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First Primal

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Thread replies: 122
Thread images: 24

File: First_Primal.png (744KB, 1024x768px) Image search: [Google]
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For years, harsh and unforgiving Primal World has kept any intelligent life that manages to take hold in isolated pockets, while beasts that are bigger, stronger, and more deadly roam the land unhindered, but no longer. Some of the intelligent beings of Primal World have formed small but powerful city-states, and have begun expanding their influence through the mountains, jungles, savannas, and grasslands of their world. What's more, scouts have told the people of their cities tales of ancient, all-powerful beings, offering great power to those that share their ideals. Will you help to preserve the Primal World's natural state, bend it to your will, or ignore these Ancients, and forge your own path?

Joining the game is simple, just fill out the sheet (And put your desired starting location):
Nation Name: (What your nation is called)
Race(s): (What kind of peoples inhabit your nation)
Color: (Your Color on the map)
Fluff: (your nation's backstory- more thorough fluff will help GM figure out eccentricities.)
-Don't fill out (unless told)-
Settlements: (Player-named capital) (Player-Named outpost (4))
Territory:
Population (+growth/turn): GM Generated
Food: 1
Currency: 3 (+x/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: GM Generated
Military: 1 (Player Named Unit)
Tech: Bronzeworking (Others determined by Fluff)
Resources:
Eccentricities: GM Generated (Again, the better the fluff, the more of a feel GM has for your nation.)

http://pastebin.com/pakzadFV

Map Key
Turquoise Green: Temperate Forest
Dark Green: Swamp/Marsh
Brown: Mountains
Steel Blue: Boreal Forest
Ugly Pea Soup Color: Tropical
Dark Orange: Steppe Plains
Yellow: Desert
White: Tundra
Blue: Water
>>
>>1076472
Dude, Primal is my series. GTFO.
Just kidding, totally ok with this. Writing up something now.
>>
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>>1076489
lol
>>
Writing one too
>>
>>1076489
Nation Name: First Kingdom
Race(s): Merfolk
Color: Purple
Fluff: For hundreds of years, the disparate Mer clans living near the ocean floor have fought amongst each other. The constant warfare, as well as the danger of their ocean home, have kept the intelligent Merfolk primitive, only using stone tools and weapons. That is no longer the case- the different clans have been united by the leader of one of the most powerful clans, and have formed a strict caste society, with warriors and warleaders at the top. The original king lies dead, and now his young, ambitious son is in charge. Surrounded by his honor guard, the new ruler of the First Kingdom seeks to expand his territory to new heights- and even onto the land, which many of his people have looked to jealously throughout the years.
>Put me somewhere in the deep ocean, please
-Don't fill out (unless told)-
Settlements: (Player-named capital) (Player-Named outpost (4))
Territory:
Population (+growth/turn): GM Generated
Food: 1
Currency: 3 (+x/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: GM Generated
Military: 1 (Player Named Unit)
Tech: Bronzeworking (Others determined by Fluff)
Resources:
Eccentricities: GM Generated (Again, the better the fluff, the more of a feel GM has for your nation.)
>>
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Nation Name: The Prosperian Union
Race(s): Dwarves
Color: Red
Fluff: The Prosperian Union is a merchant collective created by the merging of four clans: the Ironblood, Silverbeard, Oakenhammer and Stonefist clans. The Ironblood Clan is comprised of some of dwarvenkind's best miners and smiths and the Silverbeard Clan prides itself in its crafts and inventions. The dwarves of the Oakenhammer Clan are excellent carpenters and masons, and the Shieldsworn Clan is known for being fearless sellswords and mercenaries. Together, these clans hope to make a great merchant empire that will be known throughout the world.
-Don't fill out (unless told)-
Settlements: Gladsheim (Player-named capital), Kelgorath, Valtheim, Oakenhall, Monadheim (Player-Named outposts)
Territory:
Population (+growth/turn): GM Generated
Food: 1
Currency: 3 (+x/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: GM Generated
Military: 1 (Player Named Unit)
Tech: Bronzeworking (Others determined by Fluff)
Resources:
Eccentricities: GM Generated (Again, the better the fluff, the more of a feel GM has for your nation.)
>>
>>1076822
Nation Name: Ibowell
Race(s): Humans, some goblins
Color: Grey
Fluff: The Ibowell tribe started as relatively small tribe in a secluded area of the region. However belief in their fertility goddess Iprueb spread and relatively low priority for war mongering leading to the tribes numbers swelling rapidly. By the time the other tribes came nosing around for territory, the Ibowell tribe's numbers dwarfed their neighbors by a factor and a half. War came swiftly afterwards, with the Ibowell's knowledge of herbs practiced after many births being weaponized leading them to the for front. And which each new tribe tamed, the worship of Iprueb swelled as well. After the human tribes had been subdued, the Ibowell people started to conquer the more monsterous races in the area starting with the goblin-kin. However, unlike the human members of the tribe who were able to free themselves from slavery by subduing another tribe, the monster races are still considered slaves and serfs until another non human race has been subdued by the tribe.
-Don't fill out (unless told)-
Settlements: Iwock(Player-named capital) (Player-Named outpost (4))
Territory:
Population (+growth/turn): GM Generated
Food: 1
Currency: 3 (+x/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: GM Generated
Military: 1 (Player Named Unit)
Tech: Bronzeworking (Others determined by Fluff)
Resources:
Eccentricities: GM Generated (Again, the better the fluff, the more of a feel GM has for your nation.)
>>
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>>1076666
[Merfolk]
Settlements: (Player-named capital) (Player-Named outpost (4))
Territory: 30
Population 10 (+3/turn): GM Generated
Food: 1
Currency: 3 (+1/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 Capital, Ocean Special
Military: 1 (Player Named Unit)
Tech: Bronzemaking, Spears I, Fishing 1
Resources: [Stone 5], [Fish 5], [Coral 5]
Eccentricities:
[Aquatic]: Life under the sea has brought the Merfolk much freedom. Thus land expansion is easier and sea movement is much faster (2x through water tiles, can travel on water without tech). Unfortunately this makes them ill equip to deal with land (1/2 land movement, suffer attrition on land, can't develop boat tech on own)
[Sea Warriors] Years of in fighting and natural adaptation to the ocean has made the Merfolk a force to be reckon with on the water (Bonus to naval warfare)

[Dwarves]
Territory: 20
Population 10 (+2/turn): GM Generated
Food: 1
Currency: 3 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: Capital
Military: 1 (Player Named Unit)
Tech: Bronzeworking, Currency I, Mining I
Resources: [Wood 5], [Bronze 5], [Silver 5]
Eccentricities:
[Unions] Organized specialist work well, but not for free. Funded buildings are constructed much faster.
[Trade Routes] A road will automatically, but slowly be built along any trade route that is formed between two town/cities

[Ibowell]
Settlements: Iwock(Player-named capital) (Player-Named outpost (4))
Territory: 23
Population 10(+4/turn): GM Generated
Food: 1
Currency: 3 (+2/turn)
Industry: 5
Structures: Government Building, Farm I (2), Goblin shanty town
Defenses: GM Generated
Military: 1 (Player Named Unit)
Tech: Bronzeworking, Herbalism I, Animal Husbandry I
Resources: [Horses 5], [Wood 5], [Stone 5]
Eccentricities:
[Slave Labor] It is nice to have other creatures do your dirty work for you. Bonus to resource production, but slave revolts are catastrophic.
[Crack of the whip] Can willingly sacrifice population for a large boost to action. Increase risk of slave revolt.
>>
>>1076944
So how many actions do we get?
>>
>>1076968
Standard 3
>>
Nation Name: The Golem Makers
Race(s): Mages, Golems
Color: Blue
Fluff:The Golem Makers are a group of magically minded humans, mages,of noble blood who desire to create a socio-cultural and economic utopia where golems perform all tasks of labor and warfare, leaving themselves to enjoy the pleasures of life in the sciences, arts, and culture. golems to work the farms, golems to work the mines, golems to protect the land while they may live in luxury, enjoying musical orchestra's and delicate fashion. To that end the mage's design and develop more and more advanced golems, who also help to build other golems, and seek to establish their utopia.
>>
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>>1077036
>>
Found a much better pic
>>
>>1076944
Dat left island mountain
Nation Name: the Calvary Dominion
Race(s): Ponies
Color: pink or blood, I care not which
Fluff: horse =/= pony. The Caste system of our long distant home has devolved into slavery. The earth Ponies being the slaves of those with magic or wings. And all falling under the iron hoof of the one among them who has both, the tyrannical Cherry Sabers.
>>
>>1077096
Put my capital where the mountain meets the lake if you would.
>>
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>>1076472
>Nation Name: Jatu
>Race(s): Humans
>Color: White
>Fluff: Born on the steppe plains, the Jatu people spent most of their early years as tribal nomads, moving from place to place across the plains. However, as their numbers grew, the idea of putting down roots and building a unified city became ever more enticing as they felt they could grow no stronger as the individual, scattered tribes they were at the time. Masters of the horse, the Jatu are said to practically be born in the saddle with lance in hand, as they made good use of the native horses on the plains during their nomadic periods, and continued to put them to use as their nation grew. Believers of strength in any and all forms, they view any kind of weakness as a disease and sin, one that most be purged from the world before it can fester. Those who cease trying to improve, or grow complacent with their lot, are viewed as enemies and are treated without the slightest shred of mercy.
>-Don't fill out (unless told)-
>Settlements: (Player-named capital) - Diocletian (Player-Named outpost (4)) - Fel, Xaventry, Hystos, Vols
>Territory:
>Population (+growth/turn): GM Generated
>Food: 1
>Currency: 3 (+x/turn)
>Industry: 5
>Structures: Government Building, Farm I (2)
>Defenses: GM Generated
>Military: 1 (Jatu Raider)
>Tech: Bronzeworking (Others determined by Fluff)
>Resources:
>Eccentricities: GM Generated (Again, the better the fluff, the more of a feel GM has for your nation.)
>>
>>1076944
>Going to assume you meant sea expansion is much easier for me :^)
[First Kingdom]
Settlements: (Ulnasrae) (Outposts: Amlosoin, Smogh, Pa'llom, Proku)
Territory: 30
Population (+3/turn): 13
Food: 1
Currency: 4 (+1/turn)
Industry: 5
Structures: Thrak Raan, Farm I (2)
Defenses: 1 Capital, Ocean Special
Military: 1 (Player Named Unit)
Tech: Bronzemaking, Spears I, Fishing 1
Resources: [Stone 5], [Fish 5], [Coral 5]
Eccentricities:
[Aquatic]: Life under the sea has brought the Merfolk much freedom. Thus land expansion is easier and sea movement is much faster (2x through water tiles, can travel on water without tech). Unfortunately, this makes them ill-equipped to deal with land (1/2 land movement, suffer attrition on land, can't develop boat tech on own)
[Sea Warriors] Years of infighting and natural adaptation to the ocean has made the Merfolk a force to be reckoned with on the water (Bonus to naval warfare)

1) First thing's first, we need to see what's out there. Send a scouting party out to survey our lands.
2) Organize the caste system better, into four tiers- Those who have not served in the military will be on the bottom, to encourage people to join and serve the kingdom. Above them will be those who serve, or have served. Above them will be the warrior elite- those who have proven themselves to be exceptional, commanders and the like. Finally, at the top, will be the royal family, who all others serve.
3) Begin building a structure dedicated to the manufacture of our stone Tridents- cliche, but the weapons work in our watery home.
>>
Rolled 63, 94, 3 = 160 (3d100)

>>1077181
and rolls
>>
>>1076472
Nation Name: Dro'kahla
Race(s): Naga
Color: Green
Fluff: From the depths the Naga were born. Clawing their way from ignorance in search for the light of truth. They learned to create tools, to forge ores in the volcanic vents to create metal weapons, and to build their cities and temples upon the sea floor and continental shelves. Tribes were formed, warred with each other, and eventually fell to the Dro'khala and became united. New temples to the sun god, Ano, and the dark god, Shia, were built grander than ever. Now with the death of the old king and the rise of his son the kingdom sets it's sight on greater heights and new lands.
-Don't fill out (unless told)-
Settlements: (Player-named capital) (Player-Named outpost (4))
Territory:
Population (+growth/turn): GM Generated
Food: 1
Currency: 3 (+x/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: GM Generated
Military: 1 (Player Named Unit)
Tech: Bronzeworking (Others determined by Fluff)
Resources:
Eccentricities: GM Generated (Again, the better the fluff, the more of a feel GM has for your nation.)
>>
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Rolled 15, 54, 90 = 159 (3d100)

>>1076944

[Dwarves]
Territory: 20
Population 12 (+2/turn)
Food: 1
Currency: 6 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: Capital
Military: 1 (Shieldsworn Mercenary)
Tech: Bronzeworking, Currency I, Mining I
Resources: [Wood 5], [Bronze 5], [Silver 5]
Eccentricities:
[Unions] Organized specialist work well, but not for free. Funded buildings are constructed much faster.
[Trade Routes] A road will automatically, but slowly be built along any trade route that is formed between two town/cities

---

A mighty trade empire does not begin by sitting idly. The Ironblood Clan begins digging a mine into the caldera near their outpost of Kelgorath, hoping to strike metal. The Ironblood Clan will be paid for their efforts. (+Unions)

A trade empire can also not be run on empty bellies. There are fish in the great river near our capitol of Gladsheim, so we should research efficient ways to catch them.

