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Poe'illia, Land of Beginnings

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A content where empires are being made more by beast then humans, who ether meek out and existence in frontier towns or shut themselves out from the crazy world they live in.

Become the leader of your people and choose the path they will take in order to survive in this land of struggling power

I will post areas and the factions within them, it will be first come first serve on factions so get them while you can.

Each faction will start with 10,000gp and will have 4 moves per month. at the end of the year you will get taxes/tribute to replenish your gold.

Most actions will require a roll, some will not just depends on what your doing.

best luck to you all, and may your nations not fall to ruin.
>>
>>1667306
Bilegrith: the land is cold and fields bare little fruit from the labor put into them. What is made is kept within the scattered villages that dot the land leaving those with bad crop without. You knew something had to change, to help your town survive you turned to necromancy, giving them release from the cold and hunger. You wish to spread your way of living but not all accept your ideas.
>>
>>1667306
The Brazen Fields: Great fields of golden grass cooked by the sun, grazed on by roaming dinosaur herds as they stomp their trials throughout the land.

Alken, The Primal Heart: Finding common ground with the primal savage beast of the land your conclave of druids have made these plains your home and fight among the nomadic Gnoll tribes that hunt your dinos.

Leu-Klin of the Blacken Hearth: Situated on the crest of a boiling lake of tar, you made the gnolls fear you as a leader and force many tribes together under your rule. Your influence reaches far into the fields but still gnolls cling to their old nomadic ways....
>>
>>1667306
Cieluis: Your clan have traveled far in the north and grow tired of your treks, its time to settle down in the snowy lands before you.
>>
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>>1667306
Drylands: the ever shifting sands blow across an unbroken horizon as miles of desert are burn with the suns rays. Mountain peaks dot these dunes scattered throughout, one such holding is your tribe of Wyvaran. Devote in your ways and a tall regal people you are strong flyers you soar through an unforgiving sky.

Myaben Forest: Butting the mountain range is a thin forest of Ironwood trees, home to a group of small constructs wooden constructs called wyrwood who use the wood to create their offspring.
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>>1667306
Far-scattered Acres: two worlds interlock in this land as the vast plateaus that web through the region give a stark contrast to the maze like crevices that run miles deep between them.

Furis: You are a Sphinx with great plans for this land, and with your following of slaves and Lamia you plan to make this place into a bustling city in no time

Raheen: The dark corridors of the deep fissures suits you Minotaur kind vary well and you have made a hidden city deep in its walls. where all of your kind can find as they walk the dark domain. You are free to eat what you take and kill anything else and nothing will change that.(maybe)
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>>1667306
Hudar

Grandfathers Rest: The tribes of Oreads that populate the unusual group of mountain ranges have always known they were the true sons and daughters of stone and they their Great father birth them into the land then allowed all to rest apon him. here your tribe spends their lives intill the dwarfs came with pick axes to mine your holy ground.

Gilfin: The dwarfs of Gilfin have always been hard thinkers and dedicated builders. they look towards philosophy and perfecting fine arts throughout their lives.
>>
>>1667306
Izaika

The Naga Collective: Your people have always fond pride in themselves and what that can do, though not united as a whole the naga of the Izaika know how to survive own their own, but perhaps its time to live a better way...

Felloft: The Strix own the ranges and canopy of their domain without equal . their flight giving them advantage over most who would challenge them. Still in scattered tribes the Strix remain unbridled in their growth.
>>
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>>1667306
Polar Coilis: A land where extremes truly meet, bursting active volcanoes forming rivers of lava that are pushed back by the northern blizzards and frigid cold.

Hellwall: In the many wars of the fire giants you have learn the most, built your fortress the best and have survived the consent battles wages in the ashen fields for years. With each passing year you grow stronger and with that strength, conquest.

