalak(first pic)has some of the very best genes in his clan. He is very fast, agile, cunning, smart, extremely virile, has wings, all things the clan highly values. As such he was chosen as the next leader due to being the clans best warrior and having the best blood.
>Nation's Name: Tuvan
>Color: Dark Purple
>Fluff: (Halakans). (Halakans are a race of flamboyant 7-10ft humanoid beings with heavily varying phenotypes and genotypes. Almost all males have wings and move very fast for their size, while all females have a more human-like appearance and large insectoid wings. With a wide variety of colors and appearances, ranging from human to avian to insectoid, the Halakans are a very strange race. The only common uniter is the presence of massive avian or insectoid, feathers or chitin, and general hair structure and color(which is always of a changing rainbow coloration). The males and females of the race have unnaturally large sexual aspects, and are extremely fast and numerous breeders. Lastly the Halakans place a huge value on intelligence, causing their warriors and leaders to be more intellectual and varied than most other tribes.
>Improved Leader's Capacity [140/140]
Fast and Agile - Armies led by him gain +1 Movement [10 Points]
Cunning and Smart - Combat rolls gain 1% increased value. [20 Points]
Wings - Can fly. +1 Movement [0 points]
Warlord - 15% increase in attack and defense for all units. [50 Points]
Charismatic - Gain bonus points/actions/progress in interactions with non-players. [5 Points]
Physically Active - Character is strong. [5 Points]
Mentally Sharp - Character is smart. [5 Points]
Life Goals - Gain a small [Hero Quest]. [5 Points]
The Legendary Project - Can build one [Legendary Building] of your choice. [20 Points]
Hidden Knowledge - Unlocks [Hero's Technology Quest]. [20 Points.]
>Decreased Nation's Capacity [75/80]
Wings - Can Fly. +1 Movement [0 points]
Super Breeders - +2 Pop / Turn [15 Points]
Value on Intelligence - The number equal to [1% of the Population] is added to Science. Units attack and defense is decreased by 10%. [30 Points]
Ahead of the Game - Start off with 2 more [Technology]. [30 Points]
>Technology:
-Economy: 2 ( 2 Coins / Turn)
-Science: 5
-Industry: 2
-Food: 3 (0.3 Pop / Turn)
>Cities:
Pintrala[Capital] (Happiness: 5/Content)
>Population: 140
>Coins: 30
>Buildings:
3 Huts ( 300 MAX Pop ) [Upkeep: 3]
1. Finish the hunting grounds(2/15)
2. Build legendary building: Superior Breeding Center/Legendary Warrior Training Center
Free: Send a scout east and the other south
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b7d753 No.8807
>>8804
Are you not on the chat?
Can't pm the map.
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b7d753 No.8808
| Rolled 28, 33 = 61 (2d100) |
>>8773
Leader's Name: Samurai Bob
Leader's Fluff: Once a young prince flung through a portal in time and space wielding only the robes on his back and the sword given to his father by the Gods. Having fought uncountable enemies and solved many riddles in his quest to defeat the demon Aku. Finally he found a portal, and then it flung him through space and time! His arrival upon this world he came face to face with the sacrifice of a young cloaked maiden to a foul dragon, he berated the dragon with insults but realized they did not speak English in this strange world!
So the only resolution was through battle, and what a battle it was that lasted two days and three nights and on the morn of the third day the dragon collapsed from exhaustion. The young maiden a princess to her people freed herself and brought an exhausted Bob to her great tribe to try and nurse the tremendous crippling wounds and sores, at some point enacting the marriage rituals of her people on him in an attempt to bind his spirit to hers through their bodies and so he awoke to be married for the first time in his life. Having communicated his heroic deeds to her people his wife asked her father to step down and allow Bob to be the leader of their people, and so Bob awakens to find himself ruling over the tribe of Kirb and married to their Queen.
To his further embarrassment after learning the basics of the language he understood he had interrupted a ceremonial marriage between the Kirbs and their very distant dragon kin. Yet Bob finds that before he can find another portal through time in this new land he feels he must fulfill the obligations of his unexpected marriage, the burden of leadership over his wife's people and heal the wounds from his titanic battle.
Leader's Traits [100/100]: (Blank)
Samurai Sword - When fighting non-humanoid, Bob receives 500% increased attack and defense.
Uncountable Experience - When leading a battle, Bob makes all his troops level up by one.
Binding Spirit - Gain [Hero - Queen] who gives increased Influence and Economy.
Goods Taxes - The number equaled to [10% of Food Production] is added to Economy.
Physically Active - Character is strong.
Nation's Name: The Tribe of Kirb
Color: Light Blue
Fluff: Kirbs
Said to be descended from the smallest and wisest of the scaled beasts from the island of Dragalon who left that fabled land to form a bond with the receptive peoples of this land and raise the first progeny that would raise more children until today every one of the tribe descends from that one dragon. Circa some point between the 10th and 15th generation of Kirbs these people came in contact with a family of dragons with whom the chief of Kirb has maintained good relations with ever since hoping to gain from their good graces. Now that old alliance comes into question as the new leader, a man with only one claw that shines like the sun has killed the head of their family and wed the only princess of the tribe.
Heroes:
Queen:Gril [LEVEL 1] - When governing a city, Gril grants +3 Economy and +3 Influence. [A-0. D-1.]
Builder:Bob [LEVEL 1] - When governing a city, Bob grants +5 Industry. [A-0. D-2.]
Technology:
Economy:3 (3 Coin / Turn)
Economy Bonus: Good Taxes
Science:5
Science Bonus: Smart People
Industry:4
Industry Bonus:
Food:4 (2.4 Pop/Turn)
Food Bonus: Breeders, Farming Knowledge
Cities:1
Golden Hall [Capital] (Happiness: 5/Content) [2 Actions]
Population:116
Coins: 40
Military: 2 Scouts [A-2. D-2. M-2.]
Buildings:
3 Huts ( 300 MAX Pop ) [Upkeep: 3]
Storage:
Nation's Traits [190/190]:
Smart People - The number equal to [1% of the Population] is added to Science.
Farming People - The number equal to [1% of the Population] is added to Food.
Breeders - +2 to Pop/Turn
Farm Level 1 : 8 / 15 [Once Completed: +5 Food. Upkeep: 2]
Free Action Explore- Go North
1 Put Queen Gril in charge of Golden Hall
2 Keep building the Farm
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b7d753 No.8813
| Rolled 40, 9 = 49 (2d100) |
>>8791
>Leader's Name: Haqar, Son of Haqad
>Leader's Fluff: Born under the eclipse. Baptized with the blood of the fiercest fire lizards. A warrior who, as tale would tell it, is unrivaled by any normal man. Only the fiercest and strangest beasts of war stand any hope before him, for the blood of Spirits runs through his veins. Haqar is the leader of the Tazatan people, a position inherited by birth but kept by merit. He has proven himself meritable thus far, for the crops have been good and his people have banded together in greater numbers than before. He possesses no mystical powers– the Spirits have not blessed him with battle prowess and he is killed as easily as any man. But he sees no reason to disparage these rumors– if they want to take his handiness with the man-hewer as divine power, let them.
>Leader's Traits [100/100]: Unrivaled Warrior - All Leader's Military Traits loses 5 point value. [0 Points]
Mystical Rumors - Neighboring non-players will hear of the rumors about you. Could heavily decrease Influence rate in diplomacy actions. [10 Points]
Blood of Spirits - If you lead the first battle of any war, all troops gain the MAX level of moral in the first battle.. 25% increased moral's bonus in subsequent battles. [30 Points]
Arts of War - 2% increased roll value for battles. [20 Points]
Smart, Strong, Charismatic.