Lastly, the Oakenhammer Clan will need stronger building materials, so a quarry should be built. The Oakenhammers will be paid for this as well. (+Unions)

>Also can you make my territory a different shade of red please? Pink does not befit a dwarf. Make me grey if that doesn't work.
>>
>>1077342

A bit more about the Prosperian Union for fun:

As stated earlier, Prosperian government is made of four clans, the Ironbloods, Silverbeards, Oakenhammers and Shieldsworn. Although the majority of dwarves reside in Gladsheim, where goods are traded, each clan operates out of their respective ancestral clanhalls. Kelgorath, the southern outpost, is built into the great Kelgorath Caldera, and is home to the Ironblood Clan. Valtheim, to the east, houses the scholarly Silverbeards, and the Oakenhammers reside in the city of Oakenhall on the northern plains. Lastly, the Shieldsworns' mighty training camp of Monadheim lies to the west. Each of the clans are represented by their respective chiefs who meet in the Grand Hall to discuss urgent affairs.

The Shieldsworns make up the brunt of the Prosperian military, but also serve as mercenaries for those willing to pay well. However, the homeland always comes first and Shieldsworn mercenaries will always prioritize its defense if Prosperian lands are threatened.
>>
>>1077057
nah manj
Shield Guardians are boss.
>>
OP is kill?
>>
>>1078604
hopefully not
>>
Rolled 84, 48, 2 = 134 (3d100)

[Ibowell]
Settlements: Iwock(Player-named capital) (Player-Named outpost (4))
Territory: 23
Population 10(+4/turn): GM Generated
Food: 1
Currency: 3 (+2/turn)
Industry: 5
Structures: Government Building, Farm I (2), Goblin shanty town
Defenses: GM Generated
Military: 1 (Player Named Unit)
Tech: Bronzeworking, Herbalism I, Animal Husbandry I
Resources: [Horses 5], [Wood 5], [Stone 5]
Eccentricities:
[Slave Labor] It is nice to have other creatures do your dirty work for you. Bonus to resource production, but slave revolts are catastrophic.
[Crack of the whip] Can willingly sacrifice population for a large boost to action. Increase risk of slave revolt.

1) Better start a scouting party to the west, see what's out there.
2) Start building a statue to Ipureb good and proper (+Slaves)
3) Have the slaves start gathering some herbs for meat flavoring (+slaves)
>>
Not dead, just had to sleep after work. Going to work on thread after eats
>>
>>1079580
Holy shit Paul's alive!
>>
>>1079580
Huzzah
>>
Nation Name: Varuosa
Race(s): Humans
Color: Purple
Fluff: Varuosa is a city-state ruled by a council of Sorcerers. It's rather old and rather developed in terms of magical ability but it suffers from crippling social stratification. Those born with magical talent are a class of citizen above those without the Gift. The Gift is seemingly random without apparent selection between sorcerers' couples or mundane ones. Thus, great effort is put into the discovery and training of the next breed of Sorcerers.
-Don't fill out (unless told)-
Settlements: Varuosa, (Player-Named outpost (4))
Territory:
Population (+growth/turn): GM Generated
Food: 1
Currency: 3 (+x/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: GM Generated
Military: 1 (Player Named Unit)
Tech: Bronzeworking (Others determined by Fluff)
Resources:
Eccentricities:
>>
>>1077036
[Golem Makers]
Settlements: (Player-named capital) (Player-Named outpost (4))
Territory: 23
Population 12(+1/turn): GM Generated
Food: 1
Currency: 3 (+2/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 Capital
Military: 1.5 (Player Named Unit)
Tech: Bronzeworking, Arcane Magic I, Golem Crafting I, Writing I, Music I
Resources: [Wood 5], [Stone 15]
Eccentricities:
[Tireless Workers] Gain a bonus when using multiple actions on an act of physical labor.
[Artificial Warriors] Golem military units aren't made of flesh and blood therefore harder to kill. They are also natural siege units (though weaker than a regular siege unit)

Settlements: (Player-named capital) (Player-Named outpost (4))
Territory: 26
Population 10 (+3/turn): GM Generated
Food: 1
Currency: 3 (+1/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 Capital
Military: 1 (Player Named Unit) - Calvary unit
Tech: Bronzeworking, Animal Husbandry II, Spear I
Resources: [Horses 5], [Stone 5], [Bronze 5]
Eccentricities:
[Former Nomads] The Jatu have only just started to settle down (while movement rolls are better, they are not practiced at making permanent structures)
[Horse Lords] The Jatu are masters of Horseback (Calvary units are trained faster and have +2 movement on the steppe terrain)
>>
>>1079793
>halt all new apps
i'm sad. any chance for one last late entry please?
>>
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>>1079793
[Dro'kahla]
Territory: 30
Population (+3/turn): GM Generated
Food: 1
Currency: 3 (+1/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 Capital, Ocean Special
Military: 1 (Player Named Unit)
Tech: Bronzeworking, Smithing I, Construction I
Resources: [Fish 5], [Coral 5], [Tropical Fruit 5]
Eccentricities:
[Aquatic]: Life under the sea has brought the Naga much freedom. Thus land expansion is easier and sea movement is much faster (2x through water tiles, can travel on water without tech). Unfortunately, this makes them ill-equipped to deal with land (1/2 land movement, suffer attrition on land, can't develop boat tech on own)
[Secret Knowledge] The Dro'kahla have the knowledge of making alloys that are resistant to the corrosion of their sea home (Bonus to metallurgy technology)

[Varuosa]
Settlements: Varuosa, (Player-Named outpost (4))
Territory:
Population 10(+3/turn): GM Generated
Food: 1
Currency: 3 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 capital
Military: 1 (Player Named Unit)
Tech: Bronzeworking, Arcane Magic I, Agriculture I
Resources: [Wood 5], [Copper 5], [Stone 5]
Eccentricities:
[The Noble Lie] Due to the common belief that those with magical powers are destined to lead, the common people accept their lot in life (Rebellion and social strife is lowered significantly)
[Arcane Superiority] Those with the gift are trained to use it with utmost care (Bonus to Arcane technology, penalty to martial technology)
>>
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Nation Name: Sky Sails
Race(s): Hawkmen
Color: White
Location: Island at the center of the map
Fluff:
a nomadic race of winged hawkmen, the Sky Sails roam through the air on ships made from a rare wood of very tall trees, that when cut float upward into the sky. they used this wood to build flying ships, and use them sail around the world. they fish from the deep see and gather above land, and enjoy exploring and meet new peoples and seeing new places. their capital is the floating town of Tortuga, which is anchored to a a small island at the center of the world, and is surrounded by smaller floating outposts also anchored to the seabed with great chains and boulders. the Hawkmen live and die on their ships, and have a hard time staying on the ground for long, preferring to sail the skies free as birds.
https://www.youtube.com/watch?v=42Ev3tJWZjs
>>
>>1080124
Pick a different color
>>
Rolled 17, 33, 65 = 115 (3d100)

>>1079793
Nation Name: Jatu
Race(s): Humans
Color: White
Fluff: Born on the steppe plains, the Jatu people spent most of their early years as tribal nomads, moving from place to place across the plains. However, as their numbers grew, the idea of putting down roots and building a unified city became ever more enticing as they felt they could grow no stronger as the individual, scattered tribes they were at the time. Masters of the horse, the Jatu are said to practically be born in the saddle with lance in hand, as they made good use of the native horses on the plains during their nomadic periods, and continued to put them to use as their nation grew. Believers of strength in any and all forms, they view any kind of weakness as a disease and sin, one that most be purged from the world before it can fester. Those who cease trying to improve, or grow complacent with their lot, are viewed as enemies and are treated without the slightest shred of mercy.
-Don't fill out (unless told)-
Settlements: (Player-named capital) - Diocletian (Player-Named outpost (4)) - Fel, Xaventry, Hystos, Vols
Territory: 26
Population 10 (+3/turn): GM Generated
Food: 1
Currency: 3 (+1/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 Capital
Military: 1 (Jatu Raider)
Tech: Bronzeworking, Animal husbandry II, Spear 1
Resources: [Horses 5], [Stone 5], [Bronze 5]
Eccentricities:
[Former Nomads] The Jatu have only just started to settle down (while movement rolls are better, they are not practiced at making permanent structures)
[Horse Lords] The Jatu are masters of Horseback (Calvary units are trained faster and have +2 movement on the steppe terrain)

Expand North. We need access to Wood.

Scout lands for useful resources.

Research Selective Breeding. [Animal Husbandry II]


Also, are our resources currently flat, or do we get per turn?
>>
>>1080150
Flat until you build something that produces/collects more of the resource.
>>
>>1080143
silver. if that can't be done, light blue. if those can't be done, light brown.
>>
Rolled 68, 39, 59 = 166 (3d100)

[Varuosa]
Settlements: Varuosa, (Player-Named outpost (4))
Territory:
Population 10(+3/turn): GM Generated
Food: 1
Currency: 3 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 capital
Military: 1 Sorcerous Cadre
Tech: Bronzeworking, Arcane Magic I, Agriculture I
Resources: [Wood 5], [Copper 5], [Stone 5]
Eccentricities:
[The Noble Lie] Due to the common belief that those with magical powers are destined to lead, the common people accept their lot in life (Rebellion and social strife is lowered significantly)
[Arcane Superiority] Those with the gift are trained to use it with utmost care (Bonus to Arcane technology, penalty to martial technology)

1. Research Arcane Magic II
+[Arcane Superiority]

2. Research Wands I
+Arcane Magic I
+[Arcane Superiority]
Every caster needs a focus. A place to store power until it is needed and as a means of defense. Enter the Wand, or other similar focus item. These will give the user some measure of personal defense even when spells are unavailable.

3. Construct an Academy

In an effort to curtail the somewhat ineffective but mostly controversial apprenticeship system a new academy will be built to provide a place of learning for new acolytes.
>>
>>1080124
[Sky Sails]
Territory: 23
Population 10 (+3/turn)
Food: 1
Currency: 3 (+2/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 Capital, Floating city Special
Military: 1 (Player Named Unit) -Air unit
Tech: Bronzeworking, Boatbuilding I, Flying Ships I
Resources: [Wood 5], [Apples 5], [Float Wood 5]
Eccentricities
[Former Nomads] The Hawkmen have only just started to settle down (while movement rolls are better, they are not practiced at making permanent structures)
[Airborne] All that time in the sky has made the Hawkmen forget how to deal with the land (Get to create air units from the get go, but has penalty to land combat and construction)
>>
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Rolled 7, 4, 4 + 3 = 18 (3d10 + 3)

>>1080395
[First Kingdom]
The initial reports state that much of the ruins around the capital are in good condition. Though looted long ago, they can still form a solid base for new structuring. Other than that, a large squad of Giant Squid was spotted in the deeper trenches of the Kingdom. The recent regime change allowed flexibility for social restructuring and the new King's iron fist has squash several resisters (Caste System I 4/6). The building construction failed to get off the ground as it was discovered that a corrupt foreman was pocketing government funds and sold off material (-2 stone no progress)

[Prosperian Union]
The Ironbloods fail to find a suitable location to mine. The dwarves of the Union have started to take into the hobby of fishing, finding it relaxing after a hard day of work (Fishing I 2/4). The construction went marvelously with the Oakhammer Clan building the quarry with frighting speed. Upon completion there was much celebration (Gain quarryx1, +1 stone/turn, -10 Currency. Got to state amount or otherwise I'll just subtract what is needed to get the job done. Too much time in debt will have consequences. Also, that is definitely not pink)

[Ibowell]
The scouts move west ward across the steppe where they find several wild horses and finally an outpost of a neighboring nation. On their way back, they find that the steppe is littered with surface deposits of copper. The statue to Ipureb goes well (-1 stone, -1 wood, 2/4. Slave Labor doesn't apply). The slaves accidentally gather a toxic plant along with the flavoring herbs resulting in several deaths before the culprit was discovered (-3 population).

