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File: The Animal Kingdoms.jpg (1.32 MB, 1134x1752)
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Welcome back to the Kingdom of Animals!
You are a race of animals who have been given sentience, and are now set of on crafting a nation for your people. Will you rule with peace, trade, or an army and iron will? Let the story unfold and see whose nation will be left standing.

The animal's aren't anthropomorphic per se, but usually are animals that can be imagined standing on their hind legs, so it isn't derpy (kinda like some of the animals in Narnia)

Brown - Tsardom (Platypus)
On year 3, month 3
Cyan - Aldaketaren (Chameleon)
On year 3, month 5
Red - Xochiluatl (raptors)
On year 3, month 3
Black - Urduk-Glarr (chimpanzees)
On year 3, month 4
White - Pudovskin (bears)
On year 3, month 5
(If you choose to start now, you'll begin at the start of year 3)

Use the template to get started:
“Name”
Race:
Color:
Location:
Capital: (Only include if you have one)

Natural ability 1:
Natural ability 2:

Items: (what you have that isn't considered part of any of the stats)

Power:
Defense:
Food: 50
Population: 100/175
Tech:
Magic:
Culture:

Lore:

Choose an animal and then two abilities that you would like them to have, once posted we will work out how they work in game.

Claim one hex, each hex adjacent to that hex is also claimed by your nation.

new nations start with 100 population and 50 food.

Each turn will equal a month of progress.
There will be 6 months in a year. At the end of the year a world event may trigger. Also at the end of the year, half your food (rounded up) and add it to your population

You will have two actions for each of your turns. A turn is equal to a month. You will use a d100 to roll to see how well you will do, adding the stats that apply.

Explanation of stats:

Power - when being aggressive or dealing with a problem that requires a military force you can add this number to your rolls.

Defense - protecting your nation from a harmful event. Or defending it from others you can use this number and add it to your rolls.

Food - this is how much food you have for your people to eat. At the end of each year, you will receive population equal to ½ of your food. If your food is ever reduced to half of your population or lower your nation starts starving and you will lose population every month till it rises above half of your population.

Population -this number represent how many individuals live within your nation. If this number ever reaches 0 your nation is destroyed.

Tech -This number represents how well your nation can use technology to their advantage. This is a misc modifier that can be added to a variety of rolls.

Magic -This number represents how well your nation has a hold on magic and the use of it. This is a misc modifier that can be added to a variety of rolls.

Culture- This number represents how advanced your society is in governance and leadership. Use in rolls for tribal creation, entertainment, art, etc.

Lore: just fluff for your civ.
>>
>>3446315
Hexes utility:

Claiming an unclaimed hex space:
You may spend either magic, power, or tech, as well as food to claim a hex adjacent to one you already have claimed. Alternatively, you can claim a hex not adjacent to the one you own by spending +5 more per hex away it is (added to the food, and tech/magic)
Spending resources to claim a hex
Magic, power or tech = -5 (-5 more per hex away it is)
Food = -10 (-5 more per hex away it is)
This may change depending on what is in the hex you are trying to claim. I.e forest, mountains, swamps, ocean, etc.

Each hex gives +25 to population cap (you start with 175 due to having 6 hexes). You can gain more population by urbanisation as well (i.e. make housing/shelter for the citizens [Capital doesn't count])

Each terrain offers different advantages: Woods give you +2 to actions that require wood, or hunting, grass/plains give you +2 to actions that require agriculture or pastoralism/taming, mountains give you +2 to actions that require raw minerals and resources such as salt, stone, metals, etc. swamps give a bonus to actions that require fishing.
These are +2 per hex, so if you have 6 forest hexes, that's +12 to hunting or wood-based activities. Keep in mind that these are not dice modifiers, and simply just add to the yield from the action (i.e. you go hunting and get +20 food, +12 extra due to being in the middle of a forest)

https://discord.gg/GABSbgT
>>
>>3446315
Archive:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Animal%20Kingdoms
>>
Rolled 82, 58 = 140 (2d100)

Year 3
Month 3

Xochiluatl
Race: Fire Raptors
Color: Red
Location: Fire Mountains of the Southern Isles
Capital: Vanaxalo

Ability 1: Fire Magic
Ability 2: Flight (Wings)

Power: 6
Defense:
Food: 43 (+6 a Turn)
Population: 50

Tech: 17 Total
(Glyphs-Written Languge)
(Animal Domestication)
(Open Forge)
(Metallurgy)
(Native Copper)
(Obsidian Handaxes)

Magic: 14 Total
(Fire Magic)
(Light Magic)
(Wind Magic)
(Magic Glyphs)
(Golem Guardians)

Culture: 6
(Leadership: Cabal of Shamans)

Action 1+2: Crocodile Slaughter + Harvest

Bad enough Disease visited us and made us weak.... Those Long Mouths though.... They will Pay!

We Shall Hunt them all with Axe, Talon Tooth and Magics!

Whittle their numbers down and reclaim the area!

We shall Blind them with Light Magic! Boil them in their own Water! Mix Wind and Fire Magic for Super Hot Flames!

Our Guardian Golems shall hold them under, drowning them, Stomp upon them with their Stone Bodies and drag them into easy range of our Attacks!

Rend and Tear them with Obsidian, Tooth and Talon!

We shall Flay their Hides and Devour their Flesh!

We will Capture many of their Eggs and make the Younglings serve us as renewable Food!

The Adults Souls however, shall be committed to our Gods as a Sacrifice!

Our lost Kin will have vengeance!

So says I High Shaman Texcoco!!

(+Bonuses)
>>
Rolled 92, 58 = 150 (2d100)

Year 3, month 5

kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+5 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+5 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff; Hand axes; Fire; Bettle carapace

Progress:
>silk 3/4

Power: 11
Defense: 9 (Anthill complex and patrols)
Food: 137
Population: 124/175
Tech: 9
Magic:
Culture:6


Non answered action (77+tech) :
"Huh, how are we going to keep them from escaping the burrows we make for them? *thinking emoji*"
"It's easy. Just like us, They can't dig through wood with their own claws."
>Make some wooden crates, put some poop in them and then burrow them in the fields, much like bee crates, but not quite.
>[development of capentry and bugfarming if done right]

Action 1: "these new bugs and their cocoons seem to have a glittering and resistant type of fiber, maybe we can mess with it and see what comes out of it."
After some minor tinkering, it is discovered that you can twist these fibers to make them stronger.
>develop simple looms to produce silk cloth.

Action 2: "we gotta get a more in depth understanding of them."
>[develop sericulture] study how to cultivate and grow the silkworms for a stable silk fiber income

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
Rolled 85, 61 = 146 (2d100)

Year 3 month 4

Action 1: Make hunting/military stone two handed axes (+28 [last time I get this bonus before it's just 23])

Action 2: Expand hexes: expand one hex east (-5 tech, and -10 food)

"Pudovskin"
Leader: Brukden The Ashen Overlord
Race: Black Bears
Color: White/Light grey
Location: Forest land next to mountains and lake
Capital: Burrow

Ability 1: Deft Claws. Having used their claws for many tasks these bears are now able to make full use of them.
Ability 2: Toughen up. Use to taking a hit the bear's bodies have learned to stop their bleeding faster then most. When you are about to lose population before you roll you may roll 1d20, if the result is above a 17 you negate the population loss. This ability can be used once per year.

Items:

Power: 12 [stone hunting axes +4, wicker armor +3, and fire mushrooms +5]
Defense: 8 [Burrow capital with wicker wall and door]
Food: 129 (+8 every month [Berry bushes with tilled soil, wicker fences, and boars])
Population: 161/175
Tech: 28 [Wicker +6, berry bush crops +4, fire +2, rope +5, stone axes +8, two-handed stone axes +3]
Magic:
Culture: 6

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life. Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs.
>>
>>3446361
Xochituatl: Year 3, month 3
82 +20 = 102 (complete success)
Action 1&2: The Raptors used every tool in their arsenal to kill and cut up any croc that showed its ugly mug to them, eventually leading them to create certain tactics to deal with the giant beasts. The hunters found some of the crocs eggs, and took them back to the volcano to be eaten. They were stopped however, when the elder Raptors decided to study the eggs, though they didn't hatch within this month (+30 food, +4 due to two forest hexes = 34 food added)
>>
Rolled 58, 72 = 130 (2d100)

Year 3, Month 4

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black
Location: Southern Forests
Capital: Treehouse Capital

Ability 1: Natural toolmakers - Even before their days of sentience they made tools for themselves, and although still crude, they are something nonetheless. (+5 Tech)
Ability 2: Berserker rage - Already strong in general, when particularly angered they can find themselves in a fit of red-eyed rage in which bursts of extreme strength and speed are possible, although it takes a toll afterwards (+6 to combat when fighting enemy that has caused population loss)

Power: 12 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 96 (+4 per month, orchards)
Population: 115/175
Tech: 10 (Wooden spears, stone hand-axes)
Magic: 0
Culture: 6

Action 1: Continue working on grass weaving

Whereas before it was the practise merely of a few Chimps with little better to do with their time, now grass weaving has begun to spread throughout Urdruk-Glarr, as a great many Chimps choose to practise it in their spare time.

Action 2: Continue attempting to create tribal council government (1/3)

Normally, any other race might've seen fit to call off their discussions when it leads to nothing but death, but not the Chimpanzees. So what if a few die? So what if it led to civil war? They've got an idea now, and if one thing is for sure, they're never going to get rid of it for as long as they last.
>>
>>3446582

Grass weaving is 3/4 btw.
>>
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>>3446380
Aldaketaren: Year 3, month 5
77 +9 = 86 (above average success [though crates would require making [lanks, which would take advanced tools and equipement])
Action that I forgot to write: The Chameleons began trying to trap the beetles in a wooden area, and found that the giant hollow tree that they were living in had nooks and crannies perfect for keeping the creatures, who they stored in and kept breeding (+2 food every month, and now have hard beetle carapace as produce)

92 +9 = 101 (almost complete success)
(Yeah, you can't make a loom with sticks and rocks, but I'll assume you meant the art of weaving)
Action 1: The Chameleons began fiddling with the cacoons, and found that they were made from long stands that they could pull apart, though it was nothing more than an interest now. The Aldaketaren found that if they killed the larvae inside the giant cacoons, the thread that made it up stayed strong (3/10 [to continue this, you need to make/create pottery, the art of boiling water])

58 +9 = 67 (Success)
Action 2: The Aldaketaren figured out that if they brought the giant leaves of the mulberry trees to the capital, they could keep the larvae happy, and their cocoons plenty (Another +2 every month, and supply of cocoons)

>>3446463
Pudovskin: Year 3, month 5
85 +28 = 113 (Complete success)
Action 1: Yeah, they make the war axes (+4 power [Two handed war axes])

(-5 tech [tech is now 23], -10 food [food is now 135, due to me not including 2 or so years of food increase])
Action 2: The bears expanded their border to one more piece of land, with no real problems, or unforeseen benefits (+25 to max population, and +2 to hunting).

>>3446582
>>3446614
Urduk-Glarr: Year 3, month 4
58 +10 = 68 (Success)
Action 1: Yeah, they invent grass weaving: more flexible than wickering, but less durable (+6 tech [grass weaving added])

72 [don't get a +6 culture because you don't have a government yet] = 78 (above average success)
Action 2: One chimp above all the others managed to beat, fight and kill in all the conflicts so far, earning the name: Grunog the scarred (you can guess why). He dominated all other competitors trying to become leader into submission, and took the role as if it was his right. Though he's not the nicest of fellows, he offers stability and military strength (+6 culture)
>>
Rolled 96, 10 = 106 (2d100)

Year 3
Month 4

Xochiluatl
Race: Fire Raptors
Color: Red
Location: Fire Mountains of the Southern Isles
Capital: Vanaxalo

Ability 1: Fire Magic
Ability 2: Flight (Wings)

Power: 6
Defense:
Food: 83 (+6 a Turn)
Population: 50

Tech: 17 Total
(Glyphs-Written Languge)
(Animal Domestication)
(Open Forge)
(Metallurgy)
(Native Copper)
(Obsidian Handaxes)

Magic: 14 Total
(Fire Magic)
(Light Magic)
(Wind Magic)
(Magic Glyphs)
(Golem Guardians)

Culture: 6
(Leadership: Cabal of Shamans)

Action 1+2: Domestication of Crocodiles

The Shamans organised and took great care to care for and hatch the Crocodile Eggs.
Utilising the techniques developed from the Domestication of the Birds and Turtles, they prepared an enclosed area for the Baby Crocs to be Raised, Conditioned and fed.

A Ritual of Sacrifice to the Gods was also undertaken to Bless the undertaking, calling upon Quetzalcoatl and Tlaxcala the Shamans Prayed, Sang and Danced to gain regular Food and a more Companiable Breed of Crocodile that might bond to the Xochiluatl favourably... Or at least be more managable to deal with.

The Shamans used Glyph Magic upon the Enclosure to imbue a sense of Contentment and Peace upon the Crocodiles to ease the process and get the Creatures used to regular non violent contact with Fire Raptors.

Fire Magic was also used upon the perimeter of the area, both to discourage leaving and raise the temperature within to optimal conditions.

They would be fed well to prevent hunger and discourage attack upon Raptors, though those dealing with the Beasts always had an Axe, a Blinding Light Spell or some Fire, ready at hand to counter any such attempts.

Some of the Golem Guardians were always on hand to help restrain the Crocs and prevent any harm or loss of life.

An interesting Punishment and Reward system was implemented based on some types of Parental behaviour also.

Raptor Keepers would do Positively associated actions such as feeding the Crocs, whereas Negatively associated actions such as Violence or removing adults to be taken for slaughter was performed solely by the Guardian Golems.

No matter what, the Cabal of Shamans were determined to bring another renewable source of Eggs and Meat for the Xochiluatl Empire and it's People!