Agile - +1 Movement Speed when leading an army [15 Points]
Lucky - Bad events from rolls (20 and below) have a less chance appearing. [10 Points]
>Nation's Name: Tazatan Coalition
>Color: Dark Blue
>Fluff: Human (Tazatan Ethnic Group). The Tazatan are a group of ruddy-skinned, muscular humans. Their culture revolves around hunting and farming, for the most part, and their religion involves the worship of totemic spirits believed to embody places, animals, plants, celestial bodies and ideals. The Tazatan have a reputation for great physical strength and martial prowess– while they do not particularly focus on war, they do believe that war and ritual fighting is a holy act, and do not shy away from it. Only in the last several decades, at the urging of the late Haqad and his son Haqar, have they established permanent holdings– their 'capital' city, Haqad'tar, stands fresh and new.
>Technology:
-Economy: 3 (3 Coins/Turn)
>Economy Bonus:
-Science: 3
>Science Bonus:
-Industry: 10
>Industry Bonus: Food Producing Buildings add Influence.
-Food: 6 (0.6 Pop/Turn)
>Food Bonus:
>Cities: Haqad'tar [Capital] 2 Actions (Happiness: 5/Content) Governed By [Builder:Bob [LEVEL 1] - When governing a city, Bob grants +5 Industry. [A-0. D-2.]
>Population: 130.6
>Military: [Military: Rothar, Son of Xocool- LEVEL 1] - When leading an army, army size is increased by two. [A-3. D-3. M-2]
[Military: Hazati, Legendary Huntress- LEVEL 1] - When leading an army, movement and vision is increased 50%. [A-4. D-1. M-3.]
2 Scouts [A-2. D-2. M-2.]
>Buildings: 2 Huts ( 200 MAX Pop) [Upkeep: 2], Farm Level 1 : 5 / 30 [Once Completed: +5 Food. +2 Influence. Upkeep: 2], Hunting Grounds Level 1: 5 / 15 [+3 Food. +2 Economy. +1 Influence. Upkeep: 2].
>Storage:
>Nation's Traits [100/100]:
Great Physical Strength - Military/Industry 5 points cheaper [0 Points]
Culture: Hunting and Farming - Food producing buildings also produce Influence. [50 Points]
The Holy Act - Claim ONLY (1) Nation as your mortal enemy. All battles containing the enemy's units gives your troops 10% increased Attack and Defense. [10 Points]
Religion - (Tazatan Totemic Worship), the belief that all races, animals, plants, locations and celestial bodies are represented by great Totem Spirits, placed within a strict hierarchy. The spirits of the land are below those of the plants, who are beneath prey, who are beneath predators, who are beneath the squabbling sentient races, who are in turn beneath the celestial bodies above, which themselves draw power from concepts and beliefs. When man hunts beast, it is their totem spirit expressing their higher position on the metaphysical totem pole. When two cultures go to war, it is a representation of their totem spirits fighting one another for dominance.
Bob the Builder is sent to govern our Capital.
1. Continue prowling and maintaining the Hunting Grounds.
2. Build the farms. We require food for the upcoming gathering.
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b7d753 No.8828
| Rolled 4, 5, 1 = 10 (3d10) |
>combat rolls
2 Eyes of Trimeria (Scouts) (A-1. D-2. M-4. Venom-1.)
[Blessing] - 5% Increased Attack.
http://pastebin.com/tPWU42Aj
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b7d753 No.8830
| Rolled 28, 13 = 41 (2d100) |
>>8739
By the way I explore south.
1. Research Weaponry, to increase our hunting skill and fighting against potential dangers
2. Gather wood and fiber to build a hut.
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b7d753 No.8833
| Rolled 3, 62 = 65 (2d100) |
>>8830
Forgot name.
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b7d753 No.8834
| Rolled 68, 86 = 154 (2d100) |
1.2. Let us learn how to herd our prey so we no longer have to chase them down in order to feed.
http://pastebin.com/tPWU42Aj
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b7d753 No.8886
>>8795
>Religion: Sul'Ingu - +5 Industry per converted village.
Lumber Mill 18/30 [Once Completed: +5 Industry. Upkeep: 2]
(Can not gain Influence yet.)
>>8803
The scouts moved.
Farm Level 1 (15/15)
Farm Level 2 (15/20)
+Building: Farm Level 1 [+7.5 Food. Upkeep: 2]
-2 Economy
+7.5 Food
>>8804
(Lowered Lumber Mill construction cost.)
Lumber Mill (30/30) [+5 Industry. Upkeep: 2]
+5 Industry
-2 Economy
Lumber Mill Level 2 (6 / 40)
Your scouts were too tired too move.
>>8806
Hunting Grounds (4/15)
Your people don't know how to actually start on the legendary building!
[Legendary Project] - Unlocked after completing 3 buildings.
>>8808
+3 Economy
+3 Influence (Can not gain Influence yet.)
Farm 12/15
>>8813
+5 Industry from Bob
Hunting Grounds 10/15
>>8828
>>8834
The sabers have been killed.
One of your scouts died.
+Storage: 2 Raw Saber Body
Research:Herding : 9 / 10
>>8830
Research: Improved Weaponry (3 / 20)
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b7d753 No.8891
| Rolled 25, 31 = 56 (2d100) |
1. I'm not quite ready to give up my idea of taming the sabertooth, these adults we killed might have a lair with cubs and if we start young we could tame them.
2. Continue working on herding the animals. (Herding : 9 / 10)
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b7d753 No.8892
| Rolled 2, 29 = 31 (2d100) |
stats : http://pastebin.com/tPWU42Aj
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b7d753 No.8915
| Rolled 94, 41 = 135 (2d100) |
>>8886
http://pastebin.com/EQGWvP9e
>Wine Halls
Ah Wine, what a wonderful thing!
Were that there was only a place of merriment where it flowed as freely as the guest's nondescript economic units!
But there CAN be.
(Read: I have no idea how making money works so I'm going to apply what vaguely valuable things I hae in that direction)
>Traiblazing
Good that they got their rest… But we must continue on!
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b7d753 No.8916
| Rolled 88, 87 = 175 (2d100) |
>>8915
>hae
Have*
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b7d753 No.8918
| Rolled 100, 31 = 131 (2d100) |
1: Farm some spice.
2. Continue our research on weaponry.
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b7d753 No.8919
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b7d753 No.8920
>>8918
>Osiris confirmed for next Kwisatz Haderach.
>Hail the coming of Sand Worm
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b7d753 No.8928
| Rolled 87, 2 = 89 (2d100) |
>>8886
>Fluff and Stats: http://pastebin.com/yGB1VCVf
-Economy: 3 coins/turn
-Science: 4
-Industry: 9
-Food: 3 (.3 Pop./turn)
>Cities
Qalo [Capital] (Happiness: 5 (Content) )
>Population-130
>Coins-70
>Buildings:
2 Huts (200 MAX pop.) [Upkeep: 2]
>[Religion]- The cult of Sul'Ingu is dedicated to Sul'Ingu, the Great and Radiant Lightbringer, who gifted the sunspeakers with life and intelligence. All will worship Sul'Ingu soon, and the Sunspeakers will be his messengers.
1) Finish our wood pile. For the glory of Sul'Ingu, we must discover the secrets of fire! +[Lumber Mill] 18/30
2) We also need a food source in order to expand. Farms are probably not the best, considering our carnivorous nature. So find somewhere to hunt.
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b7d753 No.8929
| Rolled 27, 95 = 122 (2d100) |
>>8886
Leader's Name: Samurai Bob
Leader's Fluff: Once a young prince flung through a portal in time and space wielding only the robes on his back and the sword given to his father by the Gods. Having fought uncountable enemies and solved many riddles in his quest to defeat the demon Aku. Finally he found a portal, and then it flung him through space and time! His arrival upon this world he came face to face with the sacrifice of a young cloaked maiden to a foul dragon, he berated the dragon with insults but realized they did not speak English in this strange world!