[Jatu]
A scouting party of goblins led their human masters has made contact with eastern outpost. The group that was sent to expand north decided to instead to roam the northern plains for awhile, enjoying the freedoms that their culture offers. The land the Jatu occupy is rich with wild horses. The people of the Jatu started to notice that fast horses generally created fast children (Selective Breeding specialty tech 2/4)

[Varuosa]
The study of Arcane magics goes well (Arcane Magic II 2/8). After few exploding sticks and some nasty splinters, the sorcerers of Varuosa can gladly say that they have a working prototype wand (Wand I/4). After much growling about tradition, the academy begins its construction (-1 Wood, -1Stone, Academy 2/5)

I request that you place your fluff (initial & any extra you wish to add) and color on your posts. The color will remind me who you are and the fluff will help with RP. Also those who have done their turn yet will just take an extra one.
>>
Rolled 63, 76, 33 = 172 (3d100)

[Sky Sails]
Territory: 23
Population 10 (+3/turn)
Food: 1
Currency: 3 (+2/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 Capital, Floating city Special
Military: 1 Flying Junker -Air unit
Tech: Bronzeworking, Boatbuilding I, Flying Ships I
Resources: [Wood 5], [Apples 5], [Float Wood 5]
Eccentricities
[Former Nomads] The Hawkmen have only just started to settle down (while movement rolls are better, they are not practiced at making permanent structures)
[Airborne] All that time in the sky has made the Hawkmen forget how to deal with the land (Get to create air units from the get go, but has penalty to land combat and construction)
#1 research Boat Harvesting. everything is done from the Hawkmen's ships, they gut and salt fish and whale meat on them, they load felled trees and cut them into planks on them, and even use them to carry ores from mines to smelters on Tortuga. they find this easier than building static lumber mills, mines, or fisheries on the ground.
#2 forest elves have giant bows which can pierce bronze plate and pin a fly to a tree from a hundred yards. wizards have wands and staffs which throw curses at the flick of a wrist and can kill men with a single hit. but the Hawkmen have their own preferred ranged weapon, a stubby bronze pipe with a bit of fire dust and a piece of lead and lots of noise. it's not as swift or accurate as an elf with a bow, or as fast strong as a bolt of magic, and it takes a long time to reload but they make up for it in numbers. the Hawkmen begin searching their island for resource components to make the important fire dust.
#3 the Hawkmen make Bronze Harpoons for throwing at whales and big fish for food and blubber
>>
>>1080476
-__-
Well that attempt to roll two kinds of dice didn't work out.
>>1080477
Add your second turn as well
>>
Rolled 28, 96, 73 = 197 (3d100)

>>1080477
#1 on Tortuga, a lumber mill is built to carve some of the floating wood into floating planks
#2 in addition to the fire weapon, the hawkmen make crossbows, these are a lot easier to build in great numbers and shoot little but deadly bolts of bronze.
#3 the Hawkmen build an Academy in Tortuga, to teach future generations of sailors the art of sailing and discover new ways to improve their craft.
>>
>>1080476
REMINDER
Roleplay between nations doesn't cost an action
>>
Rolled 60, 91, 66, 35, 99, 20 = 371 (6d100)

Nation Name: The Golem Makers
Race(s): Mages, Golems
Color: Blue
Fluff:The Golem Makers are a group of magically minded humans, mages,of noble blood who desire to create a socio-cultural and economic utopia where golems perform all tasks of labor and warfare, leaving themselves to enjoy the pleasures of life in the sciences, arts, and culture. golems to work the farms, golems to work the mines, golems to protect the land while they may live in luxury, enjoying musical orchestra's and delicate fashion. To that end the mage's design and develop more and more advanced golems, who also help to build other golems, and seek to establish their utopia.
Settlements: Elysium (Player-Named outpost (4))
Territory: 23
Population 12(+1/turn): GM Generated
Food: 1
Currency: 3 (+2/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 Capital
Military: 1.5 Golem Protectors
Tech: Bronzeworking, Arcane Magic I, Golem Crafting I, Writing I, Music I
Resources: [Wood 5], [Stone 15]
Eccentricities:
[Tireless Workers] Gain a bonus when using multiple actions on an act of physical labor.
[Artificial Warriors] Golem military units aren't made of flesh and blood therefore harder to kill. They are also natural siege units (though weaker than a regular siege unit)

Most of the Mages spend their days, as they often do, in one of the well manicured gardens, attended to by Golem servants who do their bidding. The scene is jovial and lively, as children play and most adults lounge about discussing the latest fashion or how the golems could be put to better use. String instruments play in the background, as mage men and women sip tea to another delightful outing.
https://www.youtube.com/watch?v=kSE15tLBdso

1. The mages order their golems to start work on a Unversity, where the smartest mages can devise better ways to make life simpler through the use of golems. Also there should be a tennis court and a swimming pool.

[Tireless Workers] Gain a bonus when using multiple actions on an act of physical labor.

2. The mages try to teach their golems the art of farming, so there would be extra food for cakes and biscuits. But first they have to study the art of farmng.

3. In addition to golems, the mages devise another ingenius way to make their lives easier: Animation Magic.Imagine, tea sets that put the kettle on, stirred and poured for you. Sowing needles that stitched up fabrics by themselves! Another grand idea is worked upon by the mages.

4. Imbuing objects and items with magic effects will be much easier if we study the art of Enchantment Magic.

5. Golems are also set to build a library, where important writings can be housed and accessed to help future research.

[Tireless Workers] Gain a bonus when using multiple actions on an act of physical labor.

6. The mages study the art of mining, so they can teach their golems how to do it for them.
>>
>>1080529
My mistake on the tireless workers.
>>
>>1080477
Your first action isn't really research, rather it is just fluff.
>>
Rolled 34, 54, 53 = 141 (3d100)

>>1080476
[First Kingdom]
Settlements: (Ulnasrae) (Outposts: Amlosoin, Smogh, Pa'llom, Proku)
Territory: 30
Population (+3/turn): 16
Food: 1
Currency: 5 (+1/turn)
Industry: 5
Structures: Thrak Raan, Farm I (2)
Defenses: 1 Capital, Ocean Special
Military: 1 Royal Guardsman
Tech: Bronzemaking, Spears I, Fishing 1
Resources: [Stone 3], [Fish 5], [Coral 5]
Eccentricities:
[Aquatic]: Life under the sea has brought the Merfolk much freedom. Thus land expansion is easier and sea movement is much faster (2x through water tiles, can travel on water without tech). Unfortunately, this makes them ill-equipped to deal with land (1/2 land movement, suffer attrition on land, can't develop boat tech on own)
[Sea Warriors] Years of infighting and natural adaptation to the ocean has made the Merfolk a force to be reckoned with on the water (Bonus to naval warfare)

1) Continue introducing the caste system- the people are lucky they get a chance to rise through the ranks, no matter who they are- under the old king, stature was passed on through birth.
2) Continue exploring our territory, though keep a special eye out for natural resources we can use.
3) These giant squid are creatures of the deep, much like ourselves. Study them, but be careful not to get too close.
>>
Rolled 82, 87, 73 = 242 (3d100)

>>1080476
[Ibowell]
Settlements: Iwock(Player-named capital) (Player-Named outpost (4))
Territory: 23
Population 11(+4/turn): GM Generated
Food: 1
Currency: 3 (+2/turn)
Industry: 5
Structures: Government Building, Farm I (2), Goblin shanty town
Defenses: GM Generated
Military: 1 (Player Named Unit)
Tech: Bronzeworking, Herbalism I, Animal Husbandry I
Resources: [Horses 5], [Wood 4], [Stone 4]
Eccentricities:
[Slave Labor] It is nice to have other creatures do your dirty work for you. Bonus to resource production, but slave revolts are catastrophic.
[Crack of the whip] Can willingly sacrifice population for a large boost to action. Increase risk of slave revolt.

1) Send some slaves to the woods to the south to gather more wood. (Slave Labor)
2) Continue working on the Statue of Ipureb, her blessings must be acknowledged.
3) Study those toxic plants to see if we can make use of them against our enemies.
>>
File: Ship Forge.jpg (41KB, 600x375px) Image search: [Google]
Ship Forge.jpg
41KB, 600x375px
>>1080576
Boat Harvesting I is something I see as making it easier to research/build different mobile ship harvesters. ship lumbermills, ship fisheries, ship farms, and ship forges. since hawkmen tend not to build those kinds of static buildings on the ground on outposts and have a penalty toward it. if that isn't a proper tech, I would request it be replaced with Logging I.
>>
>>1080614
Mobile buildings is what you're trying to make. I got you.
>>
>>1080627
thanks. it is actually mostly fluff so the Hawkmen can avoid building on the ground. I don't think I need to move what is normally background buildings like farms and things on the map. but I do like the idea of larger mobile structures.
>>1080476
I notice my outposts are spread out on land far away, and I don't have any ocean territory. I was hoping to have them over the sea and close to my capital as other nations, guarding regular sea territory using ships. can this be changed, and if not, can I do something to get sea territory?
>>
>>1080652
You have flying units. You can reach any outpost from capital in a single turn and go from North to South outpost in two. Also Sea territory is for sea races. You have the most ocean front property outside of the sea races anyways.
>>
>>1080659
ok OP, thanks.
>>
File: 1418149029337.jpg (37KB, 500x652px) Image search: [Google]
1418149029337.jpg
37KB, 500x652px
Will update if two more nations post, or before I leave for work. Which ever comes first
>>
>>1077096
>>1077097
>>1080677
So, I'm guessing you don't think I'm serious.
>>
>>1080681
Shit, you just stealth right in there. I didn't even notice you. Now that I have, I'm going to continue to ignore it.
>>
>>1080685
Fine by me.
>>
>>1080677
[Everyone]
Please include color and initial fluff in stats. Fluff can be expanded based on events in game/own prerogative. Also don't forget to put your progress in your post.

[Sky Sails]
The hawkmen knew that nothing could chain them down. Not even their cities. (Mobile buildings I 2/8). Street performers are entertaining the masses with their use of an exploding powder. The military start experimenting on producing and weaponinzing this resource (Black Powder I 3 /4). The seas start to become the hunting ground of the Hawkmen (Whaling I 1 /4.) The groundwork is laid for the new lumbermill in Tortuga (1/6). The crossbow is a deadly weapon in the Hawkmen's arsenal, firing upon targets from high up (Gain Crossbow I). The construction of the sailing academy goes well and brings hope (-1wood, -1float wood, 2/4)

[Golem Makers]
The initial construction of the university goes splendidly, as many talk about it becoming a shining jewel of the city (-1 wood, -2 stone. 2/6 complete). The process of how plants grow was more complicated then initially thought. Instead of discouraging the populace, it instead drove them further with some now taking gardening as a hobby (Gain Agriculture I). Self animating tea kettles is a great idea, unfortunately someone was too ambitious and animated a violin without sheet music. The sound was horrible ( Animation Magic 2/4). Enchantment research went so splendidly that people started to enhance all sorts of objects to give them little gimmicks. Maybe someday shoes that change color based on mood will be helpful (Enchantment Magic 1 /4). No more asking every third cousin once removed for a rare volume. Now the all the rare and common readings can be found in a central location. (-1 wood, -5 stone. Library complete)
[Special Event-Bad, Golem Maker Nation]
A golem malfunctioned and went on a rampage. Thankfully no one was hurt, but it smashed a lot of stone in what seemed to be an attempt to make a golem. (-5 stone)

[First Kingdom]
The new system is almost complete with the last resisters being wealthy artisans (caste system I 5/6). Your people find a nice deposit of marble that could be extracted if sufficient technology and support structures existed (+1 marble resource). A volcanic vent was also found. Certainly it could be used for something. The giant squid eats fish, smaller squids, and occasionally each other. The merfolk concluded that the creature was harmless to them and could possibly serve as a food source or a beast of burden (or why not both).