(-10 Food +Bonuses)
>>
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Rolled 79, 15 = 94 (2d100)

>>3446637

Year 3, Month 5

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black
Location: Southern Forests
Capital: Treehouse Capital

Ability 1: Natural toolmakers - Even before their days of sentience they made tools for themselves, and although still crude, they are something nonetheless. (+5 Tech)
Ability 2: Berserker rage - Already strong in general, when particularly angered they can find themselves in a fit of red-eyed rage in which bursts of extreme strength and speed are possible, although it takes a toll afterwards (+6 to combat when fighting enemy that has caused population loss)

Power: 12 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 100 (+4 per month, orchards)
Population: 115/175
Tech: 16 (Wooden spears, stone hand-axes, grass weaving)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Action 1: Attempt to create grass woven hats/clothing

Although for the most part grass weaving has remained something mostly done as an enjoyable passtime and little more, a few have turned it towards more pragmatic matters. Although the hats and other garments they create certainly look somewhat silly, there can be little doubt that they provide some useful shade from the sun, and that's always a good thing.

Action 2: More fire! (0/3)
>What I desire is man's red fire
>To make my dream come true
>Now, give me the secret, mancub
>Come on, clue me what to do
>Give me the power of man's red flower
>So I can be like you
The other Chimps have mostly given up on fire by now, but not Grunog. No, he sees the potential of fire, yes. With it, Urduk-Glarr can rule over all the other Chimpanzee bands of the forests! They shall she be great! Powerful! UNBEATABLE!!!! If they can figure out how it works of course...
>>
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>>3446639
Xochituatl: Year 3, month
96 +19 [yeah I don't think it's magic heavy enough to gain the modifier] = 115 (almost complete success)
Action 1&2: The Raptors began training the crocs, but this would take more than one month (3/8)

>>3446687
79 +16 = 95 (almost complete success)
Action 1: The chimps began making things to stop the hot sun from burning their heads

15 +16 = 31 (failure with detriments)
Action 2: The chimps burnt some of their food stores (-25 food)
>>
>>3446747
*Action 1&2: The Raptors began training the crocs, but this would take more than one month (3/6)
>>
>>3446747
*Action 1: The chimps began making things to stop the hot sun from burning their heads (3/5)
>>
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Rolled 11, 79 = 90 (2d100)

>>3446747

Year 3, Month 5

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black
Location: Southern Forests
Capital: Treehouse Capital

Ability 1: Natural toolmakers - Even before their days of sentience they made tools for themselves, and although still crude, they are something nonetheless. (+5 Tech)
Ability 2: Berserker rage - Already strong in general, when particularly angered they can find themselves in a fit of red-eyed rage in which bursts of extreme strength and speed are possible, although it takes a toll afterwards (+6 to combat when fighting enemy that has caused population loss)

Power: 12 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 79 (+4 per month, orchards)
Population: 115/175
Tech: 16 (Wooden spears, stone hand-axes, grass weaving)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Action 1: Continue to attempt to invent hats

The garments the Chimps have been producing remain primitive, flimsy and fragile, but at least they're a start. So it is that they shall continue to produce them, refining their skills to produce ever more stylish and useful hats.

Action 2: Expand to the eastern mountains (-5 power and -10 food)

Now ruler of Urduk-Glarr, Grunog the Scarred decides to turn his ambitions outwards. Others would've aimed for the bountiful forests, but not this ape. Oh no, he has a rather different goal in mind. A goal that lies east...
>>
>>3446802
Urduk-Glarr: Year 3, month 5
11 +16 = 27 (Failure with large detriments)
Action 1: The chimps made little to no progress this month, and ended up just giving up the hat biz for the year (progress of hat making goes back down to 0, and it's taboo till the next year)

79 = Above average success
Action 2: The chimps ventured forth, to where no fruit trees or chimps dwelled: the eastern mountains. The chimps found no plants, apart from the occasional tree hanging off the cliff side or two, but they did discover something: veins across the stone that were a green most beuatiful: Jade mountains discovered: Jade deposits found (can't manipulate till you develop mining tools)
>>
Rolled 3, 89 = 92 (2d100)

Year 3
Month 5

Xochiluatl
Race: Fire Raptors
Color: Red
Location: Fire Mountains of the Southern Isles
Capital: Vanaxalo

Ability 1: Fire Magic
Ability 2: Flight (Wings)

Power: 6
Defense:
Food: 79 (+6 a Turn)
Population: 50/175

Tech: 17 Total
(Glyphs-Written Languge)
(Animal Domestication)
(Open Forge)
(Metallurgy)
(Native Copper)
(Obsidian Handaxes)

Magic: 14 Total
(Fire Magic)
(Light Magic)
(Wind Magic)
(Magic Glyphs)
(Golem Guardians)

Culture: 6
(Leadership: Cabal of Shamans)

In Progress: 3/6 Croc Training

Action 1: Crocodile Training

We successfully got the Beasts used to our presence, feeding a Creature will usually get you on a Creatures good side, just important not to actually become the food.

They are surprisingly cute at times, we must always remain alert however, just like we Fire Raptors are Predators.... so too are they.

The Magical Glyphs and well heated area seem to work in inducing calm for the most part, though there has been a few incedents where the Guardians were required to act forcefully.... The Crocodiles are suitably cautious and wary of them now.

Recent efforts to teach simple commands to them have begun, they have begun to recognise our vocalisations in response to Food, move over there, get away and Guardian.

The Honoured Ancestral Guardians will need to remain alert for their continued role in this.

Most impressive but I feel we can do more.

We shall continue with Magical and Behavioural conditioning in concert with Training for more vocal commands and increasing the creatures bond to us.

Their Bond to us is the most important thing though....

Another Valuable Sacrifice to our Gods should be undertaken!

All Praise Tlaxcala!
All Praise Quetzalcoatl!
Venerate the Ancestors!

(-10 Food +Bonuses)

Action 2: Expand our Territory

We need more food, more materials and to disperse our population to guard against disaster.

We failed before but not this time.

We shall require some of the Guardians present in case of Hostile Creatures, our Magics must all be readied to aid us in anyway also.

A truly Vital Task is this.

Another large Sacrifice to the Gods is required....

(+Bonuses, -10 food Sacrifice, -5 Tech & -10 food for the top most Forest Hex adjacent to the Mountain)
>>
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>>3446849
Xochituatl: Year 3, month 5
3 +22 = 25 (failure with huge detriments)
Action 1: The Raptors got to friendly with the crocodiles, not realizing that they're still wild animals, and got eaten. The three guardians managed to break it up, but after a lot of deaths (2d20 casualties)

89 +5 = 94 (above average success)
Action 2: The Raptors expanded west through the thick and humid jungle, coming across something most peculiar: ancient ruins. Though most of the Raptors say that this place is cursed, some few want to investigate (expanded to the north jungle tile, increasing the population cap by 25, and adding +2 to hunting yield [ancient ruins discovered, though only the bottom of the ancient buildings remain])
>>
Rolled 78, 69 = 147 (2d100)

>>3446637
Year 3 month 6

Action 1: Expand hexes: expand one hex east (-5 tech, and -10 food)
Action 2: After that, the bears are gonna go out hunting, to test their new weapons and armor

"Pudovskin"
Leader: Brukden The Ashen Overlord
Race: Black Bears
Color: White/Light grey
Location: Forest land next to mountains and lake
Capital: Burrow

Ability 1: Deft Claws. Having used their claws for many tasks these bears are now able to make full use of them.
Ability 2: Toughen up. Use to taking a hit the bear's bodies have learned to stop their bleeding faster then most. When you are about to lose population before you roll you may roll 1d20, if the result is above a 17 you negate the population loss. This ability can be used once per year.

Items:

Power: 12 [stone hunting axes +4, wicker armor +3, and fire mushrooms +5]
Defense: 8 [Burrow capital with wicker wall and door]
Food: 143 -10 (+8 every month [Berry bushes with tilled soil, wicker fences, and boars])
Population: 161/175
Tech: 23 -5 [Wicker +6, berry bush crops +4, fire +2, rope +5, stone axes +8, two-handed stone axes +3]
Magic:
Culture: 6 [Brukden, the ashen overlord]

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life. Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs.
>>
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>>3446933
Pudovskin: Year 3, month 6
78 = Above average success
Action 1: The Pudovskin continued to expand, enlargening their borders to accommodate the bears flowing in (+25 total population cap [225 now], and +2 to the total hunting yield [+14 now])

69 +12 = 81 (Above average success)
Action 2: The bears used their new lands and weaponry to great effect, killing both deer and moose, wich were carried back by the successful hunters (+20 food, plus another 14 due to bonus = 34)
>>
Brown - Tsardom (Platypus)
On year 3, month 3
Cyan - Aldaketaren (Chameleon)
On year 4, month 1
Red - Xochiluatl (raptors)
On year 3, month 6
Black - Urduk-Glarr (chimpanzees)
On year 4, month 1
White - Pudovskin (bears)
On year 4, month 1
>>
Rolled 9, 4 = 13 (2d20)

Rolling for losses
>>
Year 3
Month 6

Xochiluatl
Race: Fire Raptors
Color: Red
Location: Fire Mountains of the Southern Isles
Capital: Vanaxalo

Ability 1: Fire Magic
Ability 2: Flight (Wings)

Power: 6
Defense:
Food: 62 (+6 a Turn)
Population: 37/200

Tech: 12 Total
(Glyphs-Written Languge)
(Animal Domestication)
(Open Forge)
(Metallurgy)
(Native Copper)
(Obsidian Handaxes)

Magic: 14 Total
(Fire Magic)
(Light Magic)
(Wind Magic)
(Magic Glyphs)
(Golem Guardians)

Culture: 6
(Leadership: Cabal of Shamans)

In Progress: 3/6 Croc Training

Action 1&2: Crocodile Domestication

The Young can be so foolish sometimes.... Despite being warned, some of the Younglings paid for their foolishness with their lives.

The others involved in the Project are a lot more focused and cautious now thankfully, but a high cost to such wisdom.

Progress continues, Fire and Light are used more often now to remind our long mouthed friends that we can bite too, not just with teeth either.... The Axes while useful still require far too close a proximity to danger for my taste.

Perhaps an Axe with a Longer Blade? Or a longer handle? Or more Blades?

Hmmmm.... another time.

Progress must continue, even in spite of life lost.... Especially with life being lost!

In the name of those before and in honour of the Gods.

(+Bonuses)
>>
Rolled 53, 10 = 63 (2d100)

Fuck! I forgot to roll!
>>
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Rolled 31, 91 = 122 (2d100)

Year 3, month 6

kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+5 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+5 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff; Hand axes; Fire; Beetle carapace; Beetle farms; Silk fibers

Production: Beetle carapace; Silk fibers
Progress:
>silk weaving 4/4

Power: 11
Defense: 9 (Anthill complex and patrols)
Food: 145 [+4 p/month]
Population: 124/175
Tech: 9
Magic:
Culture:6

Action 1: After some bugs fell into a bonfire, the chameleons went crazy with the new flavor of the toasted meal. Seemingly after that they wanted to know what happened if they heated up some other stuff.
>fry some stuff to discover their properties when heated up
>silk cocoons
>one poisonous gland
>water
"...wait, how would we fry water?"
"uuh..."

Action 2: Meanwhile some chameleons were going to town with their fire on various items, one lil' cham noticed that whenever water fell from the sky the plants seemed more bright with a lush green. He, as a curious boi, wondered how he would test if the water was the factor causing this change in coloration on the plants.
"Oh, I know! I will use these carapaces as containers for when there's no rain!" said the little kid to himself
>use beetle carapaces as bowls to hold water
>the chameleons from action 1 noticed this and tried heating the water.

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
Rolled 61, 39 = 100 (2d100)

>>3446315
"The Tsardom Ultrachad"
Race: Duck billed platypus, the chaddiest of animals
Color: Poop brown, the chaddiest colour
Location: Pic related

Ability 1: Amphibious (Can swim through water)
Ability 2: Electro magnetic sonar (can use electromagnetic sonar in beak to detect things the eye wouldn't normally see. yes Duck billed platypus' actually have this, look it up)

Power: [Venomous spurs +6]
Defense:
Food: 50
Population: 91
Tech: [+3 primitive Wood Storage] [+4 Fire invented]
Magic

Action 1: WHY. WON'T. IT. JUST. BE. DOOOONE! AAAAAAAAAAAAAAAAAAAAAAAAA! (work on the dam continues) [+4 tech]

Action 2: sadly it seems our hand axes can't be used for much more then cutting down shrubs, which is a shame as we were intending to use them to cut down some beavers. none the less, this gives tyrone an idea. Why develop weapons when you can just learn to better use the weapons you where born with? (begin developing martial arts to better use venomous spurs) [+6 power]
>>
>>3447764
month 4 btw
>>
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>>3447012
>>3447017
Xochituatl: Year 3, month 6
53 +12 = 65 (success)
Action 1&2: The Raptors tried harder and harder to tame (it's taming the crocs, not domesticating) the wild, instinct-driven beats, but this effort will prove time-consuming (4/6)

>>3447052
Aldaketaren: Year 3, month 6
31 +9 = 40 (failure)
Action 1: The chameleons ended up just burning and making their food stores inedible for the month. Then when they tried holding the food in the beetle shells, and even having lots of water in some, it ended up just breaking them, and spilling the water on the fire (Need a water container big enough, and heat resistant enough to hold the giant cocoons [pottery is your best bet] -10 food)

91 +9 = 100 (complete success)
Action 2: The Chameleons gathered up all the water they could in the carapaces, and hauled them back to the tree to show, delighted to show the others. Though the chameleons had grown use to drinking water off the large leaves in their canopies, this still proved to be an excellent source of clean water for further use. After a few weeks, the chameleons started using the shells for other things, such as holding food, and sticks (+3 tech, shell containers)

>>3447764
>>3447768
Please give your current tech count (cause you don't have wood storage anymore), and just update your stats in general
Tsardom: Year 3, month 3
61 +4 = 65 (success)
Action 1: The Tsardom's finished constructing their dam, and now that it stopped the water flowing from the nearby river into the giant lake, they have a good hunting spot. The only way in and out is through an underwater passage (Dam capital [+5 defense])

39 +11 [venomous spurs +6 and swimming ability +5] = 50 (success)
Action 2: I made practicing this taboo till month 5, so I'll just assume you tried something else: The Tsardom go out fishing. The Platypus, using the blocked river that they made using the dam, and came back with some delicious fish (+10 food)
>>
Year 4 begins:

Half your food (rounded up), and add it to your population.
No world event this time, so everyone just post year 4, month 1 turns as normal
>>
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Rolled 70, 96 + 18 = 184 (2d100 + 18)

>>3448695
Year 4, month 1

Action 1: Try to make wicker baskets to hold things
Action 2: Make wicker helmets (we've made the chest pieces, now for the helms)

Progress:
Shields: 0

"Pudovskin"
Leader: Brukden The Ashen Overlord
Race: Black Bears
Color: White/Light grey
Location: Forest land next to mountains and lake
Capital: Burrow

Ability 1: Deft Claws. Having used their claws for many tasks these bears are now able to make full use of them.
Ability 2: Toughen up. Use to taking a hit the bear's bodies have learned to stop their bleeding faster then most. When you are about to lose population before you roll you may roll 1d20, if the result is above a 17 you negate the population loss. This ability can be used once per year.