Freezeholds of the Ice Giants: Its taken many years and plenty of crushed skulls to become the jarl of your own providence and you intend to keep it as your own or take down any in your way
>>
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>>1667306
Radiant Jungle: This jungle gets its name for the beautiful crystals and gems that grow up from the ground. You the Crystal Dragon have made your home in the hollowed out innards of a large grown crystal and your brood has set out to make it into a city.
>>
>>1667306
Til-car: the clans of hobgoblins have always been at war with each other, they knew war would make them stronger and so the fight endlessly to perfect its art. Many clans see themselves as the one true ruler of this land, but who will climb to the top of this war machine?
>>
It is time for the Hobgoblins of Til-Car to unite under one leader, one ruler! Hideyoshi Koichiro has spent years developing an army, and he sets forth now to claim all of Til-car for the Hideyoshi Clan.
>>
With the assassination of the blessed Chief Shaman Zur-Chep II by an unknown enemy, new suspicion of the dwarven colonists has arisen among the people. Amidst this turmoil, Ganoho IV has been enthroned and crowned the new Chief Shaman in the Throne Room of the great cave palace whose beauty exceeds any craftsmanship of mere dwarves. For now, he has sent an olive branch to the leaders of the Dwarves. But he lets his companions know the slings are unslung and mightily gripped.
>>
>>1667306
>>1667579

i'll take the Hellwall Or Polar Coilis. I'll be honest, can't find either on the map.

What time zone you in QM?
>>
>>1668796
You can pick a hex in Til-car if you like.
Roll 1d100 to see how many people make up your clan

>>1668893
Ganoho is welcome by his people in this time of need, but many see your olive branch as a sign that you are giving up to dwarven demands.
Roll 1d100 to see how many tribes mate follow your command
>>
>>1667579
>>1669037
Polar Coilis is located in the very top right of the map, Hellwall and the Freezeholds are factions inside that area as mention above. Im eastern pacific.
>>
The gnoll tribes will kneel under heel or die divided.
>>
I will take Bilegrith at the top left of the map.
>>
>>1669354
could you please explain the people and region of Varsix ?
>>
>>1669376
From here on your word is law and any who do not follow it will suffer in their death. Your tribe is strong and loyal pack hunters. roll 1d100 to see how many are in it.

>>1669378
Your group is small but you are zealot in what you know needs to be done. roll 1d100 to see your how far your undead have come

>>1669391
Varsix: mostly swamp lands and salt water marshes with the occasional sporadic forests dotting the land

Faction:

Lands of fetid scales: Lizardfolk tribes that encircle a salt water marsh they claim is a holy/cursed land that they most keep outsiders away from at all cost.

Marrowdale: A city of vampires located deep within a forest of mangrove trees, using weather magic to keep the city covered in clouds they make their town bustle at all hours.
>>
Ill take cieluis.

Any info I need to know regarding them?
>>
>>1669444
Look to >>1667379
You will be a nomadic tribe of Rougarou
>>
Rolled 63 (1d100)

>>1669434
From here on, we shall be not nomads but people of conquest. The first victims will be those who oppose my rule in the Brazen Fields.
>>
Rolled 6 (1d10)

Clan size
>>
>>1669434
I'll take Marrowdale then
>>
>>1669481
Your flocked to by gnolls wanting to bask in your glory. now that you have a backing you can dominate to your hearts content.

>>1669488
Though small you know that what matters is skill in the art of war.

You have 10,000gp and 4 actions per month. use these to take land, build,scout , etc

>>1669496
roll 1d100 to see your population
>>
Rolled 32 (1d100)

>>1669527
fuck I rolled a d10 not d100
>>
Rolled 15 (1d100)

>>1669496
>>1669527
rollin for clan size
>>
>>1669544
protip: put that in the Options box
>>
Rolled 11 (1d100)

>>1669434

>>1669547
Thanks.
>>
>>1669530
much better roll

>>1669533
Though strong you are few, and may need to expand once you are able.
>>
>>1669551
To see how far my undead have come.
>>
>>1669557
>once you are able

can i start playing now, or do we wait?
>>
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>>1669572
>>1669558
>>1669488

Sure go ahead with your first months moves.

