b7d753 No.8527 [Last50 Posts]
>B-but what about Throne?
I'm doing that right now, shut up.
—
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—
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."
____________________________
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b7d753 No.8528
>Leader's Name: 'Nine-Eyes' Sympatha
>Leader's Fluff: Born with an extra eye in the center of her forehead Sympatha was first seen as cursed by the gods and thus thrown out in the middle of winter for the gods to punish as they saw fit. When spring came around Sympatha entered the tribe's tents bearing the corpse of a tusked saber-tooth tiger, easily thrice her own size. The tribes's shaman wailed for forgiveness from the gods and she was declared chieften on the spot. Despite her youth Sympatha is determined to show the gods they have chosen well and will lead her tribe to greatness.
>Leader's Traits [0/100]: (Blank)
>Nation's Name: Fangs of Trimeria
>Color: Pink
>Fluff: Driders. The upper body of a woman with eight eyes and venom filled fangs that will first induce necrosis and then dissolve flesh. Literally rotting from the inside out. Below that is the body of a spider. Eight stabbing legs and silk-producing spinneretts. Strong, fast, capable of climbing almost any terrain they are terrors. They are the things of nightmares. The main problem is that they must eat a great deal to stoke the fires of their large bodies.
Worshiping the great goddess Trimeria and the lesser gods, her many daughters, the Fangs had split off of a larger tribe a generation ago, forced to leave due to the great herds of mammoth, moose and elk slowly disapearing from their hunting grounds and the tribe no longer being able to support as many drider. Recently the herd they have been hunting has been being killed by a pack of sabertooth who avoid the driders with remarkable cunning. Sympatha is the first to kill one since they had begun to kill the tribe's small herd.
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b7d753 No.8529
>>8527
>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.
>Leader's Traits [0/100]: (Blank)
>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.
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b7d753 No.8531
>Leader's Name: Sekqet of the Sands
>Leader's Fluff: Sekqet, born into a poor family, managed to get his way to the throne with lies and faca-treachery, deceit and cunning tactics, along with being more agile, faster, smarter, stronger and overall superior to the rest of his kin.
>Leader's Traits [0/100]: (Blank)
>Nation's Name: Kingdom of Scorching Sands
>Color: #967117
>Fluff: (Scorpionpeople). (Chitin-armored humanoids, with powerful claws and stingers filled with deadly, caustic toxins. They value stealth and speed for fighting. They have little to no honor and will resort to dirty tactics and ambushing. They usually happen to be bandits, striking down and stealing those who are unfortunate to be caught in their path, after stealing the spoils, they usually keep the victims as slaves to be sold or used. They are untrustworthy, the saying for scorpionpeople goes "scorpionpeople will stab you in the back by stealing your wife, children, money and job and have sex with them, take all your food, only use you for convience, literally stab you in the back and then kick you in the nuts and sell you to slavery." or something among those lines.)
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b7d753 No.8532
>>8527
There is absolutely no magic in this setting.
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b7d753 No.8533
>>8527
>Leader's Name: Delahna Porrim
>Leader's Fluff: Style, Grace and Power, Delahna has it all and more. Among her people, green is a sign of unimaginable wealth, so wearing nothing but Green elevates one to the social standing of a near-Deity. She rules her people with two goals in mind, her primary being the maintenance of status quo, with her close second being the addition of yet more worshipers.
>Leader's Traits [0/100]: (Blank)
>Nation's Name: Umbral Ultimatum
>Color: Dark green
>Fluff: Umbrals
Unseen, Drifting, Silent and above all else, Pathetic. This, and a host of other negative qualities can all be attributed to the Race of the Umbrals. Living in the deepest parts of the Forest, where the mist hangs perpetually, this reclusive Race evolved to have the ultimate camouflage to hide from the sharp eyed predators. Skin that appeared pitch black became indistinguishable from their murky surroundings, their bright yellow eyes the only thing that could give them away. To be an Umbral was to have your time split between wary foraging or being curled up in a ball, covering your eyes with your hands so as to not be seen. Umbrals did not meet, outside of hasty mating, because having several sets of glowing eyes to be spotted was a huge risk. Their pathetic existence would have continued forever, had a scrap of vividly colored cloth not been carried in by the Breeze.
This caused a cultural explosion within the Umbral community. The concept of clothes was foreign to them, but these colorful scraps made them stand out. Whats more, those who did adorn themselves found their spirits emboldened, and together they set upon the predators that plagued them.
And so, the Umbrals were the first race to discover clothing before any other technology. The only reason they have discovered any other tool was in pursuit of new fashions. Fire to boil water for dyes, stone tools to more readily harvest colorful plants, and so on and so forth.
Finally, Umbral cuisine is noted for consisting of only 1 food item, a strange mix that gives any Umbral all the nutrients they need. The thick green paste is flavorful, and goes well with their primitive bread.
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b7d753 No.8534
>>8527
> Zaeru the Flameborn
> Fluff:
When Zaeru was was merely an egg, one among hundreds, a great inferno raged throughout his budding people's village, destroying nearly everything, and killing dozens, including his birth parents. When the flames died down, and the scattered remnants of his people were sifting through the wreckage, his egg was uncovered, with not a scratch on it. From that moment on, he was known as the Flameborn, chosen by the sun to lead his people to glory.
>Leader's Traits: 0/100
>Nation's name: Balari
>Yellow
>Fluff: (Sunspeakers (Lizardmen) ) – Hot, humid, and dark, with little sunlight reaching the forest floor, it is nothing short of a miracle that the cold-blooded lizardmen of Balari have achieved sapience. Fanatically devoted to their god, Sul'Ingu, they have been obsessed with unlocking the secrets of fire ever since the fire that spawned Zaeru, which they believe was sent by their god to lead them to the greatest leader that had been, and will ever be born.
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b7d753 No.8535
>>8527
>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 [0/100]: (Blank)
>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.
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b7d753 No.8536
>>8531
Little bit more fluff: They have mastery over camouflage and worship the God of Sun and Sand, Skuret, a scorpionperson who appearance is similar to that of the sun.
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b7d753 No.8537
>>8527
>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 [0/100]: (Blank)
>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 back 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.
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b7d753 No.8538
Just a little heads up.
Standard Leader Traits.
http://pastebin.com/WfqCifbp
Standard Nation Traits.
http://pastebin.com/DDgzyVWk
You're going to gain custom traits too so don't include traits now.
