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First Primal Quest, pt II

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[Jatu] (Include progress)
The lumbermill in the northern outpost was completed. Those celebrating the completion of the lumbermill check the surrounding area for food and found a delicious snack (+2 truffles). The Jatu begin to dig a hole in the ground to get stone (1/7 complete).
>Gained Lumbermill +1 wood/turn

[Prosperian Union]
The training goes well, they have learned which end of the crossbow you point with. (Training 1/3). The dwarves laugh as they chop down the trees, enjoying the ocasional beer (Lumbermill 2/6 complete). The Prosperian Union expanded their territory and found a neighboring Valley.

[Ibowell]
The army smashed the slaves into submission. The memory of the turnaround in the battle will be imprinted into the goblin's memories for generations. (Recovered population went to restoring army, No chance of Slave revolt for the next 5 turns). Today's religious practices were interrupted by a goblin who had learned to make farting noises with his armpit (No progress). The bodies of the slain rebels made excellent fertilizer for the herb garden. (Herb Farm 3/6 complete)

[Dro'kahla]
The limestone mine goes well despite the earth shaking (3/6 complete). The Dro'kahla territory has expanded into a trenched area. In this area were creatures with natural Bio-luminescence and a great coral reef (+3 coral, +1 Bio-luminescence essence)
>Gained Territory

[Varuosa]
No post, +1 Turn

[Sky Sails]
No post, +1 Turn

[First Kingdom]
No post, +1 Turn

[Golem Makers]
No post, +1 Turn
>>
Rolled 92, 5, 89 = 186 (3d100)

>>1096831
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 28(+3/turn): GM Generated
Food: 1
Currency: 9 (+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 4], [Tropical Fruit 5] [Copper 3 +1/t] [Cobalt 1 0/3 +1/3t] [1 Bio-luminescence essence]
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. 3/6
+Construction I
-10
2. Begin building a fish farm in the trench and gather bio-luminescent fish for food and essence.
+Construction I
-10
3. Begin researching better methods of construction.
>>
Rolled 68, 85, 46 = 199 (3d100)

>>1096831
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 28(+3/turn): GM Generated
Food: 1
Currency: 9(+1/turn)
Industry: 5
Structures: Government Building, Farm I (2), Lumber Mill, Stone Quarry [1/7]
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] [Wood 1: +1/turn] [Truffles 2]
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)

Stone Quarry x2 [1/7]

Develop Irrigation.
>>
Rolled 16, 53, 36 = 105 (3d100)

[Prosperian Union]
Territory: 20
Population 26 (+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: 9 (+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 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: University (1/6), Lead Mine (1/6), Lumbermill (2/6), Shieldsworn Crossbowman Training (1/3)

Keep trainin' with yer crossbows, boys! Put the butt of yer crossbow into yer armpit and keep a wide stance to reduce recoil! (Progress: 1/3)

The dwarves keep at the lumbermill, telling jokes and old Dwarven war tales to help pass the time. (Progress: 2/6)

Our buildings are nice but we can do 'em better. Start researching construction and engineering methods to help us build stronger buildings faster.

Elgram dawi elgraz na karak! (Weak dwarves build no fortresses!)
>>
Rolled 67, 1, 95, 95, 91, 76 = 425 (6d100)

>>1096831
>Apologies for missing my turn
[First Kingdom]
Settlements: (Ulnasrae) (Outposts: Amlosoin, Smogh, Pa'llom, Proku)
Territory: 30
Population (+3/turn): 25
Food: 1
Currency: 8 (+1/turn)
Industry: 5
Structures: Thrak Raan, Farm I (2), Grand Leader Statue
Defenses: 1 Capital, Ocean Special
Military: 1 Royal Guardsman
Tech: Bronzemaking, Spears I, Fishing 1 Warrior Caste System II
Magic: Water I
Resources: [Stone 2], [Fish 5], [Coral 2], [Marble 1] [Bronze 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) Continue mining the marble. [4/6]
2) Also continue to domesticate the squid [2/4, 2/4].
3) It's time we checked out the ruins in our territory, and saw what they have to offer us.
>Turn 2
1) One day, the young king issues an odd order to his subjects- they are to scour the seabed, and collect seashells, for some reason.
2) Start to construct a place where we can mass produce our weapons of war- stone tridents.
3) The giant squid are all well and good, but the king wants beasts of war. Find them.
>>
>>1097860
Fuck, there goes my squid.
>>
Rolled 66, 29, 54 = 149 (3d100)