Pink: Marrowdale
Black/white: Leu-klin
Red: misc Til-car clan
Light blue: Deaths Gate
>>
Rolled 13 (1d100)

>>1669589
Move south to a deceased village. Roll for necromancy.
>>
Rolled 76, 99, 48, 52 = 275 (4d100)

>>1669589
>Population: 63
>Culture: Nomadic Raiders / Monarchy
>Gold: 10,000

1. Attempt peaceful integration of the lands south of us.
2. If the former does not work, raid and conquer their lands.
3. Begin establishing a proper system of rule with myself at the top and a council of the former Gnoll tribe leaders. Of course, the council has no real power and is simply for show.
4. Send out properly equipped scouts to seek mining sites throughout the area.
>>
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>>1669598
You send some of your undead to the south in an attempt to raid their dead, not only were they unable to find any a few were killed by the townspeople

>>1669622
Starting off strong, I like it.
You encounter a tribe of gnolls and "peacefully" integration of them into the fold is complete. gain 1d20 population

You power over the lesser has solidified your position for now.

The scouts have found a supply of ore in the mountains to the north, but have run into many tribes of boggards along the way.
>>
Rolled 80, 64 = 144 (2d100)

>>1669598
1. Attempt to invade the village and slaughter them.
2. Attempt to revive all deceased, including those slaughter in the battle..
>>
>>1669686
I mean by revive as in necromancy.
>>
Rolled 6 (1d10)

>>1669686
after murdering your followers you decided they needed to be given the blessing another way. In the dead of night you take to the village and murder them all, turning those bodies not ravaged by your horde into new servants
>>
>>1669695
>>1669699
add 6 to your total population
>>
>>1669589
So, OP do I roll for my population?
>>
forgot name
>>
>>1669720
>>1669725

Yes, go ahead and roll and ill put you on map.
>>
Rolled 67, 63 = 130 (2d100)

>>1669703
1. Necromance the nearest pack of wolves
2. Send those wolves out to look for more undead to call.
>>
>>1669731
dice+1d100
>>
Rolled 50 (1d100)

>>1669739
>>
Rolled 85 (1d100)

>>1669589
unfazed by our lack of numbers, we move towards our aim of regional hegemony. slowly, over a period of time so that they do not get suspicious, we use our magick to trick the superstitious lizardfolk into believing we are the gods of the moor and form a cult. rolling for how many lizardfolk serfs we make in this month.
>>
I'll take the Druids if hey haven't been claimed yet, I love this sort of game.

The Gnolls are on the move, aggressive and expanding. The young are restless and wish to change the world, and without the guidance of their elders may upset the balance of man and nature. But is there truly a balance, or does the Wild dominate? Either way, the tribes have come together at the Skullmoot and elected a Council and a Chief of Chiefs, a visionary some say is descended from the first Man to tame fire and begin the mastery of stone tools. The future must be seized, or we will be left behind, forgotten and lost.
>>
>>1669741
1. Go west and settle in the coast
2. Reproduction is very important, all male and female couples are expected to all have at least 10 sons.
3. Collect wood and build huts to settle
4. Scout the area in search of mines


OP, can you use your moves for research?
>>
I'm liking this already! hopefully, this game will continue for a long time.
Is there a discord server?
If not, join this one:
https://discord.gg/QDySxgr
>>
Rolled 20 (1d20)

>>1669675
A smart choice for them to join our people peacefully.
>>
Rolled 1 (1d4)

>>1669733
You find a small pack of wolves and send them out to find undead creatures among the snow and cold. they return with knowledge of a grave yard instead , it is to the west 2 hexes

>>1669741
Cielus: yellow
Your tribe is strong in numbers but your nomadic nature might see those number split.

>>1669760
The lizardfolk tribes are scattered and far apart, the ones you find will be a 1d20 addition to your slaves.

>>1669766
Your conclave agrees with your intentions and you are back by the young and hot headed whowish to see the gnoll threat dealt with for good. Roll 1d100 for your starting population

>>1669771
make ya rolls boy
and yes you can.
>>
Rolled 5, 8, 12, 7 = 32 (4d20)

>>1669855
aww man, and i'd got an 85 too

okie, rollin.
look for more tribes to do the same( rolling 4 dice, count only fewer of them if i don't find that many tribes )
>>
>>1669733
>>1669855
You have 1 wolf, use him wisely

>>1669844
scouts will need to be sent forth to see how they react to your presence
>>
Rolled 7 (1d100)

>>1669855

The tribal confederation of Alken is yet small, and messengers are sent to many tribes to invite them to join the glory that is to come, a free union of equals who will one day stand astride the world as ancient empires once did, Man in balance with the Wild, not warring against it.
>>
>>1669855
Is there a way to avoid our nomadic nature?