Items:

Power: 12 [stone hunting axes +4, wicker armor +3, and fire mushrooms +5]
Defense: 8 [Burrow capital with wicker wall and door]
Food: 175 (+8 every month [Berry bushes with tilled soil, wicker fences, and boars])
Population: 225/225
Tech: 18 [Wicker +6, berry bush crops +4, fire +2, rope +5, stone axes +8, two-handed stone axes +3]
Magic:
Culture: 6 [Brukden, the ashen overlord]

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life.
Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs.
>>
Rolled 84, 20 = 104 (2d100)

>>3446833


Year 4, Month 1

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black
Location: Southern Forests
Capital: Treehouse Capital

Ability 1: Natural toolmakers - Even before their days of sentience they made tools for themselves, and although still crude, they are something nonetheless. (+5 Tech)
Ability 2: Berserker rage - Already strong in general, when particularly angered they can find themselves in a fit of red-eyed rage in which bursts of extreme strength and speed are possible, although it takes a toll afterwards (+6 to combat when fighting enemy that has caused population loss)

Power: 7 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 73 (+4 per month, orchards)
Population: 152/200
Tech: 16 (Wooden spears, stone hand-axes, grass weaving)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Action 1: Attempt to develop mining tools

Under Grunog's leadership, Urduk-Glarr has finally taken control of the jade mountains of the east, lands where no Chimp has gone before. What's more, it is said that within these mountains lie stones, stones of such a fine colour that they simply must be sent back to the treehouse capital. But how to get them out...

Action 2: Attempt to develop grass thatched roofs

Although the treehouse capital still remains the primary home for Chimpanzees, there are a few who, when the times comes, construct dens out in the wild whilst out on hunting parties on the like. When doing this, a few have taken to a strange technique of layering dried grass onto itself to produce a peculiar kind of "thatched" roof. Whether this will amount to anything isn't yet entirely known though.
>>
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Pic is of primitive stone mining
>>3448698
Pudovskin
70 +18 = 88 (above average success)
Action 1: The bears began making bowl-shaped things so that carrying food and items to and fro is easier (2/4)

96 +18 = 114 (almost complete success)
Action 2: Using the basic idea of the bowl, some more military-minded bears began making helmets, using the age-old art of wickering (3/6)

>>3448703
Urduk-Glarr
84 +18 = 102 (complete success)
Action 1: The Urduk began making large stone hand axes that were quite thick (only good for stone breaking), and began chipping away at the walls of the mountains, gathering a few chunks of the green stone (hand pickaxes created, though if they want to be more effective in mining, they'll have to figure out how attach stones to sticks using rope or something [+3 tech, and very small amount of raw jade])

20 +18 = 39 (failure with tiny detriment)
Action 2: The labor ended up just wasting valuable time, ending with using up food for the workers (-5 food)
>>
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Rolled 97, 28 = 125 (2d100)

>>3448728


Name: Urduk-Glarr
Race: Chimpanzee
Color: Black
Location: Southern Forests
Capital: Treehouse Capital

Ability 1: Natural toolmakers - Even before their days of sentience they made tools for themselves, and although still crude, they are something nonetheless. (+5 Tech)
Ability 2: Berserker rage - Already strong in general, when particularly angered they can find themselves in a fit of red-eyed rage in which bursts of extreme strength and speed are possible, although it takes a toll afterwards (+6 to combat when fighting enemy that has caused population loss)

Power: 7 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 72 (+4 per month, orchards)
Population: 152/200
Tech: 19 (Wooden spears, stone hand-axes, grass weaving, stone hand-pickaxes)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Items: Jade deposits, small amounts of raw mined jade

Action 1: Attempt to develop rope

With grass weaving growing ever more popular amongst the Chimpanzees of Urduk-Glarr, a few have even begun to branch out their techniques, experiment with them. For some, this may seem like the start of something entirely new, entirely unique. Or it may just be a fad. Only time shall tell.

Action 2: Attempt to create jade jewellery

Although the green stone is certainly beautiful and valuable in its own right, those few Chimpanzees powerful enough to obtain it wonder if it couldn't be repurposed to something better, something more... portable. Will this be the start of a whole new part of Chimp culture? Or are they just going to end up hurting themselves? Either seems equally likely at this point.
>>
Rolled 58, 15 + 18 = 91 (2d100 + 18)

>>3448728
Just continue the actions from the previous month:

Action 1: Try to make wicker baskets to hold things
Action 2: Make wicker helmets
>>
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>>3448738
Urduk-Glarr: Year 4, month 2
97 +19 = 116 (complete success)
Action 1: It was a small step to go from weaving grass, to making simple rope (+5 to tech)

28 +6 [culture] = 34 (failure with detriments)
Action 2: The chimps ended up just maiming a few of their brethren, leading to a few of them dying from infection (roll 1d20 population loss [can't continue this action till you get masonry tools])

>>3448743
Pudovskin: Year 4, month 2
58 +18 = 76 (Above average success)
Action 1: The bears completed making the baskets, greatly increasing their technology, and food storage ability (+6 tech due to wicker baskets)

15 +18 = 33 (failure with detriments)
Action 2: The bears got bored of this endeavor, and threw away the hard work achieved, joining the others in entertaining themselves (back to 0 progress, and taboo till month 4 this year)
>>
Rolled 18 (1d20)

>>3448753

Rolling for population loss.
>>
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Rolled 8, 85 = 93 (2d100)

>>3448753

Year 4, month 3

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black
Location: Southern Forests
Capital: Treehouse Capital

Ability 1: Natural toolmakers - Even before their days of sentience they made tools for themselves, and although still crude, they are something nonetheless. (+5 Tech)
Ability 2: Berserker rage - Already strong in general, when particularly angered they can find themselves in a fit of red-eyed rage in which bursts of extreme strength and speed are possible, although it takes a toll afterwards (+6 to combat when fighting enemy that has caused population loss)

Power: 7 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 76 (+4 per month, orchards)
Population: 134/200
Tech: 24 (Wooden spears, stone hand-axes, grass weaving, stone hand-pickaxes, rope)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Items: Jade deposits, small amounts of raw mined jade

Action 1: Attempt to create true pickaxes

With this new "rope", a few of the miners in the Jade Mountains begin to wonder if there is not some way to improve their hand pickaxes. After all, this would all be much, much easier if instead of holding it, they could tie it to some form of handle...

Action 2: Attempt to create masonry tools

Whilst the attempts at creating jade jewellery only ended in mass death (Who knew that sticking a piece of sharp rock into your flesh could cause infection?), that doesn't stop some enterprising Chimps from trying. With rocks in hand, they begin to attempt to make proper tools for shaping jade, shaping stone itself just the way they want it to...
>>
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Rolled 15, 95 = 110 (2d100)

>>3448589
Year 4, month 1

kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+5 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+5 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff; Hand axes; Fire; Beetle carapace; Beetle farms; Silk fibers; Shell containers

Production: Beetle carapace; Silk fibers

Progress:
>silk weaving 4/4

Power: 11
Defense: 9 (Anthill complex and patrols)
Food: 139 [+4 p/month]
Population: 192/175
Tech: 12
Magic:
Culture:6

Action 1:
"Our people seem to have a really reproductory nature."
"True, but sometimes it can be a double tailed scorpion."
>pic related tech expansion

Action 2: After the territory expansion was made, it was noticed that close to the new big body of water there lied a reddish and pretty maleable kind of dirt (clay), some people found it entertaining to play with it.
>[early pottery]

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
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>>3448767
Urduk-Glarr: Year 4, month 3
8 +24 = 32 (failure with detriments)
Action 1: The chimps tried connecting a stick to a stone, but ended up just wasting time, and food (-20 food [will starve if you don't get food next turn])

95 +24 = 119 (complete success)
Action 2: The chimps began making small stone hand tools, eventually coming up with a very primitive hammer and chisel, composed of a strong and easily grip-able stone, and a long stone, with several different shapes for different uses (+3 tech, and now a very small amount of refined jade [hammer and chisel created, and possibly a bigger version of this could be made for mining])

>>3448768
Aldaketaren: Year 4, month 1
15 = Failure with huge detriments
Action 1: The chameleons were happy with their new land expansion, and settled next to a large, dirt-covered hill. Little did they know that the hill was a mound, and in that mound was a huge colony of termites, which soon attack and killed a whole lot of the settling chameleons (-5 tech -10 food, and 3d20 population casualties [also you will have to clear out the termites there to take that hex])

95 +12 = 107 (almost complete success)
Action 2: The chameleons began trying to mold the earth, but haven't figured out the drying process yet (3/6)
>>
Rolled 16, 19, 4 = 39 (3d20)

>>3448790
>>
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Rolled 44, 100 = 144 (2d100)

>>3448790
Year 4, month 2

kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+5 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+5 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff; Hand axes; Fire; Beetle carapace; Beetle farms; Silk fibers; Shell containers

Production: Beetle carapace; Silk fibers

Progress:
>silk weaving 4/4
>pottery 3/6

Power: 11
Defense: 9 (Anthill complex and patrols)
Food: 133 [+4 p/month]
Population: 153/175
Tech: 7
Magic:
Culture:6

Action 1:
"they have claimed their territory, and It's not as important to us as it is to them." - said one of the elder chiefs
"we will have our vengeance!" - said the head of tribal warfare
"yes, but now is not the time."
>pic related, power expansion

Action 2: The pyromanic craze didn't seem to have a near ending. Every new material was put under the fire test.
>heat up clay

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
"The Tsardom Ultrachad"
Race: Duck billed platypus, the chaddiest of animals
Color: Poop brown, the chaddiest colour
Location: Pic related

Ability 1: Amphibious (Can swim through water)
Ability 2: Electro magnetic sonar (can use electromagnetic sonar in beak to detect things the eye wouldn't normally see. yes Duck billed platypus' actually have this, look it up)

Power: [Venomous spurs +6]
Defense: [+5 Dam capital]
Food: 60
Population: 91
Tech:[+4 Fire invented] [+3 handaxes]
Magic

Date: year 3 month 4

Action 1: Some ducks get bored of always doing manly stuff, like screwing around with rocks, or screwing around with sticks, and instead decide to screw around with some grass. they try twining it to together to make a big long thing. a big long this that can be wrapped around things to be used as a big long thing wrap arounder. This idea is entirely new to these inquisitive platypus', and so they continue to work on this new "big long thing wrap arounder". [+4 fire invented, +3 handaxes]

Action 2: How about we go out and search for something interesting. so far we've only found normal twigs and wood, but a cool plant or unique rock could be cool to find.
>>
Rolled 23, 69 = 92 (2d100)

>>3448796
https://www.youtube.com/watch?v=RYnFIRc0k6E
>>
Rolled 91, 83 + 24 = 198 (2d100 + 24)

>>3448753
Year 4, month 3

Action 1: Dry the berries using the sun and fires
Action 2: Invent grass weaving

Progress:
Shields: 0
Helmets: 0

"Pudovskin"
Leader: Brukden The Ashen Overlord
Race: Black Bears
Color: White/Light grey
Location: Forest land next to mountains and lake
Capital: Burrow

Ability 1: Deft Claws. Having used their claws for many tasks these bears are now able to make full use of them.
Ability 2: Toughen up. Use to taking a hit the bear's bodies have learned to stop their bleeding faster then most. When you are about to lose population before you roll you may roll 1d20, if the result is above a 17 you negate the population loss. This ability can be used once per year.

Items:

Power: 12 [stone hunting axes +4, wicker armor +3, and fire mushrooms +5]
Defense: 8 [Burrow capital with wicker wall and door]
Food: 183 (+8 every month [Berry bushes with tilled soil, wicker fences, and boars])
Population: 225/225
Tech: 24 [Wicker +6, berry bush crops +4, fire +2, rope +5, stone axes +8, two-handed stone axes +3, wicker baskets +6]
Magic:
Culture: 6 [Brukden, the ashen overlord]

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life.
Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs.
>>
Rolled 27, 24 = 51 (2d100)

>>3448790

Year 4, month 4

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black
Location: Southern Forests
Capital: Treehouse Capital

Ability 1: Natural toolmakers - Even before their days of sentience they made tools for themselves, and although still crude, they are something nonetheless. (+5 Tech)
Ability 2: Berserker rage - Already strong in general, when particularly angered they can find themselves in a fit of red-eyed rage in which bursts of extreme strength and speed are possible, although it takes a toll afterwards (+6 to combat when fighting enemy that has caused population loss)

Power: 7 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 60 (+4 per month, orchards)
Population: 134/200
Tech: 27 (Wooden spears, stone hand-axes, grass weaving, stone hand-pickaxes, rope, hammer and chisel)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Items: Jade deposits, small amounts of refined jade

Action 1: Attempt to gather more food

With the amount of food lost simply due to negligence over the past while, there now simply isn't enough to support the entire population of Urduk-Glarr. Thus it is that foraging parties are sent out as once was regular long ago, to gather enough food to allow Urduk-Glarr to outlast and avoid the oncoming famine, lest yet more Chimpanzees be lost.

