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Day 13. One day, we will be united again, and all will rejoice. This, I promise to you.

File: 1434861147880.png (40.79 KB, 1420x657, 1420:657, original.png)

 No.1815[View All]

The dawn of civilization, such a sight to see. You are one of the lucky few that get to lead their people into a grand, new age. With basic knowledge of agriculture and metal working, you set up shop.

-Fill this out-

Nation name:

Race:

Government:

Laws and Policies: (Without law there is chaos. Changing/adding a law is a free action but must be stated in the actions)

Fluff: (won't neccessarily give you a bonus but if it is good it might)

Starting place:

Nation Colour:

-don't fill this out-

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

Happiness:

169 posts and 39 image replies omitted. Click reply to view.

 No.2024

Dice rollRolled 35, 85, 26 = 146 (3d100)

>>2022

Nation name: The DD Guild

Government: Corporate

Laws and Policies: Dig where we say

Immigrants can earn citizenship by a number of ways; Fighting in the Pit and achieving Warrior rank, apprenticing to Guild Business, or creating your own business and making a profit for 10 consecutive years in Guild territory.

Fluff: The diggers dug to the digging rhythm of the digging Guild and they dug well.

Starting place: The shoe shaped mass of land in the south

Nation Colour: Gold

Active Military: civilians (70d1), Pit Fighters (20d3), Pit Champion (9d4), Pit Orcs (20d4), Pit Warriors (6d5)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons, Tin, Nickle, Weapon casts, Bronze, Limestone, Shied Casts, Currency, Spear Fishing

Buildings: Farms, The Great Hole, The Pit, Cattle Ranches, Healing Temple, Limestone Wall, Harbor, Market

Population: 125

Culture: 5

Happiness: 5

Pit Challenge - +5 Pit Fighters (d3) per turn, +5 Pit Orcs (d4) per turn, +3 Pit Champions (d4) per turn, +3 Pit Warriors (d5) per turn, -16 Civilians per turn

1 Expand, with basic logistics we can reach out a bit farther and and bring more land under our control

23 Have the Orgy in the Pit after the Pit Challenge comes to a conclusion to mark the new beginning of life in The Great Hole, everyone can be satisfied with another round of Warriors and champions crowned and with happy tidings to come soon after. Automatic pop increase.


 No.2025

Dice rollRolled 56, 24, 56 = 136 (3d100)

>>2022

15% of 98 = 15 (rounding up)

15-4 = 11 (Pop Gain)

Nation name: Chamomile

Race: Halflings

Government: Monarchy

Laws and Policies: Divine Right

Fluff: The Halflings of Chamomile believe in very simple things: The King and his line are the descendants of the great god Oolong, to shed blood in a holy place is an affront to their pantheon, and finders are indeed keepers.

Starting place: One of the south-eastern islands.

Nation Colour: Blue

Active Military: civilians (76d1), Frog Riders (8d3), Milita (25d3)

Allies:

Enemies:

Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper, Frog Husbandry, Dire Frog Domestication, Tin, Nickle, Bronze, Bronze Short Swords, Bronze Two-Man Saws, Boats

Buildings: Semi-subteraneal Houses, Wetlands, Fertility Temple, Tin and Nickle Mines, Almighty Palace.

Population: 109

Culture: 2

Happiness: 2

Effects: +15% Population Increase Per Turn

-4 Population Per Turn

1. Oh for fuck's sake, this is getting ridiculous! KILL 'EM!

2. Bring together our most hardened and battle-tested warriors to make an elite fighting force designed to battle these vile frogs!

3. Create specially designed weapons to take out the mobility of our froggy foes! (Research: Nets or Bolas)


 No.2026

File: 1436415903640.png (17.54 KB, 400x168, 50:21, Sub.png)

>>2021

>>2022

>Nation name:

The Duchy of Cloaks

>Race:

The Ikana, Small, thin looking creatures, with large eyes. Very skeletal, very weak, very fast. Pale skin, and look sickly, but can live a surprisingly long time

Government: Monarchy

>Laws and Policies:

>Fluff:

Borne to a small, Volcanic isle, the race known as the Ikana were forced to flee their underground homes due to a large eruption, the poor, nocturnal creatures were forced to drape themselves in long, thick robes spun from spiders silk. to stop the burning tropical sun. Gathered by the Elders of their kind, they crowned a new Lord to rule them. Setting up his capital in small, isolated corner of the world, they live their lives in their new home

>Nation Colour:

Brown

1) We start by getting a fresh spawnerd of Giant Spiders, so as to restart Spider Sil k Production

2) We Start digging for Ore Chunks

3) Start working on a Communal forge where every one can work on projects.

Also, I enact these laws:

1) Every 20 sleeps, a person must drop off a ore chunk at the Forge.

2) Every one must stay under their robes in public

3) Others are not to be trusted, and should be avoided at all costs.

4) Only the King, and those who carry his seal are to be followed.

5) However, if one is in a contract with another, with both agreeing to the partaking the Contract willingly at its conception, then the contract is to be followed through.


 No.2027

Dice rollRolled 47, 61, 68, 96 = 272 (4d100)

>>2026

How do I roll on 8chan?


 No.2028

Dice rollRolled 9, 46, 73 = 128 (3d100)

>>2022

Nation name: The Circle

Race: Pseudosuchia

Government: Shamanistic

Laws and Policies: Respect nature and it will respect you

Fluff: Living off the land, The Circle and her people strive to defend nature and its beauty, killing and eating anything that would harm it. Life is a circle, you give and take. Those who only take are vile, scum who deserve no place on this world, and it's our sacred duty to complete the circle and consume them, taking back what they stole.

Nation Colour: Red

Active Military: Civilians (25d3); Soldiers (22d5); General (1d5); Shaman (14d6); Head Shaman (1d201

Allies:

Enemies:

Tech: Basic agriculture; Copper; Nature Magic; Copper Armor; Copper Bladed Shield; Copper Gladius; Martial Arts

Buildings: Root Houses; Town Center; Shellfish Farms; Barracks; Forge

Population: 60

Culture:

Happiness: 1

1-2; Time for revelry! We destroyed the mongrols and annihilated their race from disrespecting nature anymore. A grand festival of our first victory and a toast to many more!

3; Fix the other villages and set it up for further preparations of fortification


 No.2029

Dice rollRolled 20, 42, 54 = 116 (3d100)

>>2022

Nation name: Alno Kah

Race: Frogmen

Government: Theocracy/ Monarchy - God king

Laws and Policies:

-Pay your taxes to the priests

-Only priests may look upon the god-king

-All clans focus on a single thing and perfect it

-No murder, theft, ect.

-Do not stray from the god king's grace

Fluff: The temple libraries hold that at the dawn of time spirits roamed and monsters hunted across the land. It is stated that it was at this time that the races of the world came to be, including us. We were born into the swamps and jungles and spread. We formed the clans, tribes of families interdependent upon each other. The clans were lead by their own great chiefs, long lived and wise, it is said they devoured spirits to gain their power. The the clan wars started, blood wars for one slight or another that lasted generations. Finally an unknown frogman came and united the clans, devouring the power of the chiefs, becoming immortal and powerful. Some say able to see the future. Now the unifier resides in the palace temple, leading through the priests, the first clan to join him. All other clans specialize in a single trade and pass it through their clan, perfecting it. New members of the clans are recruited from the tadpole pools when the tadpoles grow their legs. A sacrifice of animals, captives, and magical objects are taken to the god-king yearly.

Starting place: Far left island in jungles.

Nation Colour: blue

-don't fill this out-

Active Military: civilians (49d1) Spear Men (10d2)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Tin, Bronze, Bronze Shileds, Bronze Spears

Buildings: Temple Libraries, Farms, Logging Camp

Population: 49

Culture: 1

Happiness: 1

1-3. Expand!


