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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[Last 50 Posts]

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:

 No.1816

Deez nuts, ahaha got em


 No.1817

File: 1434862533406.jpg (68.23 KB, 736x460, 8:5, Lizard.jpg)

>>1815

Nation name: Astoria

Race: Lizardmen

Government: The Best Lizardman Rules

Laws and Policies:

Obey the Chieftain.

The Chieftain may only be challenged once a year at the beginning of the summer solstice.

Do not steal. Declare what is yours and what should be yours, fight for it.

Always stay in peak physical condition.

Understand your surroundings.

Praise be to Quazecoatl.

Fluff: A brutal society of sapient lizard folk that follow a strong rules the weak principal. They were united by the great Quazecuatl, alpha of the lizardmen and ruler of all. Under his guidance they tamed the harsh jungle the surrounds them and carved out a kingdom within its belly. Upon his death he ascended to Godhood and split the sky, or so the stories say. Now his descendant rules the Lizardfolk and using his horde and newfound power he plans to take the world by storm.

Starting place: In the depths of a massive jungle.

Nation Colour: Green.

-don't fill this out-

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

Happiness:


 No.1818

File: 1434862539295.jpg (52.2 KB, 400x264, 50:33, Ghostwise_halflings_-_Fran….jpg)

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: Green

-don't fill this out-

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

Happiness:


 No.1819

>>1818

Okay, make that color Blue


 No.1820

>>1815

Nation name: TAMTATU

Race: Beholders

Government: Monarchy

Laws and Policies: Caste System: By sub-type of beholder, Elected Monarchy

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

-don't fill this out-

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

Happiness:


 No.1821

>>1817

Changing my nation name to Quazecoatl's Blood.


 No.1822

>>1820

This is spooky_macgoo, alias Dafty, alias the pony thats 20% cooler than everyone, everywhere, everywhen.


 No.1823

File: 1434864014260.jpg (206.22 KB, 815x762, 815:762, 1377826016290.jpg)

>>1815

Nation name: Dwarf Digging Guild

Government: Corporate

Laws and Policies: Dig where we say

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 (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

Happiness:


 No.1824

File: 1434864335749-0.jpg (81.29 KB, 620x512, 155:128, ML_6.jpg)

File: 1434864335749-1.png (32.28 KB, 1414x656, 707:328, place.png)

Nation name: The Sepulchri

Race: Spirits, with human lower class

Government: Theocratic Oligarchy

Laws and Policies: Herein are stated the Ten Commands of the Highest

>1 - Each citizen not act as legal representative without signified forethought

>2 - Each citizen will offer obeisance to the Stately Order

>3 - Each citizen will maintain their life-fee

>4 - Any act of murder, grievous theft, rape or sorcery upon another will result in a fine equal to the afflicted's life-fee

>5 - No citizen may commit acts of theft, blasphemy, apostasy, or infringement upon the Stately Order.

>6 - A member of the Custodi may not, without approved legal reason, take to themselves a mortal host.

>7 - Any citizen who commits an act of murder, rape, grievous theft, or sorcery against a host to a Custodi must pay the life fine of both the host and the Custodi

>8 - No citizen may take land or proper from another citizen unless they have approved legal reason, and have paid the land-fee of that property.

>9 - Any citizen who cannot afford to pay their own land fee to the Stately Order will have their property forfeit.

>10 - Any citizen who cannot afford to pay

own life-fee to the Stately Order will have their life forfeit.

Fluff: The Sepulchri is a collective of smaller theocratic states - all led by an undying spirit pontiff and its clerics of the same kin. Seeing the oneness of their worship, they conspired to unite their power, and enforce political rule with religious authority.

Organized around a heirarchal priestly system called the Stately Order, the Custodi, or clerics, sit at the middle. The top level of oligarhic high-pontiffs, the nameless servants of a divinity they call the Highest, control dogma and political activity from high. The lower class is composed of humans, as well as the occasional dwarf of elf, who live in service of the church and the Stately Order.

Every member has a life-fee based on its skills, and its upbringing. The spirits, having had much time to become skillfull and a high upbringing, have the heaviest life-fee. The lower classes must either work hard in a meritocratic fashion, or be born into a wealthy family, in a plutocratic fashion. Either way, a life-fee determine's a person's rights under the law, and their status in society.

Starting place: See map

Nation Colour: Grey (light or dark)

-don't fill this out-

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

Happiness:


 No.1825

File: 1434864705456.jpg (84.39 KB, 540x775, 108:155, 1434728535315.jpg)

>>1815

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.

Starting place: In a swamp, probably near a jungle or in one

Nation Colour: Red

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

Happiness:


 No.1826

File: 1434864863797.png (42.91 KB, 1420x657, 1420:657, 001.png)

>>1817

Active Military: civilians (50d2)

>>1818

noted

>>1820

Active Military: civilians (40d2)

Tech: Basic heat magic

Population: 40

>>1823

Tech: advanced digging techniques

>>1824

Tech:Mediumship

>>1825

noted

3 actions per turn

1d100 per action


 No.1827

Dice rollRolled 21, 93, 29 = 143 (3d100)

>>1826

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.

Starting place: In a swamp, probably near a jungle or in one

Nation Colour: Red

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

Happiness

1-3; Tame nature and acquire nature magic


 No.1828

Dice rollRolled 60, 23, 62 = 145 (3d100)

>>1826

Nation name: Dwarf Digging Guild

Government: Corporate

Laws and Policies: Dig where we say

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 (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Advanced digging techniques

Buildings:

Population: 50

Culture:

Happiness:

1 Get a formal Digging Site set up with wagons to haul out rocks to increase our digging productivity

2 Dig for a vein of copper where we will set up our first mine as The Digging Guild

3 Farm some land for our famous purple carrots


 No.1829

Dice rollRolled 84, 1, 46 = 131 (3d100)

>>1820

Nation name: TAMTATU

Race: Beholders

Government: Monarchy

Laws and Policies: Caste System: By sub-type of beholder, Elected Monarchy

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 (40d2)

>Tech: Basic heat magic, basic agriculture, copper

>Population: 40

>Buildings:

>Culture:

>Happiness:

ACTIONS

1-3: Clear land and make agricultural fields.


 No.1830

Dice rollRolled 49, 38, 71 = 158 (3d100)

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 (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

Happiness:

1/2: Work to craft copper weapons for hunting purposes.

3: Search for places suitable for longterm habitation.


 No.1831

File: 1434887499107-0.jpg (78.81 KB, 403x524, 403:524, moon_goddess.jpg)

File: 1434887499107-1.png (43.23 KB, 1420x657, 1420:657, 1434861147880.png)

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.

The people of the nation of Kuu are afflicted by a curious condition regarding their reproductive activity. First, almost without exception, women have multiple births for every pregnancy, with triplets being most common, twins and quadruplets being fairly rare, and single births and broods greater than four being almost hunheard-of. Second, rather than a gender ratio of approximately 1:1, among the Kuu it is closer to 20:1, and in some areas, even 50:1, with females outnumbering males. As a result of these peculiarites, the Kuu societies highly value men, who are treated with great respect, and serve as "preists of the moon", with whom coupling is seen as an important sacriment in their religion. It is of some note that males of these people tend to be softer and smaller than females, lack body or facial hair, and their voices generally fail to drop around puberty. It is unknown whether this is related to the other unique features of the race.

Kuu society places a heavy emphasis on farming, and as such is mostly rural communities, with other trades being largely to support the farmwork. The basic unit of social organization is the family, which typically consists of a number of "senior wives" and "junior wives", with "junior wives" serving the role typically filled by women in other societies, and senior wives acting filling the role typically held by men. Graduation from "junior" to "senior" usually occurs after a number of successful pregnancies. A woman will have her hair cut, and sign up with the militia, and after that, she will be regarded as a "senior" in society. Women who continue to act as a "junior" after the point when their peers have advanced will be treated with increasing scorn, derision, and social rejection.

Each family is lead by the most senior wife considered fit to lead. The family leaders of a village or town form the core of NCO's in the milita, and the town government. Of them, one will be chosen as town leader for terms of ten years, and then these will congregate for grand assemblies of the whole nation. During times of war, one will be chosen as the national leader. Also duing these times, the other senior wives will be called up to serve in the militias, and, in particularly desperate circumstances, they will be joined by junior wives. Government is fairly limited, with law being made and enforced on a fairly local level, rarely rising beyond the town level. Taxes are fairly light, and tend to stay within the town.

Starting place: {see pic}

Nation Colour: Lavender

-don't fill this out-

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

Happiness:


 No.1832

File: 1434908978068.jpg (222.89 KB, 1024x768, 4:3, Shadowmage.jpg)

Dice rollRolled 40, 80, 93 = 213 (3d100)

>>1826

Nation name: The Sepulchri

Race: Spirits, with human lower class

Government: Theocratic Oligarchy

Laws and Policies: Herein are stated the Ten Commands of the Highest

>1 - Each citizen not act as legal representative without signified forethought

>2 - Each citizen will offer obeisance to the Stately Order

>3 - Each citizen will maintain their life-fee

>4 - Any act of murder, grievous theft, rape or sorcery upon another will result in a fine equal to the afflicted's life-fee

>5 - No citizen may commit acts of theft, blasphemy, apostasy, or infringement upon the Stately Order.

>6 - A member of the Custodi may not, without approved legal reason, take to themselves a mortal host.

>7 - Any citizen who commits an act of murder, rape, grievous theft, or sorcery against a host to a Custodi must pay the life fine of both the host and the Custodi

>8 - No citizen may take land or proper from another citizen unless they have approved legal reason, and have paid the land-fee of that property.

>9 - Any citizen who cannot afford to pay their own land fee to the Stately Order will have their property forfeit.

>10 - Any citizen who cannot afford to pay their own life-fee to the Stately Order will have their life forfeit.

Fluff: The Sepulchri is a collective of smaller theocratic states - all led by an undying spirit pontiff and its clerics of the same kin. Seeing the oneness of their worship, they conspired to unite their power, and enforce political rule with religious authority.

Organized around a heirarchal priestly system called the Stately Order, the Custodi, or clerics, sit at the middle. The top level of oligarhic high-pontiffs, the nameless servants of a divinity they call the Highest, control dogma and political activity from high. The lower class is composed of humans, as well as the occasional dwarf of elf, who live in service of the church and the Stately Order.

Every member has a life-fee based on its skills, and its upbringing. The spirits, having had much time to become skillfull and a high upbringing, have the heaviest life-fee. The lower classes must either work hard in a meritocratic fashion, or be born into a wealthy family, in a plutocratic fashion. Either way, a life-fee determine's a person's rights under the law, and their status in society.

Starting place:

Nation Colour: Grey

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper, mediumship

Buildings:

Population: 50

Culture:

Happiness:

1/2 - Begin the establishment of temples. Without a temple in each parish, the people will lack order, and a guiding voice. We cannot deprive them of our rule, after all.

3 - Research the production of copper currency, coinage that will make it far easier to record a person's life-fee and land-fee.


 No.1836

File: 1434959833215.png (43.24 KB, 1420x657, 1420:657, 002.png)

>>1827

You look to your bond with nature as a source of power. Perhaps your understanding will allow you to harness nature as a weapon, defence or a way of life. Basic nature magic 1/3

>>1828

you set up a digging site and begin digging. Buildings: Digging Site

you set up some farm lands and begin growing carrots for your people. The food creates happiness from the workers as they no longer go hungry. Happiness +1, Buildings: Farms

>>1829

an obvious divide is found in your people. The laborers and the upperclass. The laborers are forced to work the fields with no help from the upperclass which causes them to start revolution rallies. Happiness: -5

However, all your people are now well fed due to the farms. Buildings: Farms

>>1830

Your people develop copper spear heads which they put on long poles. Tech: Basic agriculture, Copper, Copper spears

You find that on these plains there are many ancient trees that seem to once have been ontop of hills but many hundreds of years have eroded the mounds and have left root systems above ground. These roots hold a layer of dirt together forming a nice shelter for smaller folk.

>>1831

Active Military: civilians (60d1), militia (40d2)

Population: 100

>>1832

Your people work hard to build grand temples. Buildings: Temples, Culture: 1

People are assigned a certain amount of copper coins which values their worth. Tech: Basic agriculture, Copper, Mediumship, Currency


 No.1837

Dice rollRolled 33, 60, 97 = 190 (3d100)

>>1836

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.

Starting place: In a swamp, probably near a jungle or in one

Nation Colour: Red

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

Happiness

1-3; Get nature magic 1/3


 No.1838

Dice rollRolled 32, 5, 97 = 134 (3d100)

>>1836

>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.

>The people of the nation of Kuu are afflicted by a curious condition regarding their reproductive activity. First, almost without exception, women have multiple births for every pregnancy, with triplets being most common, twins and quadruplets being fairly rare, and single births and broods greater than four being almost hunheard-of. Second, rather than a gender ratio of approximately 1:1, among the Kuu it is closer to 20:1, and in some areas, even 50:1, with females outnumbering males. As a result of these peculiarites, the Kuu societies highly value men, who are treated with great respect, and serve as "preists of the moon", with whom coupling is seen as an important sacriment in their religion. It is of some note that males of these people tend to be softer and smaller than females, lack body or facial hair, and their voices generally fail to drop around puberty. It is unknown whether this is related to the other unique features of the race.

>Kuu society places a heavy emphasis on farming, and as such is mostly rural communities, with other trades being largely to support the farmwork. The basic unit of social organization is the family, which typically consists of a number of "senior wives" and "junior wives", with "junior wives" serving the role typically filled by women in other societies, and senior wives acting filling the role typically held by men. Graduation from "junior" to "senior" usually occurs after a number of successful pregnancies. A woman will have her hair cut, and sign up with the militia, and after that, she will be regarded as a "senior" in society. Women who continue to act as a "junior" after the point when their peers have advanced will be treated with increasing scorn, derision, and social rejection.

>Each family is lead by the most senior wife considered fit to lead. The family leaders of a village or town form the core of NCO's in the milita, and the town government. Of them, one will be chosen as town leader for terms of ten years, and then these will congregate for grand assemblies of the whole nation. During times of war, one will be chosen as the national leader. Also duing these times, the other senior wives will be called up to serve in the militias, and, in particularly desperate circumstances, they will be joined by junior wives. Government is fairly limited, with law being made and enforced on a fairly local level, rarely rising beyond the town level. Taxes are fairly light, and tend to stay within the town.