[Ibowell]
The goblins return with strong wood in their hands (+3 wood). The statue of Ipureb is complete and many stare at awe of her glory (Cultural building complete, -1 stone). Those poisonous plants have to be good for something. Let not their lives be lost in vain (Toxicology I 2/4)

[Special Event-Minor, Jatu Nation]
While wondering the great steppe, the Jatu people discover that copper deposits litter the land.
[Special Event-Moderate, Jatu Nation]
>>
>>1080728
Shit, forgot to finish writing that.
[Special Event-Moderate, Jatu Nation]
The mares of the Tribe's herd has attracted a Wild Stallion who is very eager. (+1 horse and +1 Horse/turn for the next three turns)
>>
Rolled 66, 81, 73 = 220 (3d100)

[Prosperian Union]
Territory: 20
Population 14 (+2/turn)
Color: Red
Fluff: The Prosperian Union is a merchant collective created by the merging of four clans: the Ironblood, Silverbeard, Oakenhammer and Stonefist clans. The Ironblood Clan of Kelgorath is comprised of some of dwarvenkind's best miners and smiths and the Silverbeard Clan of Valtheim prides itself in its crafts and inventions. The dwarves of the Oakenhammer Clan, based in Oakenhall, are excellent carpenters and masons, and the Shieldsworn Clan from Monadheim is known for being fearless sellswords and mercenaries. Together, these clans hope to make a great merchant empire that will be known throughout the world. The Prosperian Union is a republic where the chiefs of the four clanhalls meet in the capitol city of Gladsheim, which is also the center of trade.
Settlements: Gladsheim (Player-named capitol), Kelgorath (South outpost), Valtheim (East outpost), Oakenhall (North outpost), Monadheim (West outpost)
Food: 1
Currency: -1 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: Capital
Military: 1 (Shieldsworn Mercenary)
Tech: Bronzeworking, Currency I, Mining I
Resources: [Wood 5], [Bronze 5], [Silver 5]
Eccentricities:
[Unions] Organized specialists work well, but not for free. Funded buildings are constructed much faster.
[Trade Routes] A road will automatically, but slowly be built along any trade route that is formed between two town/cities

---

Do not give up hope, Ironbloods! Continue prospecting and mining in the south. The Kelgorath Caldera is brimming with metals, we just haven't found them yet. Try to focus on tough, workable metals.

Silverbeards, you too should continue with your fishing research. The tasty fish will be a great reward!

It's a spear! It's an axe! This idea came in a dream of one of the Silverblood elders. While the dwarves love their axes, their short stature leaves them with a disadvantage against horsemen and larger races. The Silverbloods thus got hard to work at perfecting this weapon form, which came to be called a "halberd".

Drak do gazar, khazad do vey drak-ha! Mor do vey khazad to drey do bal morakhazan ni kha!
>>
Also did I miss a turn?
>>
>>1080762
Yes
>>
Rolled 99, 76, 22 = 197 (3d100)

>>1080765

Sorry, didn't expect you to update so quickly.

>>1080743
MAKE-UP TURN

[Prosperian Union]
Territory: 20
Population 16 (+2/turn)
Color: Red
Fluff: The Prosperian Union is a merchant collective created by the merging of four clans: the Ironblood, Silverbeard, Oakenhammer and Stonefist clans. The Ironblood Clan of Kelgorath is comprised of some of dwarvenkind's best miners and smiths and the Silverbeard Clan of Valtheim prides itself in its crafts and inventions. The dwarves of the Oakenhammer Clan, based in Oakenhall, are excellent carpenters and masons, and the Shieldsworn Clan from Monadheim is known for being fearless sellswords and mercenaries. Together, these clans hope to make a great merchant empire that will be known throughout the world. The Prosperian Union is a republic where the chiefs of the four clanhalls meet in the capitol city of Gladsheim, which is also the center of trade.
Settlements: Gladsheim (Player-named capitol), Kelgorath (South outpost), Valtheim (East outpost), Oakenhall (North outpost), Monadheim (West outpost)
Food: 1
Currency: -1 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2), Quarry I
Defenses: Capital
Military: 1 (Shieldsworn Mercenary)
Tech: Bronzeworking, Currency I, Mining I
Resources: [Wood 5], [Bronze 5], [Silver 5], [Stone 1]
Eccentricities:
[Unions] Organized specialists work well, but not for free. Funded buildings are constructed much faster.
[Trade Routes] A road will automatically, but slowly be built along any trade route that is formed between two town/cities
Works in progress: Fishing research (2/4)

---

In order to better communicate with potential trading partners, we should develop a system where we can record our ideas and thoughts. The dwarves begin working on this writing system.

The silver mines and quarries of Kelgorath have attracted many dwarves seeking to make their fortunes. The Oakenhammers should make a trip down and build them some more housing (expand the outpost to a town).

Farms are nice but the dwarves want meat with their potatoes. The dwarves should look for animals to domesticate, both to serve as food sources and perhaps beasts of burden. Two birds with one stone, that's the dwarven way.

Krak do urd! (Strike the earth!)
>>
>>1080797

Also currency is back up to 2
>>
Rolled 26, 44, 71 = 141 (3d100)

[Sky Sails]
Territory: 23
Population 13 (+3/turn)
Food: 1
Currency: 5 (+2/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 Capital, Floating city Special
Military: 1 Flying Junker -Air unit
Tech: Bronzeworking, Boatbuilding I, Flying Ships I, Crossbow I
Resources: [Wood 5], [Apples 4], [Float Wood 4]
Eccentricities
[Former Nomads] The Hawkmen have only just started to settle down (while movement rolls are better, they are not practiced at making permanent structures)
[Airborne] All that time in the sky has made the Hawkmen forget how to deal with the land (Get to create air units from the get go, but has penalty to land combat and construction)
#1 the lumbermill is built in such a way that as the Float Wood is severed, it floats directly into the mill 1/6
#2 the Mobile Buildings are akin to float wood platforms, or jurry rigged ships with larger structures atop them, built for a goal and purpose 2/8
#3 Black Powder's applications are poorly understood, but readily accepted by the Hawkmen for its potential, seeing how the rockets are able to fly through the air and then burst into flame 3/4
>>
test
>>
Rolled 14, 72, 43 = 129 (3d100)

Nation Name: Ibowell
Race(s): Humans, some goblins
Color: Grey
Fluff: The Ibowell tribe started as relatively small tribe in a secluded area of the region. However belief in their fertility goddess Iprueb spread and relatively low priority for war mongering leading to the tribes numbers swelling rapidly. By the time the other tribes came nosing around for territory, the Ibowell tribe's numbers dwarfed their neighbors by a factor and a half. War came swiftly afterwards, with the Ibowell's knowledge of herbs practiced after many births being weaponized leading them to the for front. And which each new tribe tamed, the worship of Iprueb swelled as well. After the human tribes had been subdued, the Ibowell people started to conquer the more monsterous races in the area starting with the goblin-kin. However, unlike the human members of the tribe who were able to free themselves from slavery by subduing another tribe, the monster races are still considered slaves and serfs until another non human race has been subdued by the tribe.


Settlements: Iwock(Player-named capital) (Player-Named outpost (4))
Territory: 23
Population 15 (+4/turn): GM Generated
Food: 1
Currency: 7 (+2/turn)
Industry: 5
Structures: Government Building, Cultural Building (Statue of Ipureb) Farm I (2), Goblin shanty town
Defenses: GM Generated
Military: 1 (Stone Throwers)
Tech: Bronzeworking, Herbalism I, Animal Husbandry I
Resources: [Horses 5], [Wood 7], [Stone 3]
Eccentricities:
[Slave Labor] It is nice to have other creatures do your dirty work for you. Bonus to resource production, but slave revolts are catastrophic.
[Crack of the whip] Can willingly sacrifice population for a large boost to action. Increase risk of slave revolt.
ONGOING WORK: Toxicology I 2/4

1) Figure out a way to harvest the shiny metals, that are clearly a gift from Ipureb
2) Lead a prayer to Ipureb at her statue to bless the next batch of fertile women.
3) Continue studying the plants, we will have their secrets!
>>
Rolled 71, 12, 80, 86, 40, 96 = 385 (6d100)

>>1080476
>>1079793
Nation Name: Jatu
Race(s): Humans
Color: White
Fluff: Born on the steppe plains, the Jatu people spent most of their early years as tribal nomads, moving from place to place across the plains. However, as their numbers grew, the idea of putting down roots and building a unified city became ever more enticing as they felt they could grow no stronger as the individual, scattered tribes they were at the time. Masters of the horse, the Jatu are said to practically be born in the saddle with lance in hand, as they made good use of the native horses on the plains during their nomadic periods, and continued to put them to use as their nation grew. Believers of strength in any and all forms, they view any kind of weakness as a disease and sin, one that most be purged from the world before it can fester. Those who cease trying to improve, or grow complacent with their lot, are viewed as enemies and are treated without the slightest shred of mercy.
-Don't fill out (unless told)-
Settlements: (Player-named capital) - Diocletian (Player-Named outpost (4)) - Fel, Xaventry, Hystos, Vols
Territory: 26
Population 16 (+3/turn): GM Generated
Food: 1
Currency: 5 (+1/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 Capital
Military: 1 (Jatu Raider)
Tech: Bronzeworking, Animal husbandry II, Spear 1
Resources: [Horses 6(+1/turn/3], [Stone 5], [Bronze 5]
Eccentricities:
[Former Nomads] The Jatu have only just started to settle down (while movement rolls are better, they are not practiced at making permanent structures)
[Horse Lords] The Jatu are masters of Horseback (Calvary units are trained faster and have +2 movement on the steppe terrain)

Expand North. Come on you fuckers we need the wood.

Train Selective Breeding. [2/4] [Animal Husbandry II]

Develop Writing.

>>1080728
Expand North if first attempt failed, if not Build Lumber Mill.

Research Metallurgy.

Build Farm.
>>
File: 6652122005_ca0f2f2a14_b.jpg (307KB, 1024x681px) Image search: [Google]
6652122005_ca0f2f2a14_b.jpg
307KB, 1024x681px
Rolled 2, 86, 58 = 146 (3d100)

Nation Name: The Golem Makers
Race(s): Mages, Golems
Color: Blue
Fluff:The Golem Makers are a group of magically minded humans, mages,of noble blood who desire to create a socio-cultural and economic utopia where golems perform all tasks of labor and warfare, leaving themselves to enjoy the pleasures of life in the sciences, arts, and culture. golems to work the farms, golems to work the mines, golems to protect the land while they may live in luxury, enjoying musical orchestra's and delicate fashion. To that end the mage's design and develop more and more advanced golems, who also help to build other golems, and seek to establish their utopia.
Settlements: Elysium (Player-Named outpost (4))
Territory: 23
Population 13(+1/turn): GM Generated
Food: 1
Currency: 5 (+2/turn)
Industry: 5
Structures: Government Building, Farm I (2), Library I
Defenses: 1 Capital
Military: 1.5 Golem Protectors
Tech: Bronzeworking, Arcane Magic I, Golem Crafting I, Writing I, Music I, Agriculture I
Resources: [Wood 5], [Stone 10]
Eccentricities:
[Tireless Workers] Gain a bonus when using multiple actions on an act of physical labor.
[Artificial Warriors] Golem military units aren't made of flesh and blood therefore harder to kill. They are also natural siege units (though weaker than a regular siege unit)
University 2/6
Animation Magic 2/4
Enchantment Magic 1/4

1. Everyone is excited about Animation Magic.

Far from tea kettles and self knitting needles, what is most thrilling is its combination with a pen. The idea is that Profressor lecturing, a student at class, or a novelist would have a pen which can automatically write down their dictations on paper.