 No.2030

Dice rollRolled 63, 97, 3 = 163 (3d100)

>>2022

Nation name: TAMTATU

Race: Beholders

Government: Monarchy

Laws and Policies: Caste System: By sub-type of beholder, Elected Monarchy, Labor Laws, Domestic Aid emergency relief, Slavery

Fluff: Very concerned with law, order, and private status as an individual, the Beholders of TAMTATU are a xenophobic, fairly hostile species, the creatures a large flying orb of tissue with numerous eyes attached to numerous tentacles around the eye, a single large eye in the center of the head, and a mouth with complex needle-sharp teeth. Their eyes have a variety of spells they may use, (Nimble may fiat which specific spells a beholder does or does not have), and their main eye is able to see in total darkness (main eye only). Beholders can get up to 10 feet wide, but it is very uncommon, as only the very oldest do that. Beholders livespan is variable to their caste, but around 16,000 to 18,000 years is a good estimate of their lifespans.

Starting place: Central southern region, biggest island.

Nation Colour: Aqua-blue

>Active Military: civilians (50d2)

>Tech: heat magic, Agriculture, copper, Writing & Alphabet: Cuni-form, Formalized Religion

>Population: 50

>Buildings: Farms, Houses, Silos, Firing Range, Ziggurat, Copper-working schools

>Culture: 4

>Happiness: -1

What happened with those monsters? Did they say 'ehhh these guise' and move on or what?

ACTIONS

1-3: Make currency.


 No.2031

Dice rollRolled 55, 59, 24 = 138 (3d100)

>>2006

>Nation name: Kuu

>Race: Human

>Government: Matriarchal Republic

>Laws and Policies:

>>every woman must attend milita training for one weekend each month, and there are to be two weekends for training, that not all women be taken away from their ordinary employment at once.

>>every field and orchard must be surrounded by a hedgerow, for the purposes of defence

>Fluff: tl;dr: There are a lot of people, not a lot of whom are men, and they really like farming. Also, militias.

>Starting place: {see pic}

>Nation Colour: Lavender

>Active Military:

[civilians (585d2)]

[militia (90d3)]

>Allies:

>Enemies:

>Tech:

[Agriculture]

[Copper]

[Livestock Domestication]

[Irrigation]

[Alcohol]

[Alphabet and writing]

[Copper carbonate and carbon oxide]

[Iron Working and Ferronese working]

[Currency]

[Iron hoes]

[Calendar]

>Buildings:

[The Academy]

[Grainary]

[Farms]

[More farms]

[Schools]

[Roads]

>Population: 675

>Culture: 5

>Happiness: -1

1. repeal the draft, man

2. cut the fertility festival to once every two years

3. begin using the miltia as police to curb the crime rate


 No.2032

>>2015

I would have no idea


 No.2033

File: 1436466184452.jpg (165.09 KB, 850x850, 1:1, sample_c3a37adb1ea2cc2c268….jpg)

Dice rollRolled 96, 50, 64 = 210 (3d100)

1. The tribes all have different tales and myths, and much was lost when we were driven into the desert. Begin looking for a way to record this knowledge in a more permanent fashion.

2. Many amongst the tribes can naturally produce materials that have many uses, poisons and silk are perhaps the most versatile of these. Let us create a way to store and preserve them for later use.

3. Expand

Nation name: Skittering Hordes

Race: Bugs.

Government: High Queen advised by a Council of Queens

Laws and Policies:

No fighting between the tribes.

Water and Food must be shared between tribes that have a surplus and those that do not.

To attack one tribe is to attack them all.

Fluff: Once many small tribes of various types of insect-like species the Skittering Hordes faced certain death as they were attacked from outside. Goblins, Orcs and Humans alike began to push them deeper and deeper into the deserts where they made their homes. Eventually SSskkrrritk a proud and fierce scorpion called the tribes together and called for a uniting of the tribes under her banner. Faced with the last of their water and the last of their food quickly diminishing the other heads of the tribes agreed. Now the council of Queens, backed with the might High Queen, the strongest amongst them, are beginning to push back, to take back their lands and make sure that they will not die.

Starting place: Someplace where there is desert. Western continent

Nation Colour: Pink

Active Military: civilians (100d1)

Allies:

Enemies:

Tech: Basic Agriculture, Copper, Cob

Buildings:

Population: 100

Culture:

Happiness:


 No.2034

>>2032

It didn't make sense to me that it would be a tarantula wasp, but given it looks like one and most wasps and bees don't live in the desert, I was confused. I googled it and it's actually a desert hornet, I fucking forgot about those bastards. You probably don't care but I like to settle things and for your information.


 No.2035

File: 1436509847904.png (46.81 KB, 1420x657, 1420:657, 014.png)

>>2024

You train some soldiers in hand to hand combat. Active Military: Civilians (40d1) Soldiers (10d2)

You begin renovating the fortress. 1/3

>>2024

After the pit challenge every you hold an orgy. +15% pop per turn

>>2025

Extinction draws closer however they continue to breed. They are mostly on other islands now. 4/6

You develop strong nets to hunt the frogs. Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper, Frog Husbandry, Dire Frog Domestication, Tin, Nickle, Bronze, Bronze Short Swords, Bronze Two-Man Saws, Boats, Nets.

>>2026

You begin domesticating the newly hatched spiders. 1/2

You get more copper

You gain a Communal Forge. Buildings: Communal Forge

Please add the entire stat block to the post

>>2028

The festival is too succesful and there is no productivity. Culture: 1. Happiness: 2

>>2029

expanded

>>2030

Active Military: civilians (50d2), Mercenaries (20d3)

A currency is developed however this causes a great divide between the rich and poor. Tech: heat magic, Agriculture, copper, Writing & Alphabet: Cuni-form, Formalized Religion, Currency. Happiness: -2

>>2031

You stop drafting your people. No longer gain militia per turn

The fertility festival is no longer exciting and the people are thankfulit's only once every two years but that does not make it any more exciting. Pop increase is reduced to +15% per turn

The militia are now used as a police force but due to a large amount of them being drafted against their will and the wrong training, corruption is high.

>>2033

You develop a writing system using pictographs. Tech: Basic Agriculture, Copper, Cob, Pictographs

You build a store house. Buildings: Store House


 No.2036

Dice rollRolled 53, 38, 29 = 120 (3d100)

>>2035

15% of 109 = 16

16 - 4 = 12 (Pop Gain)

Nation name: Chamomile

Race: Halflings

Government: Monarchy

Laws and Policies: Divine Right

Fluff: The Halflings of Chamomile believe in very simple things: The King and his line are the descendants of the great god Oolong, to shed blood in a holy place is an affront to their pantheon, and finders are indeed keepers.

Starting place: One of the south-eastern islands.

Nation Colour: Blue

Active Military: civilians (76d1), Frog Riders (8d3), Milita (25d3)

Allies:

Enemies:

Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper, Frog Husbandry, Dire Frog Domestication, Tin, Nickle, Bronze, Bronze Short Swords, Bronze Two-Man Saws, Boats

Buildings: Semi-subteraneal Houses, Wetlands, Fertility Temple, Tin and Nickle Mines, Almighty Palace.

Population: 109

Culture: 2

Happiness: 2

Effects: +15% Population Increase Per Turn

-4 Population Per Turn

1/2: KILL THE FROOOOOGS!

3: Upgrade the Frog Rider arsenal to include the nets to immobilize foes for the militia to cut down.


 No.2037

Dice rollRolled 61, 82, 13 = 156 (3d100)

>>2035

>Nation name: Kuu

>Race: Human

>Government: Matriarchal Republic

>Laws and Policies:

>>every woman must attend milita training for one weekend each month, and there are to be two weekends for training, that not all women be taken away from their ordinary employment at once.