>

>Starting place: {see pic}

>Nation Colour: Lavender

>-don't fill this out-

>Active Military: civilians (60d1), militia (40d2)

>Allies:

>Enemies:

>Tech: Basic agriculture, Copper

>Buildings:

>Population: 100

>Culture:

>Happiness:

1. A growing population requires more land: start settling the outlying territories and cultivating the land.

2. Research better systems for food production, such as animal husbandry and selective breeding

3. Dedicate one new village to the study of novel techniques, and call it "The Academy".


 No.1839

Dice rollRolled 17, 48, 61 = 126 (3d100)

>>1836

Nation name: TAMTATU

Race: Beholders

Government: Monarchy

Laws and Policies: Caste System: By sub-type of beholder, Elected Monarchy

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 (40d2)

>Tech: Basic heat magic, basic agriculture, copper

>Population: 40

>Buildings: Farms

>Culture:

>Happiness: -5? (a specific number total was not given to me)

ACTIONS

(free) - The elected monarch promulgates labor laws, to make the work more fair. The laws stipulate the number of hours laborers are expected to work, that they have the right to not be; tortured abused or overworked, but that they have the responsibility to do the work and not steal the outcome of the work. It also states that the higher castes are obligated to act if disaster strikes or the laborers are attacked whether by military force or by monsters.

1-3: Build homes for everybeholder.


 No.1840

Dice rollRolled 22, 65, 58 = 145 (3d100)

>>1836

Nation name: Dwarf Digging Guild

Government: Corporate

Laws and Policies: Dig where we say

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 (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Advanced digging techniques

Buildings: Farms, Digging Site

Population: 50

Culture:

Happiness: +1

1 Grow some Hopps for beer

2 Our dig-engineers have devised plans for improving our logistics by having big wagons set in grooves in the mine which will make taking earth and rock out of the way of our miners much easier then just carrying the dirt and rocks out. Basic Logistics

3 Dig


 No.1841

Dice rollRolled 74, 7, 55 = 136 (3d100)

>>1836

>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 (50d1)

>Allies:

>Enemies:

>Tech: Basic agriculture, Copper

>Buildings:

>Population: 50

>Culture:

>Happiness:

1. Send some hunters out to bring us meat to eat.

2. Begin creating some simple shelters among the roots.

3. See about creating tools to work the land with our copper.


 No.1842

Dice rollRolled 54, 71 = 125 (2d100)

Nation name: The Sepulchri

Race: Spirits, with human lower class

Government: Theocratic Oligarchy

Laws and Policies: Herein are stated the Ten Commands of the Highest

>1 - Each citizen not act as legal representative without signified forethought

>2 - Each citizen will offer obeisance to the Stately Order

>3 - Each citizen will maintain their life-fee

>4 - Any act of murder, grievous theft, rape or sorcery upon another will result in a fine equal to the afflicted's life-fee

>5 - No citizen may commit acts of theft, blasphemy, apostasy, or infringement upon the Stately Order.

>6 - A member of the Custodi may not, without approved legal reason, take to themselves a mortal host.

>7 - Any citizen who commits an act of murder, rape, grievous theft, or sorcery against a host to a Custodi must pay the life fine of both the host and the Custodi

>8 - No citizen may take land or proper from another citizen unless they have approved legal reason, and have paid the land-fee of that property.

>9 - Any citizen who cannot afford to pay their own land fee to the Stately Order will have their property forfeit.

>10 - Any citizen who cannot afford to pay their own life-fee to the Stately Order will have their life forfeit.

Fluff: The Sepulchri is a collective of smaller theocratic states - all led by an undying spirit pontiff and its clerics of the same kin. Seeing the oneness of their worship, they conspired to unite their power, and enforce political rule with religious authority.

Organized around a heirarchal priestly system called the Stately Order, the Custodi, or clerics, sit at the middle. The top level of oligarhic high-pontiffs, the nameless servants of a divinity they call the Highest, control dogma and political activity from high. The lower class is composed of humans, as well as the occasional dwarf of elf, who live in service of the church and the Stately Order.

Every member has a life-fee based on its skills, and its upbringing. The spirits, having had much time to become skillfull and a high upbringing, have the heaviest life-fee. The lower classes must either work hard in a meritocratic fashion, or be born into a wealthy family, in a plutocratic fashion. Either way, a life-fee determine's a person's rights under the law, and their status in society.

Starting place:

Nation Colour: Grey

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Currency, mediumship

Buildings: Temples

Population: 50

Culture: 1

Happiness:

1/2 - Establish a judicial service - lead by an ordained member of the Stately Order, they shall arbite disputes and deliver just punishment. All laws shall be thusly made, in accordance with the above Commandments. When new Edicts are handed down by the Highest, it will be this order who enacts them.

3 - Work on some agriculture as well, not all of us have the luxury of not needing food.


 No.1843

>>1837

Through nature you grow stronger. Tech: Basic agriculture, Copper, Nature Magic

>>1838

you've begun to use some of your food to try and tame animals to no avail. However your people have started to go hungry. Happiness: -1

Your people begin creating "The Academy" 1/2

>>1839

you're people are still a bit salty about the class difference but rallies have died down. Happiness: -3 (this is the total number)

laborers begin building homes while being managed by the upperclass. Buildings: Houses

>>1840

Engineers have discovered the power of logistics and have created something to transport earth and rock. Tech: Basic Agriculture, Copper, Advanced Digging Techniques, Basic Logistic, Mine Wagons

Soon, the digging site becomes exhausted and it becomes a large hole in the ground. The children sing songs and make up stories of how it got there calling it "The Great Hole." However, you do discover tin and nickel ores. Buildings: Farms, The Great Hole. Culture: +1

>>1841

Your come back with meat for the whole village. Happiness: +1

Your people develop copper hoes. Tech: Agriculture, Copper

>>1842

You create a judicial system but this requires a courthouse Buildings: Temples, Courthouse

Your people develope copper hoes. Tech: Agriculture, Copper, Currency, Mediumship


 No.1844

File: 1435060364639.jpg (144.04 KB, 1172x489, 1172:489, Have no Fear, Presidente i….jpg)

>>1815

Nation name: The United People of Tropico

Race: Tropicans

Government: Presidential Dictatorship

Laws and Policies:

§1. El Presidente's word is law.

§1.1 This law is unchangable.

§1.1.1 Unless El Presidente says otherwise.

§2. Voting is mandatory.

§2.1 If you do not vote your vote will automatically cast in El Presidente's favor.

§2.2 If you cast your vote the same will be the case.

§3. Tropico is a free and sovereign nation.

§4. The damaging or stealing of another person's property or health is illegal.

§4.1 Unless El Presidente says otherwise.

Fluff:

Ah yes! Tropico! Risen from nothing this island of (not really) hard working men and women is ruled over by the benevolent, generous and most intelligent El Presidente. He is the democractically elected President and ruler for life over all Tropicans from now on forever. Wearing his well made clothes all day everyday his mere presence elevates the Tropican workspirit beyond all means! While beloved by all the true Tropicans El Presidente has an unknown number of doubles who occasionally get poisoned or speared through the heart by those of little faith and intelligence.

Keeping the balance between the various factions amongst the Tropicans as well as managing all diplomatic relations with foreign nations in perfect harmony it is El Presidente's god given right and duty to lead the Tropicans to further days of glory.

Hail mighty El Presidente! Can you build a civilization, that will stand the test of time?

Starting place: A Carribean Climate Island

Nation Colour: Green like Tropico!

Active Military:

+ Civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

Happiness:


 No.1845

Dice rollRolled 16, 100, 60 = 176 (3d100)

>>1843

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.

Starting place: In a swamp, probably near a jungle or in one

Nation Colour: Red

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture; Copper; Basic Nature Magic

Buildings:

Population: 50

Culture:

Happiness:

1-3; The council will learn how to properly harness the nature magic and become the Shaman.

Train Shaman


 No.1846

Dice rollRolled 68, 86, 46 = 200 (3d100)

>>1843

Nation name: The Sepulchri

Race: Spirits, with human lower class

Government: Theocratic Oligarchy

Laws and Policies: Herein are stated the Ten Commands of the Highest

>1 - Each citizen not act as legal representative without signified forethought

>2 - Each citizen will offer obeisance to the Stately Order

>3 - Each citizen will maintain their life-fee

>4 - Any act of murder, grievous theft, rape or sorcery upon another will result in a fine equal to the afflicted's life-fee

>5 - No citizen may commit acts of theft, blasphemy, apostasy, or infringement upon the Stately Order.

>6 - A member of the Custodi may not, without approved legal reason, take to themselves a mortal host.

>7 - Any citizen who commits an act of murder, rape, grievous theft, or sorcery against a host to a Custodi must pay the life fine of both the host and the Custodi

>8 - No citizen may take land or proper from another citizen unless they have approved legal reason, and have paid the land-fee of that property.

>9 - Any citizen who cannot afford to pay their own land fee to the Stately Order will have their property forfeit.

>10 - Any citizen who cannot afford to pay their own life-fee to the Stately Order will have their life forfeit.

Fluff: The Sepulchri is a collective of smaller theocratic states - all led by an undying spirit pontiff and its clerics of the same kin. Seeing the oneness of their worship, they conspired to unite their power, and enforce political rule with religious authority.

Organized around a heirarchal priestly system called the Stately Order, the Custodi, or clerics, sit at the middle. The top level of oligarhic high-pontiffs, the nameless servants of a divinity they call the Highest, control dogma and political activity from high. The lower class is composed of humans, as well as the occasional dwarf of elf, who live in service of the church and the Stately Order.

Every member has a life-fee based on its skills, and its upbringing. The spirits, having had much time to become skillfull and a high upbringing, have the heaviest life-fee. The lower classes must either work hard in a meritocratic fashion, or be born into a wealthy family, in a plutocratic fashion. Either way, a life-fee determine's a person's rights under the law, and their status in society.

Starting place:

Nation Colour: Grey

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Agriculture, Copper, Currency, Mediumship

Buildings: Courthouse, Temples

Population: 50

Culture: 1

Happiness:

1 - We shall be prosperous, but what good is prosperity without the happiness to appreciate it? Let our people revel in the grace of the Highest, that they may see why the Order holds its power.

2/3 - We are also defenseless. We can work copper, and we can hew wood and string fibers. We can make weapons. We can make soldiers. And we must.


 No.1847

Dice rollRolled 63, 13, 97 = 173 (3d100)

>>1843

Nation name: TAMTATU

Race: Beholders

Government: Monarchy

Laws and Policies: Caste System: By sub-type of beholder, Elected Monarchy, Labor Laws

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 (40d2)

>Tech: Basic heat magic, basic agriculture, copper

>Population: 40

>Buildings: Farms, Houses

>Culture:

>Happiness: -3

ACTIONS

1-3: Develop writing & cuniform alphabet.


 No.1848

Dice rollRolled 5, 37, 38 = 80 (3d100)

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 (50d1)

Allies:

Enemies:

Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper.

Buildings:

Population: 50

Culture:

Happiness: 1

1. Cultivate the land so that we may begin farming.

2. Make another attempt at burrowing further beneath the trees for larger living areas.

3. Begin training hunters as scouts so we can more easily get an idea for our surroundings.


 No.1849

Dice rollRolled 33, 6, 12 = 51 (3d100)

>>1843

Nation name: Dwarf Digging Guild

Government: Corporate

Laws and Policies: Dig where we say

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 (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons

Buildings: Farms, The Great Hole

Population: 50

Culture: +1

Happiness: +1

1 With these new metals we can improve our Metallurgy with mastery over Tin and Nickle

2 This "Great Hole" is getting rather popular. I will open up some of the upper levels for residential development.

3 Train our military, toughen them up and get them in shape to carry their gear and still be in fighting shape after a march.


 No.1850

Dice rollRolled 29, 72, 48 = 149 (3d100)

>>1843

>>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

>>-don't fill this out-

>>Active Military: civilians (60d1), militia (40d2)

>>Allies:

>>Enemies:

>>Tech: Basic agriculture, Copper

>>Buildings:

>>Population: 100

>>Culture:

>>Happiness:

1. Complete The Academy

2. Continue working on advanced food-production techniques

3. Build more farms to increase raw food production


 No.1851

File: 1435130779333.png (43.3 KB, 1420x657, 1420:657, 003.png)

>>1844

noted

>>1845

you train 9 shaman and the head shaman gains so much power he is seen by many as a demigod, able to warp all plant and animal life to his will (does not include sentient beings). Active Military: Civilians (40d1) Shaman (9d5) Demigod Shaman (1d20)

>>1846

Your courthouses develop your culture and the citizens know they are safe with the Order in charge. Culture: 2 Happiness: 1

You create your first group of 10 soldiers from your lower class Active Military: Civilians (40d1) Basic Spearmen (10d2)

>>1847

you develop an alphabet shared by your people and using that alphabet, you can write which creates a flourish of culture. Culture: 2, Happiness: -2

>>1848

your attempts at cultivating the land goes horribly wrong. You somehow manage to flood the lands you were going to turn into farms. The plains are now a wetlands

you manage to soften the ground however creating semi-subteraneal homes under the root system. Buildings: Semi-subteraneal Houses, Wetlands

>>1849

You look for ways to master tin and nickle but it alludes you

the upper levels of the "Great Hole" goes into residential development however, for a reason you cannot explain, it is soon entirely inhabited by the lowest class and is a slum. Buildings: Farms, The Great Hole, Slums. Culture: 0

>>1850

progress on the Academy is miniscule

you learn the arts of irrigation and grow enough food for both the people and your new livestock. The variety in food increases the happiness of your people who now appreciate this due to their previous famine. Tech: Agriculture, Copper, Livestock Domestication


 No.1852

>>1851

Nation name: The Sepulchri

Race: Spirits, with human lower class

Government: Theocratic Oligarchy

Laws and Policies: Herein are stated the Ten Commands of the Highest

>1 - Each citizen not act as legal representative without signified forethought

>2 - Each citizen will offer obeisance to the Stately Order

>3 - Each citizen will maintain their life-fee

>4 - Any act of murder, grievous theft, rape or sorcery upon another will result in a fine equal to the afflicted's life-fee

>5 - No citizen may commit acts of theft, blasphemy, apostasy, or infringement upon the Stately Order.

>6 - A member of the Custodi may not, without approved legal reason, take to themselves a mortal host.

>7 - Any citizen who commits an act of murder, rape, grievous theft, or sorcery against a host to a Custodi must pay the life fine of both the host and the Custodi

>8 - No citizen may take land or proper from another citizen unless they have approved legal reason, and have paid the land-fee of that property.

>9 - Any citizen who cannot afford to pay their own land fee to the Stately Order will have their property forfeit.

>10 - Any citizen who cannot afford to pay their own life-fee to the Stately Order will have their life forfeit.

Fluff: The Sepulchri is a collective of smaller theocratic states - all led by an undying spirit pontiff and its clerics of the same kin. Seeing the oneness of their worship, they conspired to unite their power, and enforce political rule with religious authority.