>>1096831
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, Herb Farm 3/6

1) Our warriors are victorious, after a rest we shall send them to the south to scout the forest once.
2) Continue practicing the rites. We must hold the faith strong, clearly Ipureb has blessed our warrior's virility!
3) Continue making the herb farm, the sooner this is completed the sooner we can spread Ipureb's blessings to the world.
>>
Rolled 27, 69, 71, 10, 75, 58 = 310 (6d100)

[Sky Sails]
Territory: 23
Population 24 (+3/turn)
Food: 1
Currency:13 (+2/turn)
Industry: 5
Structures: Government Building, Farm I (2), Sailing Academy I
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 (3/7)
Mobile 7/8
#1-2 finish the mobile structure research, now we will have less difficult time constructing buildings 7/8
#3-5 finish the floatwood lumber mill 3/7
#6 continue development of Whaling I 1/4
>>
File: Master_alchemist.jpg (168KB, 1024x768px) Image search: [Google]
Master_alchemist.jpg
168KB, 1024x768px
Rolled 67, 38, 75, 19, 15, 87 = 301 (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 16(+1/turn): GM Generated
Food: 1
Currency: 8 (+2/turn)
Industry: 5
Structures: Government Building, Farm I (2), Library I, Prestigious University

Defenses: 1 Capital
Military: 1.5 Golem Protectors
Tech: Bronzeworking, Arcane Magic I, Golem Crafting I, Writing I, Music I, Agriculture I
Resources: [Wood 4], [Stone 6]
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)
Animation Magic 2/4
Enchantment 3/4
Arcane Forge 2/6
Scientific Method I 2/30

1-2. Our professor mages require those self-writing pens now! All this scientific calculation and notation is really tedious.

Animation Magic 2/4

>Library I, Prestigious University

3. Enchantment magic will make it easier to ensure everyone has access to our magical tools.

Enchantment 3/4

>Library I, Prestigious University

4-6. Invigorated and excited by the university, bright minds, intellectuals, and inventors from across the kingdom gather to share and spread their ideas. Mages, alchemists, apothecaries, scholars. Slowly, a standardized method of research and evaluation begins to coalesce, promising a new age of wisdom and understanding.

Scientific Method I 2/30

>Library I, Prestigious University
>>
Rolled 80, 56, 20, 74, 9, 28 = 267 (6d100)

[Varuosa]
Settlements: Varuosa, (Player-Named outpost (4))
Territory:
Population 25(+3/turn): GM Generated
Food: 1
Currency: 18 (+3/turn)
Industry: 5
Structures: Government Building, Farm I (2)
Defenses: 1 capital
Military: 1 Sorcerous Cadre
Tech: Bronzeworking, Arcane Magic II, Agriculture I, Force Magic I
Resources: [Wood 5], [Copper 5], [Stone 4]
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. Academy Construction 3/5
[Architecture I]

2. Wand Research 1/4
[Arcane Superiority]

3. [Construct Farms]
[Architecture I]

Even proles have to eat. For now.

4. Research [Taxation I]

The proles must be taxed to fund more magical projects.

5. Research Wands I
[Arcane Superiority]

6. Construct Farms
>>
>>1098336

Hearing tales of great mages with odd constructs to the north, a group of merchants from the 4 clans makes its way north to Elysium to trade. "Oi! Anybody home?" shouts one dwarf as he pounds on the door. "Doh dawi, Torval! Don' be rude now. We're here to set up trade, not get inta more o' yer drunken brawls. Sit yer arse down an' wait fer two seconds." another, more wise-looking dwarf says.
>>
We should maybe get some more people, that whole western continent is wide open now that the brony has fucked off
>>
Will there be an update tonight OP?
>>
>>1099788
Visitors! From the south! 'Tis the dwarves.