Secret Actions. -
Secret Actions are not available unless you have some bonus/building/etc that gives you the option to use a secret action.
Using secret actions gives you [Secret Action Inefficiency] which decreases your progress.
[Secret Action Inefficiency]'s value is determined how many players know about you and your nation.
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b7d753 No.8539
>>8536
Fluff: RETCON THE SUN GOD. They worship the God of Deceit and Toxin, Skoresh, a bony rotting scorpionperson covered in mummy wraps.
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b7d753 No.8541
>>8527
>Leader's Name: Ryktos the Brown
>Leader's Fluff: In the summers following the breaking of the Sovans from their tribute to the ones Beyond the eastern mountains, a great darkness fell upon them. Unceasing throngs of warriors with their stone-shattering skin (they had armor) and half-beast abominations (cavalry). All seemed lost! But then a warrior from the Northern Sovans sought aid from the Brown Ones, the great spirits which may not be named, in the only way they listened: Combat. Slaying one and wearing its skin as armor, Ryktos led the Sovans to victory, even pushing them through mountain passes, and claiming the East for the Sovans and putting the Easterners to the sword (metaphorically, they don't have swords…yet). As is proper.
>Leader's Traits: [0/100] Blank
>Nation's Name: The Sovans
>Color: Brown
>Fluff: The Sovans are a nation of Humans. They're slightly taller and have dark hair when compared to other humans. The Sovans inhabit the forested region between the Eastern Mountains and the Cliffed Sea. The Sovans are largely tribal, with more in the way of settlement the further south you go in their lands. They have a strong 'warrior' class, even if infighting has taken a dive recently. They worship bears, among other things. Up until recently a more advanced nation kept demanding tribute. That nation no longer exists. They had the lands between the Eastern Mountains and whatever lay beyond.
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>7/8 players
>that was close
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b7d753 No.8544
>Leader's Name: Na'cal Mixtale
>Leader's Fluff: Born Tle'aa, "Bark-Worm", this son of the Qinteca Na'cal led a relatively luxurious life. Or at least, as luxurious as any in the Makan are afforded. He learned to hunt and to forage, and developed a prowess for whittling wood in his younger years, living up to his name. However, the realities of life caught up to him in his 46th year of life. His mother, the Na'cal Petaali, had long urged him to become a shaman. But after her death in a war with the Yontec, it was Tle'aa who took the mantle. He gave himself a new name, in the fashion of chieftains before him: Mixtale, the Hungry Root. For he would take in the knowledge of shamanism, of war, of the world around him. He would not die in ignorance, he would master his surroundings with a fervor unknown in most elves.
>The fervor of the Na'cal seemed a strange development to many. He had previously been reclusive and timid in the court of the chieftain. Some say he was merely biding his time, waiting for the moment of his ascendancy. Others claim it was by the gods that he became an apt and eager ruler, legitimizing his reign. Whatever the case, Mixtale intends to hold his throne for as long as he lives. And he plans to live for a long time.
>Leader's Traits [0/100]: (Blank)
>Nation's Name: Apa Qinteca
>Color: Light Green
>Fluff: (Anotec Elves) - In the dense and ancient jungles of the Makan, life does not heed civilization easily. The elves that reside here have found instead that harmony works better than dominance. Their clans are numerous and many-titled, but as a whole they are known as the Anotec, the People of the Branches. Their own legends state that they are the first elves, and indeed the first sapient race on the planet. However, tales of them having arrived on "long boats from the northern heavens" suggest they may have been the result of an early migration.
> The Anotec may worship varying gods and hold different rituals, but some things are held in common. Foremost is the belief in a founding deity, Zemya, the Living Earth. From her did all good life originate, and it was she who named the 5 Planes of Existence, as well as all their inhabitants. Common as well is the belief in a War God, alternatively called Undaal or Mardu. He wreathes himself in red paint and strikes unhindered at his enemies, and the warrior class often emulates this style by forgoing armor in favor of speed and savagery. Other gods are also worshiped, like Uzumenacan, the Laughing God; or Tlenat, the Brilliant Sun; and Xapa Xonac the Bloody-Handed, whose dire rites are spoken only in whispers.
>Politically, the Anotec are tribal to the extreme. Every clan is made up of 5-6 family lines, each with clearly understood territory within and around the Makan. A clan is led by the Na'cal, the Chieftain, who is in turn advised by elders and the Huma, the clan's chief shaman. Dozens of such clans exist, but the largest are the Ximiche, the Me'bac, and the Qinteca. These build modest stone and clay villages in cleared swaths of jungle, the only permanent settlements beyond sacred sites. As well, they are the only ones known to practice some degree of agriculture, though like the other nomadic clans they still hunt and forage.
>The Anotec are quite unaware of goings-on outside the Makan, and that is how they'd like to keep it. Their forest is verdant and prosperous, and they have worked hard to establish a balance. Interlopers would only bring disorder. While they fight among their clans (and quite often at that), several have allied before to head off a greater threat.
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b7d753 No.8545
Room for 9 Bello?
>Leader's Name: Queen Novem
>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 [0/100]: (Blank)
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>Color:
>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.