So the only resolution was through battle, and what a battle it was that lasted two days and three nights and on the morn of the third day the dragon collapsed from exhaustion. The young maiden a princess to her people freed herself and brought an exhausted Bob to her great tribe to try and nurse the tremendous crippling wounds and sores, at some point enacting the marriage rituals of her people on him in an attempt to bind his spirit to hers through their bodies and so he awoke to be married for the first time in his life. Having communicated his heroic deeds to her people his wife asked her father to step down and allow Bob to be the leader of their people, and so Bob awakens to find himself ruling over the tribe of Kirb and married to their Queen.
To his further embarrassment after learning the basics of the language he understood he had interrupted a ceremonial marriage between the Kirbs and their very distant dragon kin. Yet Bob finds that before he can find another portal through time in this new land he feels he must fulfill the obligations of his unexpected marriage, the burden of leadership over his wife's people and heal the wounds from his titanic battle.
Leader's Traits [100/100]: (Blank)
Samurai Sword - When fighting non-humanoid, Bob receives 500% increased attack and defense.
Uncountable Experience - When leading a battle, Bob makes all his troops level up by one.
Binding Spirit - Gain [Hero - Queen] who gives increased Influence and Economy.
Goods Taxes - The number equaled to [10% of Food Production] is added to Economy.
Physically Active - Character is strong.
Nation's Name: The Tribe of Kirb
Color: Light Blue
Fluff: Kirbs
Said to be descended from the smallest and wisest of the scaled beasts from the island of Dragalon who left that fabled land to form a bond with the receptive peoples of this land and raise the first progeny that would raise more children until today every one of the tribe descends from that one dragon. Circa some point between the 10th and 15th generation of Kirbs these people came in contact with a family of dragons with whom the chief of Kirb has maintained good relations with ever since hoping to gain from their good graces. Now that old alliance comes into question as the new leader, a man with only one claw that shines like the sun has killed the head of their family and wed the only princess of the tribe.
Heroes:
Queen:Gril [LEVEL 1] - When governing a city, Gril grants +3 Economy and +3 Influence. [A-0.D-1.]
Builder:Bob [LEVEL 1] - When governing a city, Bob grants +5 Industry. [A-0. D-2.]
Technology:
Economy:6 (6 Coin / Turn)
Economy Bonus: Good Taxes
Science:5
Science Bonus: Smart People
Industry:4
Industry Bonus:
Food:4 (2.4 Pop/Turn)
Food Bonus: Breeders, Farming Knowledge
Cities:1
Golden Hall [Capital] (Happiness: 5/Content) [2 Actions]
Population:118
Coins: 43
Military: 2 Scouts [A-2. D-2. M-2.]
Buildings:
3 Huts ( 300 MAX Pop ) [Upkeep: 3]
Storage:
Nation's Traits [190/190]:
Smart People - The number equal to [1% of the Population] is added to Science.
Farming People - The number equal to [1% of the Population] is added to Food.
Breeders - +2 to Pop/Turn
Farm Level 1 : 12 / 15 [Once Completed: +5 Food. Upkeep: 2]
1 Finish the Farm
(Did I find anything exploring ?)
2 Keep Exploring. I will travel along the land that meets the sea
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b7d753 No.8931
| Rolled 82, 64 = 146 (2d100) |
>>8886
>Leader's Name: Haqar, Son of Haqad
>Leader's Fluff: Born under the eclipse. Baptized with the blood of the fiercest fire lizards. A warrior who, as tale would tell it, is unrivaled by any normal man. Only the fiercest and strangest beasts of war stand any hope before him, for the blood of Spirits runs through his veins. Haqar is the leader of the Tazatan people, a position inherited by birth but kept by merit. He has proven himself meritable thus far, for the crops have been good and his people have banded together in greater numbers than before. He possesses no mystical powers– the Spirits have not blessed him with battle prowess and he is killed as easily as any man. But he sees no reason to disparage these rumors– if they want to take his handiness with the man-hewer as divine power, let them.
>Leader's Traits [100/100]: Unrivaled Warrior - All Leader's Military Traits loses 5 point value. [0 Points]
Mystical Rumors - Neighboring non-players will hear of the rumors about you. Could heavily decrease Influence rate in diplomacy actions. [10 Points]
Blood of Spirits - If you lead the first battle of any war, all troops gain the MAX level of moral in the first battle.. 25% increased moral's bonus in subsequent battles. [30 Points]
Arts of War - 2% increased roll value for battles. [20 Points]
Smart, Strong, Charismatic.
Agile - +1 Movement Speed when leading an army [15 Points]
Lucky - Bad events from rolls (20 and below) have a less chance appearing. [10 Points]
>Nation's Name: Tazatan Coalition
>Color: Dark Blue
>Fluff: Human (Tazatan Ethnic Group). The Tazatan are a group of ruddy-skinned, muscular humans. Their culture revolves around hunting and farming, for the most part, and their religion involves the worship of totemic spirits believed to embody places, animals, plants, celestial bodies and ideals. The Tazatan have a reputation for great physical strength and martial prowess– while they do not particularly focus on war, they do believe that war and ritual fighting is a holy act, and do not shy away from it. Only in the last several decades, at the urging of the late Haqad and his son Haqar, have they established permanent holdings– their 'capital' city, Haqad'tar, stands fresh and new.
>Technology:
-Economy: 3 (3 Coins/Turn)
>Economy Bonus:
-Science: 3
>Science Bonus:
-Industry: 10
>Industry Bonus: Food Producing Buildings add Influence.
-Food: 6 (0.6 Pop/Turn)
>Food Bonus:
>Cities: Haqad'tar [Capital] 2 Actions (Happiness: 5/Content) Governed By [Builder:Bob [LEVEL 1] - When governing a city, Bob grants +5 Industry. [A-0. D-2.]
>Population: 130.6
>Military: [Military: Rothar, Son of Xocool- LEVEL 1] - When leading an army, army size is increased by two. [A-3. D-3. M-2]
[Military: Hazati, Legendary Huntress- LEVEL 1] - When leading an army, movement and vision is increased 50%. [A-4. D-1. M-3.]
2 Scouts [A-2. D-2. M-2.]
>Buildings: 2 Huts ( 200 MAX Pop) [Upkeep: 2], Farm Level 1 : 5 / 30 [Once Completed: +5 Food. +2 Influence. Upkeep: 2], Hunting Grounds Level 1: 10 / 15 [+3 Food. +2 Economy. +1 Influence. Upkeep: 2].
>Storage:
>Nation's Traits [100/100]:
Great Physical Strength - Military/Industry 5 points cheaper [0 Points]
Culture: Hunting and Farming - Food producing buildings also produce Influence. [50 Points]
The Holy Act - Claim ONLY (1) Nation as your mortal enemy. All battles containing the enemy's units gives your troops 10% increased Attack and Defense. [10 Points]
Religion - (Tazatan Totemic Worship), the belief that all races, animals, plants, locations and celestial bodies are represented by great Totem Spirits, placed within a strict hierarchy. The spirits of the land are below those of the plants, who are beneath prey, who are beneath predators, who are beneath the squabbling sentient races, who are in turn beneath the celestial bodies above, which themselves draw power from concepts and beliefs. When man hunts beast, it is their totem spirit expressing their higher position on the metaphysical totem pole. When two cultures go to war, it is a representation of their totem spirits fighting one another for dominance.
1. Continue grooming the hunting grounds– they need to be kept in balance if they are to provide trophies and food.
2. See about increasing our industry and food production, so as to keep ahead with the upkeep costs of our new buildings. People will not tend the grounds and fields without incentive.