>>every field and orchard must be surrounded by a hedgerow, for the purposes of defence

>Fluff: tl;dr: There are a lot of people, not a lot of whom are men, and they really like farming. Also, militias.

>Starting place: {see pic}

>Nation Colour: Lavender

>Active Military:

[civilians (687d2)]

[militia (90d3)]

>Allies:

>Enemies:

>Tech:

[Agriculture]

[Copper]

[Livestock Domestication]

[Irrigation]

[Alcohol]

[Alphabet and writing]

[Copper carbonate and carbon oxide]

[Iron Working and Ferronese working]

[Currency]

[Iron hoes]

[Calendar]

>Buildings:

[The Academy]

[Grainary]

[Farms]

[More farms]

[Schools]

[Roads]

>Population: 777

>Culture: 5

>Happiness: -1

>Effects:

+15% population per turn

1. develop timber-frame construction to give our people and priests better buildings to live in

2. re-work the number system, so that it can be used for mathematics

3. re-train the militias for better policing.


 No.2038

File: 1436512299421.jpeg (225.72 KB, 500x600, 5:6, 15ab8c5d468b23515d9585854….jpeg)

Dice rollRolled 63, 53, 26 = 142 (3d100)

>It's surprisingly hard finding appropriate insect girls that aren't outright porn.

1. Create a place to store our new way of keeping our tales and knowledge alive.

2. Now that we have a reliable way to store the silk and venom and other natural products of our bodies it is time to develop uses for them. Our silk perhaps can be crafted into something protective against both stinging sands and the blows of blades that humans seem fond of.

3. Seek out camels to herd for meat, milk and transportation.

Nation name: Skittering Hordes

Race: Bugs.

Government: High Queen advised by a Council of Queens

Laws and Policies:

No fighting between the tribes.

Water and Food must be shared between tribes that have a surplus and those that do not.

To attack one tribe is to attack them all.

Fluff: Once many small tribes of various types of insect-like species the Skittering Hordes faced certain death as they were attacked from outside. Goblins, Orcs and Humans alike began to push them deeper and deeper into the deserts where they made their homes. Eventually SSskkrrritk a proud and fierce scorpion called the tribes together and called for a uniting of the tribes under her banner. Faced with the last of their water and the last of their food quickly diminishing the other heads of the tribes agreed. Now the council of Queens, backed with the might High Queen, the strongest amongst them, are beginning to push back, to take back their lands and make sure that they will not die.

Starting place: Someplace where there is desert. Western continent

Nation Colour: Pink

Active Military: civilians (100d1)

Allies:

Enemies:

Tech: Basic Agriculture, Copper, Cob , Pictographs

Buildings: Store House

Population: 100

Culture:

Happiness:


 No.2039

Dice rollRolled 16, 90, 72 = 178 (3d100)

>>2035

Nation name: The Circle

Race: Pseudosuchia

Government: Shamanistic

Laws and Policies: Respect nature and it will respect you

Fluff: Living off the land, The Circle and her people strive to defend nature and its beauty, killing and eating anything that would harm it. Life is a circle, you give and take. Those who only take are vile, scum who deserve no place on this world, and it's our sacred duty to complete the circle and consume them, taking back what they stole.

Nation Colour: Red

Active Military: Civilians (25d3); Soldiers (22d5); General (1d5); Shaman (14d6); Head Shaman (1d201

Allies:

Enemies:

Tech: Basic agriculture; Copper; Nature Magic; Copper Armor; Copper Bladed Shield; Copper Gladius; Martial Arts

Buildings: Root Houses; Town Center; Shellfish Farms; Barracks; Forge

Population: 60

Culture: 1

Happiness: 2

1-3; Fix the other village and fortify it as a military fortress. Its stability within the jungle will help it stand throughout the ages.


 No.2040

Dice rollRolled 62, 8, 65 = 135 (3d100)

>>2035

Nation name: Alno Kah

Race: Frogmen

Government: Theocracy/ Monarchy - God king

Laws and Policies:

-Pay your taxes to the priests

-Only priests may look upon the god-king

-All clans focus on a single thing and perfect it

-No murder, theft, ect.

-Do not stray from the god king's grace

Fluff: The temple libraries hold that at the dawn of time spirits roamed and monsters hunted across the land. It is stated that it was at this time that the races of the world came to be, including us. We were born into the swamps and jungles and spread. We formed the clans, tribes of families interdependent upon each other. The clans were lead by their own great chiefs, long lived and wise, it is said they devoured spirits to gain their power. The the clan wars started, blood wars for one slight or another that lasted generations. Finally an unknown frogman came and united the clans, devouring the power of the chiefs, becoming immortal and powerful. Some say able to see the future. Now the unifier resides in the palace temple, leading through the priests, the first clan to join him. All other clans specialize in a single trade and pass it through their clan, perfecting it. New members of the clans are recruited from the tadpole pools when the tadpoles grow their legs. A sacrifice of animals, captives, and magical objects are taken to the god-king yearly.

Starting place: Far left island in jungles.

Nation Colour: blue

-don't fill this out-

Active Military: civilians (49d1) Spear Men (10d2)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Tin, Bronze, Bronze Shileds, Bronze Spears

Buildings: Temple Libraries, Farms, Logging Camp

Population: 49

Culture: 1

Happiness: 1

1-3. Search the new land for anything of interest. Resouces, animals that arn't monkeys, ruins, ect.


 No.2041

Dice rollRolled 87, 7, 30 = 124 (3d100)

>>2035

Nation name: TAMTATU

Race: Beholders

Government: Monarchy

Laws and Policies: Caste System: By sub-type of beholder, Elected Monarchy, Labor Laws, Domestic Aid emergency relief, Slavery

Fluff: Very concerned with law, order, and private status as an individual, the Beholders of TAMTATU are a xenophobic, fairly hostile species, the creatures a large flying orb of tissue with numerous eyes attached to numerous tentacles around the eye, a single large eye in the center of the head, and a mouth with complex needle-sharp teeth. Their eyes have a variety of spells they may use, (Nimble may fiat which specific spells a beholder does or does not have), and their main eye is able to see in total darkness (main eye only). Beholders can get up to 10 feet wide, but it is very uncommon, as only the very oldest do that. Beholders livespan is variable to their caste, but around 16,000 to 18,000 years is a good estimate of their lifespans.

Starting place: Central southern region, biggest island.

Nation Colour: Aqua-blue

>Active Military: civilians (50d2) Mercs (20d3)

>Tech: heat magic, Agriculture, copper, Writing & Alphabet: Cuni-form, Formalized Religion, Currency

>Population: 50

>Buildings: Farms, Houses, Silos, Firing Range, Ziggurat, Copper-working schools

>Culture: 4

>Happiness: -2

(free) - Convoke a great council, with representatives from every caste. Try to find out why the people are unhappy, why specifically, I mean.

ACTIONS

1-3: Pillage the surrounding area of all resources. Any resulting resources are handed out to beholders of any caste, for free, with the beholders picking what they want.


 No.2042

Dice rollRolled 20, 15, 89 = 124 (3d100)

>>2035

Nation name: The DD Guild

Government: Corporate

Laws and Policies: Dig where we say

Immigrants can earn citizenship by a number of ways; Fighting in the Pit and achieving Warrior rank, apprenticing to Guild Business, or creating your own business and making a profit for 10 consecutive years in Guild territory.

Fluff: The diggers dug to the digging rhythm of the digging Guild and they dug well.