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b7d753 No.8546
Improved Leader's Capacity [0/120]
>Leader's Custom Traits
[CAN ONLY CHOOSE ONE CUSTOM LEADER TRAIT]
Eye of the Sight - Gains the location of all players' cities. Can evolve once arriving to one of these city. [20 Points]
Eye of the Future - You will be notified of some events that will happen in the future. [25 points]
Eye of the Curse - Gain delusions. [-40 Points]
>Nation Custom Traits
Sabertooth - Land is filled with sabertooth. [10 Points] (AUTOMATICALLY ADDED)
Venom Filled Fangs - All Drider's military units gain the [Venom] buff. Armies afflicted with [Venom] loses units/attack/defense. [15 Points]
Silk-Producing - Gain the [Luxury Deposit: Silk]. The number of [1% of Population] is added to Economy. [30 Points]
-Economy: 5 ( 5 Coins / Turn)
-Science: 3
-Industry: 4
-Food: 4 (0.4 Pop / Turn)
>Cities:
_ [Capital] (Happiness: 5/Content)
(Name your city)
>Population: 80
>Coins: 60
>Buildings:
2 Huts ( 200 MAX Pop) [Upkeep: 2]
>>8529
>Improved Leader's Capacity [0/140]
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]
>Decreased Nation's Capacity [0/80]
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]
-Economy: 2 ( 2 Coins / Turn)
-Science: 5
-Industry: 2
-Food: 3 (0.3 Pop / Turn)
>Cities:
_ [Capital] (Happiness: 5/Content)
(Name your city)
>Population: 140
>Coins: 30
>Buildings:
3 Huts ( 300 MAX Pop ) [Upkeep: 3]
>>8531
>Leader's Custom Traits
Lies and Treachery - 1 Secret Action is available. Higher chance in fooling other player's spy reports. [5 Points]
Cunning Tactics - If you are leading an army to combat, roll a separate dice. This dice determines what bonus you'll get. [15 Points]
Spies and Assassination - You start out with 2 Spies and 1 Assassin. [5 Points]
>Nation Custom Traits
(BANNED FROM ALL STANDARD MILITARY TRAITS)
Camouflage - Smaller armies can go unnoticed. Units gain 10% Defense Boost [10 Points]
Poison Venom - All Scropionpeople's military units gain the [Venom] buff. Armies afflicted with [Venom] loses units/attack/defense. [10 Points]
Backstabbing Hero - Gain [Hero - ?]. He will covertly join any player's nation to either spy, steal, or assassinate. [10 Points]
-Economy: 6 ( 6 Coins / Turn)
-Science: 3
-Industry: 5
-Food: 1 (0.1 Pop / Turn)
>Cities:
_ [Capital] (Happiness: 5/Content)
(Name your city)
>Population: 110
>Coins: 80
>Buildings:
2 Huts ( 200 MAX Pop ) [Upkeep: 2]
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b7d753 No.8547
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 [0/100]: (Blank)
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.
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.8551
>>8547
Final player to join.
Game is now full until further notice.>>8547
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b7d753 No.8552
>>8533
Improved Leader Capacity: 0/110
>Leader's Custom Traits
Worshiped Being - Create a religion and the [Influence] tab. Population's efforts are doubled. [45 Points]
Conversion Grace - Converting non-players cost 30% less influence. [10 Points]
Holy War - All converted non-players villages give you troops if asked. These troops gain 5% attack and defense. [15 Points]
>Nation Custom Traits
Ultimate Camouflage - Units gain 10% less attack and 25% greater defense. Fighting in a forest removes the attack debuff. [20 Points]
Emboldened Spirit - Units gain X% greater attack and defense, where X is 1% of current Influence. [20 Points]
Thick Green Paste - Gain [Strategic Food: Thick Green Paste] [10 Points]
>Technology:
Fashionable Clothes (+2 Influence)
-Economy: 3 (3 Gold / Turn)
-Science: 2
-Industry: 6
-Food: 5 (0.5 Pop/Turn)
>Cities:
_ [Capital] (Happiness: 5/Content)
(Name your city)
>Population: 90
>Coins: 45
>Buildings:
2 Huts ( 200 MAX Pop ) [Upkeep: 2]
>>8537
Leader Decreased Capacity 0/80
>Leader's Custom Traits
MUST CHOOSE ONLY ONE LEADER'S CUSTOM TRAIT
Dragon Glory - +100 increased Leader's Capacity. +5 to Economy/Science/Industry/Food. [80 Points]
Dragon Might - + 60 Increased Leader's Capacity. All Military Standard Traits' points are halved. Armies led by you gain 50% increased Moral.[60 Points]
Dragon Knowledge - +120 Increased Leader's Capacity. [20 Points]
Nation Decreased Capacity 0/50
>Nation Custom Traits
Kobold Glory: Only unlocked when you have [Dragon Glory]. +30 Increased Capacity. +1 to Economy/Science/Industry/Food. [50 Points]
Kobold Might: Only unlocked when you have [Dragon Might].
+25 Increased Capacity. Units gain 15% greater attack and defense. [40 Points]
Kobold Knowledge: Only unlocked when you have [Dragon Knowledge]. +30 Increased Capacity. All Nation Standard Traits' points are halved. [50 Points]
-Economy: 2 ( 2 Coins / Turn)
-Science: 5
-Industry: 4
-Food: 3 (0.3 Pop / Turn)
>Cities:
_ [Capital] (Happiness: 5/Content)
(Name your city)
>Population: 80
>Coins: 20
>Buildings:
2 Huts ( 300 MAX Pop ) [Upkeep: 2]
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b7d753 No.8553
>>8528
Forgot to tag you here>>8546
>>8534
>Leader's Custom Traits
Flameborn Glory - +10 Industry and +5 Science. [40 Points]
Flameborn Worshiped - Influence can be used to upgrade Economy, Science, Industry, or Economy. [10 Points]
Final Egg - When leading an army to combat, Zaeru can not die unless all other friendly army members are dead. [5 Points]
The Flameborn - Rolls are increased by X%, where X is 1% of your current Influence. [50 Points]
>Nation's Custom Traits
Fanatics - Create a Religion and gain the [Influence] tab. +2 Influence / Turn [20 Points]
Secrets of Fire - Population's effort on Industry and Science is doubled. [30 Points]
-Economy : 3 ( 3 Coins /Turn)
-Science: 4
-Industry: 8
-Food: 3 (0.3 Pop/ Turn)
>Cities:
_ [Capital] (Happiness: 5/Content)
(Name your city)
>Population: 130
>Coins: 70
>Buildings:
2 Huts ( 200 MAX Pop ) [Upkeep: 2]
>>8544
>Custom Leader's Traits
Nature Shaman - Leader's Food and Industry Traits' point value are halved. Military and Science's are doubled. +2 Food. [40 Points]
Knowledge Shaman - Leader's Science traits' point value are halved. Unlocks a [Lost Technology]. [50 Points]
War Shaman - Leader's Military Traits' point value are halved. Unlocks a [Unique Unit] [40 Points]
>Custom Nation's Traits
Religion Focused - Create a Religion. Religion's bonuses are doubled. [20 Points]
Harmony over Dominance - Industry and Food gain 1% increased bonus. Units loses 10% attack and defense. [20 Points]
Clans - +2 in Economy/Technology/Industry/Food. Gain VERY Helpful Advice from other clan members. [40 Points]