Also what Im rolling?
>>
>>1669867

Well, we're off to a great start here.
>>
Rolled 5, 4 = 9 (2d100)

>>1669855
1. Move towards the graveyard
2. Necromance the graves of the fallen
>>
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Rolled 87, 82, 94, 30 = 293 (4d100)

>>1669867

Things are not going well. The Conclave has fractured and split apart, becoming a shadow of its former self as the Council argued over how to make it stronger. Our numbers are too few, barely half a tribe gathered around a charismatic leader. This will not do.

Actions One and Two: find tribes who left in confusion or were never contacted by the messengers in an attempt to bolster our numbers.
Action Three: send emissaries to make alliances with nomadic Gnolls who oppose the new warlord
Action four: begin training a force of shock-cavalry atop great horned Scalebeasts, among the most fearsome dwellers on the plains
>>
>>1669867
the druids see your lack of wisdom and very few join your cause.


>>1669868
avoid being nomads by settling a town. make rolls for each of your actions. 1d100

>>1669873
the trek has taken a toll on you and many are lost in the travel toward the graves, which you get lost trying to find. you now have no idea where you are. lose 1d20 population
>>
Damnit...
>>
Rolled 15, 35, 78, 66 = 194 (4d100)

>>1669900
action 1 was to settle, so that should be alright I guess
>>
Rolled 15 (1d20)

>>1669903
>>
>>1669904
ugh I might have lost half of the population right there...
>>
Rolled 22, 29, 85 = 136 (3d100)

>>1669906
1. Attempt to revive/heal any fallen soldiers that have not been touched by Death's scythe.
2. Move towards the graveyard.
3. Necromancy every grave
>>
>>1669896
your success is in finding wondering tribes has been fruitful roll 2d20 to gain their numbers
You have converted many gnolls to your cause roll 2d20 to add them to your population

training the Scalebeast have proven harder then you thought to control, lose 1d20 in the stamped that follows

>>1669904
Your tribe barely makes their way through the forest before getting lost, you lose 2d20 in the attempt .

You people do not have the food to sustain any more mouths to feed and don't repopulate like you want them to. Some leave the group, lose 1d20
Youfind plenty of wood to keep you warm ignore one 1d20 negative roll.
you manage to find the mountain range and are no longer lost.
>>
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Rolled 31, 46, 31, 32 = 140 (4d50)

>>1669900
1. and 2. have my converted lizardfolk form a religion, and have them organize into armies and go to the other lizard settlements and peacefully or forcefully convert their brethren into it. all lizardfolk in this religion pray to us.
(rolling 50 sided dice as they will have better luck in converting their brethren than we did)

3. the Magravate researches seafaring

4. begin building coastal settlement on eastern coast of Varsix peninsula
>>
Rolled 14, 20, 1, 12, 19 = 66 (5d20)

>>1669947

First two, tribes. Second two, Gnoll allies. Last roll casualties.
>>
Rolled 11 (1d20)

>>1669959
in case any of my original 32 lizardserfs died in their crusades, rollin to find out how many.
>>
Rolled 100 (1d100)

>>1669947
>Youfind plenty of wood to keep you warm ignore one 1d20 negative roll.

I avoid the first 2d20 roll, so now I know where I am right. Ok rolling for the deserting because of food roll
>>
Rolled 3 (1d20)

>>1669990
sorry it was a 1d20 right?
>>
Rolled 90, 14, 1, 42 = 147 (4d100)

>>1669959
>>
Rolled 90, 36, 78, 93 = 297 (4d100)

>>1669947
1. Hunt for food to prepare to move
2. Move west and settle in the west coast. We now know whereĀ“s the mine we found
3. Cut wood for huts
4. Produce spikes for all tribe members
>>
Rolled 593 (1d5000)

>>1670014
You manage to gain some followers in your attacks into the fetid lands, but lose just as many to the fighting you created. gain 2d20 then lose 2d20

Your people attempt to make seafairing avalible has gone wrong and you end up losing some of your gold in the process.

the trek across the mountains was hard on your people lose 1d20
>>
Rolled 18 (1d20)

>>1669999
Roll from first action
>>
Rolled 8, 8 + 2 = 18 (2d20 + 2)

>>1670014
>>
Rolled 3, 14 = 17 (2d20)

>>1670034
thanks
>>
Rolled 1, 12, 15 = 28 (3d20)

>>1670056
losing members.
first two are lizardfolk in fighting, third is my people in trekking
>>
Rolled 4, 11, 25, 47 = 87 (4d100)

>>1669589
>Population: 32
>Gold 10,000

1. Clan Hideyoshi divides his army into three groups, one led by himself, and work to supplement these forces with mercenaries.