The musical field is also affected. Renowned violinists who prefer to play ad hoc, can now have their masterful works transcribed onto paper! Musicians and historians look forward to a complete set by a famed violinist.

https://www.youtube.com/watch?v=5aCx_BoYoYg

Thanks to the Library with available write research documents, studying this easier task. 2/4

Buildings: Library I
Tech: Writing I, Arcane Magic I

2. Once we do discover how to animate objects, we will need a more sophisticated way to mass produce them and enchanting with animation. And so Enchantment magic research continues as mages share and record their research in the library for now while the university is built.

Buildings: Library I
Tech: Writing I, Arcane Magic I

3. The university continues to be built by the hardworking Golems, following written blueprints on parchment for much more organized construction. 2/6

Tech: Architecture I, Writing I
>>
>>1081127
2. Enchantment Magic 1/4
>>
Rolled 78, 16, 55 = 149 (3d100)

[Varuosa]
Settlements: Varuosa, (Player-Named outpost (4))
Territory:
Population 13(+3/turn): GM Generated
Food: 1
Currency: 6 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 capital
Military: 1 Sorcerous Cadre
Tech: Bronzeworking, Arcane Magic I, Agriculture I
Resources: [Wood 5], [Copper 5], [Stone 5]
Eccentricities:
[The Noble Lie] Due to the common belief that those with magical powers are destined to lead, the common people accept their lot in life (Rebellion and social strife is lowered significantly)
[Arcane Superiority] Those with the gift are trained to use it with utmost care (Bonus to Arcane technology, penalty to martial technology)

1. Research Arcane Magic II 2/8
+[Arcane Superiority]

Even without a formal academy, most sorcerers are notorious showboats, and love to discuss whatever new spell or theory they've concocted. This keeps development going.

2. Research Wands I 1/4
+Arcane Magic I
+[Arcane Superiority]
Every caster needs a focus. A place to store power until it is needed and as a means of defense. Enter the Wand, or other similar focus item. These will give the user some measure of personal defense even when spells are unavailable.

3. Construct an Academy 2/5

Work continues in earnest, mostly utilizing servants and low-wage workers from the dregs.
>>
Rolled 95, 66, 91, 32, 83, 91, 28, 56, 21 = 563 (9d100)

>>1080055
Nation Name: Dro'kahla
Race(s): Naga
Color: Green
Fluff: From the depths the Naga were born. Clawing their way from ignorance in search for the light of truth. They learned to create tools, to forge ores in the volcanic vents to create metal weapons, and to build their cities and temples upon the sea floor and continental shelves. Tribes were formed, warred with each other, and eventually fell to the Dro'khala and became united. New temples to the sun god, Ano, and the dark god, Shia, were built grander than ever. Now with the death of the old king and the rise of his son the kingdom sets it's sight on greater heights and new lands.
Territory: 30
Population 16(+3/turn): GM Generated
Food: 1
Currency: 5 (+1/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 Capital, Ocean Special
Military: 1 Naga Peasants
Tech: Bronzeworking, Smithing I, Construction I
Resources: [Fish 5], [Coral 5], [Tropical Fruit 5]
Eccentricities:
[Aquatic]: Life under the sea has brought the Naga much freedom. Thus land expansion is easier and sea movement is much faster (2x through water tiles, can travel on water without tech). Unfortunately, this makes them ill-equipped to deal with land (1/2 land movement, suffer attrition on land, can't develop boat tech on own)
[Secret Knowledge] The Dro'kahla have the knowledge of making alloys that are resistant to the corrosion of their sea home (Bonus to metallurgy technology)

I was not given a starting pop so I assumed 10, correct me if you wish me to change this. As well I assumed I got a make up turn for missing one, once again correct me if I am wrong.

Make up turn:
1. Begin construction of a mine so that we may gather more ores for the smiths.
+Construction I
2. Send out scouts to search the depths for anything of interest or use.
3. The hatchlings we call soldiers are nothing more than peasants with spears! We require better training methods so that these fools know which side to stick the enemy with. Begin research!
Make up turn 2:
Same as above. 4-6.
This turn:
Same as first. 7-9.
>>
Rolled 28, 63, 57 = 148 (3d100)

[First Kingdom]
Settlements: (Ulnasrae) (Outposts: Amlosoin, Smogh, Pa'llom, Proku)
Territory: 30
Population (+3/turn): 16
Food: 1
Currency: 5 (+1/turn)
Industry: 5
Structures: Thrak Raan, Farm I (2)
Defenses: 1 Capital, Ocean Special
Military: 1 Royal Guardsman
Tech: Bronzemaking, Spears I, Fishing 1
Resources: [Stone 3], [Fish 5], [Coral 5], [Marble 1]
Eccentricities:
[Aquatic]: Life under the sea has brought the Merfolk much freedom. Thus land expansion is easier and sea movement is much faster (2x through water tiles, can travel on water without tech). Unfortunately, this makes them ill-equipped to deal with land (1/2 land movement, suffer attrition on land, can't develop boat tech on own)
[Sea Warriors] Years of infighting and natural adaptation to the ocean has made the Merfolk a force to be reckoned with on the water (Bonus to naval warfare)

1) Finish implementing the new caste system. The people should feel lucky to be able to improve their lot in life.
2) Try to begin working with the Giant Squid. They will soon see us as their masters.
3) Have our wisemen study the currents and the tides- and hopefully figure out a way to replicate them (water magic?)
>>
Rolled 3, 9, 7 = 19 (3d10)

>>1080728
[Prosperian Union] (Include progress)
The Iron bloods strike true, and find a vein of Lead that would serve the basis of their mine (Lead Mine 1/6 -1 wood). Fish and chips on the menu tonight (Fishing I). Creating a superior ax that canceled out their shorter stature proved to be an entertaining venture. Some of the misadventures of finding the right balance has found the potential to create axes for throwing as well (Ax I 3 /4 complete). Fearing that valuable knowledge and ledgers could be lost, the Dwarves create a simple, but effective manner of keeping records (gain Writing I). Work begins expanding the outpost by first settling a couple extra families there (2/5 complete)

[Sky Sails]
Progress is made on the Lumber mill (2/6). The Hawkmen struggle to find balance of floatwood and wood for their new platforms (-1 Floatwood, 3/8). Blackpowder was now poured into bronze tube along side a spear. When ignited it launched the spear with a fiery plume (Gain Blackpowder I)

[Jatu]
After much exploration, the Jatu claim the land to the north. The process to make a better horse didn't go well as now the new horses have dark red spots (Selective Breeding 2/4). The Jatu begin drawing in the dirt, forming letters (Writing I 3 /4). With the abundant amount of copper in the area, the Jatu began expTherimenting with different techniques of melting down and manipulating bronze (Metallurgy 1 /4). Now that they are more settled, they could no longer rely on hunting alone (Farm 4/7)

[Golem Makers]
The animation magic had gotten out of hand. Several trouble makers had animated doors and gave them a nasty personality. Slamming themselves on their owner's fingers and preventing them escape from their very homes. Many to be replaced and several people spent a few days unable to work (-3 currency). The library is complete (-1 wood, Library building gained, gives bonuses to Academia). The University construction continues (3/6)
(Note it is Agriculture not Architecture. Writing and Magic doesn't help with construction. Also your color is Grey)

[Varuosa]
The impressive displays of magic as of late created a need for formal competition (Arcane Magic II 4/8). The wands work for a few minutes now, but they keep burning out. Perhaps replacing the core would do something (Wands I 1 /4). The Academy was being built in a pragmatic fashion, so when rumors of a more aestheticly pleasing Academy being built in the west, most denied it as hearsay ( Academy 3/5, -1stone)
>>
File: First_Primal_5.png (749KB, 1024x768px) Image search: [Google]
First_Primal_5.png
749KB, 1024x768px
Rolled 49, 15, 92 = 156 (3d100)

>>1083656
[Dro'kahla]
The Naga construct their mine with great enthusiasm (Gain copper mine. +1 copper/turn and +1 cobalt/3turns, -3 coral). The territory of the Naga was rich in Coral, tropical fish, and a bedrock of Limestone (+1 fish and Coral). The Naga's natural savagery must be controlled. Their military forces are drilled regularly to maintain a high level of discipline and create leadership (Gain Military Organization I and Military Organization II 5/8)

[First Kingdom] (Include progress)
The caste system is solidified as common law (Gain Caste System I). The Merfolk manage to ease the squad of giant squid into trusting them, allowing their people to pet the large creatures on a regular basis (Animal Husbandry 1 /4 and Giant Squid domestication 1 /4). The wisemen study the ocean currents by allowing themselves to be dragged by their power. They feel a connection, a sense of oneness with ocean (Water Magic I 2/4)
>>
Rolled 50, 39, 19 = 108 (3d100)

Nation Name: Jatu
Race(s): Humans
Color: White
Fluff: Born on the steppe plains, the Jatu people spent most of their early years as tribal nomads, moving from place to place across the plains. However, as their numbers grew, the idea of putting down roots and building a unified city became ever more enticing as they felt they could grow no stronger as the individual, scattered tribes they were at the time. Masters of the horse, the Jatu are said to practically be born in the saddle with lance in hand, as they made good use of the native horses on the plains during their nomadic periods, and continued to put them to use as their nation grew. Believers of strength in any and all forms, they view any kind of weakness as a disease and sin, one that most be purged from the world before it can fester. Those who cease trying to improve, or grow complacent with their lot, are viewed as enemies and are treated without the slightest shred of mercy.
-Don't fill out (unless told)-
Settlements: (Player-named capital) - Diocletian (Player-Named outpost (4)) - Fel, Xaventry, Hystos, Vols
Territory: 28
Population 19 (+3/turn): GM Generated
Food: 1
Currency: 6 (+1/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 Capital
Military: 1 (Jatu Raider)
Tech: Bronzeworking, Animal husbandry II, Spear 1, Writing I [3/4], Metalurgy [1/4] Selective Breeding [2/4]
Resources: [Horses 7(+1/turn/2], [Stone 5], [Bronze 5]
Eccentricities:
[Former Nomads] The Jatu have only just started to settle down (while movement rolls are better, they are not practiced at making permanent structures)
[Horse Lords] The Jatu are masters of Horseback (Calvary units are trained faster and have +2 movement on the steppe terrain)

Build Lumber Mill.

Selective Breeding [2/4] [Animal Husbandry II]

Writing [3/4]
>>
Rolled 17, 53, 98 = 168 (3d100)

>>1083667
Nation Name: Dro'kahla
Race(s): Naga
Color: Green
Fluff: From the depths the Naga were born. Clawing their way from ignorance in search for the light of truth. They learned to create tools, to forge ores in the volcanic vents to create metal weapons, and to build their cities and temples upon the sea floor and continental shelves. Tribes were formed, warred with each other, and eventually fell to the Dro'khala and became united. New temples to the sun god, Ano, and the dark god, Shia, were built grander than ever. Now with the death of the old king and the rise of his son the kingdom sets it's sight on greater heights and new lands.
Territory: 30
Population 19(+3/turn): GM Generated
Food: 1
Currency: 6 (+1/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 Capital, Ocean Special
Military: 1 Naga Peasants
Tech: Bronzeworking, Smithing I, Construction I, Military Organization I
Resources: [Fish 6], [Coral 3], [Tropical Fruit 5] [Copper 0 +1/t] [Cobalt 0 0/3 +1/3t]
Eccentricities:
[Aquatic]: Life under the sea has brought the Naga much freedom. Thus land expansion is easier and sea movement is much faster (2x through water tiles, can travel on water without tech). Unfortunately, this makes them ill-equipped to deal with land (1/2 land movement, suffer attrition on land, can't develop boat tech on own)
[Secret Knowledge] The Dro'kahla have the knowledge of making alloys that are resistant to the corrosion of their sea home (Bonus to metallurgy technology)

1. We require a steady source of building materials. Begin setting up a quarry for the limestone within our domain.
+Construction I
2. Move it fish bait! Fall in line or be beaten into it! Military Organization II 5/8
3. Rumors of a priest of the Abyssal god performing small miracles have begun to spread. Find said priest and begin studying how he preforms such miracles to be replicated. (Research magic, type left to Paul)
>>
Rolled 37, 74, 87 = 198 (3d100)