Economy: 2 (2 Coin / Turn)
Science: 3
Industry: 7
Food: 5 (0.5 Pop/Turn)
>Cities:
_ [Capital] (Happiness: 5/Content)
(Name your city)
>Population: 180
>Coins: 40
>Buildings:
3 Huts ( 300 MAX Pop ) [Upkeep: 3]
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b7d753 No.8557
>>8535
>Leader's Custom Traits
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]
>Nation's Custom Traits
Great Physical Strength - Nation's Military and Industry Traits loses 5 point value. [0 Points]
Culture: Hunting and Farming - Start off with a Farm and a Hunting Ground. 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]
-Economy: 3 ( 3 Coins / Turn)
-Science: 3
-Industry: 5
-Food: 6 (0.6 Pop / Turn)
>Cities:
Haqad'tar [Capital] (Happiness: 5/Content)
>Population: 130
>Coins: 60
>Buildings:
2 Huts ( 200 MAX Pop) [Upkeep: 2]
>>8541
>Leader's Custom Traits
YOU CAN ONLY CHOOSE TWO LEADER CUSTOM TRAIT
Brown Ones: Glory - +5 in Economy/Science/Industry/Food when in war with another player nation. [20 Points]
Brown Ones: Combat - Once in war, you Lose X% Economy and Gain X% attack and defense to all troops, where X is the amount of turns the war lasted. [20 Points]
Brown Ones: Slaying - After a battle, your troops will gain an upgrade depending on who they battled. [20 Points]
>Nation Custom Traits
Culture: Warrior Class - Influence can be gained through recruiting and battles. [10 Points]
Military: Warrior Class - 25% of recruiting soldiers instantly turn level 2. [10 Points]
Science: Warrior Class - Research on weapons, armor, new units receives a 10% bonus. [10 Points]
-Economy: 1 ( 1 Coins / Turn)
-Science: 3
-Industry: 7
-Food: 7 (0.7 Pop / Turn)
>Cities:
_ [Capital] (Happiness: 5/Content)
(Name your city)
>Population: 130
>Coins: 30
>Buildings:
2 Huts ( 200 MAX Pop) [Upkeep: 2]
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b7d753 No.8560
>>8545
>Leader's Custom Traits
The Hive Mind - Remove Leader's Capacity and Nation's Capacity. Create Leader/Nation Capacity 0/220. Can get both traits from leader and nations. [0 Points]
Antennae Signals - Receive/give instant messages [0 Points]
For the Queen! - Needs [Hard Science]. Recruiting soldiers, Industry, and Food is doubled. [150 Points]
>Nation's Custom Traits
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]
For the Hive! - Needs [Hard Science]. Constant MAX Happiness Level. Start out with 3 Cities. [150 Points]
-Economy: 2 (3 Coin / Turn)
-Science: 2
-Industry: 5
-Food: 4 (0.4 / Turn)
>Cities:
_ [Capital] (Happiness: 5/Content)
(Name your city)
>Population: 300
>Coins: 30
>Buildings:
4 Huts ( 400 MAX Pop ) [Upkeep: 4]
>>8547
>Leader Custom Traits
Samurai Sword - When fighting non-humanoid, Bob receives 500% increased attack and defense. [10 Points]
Uncountable Experience - When leading a battle, Bob makes all his troops level up by one. [40 Points]
Binding Spirit - Gain [Hero - Queen] who gives increased Influence and Economy. [15 Points]
>Nation Capacity Lowered 0/50
>Nation Custom Traits
YOU CAN ONLY CHOOSE ONE CUSTOM NATION TRAIT
Dragon Glory - +60 increased Nation's Capacity. +3 to Economy/Science/Industry/Food. [50 Points]
Dragon Might - + 60 Increased Leader's Capacity. All Nation Military Traits' points are halved. Armies gain 50% increased Moral. [60 Points]
Dragon Knowledge - +140 Increased Nation Capacity. [50 Points]
Economy: 3 (3 Coin / Turn)
Science: 4
Industry: 4
Food: 3 (0.3 Pop/Turn)
>Cities:
_ [Capital] (Happiness: 5/Content)
(Name your city)
>Population: 110
>Coins: 40
>Buildings:
3 Huts ( 300 MAX Pop ) [Upkeep: 3]
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b7d753 No.8561
>>8560
You can now choose your traits.
Please add Economy/Science/Industry/Food value from traits that gives you extra points. (EX: +5 To Science)
Science : 4 -> Science: 9
DON'T include Traits that deal with percentages (1% of Food added).
I'll do the math for that.
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b7d753 No.8562
Updated my stat sheet, it was getting kinda huge so into a pastebin it went.
For reference of the traits I picked:
>Leader's Traits [120/120]:
Eye of the Sight - Gains the location of all players' cities. Can evolve once arriving to one of these city. [20 Points]
Lucky - Bad events from rolls (20 and below) have a less chance appearing. [10 Points]
Blessed - Good events from rolls (90 and up) gives more stuff! [10 Points]
For the People - Rolls are increased by (Level of Happiness)% [30 Points]
Physically Active - Character is strong. [5 Points]
Mentally Sharp - Character is smart. [5 Points]
Charismatic - Gain bonus points/actions/progress in interactions with non-players. [5 Points]
Life Goals - Gain a small [Hero Quest]. [5 Points]
Pursuit of Knowledge - 10% decreased research cost in new technology. [30 Points]
>Nation's Traits [100/100]:
Sabertooth - Land is filled with sabertooth. [10 Points] (AUTOMATICALLY ADDED)
Breeders - +2 Pop / Turn. [30 Points]
Exotic Food - Gain a random [Unique Food] [15 Points]
Venom Filled Fangs - All Drider's military units gain the [Venom] buff. Armies afflicted with [Venom] loses units/attack/defense. [15 Points]
Silk-Producing - Gain the [Luxury Deposit: Silk]. The number of [1% of Population] is added to Economy. [30 Points]
http://pastebin.com/tPWU42Aj
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b7d753 No.8564
>>8553
>Leader's Name: Na'cal Mixtale
>Nation Name: Apa Qintec
>Color: Light Green
FLUFF: http://pastebin.com/EQ2WzVMZ
>Leader Traits: [100/100]
+Nature Shaman - Leader's Food and Industry Traits' point value are halved. Military and Science's are doubled. +2 Food. [40 Points]
+War Shaman - Leader's Military Traits' point value are halved. Unlocks a [Unique Unit] [40 Points]
+Lucky - Bad events from rolls (20 and below) have a less chance appearing. [10 Points]
+Life Goals - Gain a small [Hero Quest]. [5 Points]
+Physically Active - Character is strong. [5 Points]
>Nation Traits:
+Religion Focused - Create a Religion. Religion's bonuses are doubled. [20 Points]
+Clans - +2 in Economy/Technology/Industry/Food. Gain VERY Helpful Advice from other clan members. [40 Points]
+Cultural People - +2 Levels of Happiness. +3 Influence. Less chance of rebellion. [30 Points]
+Fertile Soil - Farm instantly turn level 2. [10 Points]
Economy: 4 (4 Coin / Turn)
Science: 3
Industry: 9
Food: 7 (0.7 Pop/Turn)
+2 Happiness
+3 Influence
>Religion: Zem'ani Penac
>Cities:
Bunaac [Capital] (Happiness: 5/Content)
>Population: 180
>Coins: 40
>Buildings:
3 Huts ( 300 MAX Pop ) [Upkeep: 3]
Traits are choose.