2. Group one heads south, looking to secure the remainder of the forested lands.

3. Group two remains with Hideyoshi, fortifying the ancestral Clan territory and training additional soldiers from the area's population.

4. Hideyoshi also trains and equips his soldiers, working toward a steady mix of medium infantry armed with long spears and protected by iron caps and breastplates, and supported by large companies of archers, with the greatest focus on the training and equipping of horse-mounted lancers.
>>
end of Month 1
Deaths gate
population 3
Gp10,000


Leu-klin of the Blacken Hearth
Population 83
Gp10,000

Til-car Clans
population 32
gp 10,000

Marrowdale
Population 16
gp10,000

Alken the Primal Heart
population 35
gold 10,000

Cieluis
population 21
gp 10,000
>>
>>1670082
Marrowdale
gp 9.407
>>
Rolled 22, 68, 49, 34 = 173 (4d100)

>>1670082
>2nd month

1. finish building the city of Grimharbour on the eastern coast of the peninsula
2. have a portion of my lizardmen establish a theocracy and continue recruiting, not through wars, but law and politics, so that i don't run out of serfs
3. have the rest of my lizardserfs carefully create a transport network so that traversing the land becomes safe
4. research seafaring once more
>>
Rolled 91, 17, 8, 48 = 164 (4d100)

>>1670082

The nation of Alken has gotten off to a rocky start. Kobals emissaries have brought many brave tribespeople to the new confederations banner, and brought the allegiance of nomadic Gnolls who do not wish to be subsumed by the expanding kingdom of the Blacken Hearth, but victory turns bitter as an attempt to tame the Earthshakers leads to pure disaster. Still, the confederation is still far too weak to oppose the hordes of Blacken Hearth and win, and that is what must be done.

Rolls 1 and 2: expand, annex villages into Alken who are fearful of Gnoll raiders, using free trade free of tribal feuds and commerce with friendly Gnolls as an incentive
Roll 3, try again to tame the great scaled beasts called Earthshakers for war, to create shock cavalry the likes of which the world has never seen.
Roll 4, establish an official Confederation and handful of Common Laws, guaranteeing the Rights of all tribes-people and codifying the elections of the Council and Chief of Chiefs above and beyond the power of any future leader.
>>
>>1670076
No mercenaries join your cause and you tricked out of 1d10000 of your gold.

Many of the people you sent south get lost or eaten by beast lose 1d10

You are attacked by a rival clan and defeated forced to move one hex east lose 1d10

the money required to make or find the items you need were harder to find you thought lose 1d500 of gp
>>
Rolled 2080 (1d10000)

>>1670108
fuck I got rekt
>>
Rolled 9, 2 = 11 (2d10)

>>1670108
>>
Rolled 74, 89, 47, 69 = 279 (4d100)

>>1670082
>Population: 83
>Culture: Nomadic Raiders / Monarchy
>Gold: 10,000

1. With the stirring of the druids and their beasts, we can not simply let this movement go unanswered. But, with no current need to declare war, we send an envoy to meet with the leader of the small tribe.
>We could easily crush you as you are now but such action would spit in the face of our ancestors. If you agree to deliver upon us 1,000 gold and extend our peace treaty until either of us reaches the highest north, we shall leave you be."
2. Just to secure our place, we go on with our control of the Fields. Absorbing or slaughtering any tribes who initial refused my claim.
3. With our growing collection of shamans from our conjoined tribes, we begin research into the spiritual arts to wield in battle. Focusing upon our ritual curses the most.
4. As for the frogmen that impend our march, we shall show no mercy. These lands are ours by birthright and they shall make good subjects for our newly made war-shamans.
>>
Rolled 293 (1d500)

>>1670108
>>
Rolled 41, 99, 95, 16 = 251 (4d100)

>Population: 21
>Gold: 7627

1. Hideoyoshi steps up recruiting efforts to replace lost manpower.

2. The Clan also works on developing its own infrastructure around Kago Province to produce more wealth.

3. Sometimes diplomacy is the better option. Hideyoshi dispatches a trusted lieutenant named Kagero to Clan Harima to the north to attempt to secure an alliance.