Organized around a heirarchal priestly system called the Stately Order, the Custodi, or clerics, sit at the middle. The top level of oligarhic high-pontiffs, the nameless servants of a divinity they call the Highest, control dogma and political activity from high. The lower class is composed of humans, as well as the occasional dwarf of elf, who live in service of the church and the Stately Order.

Every member has a life-fee based on its skills, and its upbringing. The spirits, having had much time to become skillfull and a high upbringing, have the heaviest life-fee. The lower classes must either work hard in a meritocratic fashion, or be born into a wealthy family, in a plutocratic fashion. Either way, a life-fee determine's a person's rights under the law, and their status in society.

Starting place:

Nation Colour: Grey

Active Military: civilians (40d1), Basic Spearmen (10d2)

Allies:

Enemies:

Tech: Agriculture, Copper, Currency, Mediumship

Buildings: Courthouse, Temples

Population: 50

Culture: 2

Happiness: 1

1/2 - Continue the training of skilled soldiers for the subjugati- er, liberation of other regions.

3 - We must develop our ability to produce resources - after all, what good is a land-fee with untapped land? Focus especially on mining and farming.


 No.1853

Dice rollRolled 88, 49, 10 = 147 (3d100)

>>1852


 No.1854

Dice rollRolled 26, 33, 46 = 105 (3d100)

>>1851

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.

Starting place: In a swamp, probably near a jungle or in one

Nation Colour: Red

Active Military: Civilians (40d1); Shaman (9d5); Head Shaman (1d20)

Allies:

Enemies:

Tech: Basic agriculture; Copper; Basic Nature Magic

Buildings:

Population: 50

Culture:

Happiness:

1-3; Our people live on the land, it's time to grow beyond our simple ways and become civilized. Grow homes of thick tied roots and reeds with a large center building inside a grown giant tree


 No.1855

Dice rollRolled 31, 82, 97 = 210 (3d100)

>>1851

Nation name: Dwarf Digging Guild

Government: Corporate

Laws and Policies: Dig where we say

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 (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons

Buildings: Farms, The Great Hole, Slums

Population: 50

Culture: +0

Happiness: +1

1 Continue the search for metallurgic mastery over tin and nickle

2 Open a Dwarven Fighting Ring at the bottom of The Great Hole, brawling and gambling have their benefits to make the most of Slums.

3 Set up a new Digging Site


 No.1856

Dice rollRolled 65, 38, 40 = 143 (3d100)

>>1851

Nation name: TAMTATU

Race: Beholders

Government: Monarchy

Laws and Policies: Caste System: By sub-type of beholder, Elected Monarchy, Labor Laws

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 (40d2)

>Tech: Basic heat magic, basic agriculture, copper, Writing & Alphabet: Cuni-form

>Population: 40

>Buildings: Farms, Houses

>Culture: 2

>Happiness: -2

ACTIONS

(free) - Beholders of any caste may, when it is there to be had, rely on a surplus-harvest hand-out of food that costs them nothing, either during hard years, after disasters, and during difficult winters. This is drawn only from what is designated as public surplus, and only applies if there is a public surplus to be had.

1-3: Build silos to hold surplus harvest.


 No.1864

Dice rollRolled 76, 90, 91 = 257 (3d100)

>>1851

>>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

>>-don't fill this out-

>>Active Military: civilians (60d1), militia (40d2)

>>Allies:

>>Enemies:

>>Tech: Agriculture, Copper, Livestock Domestication

>>Buildings:

>>Population: 100

>>Culture:

>>Happiness:

1. Finish that Academy already

2. use the new supply of food to increase the population

3. develop new tools for increasing agricultural yield


 No.1867

>>1852

you continue to train soldiers. Active Military: civilians (30d1), Basic Spearmen (20d2)

>>1854

You manipulate the plant life to create shelter and a grand town center inside a tree that has been made colossal by the shaman magic. Buildings: Root Houses, Town Center. Happiness: 1

>>1855

You learn how to forge tin and nickle but haven't unlocked it's full potential. Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons, Tin, Nickle

The Great Hole is now divided into three sectors. The Slums at the top, the "Pit" at the bottom and the Great Hole inbetween. With the pit comes new possibilities of testing martial arts and creating entertainment for the people.Buildings: Farms, The Great Hole, Slums, The Pit. Culture: 1. Happiness: 2

>>1856

Silos are built for excess grain but excess grain would require more workers, harder workers and more farms. Buildings: Farms, Houses, Silos

>>1864

The Academy is completed. Buildings: The Academy. Culture: 1

If your people go hungry just once a week, you could support another 10. You encourage breeding. Population: 100. Happiness: -1

You develop an irrigation system that allows water to flow to dry farmlands to increase the food supply. However upgrading the farms you already have is easier said than done. Tech: Agriculture, Copper, Livestock Domestication, Irrigation


 No.1868

Dice rollRolled 76, 79, 18 = 173 (3d100)

>>1867

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.

Starting place: In a swamp, probably near a jungle or in one

Nation Colour: Red

Active Military: Civilians (40d1); Shaman (9d5); Head Shaman (1d20)

Allies:

Enemies:

Tech: Basic agriculture; Copper; Basic Nature Magic

Buildings: Root Houses; Town Center

Population: 50

Culture:

Happiness: 1

1-3; Expand our territory west wage war on the inferior lizardmen who think themselves superior and abuse the land


 No.1869

>>1868

>>1867

Change this to training civilians to fight with their claws and use bone and reeds and leather armor more efficiently please, I'll reroll if you wish


 No.1871

Dice rollRolled 21, 96, 61 = 178 (3d100)

>>1867

Nation name: Dwarf Digging Guild

Government: Corporate

Laws and Policies: Dig where we say

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 (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons, Tin, Nickle

Buildings: Farms, The Great Hole, Slums, The Pit

Population: 50

Culture: 1

Happiness: 2

(what about my new digging site with a 97 since The Great Hole's was exhausted I wanted to set up for a new mine or Hole to get new metals or minerals unless I should just continue digging at The Great Hole)

1 Its potential will be realized sooner or later. Improve Metallurgy over copper, tin and nickle

2 Train fighters in The Pit, The Slums should provide plenty of willing fighters

3 Theres plenty of space on the surface for cattle ranches which could give us all sorts of goodies


 No.1872

Dice rollRolled 21, 9, 21 = 51 (3d100)

>>1867

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,

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 (40d2)

>Tech: Basic heat magic, basic agriculture, copper, Writing & Alphabet: Cuni-form

>Population: 40

>Buildings: Farms, Houses, Silos

>Culture: 2

>Happiness: -2

ACTIONS

1-3: Improve our agricultural techniques so that we can work smarter, not harder, and produce more food.


 No.1873

Dice rollRolled 59, 1, 29 = 89 (3d100)

>>1867

>>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

>>-don't fill this out-

>>Active Military: civilians (60d1), militia (40d2)

>>Allies:

>>Enemies:

>>Tech: Agriculture, Copper, Livestock Domestication

>>Buildings:

>The Academy

>>Population: 200

>>Culture: 1

>>Happiness: -1

(adding the 100 to pop since I was already at 100, can correct if that's not right)

1. Expand farmland using larger population

2. Build granaries to hold food surpluses

3. find new metals that can be used in the production of farm impliments


 No.1875

Dice rollRolled 52, 87, 72 = 211 (3d100)

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 (50d1)

Allies:

Enemies:

Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper.

Buildings: Semi-subteraneal Houses, Wetlands

Population: 50

Culture:

Happiness: 1

1. Scout out more of the island.

2./3. Try to see if we can salvage any kind of food source out of our new swampy home, frog husbandry maybe?


 No.1876

File: 1435281857443-0.jpeg (417.46 KB, 2200x2800, 11:14, d524d7790b03753bf0bc10808….jpeg)

File: 1435281857463-1.jpg (203.91 KB, 752x950, 376:475, d8ca61b42657e2e15405b0dff3….jpg)

(NIMBLE SAID ITS OKAY SO CALM YOUR TITS)

Nation name: Kronovia

Race: Elves(with skin colors all over the color spectrum)

Government: Broodmother Matriarchy

Laws and Policies:

>Do not kill your sisters without need

>The Broodmother is your lord, and Volsvin is your savior

>Be strong and fast at all times

>Crush those who oppose you

Fluff: A race of soldiers and warriors with only one gender and two genitalia, the Kronovians are a race of brutally cunning females with little care for those not of your race. They believe that there is only one true male being, the high god Volsvin(pic related)and worship him fervently.

Starting place: Farthest south of main continent

Nation Colour: Red-Purple

-don't fill this out-

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

Happiness:


 No.1877

Dice rollRolled 39, 65, 40 = 144 (3d100)

>>1867

Nation name: The Sepulchri

Race: Spirits, with human lower class

Government: Theocratic Oligarchy

Laws and Policies: Herein are stated the Ten Commands of the Highest

>1 - Each citizen not act as legal representative without signified forethought

>2 - Each citizen will offer obeisance to the Stately Order

>3 - Each citizen will maintain their life-fee

>4 - Any act of murder, grievous theft, rape or sorcery upon another will result in a fine equal to the afflicted's life-fee

>5 - No citizen may commit acts of theft, blasphemy, apostasy, or infringement upon the Stately Order.

>6 - A member of the Custodi may not, without approved legal reason, take to themselves a mortal host.

>7 - Any citizen who commits an act of murder, rape, grievous theft, or sorcery against a host to a Custodi must pay the life fine of both the host and the Custodi

>8 - No citizen may take land or proper from another citizen unless they have approved legal reason, and have paid the land-fee of that property.

>9 - Any citizen who cannot afford to pay their own land fee to the Stately Order will have their property forfeit.

>10 - Any citizen who cannot afford to pay their own life-fee to the Stately Order will have their life forfeit.

Fluff: The Sepulchri is a collective of smaller theocratic states - all led by an undying spirit pontiff and its clerics of the same kin. Seeing the oneness of their worship, they conspired to unite their power, and enforce political rule with religious authority.

Organized around a heirarchal priestly system called the Stately Order, the Custodi, or clerics, sit at the middle. The top level of oligarhic high-pontiffs, the nameless servants of a divinity they call the Highest, control dogma and political activity from high. The lower class is composed of humans, as well as the occasional dwarf of elf, who live in service of the church and the Stately Order.

Every member has a life-fee based on its skills, and its upbringing. The spirits, having had much time to become skillfull and a high upbringing, have the heaviest life-fee. The lower classes must either work hard in a meritocratic fashion, or be born into a wealthy family, in a plutocratic fashion. Either way, a life-fee determine's a person's rights under the law, and their status in society.

Starting place:

Nation Colour: Grey

Active Military: civilians (30d1), Basic Spearmen (20d2)

Allies:

Enemies:

Tech: Agriculture, Copper, Currency, Mediumship

Buildings: Courthouse, Temples

Population: 50

Culture: 2

Happiness: 1

1/2 - Keep working on agriculture and mining.

3 - Improve our Host system, to make better homes for the Custodi in our mortal kin.


 No.1878

>>1876

wow omfg what is this fucking disgraceful picking this wtf there's no place for that in this board omfg wow fucking nasty fuck you kefka i cna't believe you just make a regular thing for once but you make this wow fucking disgusting no place for this wow is that an elf with a dick wow it's new speshul race wow fucking nasty ass nigga wow this is revolting fucking rude and disgusting making this shit in nimbles game i can't believe you


 No.1879

File: 1435331453538.png (43.61 KB, 1420x657, 1420:657, 004.png)

Dice rollRolled 2 (1d3)

>>1868

You train your people to make use with what you have naturally. Active Military: Civilians (40d2); Shaman (9d5); Head Shaman (1d20)

>>1871

You discover the power of alloys but you haven't gotten the right amounts of each metal for something useful

You train Pit fighters and recruit them to your military. Active Military: civilians (40d1) Pit Fighters (10d2)

You build a cattle ranch from which you can feed. Buildings: Farms, The Great Hole, Slums, The Pit, Cattle Ranches. Happiness: 3

>>1872

despite hard work you can't seem to develop much greater agriculture

>>1873

Your population should be 110, that's my fault. The population I post when it increases is the total population, not how much your population increases by. Also Active Military: civilians (70d1), militia (40d2)

you increase your area of farmland

with this increased grain you begin to build granaries but with no where to store it it attracts monsters of darkness. Roll to combat

>>1875

You learn frog husbandry and you can use them to feed your people. Happiness: 2

>>1876

you're a sick man

>>1877

You find a vein of Copper not too far underground. You begin minning it. Buildings: Courthouse, Temples, Mine

the church begins to arrange marriages between the mortals most fit for hosting.


 No.1880

Dice rollRolled 19, 88, 51 = 158 (3d100)

>>1879

Nation name: The Sepulchri

Race: Spirits, with human lower class

Government: Theocratic Oligarchy

Laws and Policies: Herein are stated the Ten Commands of the Highest

>1 - Each citizen not act as legal representative without signified forethought

>2 - Each citizen will offer obeisance to the Stately Order

>3 - Each citizen will maintain their life-fee

>4 - Any act of murder, grievous theft, rape or sorcery upon another will result in a fine equal to the afflicted's life-fee

>5 - No citizen may commit acts of theft, blasphemy, apostasy, or infringement upon the Stately Order.

>6 - A member of the Custodi may not, without approved legal reason, take to themselves a mortal host.

>7 - Any citizen who commits an act of murder, rape, grievous theft, or sorcery against a host to a Custodi must pay the life fine of both the host and the Custodi

>8 - No citizen may take land or proper from another citizen unless they have approved legal reason, and have paid the land-fee of that property.

>9 - Any citizen who cannot afford to pay their own land fee to the Stately Order will have their property forfeit.

>10 - Any citizen who cannot afford to pay their own life-fee to the Stately Order will have their life forfeit.

Fluff: The Sepulchri is a collective of smaller theocratic states - all led by an undying spirit pontiff and its clerics of the same kin. Seeing the oneness of their worship, they conspired to unite their power, and enforce political rule with religious authority.

Organized around a heirarchal priestly system called the Stately Order, the Custodi, or clerics, sit at the middle. The top level of oligarhic high-pontiffs, the nameless servants of a divinity they call the Highest, control dogma and political activity from high. The lower class is composed of humans, as well as the occasional dwarf of elf, who live in service of the church and the Stately Order.

Every member has a life-fee based on its skills, and its upbringing. The spirits, having had much time to become skillfull and a high upbringing, have the heaviest life-fee. The lower classes must either work hard in a meritocratic fashion, or be born into a wealthy family, in a plutocratic fashion. Either way, a life-fee determine's a person's rights under the law, and their status in society.