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b7d753 No.8932
>>8886
>Leader's Name: Sira Kata Tyul
>Leader's Fluff: As all Sira he became Sira, or the leader of many of the great clans, through intimidation and awe as having the largest herd of the clans and having the most animal partners. The Sira are the greatest warlords of the clans and the kind leader of the people. He is the beloved of the most animal totems and judge in clan feuds.
Kata's initiation started with a hawk's cry, a notable sign that great fortune is to come. During the ceremony many of one of the other clan leaders dogs came up to him for attention, a sign that the person is loyal and has a strong sense of justice. In the end the shamans named him Sira and his name was spread to the clans. Then Sira Kata looks towards the sky, the origin of the world, then down to the plains, the origin of all races, and smiled as he envisioned the prosperity he will create for his people.
>Leader's Traits [0/100]: (Blank)
>Nation's Name: The Kokotol nomadic clans
>Color: Red
>Fluff: (Kokotol Elves). The Kokotol clans are nomadic herders that move about the plains in seperate clans. Every clan has their own Sir, or clan leader, and when many clans have a leader they are called a Sira. The Kokotol believe that long ago great spirits of earth, fire, water, and air lived in the sky. From there they created the world. They then shattered themselves, creating all life spirits and world spirits. The life spirits gave themselves form as the animals and plants and spread. The largest of the life spirits became the races of the world, or stayed without flesh and became totem spirits. The Kokotol worship these totem spirits by creating totems and bringing them with them on the move. World spirits are worshiped by creating large sites of power on sites designated as holy sites. Shamans speak for the totem and world spirits and ask them for aid. The Kokotol bond with a totem spirit by taming and training many sorts of beasts. A spiritual clan will have a variety of different beasts. When an animal must be slaughtered it is made sure little pain comes to it and prayers are made for it to thank it for it's sacrifice. They are a shamanistic society where taming and domestication of beasts is considered the highest form of worship and have a few permanent holy sites. They will raid neighbors for goods and wealth, although usually if the neighbor is noticeably weaker as a clan war usually ends with the men of one clan killed and their women taken by the winning clan. The ideal man to the Kokotal is a good fighter and tamer, harsh to his enemies and kind to his family. The ideal woman to the Kokotal is kind and graceful, a good cook and weaver, wise in the knowledge of plants and herbs.
>Technology:
-Economy:
>Economy Bonus:
-Science:
>Science Bonus:
-Industry:
>Industry Bonus:
-Food:
>Food Bonus:
>Cities:
>Population:
>Military:
>Buildings:
>Storage:
>Nation's Traits [0/100]:
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b7d753 No.8939
>>8932
>Leader's Custom Traits
Hawk's Cry - Reveal a 500 unit space around your Capital. [10 Points]
Dog's Attention - + 1 Happiness level. +1 Economy/ Science/ Industry/ Food [25 Points]
Animal Partners - List up to 3 Animals as your partners. [5 Point per Animal]
>Nation's Custom Traits
Nomadic - Can move the capital by two movement spaces. [20 Points]
Nature Bond (Animal) - Gain Domestication Level 2 Technology. 10% increased Animal attack. [30 Points]
Nature Bond (Herbs) - Gains a [Unique Plant]. [10 Points]
You can choose your traits now, there's also a list of standard traits to choose from near the top of the thread.
Also don't worry, you can remove the obsolete traits after so your stat sheet won't be hella long.
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b7d753 No.8940
| Rolled 49, 63 = 112 (2d100) |
>Leader's Name: Queen Novem [A-1. D-10. M-1. Big-3]
>Leader's Fluff: Queen of Formicium. Her name means "nine," her Royal title after she defeated 8 other rivals for control of the empire. As Queen Formicant, she is both the largest, armored, and the most intelligent of the hive, being responsible for its ultimate management and organization, to defend it from threats without and within. Through her Antennae must recieve and go the signals and messages of ever single unit of the Hive from the lowliest worker toiling below and lifting boulders thrice its size, to her praetorian guards sworn by blood and oath to protect her, to the intelligentsia managing the eternal growth and decay of the empire, to her birthing handmaidens and all in between.
>Leader's Traits [SEE] The Hive Mind - Remove Leader's Capacity and Nation's Capacity. Add Leader/Nation Capacity.
>Nation's Name: Formicium
>Color: Red
>Fluff: Formicae (Ant People)
https://www.youtube.com/watch?v=xHtnBnKcP_U
Formicium, the Empire, the ants have lived fought and died deep beneath the earth, eeking out their existence stone by stone as they pile their great mound habitats above the land. For ages untold, the Formicae were divided under the rule of Queens, each attempting to maintain the independance of their hive and dominate the others. The full potential of the ant-folk, their ability to lift several times their weight, to speak via antennae and a million voices as one, to create entire structures and tools out of their own interlinked bodies, would forever be stifled by perpetual self-conflict and conquest.
That was until one Queen through her own will power and intellect managed to subdue and eliminate the eight others, obliterating those that stood in her way, subjugating the others, forging the nine divided into one. Now the Formicae are poised on the very doorstep of destiny. A voices are murmuring in the multitude of millions, but all speaking the same thought: "Expand." THe Formicae are determined to no longer fight among each other but to work with one another, and expand their territory, as the Hive is natured and destined to do.
>Technology:
-Economy: 8 (3 Coin / Turn)
>Economy Bonus:
-Science: 2
>Science Bonus: Hard Science
-Industry: 5
>Industry Bonus:
-Food: 4.8 (0.4 / Turn)
>Food Bonus:
>Cities:
1 Capital
>Population:
>Military: 4 Flying Ants (A-0. D-1. M-5. Flying.)
>Buildings:
>Storage:
>Leader/Nation Capacity [150/220]
The Hive Mind - Can get both traits from leader and nations. [0 Points]
For the Queen! - Needs [Hard Science]. Recruiting soldiers, Industry, and Food is doubled. [150 Points]
Antennae Signals - Receive/give instant messages [0 Points]
Hard Diplomacy – 500% increased Influence rate in diplomacy actions. Can not trade. War does not cost influence. [0 Points] [Automatically Added]
Hard Science - Science value is halved. [0 Points]
I seem to have missed a turn by mistake. Noticed Jaundice, Zav, an some others got two turns in.
5 / 30 [Once Completed: +5 Food. Upkeep: 2]
>>8791
1-2. Now that we have new irrigation to the farming chambers, it's time to sow the farms. Bring forth the giant mushrooms and fungi that feed our nation, that grow well in the underground, that we may raise them high and large and feed the growing hive.
>5 / 30 [Once Completed: +5 Food. Upkeep: 2]
>>8886
1-2. The Queen orders her scouts and praetorian guard to find a suitable male ant, a King worthy of siring the progeny of the hive.
Foricium are capable of reproduction between males and females unlike true insects, still it is the Queen who births the majority of the population. And with the farms being expanded the nurseries will be able to feed the new hatchlings.
The hatchings will grow into fine warriors and workers, and create additional hives.
>Make actions to prepare the Queen to deliver an amount of population Per Turn
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b7d753 No.8941
| Rolled 55, 31 = 86 (2d100) |
>>8940
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b7d753 No.8943
>>8939
>Leader's Name: Sira Kata Tyul
>Leader's Fluff: As all Sira he became Sira, or the leader of many of the great clans, through intimidation and awe as having the largest herd of the clans and having the most animal partners. The Sira are the greatest warlords of the clans and the kind leader of the people. He is the beloved of the most animal totems and judge in clan feuds.
Kata's initiation started with a hawk's cry, a notable sign that great fortune is to come. During the ceremony many of one of the other clan leaders dogs came up to him for attention, a sign that the person is loyal and has a strong sense of justice. In the end the shamans named him Sira and his name was spread to the clans. Then Sira Kata looks towards the sky, the origin of the world, then down to the plains, the origin of all races, and smiled as he envisioned the prosperity he will create for his people.