Starting place: The shoe shaped mass of land in the south

Nation Colour: Gold

Active Military: civilians (73d1), Pit Fighters (25d3), Pit Champion (12d4), Pit Orcs (25d4), Pit Warriors (9d5)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons, Tin, Nickle, Weapon casts, Bronze, Limestone, Shied Casts, Currency, Spear Fishing

Buildings: Farms, The Great Hole, The Pit, Cattle Ranches, Healing Temple, Limestone Wall, Harbor, Market

Population: 144

Culture: 5

Happiness: 5

Pit Challenge - +5 Pit Fighters (d3) per turn, +5 Pit Orcs (d4) per turn, +3 Pit Champions (d4) per turn, +3 Pit Warriors (d5) per turn, -16 Civilians per turn. +15% pop per turn

1 Expand

2 Dig Wells. There are concentrations of water beneath the surface, luckily with our advanced digging and some basic understanding of logistics we can build limestone wells which filter the water and a pulley system with which to draw the water up.

3 Wrestling. A way of fighting to be adopted by the fighters and civilians as an art of bringing your opponent down on the ground where you can make them submit.


 No.2043

>>2035

I got skipped

>>2023


 No.2094

>>2035

Nation name: The Serpent's Hold

Race: Serpents, lamias, and medusas

Government: Ruled by a Lamia Queen

Laws and Policies:

Obey the Serpent Queen

Those that do not obey are cast out

Any not of the Serpent's Hold is an Enemy

Do not suffer an enemy to live within the borders of our lands

All young are to explore the world upon coming of age, to bring back something useful for the Hold or to not return at all.

Fluff: A small land, mostly nestled within a Single Mountain Fortress, the Serpent's Hold. Ruled by the Serpent Queen the land has always had a coming of age tradition where the young will leave the Hold and venture into the world to find something of use to the clan, be it treasure, technology, slaves, or the like. Even royalty is not exempt from this ceremony and the most recent Serpent Queen managed to bring back a magical blade from her travels.

Starting place: The Mountains of the western part of the large landmass

Nation Colour: Bronze

-don't fill this out-

Active Military: civilians (40d1) Soldiers (10d2)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

1.2. Continue to build up the fortress 1/3

3. Begin preparing this years coming of age children for their journey into the outside world.


 No.2100

Dice rollRolled 34, 53, 65 = 152 (3d100)

>>2094

dice


 No.2101

File: 1437020927795.png (47.14 KB, 1420x657, 1420:657, 015.png)

Sorry about hiatus guys

>>2036

Extinction 5/6

>>2037

You develop timber-frame construction which leads to a unique architectual style for your people. Culture: 6

You develop mathematics. Tech: Agriculture, Copper, Livestock Domestication, Irrigation, Alcohol, Alphabet and writing, Copper carbonate and carbon oxide, Iron Working and Ferronese working, Currency, Iron hoes, Calendar, Timber-Frame Construction, Mathematics

>>2038

You begin documenting history on everything. Your copper decorations now tell stories as pictographs are engraved onto them. The walls of the buildings date whent hey were built with the tales they would've seen if the walls had eyes. Culture: 1

You create beautiful, decorative silk clothing. The more vain your clothing, the higher social status you have. Culture: 2

>>2039

You gain a military fortress. Buildings: Root Houses; Town Center; Shellfish Farms; Barracks; Forge; Military Fortress

>>2040

You discover Jaguar. It catches your people by surprise and makes off with one of them. Population: 48

>>2041

Everything seen of value is taken by the first beholder that arrives making everyone except for him unhappy. Happiness: -3

>>2042

You develop a new fighting technique which is taught to everyone. It is only useful to civilians as the others have weapons. Active Military: civilians (73d2), Pit Fighters (25d3), Pit Champion (12d4), Pit Orcs (25d4), Pit Warriors (9d5). Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons, Tin, Nickle, Weapon casts, Bronze, Limestone, Shied Casts, Currency, Spear Fishing, Wrestling. Culture: 6

>>2094

you complete the great fortress. Buildings: Great Fortress

you prepare for the coming of age


 No.2103

Dice rollRolled 46, 54, 37 = 137 (3d100)

>>2101

Nation name: TAMTATU

Race: Beholders

Government: Monarchy

Laws and Policies: Caste System: By sub-type of beholder, Elected Monarchy, Labor Laws, Domestic Aid emergency relief, Slavery

Fluff: Very concerned with law, order, and private status as an individual, the Beholders of TAMTATU are a xenophobic, fairly hostile species, the creatures a large flying orb of tissue with numerous eyes attached to numerous tentacles around the eye, a single large eye in the center of the head, and a mouth with complex needle-sharp teeth. Their eyes have a variety of spells they may use, (Nimble may fiat which specific spells a beholder does or does not have), and their main eye is able to see in total darkness (main eye only). Beholders can get up to 10 feet wide, but it is very uncommon, as only the very oldest do that. Beholders livespan is variable to their caste, but around 16,000 to 18,000 years is a good estimate of their lifespans.

Starting place: Central southern region, biggest island.

Nation Colour: Aqua-blue

>Active Military: civilians (50d2) Mercs (20d3)

>Tech: heat magic, Agriculture, copper, Writing & Alphabet: Cuni-form, Formalized Religion, Currency

>Population: 50

>Buildings: Farms, Houses, Silos, Firing Range, Ziggurat, Copper-working schools

>Culture: 4

>Happiness: -3

ACTIONS

1-3: Execute that greedy asshole beholder by revoking his legal protections and giving him to the pissed off beholders.


 No.2105

File: 1437021442309.jpg (43.84 KB, 600x688, 75:86, a3de49652f9fc529442ef6b2de….jpg)

Dice rollRolled 48, 26, 92 = 166 (3d100)

1. One of the greatest weapons the humans and orcs had over our tribes was range. We could not reach them before our warriors succumbed to their wounds. Let us research a way to meet those strange weapons with our own ranged weapons.

2. Begin digging ditches to expand the oasis water's reach.

3. Seek out camels to herd for meat, milk and transportation.

Nation name: Skittering Hordes

Race: Bugs.

Government: High Queen advised

by a Council of Queens

Laws and Policies:

No fighting between the

tribes.

Water and Food must be shared

between tribes that have a

surplus and those that do not.

To attack one tribe is to

attack them all.

Fluff: Once many small tribes

of various types of insect-

like species the Skittering

Hordes faced certain death as

they were attacked from

outside. Goblins, Orcs and

Humans alike began to push

them deeper and deeper into

the deserts where they made

their homes. Eventually

SSskkrrritk a proud and fierce

scorpion called the tribes

together and called for a

uniting of the tribes under

her banner. Faced with the

last of their water and the

last of their food quickly

diminishing the other heads of

the tribes agreed. Now the

council of Queens, backed with

the might High Queen, the

strongest amongst them, are

beginning to push back, to

take back their lands and make

sure that they will not die.

Starting place: Someplace

where there is desert. Western

continent

Nation Colour: Pink

Active Military: civilians

(100d1)

Allies:

Enemies:

Tech: Basic Agriculture,

Copper, Cob , Pictographs

Buildings: Store House

Population: 100

Culture: 2

Happiness:


 No.2106

File: 1437021621750.jpeg (64.04 KB, 500x647, 500:647, PZOPDFPDGGD002E_500.jpeg)

Dice rollRolled 89, 96, 18 = 203 (3d100)

>>2101

>Nation name: The Serpent's Hold

>Race: Serpents, lamias, and medusas

>Government: Ruled by a Lamia Queen

>Laws and Policies:

>Obey the Serpent Queen

>Those that do not obey are cast out

>Any not of the Serpent's Hold is an Enemy

>Do not suffer an enemy to live within the borders of our lands

>All young are to explore the world upon coming of age, to bring back something useful for the Hold or to not return at all.

>Fluff: A small land, mostly nestled within a Single Mountain Fortress, the Serpent's Hold. Ruled by the Serpent Queen the land has always had a coming of age tradition where the young will leave the Hold and venture into the world to find something of use to the clan, be it treasure, technology, slaves, or the like. Even royalty is not exempt from this ceremony and the most recent Serpent Queen managed to bring back a magical blade from her travels.