Starting place:

Nation Colour: Grey

Active Military: civilians (30d1), Basic Spearmen (20d2)

Allies:

Enemies:

Tech: Agriculture, Copper, Currency, Mediumship

Buildings: Courthouse, Mine, Temples

Population: 50

Culture: 2

Happiness: 1

1/2 - Work on improving irrigation and farming methods, that we may have a larger harvest and thus a larger population, and thus a larger pool of potential hosts.

3 - See to the construction of walls around our largest inhabited city. After all, wealth attracts want from others, and we must have protection.


 No.1881

Dice rollRolled 45, 50, 19 = 114 (3d100)

>>1879

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.

Starting place: In a swamp, probably near a jungle or in one

Nation Colour: Red

Active Military: Civilians (40d2); Shaman (9d5); Head Shaman (1d20)

Allies:

Enemies:

Tech: Basic agriculture; Copper; Basic Nature Magic

Buildings: Root Houses; Town Center

Population: 50

Culture:

Happiness: 1

1; Claim territory west

2-3; Increase population, soon it will be time for war


 No.1882

Dice rollRolled 78, 12, 64 = 154 (3d100)

>>1879

Nation name: Dwarf Digging Guild

Government: Corporate

Laws and Policies: Dig where we say

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 (40d1), Pit Fighters (10d2)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons, Tin, Nickle

Buildings: Farms, The Great Hole, Slums, The Pit, Cattle Ranches

Population: 50

Culture: 1

Happiness: 3

1 Increase population

2 This new alloy is so close our metallurgy experts are meeting with our naming experts for the name of the anticipated alloy, they are thinking it should start with a B

3 We should advance our weapon producing ability, casts of weapons where we can readily pour in metal and give shape to it will make producing weapons much faster.


 No.1883

Dice rollRolled 68, 16, 63 = 147 (3d100)

>>1879

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 (40d2)

>Tech: Basic heat magic, basic agriculture, copper, Writing & Alphabet: Cuni-form

>Population: 40

>Buildings: Farms, Houses, Silos

>Culture: 2

>Happiness: -2

ACTIONS

(free) - Beholders of any caste may own non-beholder slaves, whether they were simply bought from a market, or gained through whatsoever means. All beholders are by definition -at least- 1 caste above a non-beholder of any type.

1-3: Build a "firing range" in which beholders of any caste may at their leisure practice their eye-beaming by shooting at large stone targets.


 No.1884

Dice rollRolled 73, 34, 5 = 112 (3d100)

>>1879

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 (50d1)

Allies:

Enemies:

Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper.

Buildings: Semi-subteraneal Houses, Wetlands, Frog Husbandry

Population: 50

Culture:

Happiness: 2

1/2: Right, now that we're semi-established, let's see about-ahem-increasing our population, shall we?

3: See about breeding these frogs into something…bigger.


 No.1885

File: 1435366877085.png (43.75 KB, 1420x657, 1420:657, 005.png)

>>1880

you begin building up a surplass of food with no where to store it when an unsuccesful harvest comes. However, with the increased food comes increased mortals. Active Military: civilians (40d1), Basic Spearmen (20d2). Population: 60

>>1881

You strike the fear of war into the peoples hearts so that they want to reproduce and give birth to future soldiers. Now your food source is stretched thin. Happiness: -1. Population: 60. Active Military: Civilians (50d2); Shaman (9d5); Head Shaman (1d20)

>>1882

How do you plan about increasing population?

You have decided that when you create this alloy, it should be could Bronze however you still can't get the concentrations right

You develop casts for faster production of weapons. Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons, Tin, Nickle, Weapon casts

>>1883

You build a firing range and it entertains your beholders. Buildings: Farms, Houses, Silos, Firing Range

>>1884

How do you plan about increasing population?

You breed the largest frog seen by man and halfling alike. The Terror-Frog. Unfortunately it escapes, kills one of your civilians and begins breeding in the swamp land.Active Military: civilians (49d1). Population: 49


 No.1886

Dice rollRolled 46, 55, 85 = 186 (3d100)

>>1885

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.

Starting place: In a swamp, probably near a jungle or in one

Nation Colour: Red

Active Military: Civilians (50d2); Shaman (9d5); Head Shaman (1d20)

Allies:

Enemies:

Tech: Basic agriculture; Copper; Basic Nature Magic

Buildings: Root Houses; Town Center

Population: 50

Culture:

Happiness: 0

1-2; Establish hunting zones and times to increase food intake

3; Expand territory west


 No.1887

Dice rollRolled 72, 79 = 151 (2d100)

>>1879

Nation name: Kronovia

Race: Elves(with skin colors all over the color spectrum)

Government: Broodmother Matriarchy

Laws and Policies:

>Do not kill your sisters without need

>The Broodmother is your lord, and Volsvin is your savior

>Be strong and fast at all times

>Crush those who oppose you

Fluff: A race of soldiers and warriors with only one gender and two genitalia, the Kronovians are a race of brutally cunning females with little care for those not of your race. They believe that there is only one true male being, the high god Volsvin(pic related)and worship him fervently.

Starting place: Farthest south of main continent

Nation Colour: Red-Purple

-don't fill this out-

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

Happiness:

1,2. Begin setting up a way to gather more food in the perilous jungle


 No.1888

Dice rollRolled 78 (1d100)

>>1879

(3rd roll)

Pray to the only true god for physical blessings


 No.1889

Dice rollRolled 37, 69, 13 = 119 (3d100)

>>1885

Nation name: The Sepulchri

Race: Spirits, with human lower class

Government: Theocratic Oligarchy

Laws and Policies: Herein are stated the Ten Commands of the Highest

>1 - Each citizen not act as legal representative without signified forethought

>2 - Each citizen will offer obeisance to the Stately Order

>3 - Each citizen will maintain their life-fee

>4 - Any act of murder, grievous theft, rape or sorcery upon another will result in a fine equal to the afflicted's life-fee

>5 - No citizen may commit acts of theft, blasphemy, apostasy, or infringement upon the Stately Order.

>6 - A member of the Custodi may not, without approved legal reason, take to themselves a mortal host.

>7 - Any citizen who commits an act of murder, rape, grievous theft, or sorcery against a host to a Custodi must pay the life fine of both the host and the Custodi

>8 - No citizen may take land or proper from another citizen unless they have approved legal reason, and have paid the land-fee of that property.

>9 - Any citizen who cannot afford to pay their own land fee to the Stately Order will have their property forfeit.

>10 - Any citizen who cannot afford to pay their own life-fee to the Stately Order will have their life forfeit.

Fluff: The Sepulchri is a collective of smaller theocratic states - all led by an undying spirit pontiff and its clerics of the same kin. Seeing the oneness of their worship, they conspired to unite their power, and enforce political rule with religious authority.

Organized around a heirarchal priestly system called the Stately Order, the Custodi, or clerics, sit at the middle. The top level of oligarhic high-pontiffs, the nameless servants of a divinity they call the Highest, control dogma and political activity from high. The lower class is composed of humans, as well as the occasional dwarf of elf, who live in service of the church and the Stately Order.

Every member has a life-fee based on its skills, and its upbringing. The spirits, having had much time to become skillfull and a high upbringing, have the heaviest life-fee. The lower classes must either work hard in a meritocratic fashion, or be born into a wealthy family, in a plutocratic fashion. Either way, a life-fee determine's a person's rights under the law, and their status in society.

Starting place:

Nation Colour: Grey

Active Military: civilians (40d1), Basic Spearmen (20d2)

Allies:

Enemies:

Tech: Agriculture, Copper, Currency, Mediumship

Buildings: Courthouse, Mine, Temples

Population: 60

Culture: 2

Happiness: 1

1/2 - Continue trying to fortify our largest city, Melin.

3 - Also work on herding. We need meat and we've got more grain than we know what to do with


 No.1890

Dice rollRolled 2, 1, 2, 2, 1, 1, 2, 2, 1, 2, 2, 1, 2, 2, 1, 2, 2, 1, 2, 2, 2, 2, 1, 2, 2, 2, 1, 1, 2, 2, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1 + 70 = 132 (40d2)

>>1879

>>>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

>>>-don't fill this out-

>>>Active Military: civilians (70d1), militia (40d2)

>>>Allies:

>>>Enemies:

>>>Tech: Agriculture, Copper, Livestock Domestication

>>>Buildings:

>>The Academy

>>>Population: 110

>>>Culture: 1

>>>Happiness: -1

1. roll to combat


 No.1891

Dice rollRolled 55, 29 = 84 (2d100)

>>1879

2. Build better-defended granaries

3. increase training for militas


 No.1892

Dice rollRolled 6, 87, 7 = 100 (3d100)

>>1885

Nation name: Dwarf Digging Guild

Government: Corporate

Laws and Policies: Dig where we say

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 (40d1), Pit Fighters (10d2)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons, Tin, Nickle, Weapon casts

Buildings: Farms, The Great Hole, Slums, The Pit, Cattle Ranches

Population: 50

Culture: 1

Happiness: 3

(I was thinking the old fashioned way between a man and a woman, but then again maybe by putting that roll towards a call for dorfs to be part of the second Digging Site for a new metal and which could become a second Hole with that 97 here >>1855 that you never gave me)

1 Get that Bronze ratio right

2 Put the Call out for more dwarves to come join the Digging Guild and make a good honest living

3 Keep training more Pit Fighters


 No.1893

Dice rollRolled 71, 64, 31 = 166 (3d100)

>>1885

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 (49d1)

Allies:

Enemies:

Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper, Frog Husbandry

Buildings: Semi-subteraneal Houses, Wetlands,

Population: 49

Culture:

Happiness: 2

1/2/3: Ohhh bollocks, okay, let's get back to the fact we've somehow forgotten how to put the fishing pole into the fishing hole for a moment and launch a full scale search for that bloody thing. Capture it if you can, but kill it if you must.


 No.1894

Dice rollRolled 4, 76, 85 = 165 (3d100)

>>1885

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 (40d2)

>Tech: Basic heat magic, basic agriculture, copper, Writing & Alphabet: Cuni-form

>Population: 40

>Buildings: Farms, Houses, Silos, Firing Range

>Culture: 2

>Happiness: -2

ACTIONS

1-3: Build the world's first ziggurat.


 No.1895

File: 1435383272018.png (43.89 KB, 1420x657, 1420:657, 006.png)

Dice rollRolled 4 (1d8)

>>1886

you create hunting seasons and areas so that you get more food. Happiness: 0 (it should've been -1 that turn, also your population should be 60, that's my bad)

>>1887

You create farms within the jungles to grow more than what you can scavenge. Buildings: Farms

>>1889

You create fortifications. Buildings: Courthouse, Mine, Temples, Fortifications (1d3 when defending)

>>1890

You defeat the creature with no loss of life, however one of the militia was injured but will be back on her feet in no time

You build granaries and can now support more population. Happiness: 0. Buildings: Granaries

>>1892

A great forge disaster occurs killing 3 forge workers. Population: 47. Active Military: civilians (37d1), Pit Fighters (10d2)

Some Dwarves heed the call and join you. Population: 57. Active Military: civilians (47d1), Pit Fighters (10d2)

A particularily bloody match has one of the training pit fighters kill off the others that were in training. Population: 48. Active Military: civilians (37d1), Pit Fighters (10d2), Pit Champion (1d3)

>>1893

You go out into the swamp and find that the frog has bread faster than you thought possible, all of the eggs you find are stretching as the unhatched are bigger than ever before. He has also eaten all other male frogs and their offspring. You eventually track him down and he is twice the size he was before. roll for combat

>>1894

You hunt down savage humans and force them to build ziggurats. They are overworked and die upsetting their owners however the new building makes up for it. No happiness lost or gained. Buildings: Farms, Houses, Silos, Firing Range, ziggurat. Culture: 3


 No.1896

Dice rollRolled 80, 95, 25 = 200 (3d100)

>>1895

>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 (70d1), militia (40d2)

>Allies:

>Enemies:

>Tech: Agriculture, Copper, Livestock Domestication

>Buildings:

>>The Academy

>>granairy

>Population: 110

>Culture: 1

>Happiness: 0

1. develop fermented beverages from grain

2. encourage breeding, for pop increase

3. use the academy to research new farming tools.


 No.1897

>>1895

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 (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

Happiness:


 No.1898

Dice rollRolled 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 = 49 (49d1)

>>1895

>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 (49d1)

>Allies:

>Enemies:

>Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper, Frog Husbandry

>Buildings: Semi-subteraneal Houses, Wetlands,

>Population: 49

>Culture:

>Happiness: 2

1. Combaaaat!


 No.1899

Dice rollRolled 75, 27, 92 = 194 (3d100)

>>1895

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.

Starting place: In a swamp, probably near a jungle or in one

Nation Colour: Red

Active Military: Civilians (50d2); Shaman (9d5); Head Shaman (1d20)

Allies:

Enemies:

Tech: Basic agriculture; Copper; Basic Nature Magic

Buildings: Root Houses; Town Center

Population: 60

Culture:

Happiness: 0

1-2; Train further in the art of nature magic

3; Expand territory south east


 No.1900

File: 1435422051323.jpg (36.51 KB, 450x600, 3:4, 11001955 11000842 Chestpla….JPG)

>>1895

Nation name: Dwarf Digging Guild

Government: Corporate

Laws and Policies: Dig where we say

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 (37d1), Pit Fighters (10d2), Pit Champion (1d3)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons, Tin, Nickle, Weapon casts

Buildings: Farms, The Great Hole, Slums, The Pit, Cattle Ranches

Population: 48

Culture: 1

Happiness: 3

1 Call for more dwarfs to join the Guild, "Enter the Pit for a chance at Glory"

2 Continue to work on the Bronze ratio we are so close

3 Next is armor, Chest-plate casts, though fitting, shaping, cushioning, adding of straps and bolts will still take time we can cut down on the time it takes with these new casts.


 No.1901

Dice rollRolled 62, 80, 10 = 152 (3d100)

>>1900


 No.1902

Dice rollRolled 66, 33, 3 = 102 (3d100)

>>1895

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 (40d2)

>Tech: Basic heat magic, basic agriculture, copper, Writing & Alphabet: Cuni-form

>Population: 40

>Buildings: Farms, Houses, Silos, Firing Range, Ziggurat

>Culture: 3

>Happiness: -2

ACTIONS

1-3: Try to learn metal-working, specifically, copper-working.


 No.1903

Dice rollRolled 80, 56, 80 = 216 (3d100)

>>1895

Nation name: Kronovia

Race: Elves(with skin colors all over the color spectrum)

Government: Broodmother Matriarchy

Laws and Policies:

>Do not kill your sisters without need

>The Broodmother is your lord, and Volsvin is your savior

>Be strong and fast at all times

>Crush those who oppose you

Fluff: A race of soldiers and warriors with only one gender and two genitalia, the Kronovians are a race of brutally cunning females with little care for those not of your race. They believe that there is only one true male being, the high god Volsvin(pic related)and worship him fervently.