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b7d753 No.8565
>>8557
>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]
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]
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: 5
>Industry Bonus: Food Producing Buildings add Influence.
-Food: 6 (0.6 Pop/Turn)
>Food Bonus:
>Cities: Haqad'tar [Capital] (Happiness: 5/Content)
>Population: 130
>Military: Military Hero, [Rothar, Son of Xoccol].
Military Hero, [Hazati, Legendary Huntress]
>Buildings: 2 Huts ( 200 MAX Pop) [Upkeep: 2], Farm, Hunting Ground
>Storage:
>Nation's Traits [100/100]:
Great Physical Strength - Nation's Military and Industry Traits loses 5 point value. [0 Points]
Culture: Hunting and Farming - Start off with a Farm and a Hunting Ground. 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]
Hero - Unlocks a Military Hero. [5 Points]
Hero - Unlocks a Military Hero. [5 Points]
Workers Guild - Unlocks the [Guildmaster Bob the Builder] Hero. [5 Points]
Religion - Create a Religion (Tazatan Totemic Worship) [25 Points]
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b7d753 No.8566
>>8561
>Now with fluffier fluff!
>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)
-Research Lab (30)
-Economy: 3 coins/turn
-Science: 4
-Industry: 8
-Food: 3 (.3 Pop./turn)
>Cities
Qalo [Capital] (Happiness: 5 (Content) )
>Population-130
>Coins-70
>Buildings:
2 Huts (200 MAX pop.) [Upkeep: 2]
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b7d753 No.8567
>>8566
Also
> [Influence]- Cult of Sul'Ingu, Lightbringer (+2/turn)
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b7d753 No.8571
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b7d753 No.8572
>>8560
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. [10 Points]
Uncountable Experience - When leading a battle, Bob makes all his troops level up by one. [40 Points]
Binding Spirit - Gain [Hero - Queen] who gives increased Influence and Economy. [15 Points]
Goods Taxes - The number equaled to [10% of Food Production] is added to Economy. [30]
Physically Active - Character is strong. [5 Points]
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.
Technology:
Economy:3 (3 Coin / Turn)
Economy Bonus: Good Taxes
Science:4
Science Bonus: Smart People
Industry:4
Industry Bonus: Worker's Guild; Bob The Builder
Food:3 (2.3 Pop/Turn)
Food Bonus: Breeders, Farming Knowledge
Cities:1
Golden Hall [Capital] (Happiness: 5/Content)
Population:110
Military:
Buildings:
3 Huts ( 300 MAX Pop ) [Upkeep: 3]
Storage:
Nation's Traits [190/190]:
Dragon Knowledge - +140 Increased Nation Capacity. [50 Points]
Smart People - The number equal to [1% of the Population] is added to Science. [50 Points]
Farming People - The number equal to [1% of the Population] is added to Food. [50 Points]
Breeders - +2 Pop / Turn. [30 Points]
Workers Guild - Unlocks the [Guildmaster Bob the Builder] Hero. [10 Points]
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b7d753 No.8576
>>8561
>Leader's Name: Delahna Porrim
Worshiped Being - Create a religion and the [Influence] tab. Population's efforts are doubled. [45 Points]
Conversion Grace - Converting non-players cost 30% less influence. [10 Points]
Holy War - All converted non-players villages give you troops if asked. These troops gain 5% attack and defense. [15 Points]
Economic Leader - +15 in Economy. -5 in Science. [40 Points]
>Nation Traits [100]
Ultimate Camouflage - Units gain 10% less attack and 25% greater defense. Fighting in a forest removes the attack debuff. [20 Points]
Emboldened Spirit - Units gain X% greater attack and defense, where X is 1% of current Influence. [20 Points]
Thick Green Paste - Gain [Strategic Food: Thick Green Paste] [10 Points]
Cultural People - +2 Levels of Happiness. +3 Influence. Less chance of rebellion. [30 Points]
Trading Plans - All trade routes instantly turn level 2. [20 Points]
>Technology:
Fashionable Clothes (+2 Influence)
-Economy: 15 (15? Gold / Turn)
-Science: 0
-Industry: 6
-Influence: 5
+ Religion: Way of the Cloth
-Food: 5 (0.5 Pop/Turn)
>Cities:
_ [Capital] Emeraljia
>(Happiness: 7/?Content?)
>Population: 90
>Coins: 45
>Buildings:
2 Huts ( 200 MAX Pop ) [Upkeep: 2]
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b7d753 No.8593
>>8527
>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]
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b7d753 No.8596
>Leader's Name: Ryktos the Brown
>Leader's Fluff: In the summers following the breaking of the Sovans from their tribute to the ones Beyond the eastern mountains, a great darkness fell upon them. Unceasing throngs of warriors with their stone-shattering skin (they had armor) and half-beast abominations (cavalry). All seemed lost! But then a warrior from the Northern Sovans sought aid from the Brown Ones, the great spirits which may not be named, in the only way they listened: Combat. Slaying one and wearing its skin as armor, Ryktos led the Sovans to victory, even pushing them through mountain passes, and claiming the East for the Sovans and putting the Easterners to the sword (metaphorically, they don't have swords…yet). As is proper.