Action 2: Expand masonry tools for use in mining

The hammer and chisel in their current form are used simply for shaping jade that has already been mined out, yet a few miners wondeR: what if they couldn't be turned to a different purpose? What if they could be expanded, and used to properly cut out rock and jade from the mountains? It's a long shot, but it may very well work.
>>
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>>3448796
>>3448797
23 +7 = 30 (failure with detriments)
Action 1: The Chads gave up, at the disappointment of their stacies (taboo till year 4)

69 +6 [venomous spurs for self defense] = 75 (above average success)
Action 2: The Platypus start searching for cool shit, and stumble across something kinda neet: a plant, that when eaten, gives off a strong taste, and goes really well with the fish and berries gathered (wild onions discovered [+20 food from the plats running around gathering the plants to put with the food])
>>
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>>3448793
Aldaketaren: Year 4, month 2
44 = failure
The chameleons end up just dumping the expansion east for now, being all conservative and such (-10 food, and -5 [chosen modifier])

Nat 100 = The greatest success
Action 2: The chameleons get so good at heating up and making clay pots, that they discovered how to use them to cook: putting food on to sizzle so that they can get a better meal. On top of that, they figured out that if they submerge the cocoons in boiling water, the grubs inside die, and the thread that makes up the thing can be pulled off for further use, getting piled up on the side so the chameleons can eat the juicy larvae (+40 food due to cooking preserving it, +4 tech due to pottery invention, + thread extraction from the larvae [you can now continue to try and weave the stuff])

>>3448799
Pudovskin: Year 4, month 3
91 +24 = 115 (complete success)
Action 1: The bears managed to dry the cultivated berries, making them last longer, but taste a lot worse (+20 food, and dried berries created)

83 +24 = 107 (almost complete success)
Action 2: It wasn't so hard switching from sticks to grass (3/4)

>>3448800
Urduk-Glarr: Year 4, month 4
27 +7 = 34 (failure with detriments)
Action 1: The chimps tried to find food within the month, but the lands had no animals hiding within (roll 1d20 casualties due to starvation)

24 +27 = 51 (success)
Action 2: The chimps began trying to make large masonry tools for mining, but had trouble finding/making the right sized and shaped stones, leading them to not complete it within the month (1/4)
>>
Rolled 10 (1d20)

>>3448818

Rolling for starvation casualties.
>>
Rolled 83, 4 = 87 (2d100)

>>3448807
"The Tsardom Ultrachad"
Race: Duck billed platypus, the chaddiest of animals
Color: Poop brown, the chaddiest colour
Location: Pic related

Ability 1: Amphibious (Can swim through water)
Ability 2: Electro magnetic sonar (can use electromagnetic sonar in beak to detect things the eye wouldn't normally see. yes Duck billed platypus' actually have this, look it up)

Power: [Venomous spurs +6]
Defense: [+5 Dam capital]
Food: 80
Population: 91
Tech:[+4 Fire invented] [+3 handaxes]
Magic

Date: year 3 month 5

Action 1 and 2: The boys decide to do some more chaddy work, trying to forget the fun they had playing with grass. they decide to try making improving there rock working skills, in order to make some real smoothe rocks, and maybe even make rocks into some new shapes.
>>
Rolled 40, 17 = 57 (2d100)

>>3448818
Year 4, month 3

kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+5 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+5 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff; Hand axes; Fire; Beetle carapace; Beetle farms; Silk fibers; Shell containers

Production: Beetle carapace; Silk fibers; Pottery

Progress:

Power: 6
Defense: 9 (Anthill complex and patrols)
Food: 177 [+4 p/month]
Population: 153/175
Tech: 11
Magic:
Culture:6

Action 1:
>mess with the threads extracted from the cocoons and try to make simple ropes or sheets of cloth

Action 2:
>crate flutes to spice up the tribal gatherings

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
Rolled 67, 5 = 72 (2d100)

>>3448818

Year 4, month 5

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black
Location: Southern Forests
Capital: Treehouse Capital

Ability 1: Natural toolmakers - Even before their days of sentience they made tools for themselves, and although still crude, they are something nonetheless. (+5 Tech)
Ability 2: Berserker rage - Already strong in general, when particularly angered they can find themselves in a fit of red-eyed rage in which bursts of extreme strength and speed are possible, although it takes a toll afterwards (+6 to combat when fighting enemy that has caused population loss)

Power: 7 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 64 (+4 per month, orchards)
Population: 124/200
Tech: 27 (Wooden spears, stone hand-axes, grass weaving, stone hand-pickaxes, rope, hammer and chisel)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Items: Jade deposits, small amounts of refined jade

Action 1: Continue working on mining tools

Although there still was the matter of actually managing to obtain the right kinds of stones for the tools they needed, the proof of concept was there at least. One way or another, the miners shall continue with their experiments, and hope that all shall go well.

Action 2: Attempt to develop grass woven boats

The great lake is a strange thing, mysterious, untraverseable. Most Chimpanzees prefer to stay away from it, yet there are a few who would attempt to create rafts and canoes out of woven grass, allowing them to float on the water. It might be the beginning of a whole new way of life. Or it might simply cause an uptick in drowning victims. We shall see.
>>
>>3448822
83 +7 = 90 (almost complete success)
Action 1&2: The chads found some coarse rocks to turn into tools. They found that they couldn't chip the rocks like the previous ones, but maybe they serve a different purpose (3/5 for abrading)
>>
Rolled 56, 59 = 115 (2d100)

>>3448829
"The Tsardom Ultrachad"
Race: Duck billed platypus, the chaddiest of animals
Color: Poop brown, the chaddiest colour
Location: Pic related

Ability 1: Amphibious (Can swim through water)
Ability 2: Electro magnetic sonar (can use electromagnetic sonar in beak to detect things the eye wouldn't normally see. yes Duck billed platypus' actually have this, look it up)

Power: [Venomous spurs +6]
Defense: [+5 Dam capital]
Food: 80
Population: 91
Tech:[+4 Fire invented] [+3 handaxes]
Magic

Date: year 3 month 5

Action 1 and 2: work on rock bashing continues, as the chads attempt to make rocks into more useful rocks using another rock.
>>
Rolled 64, 36 = 100 (2d100)

*Forgot to include food drying as a tech bonus (+2 tech for sun drying food)
>>3448818
Year 4, month 4

Action 1: Expand east one tile (-10 food, and -5 tech)
Action 2: Continue to invent grass weaving

Progress:
Shields: 0
Helmets: 0

"Pudovskin"
Leader: Brukden The Ashen Overlord
Race: Black Bears
Color: White/Light grey
Location: Forest land next to mountains and lake
Capital: Burrow

Ability 1: Deft Claws. Having used their claws for many tasks these bears are now able to make full use of them.
Ability 2: Toughen up. Use to taking a hit the bear's bodies have learned to stop their bleeding faster then most. When you are about to lose population before you roll you may roll 1d20, if the result is above a 17 you negate the population loss. This ability can be used once per year.

Items:

Power: 12 [stone hunting axes +4, wicker armor +3, and fire mushrooms +5]
Defense: 8 [Burrow capital with wicker wall and door]
Food: 211 (+8 every month [Berry bushes with tilled soil, wicker fences, and boars])
Population: 225/225
Tech: 26 [Wicker +6, berry bush crops +4, fire +2, rope +5, stone axes +8, two-handed stone axes +3, wicker baskets +6, food drying +2]
Magic:
Culture: 6 [Brukden, the ashen overlord]

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life.
Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs.
>>
>>3448832
59 +7 = 66 (success)
The rock bashing works to create hand sized versions of the sandstone, and they manage to figure out that its grating surface degrades things (4/5)
>>
Rolled 93, 46 = 139 (2d100)

>>3448838
"The Tsardom Ultrachad"
Race: Duck billed platypus, the chaddiest of animals
Color: Poop brown, the chaddiest colour
Location: Pic related

Ability 1: Amphibious (Can swim through water)
Ability 2: Electro magnetic sonar (can use electromagnetic sonar in beak to detect things the eye wouldn't normally see. yes Duck billed platypus' actually have this, look it up)

Power: [Venomous spurs +6]
Defense: [+5 Dam capital]
Food: 80
Population: 91
Tech:[+4 Fire invented] [+3 handaxes]
Magic

Date: year 3 month 6

Action 1: and now we know we can wear the rock down, surely we can't fuck this final bit up by rolling, say, a nat 1?

action 2: the Platypus' decide that now that some time has passed, they can start practising with there spurs again, so they can become masters of poking people with pointy bits on there feet.
>>
>>3448824
Aldaketaren: Year 4, month 3
40 +11 = 51 (success)
Action 1: The chameleons began playing around with the threads, draping them over themselves and trying to see if they're edible. Then the elder demanded the workers to start studying the stuff, looking and investigating its structure (4/10)

17 +6 = 23 (failure with large detriments)
Action 2: The chameleons ended up just attracting predators with their wind playing, quickly remembering why they were silent in the first place (2d20 population casualties, and flutes are taboo till next year)

>>3448825
Urduk-Glarr: Year 4, month 5
67 +27 = 94 (complete success)
Action 1: The chimps finished making stone chisels for their 'hammers' (the hand pickaxes are the hammers), and went to work, now managing to break off larger bits of the green stone for study (hand hammer and stone chisel created [replace the modifier of the hand pickaxe with this and give it +6 tech instead of +3, as well as a larger supply of jade])

5 +27 = 32 (failure with detriments)
Action 2: The chimps tried creating boats with grass, and unfortunately found out that it was not watertight at all, leading to some drowned chimps (1d20 casualties [you can make canoes out of grass though])

>>3448836
Pudovskin: Year 4, month 4
64 = success
Action 1: The bears continue to expand (add 25 to max population [250], and another +2 to hunting and wood related activities +16 [also, -5 tech, and -10 food])

36 +26 = 62 (success)
Action 2: The bears invent grass weaving (+6 [grass weaving added])

>>3448841
93 +7 = 100 (complete success)
Action 1: The plats figured it out: if they add water to the stones, and rub them against other stones, they can make smooth stones (+4 tech from Abrading hand tools, and +2 to whatever stone tools or weapons invented from now on [so your hand axes now give +5 instead])

46 +6 = 52 (success)
Action 2: The platypus begin training with their natural weaponry (1/4)
>>
Rolled 11 (1d20)

>>3448861

Rolling for canoe casualties.
>>
Rolled 6, 15 = 21 (2d20)

>>3448861
>>
Rolled 63, 10 = 73 (2d100)

>>3448861
"The Tsardom Ultrachad"
Race: Duck billed platypus, the chaddiest of animals
Color: Poop brown, the chaddiest colour
Location: Pic related

Ability 1: Amphibious (Can swim through water)
Ability 2: Electro magnetic sonar (can use electromagnetic sonar in beak to detect things the eye wouldn't normally see. yes Duck billed platypus' actually have this, look it up)

Power: [Venomous spurs +6]
Defense: [+5 Dam capital]
Food: 80
Population: 91
Tech:[+4 Fire invented] [+5 handaxes] [+4 abrading]
Magic

Date: year 3 month 7

Action 1: The Platypus' decide to expand there repertoire of tools. many influential platypus', including Tyrone himself, have this new idea that we can find something of use in the muddy flats of the river bed. so as a result, the platypus' decide they need a tool to help with this. [+4 abrading] [+5 handaxes] [+4 fire invented]

Action 2:the Platypus' continue practicing with there natural weapons, y'know gotta get them kicks in.
>>
Rolled 60, 25 = 85 (2d100)

>>3448861


Year 4, month 6

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black
Location: Southern Forests
Capital: Treehouse Capital

Ability 1: Natural toolmakers - Even before their days of sentience they made tools for themselves, and although still crude, they are something nonetheless. (+5 Tech)
Ability 2: Berserker rage - Already strong in general, when particularly angered they can find themselves in a fit of red-eyed rage in which bursts of extreme strength and speed are possible, although it takes a toll afterwards (+6 to combat when fighting enemy that has caused population loss)

Power: 7 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 68 (+4 per month, orchards)
Population: 113/200
Tech: 30 (Wooden spears, stone hand-axes, grass weaving, stone hand-hammer, rope, hammer and chisel)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Items: Jade deposits, average amounts of refined jade

Action 1: Begin quarrying stone too in the Jade Mountains

Recently, a strange order has come from the treehouse capital, an order which few can make sense of, but which appears to be quite clear indeed: stone is to be quarried from the Jade Mountains as well as jade, to be sent back to the capital where it can be stockpiled. Few can make much sense of this demand, but Grunog wills it, and Grunog shall get what he desires.

Action 2: Attempt to create axes

Meanwhile elsewhere, a few Chimpanzees are frustrated with the state of their current hand-axes. They work alright yes, but surely there must be a way to make them better, more efficient at what they do! Maybe something involving wood and rope...
>>
File: dudeexpansionlmao.png (99 KB, 342x233)
99 KB
99 KB PNG
Rolled 4, 6 = 10 (2d100)

>>3448861
Year 4, month 4

kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+5 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+5 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff; Hand axes; Fire; Beetle carapace; Beetle farms; Silk fibers; Shell containers

Production: Beetle carapace; Silk fibers; Pottery

Progress:

Power: 6
Defense: 9 (Anthill complex and patrols)
Food: 181 [+4 p/month]
Population: 132/175
Tech: 11
Magic:
Culture:6

Action 1: looks like some of the beetles are escaping our little tree trunks through little gaps on the wood.
>create simple woodworking tools and craft wooden boxes with wooden pins.

Action 2:
>expand pic related [tech]

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
File: Wooden harpoon.jpg (139 KB, 1200x900)
139 KB
139 KB JPG
>>3448866
Tsardom: Year 4, month 1
63 +13 = 76 (above average success)
Action 1: The Plats began making long sicks to poke at whatever might be hiding underneath the mud, finding some delicious mud crabs for dinner (2/4 for harpoon creation, and +10 food from mud crabs)

10 +6 = 16 (failure with huge detriments)
Action 2: The plats hurt themselves badly this time (2d20 casualties)
>>
Rolled 5, 60 + 27 = 92 (2d100 + 27)

>>3448861
Year 4, month 5

Action 1: Make pottery
Action 2: Make grass rooves

Progress:
Shields: 0
Helmets: 0

"Pudovskin"
Leader: Brukden The Ashen Overlord
Race: Black Bears
Color: White/Light grey
Location: Forest land next to mountains and lake
Capital: Burrow

Ability 1: Deft Claws. Having used their claws for many tasks these bears are now able to make full use of them.
Ability 2: Toughen up. Use to taking a hit the bear's bodies have learned to stop their bleeding faster then most. When you are about to lose population before you roll you may roll 1d20, if the result is above a 17 you negate the population loss. This ability can be used once per year.