Starting place: Farthest south of main continent

Nation Colour: Red-Purple

-don't fill this out-

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings: Farm

Population: 50

Culture:

Happiness:

1,2. Domesticate the animals of the jungle

3. Learn how to make metal weapons


 No.1904

File: 1435485948980.png (44.37 KB, 1420x657, 1420:657, 007.png)

>>1896

you create alcohol. Tech: Agriculture, Copper, Livestock Domestication, Alcohol. Culture: 2. Happiness: 1

Your people have a fertility festival, not only does it attract people from outside Kuu, many get pregnant. Active Military: civilians (120d1), militia (40d2). Population: 160. Culture: 3. Happiness: 2

>>1897

Buildings: Temple Libraries

Culture: 1

>>1898

you defeat the great frog unfortunately having to kill it but you're sure that there will be many more once the eggs hatch. You lose a civilian to the frogs maw in the attack. Active Military: civilians (48d1). Population: 48

>>1899

You train harder in nature magic but haven't unlocked much more potential. Nature Magic 1/3

>>1900

The chance of fame intrigues beings of a more agressive nature and soon you have orcs living amongst your people. Active Military: civilians (47d1), Pit Fighters (10d2), Pit Champion (1d3). Population: 58

You finally manage to create a stronger metal. Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons, Tin, Nickle, Weapon casts, Bronze

you find it difficult to create an armour cast that would fit all you soldiers

>>1902

You already have copper working. That's what the tech is for

>>1903

You domesticate the tapirs. Tech: Basic agriculture, Copper, Tapir Domestication

You use your knowledge of copper to create spears with copper heads. Tech: Basic agriculture, Copper, Tapir Domestication, Copper Spears


 No.1905

Dice rollRolled 6, 99, 16 = 121 (3d100)

Nation name: Kronovia

Race: Elves(with skin colors all over the color spectrum)

Government: Broodmother Matriarchy

Laws and Policies:

>Do not kill your sisters without need

>The Broodmother is your lord, and Volsvin is your savior

>Be strong and fast at all times

>Crush those who oppose you

Fluff: A race of soldiers and warriors with only one gender and two genitalia, the Kronovians are a race of brutally cunning females with little care for those not of your race. They believe that there is only one true male being, the high god Volsvin(pic related)and worship him fervently.

Starting place: Farthest south of main continent

Nation Colour: Red-Purple

-don't fill this out-

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Tapir Domestication, Copper Spears

Buildings:

Population: 50

Culture:

Happiness:

1,2,3. Attempt to activate our own internal mental powers(Activate/Gain Psionic powers)


 No.1906

File: 1435506365576.jpg (19.19 KB, 450x449, 450:449, HopliteShield.jpg)

Dice rollRolled 23, 40, 63 = 126 (3d100)

>>1904

Nation name: Dwarf Digging Guild

Government: Corporate

Laws and Policies: Dig where we say

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 (47d1), Pit Fighters (10d2), Pit Champion (1d3)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons, Tin, Nickle, Weapon casts, Bronze

Buildings: Farms, The Great Hole, Slums, The Pit, Cattle Ranches

Population: 58

Culture: 1

Happiness: 3

1 An all fitting chestplate may have been ambitious, a Shield Cast however would mean large strong shields out of bronze that would offer equal if not more protection then chest plates, and let us arm more Figthers

2 Out of the piles of stone and dirt we dug out to make The Great Hole there may be some limestone we could make use of for building if we knew how to split the stone to make blocks

3 Train those Orcs and any other promising fighters, the weapon casts should make it easier to arm our military


 No.1907

Dice rollRolled 23, 37, 81 = 141 (3d100)

>>1904

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 (50d2); Shaman (9d5); Head Shaman (1d20)

Allies:

Enemies:

Tech: Basic agriculture; Copper; Basic Nature Magic

Buildings: Root Houses; Town Center

Population: 60

Culture:

Happiness: 0

1-3; Train nature magic, have a festival in the middle showing the prowess of our shaman and a beautiful display


 No.1908

Dice rollRolled 87, 90, 94 = 271 (3d100)

>>1904

>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 (48d1)

>Allies:

>Enemies:

>Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper, Frog Husbandry

>Buildings: Semi-subteraneal Houses, Wetlands,

>Population: 48

>Culture:

>Happiness: 2

1/2: It's very obvious this misfortune is a sign from the gods. They are displeased that we have not increased our numbers. Fear not, the elders have an idea! A grand festival of fertility! Let us love and be loved, and let it be known all children born of this time are blessed of the gods.

3. Okay, let's be a liiiiittle more careful with how we breed these frogs this time, not TOO big, and not TOO mean.


 No.1909

Dice rollRolled 35, 28, 32 = 95 (3d100)

>>1895

Nation name: The Sepulchri

Race: Spirits, with human lower class

Government: Theocratic Oligarchy

Laws and Policies: Herein are stated the Ten Commands of the Highest

>1 - Each citizen not act as legal representative without signified forethought

>2 - Each citizen will offer obeisance to the Stately Order

>3 - Each citizen will maintain their life-fee

>4 - Any act of murder, grievous theft, rape or sorcery upon another will result in a fine equal to the afflicted's life-fee

>5 - No citizen may commit acts of theft, blasphemy, apostasy, or infringement upon the Stately Order.

>6 - A member of the Custodi may not, without approved legal reason, take to themselves a mortal host.

>7 - Any citizen who commits an act of murder, rape, grievous theft, or sorcery against a host to a Custodi must pay the life fine of both the host and the Custodi

>8 - No citizen may take land or proper from another citizen unless they have approved legal reason, and have paid the land-fee of that property.

>9 - Any citizen who cannot afford to pay their own land fee to the Stately Order will have their property forfeit.

>10 - Any citizen who cannot afford to pay their own life-fee to the Stately Order will have their life forfeit.

Fluff: The Sepulchri is a collective of smaller theocratic states - all led by an undying spirit pontiff and its clerics of the same kin. Seeing the oneness of their worship, they conspired to unite their power, and enforce political rule with religious authority.

Organized around a heirarchal priestly system called the Stately Order, the Custodi, or clerics, sit at the middle. The top level of oligarhic high-pontiffs, the nameless servants of a divinity they call the Highest, control dogma and political activity from high. The lower class is composed of humans, as well as the occasional dwarf of elf, who live in service of the church and the Stately Order.

Every member has a life-fee based on its skills, and its upbringing. The spirits, having had much time to become skillfull and a high upbringing, have the heaviest life-fee. The lower classes must either work hard in a meritocratic fashion, or be born into a wealthy family, in a plutocratic fashion. Either way, a life-fee determine's a person's rights under the law, and their status in society.

Starting place:

Nation Colour: Grey

Active Military: civilians (40d1), Basic Spearmen (20d2)

Allies:

Enemies:

Tech: Agriculture, Copper, Currency, Mediumship

Buildings: Courthouse, Fortifications (1d3 when defending), Mine, Temples

Population: 60

Culture: 2

Happiness: 1

1/2 - Back to Herding. Cattle and sheep, ideally.

3 - Continue selectively marrying off the populace to raise the collective suitability of Hosts.


 No.1910

Dice rollRolled 23, 40, 1 = 64 (3d100)

>>1904

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 (40d2)

>Tech: Basic heat magic, basic agriculture, copper, Writing & Alphabet: Cuni-form

>Population: 40

>Buildings: Farms, Houses, Silos, Firing Range, Ziggurat

>Culture: 3

>Happiness: -2

ACTIONS

1-3: Convene a council of Beholders to determine who our recognized gods are and to formalize beholder religion. Request the presence of an elder orb to supervise this council.

note: Elder orb caste beholders live much, muuuuuch longer than a normal beholder, and their eyes have sorcerer abilities instead of mage abilities, thats the main differences. Nimble may of course fiat however he likes, just an FYI though.


 No.1911

Dice rollRolled 88, 19, 88 = 195 (3d100)

>>1904

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 (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings: Temple Libraries

Population: 50

Culture: 1

Happiness:

1-3. Build Farms


 No.1912

Dice rollRolled 11, 14, 53 = 78 (3d100)

>>1904

>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 (120d1), militia (40d2)

>Allies:

>Enemies:

>Tech: Agriculture, Copper, Livestock Domestication, irrigation, alcohol

>Buildings:

>>The Academy

>>granairy

>Population: 160

>Culture: 3

>Happiness: 2

1. Develop a syllabary to record our language in written form

2. send settlers to the south, around the bay to expand our territory

3. Construct new farms in our territory


 No.1913

>>1905

you find that the repression of the psionics has caused it to distort and corrupt. For some this has had a deadly effect ending in spontaneous combustion or exploding minds. Active Military: civilians (40d1). Population: 40

>>1906

some impurities have made the shield casts useless

you learn how to split limestone. Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons, Tin, Nickle, Weapon casts, Bronze, Limestone

You single out the elites from the others creating a new class of fighters and altering another. Active Military: civilians (40d1), Pit Fighters (10d2), Pit Champions (3d3) Pit Orcs (5d3)

>>1907

Recruit the public into learning the shaman arts through displays. Active Military: Civilians (50d2); Shaman (14d5); Head Shaman (1d20)

>>1908

fertility festival is a hit. Population: 68. Active Military: civilians (68d1)

you cannot find any smaller, less mean frogs anymore. It would seem that they have been completely killed off from your territory, only the offspring of the great frog. However you do manage to tame them. Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper, Frog Husbandry, Dire-Frog Domestication

>>1909

you train sheppards and domesticate young lambs which soon become full grown sheep.

Active Military: civilians (45d1), Basic Spearmen (20d2). Population: 65

>>1910

You create a religion for your people. Tech: Basic heat magic, basic agriculture, copper, Writing & Alphabet: Cuni-form, Religion. Culture: 4.

This religion however bans many things that your people enjoy and sentences a lot of them to death for sins they have commited. Active Military: civilians (30d2). Population: 30. Happiness: -4

>>1911

Your people create farms allowing them all to prevent hunger. Buildings: Temple Libraries, Farms. Happiness: 1

>>1912

You construct farms, finally being able to feed all of your people. Buildings: The Academy, Farms. Happiness: 3


 No.1914

Dice rollRolled 7, 23, 81 = 111 (3d100)

>>1912

>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 (120d1), militia (40d2)

>Allies:

>Enemies:

>Tech: Agriculture, Copper, Livestock Domestication, irrigation, alcohol

>Buildings:

>>The Academy

>>Granairy

>>Farms

>Population: 160

>Culture: 3

>Happiness: 3

1. Develop a syllabary to record our language in written form

2. send settlers to the south, around the bay to expand our territory

3. Hold another fertility festival, to increase numbers.


 No.1915

Dice rollRolled 63, 37, 56 = 156 (3d100)

>>1913

Nation name: The Sepulchri

Race: Spirits, with human lower class

Government: Theocratic Oligarchy

Laws and Policies: Herein are stated the Ten Commands of the Highest

>1 - Each citizen not act as legal representative without signified forethought

>2 - Each citizen will offer obeisance to the Stately Order

>3 - Each citizen will maintain their life-fee

>4 - Any act of murder, grievous theft, rape or sorcery upon another will result in a fine equal to the afflicted's life-fee

>5 - No citizen may commit acts of theft, blasphemy, apostasy, or infringement upon the Stately Order.

>6 - A member of the Custodi may not, without approved legal reason, take to themselves a mortal host.

>7 - Any citizen who commits an act of murder, rape, grievous theft, or sorcery against a host to a Custodi must pay the life fine of both the host and the Custodi

>8 - No citizen may take land or proper from another citizen unless they have approved legal reason, and have paid the land-fee of that property.

>9 - Any citizen who cannot afford to pay their own land fee to the Stately Order will have their property forfeit.

>10 - Any citizen who cannot afford to pay their own life-fee to the Stately Order will have their life forfeit.

Fluff: The Sepulchri is a collective of smaller theocratic states - all led by an undying spirit pontiff and its clerics of the same kin. Seeing the oneness of their worship, they conspired to unite their power, and enforce political rule with religious authority.

Organized around a heirarchal priestly system called the Stately Order, the Custodi, or clerics, sit at the middle. The top level of oligarhic high-pontiffs, the nameless servants of a divinity they call the Highest, control dogma and political activity from high. The lower class is composed of humans, as well as the occasional dwarf of elf, who live in service of the church and the Stately Order.

Every member has a life-fee based on its skills, and its upbringing. The spirits, having had much time to become skillfull and a high upbringing, have the heaviest life-fee. The lower classes must either work hard in a meritocratic fashion, or be born into a wealthy family, in a plutocratic fashion. Either way, a life-fee determine's a person's rights under the law, and their status in society.

Starting place:

Nation Colour: Grey

Active Military: civilians (45d1), Basic Spearmen (20d2)

Allies:

Enemies:

Tech: Agriculture, Copper, Currency, Herding, Mediumship

Buildings: Courthouse, Fortifications (1d3 when defending), Mine, Temples

Population: 65

Culture: 2

Happiness: 1

1 - Enhance our mediumship skills, to bring a closer connection between the populace and the Custodi.

2/3 - A writing and filing system to track fees, taxes and property would be a boon to our nation. With it, we will have an edge over less civilized regions and be able to more efficiently gather resources!


 No.1916

Dice rollRolled 28, 75, 90 = 193 (3d100)

>>1913

Nation name: Dwarf Digging Guild

Government: Corporate

Laws and Policies: Dig where we say

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 (40d1), Pit Fighters (10d2), Pit Champion (3d3), Pit Orcs (5d3)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons, Tin, Nickle, Weapon casts, Bronze, Limestone

Buildings: Farms, The Great Hole, Slums, The Pit, Cattle Ranches

Population: 58

Culture: 1

Happiness: 3

1 Build a Healing Temple out of limestone, we will bring learning to The Great Hole and our fighters could use some healers to keep them in fighting form

2 The Shield Casts. Large round bronze shields made efficiently

3 With all these fighters we can have a big show! People coming from all around to be entertained, then we can get more wealthy Dwarfs and glory-hound Orcs to join the Guild


 No.1917

Dice rollRolled 68, 49, 52 = 169 (3d100)

>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 (68d1)

>Allies:

>Enemies:

>Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper, Frog Husbandry, Dire Frog Domestication

>Buildings: Semi-subteraneal Houses, Wetlands,

>Population: 68

>Culture:

>Happiness: 2

1: Begin training some of our braver hunters to ride these mighty direfrogs! They shall be backbone of our people's military forces!

2: Try and see if we can find some sturdier metals than copper on our island.

3: Begin converting one of the trees into a temple to the Fertility Goddess in thanks for our baby boom.