>>1083667
[First Kingdom]
Settlements: (Ulnasrae) (Outposts: Amlosoin, Smogh, Pa'llom, Proku)
Territory: 30
Population (+3/turn): 16
Food: 1
Currency: 5 (+1/turn)
Industry: 5
Structures: Thrak Raan, Farm I (2)
Defenses: 1 Capital, Ocean Special
Military: 1 Royal Guardsman
Tech: Bronzemaking, Spears I, Fishing 1
Resources: [Stone 3], [Fish 5], [Coral 5], [Marble 1]
Eccentricities:
[Aquatic]: Life under the sea has brought the Merfolk much freedom. Thus land expansion is easier and sea movement is much faster (2x through water tiles, can travel on water without tech). Unfortunately, this makes them ill-equipped to deal with land (1/2 land movement, suffer attrition on land, can't develop boat tech on own)
[Sea Warriors] Years of infighting and natural adaptation to the ocean has made the Merfolk a force to be reckoned with on the water (Bonus to naval warfare)

1) Improve the Caste System, the idea being that it isn't rigid, but fluid. Design it with the intent to encourage people to join the military to better their standing within the Kingdom.
2) Have the wise mer continue to study the tides and currents of our home.
3) Try and devise a way to extract that marble deposit.
>>
File: Hrodin_2.jpg (616KB, 1280x800px) Image search: [Google]
Hrodin_2.jpg
616KB, 1280x800px
Rolled 74, 19, 13 = 106 (3d100)

[Prosperian Union]
Territory: 20
Population 18 (+2/turn)
Color: Red
Fluff: The Prosperian Union is a merchant collective created by the merging of four clans: the Ironblood, Silverbeard, Oakenhammer and Stonefist clans. The Ironblood Clan of Kelgorath is comprised of some of dwarvenkind's best miners and smiths and the Silverbeard Clan of Valtheim prides itself in its crafts and inventions. The dwarves of the Oakenhammer Clan, based in Oakenhall, are excellent carpenters and masons, and the Shieldsworn Clan from Monadheim is known for being fearless sellswords and mercenaries. Together, these clans hope to make a great merchant empire that will be known throughout the world. The Prosperian Union is a republic where the chiefs of the four clanhalls meet in the capitol city of Gladsheim, which is also the center of trade.
Settlements: Gladsheim (Player-named capitol), Kelgorath (South outpost), Valtheim (East outpost), Oakenhall (North outpost), Monadheim (West outpost)
Food: 2
Currency: 5 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2), Quarry I
Defenses: Capital
Military: 1 (Shieldsworn Mercenary)
Tech: Bronzeworking, Currency I, Mining I, Writing I, Fishing I
Resources: [Wood 4], [Bronze 5], [Silver 5], [Stone 2 (+1/turn)]
Eccentricities:
[Unions] Organized specialists work well, but not for free. Funded buildings are constructed much faster.
[Trade Routes] A road will automatically, but slowly be built along any trade route that is formed between two town/cities
Works in progress: Axes I (3/4), Expansion of Kelgorath (2/5), Lead Mine (1/6)

Action 1: The Shieldsworn Clan is aching to start training with their new weapons, so the Ironbloods get hard to work developing the final prototype. (Progress: 3/4)

Action 2: The dwarves put the lead mine on hold, nothing much can be done for now. Instead, they turn to Valtheim, hall of the Silverbeards, where they begin construction of a university, which will serve as both a library to store books and knowledge but also as a place where the dwarves discuss and learn a variety of things - the arts, sciences, philosophy, and of course business. (Build this with stone)

Action 3: The families at Kelgorath are getting eager to move into their new dwellings. The Oakenhammers get hard to work doing what they do best - building. (Progress: 2/5)
>>
>>1084185

Also sorry for not putting this down but Action 2 should have [Writing I] as a modifier.
>>
Rolled 4, 8, 2 = 14 (3d100)

>>1083656
Hey I think you skipped me here >>1081039

ation Name: Ibowell
Race(s): Humans, some goblins
Color: Grey
Fluff: The Ibowell tribe started as relatively small tribe in a secluded area of the region. However belief in their fertility goddess Iprueb spread and relatively low priority for war mongering leading to the tribes numbers swelling rapidly. By the time the other tribes came nosing around for territory, the Ibowell tribe's numbers dwarfed their neighbors by a factor and a half. War came swiftly afterwards, with the Ibowell's knowledge of herbs practiced after many births being weaponized leading them to the for front. And which each new tribe tamed, the worship of Iprueb swelled as well. After the human tribes had been subdued, the Ibowell people started to conquer the more monsterous races in the area starting with the goblin-kin. However, unlike the human members of the tribe who were able to free themselves from slavery by subduing another tribe, the monster races are still considered slaves and serfs until another non human race has been subdued by the tribe.


Settlements: Iwock(Player-named capital) (Player-Named outpost (4))
Territory: 23
Population 19 (+4/turn): GM Generated
Food: 1
Currency: 9 (+2/turn)
Industry: 5
Structures: Government Building, Cultural Building (Statue of Ipureb) Farm I (2), Goblin shanty town
Defenses: GM Generated
Military: 1 (Stone Throwers)
Tech: Bronzeworking, Herbalism I, Animal Husbandry I
Resources: [Horses 5], [Wood 7], [Stone 3]
Eccentricities:
[Slave Labor] It is nice to have other creatures do your dirty work for you. Bonus to resource production, but slave revolts are catastrophic.
[Crack of the whip] Can willingly sacrifice population for a large boost to action. Increase risk of slave revolt.
ONGOING WORK: Toxicology I 2/4 (Needs update)

1) Start training up some warriors who mimic snakes. Going unnoticed until it's time for a deadly strike.
2) Continue worship of Ipureb, dedicating some male followers to the prospect at all times so that they might learn from her.
3) Start gathering some of the more docile milk generating livestock in the area, for food and resources.
>>
>>1085006
>>
>>1085537
Everything hurts.
>>
Checkin in on OP
>>
I had some internet issues, will update before I leave for work in the morning
>>
File: First_Primal_6.png (749KB, 1024x768px) Image search: [Google]
First_Primal_6.png
749KB, 1024x768px
[SPECIAL EVENT-WORLD-Bad]
A volcano erupted in the tropics, spewing ash and causing quakes.
>All Surface Nations receive -10 on all agriculture rolls for the next 3 turns
>All Underwater Nations receive -10 on all structure building rolls for the next 3 turns

[Jatu] (Luckiest fucker. Has gotten 3 positive random events)
Construction of a lumbermill at the northern outpost is underway (1/7). The dark red spots have caught on as a way to distinguish the tamed horses and the wild ones (Animal Husbandry I 3 /4). A debate has gripped the Jatu on which symbols should be used for Horse, Goblin, and Mother in law (No progress, Writing I)
[Special Event-Minor Positive]
A wise man ended the great debate, settling on a symbol that combined Horse and Goblin.
>Gain Writing I

[Dro'kahla]
The workers sent to construct the quarry abandon the site to meet with the new Priests. The idea of non officer leadership positions has been pitched (Military Organization II 6/8). From the deep, the new religion sprang. Priests wielding a new power from meditating in the depths appear in the populace with glowing translucent skin.
>Gain Divine Deep Magic I

[First Kingdom]
(INCLUDE PROGRESS, You also forgot to update your tech list)
Special privileges were given to the warrior caste, such as tax breaks while in service (Caste System I now Warrior Caste system I, Warrior Caste system II 1/8). The Merfolk were natural at moving through the water, but now some can move the water itself. The Construction on the marble mine started very well, but the earth shook (-2 Coral, Marble Mine 3/6 complete)
>Gained Water Magic I
[Special Event-Moderate Good]
An artist took it upon herself to create a grand statue of the young king, depicting him charging forward with Trident in hand. (-1Marble, -1Stone, -1Coral)
>Gain Grand Leader Statue

[Prosperian Union]
The Glorious Halberd has been added to the Shieldsworn Clan's coat of arms and their arsenal. The Construction of the University went slowly as they couldn't mine stone as fast as they needed it (-3 stone, Stone University 1/6 complete). Expansion on the outpost was halted due the falling of ash snow (2/5)
>Gained Axes I

[Ibowell] (Sorry for skipping you).
Simply taking copper from the ground would be too easy. There is some sort of trickery about. (No progress on copper mine). The prayers have been answered and many goblins have been born (+4 population). Identifying the deadly plants from the tasty ones becomes an necessary skill (Toxicology I 3 /4). With their new numbers group of slaves have banded together and escaped into the Steppe (-2 population, An aggressive 1 power wandering army appears on the map.)

[Sky Sails]
No Post, +1 turn

[Golem Makers]
No Post, +1 turn

[Varuosa]
No Post, +1 turn
>>
>>1081127
>>1083656
Hey Paul, just FYI but I already built the library. The 2nd action was for Enchantment magic.
>>
>>1087950
Sorry, must had a dyslexic moment. It would be Enchantment Magic I (2/4 complete)
>>
>>1087953
Danke
>>
Rolled 34, 86, 92, 35, 22, 95 = 364 (6d100)

Nation Name: The Golem Makers
Race(s): Mages, Golems
Color: Light Grey
Fluff:The Golem Makers are a group of magically minded humans, mages,of noble blood who desire to create a socio-cultural and economic utopia where golems perform all tasks of labor and warfare, leaving themselves to enjoy the pleasures of life in the sciences, arts, and culture. golems to work the farms, golems to work the mines, golems to protect the land while they may live in luxury, enjoying musical orchestra's and delicate fashion. To that end the mage's design and develop more and more advanced golems, who also help to build other golems, and seek to establish their utopia.
Settlements: Elysium (Player-Named outpost (4))
Territory: 23
Population 14(+1/turn): GM Generated
Food: 1
Currency: 4 (+2/turn)
Industry: 5
Structures: Government Building, Farm I (2), Library I
Defenses: 1 Capital
Military: 1.5 Golem Protectors
Tech: Bronzeworking, Arcane Magic I, Golem Crafting I, Writing I, Music I, Agriculture I
Resources: [Wood 5], [Stone 10]
Eccentricities:
[Tireless Workers] Gain a bonus when using multiple actions on an act of physical labor.
[Artificial Warriors] Golem military units aren't made of flesh and blood therefore harder to kill. They are also natural siege units (though weaker than a regular siege unit)
University 3/6
Animation Magic 2/4

1. Ugh! All this soot! And my aching head. . .stop the doors first. Then keep it up with the animation magic we need to get brooms and mops to start sweeping this mess away.

The good news is now that we have a thorough theory on Enchantment Magic perhaps we'll have better luck this time.

Animation Magic 2/4

Buildings: Library I
Tech: Writing I, Arcane Magic I, Enchantment Magic

2-3. Many professors and mages desire a swift conclusion to the University construction. In reality, they would like to get the dorms finished so they don't have to walk through all the ash to get to the library.

University 3/6

[Tireless Workers] Gain a bonus when using multiple actions on an act of physical labor.

4-5. We need an arcane forge built. It will make production and research of enchanted items much faster! And safer. . .

[Tireless Workers] Gain a bonus when using multiple actions on an act of physical labor.

Tech: Arcane Magic I, Enchantment Magic

6. All these mistakes are annoying, and dangerous!. Let's formalize a much safer method of making new discoveries. Develop Systematized Research.