4. Clan Hideyoshi continues to train and equip its soldiers.
>>
Rolled 51, 41, 66, 40 = 198 (4d100)

>>1669959
1. Attempt to revive/heal any fallen soldiers that have not been touched by Death's scythe.
2. Look for people who will join my ways of life/death
3. Look for more wolves to Necromancy
4. Research animal-communication magic.
>>
>>1670138

It is one thing to curse cruel gods, it's another to see one favored by them and realize how much of their undeserved ire has fallen upon you. It's a black day of humiliation, a final acknowledgement that every step forward as a people is in vain and misfortune the lot of the Druids, and agreeing to pay tribute to the hordes of the Blackened Hearth fuels the ugly, black hatred that lives in the hearts of weak men. The songs around campfires are angry, men drink too much, and the Impotent fury that will lead to regrettable deeds should the gods change their whims hangs heavy in the hearts of everyone.
>>
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>>1670101
Grim harbor is attacked by human pirates as it is being made you lose 1d10 people in the attack and 1d500 gold lost.

Your lizardmen successfully establish a theocracy in your name and begin making houses outside your city. lose 100gp but gain 1d20 population

Your people make an easy route to the lands of fetid scales lose 500gp
You find the tech you have been looking for but at a large chunk of gold lose 1d500gp

tottal gp lost 1d1000 +600

Population gained 1d10

>>1670138
Your envoys make it to the tribe safely

You run fear into many tribes and those who do not wish to be slaughtered are taken as slaves. you gain 2d20

After much meditation and riturals you find the curses you are looking for. lose 500gp

You manage to move through the first hex of boggard horde

>>1670104
You expand your influence by one adjacent hex of your choice. but at the cost of 1d10000 gp

the Savage beast do not care for you attempts at making them tame and many are gored attheir hands lose 2d20

your laws are pass but bribes had to be made to do so lose 500gp

>>1670182
hobgoblins call you cursed and shy away from your recruiting

Trade with other clans begin to pick up and you receive 1d5000gp from the lands wealth .

You clan lieutenant comes back with great news and a handfull of fresh hands to add to your cause. gain 2d20 population

Most of the equipment your soilders have is battered and broken so it needs to be replace before you can properly train them lose 5,000 gp

>>1670184
You manage to rise a few wolves from the wild your lost in, gain 1d20 wolves.

The trek out of the woods was harder then you thought and you lose time to find people before night sets in

You gain 1d20 more wolves and find a way to talk to them using shamanic ways which you buy for 5,000gp.

All in all gain 2d20 wolfs zombies and lose 5,000gp
>>
Rolled 4, 1 = 5 (2d20)

>>1670307
DOGGO COME TO ME
>>
Rolled 9, 3 = 12 (2d20)

>>1670307

Rolling for losses
>>
Rolled 16, 3 = 19 (2d20)

>>1670307
Population roll.
>>
Rolled 6113 (1d10000)

>>1670307
>>
Rolled 46, 43, 60, 98 = 247 (4d100)

>>1670320
1. Using my new magic, create a map to the graveyard from the wolf that first found it. To make chances of getting there safer.

2. Attempt to find more followers peacefully.

3. Attempt to find any ancient fossils in the ground and necromancy them

4. Convince anyone that I can to join my way of death.
>>
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3KB, 422x233px
>>1670307
rolled in #game

finally:
vampire population : 7
lizardserf population : 50
gold : 8016

my people are attacked by pirates, but my city is built, right?
>>
>>1670349
Gold fix
>>
File: suicide.jpg (44KB, 394x550px) Image search: [Google]
suicide.jpg
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Rolled 62, 68, 90, 79 = 299 (4d100)

Alken, the Confederation of the Primal Heart
Gold: 3387
Population: 23 (13 allied Gnoll nomads, 10 Druid tribesmen)

The cultural underpinnings of the tribes who honor the Primal Heart are beginning to unravel. There are those who say, more and more above whispers, that the gods of the Mother Earth and Father Thunder and their children of the Totem Gods favor the Gnolls above men and beasts, that the world is theirs. Some even say that if the gods decree such, they are to be defied, and in spite that the Druids should turn their cloaks to the black of Warlocks and serve vengeful extra-planer monsters and fallen Demigods. But surely, Kobal urges, hope is not yet lost?