 No.1918

Dice rollRolled 64, 39, 58 = 161 (3d100)

>>1913

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 (50d2); Shaman (14d5); Head Shaman (1d20)

Allies:

Enemies:

Tech: Basic agriculture; Copper; Basic Nature Magic

Buildings: Root Houses; Town Center

Population: 60

Culture:

Happiness: 0

1-2; Create Oyster, clams, and others of those types farms using nature magic to assist in rounding them up and creating the breeding pens for them

3; Train Nature magic 1/3


 No.1919

Dice rollRolled 4, 82, 10 = 96 (3d100)

>>1913

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 (40d2)

>Tech: Basic heat magic, basic agriculture, copper, Writing & Alphabet: Cuni-form, Formalized Religion

>Population: 40

>Buildings: Farms, Houses, Silos, Firing Range, Ziggurat

>Culture: 4

>Happiness: -4

ACTIONS

1-3: Give everybeholder copper roof-tiles. This is free and costs them neither pledges nor money, though they do have to put them on their own homes.


 No.1921

Dice rollRolled 44, 7, 56 = 107 (3d100)

>>1913

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 (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings: Temple Libraries, Farms

Population: 50

Culture: 1

Happiness: 1

1-3. Explore the surrounding area for unique resources.


 No.1922

File: 1435678625820.png (44.62 KB, 1420x657, 1420:657, 008.png)

>>1914

a form of writing greatly seperated the upper class from the lower class as only the upper class can read. Many of the lower class are considered less important. Happiness: 1. Tech: Agriculture, Copper, Livestock Domestication, Irrigation, Alcohol, Writing and Alphabet

you hold another fertility festival. Active Military: civilians (130d1), militia (40d2). Population: 170

>>1915

Your populace becomes closer to the Custodi and they can now sense eachothers presence even when either wish not to be. Tech: Agriculture, Copper, Currency, Herding, Advanced Mediumship

You gain the ability to read and write. Tech: Agriculture, Copper, Currency, Herding, Advanced Mediumship

>>1916

You create a temple of healing. Buildings: Farms, The Great Hole, Slums, The Pit, Cattle Ranches, Healing Temple. Happiness: 4

The casts are finally made correctly. Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons, Tin, Nickle, Weapon casts, Bronze, Limestone, Shield Casts

You begin showing off your fighters. While not many people from outside come to watch, many non-fighters enjoy the show. Culture: 2 Happiness: 4

>>1917

You now have frog back fighters. Active Military: civilians (63d1), Frogback riders (5d3)

You find tin and nickle. Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper, Frog Husbandry, Dire Frog Domestication, Tin, Nickle

You now have a temple. Buildings: Semi-subteraneal Houses, Wetlands, Fertility Temple. Culture:1

>>1918

using your magic you create shellfish farms. Buildings: Root Houses; Town Center, Shellfish Farms

Nature magic 2/3

>>1919

All the beholders are forced to have copper roofs, some don't like it. It's the straw that broke the camel's back and they start to revolt Happiness: -5

>>1921

all around you is wilderness. Nothing of interest


 No.1923

Dice rollRolled 97, 36, 48 = 181 (3d100)

>>1922

Nation name: Dwarf Digging Guild

Government: Corporate

Laws and Policies: Dig where we say

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 (40d1), Pit Fighters (10d2), Pit Champion (3d3), Pit Orcs (5d3)

Allies:

Enemies:

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

Buildings: Farms, The Great Hole, Slums, The Pit, Cattle Ranches, Healing Temple

Population: 58

Culture: 2

Happiness: 5

1 Expand

2 Update the standard of our military with state of the art bronze weapons and shields

3 Build a limestone wall around the Great Hole


 No.1924

Dice rollRolled 49, 35, 86 = 170 (3d100)

>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 (63d1), Frogback Riders (5d3)

>Allies:

>Enemies:

>Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper, Frog Husbandry, Dire Frog Domestication, Tin, Nickle

>Buildings: Semi-subteraneal Houses, Wetlands, Fertility Temple

>Population: 68

>Culture: 1

>Happiness: 2

1. See about establishing a mine for our new metals, keep an eye for any other deposits of the stuff we can find.

2. Have a couple of the Frog Riders scout out the rest of our island.

3. Begin construction of a fitting palace for our King and his noble line.


 No.1925

Dice rollRolled 91, 71, 63 = 225 (3d100)

>>1922

Nation name: The Sepulchri

Race: Spirits, with human lower class

Government: Theocratic Oligarchy

Laws and Policies: Herein are stated the Ten Commands of the Highest

>1 - Each citizen not act as legal representative without signified forethought

>2 - Each citizen will offer obeisance to the Stately Order

>3 - Each citizen will maintain their life-fee

>4 - Any act of murder, grievous theft, rape or sorcery upon another will result in a fine equal to the afflicted's life-fee

>5 - No citizen may commit acts of theft, blasphemy, apostasy, or infringement upon the Stately Order.

>6 - A member of the Custodi may not, without approved legal reason, take to themselves a mortal host.

>7 - Any citizen who commits an act of murder, rape, grievous theft, or sorcery against a host to a Custodi must pay the life fine of both the host and the Custodi

>8 - No citizen may take land or proper from another citizen unless they have approved legal reason, and have paid the land-fee of that property.

>9 - Any citizen who cannot afford to pay their own land fee to the Stately Order will have their property forfeit.

>10 - Any citizen who cannot afford to pay their own life-fee to the Stately Order will have their life forfeit.

Fluff: The Sepulchri is a collective of smaller theocratic states - all led by an undying spirit pontiff and its clerics of the same kin. Seeing the oneness of their worship, they conspired to unite their power, and enforce political rule with religious authority.

Organized around a heirarchal priestly system called the Stately Order, the Custodi, or clerics, sit at the middle. The top level of oligarhic high-pontiffs, the nameless servants of a divinity they call the Highest, control dogma and political activity from high. The lower class is composed of humans, as well as the occasional dwarf of elf, who live in service of the church and the Stately Order.

Every member has a life-fee based on its skills, and its upbringing. The spirits, having had much time to become skillfull and a high upbringing, have the heaviest life-fee. The lower classes must either work hard in a meritocratic fashion, or be born into a wealthy family, in a plutocratic fashion. Either way, a life-fee determine's a person's rights under the law, and their status in society.

Starting place:

Nation Colour: Grey

Active Military: civilians (45d1), Basic Spearmen (20d2)

Allies:

Enemies:

Tech: Advanced Mediumship, Agriculture, Copper, Currency, Herding, Writing

Buildings: Courthouse, Fortifications (1d3 when defending), Mine, Temples

Population: 65

Culture: 2

Happiness: 1

1 - With our understanding of copper, we should expand it to its obvious end - why smelt only coins and jewelry? Weapons are a more suitable purpose.

2/3 - Begin expanding our territory afterwards. All shall be kept under the eternal vigil of the Highest.


 No.1927

Dice rollRolled 37, 35, 78 = 150 (3d100)

>>1922

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 (50d2); Shaman (14d5); Head Shaman (1d20)

Allies:

Enemies:

Tech: Basic agriculture; Copper; Basic Nature Magic

Buildings: Root Houses; Town Center; Shellfish Farms

Population: 60

Culture:

Happiness: 0

1-2; Finish advancing our proficiency in nature magic

3; It's hard in the swamp, but with the assistance of nature magic, expand the copper mine deeper in the ground to find any other different metals


 No.1928

Dice rollRolled 27, 74, 80 = 181 (3d100)

>>1922

>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 (130d1), militia (40d2)

>Allies:

>Enemies:

>Tech: Agriculture, Copper, Livestock Domestication, irrigation, alcohol, alphabet and writing,

>Buildings:

>>The Academy

>>Grainary

>>Farms

>Population: 170

>Culture: 3

>Happiness: 1

1. establish schools in each village, to be run by the priests, for the education of all who care to learn.

2. Experiment with harder and stronger metals for farm tools

3. Construct new farms in the recently-settled areas.


 No.1929

>>1922

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 (40d2)

>Tech: Basic heat magic, basic agriculture, copper, Writing & Alphabet: Cuni-form, Formalized Religion

>Population: 40

>Buildings: Farms, Houses, Silos, Firing Range, Ziggurat

>Culture: 4

>Happiness: -5

(free) - Elected Monarch abdicates. Elite beholders call for a new election. The elected monarch is given to the rebels to do with as they like. This is the custom when an unfit ruler causes a rebellion.


 No.1932

Dice rollRolled 24, 14, 49 = 87 (3d100)

>>1922

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 (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings: Temple Libraries, Farms

Population: 50

Culture: 1

Happiness: 1

1-3. Set up a logging camp, for wood.


 No.1933

>>1913

Why do I lose 10 pop when I had a 99?


 No.1934

>>1933

cuz you suck


 No.1935

File: 1435822197711.png (45.01 KB, 1420x657, 1420:657, 009.png)

>>1923

You hand out bronze weapons to your trained military. Active Military: civilians (40d1), Pit Fighters (10d3), Pit Champion (3d4), Pit Orcs (5d4)

You build a limestone wall around the Great Hole. Buildings: Farms, The Great Hole, Slums, The Pit, Cattle Ranches, Healing Temple, Limestone Wall

>>1924

You create mines for the Tin and Nickle. Buildings: Semi-subteraneal Houses, Wetlands, Fertility Temple, Tin Mine, Nickle Mine

Your civilization spans the entire island already

You begin creating an almighty palace 1/2

>>1925

You create spears of copper. Tech: Advanced Mediumship, Agriculture, Copper, Currency, Herding, Writing, Copper Spears

You expand to the south to the coast

>>1927

You become more proficient with nature magic but you can get better. Tech: Basic agriculture; Copper; Nature Magic

>>1928

you work with the only metal you know of, copper. You discover copper carbonate and copper oxide.

You create more farms

>>1929

The people are much happier with the Elected monarchs. Happiness: 0

>>1932

You create a logging camp and now have a source of lumber. Buildings: Temple Libraries, Farms, Logging Camp


 No.1936

Dice rollRolled 71, 70, 34 = 175 (3d100)

>>1935

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 (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings: Temple Libraries, Farms, Logging Camp

Population: 50

Culture: 1

1-3. Expand our territory

Happiness: 1


 No.1937

Dice rollRolled 77, 36, 87 = 200 (3d100)

>>1935

>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 (63d1), Frogback Riders (5d3)

>Allies:

>Enemies:

>Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper, Frog Husbandry, Dire Frog Domestication, Tin, Nickle

>Buildings: Semi-subteraneal Houses, Wetlands, Fertility Temple, Tin and Nickle Mines

>Population: 68

>Culture: 1

>Happiness: 2

1. Have another fertility festival!

2. Keep working on the palace!

3. See about any kind of applications for our metals. Perhaps in conjuction with our copper?


 No.1938

Dice rollRolled 63, 69, 34 = 166 (3d100)

>>1935

Nation name: The DD Guild

Government: Corporate

Laws and Policies: Dig where we say

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 (40d1), Pit Fighters (10d2), Pit Champion (3d3), Pit Orcs (5d3)

Allies:

Enemies:

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

Buildings: Farms, The Great Hole, Slums, The Pit, Cattle Ranches, Healing Temple

Population: 58

Culture: 2

Happiness: 5

New Law - The Dwarf Digging Guild is renamed The DD Guild

1 Expand

23 Call for people from our new territory to join the Guild. "You can learn to make bronze, you can learn to heal the wounded you can watch fights in The Pit if you join The Guild!"


 No.1939

Dice rollRolled 20, 87, 25 = 132 (3d100)

>>1935

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 (50d2); Shaman (14d5); Head Shaman (1d20)

Allies:

Enemies:

Tech: Basic agriculture; Copper; Nature Magic

Buildings: Root Houses; Town Center; Shellfish Farms

Population: 60

Culture:

Happiness: 0

1-3; Establish a barracks and a forge next to it. Begin training about 20 warriors in use of copper swords and hammers and such


 No.1940

Dice rollRolled 96, 1, 1 = 98 (3d100)

Nation name: Kronovia

Race: Elves(with skin colors all over the color spectrum)

Government: Broodmother Matriarchy

Laws and Policies:

>Do not kill your sisters without need

>The Broodmother is your lord, and Volsvin is your savior

>Be strong and fast at all times

>Crush those who oppose you

Fluff: A race of soldiers and warriors with only one gender and two genitalia, the Kronovians are a race of brutally cunning females with little care for those not of your race. They believe that there is only one true male being, the high god Volsvin(pic related)and worship him fervently.

Starting place: Farthest south of main continent

Nation Colour: Red-Purple

-don't fill this out-

Active Military: civilians (40d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Tapir Domestication, Copper Spears

Buildings:

Population: 40

Culture:

Happiness:

1,2. Pop roll

3. Build storehousrs for food


 No.1941

File: 1435881074034.gif (1.36 MB, 550x289, 550:289, surprise-face-gif.gif)


 No.1942

File: 1435881176543.jpg (85.96 KB, 331x506, 331:506, 1375499504920.jpg)


 No.1943

>>1940

>>1940

YES

YES

YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES


 No.1944

File: 1435887681476.jpg (149.6 KB, 700x400, 7:4, 1317752012505.jpg)


 No.1945

File: 1435893892221.jpg (69.63 KB, 930x834, 155:139, 1385088238427.jpg)


 No.1946

Dice rollRolled 96, 56, 100 = 252 (3d100)

>>1935

>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 (130d1), militia (40d2)

>Allies:

>Enemies:

>Tech: Agriculture, Copper, Livestock Domestication, irrigation, alcohol, alphabet and writing, copper carbonate and carbon oxide,

>Buildings:

>>The Academy

>>Grainary

>>Farms

>>More farms

>Population: 170

>Culture: 3

>Happiness: 1

1. continue to work on the establishment of schools

2. Hold another fertility festival, for population growth

3. conduct research on reddish rocks to see if they hold useful metals


 No.1947

Dice rollRolled 29, 7, 49 = 85 (3d100)

>>1935

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 (40d2)

>Tech: Basic heat magic, basic agriculture, copper, Writing & Alphabet: Cuni-form, Formalized Religion

>Population: 40

>Buildings: Farms, Houses, Silos, Firing Range, Ziggurat

>Culture: 4

>Happiness: 0

ACTIONS

1-3: Set up a copper-working school. Beholders may choose to enter it or not enter it, and it costs them nothing. This rule of being allowed to choose applies to any caste of beholders, but not non-beholder slaves.