>Leader's Traits [100/100]:
Hawk's Cry - Reveal a 500 unit space around your Capital. [10 Points]
Dog's Attention - + 1 Happiness level. +1 Economy/ Science/ Industry/ Food [25 Points]
Animal Partners - List up to 3 Animals as your partners. [5 Point per Animal] (Horse, Hawk, Dog)
Agile - +1 Movement Speed when leading an army [20 Points]
Physically Active - Character is strong. [5 Points]
Mentally Sharp - Character is smart. [5 Points]
Hidden Knowledge - Unlocks [Hero's Technology Quest]. [20 Points.]
>Nation's Name: The Kokotol nomadic clans
>Color: Red
>Fluff: (Kokotol Elves). The Kokotol clans are nomadic herders that move about the plains in seperate clans. Every clan has their own Sir, or clan leader, and when many clans have a leader they are called a Sira. The Kokotol believe that long ago great spirits of earth, fire, water, and air lived in the sky. From there they created the world. They then shattered themselves, creating all life spirits and world spirits. The life spirits gave themselves form as the animals and plants and spread. The largest of the life spirits became the races of the world, or stayed without flesh and became totem spirits. The Kokotol worship these totem spirits by creating totems and bringing them with them on the move. World spirits are worshiped by creating large sites of power on sites designated as holy sites. Shamans speak for the totem and world spirits and ask them for aid. The Kokotol bond with a totem spirit by taming and training many sorts of beasts. A spiritual clan will have a variety of different beasts. When an animal must be slaughtered it is made sure little pain comes to it and prayers are made for it to thank it for it's sacrifice. They are a shamanistic society where taming and domestication of beasts is considered the highest form of worship and have a few permanent holy sites. They will raid neighbors for goods and wealth, although usually if the neighbor is noticeably weaker as a clan war usually ends with the men of one clan killed and their women taken by the winning clan. The ideal man to the Kokotal is a good fighter and tamer, harsh to his enemies and kind to his family. The ideal woman to the Kokotal is kind and graceful, a good cook and weaver, wise in the knowledge of plants and herbs.
>Technology: Domestication Level 2
-Economy: 1
>Economy Bonus:
-Science: 1
>Science Bonus:
-Industry: 1
>Industry Bonus:
-Food: 1
>Food Bonus:
>Cities:
>Population:
>Military:
>Buildings:
>Storage:
>Nation's Traits [100/100]:
Nomadic - Can move the capital by two movement spaces. [20 Points]
Nature Bond (Animal) - Gain Domestication Level 2 Technology. 10% increased Animal attack. [30 Points]
Nature Bond (Herbs) - Gains a [Unique Plant]. [10 Points]
Agile - +1 Movement Speed [20 Points]
Expansion - 10% increase in Expanding Rate. [20 Points]
What do I put for the rest of this?
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b7d753 No.8946
>>8943
(Base Stats)
+Economy: 3 ( 3 Coins / Turn)
+Science: 5
+Industry: 4
+Food: 5 (0.4 Pop / Turn)
>Cities:
_ [Capital] (Happiness: 5/Content) [2 Actions]
(Name your city)
>Population: 90
>Coins: 40
>Military: 2 Scouts (A-1. D-1. M-4.)
>Buildings:
2 Huts ( 200 MAX Pop) [Upkeep: 2]
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b7d753 No.8952
| Rolled 49, 70 = 119 (2d100) |
>>8946
>Leader's Name: Sira Kata Tyul
>Leader's Fluff: As all Sira he became Sira, or the leader of many of the great clans, through intimidation and awe as having the largest herd of the clans and having the most animal partners. The Sira are the greatest warlords of the clans and the kind leader of the people. He is the beloved of the most animal totems and judge in clan feuds.
Kata's initiation started with a hawk's cry, a notable sign that great fortune is to come. During the ceremony many of one of the other clan leaders dogs came up to him for attention, a sign that the person is loyal and has a strong sense of justice. In the end the shamans named him Sira and his name was spread to the clans. Then Sira Kata looks towards the sky, the origin of the world, then down to the plains, the origin of all races, and smiled as he envisioned the prosperity he will create for his people.
>Leader's Traits [100/100]:
Hawk's Cry - Reveal a 500 unit space around your Capital. [10 Points]
Dog's Attention - + 1 Happiness level. +1 Economy/ Science/ Industry/ Food [25 Points]
Animal Partners - List up to 3 Animals as your partners. [5 Point per Animal] (Horse, Hawk, Dog)
Agile - +1 Movement Speed when leading an army [20 Points]
Physically Active - Character is strong. [5 Points]
Mentally Sharp - Character is smart. [5 Points]
Hidden Knowledge - Unlocks [Hero's Technology Quest]. [20 Points.]
>Nation's Name: The Kokotol nomadic clans
>Color: Red
>Fluff: (Kokotol Elves). The Kokotol clans are nomadic herders that move about the plains in seperate clans. Every clan has their own Sir, or clan leader, and when many clans have a leader they are called a Sira. The Kokotol believe that long ago great spirits of earth, fire, water, and air lived in the sky. From there they created the world. They then shattered themselves, creating all life spirits and world spirits. The life spirits gave themselves form as the animals and plants and spread. The largest of the life spirits became the races of the world, or stayed without flesh and became totem spirits. The Kokotol worship these totem spirits by creating totems and bringing them with them on the move. World spirits are worshiped by creating large sites of power on sites designated as holy sites. Shamans speak for the totem and world spirits and ask them for aid. The Kokotol bond with a totem spirit by taming and training many sorts of beasts. A spiritual clan will have a variety of different beasts. When an animal must be slaughtered it is made sure little pain comes to it and prayers are made for it to thank it for it's sacrifice. They are a shamanistic society where taming and domestication of beasts is considered the highest form of worship and have a few permanent holy sites. They will raid neighbors for goods and wealth, although usually if the neighbor is noticeably weaker as a clan war usually ends with the men of one clan killed and their women taken by the winning clan. The ideal man to the Kokotal is a good fighter and tamer, harsh to his enemies and kind to his family. The ideal woman to the Kokotal is kind and graceful, a good cook and weaver, wise in the knowledge of plants and herbs.
>Technology: Domestication Level 2
-Economy: 4 (4 Coins/Turn?)
>Economy Bonus:
-Science: 6
>Science Bonus:
-Industry: 4
>Industry Bonus:
-Food: 6 (0.4 Pop/Turn?)
>Food Bonus:
>Cities: Avaska [Capital] (Happiness: 6/Content) [2 Actions]
>Population: 90
>Military: 2 Scouts (A-1. D-1. M-4.)
>Buildings: 2 Huts ( 200 MAX Pop) [Upkeep: 2]
>Storage: 40 Coins
>Nation's Traits [100/100]:
Nomadic - Can move the capital by two movement spaces. [20 Points]
Nature Bond (Animal) - Gain Domestication Level 2 Technology. 10% increased Animal attack. [30 Points]
Nature Bond (Herbs) - Gains a [Unique Plant]. [10 Points]
Agile - +1 Movement Speed [20 Points]
Expansion - 10% increase in Expanding Rate. [20 Points]
1&2. Explore, look for anything of use, and animals to tame.
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b7d753 No.9019
>>8891
You feel that you are close to the lair…
Herding 10/10
+Technology : Herding
+3 Food.
>>8915
Wine Hall 25 / 25 (Trade-able wine. +3 Economy. +0.25 Happiness. Upkeep: 1)
[Upkeep: 1 - Remove 1 Economy.)
Wine Hall Level 2 4 / 35
You explored some more.
>>8918
Aha! Glory to your food and spices!
+Building:
Legendary Spice Extractor (+25 Food. Trade-able Spice. Food producing buildings gain +5 Food.)
Improved Weaponry 6/20
>>8928
Lumber Mill 30 / 30
+Buildings: Lumber Mill
+5 Industry
-2 Economy
Your people got hungry today.