>Leader's Traits: [100/100]
Brown Ones: Slaying - After a battle, your troops will gain an upgrade depending on who they battled. [20 Points]
For the people: - rolls are increased by (level of happiness)% [30 Points]
Morale Roar: - Morale is increased by 10% [10 Points]
Hidden Knowledge: - Unlocks [Hero's Technology Quest] [20 Points]
Life Goals: - Gain a small [Hero Quest] [5 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]
>Nation's Name: The Sovans
>Color: Brown
>Fluff: The Sovans are a nation of Humans. They're slightly taller and have dark hair when compared to other humans. The Sovans inhabit the forested region between the Eastern Mountains and the Cliffed Sea. The Sovans are largely tribal, with more in the way of settlement the further south you go in their lands. They have a strong 'warrior' class, even if infighting has taken a dive recently. They worship bears, among other things. Up until recently a more advanced nation kept demanding tribute. That nation no longer exists. They had the lands between the Eastern Mountains and whatever lay beyond.
>Technology:
-Economy: 3.5 (+3.5 coins per turn)
>Economy Bonus:
-Science: 5.5
>Science Bonus:
-Industry: 9.5
>Industry Bonus:
-Food: 9.5 (.95 pop per turn)
>Food Bonus:
>Cities:
_ Sovhon [Capital] (Happiness: 5/Content)
>Population: 130
>Military:
>Buildings:
2 Huts ( 200 MAX Pop) [Upkeep: 2]
>Storage: 30 coins
>Nation's Traits [100/100]
Culture: Warrior Class - Influence can be gained through recruiting and battles. [10 Points]
Money Source: - Gain a random [Luxury Resource] [20 Points]
Science: Warrior Class - Research on weapons, armor, new units receives a 10% bonus. [10 Points]
Great Land - +2.5 to Economy/Science/Industry/Food [40 Points]
Agile: - +1 Movement Speed [20 Points]
Unoptimized Builds: 'Because I have no idea what I'm doing!'
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b7d753 No.8597
>Leader's Name: Ryktos the Brown
>Leader's Fluff: In the summers following the breaking of the Sovans from their tribute to the ones Beyond the eastern mountains, a great darkness fell upon them. Unceasing throngs of warriors with their stone-shattering skin (they had armor) and half-beast abominations (cavalry). All seemed lost! But then a warrior from the Northern Sovans sought aid from the Brown Ones, the great spirits which may not be named, in the only way they listened: Combat. Slaying one and wearing its skin as armor, Ryktos led the Sovans to victory, even pushing them through mountain passes, and claiming the East for the Sovans and putting the Easterners to the sword (metaphorically, they don't have swords…yet). As is proper.
>Leader's Traits: [100/100]
Brown Ones: Slaying - After a battle, your troops will gain an upgrade depending on who they battled. [20 Points]
For the people: - rolls are increased by (level of happiness)% [30 Points]
Morale Roar: - Morale is increased by 10% [10 Points]
Hidden Knowledge: - Unlocks [Hero's Technology Quest] [20 Points]
Life Goals: - Gain a small [Hero Quest] [5 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]
>Nation's Name: The Sovans
>Color: Brown
>Fluff: The Sovans are a nation of Humans. They're slightly taller and have dark hair when compared to other humans. The Sovans inhabit the forested region between the Eastern Mountains and the Cliffed Sea. The Sovans are largely tribal, with more in the way of settlement the further south you go in their lands. They have a strong 'warrior' class, even if infighting has taken a dive recently. They worship bears, among other things. Up until recently a more advanced nation kept demanding tribute. That nation no longer exists. They had the lands between the Eastern Mountains and whatever lay beyond.
>Technology:
-Economy: 3.5 (+3.5 coins per turn)
>Economy Bonus:
-Science: 5.5
>Science Bonus:
-Industry: 9.5
>Industry Bonus:
-Food: 9.5 (.95 pop per turn)
>Food Bonus:
>Cities:
_ Sovhon [Capital] (Happiness: 5/Content)
>Population: 130
>Military:
>Buildings:
2 Huts ( 200 MAX Pop) [Upkeep: 2]
>Storage: 30 coins
>Nation's Traits [100/100]
Culture: Warrior Class - Influence can be gained through recruiting and battles. [10 Points]
Money Source: - Gain a random [Luxury Resource] [20 Points]
Science: Warrior Class - Research on weapons, armor, new units receives a 10% bonus. [10 Points]
Great Land - +2.5 to Economy/Science/Industry/Food [40 Points]
Agile: - +1 Movement Speed [20 Points]
Unoptimized Builds: 'Because I have no idea what I'm doing!'
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b7d753 No.8598
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b7d753 No.8603
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b7d753 No.8640
>Leader's Name: Sekqet of the Sands
>Leader's Fluff: Sekqet, born into a poor family, managed to get his way to the throne with lies and faca-treachery, deceit and cunning tactics, along with being more agile, faster, smarter, stronger and overall superior to the rest of his kin.
>Leader Traits: [100/100]
Cunning Tactics +15
Monarch(Economy) +60
Lucky +10
Physically Active +5
Mentally Sharp +5
Lies and Treachery +5
>Nation's Name: Kingdom of Scorching Sands
>Color: #967117
>Fluff: (Scorpionpeople). (Chitin-armored humanoids, with powerful claws and stingers filled with deadly, caustic toxins. They value stealth and speed for fighting. They have little to no honor and will resort to dirty tactics and ambushing. They usually happen to be bandits, striking down and stealing those who are unfortunate to be caught in their path, after stealing the spoils, they usually keep the victims as slaves to be sold or used. They are untrustworthy, the saying for scorpionpeople goes "scorpionpeople will stab you in the back by stealing your wife, children, money and job and have sex with them, take all your food, only use you for convience, literally stab you in the back and then kick you in the nuts and sell you to slavery." or something among those lines.)
>Technology:
-Economy: 16 (16 coins per turn)
-Science: 3
-Industry: 5
-Food: 1 (0.1 Pop / Turn)
>Cities:
>Population:
>Military:
>Buildings:
>Storage:
>Nation Traits: [100/100]
Camouflage +10
Poison Venom +10
Backstabbing Hero +10
Smart People +50
Trading Plans +20
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b7d753 No.8645
>>8640
Changing Trading Plans to Money Source.
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b7d753 No.8655
>Leader's Name: Queen Novem
>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 [0/100]:
The Hive Mind - Remove Leader's Capacity and Nation's Capacity.