If they be willing, a feast for them! They have traveled far and are welcomed guest. And have much to discuss.

https://www.youtube.com/watch?v=CdjtyaJSMIM

The Golem Makers treat the merchants to one their legendary parties, as they bring forth fatted calves, roasted pheasants, and best wine from the cellars all attended too by servant golems.

"Welcome, merchants, welcome. Be not offended by our extravagance, but today is a joyous day. For we have thought hard about approaching you, wondering how the Dwarves would feel about us, but instead you have come to us. Verily do we seek trade and more!

For you who are our closest neighbor, we make you privvy to this: we are on the cusp of intellectual greatness. We are developing a means by means of which any wise man or learned figure in the world can understand the leanings and knowledge of the other. A standardized research system. A scientific method!

Alas, this also has its consequences. For it means that any who are in contact with us by proximity, or by trade, will, slowly, learn our technologies and we theirs. While we are always open to learning and understanding, we fear our technologies falling into the wrong hands.

Hence why we had planned to approach you. But instead, you have come to us. So we bring you these tidings and pray you listen to them with open hearts. "Prosperion Union" your name itself details your goal. To prosper and become wealthy. And so we offer this:

A political agreement between our nations, to engage in trade and in protection and support of the other. A defensive and trade pact if you will. By limiting our city connections only to you, our technological exchange would be limited, and secured, between the both of us. You alone would gain passive learning of our technologies, and we yours, and in the safety and knowledge that our two nations are in full support of the other.

Now forgive us if we have misspoke, or if this offer is so extreme for ones who have just met in person, but we have heard the dwarves a people of ambition and imagination, and pray that our ideas that they be men who can recognize boundless opportunity prove true."
>>
The dwarves thoroughly enjoy themselves during the party, laughing, drinking, and sharing their tall tales with the wizards. They aren't sure what to make of this "wine", but they're more than happy to drink it anyway. "Oi, we're gonna have quite a few tales fer the boys back home!" a dwarf drunkenly says.

The leader of the expedition, however, abstains from revelry to talk business with the wizards. "Aha, so it's good we came to ya then. Sounds like ye got good heads on yer shoulders too. And a scientific method, ye say? Lemme tell ya, th' Silverbeards'll definitely want ta learn more about that!" The dwarf chuckles a bit.

"Aye, the Prosperian Union be a union o' the four great dwarven clans. Before, we each had our own own specialties that we prided ourselves on, each arguin' that their trade was the best, but eventually we all decided that it would be best if we all came together an' used our special skills so that we all can prosper and reap th' rewards of commerce, hence our name. But annehway, us dwarves aren't yer common swindlers, we're honest craftsmen who do honest work. We never forget our trade deals and we return every kindness we get. Now, that said, as we're merchants we'll be lookin' ta do business with other civilizations as well as yers, but ye can trust us to keep yer secrets safe should ye decide ta entrust 'em to us. Dwarf's honor.

And what kin we give ya back, ya ask? Well, I'd be quick ta admit that ye have us outclassed in th' smarts department, but we dwarves are creatures o' the earth, ye see, and dig in the earth we do! We'll likely dig up all sorts o' things ye can use ta spruce up yer golems, and we have plenty of dwarven knowledge we can share with ya too. We're constructin' a university as well, kinda like th' one ye got goin' here but more focused around business, geology an' engineerin'. Ye should drop by sometime when it's done."

"Ahem. But about yer mutual protection an' trade deal, aye, that's a metal we can work with. M'boys'll start gettin' a trade route set up right away an' the pact will be made official on the next clansmeet when I return home ta Gladsheim.