-5 Population.
>>8929
Farm Level 1 15/15
+5 Food
-2 Economy
You explored and found something interesting.
>>8931
>Religion: Totem Pole Hierarchy. The more cities you control, the stronger the capital gets.
[Changes - Farm is reduced to 5/15]
Hunting Grounds 15/15
+3 Food
+1 Influence
Hunting Grounds Level 2 (15 / 25)
Farming Tools 3 / 10
Industrial Tools 3 / 10
>>8940
The farm isn't completed.
[Changes - Farm is lowered to X / 15]
Farm 15/15
+5 Food
-2 Economy Coin / Turn
[For the Queen!]
+5 Food
Farm Level 2 (5 / 25)
You are looking for a King to produce large quantities of population.
Hero Creating - 2/4
>>8952
You began your exploration.
Starting Units
+Military: Scouts [A-2. D-1. M-3.]
[Hero's Technology Quest]
You had a strange… vision.
Quest - Be the first to get to one of these highlighted part of the map.
Domestication Level 2 - Can tame animals.
+5 Food.
Science Bonus: Li Flower (+2 Science)
You started your exploration.
>Color: Orange
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b7d753 No.9020
| Rolled 86, 52 = 138 (2d100) |
>>9019
1: This is some glorious spice, people. Let's scout north to find civilizations to trade with and other such things.
2. Continue the research on weaponry
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b7d753 No.9022
| Rolled 37, 5 = 42 (2d100) |
http://pastebin.com/yGB1VCVf
1) At last, our great woodpile is complete! But we just crawled out of the mud not three decades ago… we should probably learn to make fire.
2) And find a suitable hunting ground! We can't spread the Glory of Sul'Ingu if we're starving!
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b7d753 No.9024
| Rolled 95, 44 = 139 (2d100) |
>>9019
Leader's Name: Samurai Bob
Leader's Fluff: Once a young prince flung through a portal in time and space wielding only the robes on his back and the sword given to his father by the Gods. Having fought uncountable enemies and solved many riddles in his quest to defeat the demon Aku. Finally he found a portal, and then it flung him through space and time! His arrival upon this world he came face to face with the sacrifice of a young cloaked maiden to a foul dragon, he berated the dragon with insults but realized they did not speak English in this strange world!
So the only resolution was through battle, and what a battle it was that lasted two days and three nights and on the morn of the third day the dragon collapsed from exhaustion. The young maiden a princess to her people freed herself and brought an exhausted Bob to her great tribe to try and nurse the tremendous crippling wounds and sores, at some point enacting the marriage rituals of her people on him in an attempt to bind his spirit to hers through their bodies and so he awoke to be married for the first time in his life. Having communicated his heroic deeds to her people his wife asked her father to step down and allow Bob to be the leader of their people, and so Bob awakens to find himself ruling over the tribe of Kirb and married to their Queen.
To his further embarrassment after learning the basics of the language he understood he had interrupted a ceremonial marriage between the Kirbs and their very distant dragon kin. Yet Bob finds that before he can find another portal through time in this new land he feels he must fulfill the obligations of his unexpected marriage, the burden of leadership over his wife's people and heal the wounds from his titanic battle.
Leader's Traits [100/100]: (Blank)
Samurai Sword - When fighting non-humanoid, Bob receives 500% increased attack and defense.
Uncountable Experience - When leading a battle, Bob makes all his troops level up by one.
Binding Spirit - Gain [Hero - Queen] who gives increased Influence and Economy.
Goods Taxes - The number equaled to [10% of Food Production] is added to Economy.
Physically Active - Character is strong.
Nation's Name: The Tribe of Kirb
Color: Light Blue
Fluff: Kirbs
Said to be descended from the smallest and wisest of the scaled beasts from the island of Dragalon who left that fabled land to form a bond with the receptive peoples of this land and raise the first progeny that would raise more children until today every one of the tribe descends from that one dragon. Circa some point between the 10th and 15th generation of Kirbs these people came in contact with a family of dragons with whom the chief of Kirb has maintained good relations with ever since hoping to gain from their good graces. Now that old alliance comes into question as the new leader, a man with only one claw that shines like the sun has killed the head of their family and wed the only princess of the tribe.
Heroes:
Queen:Gril [LEVEL 1] - When governing a city, Gril grants +3 Economy and +3 Influence. [A-0.D-1.]
Builder:Bob [LEVEL 1] - When governing a city, Bob grants +5 Industry. [A-0. D-2.]
Technology:
Economy:4 (4 Coin / Turn)
Economy Bonus: Good Taxes
Science:5
Science Bonus: Smart People
Industry:4
Industry Bonus:
Food:9 (2.9 Pop/Turn)
Food Bonus: Breeders, Farming Knowledge
Cities:1
Golden Hall [Capital] (Happiness: 5/Content) [2 Actions]
Population:120
Coins: 44
Military: 2 Scouts [A-2. D-2. M-2.]
Buildings:
Farm Level 1
3 Huts ( 300 MAX Pop ) [Upkeep: 3]
Storage:
Nation's Traits [190/190]:
Smart People - The number equal to [1% of the Population] is added to Science.
Farming People - The number equal to [1% of the Population] is added to Food.
Breeders - +2 to Pop/Turn
1 Investigate the small village
2 Build a Watch Tower in the large valley
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b7d753 No.9025
| Rolled 74, 67 = 141 (2d100) |
>>9019
The Umbrals are furious they were left out. Even if it is their fault.
Updates Stats, Influence, Upkeep and Resources.
http://pastebin.com/ZR74ZLkb
Updated Religion:
+The Way of the Cloth+
Deeply ingrained into the culture of the Umbrals is a reverence for fabrics and ornamental jewelry. To an Umbral, clothes represent an external visualization of worth. They believe that colourful spirits of the wind are servants to clothes, meant to guide worthy Umbrals to unique and vivid flowers for dyes. Delahna and a few select Umbrals are responsible for distributing assigned colors to other Umbrals, re-dyeing clothes when an Umbral moves up or down social ranking. Green has the highest ranking, reserved for Delahna and her closest advisors, followed by Blues, Yellows, and finally Reds. Faded or colourless clothes are reserved for criminals or outcasts, while Black is split in use between high-ranking officials and Funereal garments. Purple is a forbidden colour, considered heretical and unnatural. It's possible to fall between rankings, with an Orange placed between Red and Yellow. Fading can also be used to lower a rank slightly, for example, Pink is the lowest class available that still remains a full citizen.
Worshiped Being - Create a religion and the [Influence] tab. Population's efforts are doubled.
Economy: 18 (18 Gold / Turn)
Science: 0
Industry: 7
Influence: 6
+Current Influence: 6
Food: 8 (0.8 Pop/Turn)
>Cities:
[Capital] Emeraljia
>(Happiness: 7/Happy)
>Population: 91.6
>Coins: 77
>Buildings:
2 Huts ( 200 MAX Pop ) [Upkeep: 2]
Hut - 12 / 30 [Increase Max Pop by 100. Upkeep: 1]
1. Continue constructing Hut. 12/30
2. Once again, we need to produce lots of cloth, and that requires we Research Cloth Production Technology.
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b7d753 No.9027
| Rolled 18, 33 = 51 (2d100) |
>>9019
>Leader's Name: Sira Kata Tyul
>Leader's Fluff: As all Sira he became Sira, or the leader of many of the great clans, through intimidation and awe as having the largest herd of the clans and having the most animal partners. The Sira are the greatest warlords of the clans and the kind leader of the people. He is the beloved of the most animal totems and judge in clan feuds.