>Leader/Nation Capacity [0/220]
Can get both traits from leader and nations. [0 Points]
Antennae Signals - Receive/give instant messages [0 Points]
For the Queen! - Needs [Hard Science]. Recruiting soldiers, Industry, and Food is doubled. [150 Points]
>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:
-Science: 2
>Science Bonus: Hard Science
-Industry: 5
>Industry Bonus:
-Food:
>Food Bonus:
>Cities: 3
>Population:
>Military:
>Buildings:
>Storage:
>Nation's Traits [0/100]:
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]
For the Hive! - Needs [Hard Science]. Constant MAX Happiness Level.
Start out with 3 Cities. [150 Points]
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b7d753 No.8714
>Leader's Name: Queen Novem
>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 [0/100]:
The Hive Mind - Remove Leader's Capacity and Nation's Capacity.
>Leader/Nation Capacity [0/220]
Can get both traits from leader and nations. [0 Points]
Antennae Signals - Receive/give instant messages [0 Points]
For the Queen! - Needs [Hard Science]. Recruiting soldiers, Industry, and Food is doubled. [150 Points]
>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:
-Science: 2
>Science Bonus: Hard Science
-Industry: 5
>Industry Bonus:
-Food:
>Food Bonus:
>Cities: 3
>Population:
>Military:
>Buildings:
>Storage:
>Nation's Traits [0/100]:
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]
For the Hive! - Needs [Hard Science]. Constant MAX Happiness Level.
Proper Post. No 3 cities, just FOR THE QUEEN
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b7d753 No.8724
Alright, the game starts now.
For the sake of not having a super long stat sheet, please remove any Traits that are no longer needed.
For instance, any Traits that gives +5 to Science would no longer be important.
—
Everyone gains this.
____ (Capital) [2 Actions]
Actions are XD100.
Luxury items, quests, heroes, etc will be given after the first turn.
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b7d753 No.8728
| Rolled 57, 96 = 153 (2d100) |
1.2. I know where the sabertooth live. We could hunt and kill them and they would feed us for a while. However I believe there is a better way. The sabertooth are quick and efficient hunters and we could use that. So I shall take those of us who are good with animals and attempt to capture then tame the beasts as hunting companions.
http://pastebin.com/tPWU42Aj
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b7d753 No.8730
File: 1439935105311.jpg (273.76 KB,1024x1529,1024:1529,insect_warrior_v1_by_b4db4….jpg)
| Rolled 63, 69 = 132 (2d100) |
>>8724
>Leader's Name: Queen Novem
>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:
-Science: 2
>Science Bonus: Hard Science
-Industry: 5
>Industry Bonus:
-Food: 4 (0.4 / Turn)
>Food Bonus:
>Cities:
1 Capital
>Population:
>Military:
>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]
1. Bring forth our Flying Ant warriors, they will make the backbone of our scouting and reconnaissance operations, searching for resources and food or gazing down upon enemies of the hive.
For the Queen! - Needs [Hard Science]. Recruiting soldiers, Industry, and Food is doubled.
2. Have our workers dig deeper and wider irrigation shafts within the nest, to bring forth water to expand underground farming operations.
For the Queen! - Needs [Hard Science]. Recruiting soldiers, Industry, and Food is doubled.
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b7d753 No.8735
| Rolled 97, 63 = 160 (2d100) |
>>8724
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.
Technology:
Economy:3 (3 Coin / Turn)
Economy Bonus: Good Taxes, Binding Spirit [Hero - Queen] Gril
Science:4
Science Bonus: Smart People
Industry:4
Industry Bonus: Worker's Guild; Bob The Builder
Food:3 (2.3 Pop/Turn)
Food Bonus: Breeders, Farming Knowledge
Cities:1
Golden Hall [Capital] (Happiness: 5/Content) [2 Actions]
Population:110
Military:
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.
Workers Guild - Unlocks the [Guildmaster Bob the Builder] Hero.
Breeders - +2 to Pop/Turn
1 Build Farm. These people work the land well, a few of them have some neat ideas for developing the land
2 Explore. I must learn more about this strange land and its denizens, and if any monsters should appear I will vanquish it before it can wound these people.
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b7d753 No.8739
| Rolled 23, 59 = 82 (2d100) |
http://pastebin.com/iZuT8Xte
1: Hunt Food, we shall search for beasts to slaughter and feed our people.
2. Explore, we must discover more about this land.
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b7d753 No.8744
| Rolled 91, 11 = 102 (2d100) |
>>8724
Stats
http://pastebin.com/ZR74ZLkb
Economy: 15 (15? Gold / Turn)
Science: 0
Industry: 6
Influence: 5
Food: 5 (0.5 Pop/Turn)
>Cities:
[Capital] Emeraljia [Two Actions]
>(Happiness: 7/?Content?)
>Population: 90
>Coins: 45
>Buildings:
2 Huts ( 200 MAX Pop ) [Upkeep: 2]
4.Worshiped Being - Create a religion and the [Influence] tab. Population's efforts are doubled.
The Forest provides for us. Green Paste, colourful flowers, Fiber for cloth. We need simply find it.
1. Gather wood and fiber, we must build another Hut.
2. The cloth we have is hand-fashioned, and thus exceedingly rare. We must learn to make more. [Research Loom]
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b7d753 No.8751
| Rolled 11, 2 = 13 (2d100) |
>>8724
>Leader's Name: Na'cal Mixtale
>Nation Name: Apa Qintec
>Color: Light Green
FLUFF: http://pastebin.com/EQ2WzVMZ
>Leader Traits: [100/100]
+Nature Shaman - Leader's Food and Industry Traits' point value are halved. Military and Science's are doubled. [40 Points]
+War Shaman - Unlocks a [Unique Unit] [40 Points]
+Lucky - Bad events from rolls (20 and below) have a less chance appearing. [10 Points]
+Life Goals - Gain a small [Hero Quest]. [5 Points]
+Physically Active - Character is strong. [5 Points]
>Nation Traits:
+Religion Focused - Create a Religion. Religion's bonuses are doubled. [20 Points]
+Clans - Gain VERY Helpful Advice from other clan members. [40 Points]
+Cultural People - Less chance of rebellion. [30 Points]
+Fertile Soil - Farm instantly turn level 2. [10 Points]
Economy: 4 (4 Coin / Turn)
Science: 3
Industry: 9
Food: 7 (0.7 Pop/Turn)
+2 Happiness
+3 Influence
>Religion: Zem'ani Penac
>Cities:
Bunaac [Capital] (Happiness: 5/Content) (2 Actions)
>Population: 180
>Coins: 41
>Buildings:
3 Huts ( 300 MAX Pop ) [Upkeep: 3]
1 - Get some farms up and running. We need food!
