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Primal Nations #3- THE HONKENING

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Thread replies: 27
Thread images: 8

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Previous threads-
http://suptg.thisisnotatrueending.com/qstarchive/219837/
http://suptg.thisisnotatrueending.com/qstarchive/242151/

Hopefully people see this, as it's been a while!
>>
Rolled 5, 2, 10, 3, 9, 1 = 30 (6d10)

Let's kick this off with a good old-fashioned fight.

[3 Peacekeeper Soldiers [3.5x]] [1 Minor Peacekeeper Brigade [1.5x]] [1 Peacekeeper Soldier [3x]] [1 Peacekeeper Unit [4x]]

The peacekeepers stay on their warpath, having pushed back the enemy troops they continue their march as planned.
>>
https://client00.chat.mibbit.com/?server=173.255.253.218%3A%2B6697&channel=%23PrimalNations
Chat for everyone.
>>
>>312303
REAL CHAT: https://client02.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
>>
Secret 1/2 thread detailing a small amount of story as well as some new nation apps. (though it was mostly just made as an excuse to update the map mid-session)!

http://suptg.thisisnotatrueending.com/qstarchive/276119/
>>
>>312862
Did you archive the second thread I forgot to archive that one.
>>
>>312879

Don't worry Mister Anon; all threads are archived, and the other two can be found at the OP's OP!
>>
>>311845
Standing by. Will you update the post by Boho that you missed last session?

It's this one btw.
http://suptg.thisisnotatrueending.com/qstarchive/242151/#p260050
>>
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>>311845
Nation Name: Karajan
Nation Race: Murlocs(yes, warcraft murlocs i find them adorable)
Color: Yellow( Brightest Yellow there is)
Fluff: a group of Murlocs clan united under the banner of the Brh Bhru bloodline after a bloody conflict of the unifications of most of the Murlocs population, higly religious, has started opening up on trade and developing techonolgy past their cultural norm
Location: as the pic posted
Settlements: Slek (capital) A city with a lot of ditches, moat, water channels, and fisheries
Structures: a mini babylon tower with garden on it thus making it a moist place for most Murlocs

Can i still join
>>
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Rolled 39, 30, 23, 21 = 113 (4d100)

>>311845
Pop: 64 (+4/turn)
Food: 2 ( -3/turn)(+3/1turn +4/2turn)
Vodka: 20 (+1/turn)
Defenses (Capital): 4
Military:[2 common red core [1x] [1 elite red guard [2x][1 Megaloceros Cavalry [2x]
Tech: [Metallurgy I 2/4] [Infantry I 1/4] [Brewing II][Agriculture II][Fishing I][Domestication II][shipbuilding I][Writing I][The wheel I][Archery I][Hunting I]
Resources: [Wood: 8] [Potatoes: 2][Megaloceros herd [Small][Copper 3 Tin 3][Tame:Dire wolf][Compound bows]
Structures:[Farm+3/2turns][Docks+1/2turns] [Stables I +1/1turn][Hunting +2/1turn]
Bonuses: [A Good Burn]: If your military is given vodka, they gain +1 to fighting rolls. (This decreases your supply)
Flaws: [Dependency]: If Russia’s vodka supply runs out, they suffer a penalty (-5), to all rolls until it is replenished.

1.Keep the stable train going! also it would be [3.5/4]
2.Expand north east on the peninsula!
3.Build a bigger port to get more fish and to build better ships.
4.Build some Carts with [Domestication II] and [The wheel I] to set up a trade route to send The fairies the tech of Domestication and Archery.
>>
Just gonna go ahead and update, hopefully people notice.
>>
Rolled 12, 27, 89, 36 = 164 (4d100)