Items:

Power: 12 [stone hunting axes +4, wicker armor +3, and fire mushrooms +5]
Defense: 8 [Burrow capital with wicker wall and door]
Food: 209 (+8 every month [Berry bushes with tilled soil, wicker fences, and boars])
Population: 225/250
Tech: 27 [Wicker +6, berry bush crops +4, fire +4, rope +5, stone axes +8, two-handed stone axes +3, wicker baskets +6, food drying +2, grass weaving +6]
Magic:
Culture: 6 [Brukden, the ashen overlord]

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life.
Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs.
>>
>>3448891
Action 1:
>keep learning how this new silk material behaves and what we can make out of it.
>>
>>3448884
Urduk-Glarr: Year 4, month 6
60 +30 = 90 (almost complete success)
Action 1: The chimps began making holes deeper and deeper into the ground so as to improve the workflow, but they were hindered by something: nothing to carry the stones in (3/6, but must make some sort of portable container for the stones to continue)

25 +30 = 55 (success)
Action 2: The chimps began attaching stones to sticks, though they couldn't figure out how to keep them on there (1/2)

>>3448891
>>3448934
Aldaketaren: Year 4, month 4
4 +11 = 15 (failure with huge detriments)
Action 1: The Aldaketaren continued trying to learn the fine art of thread-craft, but ended up just wasting time and effort, enough to make the elder put a hold on the whole thing till the end of the year (-20 food, and taboo till year 5)

6 = Absolute failure
Action 2: Another termite mound was discovered too late, and the land was 'quarantined' off as hostile territory (if you want to take that land, you'll have to do it forcefully [-5 of chosen modifier, -10 food, and 3d20 population casualties])

>>3448922 (You)
Pudovskin: Year 4, month 5
5 +27 = 32 (failure with detriments)
Action 1: The art was banned till year 5, and it cost time and food (-20 food, and taboo till year 5)

60 +27 = 97 (Almost complete success)
Action 2: With the new art of grass weaving, the bears went about making rooves for habitation, though they ended up not being water-proof yet (3/4)
>>
Rolled 6, 2 = 8 (2d20)

>>3448902
>>
Rolled 13, 13, 13 = 39 (3d20)

>>3448969
>>
>>3448969
Year 4, month 5

kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+5 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+5 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff; Hand axes; Fire; Beetle carapace; Beetle farms; Silk fibers; Shell containers

Production: Beetle carapace; Silk fibers; Pottery

Progress:

Power: 6
Defense: 9 (Anthill complex and patrols)
Food: 155 [+4 p/month]
Population: 93/175
Tech: 6
Magic:
Culture:6

Action 1:
>use beetle carapaces as helmets during fights

Action 2:
>create pointy wooden sticks (spears) for a safer type of combat.

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
Rolled 35, 50 = 85 (2d100)

>>3448989
>>
Rolled 81, 30 = 111 (2d100)

Year 4
Month 1

Xochiluatl
Race: Fire Raptors
Color: Red
Location: Fire Mountains of the Southern Isles
Capital: Vanaxalo

Ability 1: Fire Magic
Ability 2: Flight (Wings)

Power: 6
Defense:
Food: 68 (+6 a Turn)
Population: 71/200

Tech: 12 Total
(Glyphs-Written Languge)
(Animal Domestication)
(Open Forge)
(Metallurgy)
(Native Copper)
(Obsidian Handaxes)

Magic: 14 Total
(Fire Magic)
(Light Magic)
(Wind Magic)
(Magic Glyphs)
(Golem Guardians)

Culture: 6
(Leadership: Cabal of Shamans)

In Progress: 4/6 Croc Training

Action 1&2: Crocodile Taming

The Endeavour continues....
Slow but sure progress is maintained, so with the Blessings of the Gods, success shall likely soon be ours.

We must redouble our efforts for the Glory of the Xochiluatl Empire!

(+Bonuses)
>>
>>3448989
>>3449011
Aldaketaren: Year 4, month 5
35 +6 [tech] = 41 (failure)
Action 1: No one really digs the new headwear, and prefer their bald heads

50 +6 [tech] = 56 (success)
Action 2: The Aldaketaren began making sharp pointy sticks. Now that they have hand axes, this won't take very long (1/2)

>>3450871
The Raptors magic is just an extention of their natural abilities: Fire, and wind
Xochituatl: Year 4, month 1
81 +12 [you only get one of the bonuses from the misc modifiers. Tech, magic, and culture] = 93 (complete success)
Action 1&2: The Raptors finally got the crocs to a point, through selectively breeding promising traits and enforcing them, where they can go into their pens without getting ripped to shreds. The Raptors can now take the croc eggs, as well as tame them further (+1 to food every month [due to croc egg harvest], and the beasts are now semi tame wild animals)
>>
Rolled 75, 24 = 99 (2d100)

Year 4
Month 2

Xochiluatl
Race: Fire Raptors
Color: Red
Location: Fire Mountains of the Southern Isles
Capital: Vanaxalo

Ability 1: Fire Magic
Ability 2: Flight (Wings)

Power: 6
Defense:
Food: 70/75 (+7 a Turn)
Population: 71/200

Tech: 12 Total
(Glyphs-Written Languge)
(Animal Domestication)
(Open Forge)
(Metallurgy)
(Native Copper)
(Obsidian Handaxes)

Magic: 14 Total
(Fire Magic)
(Light Magic)
(Wind Magic)
(Magic Glyphs)
(Golem Guardians)

Domesticated Animals:
Birds
Turtles

Semi Tame Animals:
Giant Crocodiles

Culture: 6
(Leadership: Cabal of Shamans)

Action 1&2: Study the Ruins to the North East and try to learn how Stone Buildings are made.

High Shaman Texcoco leaned upon the Smoothly interlocked Stone Blocks, a thoughtful expression upon his features as he examined the remnants of the Structures all around him.

Other Shamans bustled around him, the Ruins now filled with activity after many an age.

The Ruins found during the Grand Crocodile Slaughter were put aside for a time, but now that more of the Xochiluatl were free for tasks, the Cabal of Shamans were quick to revisit the location to learn as much as possible.

Did the Venerable Ancestors build this place? It seems to predate the Techniques of Stone Shaping used on the Tower of the Gods on Machu Tolo....

But it is entirely possible it was built, when the Great Race of Fire Raptors lost much of their greatness also....

The High Shaman gnawed at the flesh of a burned Bird, tearing at the carcass with glee as he watched an Ancestral Golem Guardian stomp past, a Stone Slab grasped in it's arms, far larger and heavier than a Flesh and Blood Raptor could manage.

He finished his Meat with a happy growl and loped away to think more.

If Engravings of Art or Writings are found, then even more could be learned! If we can find any, will they be like our Glyphs or different?

If it was not the Ancestors that made these Structures.... Then who or what did?

Was Magic used in this places crafting? We shall feel out the area with our Magics, test if Fire, Wind or Light Magic resonates with our own.

For now however, learning how to replicate such structures would very much improve Fire Raptor living conditions.

We will study this place carefully and undertake experiments to make our own structures aided by our Technology and Magic!

More of the overgrown vegetation was slowly hacked away by Obsidian Axes, while other Raptors wielded their Fire Magic to aid in the Clearing of the Flora.

Other Raptors kept the thick dark Smoke from the Burning plants, safely away from the Shamans and Labourers via usage of the Magics of the Wind.

All this occured overseen by the Cabal's Wisdom and Enlightened Leadership of course.... Praise be to the Gods and the Ancestors!

May this Sacrifice of Food earn the Gods favour for this undertaking!

(-5 food +Bonuses)
>>
>>3451235
Xochituatl: Year 4, month 2
75 +14 [tech +12, sacrifice +2] = 89 (above average success)
Action 1&2: The Xochituatl shaman's studied the buildings, paying no heed to the others fear of curses and evil things. Most of the ruins only had the very bottom of the walls still standing, with only several stones salvageable. The Shamans studied these stones, and found that they were not made from mountain or rock, but from the sediments and clay of the earth... Interesting (2/5 for investigating ruins, and discovery of clay molding and sculpting achieved)
>>
Rolled 74, 26 = 100 (2d100)

>>3451056
Year 4, month 6

kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+5 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+5 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff; Hand axes; Fire; Beetle carapace; Beetle farms; Silk fibers; Shell containers

Production: Beetle carapace; Silk fibers; Pottery

Progress:

Power: 6
Defense: 9 (Anthill complex and patrols)
Food: 159 [+4 p/month]
Population: 93/175
Tech: 6
Magic:
Culture:6

Action 1: We seem to be master of the elements, but there's one thing that we don't know what we should do about. ROCKS!
>look for different rocks and see how they react to heat.

Action 2:
>create pointy wooden sticks (spears) for a safer type of combat.
>use them to throw at things with our powerful tonges.

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
Rolled 5, 57 = 62 (2d100)

Year 4
Month 3

Xochiluatl
Race: Fire Raptors
Color: Red
Location: Fire Mountains of the Southern Isles
Capital: Vanaxalo

Ability 1: Fire Magic
Ability 2: Flight (Wings)

Power: 6
Defense:
Food: 72/77 (+7 a Turn)
Population: 71/200

Tech: 12 Total
(Glyphs-Written Languge)
(Animal Domestication)
(Open Forge)
(Metallurgy)
(Native Copper)
(Obsidian Handaxes)

Magic: 14 Total
(Fire Magic)
(Light Magic)
(Wind Magic)
(Magic Glyphs)
(Golem Guardians)

Domesticated Animals:
Birds
Turtles

Semi Tame Animals:
Giant Crocodiles

Culture: 6
(Leadership: Cabal of Shamans)

In Progress:
Clay Molding and Sculpting
(2/5)

Action 1&2: Clay Molding and Sculpting

The High Shaman Texcoco carefully examined many different types of Soil, be had many samples before him, a wide variety of Grey shades or Brown or Red or Yellow etc.

Another High Shaman was nearby testing out methods of molding the assorted substances with many different approaches, such as compacting it together in a frame of wood or wrapping the substances around things from wood to metal to rock.

A group of younger Shamans were testing out the wetting of various soil samples with fresh water or salt water.

Another group were testing out samples composed of various mixes of several differing soil types.

Others then tried many methods to solidify the substances to a similar state as those found within the ruins of the structures.

Some left them in the Sun to harden, others tried to cook their samples as if they were a Meal of Burned Flesh in a fire, while a few others of more potent Magical capability, were using various magics to assist the Sun or Cooking methods.

There were even many false rocks formed with Magical Glyphs of Strength inside them in layers of the mud or carved via Talon and inscribed upon them being tested versus false rocks without Magical Glyphs.

All of these varying activities were gathering much interest from the non Shaman Fire Raptors, who watched in interest or assisted here and there when able via donating Food for Shamans to use in Sacrificial Rituals.

Many a Raptor took to copying the Shamanic Research to make shapes and objects of varying types.

Some made Concave Hollow shapes to place things into or collect water in, others made ornamental figurines of things such as Raptors and various Prey creatures etc.

(-5 Food +Bonuses)
>>
Rolled 48, 68 = 116 (2d100)

>>3448902
"The Tsardom Ultrachad"
Race: Duck billed platypus, the chaddiest of animals
Color: Poop brown, the chaddiest colour
Location: Pic related

Ability 1: Amphibious (Can swim through water)
Ability 2: Electro magnetic sonar (can use electromagnetic sonar in beak to detect things the eye wouldn't normally see. yes Duck billed platypus' actually have this, look it up)

Power: [Venomous spurs +6]
Defense: [+5 Dam capital]
Food: 90
Population: 83
Tech:[+4 Fire invented] [+5 handaxes] [+4 abrading]
Culture:
Magic

Date: year 4 month 2

Action 1: Ah! brilliant! now we know they can be used for something, we should go ahead and perfect them for there job! [+13 tech]

Action 2: The same platypus' from before who smoothed the stone have a new and ingenious idea. what if we tried smoothing stuff that ISN'T stone? like say wood? [+13 tech]
>>
btw, add +3, and clay making/drying to your tech (I included it in these modifiers)
>>3451314
Aldaketaren: Year 4, month 6
74 +9 = 83 (above average success)
Action 1: The chameleons put different stones and sand onto the open fire, trying to do the same thing that they did to create the pots, but no stone seemed to really change, but they did manage to take a look at the different types of stone available: sandstone (abrading), some flint and chert (chipping), and river stones (good if you can abrade). They went about trying to increase the heat of the fire by blowing on it, but their breath was not enough. Next, they tried getting large leaves and using them to create more wind for the fire, but it still wasn't enough. Lastly, they tried to build a clay wall around the fire, so that it wasn't cooled down by the wind, and left a hole in its side. (2/10 for forge making)

26 +9 = 35 (failure with detriments)
Action 2: The chameleons gave up, and ended up just wasting time and food in the endeavor (-20 food, and taboo till the next year)

>>3451322
Xochituatl: Year 4, month 3
57 +14 = 71 (above average success)
Action 1&2: The Raptors began molding clay with their hands, building it up, and shaping it differently. They discovered that when put to the fire, it hardens into almost rock-like strength (+3 tech due to clay making and drying [pottery, or brick creation counts as a different action])

>>3451358
48 +13 = 51 (success)
Action 1: The plats continue to mold the spears for what they wanted (3/4)

68 + 13 = 71 (above average success)
Action 2: Though they only had saplings, twigs, and fallen branches for wood, they went about scraping them, and found that they could peel off all the bark and lumps to make the wood nice and smooth... sort of, because they haven't developed hand abraders for this purpose, so the supply of smooth wood is very limited (3/4)
>>
Rolled 42, 22 = 64 (2d100)

>>3451374
"The Tsardom Ultrachad"
Race: Duck billed platypus, the chaddiest of animals
Color: Poop brown, the chaddiest colour
Location: Pic related

Ability 1: Amphibious (Can swim through water)
Ability 2: Electro magnetic sonar (can use electromagnetic sonar in beak to detect things the eye wouldn't normally see. yes Duck billed platypus' actually have this, look it up)

Power: [Venomous spurs +6]
Defense: [+5 Dam capital]
Food: 90
Population: 83
Tech:[+4 Fire invented] [+5 handaxes] [+4 abrading]
Culture:
Magic

Date: year 4 month 3

Action 1: Holy shit we finna be gettin' some spear soon, spear moment [+14 tech]

Action 2: the abrader's continue to abrade at there wood so that they can become more proficient in abrading
>>
File: Raw hide stretcher.jpg (93 KB, 615x446)
93 KB
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Rolled 1, 23 + 27 = 51 (2d100 + 27)

Year 4, month 5

Action 1: Make rawhide stretchers
Action 2: Make grass rooves (3/4)

Progress:
Shields: 0
Helmets: 0

"Pudovskin"
Leader: Brukden The Ashen Overlord
Race: Black Bears
Color: White/Light grey
Location: Forest land next to mountains and lake
Capital: Burrow

Ability 1: Deft Claws. Having used their claws for many tasks these bears are now able to make full use of them.
Ability 2: Toughen up. Use to taking a hit the bear's bodies have learned to stop their bleeding faster then most. When you are about to lose population before you roll you may roll 1d20, if the result is above a 17 you negate the population loss. This ability can be used once per year.