Buildings: Library I
Tech: Writing I
>>
File: calbuco-volcano-chile.jpg (847KB, 1180x787px) Image search: [Google]
calbuco-volcano-chile.jpg
847KB, 1180x787px
>86, 92
>[Tireless Workers]
>3/6

The mages REALLY want to build a place to get away from all the ash and soot!
>>
Rolled 65, 92, 47 = 204 (3d100)

>>1087945
Nation Name: Dro'kahla
Race(s): Naga
Color: Green
Fluff: From the depths the Naga were born. Clawing their way from ignorance in search for the light of truth. They learned to create tools, to forge ores in the volcanic vents to create metal weapons, and to build their cities and temples upon the sea floor and continental shelves. Tribes were formed, warred with each other, and eventually fell to the Dro'khala and became united. New temples to the sun god, Ano, and the dark god, Shia, were built grander than ever. Now with the death of the old king and the rise of his son the kingdom sets it's sight on greater heights and new lands.
Territory: 30
Population 22(+3/turn): GM Generated
Food: 1
Currency: 7 (+1/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 Capital, Ocean Special
Military: 1 Naga Peasants
Tech: Bronzeworking, Smithing I, Construction I, Military Organization I
Resources: [Fish 6], [Coral 3], [Tropical Fruit 5] [Copper 1 +1/t] [Cobalt 0 1/3 +1/3t]
Eccentricities:
[Aquatic]: Life under the sea has brought the Naga much freedom. Thus land expansion is easier and sea movement is much faster (2x through water tiles, can travel on water without tech). Unfortunately, this makes them ill-equipped to deal with land (1/2 land movement, suffer attrition on land, can't develop boat tech on own)
[Secret Knowledge] The Dro'kahla have the knowledge of making alloys that are resistant to the corrosion of their sea home (Bonus to metallurgy technology)

1. We require a steady source of building materials. Begin setting up a quarry for the limestone within our domain.
+Construction I
-10
2. Move it fish bait! Fall in line or be beaten into it! Military Organization II 6/8
3. Expand our domain to greater depths along the sea floor.
>>
>>1088018
Nation Name: Dro'kahla
Race(s): Naga
Color: Green
Fluff: From the depths the Naga were born. Clawing their way from ignorance in search for the light of truth. They learned to create tools, to forge ores in the volcanic vents to create metal weapons, and to build their cities and temples upon the sea floor and continental shelves. Tribes were formed, warred with each other, and eventually fell to the Dro'khala and became united. New temples to the sun god, Ano, and the dark god, Shia, were built grander than ever. Now with the death of the old king and the rise of his son the kingdom sets it's sight on greater heights and new lands.
Territory: 30
Population 22(+3/turn): GM Generated
Food: 1
Currency: 7 (+1/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 Capital, Ocean Special
Military: 1 Naga Peasants
Tech: Bronzeworking, Smithing I, Construction I, Military Organization I, Divine Deep Magic I
Resources: [Fish 6], [Coral 3], [Tropical Fruit 5] [Copper 1 +1/t] [Cobalt 0 1/3 +1/3t]
Eccentricities:
[Aquatic]: Life under the sea has brought the Naga much freedom. Thus land expansion is easier and sea movement is much faster (2x through water tiles, can travel on water without tech). Unfortunately, this makes them ill-equipped to deal with land (1/2 land movement, suffer attrition on land, can't develop boat tech on own)
[Secret Knowledge] The Dro'kahla have the knowledge of making alloys that are resistant to the corrosion of their sea home (Bonus to metallurgy technology)

fixed stats
>>
Rolled 61, 69, 39 = 169 (3d100)

>>1087945
Nation Name: Jatu
Race(s): Humans
Color: White
Fluff: Born on the steppe plains, the Jatu people spent most of their early years as tribal nomads, moving from place to place across the plains. However, as their numbers grew, the idea of putting down roots and building a unified city became ever more enticing as they felt they could grow no stronger as the individual, scattered tribes they were at the time. Masters of the horse, the Jatu are said to practically be born in the saddle with lance in hand, as they made good use of the native horses on the plains during their nomadic periods, and continued to put them to use as their nation grew. Believers of strength in any and all forms, they view any kind of weakness as a disease and sin, one that most be purged from the world before it can fester. Those who cease trying to improve, or grow complacent with their lot, are viewed as enemies and are treated without the slightest shred of mercy.
-Don't fill out (unless told)-
Settlements: (Player-named capital) - Diocletian (Player-Named outpost (4)) - Fel, Xaventry, Hystos, Vols
Territory: 28
Population 22(+3/turn): GM Generated
Food: 1
Currency: 7(+1/turn)
Industry: 5
Structures: Government Building, Farm I (2), Lumber Mill (1/7)
Defenses: 1 Capital
Military: 1 (Jatu Raider)
Tech: Bronzeworking, Animal husbandry II, Spear 1, Writing I, Metalurgy [1/4] Selective Breeding [3/4]
Resources: [Horses 8(+1/turn/1], [Stone 5], [Bronze 5]
Eccentricities:
[Former Nomads] The Jatu have only just started to settle down (while movement rolls are better, they are not practiced at making permanent structures)
[Horse Lords] The Jatu are masters of Horseback (Calvary units are trained faster and have +2 movement on the steppe terrain)

>(Animal Husbandry I 3 /4)
Shouldn't this be Selective Breeding? I already have Animal husbandry II.

Hopefully finish Selective Breeding. (3/4) [Animal husbandry II]

Build Lumber Mill. (1/7)

Build Lumber Mill. (1/7)

Time for more shit rolls.
>>
File: dwarf crossbow.jpg (9KB, 259x194px) Image search: [Google]
dwarf crossbow.jpg
9KB, 259x194px
Rolled 28, 100, 70 = 198 (3d100)

[Prosperian Union]
Territory: 20
Population 20 (+2/turn)
Color: Red
Fluff: The Prosperian Union is a merchant collective created by the merging of four clans: the Ironblood, Silverbeard, Oakenhammer and Stonefist clans. The Ironblood Clan of Kelgorath is comprised of some of dwarvenkind's best miners and smiths and the Silverbeard Clan of Valtheim prides itself in its crafts and inventions. The dwarves of the Oakenhammer Clan, based in Oakenhall, are excellent carpenters and masons, and the Shieldsworn Clan from Monadheim is known for being fearless sellswords and mercenaries. Together, these clans hope to make a great merchant empire that will be known throughout the world. The Prosperian Union is a republic where the chiefs of the four clanhalls meet in the capitol city of Gladsheim, which is also the center of trade.
Settlements: Gladsheim (Player-named capitol), Kelgorath (South outpost), Valtheim (East outpost), Oakenhall (North outpost), Monadheim (West outpost)
Food: 2
Currency: 8 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2), Quarry I
Defenses: Capital
Military: 1 (Shieldsworn Mercenary)
Tech: Bronzeworking, Currency I, Mining I, Writing I, Fishing I, Axes I
Resources: [Wood 4], [Bronze 5], [Silver 5], [Stone 0 (+1/turn)]
Eccentricities:
[Unions] Organized specialists work well, but not for free. Funded buildings are constructed much faster.
[Trade Routes] A road will automatically, but slowly be built along any trade route that is formed between two town/cities
Works in progress: University (1/6) Expansion of Kelgorath (2/5), Lead Mine (1/6)

Drek dogur! Out of stone! I suppose we'll have to halt construction of the university for now. Instead let's work on building a lumbermill, we'll be needing wood and Oakenhall will need some industry to keep 'em busy.

The halberds and axes are great, but we could use some archers and ranged soldiers as well. Now, the dwarves' short, muscular arms may be able to swing an axe like no one's business, but getting a bow to full draw is a bit tough. The idea that the Silverbeards come up with is the crossbow, a weapon that when fully loaded only requires the pull of a trigger to fire. The Silverbeards get to work on researching these "crossbows", carefully recording what they find so that they can remember their findings and improve on them easier. (+Writing I)

We shouldn't keep the families at Keldagrim waiting any longer. Let's pay the Oakenhammers to get the work done as quickly as possible. (+Unions, spending 5 gold) (Progress: 2/5)

Kazak grom dawi! (Fight bravely, dwarves!)
>>
>>1088290

Seems I roll well every time I put in a Dwarven battlecry...
>>
Rolled 70, 28, 52 = 150 (3d100)

>>1087945
Nation Name: Ibowell
Race(s): Humans, some goblins
Color: Grey
Fluff: The Ibowell tribe started as relatively small tribe in a secluded area of the region. However belief in their fertility goddess Iprueb spread and relatively low priority for war mongering leading to the tribes numbers swelling rapidly. By the time the other tribes came nosing around for territory, the Ibowell tribe's numbers dwarfed their neighbors by a factor and a half. War came swiftly afterwards, with the Ibowell's knowledge of herbs practiced after many births being weaponized leading them to the for front. And which each new tribe tamed, the worship of Iprueb swelled as well. After the human tribes had been subdued, the Ibowell people started to conquer the more monsterous races in the area starting with the goblin-kin. However, unlike the human members of the tribe who were able to free themselves from slavery by subduing another tribe, the monster races are still considered slaves and serfs until another non human race has been subdued by the tribe.


Settlements: Iwock(Player-named capital) (Player-Named outpost (4))
Territory: 23
Population 23 (+4/turn): GM Generated
Food: 1
Currency: 7 (+2/turn)
Industry: 5
Structures: Government Building, Cultural Building (Statue of Ipureb) Farm I (2), Goblin shanty town
Defenses: GM Generated
Military: 1 (Stone Throwers)
Tech: Bronzeworking, Herbalism I, Animal Husbandry I
Resources: [Horses 5], [Wood 7], [Stone 3]
Eccentricities:
[Slave Labor] It is nice to have other creatures do your dirty work for you. Bonus to resource production, but slave revolts are catastrophic.
[Crack of the whip] Can willingly sacrifice population for a large boost to action. Increase risk of slave revolt.
ONGOING WORK: Toxicology I 3/4

1) Those /slaves/ need to be reminded of their place. Bring them back kicking and screaming if need be. Ipureb will have a plan for them. (Engaging them with stone throwers)
2) Start a formal blessing rite at the statue of Ipureb, attempting to garner favor with our goddess.
3) Continue research on the herbs in efforts of finally unlocking their secrets!
>>
Rolled 90, 97, 19, 38, 78, 49 = 371 (6d100)

[Varuosa]
Settlements: Varuosa, (Player-Named outpost (4))
Territory:
Population 19(+3/turn): GM Generated
Food: 1
Currency: 12 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 capital
Military: 1 Sorcerous Cadre
Tech: Bronzeworking, Arcane Magic I, Agriculture I
Resources: [Wood 5], [Copper 5], [Stone 3]
Eccentricities:
[The Noble Lie] Due to the common belief that those with magical powers are destined to lead, the common people accept their lot in life (Rebellion and social strife is lowered significantly)
[Arcane Superiority] Those with the gift are trained to use it with utmost care (Bonus to Arcane technology, penalty to martial technology)

1-2. Research Arcane Magic II 4/8
+[Arcane Superiority]


3. Research Wands I 1/4
+Arcane Magic I
+[Arcane Superiority]

Despite setbacks and stalls this is still deemed important

4. Construct an Academy 3/5

Work continues in earnest, mostly utilizing servants and low-wage workers from the dregs.

5. Acquire building materials

Any sort of construction takes wood and stone and we need more of each.

6. Construct Housing -1 wood

Even the dregs need a place to sleep.
>>
Rolled 33, 6, 93, 4, 96, 21 = 253 (6d100)

[Sky Sails]
Territory: 23
Population 19 (+3/turn)
Food: 1
Currency: 9 (+2/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 Capital, Floating city Special
Military: 1 Flying Junker -Air unit
Tech: Bronzeworking, Boatbuilding I, Flying Ships I, Crossbow I, Blackpowder I
Resources: [Wood 5], [Apples 4], [Float Wood 4]
Eccentricities
[Former Nomads] The Hawkmen have only just started to settle down (while movement rolls are better, they are not practiced at making permanent structures)
[Airborne] All that time in the sky has made the Hawkmen forget how to deal with the land (Get to create air units from the get go, but has penalty to land combat and construction)
Lumber mill (2/6)
#1-2 continue construction of the Lumber Mill 2/5
#3 continue construction of the Sailing Academy 2/4
#4 continue development of Whaling I 1/4
#5-6 continue development of mobile buildings 3/8
>>
Rolled 61 (1d100)

>>1088764
Robits
>>
Rolled 42, 64, 63 = 169 (3d100)