The dwarf firmly shakes the wizard's hand. "The name's Arnleif Silverbeard, son of Krogan Silverbeard. Great doin' business with ye!"
>>
>>1104138
I believe OP mentioned he would be away for a few days, at least in the irc
>>
>>1104889

Oh darn, hope he doesn't forget about us
>>
>>1104958
Hopefully not, he's in my game too heh
>>
[Dro'kahla]
The Limestone quarry finishes with the last of the quakes (+1 Limestone/turn). A horrible accident has occurred in the trench. The moving earth caused a landslide killing many people and filling the trench with debris (-3 population, have debris removal 0/2). The accident inspired the need for better construction techniques (Construction II 3/6).

[Jatu]
The stone quarry progressed quickly. Everyone is filled with hope of future structures as it nears completion (Stone Quarry I 6/7 complete). The farmers of the Jatu start experimenting in better methods of transporting water to all the crops. Would be easier with a large source of fresh water (irrigation I 1 /4).

[Prosperian Union]
(You forgot to put in your crossbow tech) Many of the troops left to join a debate on construction techniques (No progress). The demand for flapjacks increase as the lumbermill nears completion (Lumbermill I (4/6). A great debate has broken out on how to improve the current methods of construction (Construction I 1 /4 complete)

[First Kingdom]
The mine finishes with the last quaking of the earth (+1 marble/turn). The increased amount of giant squid in the area has attracted a sperm whale. While hunting the giant squid, it slammed into the statue of our great leader, damaging it (Statue repair 0/2). The ruins, thought to be nothing more than a starting point for building new structures actually had some hidden features. A volcanic vent was found that would serve great for building a new forge. Construction began immediately. Though confused, the king's subjects obey (Add 5 Seashells). The merfolk found a worthy war beast
https://www.youtube.com/watch?v=ykwqXuMPsoc
>Gain Marble Mine I
>Gain Forge I
>>
>>1109429
[Ibowell]
The land to the south was swampland that grew around a lake. A host of creatures lived there, as well as some plants (+3 toxic herbs). The people become more rambunctious, some even taking an interest in goblins (religious rites 2/4 complete). The Herb farm nears completion (5/6 complete).

[Sky Sails]
The Hawkmen now have the ability to build or upgrade buildings into floating buildings (Floating buildings move at 1space/turn). The lumbermill construction is complete. (+1 wood /turn and +1 float wood/ 3turns). Soon the giant beasts of the ocean will no longer hide from the hawkmen (3 /4 complete)
>Gain Mobile Buildings I
>Gain Lumbermill I

[Golem Makers]
The mages progress quickly in their magic studies, while slowly developing something greater (Scientific Method 5/30).
>Gain Enchantment I
>Gain Animation Magic I

[Varuosa] (Agriculture not Architecture)
The academy is complete. Here the great minds gather to share ideas (Wands I 3 /4, Taxation 2 /4). The groundwork for more farms have begun (Farm 1/6 complete)
>Gain Academy
>>
Rolled 22, 91, 41 = 154 (3d100)

>>1109463
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 31 (+4/turn): GM Generated
Food: 1
Currency: 11 (+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] [Toxic Herbs 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 2/4, Herb Farm 5/6

1) We can't have humans mingling with the goblins, best to establish some law and order now. Send those goblins were used in the fertility rites to build a new ranch for the new wild life we saw, they can stop when they're dead. (Build ranch, +Crack the whip)
2) Continue practicing the rites now that rules have been established, adding some riches to the statue. (Continue Religious rites, spending 2 currency to speed things along)
3) We're nearly done with the herb garden, can't give up now! (Finish Herb farm)
>>
File: avatar-3078937.jpg (19KB, 378x283px) Image search: [Google]
avatar-3078937.jpg
19KB, 378x283px
Rolled 69, 36, 64 = 169 (3d100)

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 16(+1/turn): GM Generated
Food: 1
Currency: 8 (+2/turn)
Industry: 5
Structures: Government Building, Farm I (2), Library I, Prestigious University

Defenses: 1 Capital
Military: 1.5 Golem Protectors
Tech: Bronzeworking, Arcane Magic I, Golem Crafting I, Writing I, Music I, Agriculture I, Animation Magic I, Enchantment Magic
Resources: [Wood 4], [Stone 6]
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)

1-2. The Mages are hard at work on the new Scientific Method. Now the scientists have the direct aid of magically enchanted tools and equipment able to do their bidding, as pens start writing down dictations, equations, and floating cups of coffee land conveniently on their desk. the cups are sealed tight. . .a lesson a few burns have taught us, there's still a few kinks occasionally 5/30

>Library I, Prestigious University
>Writing 1, Animation Magic I, Enchantment Magic

3. Open a trade route to the Dwarves to the South. Our golems now have the aid of some self moving enchanted tools, like a small hammer that nails in nails by itself, or a wagon able to roll short distances without someone pushing it!