Items:

Power: 12 [stone hunting axes +4, wicker armor +3, and fire mushrooms +5]
Defense: 8 [Burrow capital with wicker wall and door]
Food: 197 (+8 every month [Berry bushes with tilled soil, wicker fences, and penned wild boars])
Population: 225/250
Tech: 27 [Wicker +6, berry bush crops +4, fire +4, rope +5, stone axes +8, two-handed stone axes +3, wicker baskets +6, food drying +2, grass weaving +6]
Magic:
Culture: 6 [Brukden, the ashen overlord]

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life.
Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs.
>>
Rolled 72, 91 = 163 (2d100)

Year 4
Month 4

Xochiluatl
Race: Fire Raptors
Color: Red
Location: Fire Mountains of the Southern Isles
Capital: Vanaxalo

Ability 1: Fire Magic
Ability 2: Flight (Wings)

Power: 6
Defense:
Food: 74/79 (+7 a Turn)
Population: 71/200

Tech: 15 Total
(Glyphs-Written Languge)
(Animal Domestication)
(Open Forge)
(Metallurgy)
(Native Copper)
(Obsidian Handaxes)
(Claymaking/Drying)

Magic: 14 Total
(Fire Magic)
(Light Magic)
(Wind Magic)
(Magic Glyphs)
(Golem Guardians)

Domesticated Animals:
Birds
Turtles

Semi Tame Animals:
Giant Crocodiles

Culture: 6
(Leadership: Cabal of Shamans)

Action 1&2: Brick and Pottery Making

Another Sacrifice to the Gods was occurring to Bless the Brick Creation works, the Shamans performed the Rites, but were rather embarassed and sullen while doing so.

Xalu watched them skulk about pretending nothing was wrong with amusement on her face.

For it was not the Shamans that sculpted the first Clay Creations but rather the others who experimented with Clay for fun.

Like herself for instance.

She was rather pleased to find herself being congratulated by the Shamans and inducted into their Ranks, she realised it was a form of trying to tie themselves to her success, but did not really mind.

Just the idea of learning Magics other than the Fire Magic all Fire Raptors are Born with was very exciting!

She watched the Shamans as they tried to improve upon the Clay making Process she perfected with interest.

She was rather proud.

Many Shaman's were now making Light Magics and imbuing them into Glyphs etched onto the False Rocks, the new things copied from the discovered Ruins, these.... Bricks.

They would dry out in the Sun faster for only a minor charge of magic.

The Fires to Bake the Clay Bricks were also enhanced with Glyphs, the inscriptions carved into the ground surrounded the Bonfires and were imbued with Fire Magic to focus the Heat evenly.

Even the Wind Magics played a part, the Glyphs for these encircled the Fire Glyphs and any wind blown past became sucked into the Fire to increase the heat and prevent the Wind weakening it's effectiveness upon the Clay Bricks and other Clay items.

Finally the Guardian Golems would walk in and out of the Fires to tend to the Clay Creations and swap in and out New Bricks while removing Finished Bricks to cool and settle.

She found the whole process fascinating!

(-5 Food +Bonuses)
>>
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Rolled 2, 2, 14, 16, 8 = 42 (5d20)

Dice is for Pudovskin casualties
>>3451391
Tsardom Ultrachad
42 +14 = 56 (success)
Action 1: (It was harpoons, not spears btw [it will only take 1 action point to make spears now though]) The platypus now figured it out, and created four-pronged sticks with sharp ends to kill the fish or crabs lurking under the water (+2 power, but +6 when fishing/water activities)

22 +14 = 36 (failure with detriment)
Action 2: The Tsars, with their short attention span, gave up on smoothing wood for the rest of the year (taboo till year 5)

>>3451402
Pudovskin: Year 4, month 6
Nat 1 = the worst possible failure
Action 1: The bears, eager to try and make something using animal fur, went for the biggest animal to get skin from: the mammoth. They hid, and when the time was right, attack the animal, launching this hunting mission with almost all the tribe. Little did the bears know that the other mammoths were not far off, and the cry of one of their younger cubs launched them into a rage, which caused them to stampede the bears, leaving heavy casualties (-30 food, 5d20 casualties, and taboo till year 6)

23 +27 = 50 (success)
Action 2: The bears made the rooves, but don't know what to do with them yet (rooves obtained)

>>3451424
I'm pretty sure this isn't what you meant, but pottery and brick making are two different (small) actions, so I'll use both dice separately. Also, to specify, your magic glyphs can only give off a weaker version of your normal practiced magic, and have to be mentally activated by the shaman who creates it

Year 4, month 4
72 +17 = 89 (above average success)
Action 1: The Xochituatl began copying the old stones by making similar ones using the fire. For now, their basic knowledge of clay makes it so their creations broke, leading to a race to see who can master brick making (which Xalu was winning) (2/3)

92 +15 [I'll only apply the sacrifice bonus to one action] = 107 (almost complete success)
Though rudimentary, and ugly, some Raptors began making shapes in the dry clay that could carry water and small things, but it was nothing substantial yet (3/4)
>>
Rolled 3 (1d20)

>>3451470
Gonna use my 'toughen up' ability to try and negate some damage (gonna assume it's for one of the d20's [the 16 of course])
>>
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Year 5 begins:

Half your food (rounded up), and add it to your population.
No world event this time, so everyone just post year 5, month 1 turns as normal
>>
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Rolled 40, 90 = 130 (2d100)

>>3451528
Year 5, month 1

kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+5 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+5 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff; Hand axes; Fire; Beetle carapace; Beetle farms; Silk fibers; Shell containers; Clay making

Production: Beetle carapace; Silk fibers; Pottery

Progress:
>silk weaving 3/10
>forge making 2/10

Power: 6
Defense: 9 (Anthill complex and patrols)
Food: 147 [+4 p/month]
Population: 165/175
Tech: 9
Magic:
Culture:6

Action 1:
>resume silk practices to further develop weaving techniques.

Action 2: keep messing with the rocks.
>maybe we can potencialize our heat output by making early furnaces.

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
Rolled 94, 32 + 27 = 153 (2d100 + 27)

>>3451470
Year 5, month 1

Action 1: Make grass houses using the grass rooves
Action 2: Make wooden spears (it's about time)

Progress:

"Pudovskin"
Leader: Brukden The Ashen Overlord
Race: Black Bears
Color: White/Light grey
Location: Forest land next to mountains and lake
Capital: Burrow

Ability 1: Deft Claws. Having used their claws for many tasks these bears are now able to make full use of them.
Ability 2: Toughen up. Use to taking a hit the bear's bodies have learned to stop their bleeding faster then most. When you are about to lose population before you roll you may roll 1d20, if the result is above a 17 you negate the population loss. This ability can be used once per year.

Items: Grass rooves

Power: 12 [stone hunting axes +4, wicker armor +3, and fire mushrooms +5]
Defense: 8 [Burrow capital with wicker wall and door]
Food: 175 (+8 every month [Berry bushes with tilled soil, wicker fences, and penned wild boars])
Population: 250/250 (I didn't intend on instantly regaining population loss, lol)
Tech: 27 [Wicker +6, berry bush crops +4, fire +4, rope +5, stone axes +8, two-handed stone axes +3, wicker baskets +6, food drying +2, grass weaving +6]
Magic:
Culture: 6 [Brukden, the ashen overlord]

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life.
Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs.
>>
Rolled 3, 39 = 42 (2d100)

>>3448969

Year 5, month 1

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black
Location: Southern Forests
Capital: Treehouse Capital

Ability 1: Natural toolmakers - Even before their days of sentience they made tools for themselves, and although still crude, they are something nonetheless. (+5 Tech)
Ability 2: Berserker rage - Already strong in general, when particularly angered they can find themselves in a fit of red-eyed rage in which bursts of extreme strength and speed are possible, although it takes a toll afterwards (+6 to combat when fighting enemy that has caused population loss)

Power: 7 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 72 (+4 per month, orchards)
Population: 147/200
Tech: 30 (Wooden spears, stone hand-axes, grass weaving, stone hand-hammer, rope, hammer and chisel)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Items: Jade deposits, average amounts of refined jade

Action 1: Forage for food in the woods

Once again, there is no longer enough food in Urduk-Glarr for the population to be sustained. It is only a minor shortage of course, but it is a shortage nonetheless, and one that simply must be stopped. So it is that the Chimps gather, getting enough food for them to survive through the coming months.

>Action 2: Attempt to optimise orchard growth

Some have suggested expanding the orchards to account for this population growth, but according to others there is a rather different solution: find ways to optimise the growth and health of the ones they already have. It might be a useless endeavour, but it's something to try for nonetheless.
>>
Rolled 17, 1 = 18 (2d100)

Year 4
Month 5

Xochiluatl
Race: Fire Raptors
Color: Red
Location: Fire Mountains of the Southern Isles
Capital: Vanaxalo

Ability 1: Fire Magic
Ability 2: Flight (Wings)

Power: 6
Defense:
Food: 71/81 (+7 a Turn)
Population: 71/200

Tech: 15 Total
(Glyphs-Written Languge)
(Animal Domestication)
(Open Forge)
(Metallurgy)
(Native Copper)
(Obsidian Handaxes)
(Claymaking/Drying)

Magic: 14 Total
(Fire Magic)
(Light Magic)
(Wind Magic)
(Magic Glyphs)
(Golem Guardians)

Domesticated Animals:
Birds
Turtles

Semi Tame Animals:
Giant Crocodiles

Culture: 6
(Leadership: Cabal of Shamans)

In Progress:
Brick Making 2/3
Pottery 3/4

Action 1: Brick Making

She performed the Sacrificial Ritual she had been taught, seeking Divine Guidance in her works.

Xalu paused afterwards and reflected upon her efforts.
She had worked hard, like never before in fact.

She had improved her Clay Recipe to suit Brick crafting, rather than Figurines or Receptacles.

She had been testing many different temperatures and different times for cooling, both assisted by Magics and without.

The Bricks needed to be very hot, yet that heat must be equal throughout the Brick.

The Bricks needed to be thoroughly dried also, if any moisture remained inside them they were likely to crack or shatter.

They also needed to cool evenly, yet uniformly also, otherwise they could break from extreme differences of hot and cold.

She was learning so much throughout this process!

Xalu chirped at a high pitch in exuberance, as she noted down her more recent findings in written glyphs.

Xalu would continue to try and find the perfect balance of requirements to aid in Unearthing the Secrets of Brick Making.

(-5 Food +Bonuses)


Action 2: Pottery Crafting

Very different techniques for this kind of Clay Crafting compared to the Work with Bricks.

Shamans bickered with Non-Shamans and many squabbles over different approaches occurred.

Squeezing Clay, Rolling Clay, forming patterns and smoothing out Clay.
All were methods used in a variety of ways to achieve different effects and differing shapes.

Even the Cooking and Cooling proccesses were full of variations that baffled many.

All worked anxiously to see what would result, Shamans now gathering around the Work area to begin their Sacrificial Rituals.

(-5 Food +Bonuses)
>>
Nooooooooooo......
>>
>>3451725
you have my sympathy
>>
>>3451561
Aldaketaren
40 +9 = 49 (failure)
Action 1: The Aldaketaren don't make progress in the thread craft, only ending up wasting time this month (4/10)

90 +9 = 99 (almost complete success)
Action 2: The Aldaketaren figured out how to build clay shapes around the fire to conserve heat, and now began trying to make a wind blower, which they eventually got right after a few attempts, though they didn't get around to building air containers for the little spinny thing just yet (5/10)
>>
>>3452747
Year 5, month 2

kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+5 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+5 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff; Hand axes; Fire; Beetle carapace; Beetle farms; Silk fibers; Shell containers; Clay making

Production: Beetle carapace; Silk fibers; Pottery

Progress:
>silk weaving 3/10
>forge making 5/10

Power: 6
Defense: 9 (Anthill complex and patrols)
Food: 151 [+4 p/month]
Population: 165/175
Tech: 9
Magic:
Culture:6

Action 1:
>try out silk practices to further develop weaving techniques.