>Starting place: The Mountains of the western part of the large landmass

>Nation Colour: Bronze

>-don't fill this out-

>Active Military: civilians (40d1) Soldiers (10d2)

>Allies:

>Enemies:

>Tech: Basic agriculture, Copper

>Buildings: Great Fortress

>Population: 50

>Culture:

1.2. Send the young on their journey

3. Train the military some more.


 No.2109

Dice rollRolled 47, 70, 53 = 170 (3d100)

>>2101

>Nation name: Kuu

>Race: Human

>Government: Matriarchal Republic

>Laws and Policies:

>>every woman must attend milita training for one weekend each month, and there are to be two weekends for training, that not all women be taken away from their ordinary employment at once.

>>every field and orchard must be surrounded by a hedgerow, for the purposes of defence

>Fluff: tl;dr: There are a lot of people, not a lot of whom are men, and they really like farming. Also, militias.

>Starting place: {see pic}

>Nation Colour: Lavender

>Active Military:

[civilians (804d2)]

[militia (90d3)]

>Allies:

>Enemies:

>Tech:

[Agriculture]

[Copper]

[Livestock Domestication]

[Irrigation]

[Alcohol]

[Alphabet and writing]

[Copper carbonate and carbon oxide]

[Iron Working and Ferronese working]

[Currency]

[Iron hoes]

[Calendar]

>Buildings:

[The Academy]

[Grainary]

[Farms]

[More farms]

[Schools]

[Roads]

[Timber-frame Construction]

[Mathematics]

>Population: 894

>Culture: 6

>Happiness: -1

>Effects:

+15% population per turn

1. Expand our territory to the north

2. Develop simple machines, such as the gear, pulley and screw

3. Reform the police force to purge the corruption

3.


 No.2114

Dice rollRolled 38, 43, 30 = 111 (3d100)

>>2101

Nation name: The Circle

Race: Pseudosuchia

Government: Shamanistic

Laws and Policies: Respect nature and it will respect you

Fluff: Living off the land, The Circle and her people strive to defend nature and its beauty, killing and eating anything that would harm it. Life is a circle, you give and take. Those who only take are vile, scum who deserve no place on this world, and it's our sacred duty to complete the circle and consume them, taking back what they stole.

Nation Colour: Red

Active Military: Civilians (25d3); Soldiers (22d5); General (1d5); Shaman (14d6); Head Shaman (1d201

Allies:

Enemies:

Tech: Basic agriculture; Copper; Nature Magic; Copper Armor; Copper Bladed Shield; Copper Gladius; Martial Arts

Buildings: Root Houses; Town Center; Shellfish Farms; Barracks; Forge; Military Fortress

Population: 60

Culture: 1

Happiness: 2

1-2; Expand south west

3; We have more lands! It's time to repopulate and replenish our ranks!


 No.2149

Dice rollRolled 16, 86, 35 = 137 (3d100)

>>2101

Nation name: The DD Guild

Government: Corporate

Laws and Policies: Dig where we say

Immigrants can earn citizenship by a number of ways; Fighting in the Pit and achieving Warrior rank, apprenticing to Guild Business, or creating your own business and making a profit for 10 consecutive years in Guild territory.

Fluff: The diggers dug to the digging rhythm of the digging Guild and they dug well.

Starting place: The shoe shaped mass of land in the south

Nation Colour: Gold

Active Military: civilians (78d2), Pit Fighters (30d3), Pit Champion (15d4), Pit Orcs (30d4), Pit Warriors (12d5)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons, Tin, Nickle, Weapon casts, Bronze, Limestone, Shied Casts, Currency, Spear Fishing, Wrestling

Buildings: Farms, The Great Hole, The Pit, Cattle Ranches, Healing Temple, Limestone Wall, Harbor, Market

Population: 165

Culture: 6

Happiness: 5

Pit Challenge - +5 Pit Fighters (d3) per turn, +5 Pit Orcs (d4) per turn, +3 Pit Champions (d4) per turn, +3 Pit Warriors (d5) per turn, -16 Civilians per turn. +15% pop per turn

1 Expand

2 Survey the land for animals or creatures that could serve as mounts

3 Dig for iron


 No.2269

File: 1437409666311.png (47.78 KB, 1420x657, 1420:657, 016.png)

>>2103

The civilians deal with the greedy beholder as they see fit. Active Military: civilians (49d2) Mercs (20d3). Population: 49. Happiness: -2

>>2105

You begin developing weapons that use elasticity to fire projectiles. Bows 1/2

You find wild camels and tame them. Tech: Basic Agriculture, Copper, Cob , Pictographs, Domesticated Camels

>>2106

After searching the world, all young return some with the knowledge that most of the continent is uninhabited by natives and others with foreign spices. ch: Basic agriculture, Copper, Spices

>>2109

Through the use of new inventions you learn about maths and physics. Tech: Agriculture, Copper, Livestock Domestication, Irrigation, Alcohol, Alphabet and writing, Copper carbonate and carbon oxide, Iron Working and Ferronese working, Currency, Iron hoes, Calendar, Basic Mathematics, Basic Physics, Simple Machines

Police are reformed and crime rates drop. Happiness: 0

>>2114

You can't just force your people to mate, you have to explain how it's encouraged

>>2149

With all your lands the bull seems like your best mount.

You don't know what iron is but you dig for it anyway. You find some stones stained red, could this lead you to the mysterious iron?


 No.2270

Dice rollRolled 87, 94, 76 = 257 (3d100)

>>2269

Nation name: TAMTATU

Race: Beholders

Government: Monarchy

Laws and Policies: Caste System: By sub-type of beholder, Elected Monarchy, Labor Laws, Domestic Aid emergency relief, Slavery

Fluff: Very concerned with law, order, and private status as an individual, the Beholders of TAMTATU are a xenophobic, fairly hostile species, the creatures a large flying orb of tissue with numerous eyes attached to numerous tentacles around the eye, a single large eye in the center of the head, and a mouth with complex needle-sharp teeth. Their eyes have a variety of spells they may use, (Nimble may fiat which specific spells a beholder does or does not have), and their main eye is able to see in total darkness (main eye only). Beholders can get up to 10 feet wide, but it is very uncommon, as only the very oldest do that. Beholders livespan is variable to their caste, but around 16,000 to 18,000 years is a good estimate of their lifespans.

Starting place: Central southern region, biggest island.

Nation Colour: Aqua-blue

>Active Military: civilians (49d2) Mercs (20d3)

>Tech: heat magic, Agriculture, copper, Writing & Alphabet: Cuni-form, Formalized Religion, Currency

>Population: 49

>Buildings: Farms, Houses, Silos, Firing Range, Ziggurat, Copper-working schools

>Culture: 4

>Happiness: -2

ACTIONS

1-3: Build a sports arena.


 No.2271

Dice rollRolled 71, 76, 38 = 185 (3d100)

1. Continue developing ranged weapons. (1/2)

2.3. Our bodies are still our greatest weapon against our attackers. Begin developing a formalized method to train them to fight opponents with weapons like swords and spears.

Nation name: Skittering Hordes

Race: Bugs.

Government: High Queen advised by a Council of Queens

Laws and Policies:

No fighting between the tribes.

Water and Food must be shared between tribes that have a surplus and those that do not.

To attack one tribe is to attack them all.

Fluff: Once many small tribes of various types of insect-like species the Skittering Hordes faced certain death as they were attacked from outside. Goblins, Orcs and Humans alike began to push them deeper and deeper into the deserts where they made their homes. Eventually SSskkrrritk a proud and fierce scorpion called the tribes together and called for a uniting of the tribes under her banner. Faced with the last of their water and the last of their food quickly diminishing the other heads of the tribes agreed. Now the council of Queens, backed with the might High Queen, the strongest amongst them, are beginning to push back, to take back their lands and make sure that they will not die.