[Order of the Advent]
Pop: 36 (+3/turn)
Food: 0 (-3/turn)
Defenses (Capital): 1; (Unga-Ur): 1
Military: [5 Peacekeeper Soldiers [3.5x]] [1 Minor Peacekeeper Brigade [1.5x]] [3 Peacekeeper Soldier [3x]] [1 Peacekeeper Unit [4x]]
Buildings: [Farms I x2 (+1 Food/2 Turns)][Hatchery I (+2 Food/2 Turns)][Mine (+2 Copper/2 Turns)]
Tech: [Metallurgy III] [Infantry I] [Scouting I][Farming I][Fishing I][Infantry II][Husbandry I][Armor I][Ranged I]
Magics: [Shapeshifting I] [Absorption I]
Resources: [Wood: 8] [Stone: 6][Copper: 5][Bronze: 3][Utahraptor Pack]
Bonus:
[Adaptable]: Morphs are very good at figuring out technology. +5 to rolls involving it.
Flaws:
[Ice=bad]: Morphs don't like ice, and it can be used against them to great effect.
---
[IN PROGRESS]
-Absorption II 3/4
-Peacekeeper 1/2
-
---
[ACTIONS]
1. Continue training Peacekeeper. (1/2)
2. Continue training absorption II. (3/4)
3. Send [2 Peacekeeper Soldier [3x]] to attack Devil's Coalition
4. Train a second Peacekeeper unit.
>>
>>317375
Should we do a role call of sorts?
>Russia is here!
>>
>>318022
Update later tonight, visiting family
>>
>>318059
Haha, what a fag. :^)
>>
>>318022
The people of Zanithal stand ready
>>
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[Scorpiongirl Empire]
1-2) Weapons research continues. Slowly. [4/8]
3) Another Imperialist is raised!
4) Better agricultural techniques are unlocked! [Agriculture II; Increase farm output by 1]

[Devils' Coalition]
1) Enchanting research is done! [Enchanting III]
2) The embassy to the Harem is built. [Embassy (Rasputin's Harem)]
3) As well as the on to Sardax! [Embassy (Sardax)]
4) Finally, an embassy to the magocracy is constructed. [Embassy (Slime Magocracy)]

[Russia]
1) Stables are improved! [Stables II; +2/turn]
2) Expansion starts, but doesn't finish. [1/2]
3) The port stalls.
4) Tech is sent!

[Slime Magocracy]
1) Eastward ho! [+5 hex]
2) Another Witchhunter is trained!
3) The embassy to Oghro is built. [Embassy (Oghro)]
4) Pyromancy research crawls slowly along. [6/10]

[Ice Nine]
1) The tech is sent to Zanithal!
2) But the road stalls.
3) The Sentaries are trained in aerial combat! They're still a bit too clunky with ranged weapons, however. [Add (Flying) Tag]

[Zanithal]
1) What was once lost is found! [Ice Magic IV]
2) More mana farms start construction. [2/4]
3) Training of the battlemage stalls.
4) The tech is sent!

[Oghro]
>Apologies for skipping you
1) No clubsmen are trained.
2) But the nation expands west! [+4 hex]
3) Training starts. [1/2]
4) No cavalry. The Raptors seem too wild.

[Sultanate]
1) No progress on the storage.
2) But better fire magic is being looked into, if slowly. [1/4]
3) No Bulls yet.
4) But a Blazing Bull is trained!
5) The scouts come back with nothing to report.
6) The cannon is nearly done! [3/4]

[Advent]
1) Training stalls.
2) Better absorbtion is finally complete! [II]
3) The Peacekeeper soldiers are sent, arrival next turn.
4) Yet another Peacekeeper begins training. [1/2]
>>
>>313123
Sorry, game might be ending soon. But check /tg/ for my next one!
>>
>>318022
Ah, I found this just now!
Here!
>>
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Rolled 26, 89, 30, 79 = 224 (4d100)