Action 2: maybe we can potencialize our heat output by making blowing air at the flames, which seems to make then burn with a strong fervor. No one had any clue in how this would be done, but some chameleons that had been assigned the task of storaging the poisonous glands messed with them and ocasionally popped one here or there. When the glands were emptied out of their noxious juices they acted like a big plastic bag.
>integrate bellows onto the construction of the furnaces with bladder-like poisonous glands

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
Rolled 47, 3 = 50 (2d100)

>>3452792
>>
>>3451563
Pudovskin: Year 5, month 1
94 +27 = 121
Action 1: The bears began making small grass huts, using sticks stuck into the ground for the basic shape, while grass was put on in layers to stop water seeping in. The bears haven't figured it out quite just yet (3/4)

32 +27 = 59
Action 2: The Pudovskin began making their sticks pointed, so as to have a greater reach and speed than the axes (1/2)

>>3451691
Urduk-Glarr:
3 +7 = 10 (failure with huge detriments)
Action 1: The chimps, under the guidance of Grunog, the leader and chief male, took the simple weapons (question, are the simple weapons spears, or have they not been given an action to be turned into them. If they are the simple things you started with, then they're just sticks with broken ends for points), and began searching for game, looking for monkeys or bush-pigs, and stumbled upon the wild calls of an ape. The thirty or so chimps divided into their respective groups (they start training in tactics at the age of ten), with the 'drivers' making the potential prey run in a certain direction, and the 'blockers' ambushing them from that direction, and initiating the kill. They found the animal making the calls: bush pigs. Everyone got into position, with the drivers freaking out the small band of pigs, and the blockers jumping out to catch the pigs. Within an hour or so, the pigs were caught, and Grunog ate first, ripping apart the still alive pig.
It was at this point that a huge clan of chimps ran in, demanding with screeches the food hunted, with the two large groups clashing, and casualties (though larger on their side) being substantial (roll 2d20 for hunting casualties, and 1d20 for starvation casualties [also +10 food from the salvaged hunt +14 from hex modifier = 34])

39 +30 = 69 (success)
Action 2: The chimps began placing more fruit trees down, and began removing more of the canopy to accommodate for it. It should be said that due to them changing their own environment to have less trees, they themselves have begun walking upright more. Some of the chimps began upside down spears in the ground next to the small trees, and tying them to them with rope, making the wilted ones grow faster. Some have even begun planting the trees in orderly rows so as to make it all neat (+2 every month [staking trees, and beginning to plant them in rows])
>>
>>3453136
>>3451724
Glyphs at this point only say nouns (like sky, or earth), and aren't a form of written language. Language in the real world was formed in 3000 bc or so, so you can't make language overnight, especially with no implements or actual need for one yet (apart from simple magics). The people of Sumer developed language using clay tablets with scrapped figures in it, using it for counting grain etc.

Xochituatl: Year 4, month 5
17 +17 = 34 (failure with detriments)
Action 1: Xalu went back to the ruins to study the bricks more, and during her daily studies, came upon a large stone on the floor, which she ordered a stone golem to pick up, making use of their strength. It turned out that there was a chamber beneath the stone (that had been laying below the dirt), but the inside left a cold feeling in the heart, and visions of the dark past, and the almost extinction of the race. A fell air left that room, and blew right in the face of Xalu, which made her order the golem to close the chamber. None of the Raptors went back to the ruins after this was said, and no progress was made on brick craft, simply wasting time and food (-20 food, and taboo till next year)

Nat 1 = The worst possible failure
Action 2: One of the more rash and foolhardy Raptors was not deterred by the ghost story though, and went to investigate with some friends, who pulled open the chamber, and jumped inside. They wrote a light glyph on the ground that they knew, and with their young age it only let off a dull glow, enough to barely illuminate the room. As soon as light hit those walls, the Raptors flapped their wings, and screamed to get out, climbing over each other like crabs in a pot. The walls were made of no brick; they were made of skulls, all facing inwards, with the whispers of long-dead creatures leaving their remnants. Hands of bone launched themselves out of the ground, grabbing and pulling down the younglings, taking in their essence and knowledge so as to curse those who broke the seal.
It was midnight when the great flock of bones and dried skin descended upon the volcano, ripping apart all those in their way, until at last, they found Xalu and the golem, who they took back to their lair, never to return (-1 golem, - Xalu, -30 food, 5d20 casualties, and taboo till year 6 [the skeletons were fire Raptors btw])

>>3452792
>>3452794
Aldaketaren: Year 5, month 2
47 +9 = 56 (success)
Action 1: The figured out by the end of the month that the thread needed to be lined up and given strain, so as to make the threads straight. (5/10)


3 +9 = 12 (failure with huge detriments)
Action 2: The chameleons poison themselves, and avoid furnaces for the year (1d20 population casualties and taboo till year 6)
>>
>>3453136
Oh, nevermind for that starving casualties, you inadvertently culled the population anyway
>>
Rolled 13, 8, 6 = 27 (3d20)

>>3453136

Rolling for hunting and starvation casualties.
>>
Rolled 86, 41 = 127 (2d100)

>>3453136

Year 5, month 2

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black
Location: Southern Forests
Capital: Treehouse Capital

Ability 1: Natural toolmakers - Even before their days of sentience they made tools for themselves, and although still crude, they are something nonetheless. (+5 Tech)
Ability 2: Berserker rage - Already strong in general, when particularly angered they can find themselves in a fit of red-eyed rage in which bursts of extreme strength and speed are possible, although it takes a toll afterwards (+6 to combat when fighting enemy that has caused population loss)

Power: 7 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 102 (+6 per month, stakes orchards)
Population: 126/200
Tech: 30 (Wooden spears, stone hand-axes, grass weaving, stone hand-hammer, rope, hammer and chisel)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Actions 1 and 2: Attempt to create fire

Many times now the Chimpanzees have attempted to make fire, and many times their attempts have ended in either failure or complete disaster. Saner species would've given up, but not them. Oh no, they will keep trying, keep experimenting, even if they burn down their entire forest to do so.
>>
>>3453454
Urduk-Glarr: Year 5, month 2
86 +30 = 116 (complete success)
Action 1&2: The chimps, using their previous knowledge (and trauma), created and controlled fire finally. This was a great step for them, and they could now sleep and live on the bottom instead of just the canopy, with the fire deterring most predators and other chimps. They had the art of fire making down, and were now past all those burns and bad dreams (+4 tech due to fire)
>>
Rolled 58, 80 = 138 (2d100)

>>3453462

Year 5, month 3

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black
Location: Southern Forests
Capital: Treehouse Capital

Ability 1: Natural toolmakers - Even before their days of sentience they made tools for themselves, and although still crude, they are something nonetheless. (+5 Tech)
Ability 2: Berserker rage - Already strong in general, when particularly angered they can find themselves in a fit of red-eyed rage in which bursts of extreme strength and speed are possible, although it takes a toll afterwards (+6 to combat when fighting enemy that has caused population loss)

Power: 7 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 108 (+6 per month, stakes orchards)
Population: 126/200
Tech: 34 (Wooden spears, stone hand-axes, grass weaving, stone hand-hammer, rope, hammer and chisel, fire)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Action 1: Attempt to create pottery

By the campfire, a few Chimpanzees are experimenting with some mud. They had often noticed before how certain types can be shaped, formed. They never keep it for long of course, but it's a fun game regardless. Yet one of them looks at the campfire, sees how it heats and hardens, and they wonder how it might be possible to allow this mud, this clay, to keep its shape...

Action 2: Continue attempting to create axes (1/2)

The idea is there now: attach a hand axe to a proper handle, and then it can be used to far greater effect. Of course, for now they have little idea as to how to actually get it to stay on the stick, but they're quite certain it's only a matter of time before they figure it out.
>>
>>3453466
Urduk-Glarr: Year 5, month 3
58 +34 = 92 (almost complete success)
Action 1: The chimps began building up the clay, and throwing it in the fire, taking it out once it hardened. This process became a great pass time, with the female chimps enjoying it most of all (+3 tech from clay sculpting [pottery counts as a different action])

80 +34 = 114 (complete success)
Action 2: This month proved to be a fruitful one, with the chimps now making small one-handed axes for woodcraft and cutting, what endeavors lie ahead with this new tool (+4 tech, and can now fell the full sized small trees of the jungle, only leaving the large ones out of your hands [can create carpentry chisel using your masonry one])
>>
Rolled 26, 32 = 58 (2d100)

>>3453490

Year 5, month 4

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black
Location: Southern Forests
Capital: Treehouse Capital

Ability 1: Natural toolmakers - Even before their days of sentience they made tools for themselves, and although still crude, they are something nonetheless. (+5 Tech)
Ability 2: Berserker rage - Already strong in general, when particularly angered they can find themselves in a fit of red-eyed rage in which bursts of extreme strength and speed are possible, although it takes a toll afterwards (+6 to combat when fighting enemy that has caused population loss)

Power: 7 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 114 (+6 per month, stakes orchards)
Population: 126/200
Tech: 41 (Wooden spears, stone axes, grass weaving, stone hand-hammer, rope, hammer and chisel, fire, clay sculpting)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Action 2: Attempt to create pottery

Although it began merely as a side passtime, now clay sculpting is something done by all manner of Chimps, some merely making round lumps and spheres, others making the forms of actual animals. However, there are a few Chimpanzees who wonder whether it mightn't be possible to make something more useful with clay...

Action 2: Attempt to develop carpentry

With their new axes, the Chimps find that they are now able to fell even larger trees than before, and with far greater ease too! For most, this simply means that they now have more fuel for their campfires. However, all the same there are certain Chimpanzee masons who think it might be worthwhile to experiment with wood, see if there can be some better use made of it.
>>
Rolled 46, 60 + 27 = 133 (2d100 + 27)

>>3453136
Year 5, month 2

Action 1: Continue to make grass houses using the grass rooves
Action 2: Continue to make wooden spears

Progress:

"Pudovskin"
Leader: Brukden The Ashen Overlord
Race: Black Bears
Color: White/Light grey
Location: Forest land next to mountains and lake
Capital: Burrow

Ability 1: Deft Claws. Having used their claws for many tasks these bears are now able to make full use of them.
Ability 2: Toughen up. Use to taking a hit the bear's bodies have learned to stop their bleeding faster then most. When you are about to lose population before you roll you may roll 1d20, if the result is above a 17 you negate the population loss. This ability can be used once per year.

Items: Grass rooves

Power: 12 [stone hunting axes +4, wicker armor +3, and fire mushrooms +5]
Defense: 8 [Burrow capital with wicker wall and door]
Food: 183 (+8 every month [Berry bushes with tilled soil, wicker fences, and penned wild boars])
Population: 250/250 (I didn't intend on instantly regaining population loss, lol)
Tech: 27 [Wicker +6, berry bush crops +4, fire +4, rope +5, hand axes/stone hand tools +4, stone axes +4, two-handed stone axes +3, wicker baskets +6, food drying +2, grass weaving +6]
Magic:
Culture: 6 [Brukden, the ashen overlord]

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life.
Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs. Some of them have even begun wearing the wicker on their bodies, using it as both a symbol of status, and for its defense.
>>
>>3453492
Urduk-Glarr: Year 5, month 4
26 +41 = 67 (success)
Action 1: The chimps began the long process of trial and error, figuring out the finer points of clay craft one mistake at a time (1/4)

32 +41 = 73 (above average success)
Action 2: The Urduk began using their axes to cut off some of the bark of the branches they found, making even smaller axes for the tasks, and using even their chisels and hammerstones for the slow chipping and scraping process, while they used hand-axes to cut away at the lumps and indentations in the wood (+3 tech: primitive wood sculpting created, and +1 to whatever used wood before [i.e. wooden spears and tools])
(need abrading tools to smooth the wood, and you can now put an action into making wedges based off the chisel design)

>>3453493
Pudovskin: Year 5, month 2
46 +27 = 73 (above average success)
Action 1: Some grass huts were created around the burrow capital using sticks and rope, accommodating the higher-ups of the clan (+4 tech, +4 defense, +25 population cap, and the Pudovskin now have a 'village' of a few houses)

60 +27 = 87 (above average success)
Action 2: Wooden spears were made (+4 power)


Housing goes like this (after the initial invention of the thing of course):
You say you want to put in an action to making housing, and roll for success, and when successful you gain +25 population cap. You can have 1 of these housing's in a hex, which means that each hex can have +50 people in it [including the already given +25]). The better your houses get, the more population bonus they give off
>>
Rolled 95, 66 = 161 (2d100)

>>3453507

Year 5, month 5

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black
Location: Southern Forests
Capital: Treehouse Capital

Ability 1: Natural toolmakers - Even before their days of sentience they made tools for themselves, and although still crude, they are something nonetheless. (+5 Tech)
Ability 2: Berserker rage - Already strong in general, when particularly angered they can find themselves in a fit of red-eyed rage in which bursts of extreme strength and speed are possible, although it takes a toll afterwards (+6 to combat when fighting enemy that has caused population loss)

Power: 8 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 114 (+6 per month, stakes orchards)
Population: 126/200
Tech: 44 (Wooden spears, stone axes, grass weaving, stone hand-hammer, rope, hammer and chisel, fire, clay sculpting, primitive wood sculpting)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Action 1: Continue working on pottery

The progress is going slowly so far, as progress is wont to do, but it is happening nonetheless. One experiment after another, one trial after another, the art of pottery is slowly being crafted, refined, improved upon. At least, that's the general plan anyway.

Action 2: Attempt to develop abrading

The crude wood creations and pieces of refined jade are all well and good, yet they remain rough along the surface, not particularly nice to handle at all. But what if there was some way to smooth them down...
>>
Rolled 20, 4, 4, 16, 10 = 54 (5d20)

Rolling
>>
Rolled 10, 52 = 62 (2d100)

Year 4
Month 6

Xochiluatl
Race: Fire Raptors
Color: Red
Location: Fire Mountains of the Southern Isles
Capital: Vanaxalo

Ability 1: Fire Magic
Ability 2: Flight (Wings)

Power: 6
Defense:
Food: 18/28 (+7 a Turn)
Population: 17/200

Tech: 15 Total
(Glyphs-Written Languge)
(Animal Domestication)
(Open Forge)
(Metallurgy)
(Native Copper)
(Obsidian Handaxes)
(Claymaking/Drying)

Magic: 14 Total
(Fire Magic)
(Light Magic)
(Wind Magic)
(Magic Glyphs)
(Golem Guardians)

Domesticated Animals:
Birds
Turtles

Semi Tame Animals:
Giant Crocodiles

Culture: 6
Leadership: Cabal of Shamans

In Progress:
Brick Making 2/3 (Taboo til Year 5)
Pottery 3/4 (Taboo til Year 6)

Action 1: Grand Hunt for Food and Sacrifices.

Such Horrors we endure as a People, but endure them we must.

Many lives lost and much of our food is gone, if we intend to survive we must remedy this.