Starting place: Someplace where there is desert. Western continent

Nation Colour: Pink

Active Military: civilians (100d1)

Allies:

Enemies:

Tech: Basic Agriculture, Copper, Cob , Pictographs, Domesticated Camels

Buildings: Store House

Population: 100

Culture: 2

Happiness:


 No.2272

Dice rollRolled 95, 58, 85 = 238 (3d100)

>>2269

Nation name: The DD Guild

Government: Corporate

Laws and Policies: Dig where we say

Immigrants can earn citizenship by a number of ways; Fighting in the Pit and achieving Warrior rank, apprenticing to Guild Business, or creating your own business and making a profit for 10 consecutive years in Guild territory.

Fluff: The diggers dug to the digging rhythm of the digging Guild and they dug well.

Starting place: The shoe shaped mass of land in the south

Nation Colour: Gold

Active Military: civilians (87d2), Pit Fighters (35d3), Pit Champion (18d4), Pit Orcs (35d4), Pit Warriors (15d5)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons, Tin, Nickle, Weapon casts, Bronze, Limestone, Shied Casts, Currency, Spear Fishing, Wrestling

Buildings: Farms, The Great Hole, The Pit, Cattle Ranches, Healing Temple, Limestone Wall, Harbor, Market

Population: 165 190

Culture: 6

Happiness: 5

Pit Challenge - +5 Pit Fighters (d3) per turn, +5 Pit Orcs (d4) per turn, +3 Pit Champions (d4) per turn, +3 Pit Warriors (d5) per turn, -16 Civilians per turn. +15% pop per turn

1 Endeavor to understand the qualities of this red stone; is it good for building? Crafting? Can it be melted or distilled? It seems to give off a light as if there were a flame within it so perhaps we can use it as a torch or lamp post that can be placed around The Great Hole.

2 Bull Training. If we can reach a level of discipline and trust between master and mount then being able to fight together should come naturally.

3 We would need some kind of seat and reigns to seat a warrior on a bull securely. Bull Saddle


 No.2273

>>2272

Population: 190*


 No.2275

Dice rollRolled 16, 59, 80 = 155 (3d100)

>>2269

>Nation name: The Serpent's Hold

>Race: Serpents, lamias, and medusas

>Government: Ruled by a Lamia Queen

>Laws and Policies:

>Obey the Serpent Queen

>Those that do not obey are cast out

>Any not of the Serpent's Hold is an Enemy

>Do not suffer an enemy to live within the borders of our lands

>All young are to explore the world upon coming of age, to bring back something useful for the Hold or to not return at all.

>Fluff: A small land, mostly nestled within a Single Mountain Fortress, the Serpent's Hold. Ruled by the Serpent Queen the land has always had a coming of age tradition where the young will leave the Hold and venture into the world to find something of use to the clan, be it treasure, technology, slaves, or the like. Even royalty is not exempt from this ceremony and the most recent Serpent Queen managed to bring back a magical blade from her travels.

>Starting place: The Mountains of the western part of the large landmass

>Nation Colour: Bronze

>-don't fill this out-

>Active Military: civilians (40d1) Soldiers (10d2)

>Allies:

>Enemies:

>Tech: Basic agriculture, Copper, Spices

>Buildings: Great Fortress

>Population: 50

>Culture:

1. Interesting, send some scouts out to find more about these spices

2.3. Continue to train the military


 No.2308

Dice rollRolled 94, 47, 70 = 211 (3d100)

>>2269

>Nation name: Kuu

>Race: Human

>Government: Matriarchal Republic

>Laws and Policies:

>>every woman must attend milita training for one weekend each month, and there are to be two weekends for training, that not all women be taken away from their ordinary employment at once.

>>every field and orchard must be surrounded by a hedgerow, for the purposes of defence

>Fluff: tl;dr: There are a lot of people, not a lot of whom are men, and they really like farming. Also, militias.

>Starting place: {see pic}

>Nation Colour: Lavender

>Active Military:

[civilians (938d2)]

[militia (90d3)]

>Allies:

>Enemies:

>Tech:

[Agriculture]

[Copper]

[Livestock Domestication]

[Irrigation]

[Alcohol]

[Alphabet and writing]

[Copper carbonate and carbon oxide]

[Iron Working and Ferronese working]

[Currency]

[Iron hoes]

[Calendar]

>Buildings:

[The Academy]

[Grainary]

[Farms]

[More farms]

[Schools]

[Roads]

[Timber-frame Construction]

[Mathematics]

[Basic physics]

[Simple machines]

>Population: 1028

>Culture: 6

>Happiness: 0

>Effects:

+15% population per turn

1&2: reduce overcrowding in the towns by encouraging (NOT FORCIBLY CONSCRIPTING) people in the towns to settle in new lands to the east.

3. Develop the printing press, so that learning and knowedge may become available to the average woman.


 No.2313

Dice rollRolled 81, 81, 10 = 172 (3d100)

>>2269

Nation name: The Circle

Race: Pseudosuchia

Government: Shamanistic

Laws and Policies: Respect nature and it will respect you

Fluff: Living off the land, The Circle and her people strive to defend nature and its beauty, killing and eating anything that would harm it. Life is a circle, you give and take. Those who only take are vile, scum who deserve no place on this world, and it's our sacred duty to complete the circle and consume them, taking back what they stole.

Nation Colour: Red

Active Military: Civilians (25d3); Soldiers (22d5); General (1d5); Shaman (14d6); Head Shaman (1d201

Allies:

Enemies:

Tech: Basic agriculture; Copper; Nature Magic; Copper Armor; Copper Bladed Shield; Copper Gladius; Martial Arts

Buildings: Root Houses; Town Center; Shellfish Farms; Barracks; Forge; Military Fortress

Population: 60

Culture: 1

Happiness: 2

1-2; Celebrate our victory with some nice sex and have babies

3; Make more mines in the more solid and fertile jungle we've recently captured


 No.2314

File: 1437548121221.png (101.67 KB, 321x326, 321:326, 1437359673995.png)

>>2269

>>2313

dubz czech em


 No.2315

File: 1437551863002-0.gif (117.93 KB, 200x200, 1:1, Sun Gear.gif)

File: 1437551864014-1.gif (955.88 KB, 446x249, 446:249, Gears.gif)

Nation name: The Temple of Geers

Race: Humans

Government: Theocracy

Laws and Policies:

The Order is divine. The Moon its avatar.

I Progress is a virtue.

II All people are as gears in a great machine, if even one is out of alignment or harmed, the whole could be stopped. Waste not.

III Ideas are like wrenches to an unknown bolt. If you throw them away without testing them, you might lose the right one, but the ones that turn out to be wrong should be put away.

IV Give to the Queen what is the Queen's, but give the gods and the Order its due. Respect the laws of women.

Fluff: A lot of the males of Kuu, living in the shadow matriarchal society, found themselves more and more taking the home roll. The prized mate of a hard working wife, who would give her strong daughters, and care for the home and hearth while she was away. This often bred seclusion and idleness, and more than a bit of longing for meaning. Sure, they were respected, and the expectations of them were clear. But still the question, why?

The answer came when Kuu discovered the first machines.

And it would so happen that this machine bore gears. Gears which brought such fascination to a great several men, taking interest in the orderly circles and orbits of them, every single tooth upon the wheel locking with a pair and complementing the whole. So simple, yet could be stared at for hours.

It was then that a male deacon of the Moon, spoke.