First roll, attempt to increase the population again, if there are any fools yet who will join the cause.
Second roll, one final attempt at taming the Earthshakers
Third Roll, an expedition sent into the Radiant Jungle to find the fabled civilization of the Crystal Dragons
Fourth roll, to send an expedition bearing weapons in secret to arm and train the Boggarts who oppose the Gnoll advance towards the ore-rich mountains.
>>
Rolled 50, 10, 21, 83 = 164 (4d100)

>>1670323
>>1670307

>Population: 102
>Culture: Nomadic Raiders / Monarchy
>Gold: 10,500

1. With our focus now away from the wild-men and the deserter that hide behind them, our cackle moves its forces to take over the frogmen, leaving a handful of Gnolls to wonder the newly made border.
2. Ditto to the former. A mass march on the boggard lands.
3. With our way of war, we must fuel our battles with new tactics. We begin studying the natural wilds in order to design war paints better fit for hiding.
4. Delving deeper into the lore of curse magic, we direct our shamans to begin working on mass spells to weaken our foes before the battle begins.
>>
Rolled 14 (1d20)

Population Roll
>>
Rolled 28, 51, 58, 100 = 237 (4d100)

>>1670307
>>1670351

1. have my vampires mate and increase population. Move them all back into Marrowdale if the passage is safe enough to move without casualties

2. If Grimharbour is not yet complete, use my lizardserfs to complete it. if it is complete, fortify it.

3. 4. sail to the Islets in the Gulf of Stife and build fortified watchtowers on them to give me vision and control of the entire. garrison most of my lizardfolk on these islands to control the tides
>>
>>1667306
Hey OP, while I read up on the thread, can I ask how you made your map?
>>
>>1670307
you didnĀ“t post my actions on month 2
>>
Rolled 3, 20 = 23 (2d20)

Pop
>>
Rolled 353 (1d5000)

gold gain
>>
Rolled 9 (1d20)

>>1670359

Population Roll
>>
>>1670349
Your wolfs have forgotten the scent to the graveyard.

No humans wish to be turned into undead by some smell skeleton and his pet zombie dogs

Your wolfs dig all day and night to find many human and animal bones buried beneath the earth you gain 1d20 skeletons

Word of your way of life has gotten out and your are joined by 2d20 necromancer druids

>>1670351
>>1670379
Your vampires grew to hungry and sucked the populous of your lizardfolk dry lose 1d20

Your lizardserfs help compleat Grimharbour your port town is now operational. lose 5000 gp

You start buidling outpost on islands the give you better view of the coral coast trade and traffic. lose 1000gp

>>1670366
Your forces make sure to kill any living boggards in the land you had cleared

the forces of boggards further north are tougher then you though and you are pushed back in force. lose 2d20 population

the gnolls find indigenous plants and bring them back to make into camo, only to find the highly toxic lose 2d20 population

After sacrificing man traitor gnolls to the dark god Lamastu she blesses you with unholy might, next time you go to war add 1d20 to your roll.

>>1670359
You find more nomadic gnoll tribes flock to your cause gain 1d20

The Scalebeast were tough to train but have bent to your teaching and now travel is made easyer for it

Your Druids return with tales from a far off land filled with treasure that grows from the ground itself, you are offered a trade route and as a sign a good faith are given a Ruby the size of a triceratops and twice as heavy.

The new weapons are welcomed by the gnolls which they use to fight back the gnolls from their land. giving them a upper hand.

>>1670027
You gather enough food to last you a good while making it to the coast was easy.