>Animation Magic I, Enchantment Magic

https://www.youtube.com/watch?v=5QmjVUY-kUU
>>
Rolled 89, 72, 17 = 178 (3d100)

>>1109429
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 29(+3/turn): GM Generated
Food: 1
Currency: 10 (+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 4], [Tropical Fruit 5] [Copper 4 +1/t] [Cobalt 1 1/3 +1/3t] [1 Bio-luminescence essence] [Limestone 0 +1/turn]
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. Begin clearing out the debris in the trench. 0/2
+Construction I
2. Continue researching better methods of construction. 3/6
3. Continue to scout for places of interest.
>>
Rolled 35, 74, 58 = 167 (3d100)

[Prosperian Union]
Territory: 20
Population 29 (+3/turn)
Color: Red
Fluff: The Prosperian Union is a merchant collective created by the merging of four clans: the Ironblood, Silverbeard, Oakenhammer and Shieldsworn 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: 12 (+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 3 (+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 (4/6), Shieldsworn Crossbowman Training (1/3), Construction I research (1/4)

What are ye doin' lads!? Where is your honor? Where is your beard? Get back to yer crossbows! (+Crossbows I) (+Bronzeworking) (Progress: 1/3)

Now you lads at the lumbermill are doin' great! One final push and she'll be done! (+Axes I) (Progress: 4/6)

Settle down, everyone! Now, let's hear everyone's ideas one at a time. Hroggi, now you had some ideas about bricklayin' that were interesting, and Helgi had some ideas about structural integrity. Sten, tell us more about what materials we should use. Alright, alright, now let's put it all together and see what we get! (Progress: 1/4)

(Free Action): Since our golem maker friends were kind enough to accept our offer, let's get started on that trade route! (+Trade Routes)
>>
test. having trouble posting.
>>
Rolled 16, 16, 13 = 45 (3d100)

[Sky Sails]
Territory: 23
Population 27 (+3/turn)
Food: 1
Currency:15 (+2/turn)
Industry: 5
Structures: Government Building, Farm I (2), Sailing Academy I
Defenses: 1 Capital, Floating city Special
Military: 1 Flying Junker -Air unit
Tech: Bronzeworking, Boatbuilding I, Flying Ships I, Crossbow I, Blackpowder I, Mobile Buildings I, Lumbermill I
Resources: [Wood 5], [Apples 4], [Float Wood 4 +1/turn]
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)
#1 Whaling 3/4
#2 research better Boatbuilding
+Sailing Academy I
#3 build a floating drydock to construct, and repair, larger ships
>>
Rolled 58, 86, 75 = 219 (3d100)

>>1109429
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 31(+3/turn)
Food: 1
Currency: 10(+1/turn)
Industry: 5
Structures: Government Building, Farm I (2), Lumber Mill, Stone Quarry [6/7]
Defenses: 1 Capital
Military: 1 (Jatu Raider)
Tech: Bronzeworking, Animal Husbandry II, Spear 1, Writing I, Metalurgy [1/4] Selective Breeding 1, Irrigation 1 [1/4]
Resources: [Horses 9], [Stone 5], [Bronze 5] [Wood 2: +1/turn] [Truffles 2]
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)

Finish Stone Quarry (Use horses to help with the labor)

Continue Irrigation (Again, use horses to help)

Build Stable
>>
File: Untitled.png (33KB, 281x185px) Image search: [Google]
Untitled.png
33KB, 281x185px
Hey OP this is a big river right? Meaning that in theory I can get out to the ocean through it?
>>
>>1112899
More of a series of lakes