"These machines and the celestial heavens that surround the Moon Goddess are as one. It is a sign! Just as the Moon, the Sun, and stars of the heavens dance about the heaven in great orbits that never fail, so to these machines. This is the path to enlightenment!"

It was then that these men realized it. This was the purpose they had sought after all along, that justified and enforced their lot in life. That heavenly orbit that never falters now given form in these machines. This was the Divine Order, the unseen purpose and working of the Universe. To follow this Order and become one with it is the true meaning in life, and what the gods themselevs intended. Just as a single gear in these devices, so was man, serving a greater purpose than himself.

A new sect was then formed, The Temple of Geers, which values order, stability, and the progress of machines. Still loyal servants of the Queen of Kuu, they obey her laws and guidelines with vigor, seeing it as the path to achieving "The Order" and so becoming in tune with the universe. And so on the outskirts of Kuu, they built a great temple, dedicated to serving and promoting the Great Order, the purpose, the meaning of all things.

Starting place: A little bit west of Kuu

Nation Colour: Orange


 No.2317

File: 1437558896589.png (48.11 KB, 1420x657, 1420:657, 017.png)

>>2270

You build a sports arena to entertain your people. Not knowing any sports the players just kind of throw stones at each other. Which is still pretty fun to watch. Buildings: Farms, Houses, Silos, Firing Range, Ziggurat, Copper-working schools, Sports Arena. Culture: 5. Happiness: -1

>>2271

You develop sling shots. Tech: Basic Agriculture, Copper, Cob , Pictographs, Domesticated Camels, Sling Shots

You develop a martial art but you don't know what swords and spears are. Tech: Basic Agriculture, Copper, Cob , Pictographs, Domesticated Camels, Martial Art

>>2272

The red easily rubs off of the stone. Some of the stone is shiny beneath the rust.

You domesticate the bulls and learn to ride them.

You develop a saddle. Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons, Tin, Nickle, Weapon casts, Bronze, Limestone, Shied Casts, Currency, Spear Fishing, Wrestling, Cattle Domestication, Saddle

>>2275

You recruit some more people. Active Military: civilians (30d1) Soldiers (20d2)

You begin to lose production because the workers are being recruited soldiers

>>2308

You develop a printing press Culture: 7

A small group develop gears but than form a cult around this machinery. Tech: Agriculture, Copper, Livestock Domestication, Irrigation, Alcohol, Alphabet and writing, Copper carbonate and carbon oxide, Iron Working and Ferronese working, Currency, Iron hoes, Calendar, Printing Press, Gears. Population: 978

>>2313

Celebrations throughout your nation. Soldiers running through one of the busiest streets and kissing nurses. Population: 85. Active Military: Civilians (50d3); Soldiers (22d5); General (1d5); Shaman (14d6); Head Shaman (1d20)

>>2315

You break off from the Kuu and form your own nation.

Tech: Agriculture, Copper, Livestock Domestication, Irrigation, Alcohol, Alphabet and writing, Copper carbonate and carbon oxide, Iron Working and Ferronese working, Currency, Iron hoes, Calendar, Printing Press, Gears.


 No.2318

Dice rollRolled 60, 31 = 91 (2d100)

Nation name: The Temple of Geers

Race: Humans

Government: Theocracy

Laws and Policies:

The Order is divine. The Moon its avatar.

I Progress is a virtue.

II All people are as gears in a great machine, if even one is out of alignment or harmed, the whole could be stopped. Waste not.

III Ideas are like wrenches to an unknown bolt. If you throw them away without testing them, you might lose the right one, but the ones that turn out to be wrong should be put away.

IV Give to the Queen what is the Queen's, but give the gods and the Order its due. Respect the laws of women.

Fluff: A lot of the males of Kuu, living in the shadow matriarchal society, found themselves more and more taking the home roll. The prized mate of a hard working wife, who would give her strong daughters, and care for the home and hearth while she was away. This often bred seclusion and idleness, and more than a bit of longing for meaning. Sure, they were respected, and the expectations of them were clear. But still the question, why?

The answer came when Kuu discovered the first machines.

And it would so happen that this machine bore gears. Gears which brought such fascination to a great several men, taking interest in the orderly circles and orbits of them, every single tooth upon the wheel locking with a pair and complementing the whole. So simple, yet could be stared at for hours.

It was then that a male deacon of the Moon, spoke.

"These machines and the celestial heavens that surround the Moon Goddess are as one. It is a sign! Just as the Moon, the Sun, and stars of the heavens dance about the heaven in great orbits that never fail, so to these machines. This is the path to enlightenment!"

It was then that these men realized it. This was the purpose they had sought after all along, that justified and enforced their lot in life. That heavenly orbit that never falters now given form in these machines. This was the Divine Order, the unseen purpose and working of the Universe. To follow this Order and become one with it is the true meaning in life, and what the gods themselevs intended. Just as a single gear in these devices, so was man, serving a greater purpose than himself.

A new sect was then formed, The Temple of Geers, which values order, stability, and the progress of machines. Still loyal servants of the Queen of Kuu, they obey her laws and guidelines with vigor, seeing it as the path to achieving "The Order" and so becoming in tune with the universe. And so on the outskirts of Kuu, they built a great temple, dedicated to serving and promoting the Great Order, the purpose, the meaning of all things.

Starting place: A little bit west of Kuu

Nation Colour: Orange

Starting place:

Nation Colour:

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Livestock Domestication, Irrigation, Alcohol, Alphabet and writing, Copper carbonate and carbon oxide, Iron Working and Ferronese working, Currency, Iron hoes, Calendar, Printing Press, Gears.

Buildings:

Population: 50

Culture:

Happiness:

>>2317

1. Start paying our Taxes to Kuu. Long live the Queen.

2. Begin building the great "Temple of Geers," whence we might pursue the order with honest hearts, pray to achieve it with mechanical discussion, and sing the songs of praise to the Moon and heavens. A place of both worship and innovation.


 No.2319

Dice rollRolled 17, 42, 63 = 122 (3d100)

>>2101

Nation name: Alno Kah

Race: Frogmen

Government: Theocracy/ Monarchy - God king

Laws and Policies:

-Pay your taxes to the priests

-Only priests may look upon the god-king

-All clans focus on a single thing and perfect it

-No murder, theft, ect.

-Do not stray from the god king's grace

Fluff: The temple libraries hold that at the dawn of time spirits roamed and monsters hunted across the land. It is stated that it was at this time that the races of the world came to be, including us. We were born into the swamps and jungles and spread. We formed the clans, tribes of families interdependent upon each other. The clans were lead by their own great chiefs, long lived and wise, it is said they devoured spirits to gain their power. The the clan wars started, blood wars for one slight or another that lasted generations. Finally an unknown frogman came and united the clans, devouring the power of the chiefs, becoming immortal and powerful. Some say able to see the future. Now the unifier resides in the palace temple, leading through the priests, the first clan to join him. All other clans specialize in a single trade and pass it through their clan, perfecting it. New members of the clans are recruited from the tadpole pools when the tadpoles grow their legs. A sacrifice of animals, captives, and magical objects are taken to the god-king yearly.

Starting place: Far left island in jungles.

Nation Colour: blue

-don't fill this out-

Active Military: civilians (48d1) Spear Men (10d2)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Tin, Bronze, Bronze Shileds, Bronze Spears

Buildings: Temple Libraries, Farms, Logging Camp

Population: 48

Culture: 1

Happiness: 1

1-3. Breed


 No.2320

Dice rollRolled 83, 89, 23 = 195 (3d100)

>>2317

Nation name: The DD Guild

Government: Corporate

Laws and Policies: Dig where we say

Immigrants can earn citizenship by a number of ways; Fighting in the Pit and achieving Warrior rank, apprenticing to Guild Business, or creating your own business and making a profit for 10 consecutive years in Guild territory.