 No.1948

File: 1435911065429.png (44.65 KB, 1420x657, 1420:657, 010.png)

>>1936

You expand onto the mainland

>>1937

The fertilty festival is another success. Active Military: civilians (75d1), Frogback Riders (5d3). Population: 80

The palace is completed. Buildings: Semi-subteraneal Houses, Wetlands, Fertility Temple, Tin and Nickle Mines, Almighty Palace. Culture: 2

You discover bronze. Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper, Frog Husbandry, Dire Frog Domestication, Tin, Nickle, Bronze

>>1938

You have united all the people of the surrounding territories. Dwarves and Orcs stand hand in hand under your banner. Active Military: civilians (57d1), Pit Fighters (10d2), Pit Champion (3d3), Pit Orcs (5d3). Population: 75

>>1939

Barracks and Forge have been built. Buildings: Root Houses; Town Center; Shellfish Farms, Barracks, Forge

>>1940

Your people spread the word about creating a larger amount of people. This soon became a greater amount of people and then a greater people then a greater race. They build giant storehouses where they keep their lesser-kin. Everyone that doesn't look like the majority are considered lesser-kin and after a short stay they are killed. Eventually the criteria for the lesser-kin become wider and wider leaving only few residents left. These last few elves couldn't run a government with just themselves and they're diplomacy devolved in to hatred and slaughter. The sole survivor was driven crazy with guilt and eventually killed himself.

GAME OVER

>>1946

Schools are built and they educate your people. Buildings: The Academy, Grainary, Farms, More farms, Schools. Culture: 4. Happiness: 2

The population continues to grow. Population: Active Military: civilians (160d1), militia (40d2). 200

You discover two metals. Iron and the incredible Ferronese. Ferronese is almost identical to Iron but it's much more durable and slightly heavier. It also have cloaking properties when powdered Ferronese is applied to a surface

>>1947

You build schools however the schools bring in many lower class Beholders which would be working the fields. This upsets the upper class as there is less productivity. Buildings: Farms, Houses, Silos, Firing Range, Ziggurat, Schools. Culture 5. Happiness: -1

With the culture you have tribes of monsters offer to trade with you the knowledge of illusion magic in exchange for work and protection


 No.1949

Dice rollRolled 46, 70, 90 = 206 (3d100)

>>1948

>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 (160d1), militia (40d2)

>Allies:

>Enemies:

>Tech: Agriculture, Copper, Livestock Domestication, irrigation, alcohol, alphabet and writing, copper carbonate and carbon oxide, Iron Working and Ferronese working,

>Buildings:

>>The Academy

>>Grainary

>>Farms

>>More farms

>>Schools

>Population: 200

>Culture: 4

>Happiness: 2

1. Develop farm implments with the newly discovered iron. Sharper tools will mean that three women can do the work that once took five to do, increasing crop yeilds per capita.

2. Build a network of roads between towns, to two ends: the first is to let food be moved around the country more easily, so that if one area experiences a poor harvest, they need not suffer greatly, and second, that troops can be better moved around the country in time of war.

3. Develop a currency, so that goods and services may be exchanged more easily, and specialization may take place.


 No.1950

File: 1435931409822.jpg (269.75 KB, 787x903, 787:903, tumblr_mmi76lwoWG1s3tm36o9….jpg)

Nation name: Kibrilon

Race: Aderek(race of monsters)

Government: Absolute Monarchy

Laws and Policies:

>Only the strong survive

>Take what is yours but give what is not

>Obey only those stronger than you

Fluff: The Aderek are a race of extremely brutal monsters. They are very strong, and consider strength in all forms as vital. They do lack high intelligence, and tend to be feral as a whole.

Starting place:

Nation Colour: Red-Purple

-don't fill this out-

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

Happiness:


 No.1951

Dice rollRolled 62, 50, 87 = 199 (3d100)

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 (75d1), Frog Riders (5d3)

Allies:

Enemies:

Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper, Frog Husbandry, Dire Frog Domestication, Tin, Nickle, Bronze

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

Population: 80

Culture: 2

Happiness: 2

1. Experiment with utilizing the bronze we created, weapons or tools perhaps.

2. Train some more frog riders.

3. We need more food, let's go spear fishing!


 No.1953

Dice rollRolled 22, 63, 58 = 143 (3d100)

>>1948

Nation name: The DD Guild

Government: Corporate

Laws and Policies: Dig where we say

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 (57d1), Pit Fighters (10d3), Pit Champion (3d4), Pit Orcs (5d4)

Allies:

Enemies:

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

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

Population: 75

Culture: 2

Happiness: 5

(Forgot to change my military to their upgraded bronze rolls last update, have corrected that)

1 Expand, The Guild has a responsibility to invest in expansion to ultimately increase our chances bringing in more people and discovering new resources

2 To this endeavor we may one day need to expand to unclaimed land by ship or atleast have a better means of traveling and meeting people. With the bit of our territory that juts out into the sea we could have a natural Harbor that could shelter traveling boats and bring in new trade a great opportunity to make new relations. A Harbor benefiting from the natural enclosure of the land jutting out to the north

3 A Market would improve the economy, bringing the goods and services people seek to buy and sell to one place, it could attract outsiders looking to offer their own goods and after learning of our managing prowess join The Guild. Market.


 No.1954

Dice rollRolled 35, 67, 27 = 129 (3d100)

>>1948

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 (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings: Temple Libraries, Farms, Logging Camp

Population: 50

Culture: 1

Happiness: 1

1-3. Search for resources in our new land.


 No.1955

>>1948

Confused who is offering me what to trade, am I trading the magic for work and protection, or the work and protection for the magic?


 No.1956

Dice rollRolled 6, 30, 96 = 132 (3d100)

>>1948

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 (50d2); Shaman (14d5); Head Shaman (1d20)

Allies:

Enemies:

Tech: Basic agriculture; Copper; Nature Magic

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

Population: 60

Culture:

Happiness: 0

1-3; Pick out a strong, but more importantly, wise member to be The General and train 24 other civilians in copper armor, round shields, and gladius


 No.1963

File: 1436087240707.png (45.21 KB, 1420x657, 1420:657, 011.png)

>>1949

You develop iron hoes.

You build roads which also allows culture to spread faster and for loved ones to visit easier. Buildings: The Academy, Grainary, Farms, More farms, Schools, Roads. Culture: 5

A currency using stones and metals is developed. Tech: Agriculture, Copper, Livestock Domestication, Irrigation, Alcohol, Alphabet, Writing, Copper Carbonate, Carbon Oxide, Iron, Ferronese, Iron Hoes, Currency

>>1950

Active Military: civilians (50d3)

Culture: -2

>>1951

You develop bronze short swords. Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper, Frog Husbandry, Dire Frog Domestication, Tin, Nickle, Bronze, Bronze Short Swords

you train more frog riders to leap into battle. Active Military: civilians (70d1), Frog Riders (10d3)

You go spear fishing and get more food

>>1953

You build a harbour but your boats aren't very sophisticated and can't travel long distances.

You build a market which becomes well known throughout the land. Buildings: Farms, The Great Hole, Slums, The Pit, Cattle Ranches, Healing Temple, Limestone Wall, Harbour, Market. Culture: 3

>>1954

You discover a tin deposit. Tech: Basic agriculture, Copper, Tin

>>1955

They want to give you magic in return for work and protection that you provide to them

>>1956

you haven't learned how to create armor, shields or gladius so you train up civilians and give them each a chunk of refined copper. Active Military: Civilians (25d2); Shaman (14d5); Head Shaman (1d20), Soldiers (25d3), General (1d3)


 No.1964

Dice rollRolled 96, 85, 14 = 195 (3d100)

>>1963

>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 (160d1)]

[militia (40d2)]

>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

>Buildings:

[The Academy]

[Grainary]

[Farms]

[More farms]

[Schools]

[Roads]

>Population: 200

>Culture: 5

>Happiness: 2

1. make iron farm tools which can be converted into weapons, (such as scythes which can be made into glaives, pruning hooks which can be made into billhooks, and pitchforks which can be made into war forks) to increase the fighting capacity of the citizens and militia

2. watch the changing of the sky and the seasons to develop a calender, to tell our farmers when to sow and reap, to increase crop yields.

3. develop a number system which can be used to do basic arithmatic, geometry and algebra.


 No.1965

File: 1436089846859.jpg (16.99 KB, 236x436, 59:109, arm shield.jpg)

Dice rollRolled 31, 16, 34 = 81 (3d100)

>>1963

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 (25d2); Soldiers (24d3); General (1d3); Shaman (14d5); Head Shaman (1d20)

Allies:

Enemies:

Tech: Basic agriculture; Copper; Nature Magic

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

Population: 60

Culture:

Happiness: 0\

1-3; Use forge to make combine coppers into armaments along with a gladius and a shield blade to create vicious fighting style suiting to our nature


 No.1966

Dice rollRolled 52, 62, 52 = 166 (3d100)

>>1948

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 (40d2)

>Tech: Basic heat magic, basic agriculture, copper, Writing & Alphabet: Cuni-form, Formalized Religion

>Population: 40

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

>Culture: 4

>Happiness: -1

(free) Nix the current version of the offered deal, saying that only beholders of certain castes actually do labor like that, ask the monsters if there is something else they would take instead.

ACTIONS

1-3: Improve agriculture.


 No.1967

Dice rollRolled 26, 16, 31 = 73 (3d100)

>>1963

Nation name: The DD Guild

Government: Corporate

Laws and Policies: Dig where we say

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 (57d1), Pit Fighters (10d3), Pit Champion (3d4), Pit Orcs (5d4)

Allies:

Enemies:

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

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

Population: 75

Culture: 3

Happiness: 5

1 Coinage. Made with copper, nickle and bronze we will create a monetary system using coins backed by Guild products and services, these coins will have the likeness of leaders and pit champions

2 Search for a new metal, we can't let anything precious escape our sight

3 Improve the Slums. Reduce their taxes, show them how to carve out better homes, teach them that they can fight in the Pit or learn at the Temple, raise livestock and farm or take on a career as a business man apprentice of the Guild


 No.1968

Dice rollRolled 3, 51, 75 = 129 (3d100)

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 (70d1), Frog Riders (10d3)

Allies:

Enemies:

Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper, Frog Husbandry, Dire Frog Domestication, Tin, Nickle, Bronze, Bronze Short Swords

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

Population: 80

Culture: 2

Happiness: 2

1. Experimentally send two frog riders to one of the other islands to see what they can find.

2. Try and create tools to fell some of the trees we don't live in.

3. Try to train some of our citizens in defensive warfare, like a militia of sorts..


 No.1969

Dice rollRolled 73, 78, 95 = 246 (3d100)

>>1963

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 (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Tin

Buildings: Temple Libraries, Farms, Logging Camp

Population: 50

Culture: 1

Happiness: 1

1-3. Research the properties of tin and maybe mix it with some copper (research bronze)


 No.1970

Dice rollRolled 31, 64, 33 = 128 (3d100)

Nation name: Kibrilon

Race: Aderek(race of monsters)

Government: Absolute Monarchy

Laws and Policies:

>Only the strong survive

>Take what is yours but give what is not

>Obey only those stronger than you

Fluff: The Aderek are a race of extremely brutal monsters. They are very strong, and consider strength in all forms as vital. They do lack high intelligence, and tend to be feral as a whole.

Starting place:

Nation Colour: Red-Purple

-don't fill this out-

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture: -2

Happiness:

1. Pop roll

2. Domesticate feral monsters

3. Breed monsters meant to fight.


 No.1971

>>1964

through the teaching of agricultural tools you train your people to fight. Active Military: Civilians (160d2), militia (40d3)

you develop a calander and your farmers continuosly create food

>>1965

you develop armor and a bladed shield but you have difficulties with a sword for some reason. Active Military: Civilians (25d2); Soldiers (24d4); General (1d4); Shaman (14d5); Head Shaman (1d20). Tech: Basic agriculture; Copper; Nature Magic, Copper Armour, Copper Bladed Shield

>>1966

You improve your agriculture. Tech: Basic heat magic, Agriculture, Copper, Writing & Alphabet: Cuni-form, Formalized Religion

They are also willing to do mercenary work

>>1967

You put currency into circulation. Tech: Basic agriculture, Copper, Advanced digging techniques, Basic Logistic, Mine Wagons, Tin, Nickle, Weapon casts, Bronze, Limestone, Shied Casts, Currency

The slums are eventually renevated into a much more middle class area. They all have opportunities to better themselves now. Culture: 4. Happiness: 6

>>1968

The two frog riders don't return. Active Military: civilians (70d1), Frog Riders (8d3)

You develop two-man saws. Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper, Frog Husbandry, Dire Frog Domestication, Tin, Nickle, Bronze, Bronze Short Swords, Bronze Two-Man Saws

You train a militia on how to use bronze weapons. Active Military: civilians (60d1), Frog Riders (10d3), Militia (10d3)

>>1969

You create bronze. Tech: Basic agriculture, Copper, Tin, Bronze

>>1970

How do you encourage breeding?

You begin domesticating carrion crawlers. 1/2


 No.1972

Dice rollRolled 83, 61, 87 = 231 (3d100)

>>1971

Nation name: The DD Guild

Government: Corporate

Laws and Policies: Dig where we say

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 (57d1), Pit Fighters (10d3), Pit Champion (3d4), Pit Orcs (5d4)

Allies:

Enemies:

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

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

Population: 75

Culture: 4

Happiness: 6

123 Encourage breeding. A very special show is on at The Pit, and everyone and their lovers are welcome to come in and join the Orgy Show or just take your wife along to enjoy the show from afar either way it should get the juices flowing in The Great Hole.


 No.1973

File: 1436169045892.jpg (218.8 KB, 744x1074, 124:179, mirana_the_moon_priestess_….jpg)

Dice rollRolled 75, 57, 84 = 216 (3d100)

>>1971

>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 (160d2)]

[militia (40d3)]

>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: 200

>Culture: 5

>Happiness: 2

1, 2 and 3: Make the fertility festivals annual events to continuously increase population (i.e. every turn)


 No.1974

Dice rollRolled 7, 45, 77 = 129 (3d100)

>>1971

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 (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper, Tin, Bronze

Buildings: Temple Libraries, Farms, Logging Camp

Population: 50

Culture: 1

Happiness: 1

1&2. Create some Bronze spears and shields.

3. Then train a unit of spearmen for defense and monster hunting.


 No.1975

Dice rollRolled 95, 93, 72 = 260 (3d100)

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 (60d1), Frog Riders (8d3), Milita (10d3)

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

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

Population: 78

Culture: 2

Happiness: 2

1. Okay, lesson learned, obviously the salt water killed the frogs, so let's see if we can make some boats to go over there instead.

2. Train some more militiamen.

3. FERTILITY FEST


 No.1976

Dice rollRolled 59, 35, 25 = 119 (3d100)

>>1971

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 (40d2)

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

>Population: 40

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

>Culture: 4

>Happiness: -1

ACTIONs

(free) - Instruct the monsters that if we are to do mercenary work for them we are expecting to show no mercy and expecting to devour the slain. It would be ritually expected for our compatriot monsters to do the same. We are open to do the mercenary work, however, if it is something we feel that we can do.