You suffer losses as you build up lossing 1d5000 gp

Buidling are made and you are safer from the environment. you are no longer nomadic.

the tribe is now safer from outside threats and you can ignore one roll from them
>>
Rolled 16 (1d20)

>>1670533

Disregarding previous roll, rolling 1d20 for population.
>>
Rolled 12, 19, 18, 8 = 57 (4d20)

>>1670533
Population roll.
>>
>>1670533
Month 3:
1.Research Agriculture
2.Research mining tools
3. Make fishing spears like pic related
4. Research boats (for fishing)
>>
Rolled 42, 51, 43, 86 = 222 (4d100)

>>1670533
1. 2. 3. use my powerful naval bases and seafaring capabilities to establish hegemony in the gulf of strife, and to maintain law an order, and levy taxes and tariff on all the trade and traffic there

4. have my lizardserfs set up a system wherein they gather woodland creatures from the coast for the vampires' nourishment, so that they will not be preyed upin
>>
File: 1986110902.jpg (39KB, 800x534px) Image search: [Google]
1986110902.jpg
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Rolled 6, 54, 28, 10 = 98 (4d100)

>>1670562
forgot pic
>>
File: zulu_battle.jpg (22KB, 414x171px) Image search: [Google]
zulu_battle.jpg
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Rolled 48, 42, 88, 45 = 223 (4d100)

>>1670533

Finally things are beginning to turn around. Though the Tribes of Alken are cautious, the atmosphere of despair has lifted.

Action one: Open up a trade route with the dragons of the Jungle, using our newly trained scalebeasts to open up a profitable caravan route.
Action Two: Expand towards the Jungle, settling new lands and giving families room to grow.
Action three: attempt to train some of the most temperamental and heavily armored of the Scalebeasts as mounts of war, creating a corps of unmatched shock cavalry
Action Four: reform the warrior bands, training them to fight as well-drilled units and outmaneuver their enemies with clever tactics and well-practiced formations
>>
Rolled 100, 50, 70 = 220 (3d100)

>>1670533
>>1670544
>Population: 45
>Culture: Nomadic Raiders / Monarchy
>Gold: 10,500

1. A hard blow for our people as many of our brothers and sisters fall to toxin and war. In order to raise spirits back and restore our numbers upon the Gnolls we hope to attract with the display, a fest is held in the newly taken lands of the Boggards. Little restraint is held on gold for this event.
2. Though, not deterred to study deeper into warfare, we set out for a new branch of combat. Using what little we learned of the environment, we begin to move around the Boggard's main camps, following and marking their hunting and gathering patterns in order to cut them off. The basics of siege warfare.
3. With our losses in the battle, our shamans begin to dedicate themselves to learning a form of spiritual healing magic by calling upon magic needle and thread to mend wounds.
4. Still, it would be a waste of our boon from Lamastu to deny her blessing. Thus, we set out for another march upon the frogmen.
>>
Rolled 91 + 1 (1d100 + 1)

>>1670608
War roll for number four.
>>
Rolled 2, 16 = 18 (2d20)

>>1670533
Druid Roll
>>
Rolled 3 (1d20)

>>1670582

As the trade route struggles amidst internal strife and confusion, Kobal steps in with the tools he has learned work best: dogged determination and bribes.

>Sacrifice 1000 GP for +d20 to opening a trade route
>>
Rolled 4, 68, 87, 26 = 185 (4d100)

>>1670533
1. Attempt to jog the memory of the wolves by asking them questions about their travels.
2. Attempt to dig up ancient dinosaur/dragon bones and necromancy them
3. Look for a river and see if I can sift gold from it.
4. Attempt to find more people who will follow my way of death.
>>
Rolled 13 (1d20)

Skeleton roll
>>
>>1670671
>>
Rolled 35 (1d100)

>>1669350
>Roll 1d100 to see how many tribes mate follow your command

1. Begin purchasing Dwarven books and scrolls of science to stock the foreign collection of the palace library begun by Zul-Chep II. (1,000 gp)

2. After months of making the transition of Chief Shamanhood are done, form a short council with all the Oreads' noblemen, with gifts for all the people of the land. (+2 to dice final result; 1,500 gp)

3. Send further messages beyond the realm to spread news of Ganoho's ascent.

4. Maintain the Palace and the neighboring village. (750 gp)
>>
>>1671599
i trust you are not in the server yet?

https://discord.gg/QDySxgr
Thread posts: 125
Thread images: 22


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