Also, sorry for the slower updates. I'm working at a different place for a month.
>>
Rolled 2 (1d10)

>>1109429
[Ibowell]
(When you don't specify I'll take what is needed to complete the task) Goblins and humans will never have relations. The amount of goblin lives sacrificed to build a separate enclosure made sure of that (-10 population, Human population 8 +2/turn, Goblin population 13 +3/turn). Weekly rituals are now apart of Ibowell life (Decrease Social rebellion chance). The herb farm is complete, bringing in a selection of herbs (+1 herb/turn, +1 toxic herb/ 3turns)
>Gain Goblin Ranch I
>Gain Religious Rites I
>Gain Herb Farm I

[Golem Makers]
The secret of the universe will soon be at their figure tips (Scientific Method I 8/30). The mages have open a trade route with the dwarves (+3 currency/turn).

[Dro'kahla]
The Trench was cleared out in no time, making it able for the farming project to begin anew. The Naga builders begin studying the trench for ideas on how to expand without tempting another landslide (Construction II 5/6).

[Prosperian Union]
(You forgot to put in your crossbow tech in your tech list) Fire, duck, dodge, and roll away. The crossbowmen will soon be ready (Progress 2/3). Bacon and pancakes for all, the lumbermill is complete (-1 food, +1 wood/turn). Brick one, brick two, brick three, slather and start again (Construction I 3 /4 complete).

[Sky Sails]
The hawkmen's progress in whaling was halted when they realized that their current pulley system wouldn't haul any whales. A worker strike at the lumbermill prevent any progress in boat research or building.

[Jatu]
The Stone Quarry was finished, bringing it stone for building (-1horse, +2 stone, +1 stone/turn). The Jatu learned how to move water around a crop field for better yields. The horses of the Jatu needed a proper place to live and be fed (3/5 complete, -2 wood).
>gain Stone Quarry I
>Gain Irrigation I

[First Kingdom]
No post, +1 turn
[Varuosa] (Agriculture not Architecture)
No post, +1 turn
>>
Rolled 79 (1d100)

>>1115234
Special Event intensity
>>
Rolled 38, 55, 85 = 178 (3d100)

>>1115234

You mean wood, not food, right?
>>
>>1115279

Oh shit disregard those rolls I'll do it with my turn..damn they're not bad tho...
>>
Rolled 8, 21, 80 = 109 (3d100)

>>1115234
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 34(+3/turn)
Food: 1
Currency: 11(+1/turn)
Industry: 5
Structures: Government Building, Farm I (2), Lumber Mill, Stone Quarry 1
Defenses: 1 Capital
Military: 1 (Jatu Raider)
Tech: Bronzeworking, Animal Husbandry II, Spear 1, Writing I, Metalurgy [1/4] Selective Breeding 1, Irrigation 1
Resources: [Horses 8], [Stone 8: +1/turn], [Bronze 5] [Wood 1: +1/turn] [Truffles 2]
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 Stable (3/5)

Learn Riding

Learn Riding


Does Irrigation get me anything? Do my Farms produce more or something?
Do I need anything to get Leather?
>>
Rolled 76, 46, 55 = 177 (3d100)

[Prosperian Union]
Territory: 20
Population 32 (+3/turn)
Color: Red
Fluff: The Prosperian Union is a merchant collective created by the merging of four clans: the Ironblood, Silverbeard, Oakenhammer and Shieldsworn 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: 4
Currency: 15 (+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, Crossbows I
Resources: [Wood 5 (+1/turn)], [Bronze 5], [Silver 5], [Stone 4 (+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), Shieldsworn Crossbowman Training (2/3), Construction I research (3/4)

See, just like I told ya. Wide stance, keep yer crossbow straight and for Grimnir's sake keep yer fingers away from that string unless ye want 'em taken off! I should probably give ye a brief rundown of how ta use secondary axes too in case ye run outta ammo... (+Crossbows I) (+Bronzeworking) (+Axes I) (Progress: 2/3)

I said "trade route", not "clock out"! Get buildin'!