1-3: Improve heat magic.


 No.1977

>>1972

You hold a mass orgy and many of your people fall pregnant. Active Military: civilians (107d1), Pit Fighters (10d3), Pit Champion (3d4), Pit Orcs (5d4). Population: 125

>>1973

The fertility festival becomes an annual thing. +50% pop each turn

>>1974

something goes wrong while smelting. A worker dies. Active Military: civilians (49d1). Population: 49.

You develop Bronze Shields. Tech: Basic agriculture, Copper, Tin, Bronze, Bronze Shields

You train a group of people to use these shields effectively. Active Military: civilians (39d1), Shield Men (10d1)

>>1975

You create seafaring water crafts. Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper, Frog Husbandry, Dire Frog Domestication, Tin, Nickle, Bronze, Bronze Short Swords, Bronze Two-Man Saws, Boats

more militia are trained. Active Military: civilians (45d1), Frog Riders (8d3), Milita (25d3)

You host another fertility festival and gain more population. Active Military: civilians (55d1), Frog Riders (8d3), Milita (25d3). Population: 88

>>1976

You misunderstand. They want to do mercenary work for you in exchange for shelter, food and protection against other civilizations. They are also willing to teach you illusion magic to sweeten the deal.

You get better at heat magic. Tech: Heat Magic, Agriculture, Copper, Writing & Alphabet: Cuni-form, Formalized Religion


 No.1978

Dice rollRolled 22, 93, 1 = 116 (3d100)

>>1977

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 (55d1), 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: 88

Culture: 2

Happiness: 2

1: Okay, now, let's send a group of ten militia guys over to one of the islands using the boats.

2: Make Fertility Fest a yearly thing (Original idea, copyrite Chamomile 2015, donut steel)

3: Let's work on selectively breeding our frogs again, guide them towards a sleeker, faster design that's more useful for scouting.


 No.1979

Dice rollRolled 44, 17, 92 = 153 (3d100)

>>1977

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) Shield Men (10d1)

Allies:

Enemies:

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

Buildings: Temple Libraries, Farms, Logging Camp

Population: 49

Culture: 1

Happiness: 1

1&2. Research bronze spears.

3. Give those shieldmen spears.


 No.1980

Dice rollRolled 2, 80, 41 = 123 (3d100)

>>1978

Nation name: The DD Guild

Government: Corporate

Laws and Policies: Dig where we say

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 (107d1), Pit Fighters (10d3), Pit Champion (3d4), Pit Orcs (5d4)

Allies:

Enemies:

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

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

Population: 125

Culture: 4

Happiness: 6

1 Annual Orgy in The Pit, since its now a fixed date the people can save up their strength and prepare good food and oils from the market in time for the next Orgy.

2 Recruit, train and arm Pit Orcs with bronze weapons and shields in The Pit

3 Now that we have reached the sea we can start fishing from the harbor


 No.1981

Dice rollRolled 41, 15, 5 = 61 (3d100)

>>1977

>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 (260d2)]

[militia (40d3)]

>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: 300

>Culture: 5

>Happiness: 2

1. Increase the militia percentage per village, so that every turn, a proportion of the new population is inducted into the militia.

2. Expand our territory to the east and the west.

3. Develop that number system.


 No.1982

Dice rollRolled 59, 90, 100 = 249 (3d100)

>>1971

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 (25d2); Soldiers (24d4); General (1d4); Shaman (14d5); Head Shaman (1d20)

Allies:

Enemies:

Tech: Basic agriculture; Copper; Nature Magic; Copper Armor; Copper Bladed Shield

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

Population: 60

Culture:

Happiness: 0

1-2; Develop Gladius

3; Finish training of new deadly swamp dancing style


 No.1983

>>1978

You base a calendar around the Fertility Feast. +15% pop per turn. Tech: Basic Agriculture, Copper, Copper Spears, Agriculture, Copper, Frog Husbandry, Dire Frog Domestication, Tin, Nickle, Bronze, Bronze Short Swords, Bronze Two-Man Saws, Boats, Calendar

You create two new breeds of mega frogs. One is three times the size of your people the other is twice the size of that however both of them are too aggresive to domesticate. Because of this, the breeders release them into the wilderness around you civilization and they breech your walls every year and eat some citizens. -4 pop each turn until they are driven to extinction.

>>1979

You develop bronze spears. Tech: Basic agriculture, Copper, Tin, Bronze, Bronze Shileds, Bronze Spears

Shieldmen are trained with spears. Active Military: civilians (49d1) Spear Men (10d2)

>>1980

Your people get confused without a calendar and begin wasting their food because they don't know when each Orgy is. Happiness: 5

You train more orcs. Active Military: civilians (107d1), Pit Fighters (10d3), Pit Champion (3d4), Pit Orcs (10d4)

You begin spear fishing

>>1981

Your people feel frightened due to the increasing population and the lack of peace keeping causing raising theft and assault. Happiness: 1

every year, 25 civilians are conscripted against their will. Happiness: 0

Arguments arise about number systems and multiple appear only confusing the people. Eventually all the systems developed are scrapped causing unrest. Happiness: -1

Your graineries begin to empty but you still have enough to feed the people, for now.

>>1982

You develop Copper Gladius. Tech: Basic agriculture; Copper; Nature Magic; Copper Armor; Copper Bladed Shield, Copper Gladius

You develop 3 different martial arts that can work for unarmed soldiers, dual weilding soldiers and soldiers with a sword and shield. It is comprised of easy, fluid movements that become popular with youths and soon even civilians know it well. Active Military: Civilians (25d3); Soldiers (24d5); General (1d5); Shaman (14d6); Head Shaman (1d21). Tech: Basic agriculture; Copper; Nature Magic; Copper Armor; Copper Bladed Shield, Copper Gladius, Martial Arts. Culture: 2. Happiness: 1


 No.1984

Dice rollRolled 16, 47, 59 = 122 (3d100)

>>1983

>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 (385d2)]

[militia (65d3)]

>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: 450

>Culture: 5

>Happiness: 2

1,2 and 3: expand into new lands to the North, East and West.


 No.1985

File: 1436276856545.jpg (259.33 KB, 1564x1600, 391:400, 1385073561392.jpg)

Hoping to join in.

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 maybe?

Nation Colour: Pink

Active Military: civilians (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

Happiness:


 No.1986

Dice rollRolled 88, 88, 97 = 273 (3d100)

>>1983

Nation name: The DD Guild

Government: Corporate

Laws and Policies: Dig where we say

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 (102d1), Pit Fighters (10d3), Pit Champion (3d4), Pit Orcs (10d4)

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: 4

Happiness: 5

123 The Tournament starts today, everyone is welcome to participate and those that make it past the preliminaries will become Pit Fighters and Pit Orcs and the tournament continues through not just 1v1 fights but group fights and obstacle courses then displays of skill with a multitude of weapons and those that make it past these rounds will be certified Champions. The Finale will be a team challenge where two teams with those remaining have to move through obstacles that require them to work together to reach the goal and become Pit Warriors. It will go year round changing the setup as needed so we don't need specific dates and once the Tournament is over we start right back up again with fresh recruits. Automatic Pit Recruitment.


 No.1987

>>1986

On second thought rename it The Pit Challenge or The Challenge


 No.1988

Dice rollRolled 32, 87, 10 = 129 (3d100)

>>1977

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 (40d2)

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

>Population: 40

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

>Culture: 4

>Happiness: -1

(free) - This is an arrangement we can tolerate, instruct the monster group to select a leadership body so that we can formally treaty with them.

ACTIONS

1-3: Hunt and reproduce.

In the TSR canon, beholders reproduced by slaying things then vomiting their offspring (multiple offspring, each roughly the size of a tennis ball) into the slain bodies, the tennis-ball sized newborns eating the body and each other until the few survivors are big enough to be independent.

Nimble may nix this if he wishes to or has some other means of reproduction in mind for the beholders.


 No.2001

Dice rollRolled 97, 14, 87 = 198 (3d100)

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 (55d1), 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: 88

Culture: 2

Happiness: 2

Effects: +15% Population Increase Per Turn

-4 Population Per Turn

1/2: Well…tits. OKAY! Let's find where THESE evil frog beasts went. This is what we get for tampering with Oolong's domain…

3: Find the best among the Frog Riders and appoint him as the captain of that particular branch of our forces.


 No.2002

Dice rollRolled 16, 62, 72 = 150 (3d100)

>>1983

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 our lands for interesting creatures or any living things of note.


 No.2003

>>1983

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 (24d5); 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

1-3; Claim land west


 No.2004

Dice rollRolled 7, 97, 69 = 173 (3d100)

>>2003

>>1983


 No.2006

File: 1436356353615.png (45.31 KB, 1420x657, 1420:657, 012.png)

>>1984

expanded

>>1985

Active Military: civilians (100d1)

Population: 100

>>1986

the Pit Challenge is wholly succesful. Culture: 5

+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

>>1988

You manage to convince some followers to go on a hunt to increase population because, let's face it, it sounds like a bit of fun. Active Military: civilians (50d2), Population: 50

>>2001

You progress in exterminating the mega frogs. Extinction 1/4

Active Military: civilians (55d1), Frog Riders (7d3), Milita (25d3), Frog Captain (1d3)

>>2002

You find a large troop of monkeys

>>2004

Your expansion is haulted when you come to a small nation of lizard men. They call themselves Quazecoatl's Blood.


 No.2007

File: 1436363028511.jpg (555.98 KB, 850x1227, 850:1227, sample_4d8483cda7c058db242….jpg)

Dice rollRolled 46, 44, 41 = 131 (3d100)

>Actions!

1. Seek out an great oasis or a river amidst the sands. It shall be the place where we found our city.

2. The tribes have always fought singly, alliances would never mix and mingle different species together. Now? Now that changes. We work together in all things, and to take back our lands we must learn to fight together.

3. There is one thing we have in abundance. Sand. See if we cannot make something of it. Maybe a building material?

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 maybe?

Nation Colour: Pink

Active Military: civilians (100d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 100

Culture:

Happiness:


 No.2008

>>2006

Nation name: The DD Guild

Government: Corporate

Laws and Policies: Dig where we say

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 (86d1), Pit Fighters (15d3), Pit Champion (6d4), Pit Orcs (15d4), Pit Warriors (3d5)

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

Law Change. 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.

123 Encourage immigration per turn. Criers to the harbor, the market and every corner of our territory and beyond "Come answer the challenge of the Pit you doughty warriors, you master fighters, you seekers of fortune and glory! The Guild welcomes all but the Challenge waits for no man! Become a citizen of the Guild and be a part of the prosperity of The Great Hole. You Pit Pilgrims who journey from afar to reach the most prosperous arena in all the land we welcome you" Pit Pilgrim immigrants per turn.

Alternative Announcement

"SUNDAY SUNDAY SUNDAY! THE PIT FINALE THE SUPER CHALLENGE THIS SUNDAY NIGHT ONLY AT THE PIT BE THERE OR BE SQUARE"


 No.2009

Dice rollRolled 98, 3, 13 = 114 (3d100)

>>2008


 No.2010

Dice rollRolled 47, 99, 11 = 157 (3d100)

15% of 88 = 14

-4= 10 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 (65d1), 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: 98

Culture: 2

Happiness: 2

Effects: +15% Population Increase Per Turn

-4 Population Per Turn

15% of 88 = 14

-4= 10

1/2/3: GET THOSE FROGS!


 No.2012

Dice rollRolled 96, 77, 24 = 197 (3d100)

>>2006

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

Not very interesting.

1-3. Expand!


 No.2013

Dice rollRolled 98, 11, 89 = 198 (3d100)

>>2006

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

ACTIONS

1-3: Expand.


 No.2014

>>2006

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 (24d5); 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

ech disgusting remove these disgusting mixed bloods, they're fucking giving me a migraine and their existence if a very afront to nature. Take their villages as our own though

Dice rolls momentarily


 No.2015

Dice rollRolled 2, 5, 2, 4, 3, 4, 2, 2, 3, 1, 2, 4, 4, 3, 5, 3, 2, 4, 2, 5, 3, 4, 1, 2, 2 = 74 (25d5)

>>2014

>>2006

Soldiers and General

>>2007

Is that a Tarantula Wasp?


 No.2016

Dice rollRolled 6, 5, 3, 6, 1, 1, 1, 6, 1, 4, 6, 4, 4, 6 = 54 (14d6)

>>2014

>>2006

Shaman


 No.2017

Dice rollRolled 11 (1d21)

>>2014

>>2006

Head Shaman


 No.2018

Dice rollRolled 3, 2, 1, 3, 1, 3, 1, 3, 1, 3 = 21 (10d3)

>>2014

>>2006

Some Civilians

Done now


 No.2019

Dice rollRolled 1, 1, 1, 2, 2, 1, 1, 2, 2, 2, 1, 2, 2, 1, 1, 2, 2, 1, 2, 2, 1, 2, 1, 2, 2, 2, 2, 1, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 1, 1, 2, 2, 1, 2, 2, 1, 1, 2, 1, 2 = 81 (50d2)

Rolling for defense of the absent Quazecoatl's Blood


 No.2020

File: 1436414525846.png (30.1 KB, 320x320, 1:1, Ikana.png)

>>1815

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

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

Starting place: On one of the islands right next to the largest continent. Preferably near people

Nation Colour: Brown


 No.2021

File: 1436414686417.jpg (95.34 KB, 640x640, 1:1, serpent queen.jpg)

>>2006

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 (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:


 No.2022

File: 1436415265373.png (45.71 KB, 1420x657, 1420:657, 013.png)

>>2007

A city is settled in an oasis

You rally your people to work together, figth together and die together

You create cob. Tech: Basic agriculture, Copper, Cob

>>2008

You haven't yet found any other nations yet. If there is any other nations.

>>2010

Extinction becomes challenging as they breed quickly 3/5

They have spread to the other islands

>>2012

You begin taking over the main land

>>2014

You annex the Quazecoatl's Blood but they put up a fight. You had to kill them all but only lose 2 soldiers. Active Military: Civilians (25d3); Soldiers (22d5); General (1d5); Shaman (14d6); Head Shaman (1d201). Population: 58

>>2020

You emerge and find giant frog monsters roaming about. Every so often they move south however.

>>2021

noted


 No.2023

File: 1436415572448.jpg (123.87 KB, 992x547, 992:547, mountainfortress.jpg)

Dice rollRolled 93, 79, 33 = 205 (3d100)

>>2022

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 (50d1)

Allies:

Enemies:

Tech: Basic agriculture, Copper

Buildings:

Population: 50

Culture:

1. Train up soldiers to defend our mighty fortress

2.3. Speaking of Mighty Fortress let's actually build up the defenses of it


 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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