Fluff: The diggers dug to the digging rhythm of the digging Guild and they dug well.

Starting place: The shoe shaped mass of land in the south

Nation Colour: Gold

Active Military: civilians (100d2), Pit Fighters (40d3), Pit Champion (21d4), Pit Orcs (40d4), Pit Warriors (18d5)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons, Tin, Nickle, Weapon casts, Bronze, Limestone, Shied Casts, Currency, Spear Fishing, Wrestling, Cattle Domestication, Saddle

Buildings: Farms, The Great Hole, The Pit, Cattle Ranches, Healing Temple, Limestone Wall, Harbor, Market

Population: 219

Culture: 6

Happiness: 5

Pit Challenge - +5 Pit Fighters (d3) per turn, +5 Pit Orcs (d4) per turn, +3 Pit Champions (d4) per turn, +3 Pit Warriors (d5) per turn, -16 Civilians per turn. +15% pop per turn

1 Expand

2 Introduce bull riding into The Pit as a new event. Every family and everyone in the military will want to have a bull of their own, as a worker on the farm, the family pet, or as a mount for making war atop the mightiest beast in our land.

3 Invent Bull Yoke. With this we will be able to expand our agriculture utilizing the great strength from one or even two oxen working together.


 No.2322

Dice rollRolled 94, 20, 50 = 164 (3d100)

>>2317

Nation name: The Circle

Race: Pseudosuchia

Government: Shamanistic

Laws and Policies: Respect nature and it will respect you

Fluff: Living off the land, The Circle and her people strive to defend nature and its beauty, killing and eating anything that would harm it. Life is a circle, you give and take. Those who only take are vile, scum who deserve no place on this world, and it's our sacred duty to complete the circle and consume them, taking back what they stole.

Nation Colour: Red

Active Military: Civilians (50d3); Soldiers (22d5); General (1d5); Shaman (14d6); Head Shaman (1d201

Allies:

Enemies:

Tech: Basic agriculture; Copper; Nature Magic; Copper Armor; Copper Bladed Shield; Copper Gladius; Martial Arts

Buildings: Root Houses; Town Center; Shellfish Farms; Barracks; Forge; Military Fortress

Population: 85

Culture: 1

Happiness: 2

1-2; Expand the main city, we must have more houses and better design for our expanding population!

3; Upgrade the barracks for our soldiers who worked so hard!


 No.2323

Dice rollRolled 5, 100, 88 = 193 (3d100)

1. Expand

2. Try heating the sand around us until it melts.

3. Build an arena where we can pit against one another in combat as both entertainment and a way to practice our skills.

Nation name: Skittering Hordes

Race: Bugs.

Government: High Queen advised by a Council of Queens

Laws and Policies:

No fighting between the tribes.

Water and Food must be shared between tribes that have a surplus and those that do not.

To attack one tribe is to attack them all.

Fluff: Once many small tribes of various types of insect-like species the Skittering Hordes faced certain death as they were attacked from outside. Goblins, Orcs and Humans alike began to push them deeper and deeper into the deserts where they made their homes. Eventually SSskkrrritk a proud and fierce scorpion called the tribes together and called for a uniting of the tribes under her banner. Faced with the last of their water and the last of their food quickly diminishing the other heads of the tribes agreed. Now the council of Queens, backed with the might High Queen, the strongest amongst them, are beginning to push back, to take back their lands and make sure that they will not die.

Starting place: Someplace where there is desert. Western continent

Nation Colour: Pink

Active Military: civilians (100d1)

Allies:

Enemies:

Tech: Basic Agriculture, Copper, Cob , Pictographs, Domesticated Camels, Martial Art, Sling Shots

Buildings: Store House

Population: 100

Culture: 2

Happiness:


 No.2324

Dice rollRolled 18, 3, 11 = 32 (3d100)

>>2317

>Nation name: Kuu

>Race: Human

>Government: Matriarchal Republic

>Laws and Policies:

>>every woman must attend milita training for one weekend each month, and there are to be two weekends for training, that not all women be taken away from their ordinary employment at once.

>>every field and orchard must be surrounded by a hedgerow, for the purposes of defence

>Fluff: tl;dr: There are a lot of people, not a lot of whom are men, and they really like farming. Also, militias.

>Starting place: {see pic}

>Nation Colour: Lavender

>Active Military:

[civilians (888d2)]

[militia (90d3)]

>Allies:

>Enemies:

>Tech:

[Agriculture]

[Copper]

[Livestock Domestication]

[Irrigation]

[Alcohol]

[Alphabet and writing]

[Copper carbonate and carbon oxide]

[Iron Working and Ferronese working]

[Currency]

[Iron hoes]

[Calendar]

>Buildings:

[The Academy]

[Grainary]

[Farms]

[More farms]

[Schools]

[Roads]

[Timber-frame Construction]

[Mathematics]

[Basic physics]

[Simple machines]

>Population: 978

>Culture: 7

>Happiness: 0

>Effects:

+15% population per turn

1&2. expand territory to the west, to encircle the heretics. Continue encouraging people in crowded towns to settle on the frontiers. (since some of my unhappyness came from overcrowding, do I get higher happiness for re-settlement?)

3. Distribute books printed on the printing press to the town schools, to further educate the women of the nation.


 No.2325

File: 1437617977269.jpg (32.6 KB, 500x386, 250:193, hahaha oh wow.jpg)


 No.2326

Dice rollRolled 74, 42, 53 = 169 (3d100)

>>2317

Nation name: TAMTATU

Race: Beholders

Government: Monarchy

Laws and Policies: Caste System: By sub-type of beholder, Elected Monarchy, Labor Laws, Domestic Aid emergency relief, Slavery

Fluff: Very concerned with law, order, and private status as an individual, the Beholders of TAMTATU are a xenophobic, fairly hostile species, the creatures a large flying orb of tissue with numerous eyes attached to numerous tentacles around the eye, a single large eye in the center of the head, and a mouth with complex needle-sharp teeth. Their eyes have a variety of spells they may use, (Nimble may fiat which specific spells a beholder does or does not have), and their main eye is able to see in total darkness (main eye only). Beholders can get up to 10 feet wide, but it is very uncommon, as only the very oldest do that. Beholders livespan is variable to their caste, but around 16,000 to 18,000 years is a good estimate of their lifespans.

Starting place: Central southern region, biggest island.

Nation Colour: Aqua-blue

>Active Military: civilians (49d2) Mercs (20d3)

>Tech: heat magic, Agriculture, copper, Writing & Alphabet: Cuni-form, Formalized Religion, Currency

>Population: 49

>Buildings: Farms, Houses, Silos, Firing Range, Ziggurat, Copper-working schools, Sports Arena

>Culture: 5

>Happiness: -1

ACTIONS

1-3: Expand


 No.2332

>>2324

>>2325

>Heretics

:c


 No.2566

File: 1441299325214.png (93.96 KB, 2000x2000, 1:1, Hammer_and_sickle_red_on_t….png)

Nation name: Natsiya Vodki

Race: Humans/Slavs

Government: Dictatorship

Laws and Policies:

>Always report to your nearest town hall for your daily truths

>Working every day in every week is mandatory

>Thieves found stealing military weaponry or corporate goods will be met with a gulag, along with your arms being chopped off

>Murder, Armed Robberies, and Burglarly will be met with a lifes worth of time in the Gulag

>Damaging property results in a ten thousand ruble fine, and more depending on the damages

>Do not harass soldiers of the military. This is to the soldiers discretion

Fluff: Natsiya is a tiny-sized nation infamous by its locals for slaughtering hundreds of civilians in their country every year, for simply 'annoying' military personnel of the country. If it wasnt obvious enough, the country seems to spy on its citizens daily.

Starting place: As north as possible

Nation Colour: Dark Red

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

Happiness:




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