>>320053
Nation Name: Slime Magocracy
Nation Race(s): Slimes
Color: Pink
Fluff: "AHHH! After two hundred years I'm free, time to get some snacks!" Was the first words of the slime who first learned to move during winter due to radiating an inner flame that she referred to as magic, and later fire magic, finally pyromancy. After previously only being able to operate in the summer the slimes of the mountain are finally free to do whatever they want, and to find new tasty things to consume.
Location: Up on some snowy mountains, specifically the ones just east/south-east of the desert on the main continent
Pop: 21 (+1/turn)
Food: 11 (-2/turn)(Farms +4, harvested this turn)
Structures: [Farm II {+2 food/2 turns; TECH: Agriculture II: +1 food/2 turns}] [Embassy (Oghro)]
Defenses (Firepit): 1
Military: 2 (Apprentices) [1x], 1 (Pyromancer) [1.5x], 2 (Witchhunter Slime) [2.5x]
Tech: [Metallurgy I] [Infantry II] [Agriculture II]
Magic: [Pyromancy III] [Weather I] [Weather Control I {+1 food output}]
Racial Traits: [Digestion II]
Resources: [Wood: 4] [Hide: 3] [Copper: 3] [Tin: 3]
Bonus-
[Pyromania]: Start with Pyromancy I, bonus to rolls involving pyromancy
Flaw-
[Hungry]: Increased food consumption.
Allies: Oghro

Our search for the clown menace continues! Onwards my fellow slimes! ONWARDS!

1) Expand east, East, EAST!
2) Trade our [Agriculture] to the [Devils' Coalition] for their [Enchanting] as agreed upon.
3) Go hunting for food and resources, mostly food [Digestion II]
4) Experiment with pyromancy. [Pyromancy III --> IV] [Bonus: Pyromania] [6/10]
>>
>>320053
checkiong in
>>
>>321202
Oghro! You're back! I was getting worried for a while there. Take your turn, and I assume you also get a backup turn. Might want to check with PrimalOP/wheelie about that. He's in the IRC right now.
>>
Rolled 2, 1 = 3 (2d10)

Rolling to slaughter mages.
[2 Peacekeeper Soldiers [3.5x]]
>>
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The Sultanate's fleet finally reaches the island of the Bears, and begins slaughtering all in sight. They quickly reclaim the land for themselves.
>>
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Rolled 43, 16, 93, 68, 43 = 263 (5d100)

>>320053
[Grand Magnificent Sultanate of Jaffar]
Pop: 66 (+5/turn)
Food: 21 (-6 turn)(+4 per other turn)(+1 per turn)
Defenses (The Grand City): 1 [Danport: 1]
STRUCTURES: [Hunting Lodge I {+1 food/2 turns}][Mine I [+2 Copper/2 turns; +2 Tin/2 turns][Fishery I [+2 food/2 turns][Iron Mine: +2/turn][Fishery II +2food/w turns][Mine I +2 copper/ 2 turns]
Military: 3-(Brazen Bulls) [1x][2x] 3-(Blazing Bulls)[3x][Transport Ship]
Tech: [Metallurgy II][Infantry III][Scouting I][Opulence I][Fishing II][Shipbuilding I][Food Storage I][Hunting I]
Magic: [Fire I]
Resources: [Wood: 11][Hide:3][Stone: 3][Copper: 4][Tin: 4][Iron: 6]
Turn Bank: 0
Bonuses:
[Greedy]: Bonuses to gathering resources and expansion.
Flaws:
[Boredom]: Repeated actions (per turn basis), incur cumulative penalties.
----
1. Work on [Food Storage II]
2. Research [Fire II] 1/4
3. Raise more [Blazing Bulls] - 4 Copper -4 tin
4. Send men out on boats to scout for other people
5. Using our newfound materials and the great fire magics we shall create a massive [Sultan’s Cannon] forged from the purest of irons and engraved with opulent bronze carvings which allow for the fire magic to flow through the cannon. [Metallurgy II][Fire Magic I][Opulence I] -4 Iron -4 Tin -4 Copper [3/4]
>>
Unfortunately, due to lack of posters, the game has been cancelled. However, I will be running a new game in the morning, on /tg/. Feel free to check it out!
>>
>>324515
Dang
Thread posts: 27
Thread images: 8


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