Kata's initiation started with a hawk's cry, a notable sign that great fortune is to come. During the ceremony many of one of the other clan leaders dogs came up to him for attention, a sign that the person is loyal and has a strong sense of justice. In the end the shamans named him Sira and his name was spread to the clans. Then Sira Kata looks towards the sky, the origin of the world, then down to the plains, the origin of all races, and smiled as he envisioned the prosperity he will create for his people.
>Leader's Traits [100/100]:
Hawk's Cry - Reveal a 500 unit space around your Capital. [10 Points]
Dog's Attention - + 1 Happiness level. +1 Economy/ Science/ Industry/ Food [25 Points]
Animal Partners - List up to 3 Animals as your partners. [5 Point per Animal] (Horse, Hawk, Dog)
Agile - +1 Movement Speed when leading an army [20 Points]
Physically Active - Character is strong. [5 Points]
Mentally Sharp - Character is smart. [5 Points]
Hidden Knowledge - Unlocks [Hero's Technology Quest]. [20 Points.]
>Nation's Name: The Kokotol nomadic clans
>Color: orange
>Fluff: (Kokotol Elves). The Kokotol clans are nomadic herders that move about the plains in seperate clans. Every clan has their own Sir, or clan leader, and when many clans have a leader they are called a Sira. The Kokotol believe that long ago great spirits of earth, fire, water, and air lived in the sky. From there they created the world. They then shattered themselves, creating all life spirits and world spirits. The life spirits gave themselves form as the animals and plants and spread. The largest of the life spirits became the races of the world, or stayed without flesh and became totem spirits. The Kokotol worship these totem spirits by creating totems and bringing them with them on the move. World spirits are worshiped by creating large sites of power on sites designated as holy sites. Shamans speak for the totem and world spirits and ask them for aid. The Kokotol bond with a totem spirit by taming and training many sorts of beasts. A spiritual clan will have a variety of different beasts. When an animal must be slaughtered it is made sure little pain comes to it and prayers are made for it to thank it for it's sacrifice. They are a shamanistic society where taming and domestication of beasts is considered the highest form of worship and have a few permanent holy sites. They will raid neighbors for goods and wealth, although usually if the neighbor is noticeably weaker as a clan war usually ends with the men of one clan killed and their women taken by the winning clan. The ideal man to the Kokotal is a good fighter and tamer, harsh to his enemies and kind to his family. The ideal woman to the Kokotal is kind and graceful, a good cook and weaver, wise in the knowledge of plants and herbs.
>Technology: Domestication Level 2
-Economy: 4 (4 Coins/Turn?)
>Economy Bonus:
-Science: 8
>Science Bonus:
-Industry: 4
>Industry Bonus:
-Food: 11 (1.1 Pop/Turn?)
>Food Bonus:
>Cities: Avaska [Capital] (Happiness: 6/Content) [2 Actions]
>Population: 91.1
>Military: 2 Scouts (A-2. D-1. M-3.)
>Buildings: 2 Huts ( 200 MAX Pop) [Upkeep: 2]
>Storage: 42 Coins
>Nation's Traits [100/100]:
Nomadic - Can move the capital by two movement spaces. [20 Points]
Nature Bond (Animal) - Gain Domestication Level 2 Technology. 10% increased Animal attack. [30 Points]
Nature Bond (Herbs) - Gains a [Li Flower (+2 Science)]. [10 Points]
Agile - +1 Movement Speed [20 Points]
Expansion - 10% increase in Expanding Rate. [20 Points]
1. Gather up some strong fighting men that have a horse partner and know how to fight from atop a horse. Gather these men from across the clans.
2. Scouts keep exploring to the south west across the plains, looking for more plants and animals of interest.
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b7d753 No.9031
| Rolled 93, 21 = 114 (2d100) |
1. Continue to hunt for the sabertooth lair so we may tame them as hunting companions.
2. Create a simple alchemist's hut where we can study our poison and other such things.
http://8ch.net/builders/res/8527.html
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b7d753 No.9032
not sure why I copied the thread instead of my pastebin, but here is something actually useful. http://pastebin.com/tPWU42Aj
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b7d753 No.9042
| Rolled 16, 74 = 90 (2d100) |
>>9019
http://pastebin.com/9baufjpy
>1 Knuckles and Knuckles
The Enemies may have been horrors beyond thought, but the idea of covering oneself in protective layers isn't a bad one.
Rather than whatever mysteries their's was made from, we shall instead emulate the thick hides of great beasts!
>[INVENT LEATHER]
>Continued Exploration
>So uh, feel free to tell me when I've explored in a full circle around me. Don't want to waste ALL my actions doing this
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b7d753 No.9061
>>9025
Hut 24 / 30
Cloth Production Technology 1 / 30
You have 0 Science!
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b7d753 No.9064
| Rolled 35, 83 = 118 (2d100) |
>>9061
The Umbral
http://pastebin.com/ZR74ZLkb
1. Finishing touches to the Hut. Like a roof.
24/30
2. It's painfully clear that our people are not so inclined to technological marvels. Put this on hold, instead, send the two scouts out. Head South to begin with.
2 Scouts [A-1. D-1. M-3.]
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b7d753 No.9066
>>9019
>Leader's Name: Queen Novem [A-1. D-10. M-1. Big-3]
>Leader's Fluff: Queen of Formicium. Her name means "nine," her Royal title after she defeated 8 other rivals for control of the empire. As Queen Formicant, she is both the largest, armored, and the most intelligent of the hive, being responsible for its ultimate management and organization, to defend it from threats without and within. Through her Antennae must recieve and go the signals and messages of ever single unit of the Hive from the lowliest worker toiling below and lifting boulders thrice its size, to her praetorian guards sworn by blood and oath to protect her, to the intelligentsia managing the eternal growth and decay of the empire, to her birthing handmaidens and all in between.
>Leader's Traits [SEE] The Hive Mind - Remove Leader's Capacity and Nation's Capacity. Add Leader/Nation Capacity.
>Nation's Name: Formicium
>Color: Red
>Fluff: Formicae (Ant People)
https://www.youtube.com/watch?v=xHtnBnKcP_U
Formicium, the Empire, the ants have lived fought and died deep beneath the earth, eeking out their existence stone by stone as they pile their great mound habitats above the land. For ages untold, the Formicae were divided under the rule of Queens, each attempting to maintain the independance of their hive and dominate the others. The full potential of the ant-folk, their ability to lift several times their weight, to speak via antennae and a million voices as one, to create entire structures and tools out of their own interlinked bodies, would forever be stifled by perpetual self-conflict and conquest.
That was until one Queen through her own will power and intellect managed to subdue and eliminate the eight others, obliterating those that stood in her way, subjugating the others, forging the nine divided into one. Now the Formicae are poised on the very doorstep of destiny. A voices are murmuring in the multitude of millions, but all speaking the same thought: "Expand." THe Formicae are determined to no longer fight among each other but to work with one another, and expand their territory, as the Hive is natured and destined to do.
>Technology:
-Economy: 2 (3 Coin / Turn)
>Economy Bonus:
(+3 Coin / Turn) - Base Economy 2
(-2 Coin/Turn) [Farm 1]
(-4 Coin / Turn) [4 huts]
-Science: 2
>Science Bonus: Hard Science
-Industry: 5
>Industry Bonus:
-Food: 14.0 (1.4/ POPTurn)
>Food Bonus:
Farm:
>Cities:
1 Capital
>Population: 301.8
>Military: 4 Flying Ants (A-0. D-1. M-5. Flying.)
>Coins: 26
>Buildings:
4 Huts ( 400 MAX Pop ) [Upkeep: 4]
>Storage:
>Leader/Nation Capacity [150/220]
The Hive Mind - Can get both traits from leader and nations. [0 Points]
For the Queen! - Needs [Hard Science]. Recruiting soldiers, Industry, and Food is doubled. [150 Points]
Antennae Signals - Receive/give instant messages [0 Points]
Hard Diplomacy – 500% increased Influence rate in diplomacy actions. Can not trade. War does not cost influence. [0 Points] [Automatically Added]
Hard Science - Science value is halved. [0 Points]
I seem to have missed a turn by mistake. Noticed Jaundice, Zav, an some others got two turns in.