>+Fertile Soil
2 - Also we have no soldiers. We should recruit and train some.
>+War Shaman
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b7d753 No.8758
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b7d753 No.8760
>>8724
>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]
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]
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: 5
>Industry Bonus: Food Producing Buildings add Influence.
-Food: 6 (0.6 Pop/Turn)
>Food Bonus:
>Cities: Haqad'tar [Capital] 2 Actions (Happiness: 5/Content)
>Population: 130.6
>Military: Military Hero, [Rothar, Son of Xoccol].
Military Hero, [Hazati, Legendary Huntress]
>Buildings: 2 Huts ( 200 MAX Pop) [Upkeep: 2], Farm, Hunting Ground. [Bob The Builder] Guild Hero
>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 - Create a Religion (Tazatan Totemic Worship) [25 Points]
1. Greet Mother Sun as she rises and takes Father Moon's place– as is custom, of course. Be especially gracious to the spirits, because today is the day plans are set into motion. Begin first by consulting the Builder on how to possibly expand our farms.
2. Ply the hunting grounds with Hazati and Rothar in tow. See if we cannot catch a particularly large animal to use as a centerpiece for an upcoming feast.
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b7d753 No.8761
| Rolled 28, 77 = 105 (2d100) |
>>8760
haha oh wow i'm retarded rolls
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b7d753 No.8762
| Rolled 87, 90 = 177 (2d100) |
>>8724
http://pastebin.com/FPsjuY9R
>1 Tiiiiimbeeeer
Trees: They're stronger than woven things.
We should look into finding ways to harvest them effectively.
>2 Trailblazing
Explore our lands and those around us!
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b7d753 No.8764
| Rolled 60, 17 = 77 (2d100) |
>>8724
>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. First off we need food, lots and lots of food. Try finding some animals that produce large amounts of milk and serve as a good amount of lean meat.
>Make Hunting Grounds
2. See if we can make better tools, for fighting, protection, and for general work.
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b7d753 No.8770
| Rolled 71, 40 = 111 (2d100) |
>>8724
>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)
-Research Lab (30)
-Economy: 3 coins/turn
-Science: 4
-Industry: 8
-Food: 3 (.3 Pop./turn)
> [Influence]- Cult of Sul'Ingu, Lightbringer (+2/turn)
>Cities
Qalo [Capital] (Happiness: 5 (Content) )
>Population-130
>Coins-70
>Buildings:
2 Huts (200 MAX pop.) [Upkeep: 2]
1) Explore and expand. No more will the Sunspeakers huddle in their little village, fearing the outside world! The Great and Radiant Lightbringer demands it!
2) 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.
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b7d753 No.8773
>>8728
>Leader's Name: 'Nine-Eyes' Sympatha [A-6. D-5. M-3 Venom-2. Improved Vision-2.]
[Life Goals]
The Gods have gifted you with the Eye of Sight.
Now your destiny is to lead your tribe to greatness, no matter the cost.
Quest:To Greatness - Become a Kingdom. (Control 3 Cities)
+Economy Bonus: Silk (+1 Economy. +1 Influence.)
You have got your starting units!
+Military: 2 Scouts (A-1. D-2. M-4. Venom-1.)
(Name th
You have sent out yourself and two other units. (3 Unit Military)
The sabertooth tigers decided to fight back! Looks like you need to kill some of them to actually teach them a lesson.
[Blessing] - 5% Increased Attack.
Combat : Roll Xd10. Where X is the amount of Units you have in the battle.
>>8730
>Leader's Name: Queen Novem [A-1. D-10. M-1. Big-3]
Starting Units.
+Military: 4 Flying Ants (A-0. D-1. M-5. Flying.)
Underground Farm Level 1 : 5 / 30 [Once Completed: +5 Food. Upkeep: 2]
>>8735
>Leader: Samurai Bob [A-3. D-3. M-2.]
Binding Spirts, Workers Guild (You can remove these traits now)
[NEW TAB]
>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.]
(Cost an action to switch governors)
Smart People: +1 Science
Farming People: +1 Food
Farm Level 1 : 8 / 30 [Once Completed: +5 Food. Upkeep: 2]
Which direction do you go? (Free Action)
Starting Units
+Military: 2 Scouts [A-2. D-2. M-2.]
>>8739
>Leader's Name: Sekqet of the Sands [A-3. D-1. Venom-2. Camouflage-3.]
Backstabbing Hero
[HEROES]
Spy: ??? - Choose a Player's nation to spy on.
Money Source
+Economy Boost: Spice (+1 Gold)
+Food Boost: Spice (+1 Food)
Starting Units
+Military: 2 Scouts [A-1. D-1. M-3. Venom-1. Camouflage-1.]
Which direction do you go?
>>8744
>Leader's Name: Delahna Porrim [A-2. D-4. M-3]
Emeralijia (Happiness: 7 / Happy)
Happiness:7 - +3 Economy, +1 Industry, +1 Influence, +1 Food
[Worshipped Being]
Influence: 5 (5 Influence / Turn)
>Influence Points: 5
[Thick Green Paste]
+Food Bonus: Thick Green Paste (+2 Food.)
+Military Bonus: Thick Green Paste (5% Increased Defense)
[Religion]
What is your religion about?
Hut - 12 / 30 [Increase Max Pop by 100. Upkeep: 1]
Changes to Emboldened Spirit
Emboldened Spirit - Units gain X% greater attack and defense, where X is 1% of current Influence Points.
Starting Units
+Military: 2 Scouts [A-1. D-1. M-3.]
>>8751
>Leader's Name: Na'cal Mixtale [A-2. D-3. M-2. +1 M in Forest]
You don't even have starting units!
[Life Goals]
"Take in the knowledge of shamanism, of war, of the world around him. He would not die in ignorance, he would master his surroundings with a fervor unknown in most elves."
Quest:Knowledge - Learn 2 different technologies from other nations.
Bunaac [Capital] (Happiness: 7/Happy)
Happiness : +1 Industry. +1 Food.
[Religion Focused]
What is your religion about?
[Clans]
"To get an Influence Tab, we need something that can share our culture with others. For instance, buildings like Circuses, Theaters, or a Church. There are a lot of other methods."
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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.
>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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