Brick and stone, mortar and shovel. Insult me work and we'll have trouble...well, that's what I'd like ta say, but we ain't quite done yet now are we? Keep at it boys! (+Writing I) (Progress: 3/4)
>>
Rolled 14, 71, 15 = 100 (3d100)

>>1115234
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 32(+3/turn): GM Generated
Food: 1
Currency: 11 (+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 4], [Tropical Fruit 5] [Copper 5 +1/t] [Cobalt 1 2/3 +1/3t] [1 Bio-luminescence essence] [Limestone 1 +1/turn]
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. Begin construction of a bio-luminescent fish farm in the trench. Food and light to be had by more.
+Construction I
2. Continue research into Construction II 5/6
3. Scout along the walls of the trench to see if there are any ores.
>>
Rolled 68, 19, 89 = 176 (3d100)

[Sky Sails]
Territory: 23
Population 27 (+3/turn)
Food: 1
Currency:15 (+2/turn)
Industry: 5
Structures: Government Building, Farm I (2), Sailing Academy I
Defenses: 1 Capital, Floating city Special
Military: 1 Flying Junker -Air unit
Tech: Bronzeworking, Boatbuilding I, Flying Ships I, Crossbow I, Blackpowder I, Mobile Buildings I, Lumbermill I
Resources: [Wood 5], [Apples 4], [Float Wood 4 +1/turn]
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)
#1-2 the workers are striking due to the food shortage, which we will have to solve through whaling and fishing. now that we have Mobile Buildings we no longer have to haul up heavy meat so high. we can simply land our harvester ships and sail them on the waters, and lift up the heavy meat there
#2 research better Boatbuilding
+Sailing Academy I
>>
File: soiree.jpg (38KB, 400x261px) Image search: [Google]
soiree.jpg
38KB, 400x261px
Rolled 46, 5, 93 = 144 (3d100)

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 17(+1/turn): GM Generated
Food: 1
Currency: 13 (+5/turn)
Industry: 5
Structures: Government Building, Farm I (2), Library I, Prestigious University
Trade Routes: Prosperion Union +3

Defenses: 1 Capital
Military: 1.5 Golem Protectors
Tech: Bronzeworking, Arcane Magic I, Golem Crafting I, Writing I, Music I, Agriculture I, Animation Magic I, Enchantment Magic
Resources: [Wood 4], [Stone 6]
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)

1-3. The entire realm of the Golem Makers is now totally engrossed in this new endeavor, and "Age of Enlightenement" it is being called, as all efforts of the nation are invested into mass debates and meetings of great minds, all carefully recorded down by magical pen and paper. 8/30

>Library I, Prestigious University
>Writing 1, Animation Magic I, Enchantment Magic
>>
Rolled 19, 97, 94 = 210 (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 26 [Human 10 +2/Turn] [Goblin 16 +3/turn)
Food: 1
Currency: 11 (+2/turn)
Industry: 5
Structures: Government Building, Cultural Building (Statue of Ipureb) Farm I (2), Goblin shanty town, Goblin Ranch 1, Herm Farm 1
Defenses: GM Generated
Military: 1 (Stone Throwers)
Tech: Bronzeworking, Herbalism I, Animal Husbandry I, Toxicology 1, Religious Rites 1
Resources: [Horses 5], [Wood 7], [Stone 3] [Toxic Herbs 3: +1/ 3turns] [Herb 1: 1/Turn]
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:

1) The Goblins sufficiently cowed, go hunting in the southern region using our outpost in the south as a focal point. Attempt to bring back some of the more docile creatures to put in the ranch.
2) Ipureb's rites are well underway each week, this is great. But we must stay devoted, our priestess will search for a way to improve fertility within our human tribe members using herbal medicines. (Research supplements)
3) It's time we looked inwards to improve our housing concerns. We need sturdier structures to house our people. (Research construction)
>>
Hey OP are you around? Also thread is starting to autosage
>>
>>1122123
Sorry guys I can't keep up the pacing every night. Work takes up too much of my time to do this every night/every other night,
Thread posts: 41
Thread images: 7


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