Farm Level 2 (5 / 25)
Hero Creating - 2/4
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b7d753 No.9073
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b7d753 No.9203
| Rolled 31, 6 = 37 (2d100) |
>>9019
>Leader's Name: Haqar, Son of Haqad
>Leader's Fluff: Born under the eclipse. Baptized with the blood of the fiercest fire lizards. A warrior who, as tale would tell it, is unrivaled by any normal man. Only the fiercest and strangest beasts of war stand any hope before him, for the blood of Spirits runs through his veins. Haqar is the leader of the Tazatan people, a position inherited by birth but kept by merit. He has proven himself meritable thus far, for the crops have been good and his people have banded together in greater numbers than before. He possesses no mystical powers– the Spirits have not blessed him with battle prowess and he is killed as easily as any man. But he sees no reason to disparage these rumors– if they want to take his handiness with the man-hewer as divine power, let them.
>Leader's Traits [100/100]: Unrivaled Warrior - All Leader's Military Traits loses 5 point value. [0 Points]
Mystical Rumors - Neighboring non-players will hear of the rumors about you. Could heavily decrease Influence rate in diplomacy actions. [10 Points]
Blood of Spirits - If you lead the first battle of any war, all troops gain the MAX level of moral in the first battle.. 25% increased moral's bonus in subsequent battles. [30 Points]
Arts of War - 2% increased roll value for battles. [20 Points]
Smart, Strong, Charismatic.
Agile - +1 Movement Speed when leading an army [15 Points]
Lucky - Bad events from rolls (20 and below) have a less chance appearing. [10 Points]
>Nation's Name: Tazatan Coalition
>Color: Dark Blue
>Fluff: Human (Tazatan Ethnic Group). The Tazatan are a group of ruddy-skinned, muscular humans. Their culture revolves around hunting and farming, for the most part, and their religion involves the worship of totemic spirits believed to embody places, animals, plants, celestial bodies and ideals. The Tazatan have a reputation for great physical strength and martial prowess– while they do not particularly focus on war, they do believe that war and ritual fighting is a holy act, and do not shy away from it. Only in the last several decades, at the urging of the late Haqad and his son Haqar, have they established permanent holdings– their 'capital' city, Haqad'tar, stands fresh and new.
>Technology:
-Economy: 5 (5 Coins/Turn)
>Economy Bonus:
-Science: 3
>Science Bonus:
-Industry: 10
>Industry Bonus: Food Producing Buildings add Influence.
-Food: 9 (0.9 Pop/Turn)
>Food Bonus:
>Cities: Haqad'tar [Capital] 2 Actions (Happiness: 5/Content) Governed By [Builder:Bob [LEVEL 1] - When governing a city, Bob grants +5 Industry. [A-0. D-2.]
>Population: 131.8
>Military: [Military: Rothar, Son of Xocool- LEVEL 1] - When leading an army, army size is increased by two. [A-3. D-3. M-2]
[Military: Hazati, Legendary Huntress- LEVEL 1] - When leading an army, movement and vision is increased 50%. [A-4. D-1. M-3.]
2 Scouts [A-2. D-2. M-2.]
>Buildings: 2 Huts ( 200 MAX Pop) [Upkeep: 2], Farm Level 1 : 5 / 15 [Once Completed: +5 Food. +2 Influence. Upkeep: 2], Hunting Grounds Level [Upkeep: 2] Hunting Grounds Level 2 15/25
>Storage:
>Nation's Traits [100/100]:
Great Physical Strength - Military/Industry 5 points cheaper [0 Points]
Culture: Hunting and Farming - Food producing buildings also produce Influence. [50 Points]
The Holy Act - Claim ONLY (1) Nation as your mortal enemy. All battles containing the enemy's units gives your troops 10% increased Attack and Defense. [10 Points]
Religion - Totem Pole Hierarchy. The more cities you control, the stronger the capital gets.
Farming Tools 3/10
Industrial Tools 3/10
1. Continue building the tools. Implements of stone and hardwood will help us till the land and erect more huts.
2. 1 unit of Scouts, lead by Hazati (+50% movement/vision) are sent out to get a feel for the outlying area, seeking out any primehunting grounds, watering holes or possible enemies.
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b7d753 No.9278
>Leader's Name: Godhelm The Cleaver
>Leader's Fluff: The mighty Allfather and God-King of the Urshelm kingdom. Godhelm is an old warrior, born in the frozen wastes and raised by his own volition. His father a warlord, his mother a general, Godhelm has seen nothing but battle and bloodshed all his life. He grew, surrounded by the corpses of his enemies, to drive them before him, hearing the lamentations of the women. The religion of Urshelm states that Godhelm is no less then the ultimate god of war, an immortal and divine being who has fell from the heights of his battlerealm to serve with you, and to suffer with you. His strong arm to choke the enemies of Urshelm, his axe to cleave them and claim their head for the hunt, to serve with Godhelm is to know divinity. And to betray him, is to know eternal fear and suffering.
>Leader's Traits [0/100]:
>Nation's Name: Urshelm
>Color: Grey, or something else if that is taken.
>Fluff: (Ursine (Bear People)) Urshelm is the first and only major civilization of the Ursine race. The race of violent, hardy bear people was known for its smaller, more seperate social structures and rampant barbarism. Feuding tribes, clans and castes fighting over a frozen rock and seeking nothing more than battle. However, with the rise of the might Godhelm, these tribes would be anhilliated and assimilated in the coming empire. Urshelm is a stratocratic god-kingship, with absolutely no deviation between the state and the military and massive church devoted to worshiping Godhelm as the savior of the Ursine race and the vanguard of the coming empire. The people of Urshelm are warriors and organize their leadership through tests of physical strength; with the Allfather being the strongest ursine of them all.
>Technology:
-Economy:
>Economy Bonus:
-Science:
>Science Bonus:
-Industry:
>Industry Bonus:
-Food:
>Food Bonus:
>Cities:
>Population:
>Military:
>Buildings:
>Storage:
>Nation's Traits [0/100]:
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b7d753 No.9335
>>9278
okay so first of all fuck you
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b7d753 No.9336
>>9335
nah I'm just kidding but I was legit going to do an ursine nation.
>Leader's Name: Hunaja
>Leader's Fluff: A few clever humans decided to hunt down and capture a band of the legendary "demon children", who stalked the forests, they managed to trap a few hundred in a box canyon, and were closing in for the kill, when Hunaja stepped up, and began laying about them with a club. The hunters, expecting children, but finding a wildcat like her instead, turned and fled, pursued by the other Söpölinen. They were run down, and eaten.
Following this, Hunaja was made the tribe's champion, and, after the death of the old chief, was elevated in her place, and, in time, was granted the mantle of "High Queen".
>Leader's Traits [0/100]: (Blank)
>Nation's Name: Söpö
>Color: Cerulean
>Fluff: The Söpö are a humanoid, if small race, specializing in stealth, infiltration, and disguise. They are somewhat ill-suited to direct combat, and tend to do even more poorly in close-quarters. To compensate for this, they have developed a talent for hiding, moving quickly over terrain, and disguising themselves as human children until a more favorable opportunity presents itself.
Due to their physical weakness, they seek strength in numbers, and are all unified politically, with inter-tribal wars almost unheard-of, and all tribal chiefs answer to a High Queen.
In contrast to normal humans, the females are given the dangerous tasks, such as combat and hunting, while the males, prized for their skill in craftsmanship, lore and healing, are given duties around the camp, and as such, tend to be somewhat softer and gentler than the females of the species.
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