>>1087945
[First Kingdom]
Settlements: (Ulnasrae) (Outposts: Amlosoin, Smogh, Pa'llom, Proku)
Territory: 30
Population (+3/turn): 19
Food: 1
Currency: 6 (+1/turn)
Industry: 5
Structures: Thrak Raan, Farm I (2)
Defenses: 1 Capital, Ocean Special
Military: 1 Royal Guardsman
Tech: Bronzemaking, Spears I, Fishing 1 Warruir Caste System II
Magic: Water I
Resources: [Stone 2], [Fish 5], [Coral 1], [Marble 0]
Eccentricities:
[Aquatic]: Life under the sea has brought the Merfolk much freedom. Thus land expansion is easier and sea movement is much faster (2x through water tiles, can travel on water without tech). Unfortunately, this makes them ill-equipped to deal with land (1/2 land movement, suffer attrition on land, can't develop boat tech on own)
[Sea Warriors] Years of infighting and natural adaptation to the ocean has made the Merfolk a force to be reckoned with on the water (Bonus to naval warfare)
1) Continue work on the Marble Mine.
2) And see about gaining dominance over those squid.
3) Scour the ocean for more resources!
>>
>>1090771
>Mine at [3/6]
>>
>>1090771
Forgot your new structure
>>
>>1090776
The statue? Right (its been so long since I actually played a game kek)
>>
>>1090771
Also, you still have only a tier one for the Warrior caste
>>
>>1090779
Ah, ok
>>
[Golem Makers]
With the door situation under control, the mages could refocus their efforts on magical reinforcement (Enchantment 3 /4). The crowning achievement of recent time, a University that was both elegant in form and function (-2 Stone). The arcane forge was an idea spawned by a bronze smith, a method to mass produce enchanted gear (Arcane Forge 2/6, -1wood, -2 stone). All the minds in the University working together started something new in the progress (Scientific Method I 2/30)
>Gain Prestigious University

[Dro'kahla]
The construction of the Limestone mine is underway despite the shaky ground (1/6, -2 coral). The Naga's military now has Junior officers and Sergeants. The initial surveys are done for the land expansion (1 /2 complete, pick an expansion direction).
>Gain Military Oganization II \

[Jatu] (Luckiest fucker. Has gotten 3 positive random events)
The Lumbermill makes great progress as the dark clouds cover the sky (5/7). After many generations, the horses are tame and run longer than the wild horses (My mistake)
>Gain Selective Breeding I


[Prosperian Union]
Putting the improve ax designs to great use (Lumbermill 1/6 complete). Day one of inventing crossbows. Manage to launch the bow without the arrow. Time to reverse this. Day 40, killed boar with crossbow. Ate it. Killed boar's family with crossbow. Time to return to civilization.(+3 food). The investment pays off and the new town of Keldagrim was settled (+1 population/turn)
>Gain Crossbow I
>Gain Town

[Ibowell] (Sorry for skipping you).
The armies clash, each fighting with simple weapons. Neither side falters. (-.1 to stone throwers, -.15 to slave revolters). With the soldiers away, many took to praying to Ipureb in hopes that their love ones will be protected (Religious Rites I 1 /4). The knowledge of extracting poison is available, but not soon enough to help the warriors who were away.
>Gain Toxicology
>>
>>1090795
[Varuosa]
The magic might of the sorcerers was unquestioned now. They have begun to move from parlor tricks to those who bend small fragments of reality. Due to a miscommunication, the work on the wands halted while more supplies were gathered for the academy. Regardless, more material was collected (+2 wood, +1 Stone). Everyone is busy building the academy (4/5) and the new housing district (1/6)
>Gain Arcane Magic II
>Gain Force Magic I

[Sky Sails]
A small fire prevented much progress made on the lumbermill (3/7 forgot to include the Nomad factor). The sailing academy is finished, now all the air fleets have trained leadership (-1 float wood). There was a horrible accident. While practicing a new whaling technique, a crew was pulled under the depths, drowning them and destroying their ship (-1 population, -3 wood). Soon the hawkmen will only have temporary ties to the ground (Mobile 7/8 complete, -2 Float wood).
>Gained Sailing Academy

[First Kingdom] (Don't forget Grand Leader Statue)
Progress is made on the marble mine despite the unstable ground (4/6 complete). The squid appears to be a good source of meat and Ink if tamed properly (Animal Husbandry I 2/4, Squid Domestication 2/4). The current territory seems to out of anything unknown. The ruins still lay untouched, Marble unmined, Squid un domesticated. Still some trace things found around (+1 coral, +1 Marble, +1 Bronze)
>>
Rolled 57, 48, 31 = 136 (3d100)

>>1090795
Nation Name: Jatu
Race(s): Humans
Color: White
Fluff: Born on the steppe plains, the Jatu people spent most of their early years as tribal nomads, moving from place to place across the plains. However, as their numbers grew, the idea of putting down roots and building a unified city became ever more enticing as they felt they could grow no stronger as the individual, scattered tribes they were at the time. Masters of the horse, the Jatu are said to practically be born in the saddle with lance in hand, as they made good use of the native horses on the plains during their nomadic periods, and continued to put them to use as their nation grew. Believers of strength in any and all forms, they view any kind of weakness as a disease and sin, one that most be purged from the world before it can fester. Those who cease trying to improve, or grow complacent with their lot, are viewed as enemies and are treated without the slightest shred of mercy.
-Don't fill out (unless told)-
Settlements: (Player-named capital) - Diocletian (Player-Named outpost (4)) - Fel, Xaventry, Hystos, Vols
Territory: 28
Population 25(+3/turn): GM Generated
Food: 1
Currency: 8(+1/turn)
Industry: 5
Structures: Government Building, Farm I (2), Lumber Mill (5/7)
Defenses: 1 Capital
Military: 1 (Jatu Raider)
Tech: Bronzeworking, Animal husbandry II, Spear 1, Writing I, Metalurgy [1/4] Selective Breeding 1
Resources: [Horses 9], [Stone 5], [Bronze 5]
Eccentricities:
[Former Nomads] The Jatu have only just started to settle down (while movement rolls are better, they are not practiced at making permanent structures)
[Horse Lords] The Jatu are masters of Horseback (Calvary units are trained faster and have +2 movement on the steppe terrain)

Lumber Mill

Search for resources.

Build Stone Quarry.
>>
File: return_to_ekrund_1.jpg (28KB, 444x203px) Image search: [Google]
return_to_ekrund_1.jpg
28KB, 444x203px
Rolled 44, 39, 61 = 144 (3d100)

[Prosperian Union]
Territory: 20
Population 23 (+3/turn)
Color: Red
Fluff: The Prosperian Union is a merchant collective created by the merging of four clans: the Ironblood, Silverbeard, Oakenhammer and Stonefist clans. The Ironblood Clan of Kelgorath is comprised of some of dwarvenkind's best miners and smiths and the Silverbeard Clan of Valtheim prides itself in its crafts and inventions. The dwarves of the Oakenhammer Clan, based in Oakenhall, are excellent carpenters and masons, and the Shieldsworn Clan from Monadheim is known for being fearless sellswords and mercenaries. Together, these clans hope to make a great merchant empire that will be known throughout the world. The Prosperian Union is a republic where the chiefs of the four clanhalls meet in the capitol city of Gladsheim, which is also the center of trade.
Settlements: Gladsheim (Player-named capitol), Kelgorath (South town), Valtheim (East outpost), Oakenhall (North outpost), Monadheim (West outpost)
Food: 5
Currency: 6 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2), Quarry I
Defenses: Capital
Military: 1 (Shieldsworn Mercenary)
Tech: Bronzeworking, Currency I, Mining I, Writing I, Fishing I, Axes I
Resources: [Wood 4], [Bronze 5], [Silver 5], [Stone 1 (+1/turn)]
Eccentricities:
[Unions] Organized specialists work well, but not for free. Funded buildings are constructed much faster.
[Trade Routes] A road will automatically, but slowly be built along any trade route that is formed between two town/cities
Works in progress: University (1/6), Lead Mine (1/6), Lumbermill (1/6)

Excellent work, lads! Now let's get to puttin' our new crossbows to use. There's been reports of brigands to the south and an undefended merchant empire will soon become a broke merchant empire. Get to trainin' a unit of Shieldsworn Crossbowmen so we can all rest easy! (+Crossbows I) (+Bronzeworking)

The Oakenhammers are still hard at work on their lumbermill. (+Axes I)

Alright lads, we're expanding southwest and claimin' more of the Keldagrim Caldera. That caldera's not only the sacred ground of our ancestors but also full of precious ore!

Guz un skuf! (Drink and fight!)
>>
>>1090904

Sheeeeit, left shit out again. Lumbermill is at 1/6 and Crossbows I should be on my tech sheet as per >>1090795. Also OP if I don't post progress in my actions it's usually at the bottom of my character sheet (see works in progress tab)

Also one question: The ore in my mine is galena (most common ore of lead), right?
>>
>>1090919
Yes, so it will bring silver every 3 turns
>>
>>1090942

Noice!
>>
Rolled 100, 16, 87 = 203 (3d100)

>>1090795
Nation Name: Ibowell
Race(s): Humans, some goblins
Color: Grey
Fluff: The Ibowell tribe started as relatively small tribe in a secluded area of the region. However belief in their fertility goddess Iprueb spread and relatively low priority for war mongering leading to the tribes numbers swelling rapidly. By the time the other tribes came nosing around for territory, the Ibowell tribe's numbers dwarfed their neighbors by a factor and a half. War came swiftly afterwards, with the Ibowell's knowledge of herbs practiced after many births being weaponized leading them to the for front. And which each new tribe tamed, the worship of Iprueb swelled as well. After the human tribes had been subdued, the Ibowell people started to conquer the more monsterous races in the area starting with the goblin-kin. However, unlike the human members of the tribe who were able to free themselves from slavery by subduing another tribe, the monster races are still considered slaves and serfs until another non human race has been subdued by the tribe.


Settlements: Iwock(Player-named capital) (Player-Named outpost (4))
Territory: 23
Population 27 (+4/turn): GM Generated
Food: 1
Currency: 9 (+2/turn)
Industry: 5
Structures: Government Building, Cultural Building (Statue of Ipureb) Farm I (2), Goblin shanty town
Defenses: GM Generated
Military: 1 (Stone Throwers)
Tech: Bronzeworking, Herbalism I, Animal Husbandry I, Toxicology 1
Resources: [Horses 5], [Wood 7], [Stone 3]
Eccentricities:
[Slave Labor] It is nice to have other creatures do your dirty work for you. Bonus to resource production, but slave revolts are catastrophic.
[Crack of the whip] Can willingly sacrifice population for a large boost to action. Increase risk of slave revolt.
ONGOING WORK: Religious Rites 1 1/4

1) Our warriors will not fall! We will continue the fight! Dragging them back kicking and screaming in Ipureb's name!
2) Continue practicing the rites. We must hold the faith strong.
3) With the poisons safely learned. We need to set about making farms for them as well as our fertility herbs. [Building herb gardens]
>>
>>1091057

Fukken whipt
>>
Rolled 75, 29, 76 = 180 (3d100)

>>1090795
Nation Name: Dro'kahla
Race(s): Naga
Color: Green
Fluff: From the depths the Naga were born. Clawing their way from ignorance in search for the light of truth. They learned to create tools, to forge ores in the volcanic vents to create metal weapons, and to build their cities and temples upon the sea floor and continental shelves. Tribes were formed, warred with each other, and eventually fell to the Dro'khala and became united. New temples to the sun god, Ano, and the dark god, Shia, were built grander than ever. Now with the death of the old king and the rise of his son the kingdom sets it's sight on greater heights and new lands.
Territory: 30
Population 25(+3/turn): GM Generated
Food: 1
Currency: 8 (+1/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 Capital, Ocean Special
Military: 1 Naga Peasants
Tech: Bronzeworking, Smithing I, Construction I, Military Organization II, Divine Deep Magic I
Resources: [Fish 6], [Coral 1], [Tropical Fruit 5] [Copper 2 +1/t] [Cobalt 0 2/3 +1/3t]
Eccentricities:
[Aquatic]: Life under the sea has brought the Naga much freedom. Thus land expansion is easier and sea movement is much faster (2x through water tiles, can travel on water without tech). Unfortunately, this makes them ill-equipped to deal with land (1/2 land movement, suffer attrition on land, can't develop boat tech on own)
[Secret Knowledge] The Dro'kahla have the knowledge of making alloys that are resistant to the corrosion of their sea home (Bonus to metallurgy technology)

1. Continue limestone quarry. 1/6
+Construction I
-10
2. Continue expansion 1/2
3. Explore around for anything of interest.
>>
Also OP do we have to research beer or is that included in our standard food supply?
>>
The thread is now autosaging too, might want to make a new thread before this one gets lost
>>
I'll make the next turn in a new thread since I won't be able to post for a couple days after.
>>
You updating tonight Paul?
>>
Check it
>>1096831
Thread posts: 122
Thread images: 24


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