We must replenish our Food Stocks and gather Valuables to Sacrifice to our Deities, for those Lost to us and for those who remain.... Vengeance must be had.

Glyphs upon Pebbles have been prepared. Magics to Blind, Burn and Blow over our Prey have been prepared to aid our Hunt.
Our Ancestral Golem Guardians will Hunt with us to harry our targets and bring them down.

Our Blades of Black are Sharpened and ready to taste Blood once again.

Let the Hunt commence!

(-10 Food + Magic&Tech Bonuses)

Action 2: Sacrifices to Call upon the Xochiluatl Pantheon and Smite the Dead.

This Tragedy struck at the worst time and in the worst possible way.
So many Fire Raptors lost to us, their Souls Stolen by the Hungry Dead.

We cannot let this stand.
Even if those things were created by our Ancestors.... They are most assuredly are NOT our Honoured Ancestors!

No Fire Raptor would do this to their Children or their Clutch Mates!
These Evil Things must be dealt with! We were unable to fight them off.... The Golem Guardians despite losses, did far better as expected however. Despite that their numbers are few, our People are weakened badly.

We need to call upon the Gods once again to intervene on our behalf, but no such action is without cost. I fear we cannot subdue these Things as we did the Demon, so an alternative Sacrifice must be made.

A Ritual has been prepared, Glyphs inscribed into Pebbles, Charged with our Many Magics, have been readied to gift to our Gods.

The Dancers prepare around the Firepits to honour the Gods with their efforts.

I High Shaman Texcoco however will offer my own Life to the Gods of Under and Above.

My Soul has already long been theirs, but now I offer up my Lifeforce, my Blood, my Virility.... And my Heart!

(Tech&Magic Bonuses and High Shaman Self Sacrifice)
>>
>>3453735
Xochituatl: Year 4, month 6
10 +25 = 35 (failure with detriments)
Action 1: The Xochituatl set out, hunting with all the fervor of their ancestors, searching their lands for animals of delicious nature. It was soon that they descended, spying a small sauropod calf that wandered too far from its brethren. The Raptors swooped around it, grabbing on with claw and tooth. The beast was eventually taken down, and the Raptors were pleased with their kill, ordering the stone golems to dissect the beast with their obsidian tools, and to take the pieces back to their lair. It was unfortunate to say that a Carcharodontosaurus was walking by, and spotted the free meal, instantly shooing away the flying annoyances around it. The golems stepped in, and, although they gave a brave effort, they were dismantled, so much so that they barely resembled rocks. A sad day indeed (rock golems destroyed [including their modifier], and -10 food)

52 +24 (+10 from sacrifice of the high shaman) = 76 (above average success)
Action 2: The Raptors looked to their gods, as the high priest flew above the lava lake at the center of the volcano, and dropped in it after a short blessing. The effects were immediate, with the volcano bubbling and hissing at its new food, and the Xochituatl making loud squawks in praise of the phenomena. A huge blob of fiery molten stone flew from the angry mountain, and soured across the sky, hitting the ruins down below with amazing accuracy, leaving only the molten remains of rock in its wake (no fire magic till new high shaman of Tlaxcala, and no ruins left)
>>
>>3453524
Urduk-Glarr: Year 5, month 5
95 +44 = 139 (complete success)
Action 1: The chimps had gotten the hang of it now, and are now using hardened clay containers to carry things to and fro, using it to store water and food as well, so as to save space (+4 tech, +20 food from being able to conserve it longer)
(Can now invent boiling water, cooking in general, storage, and so much more)

66 +44 = 110 (almost complete success)
Action 2: The chimps began using large grated rocks for smoothing, but havent developed proper tools yet for the smoothing job (3/5)
>>
Rolled 54, 46 + 31 = 131 (2d100 + 31)

>>3453507
Year 5, month 3

Action 1: Attach stone heads (probably the hand axes) to the end of the pointy sticks
Action 2: Make chisels and hammerstones

Taboo's:
Leather tanning etc till year 6

"Pudovskin"
Leader: Brukden The Ashen Overlord
Race: Black Bears
Color: White/Light grey
Location: Forest land next to mountains and lake
Capital: Burrow

Ability 1: Deft Claws. Having used their claws for many tasks these bears are now able to make full use of them.
Ability 2: Toughen up. Use to taking a hit the bear's bodies have learned to stop their bleeding faster then most. When you are about to lose population before you roll you may roll 1d20, if the result is above a 17 you negate the population loss. This ability can be used once per year.

Items: Grass huts on capital hex

Power: 16 [spears +4, stone hunting hatchets +4, wicker armor +3, and fire mushrooms +5]
Defense: 12 [Burrow capital with wicker wall and door +8, grass huts +4]
Food: 183 (+8 every month [Berry bushes with tilled soil, wicker fences, and penned wild boars])
Population: 250/275 (I didn't intend on instantly regaining population loss, lol)
Tech: 31 [Wicker +6, berry bush crops +4, fire +4, rope +5, hand axes, +4, stone hatchets +4, two-handed stone axes +3, wicker baskets +6, food drying +2, grass weaving +6, Grass huts +4]
Magic:
Culture: 6 [Brukden, the ashen overlord]

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life.
Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs. Some of them have even begun wearing the wicker on their bodies, using it as both a symbol of status, and for its defense.
>>
Rolled 77, 99 = 176 (2d100)

Year 5
Month 1

Xochiluatl
Race: Fire Raptors
Color: Red
Location: Fire Mountains of the Southern Isles
Capital: Vanaxalo

Ability 1: Fire Magic
Ability 2: Flight (Wings)

Power: 0
Defense: 0
Food: 15 (+7 a Turn)
Population: 25/200

Tech: 15 Total
(Glyphs-Written Languge)
(Animal Domestication)
(Open Forge)
(Metallurgy)
(Native Copper)
(Obsidian Handaxes)
(Claymaking/Drying)

Magic: 14 Total
(Fire Magic)
(Light Magic)
(Wind Magic)
(Magic Glyphs)
(Golem Guardians)

Golem Guardians:
None

Domesticated Animals:
Birds
Turtles

Semi Tame Animals:
Giant Crocodiles

Culture: 6
Leadership: Cabal of Shamans

In Progress:
Brick Making 2/3
Pottery 3/4 (Taboo til Year 6)

Action 1&2: Fishing Hunt.

Food Supplies still are at low levels, so many Raptors were pouncing at fish in shallow streams and rivers, or diving into Lakes and the nearer Sea Shores.

The Fire Raptors were determined to gather as much Fish as they could to feed the new generation of Hatchlings and help them grow strong and deadly!

A few enterprising Raptors had been using Light Magic to see the true positions of the Fish beneath the water and ease the hunting process, for it had long been known to all but the younglings, that the Fish was not where it appeared to be....

It tired the Light Magic users, but they all agreed that it aided the Hunt.

(+Magic Bonus)
>>
>>3453858
6 magically gifted Xochituatl, and 19 magically inferior Xochituatl.

Xochituatl: Year 5, month 1
99 +14 = 113 (complete success)
Action 1&2: The Raptors, with their newly initiated adults, headed out to hunt for prey, this time going to the wetlands instead, opting for more caution than before. They spotted a large Onchopristis swimming through the waters, but avoided it for the time being, going for a smaller, less dangerous prey for the time being. The Raptors found a good, secluded fishing spot, and did their usual dive in to catch the fish, bagging at least a good dozen, returning to their small band with more than a good sized feed (+30 food, +4 from hexes = 34)
>>
Rolled 72, 82 = 154 (2d100)

>>3453836

Year 5, month 5

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black
Location: Southern Forests
Capital: Treehouse Capital

Ability 1: Natural toolmakers - Even before their days of sentience they made tools for themselves, and although still crude, they are something nonetheless. (+5 Tech)
Ability 2: Berserker rage - Already strong in general, when particularly angered they can find themselves in a fit of red-eyed rage in which bursts of extreme strength and speed are possible, although it takes a toll afterwards (+6 to combat when fighting enemy that has caused population loss)

Power: 8 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 134 (+6 per month, stakes orchards)
Population: 126/200
Tech: 48 (Wooden spears, stone axes, grass weaving, stone hand-hammer, rope, hammer and chisel, fire, clay sculpting, primitive wood sculpting, pottery)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Action 1: Continue work on quarrying stone from the Jade Mountains (3/6)

A year ago, the Chimpanzees began to mine not only jade from the Jade Mountains, but stone too. Things were progressing well enough as they made their holes ever deeper, yet they were hindered by one simple fact: they had nothing to carry the stones with. No longer though. Now, with the creation of pottery, they are at last able to carry back the stone they quarry in far greater amounts, and it seems that the operations are only likely to continue.

Action 2: Continue developing abrading (3/5)

Things are progressing, that much is quite clear as the Chimpanzees begin using large grated rocks for smoothing out wood and stone. Of course, they still need the correct tools of course, but it's surely only a matter of time...
>>
Rolled 13 (1d20)

>>3453144
>>
Rolled 16, 95 = 111 (2d100)

Year 5
Month 2

Xochiluatl
Race: Fire Raptors
Color: Red
Location: Fire Mountains of the Southern Isles
Capital: Vanaxalo

Ability 1: Fire Magic
Ability 2: Flight (Wings)

Power: 0
Defense: 0
Food: 56 (+7 a Turn)
Population: 25/200

Tech: 15 Total
(Glyphs-Written Languge)
(Animal Domestication)
(Open Forge)
(Metallurgy)
(Native Copper)
(Obsidian Handaxes)
(Claymaking/Drying)

Magic: 14 Total
(Fire Magic)
(Light Magic)
(Wind Magic)
(Magic Glyphs)
(Golem Guardians)

Golem Guardians:
None

Magical Potency:
6 Magically Gifted
19 Magically Inferior

Domesticated Animals:
Birds
Turtles

Semi Tame Animals:
Giant Crocodiles

Culture: 6
Leadership: Cabal of Shamans

In Progress:
Brick Making 2/3
Pottery 3/4 (Taboo til Year 6)

Action 1&2: Selacting a New High Shaman of Tlaxcala.

The actions of High Priest Texcoco will never be forgotten.
His deeds shall be passed down in Oral and Written History.

He did a great service for the Xochiluatl, yet we have need of another to step forward and take on the Duties of the High Shaman for the Mighty Goddess Tlaxcala!

The 6 most Gifted of those Blessed with Magic will be our candidates!

Only one though, shall guide us in the name of the Fire Goddess!
>>
>>3453144
Year 5, month 3

kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+5 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+5 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff; Hand axes; Fire; Beetle carapace; Beetle farms; Silk fibers; Shell containers; Clay making; Drums

Production: Beetle carapace; Silk fibers; Pottery

Progress:
>silk weaving 5/10
>forge making 5/10

Power: 6
Defense: 9 (Anthill complex and patrols)
Food: 155 [+4 p/month]
Population: 152/175
Tech: 9
Magic:
Culture:6

Action 1: The elders think that we need to be more organized
>develop a calendar system to keep track of the days that go by.

Action 2: Maybe we can recreate the flutes not with sticks, but rather clay.
>maek clay flutes

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
Rolled 66, 95 = 161 (2d100)

>>3454071
>>
File: Abraded axe.jpg (305 KB, 1140x560)
305 KB
305 KB JPG
Pic is of what a two-handed axe (tree felling axe) looks like when both the wood and the stone have been polished/abraded

>>3453852
Pudovskin: Year 5, month 3
54 +31 = 85 (above average success)
Action 1: The bears began attaching the sharp stone heads to the spear with rope, but this would prove to be a little more difficult than the axes before (2/3)

46 +31 = 77 (above average success)
Action 2: The bears began making long stone pieces and big stone pieces to hit them with, so as to improve the detail on their tech (2/3)


>>3453919
Urduk-Glarr: Year 5, month 6
72 +48 = 120 (complete success)
Action 1: The chimps, now with their large mining chisels and hammers, carrying equipment, and knowledge of stone, began chipping off the rock, and piling it into pots and vases back home (rough stone blocks acquired [need an action in masonry to turn them into what you want, if it's feasible that is], and small quarry created in the mountain)

85 +48 = 133 (complete success)
Action 2: The chimps began making sandstone hand tools of various sizes to polish stone, though they didn't start working the wood with these tools yet (+4 tech, and +2 to everything that requires stone [i.e. stone hatchets, and hammer and chisel])

>>3454052
Xochituatl: Year 5, month 2
95 +6 = 101 (almost complete success)
Action 1&2: The Raptors began the long process of deciding the most magically gifted of the six shamans, lasting longer than this month (3/4)


>>3454071
>>3454074
Aldaketaren: Year 5, month 3
66 +6 [culture] = 72 (above average success)
Action 1: The Kolore began writing down the days, and found that there was about one full moon in a similar time, with twelve or thirteen in a year (+3 to culture: understanding of months and years [next would be seasons, then times of day])

95 +6 = 101 (almost complete success)
Action 2: (this action is taboo till year 6, so I'll make it a different culture action) The Chameleons began making hollowed pieces of clay, with holes in them to make sound come out (3/6 for Ocarina making)
>>
Rolled 78, 24 + 31 = 133 (2d100 + 31)

>>3455752
Year 5, month 4

>Action 1:
Attach stone heads to the end of the pointy sticks (continue)
>Action 2:
Make chisels and hammerstones (continue)

>Taboo's:
Leather tanning etc till year 6

"Pudovskin"
Hexes owned: 9 (8 forest, and two grass [now with berry crops in them])
Race: Black Bears
Color: White/Light grey
Location: Northern forest land next to mountains and lake
Capital: Burrow

>Ability 1:
Deft Claws. Having used their claws for many tasks these bears are now able to make full use of them.
>Ability 2:
Toughen up. Use to taking a hit the bear's bodies have learned to stop their bleeding faster then most. When you are about to lose population before you roll you may roll 1d20, if the result is above a 17 you negate the population loss. This ability can be used once per year.

>Items:
Grass huts on capital hex

>Power:
20 [woodem spears +4, stone war hatchets, two-handed stone war axes +4, +4, wicker armor +3 [only worn by some], and fire mushrooms +5]
>Defense:
12 [Burrow capital with wicker wall and door +8, grass huts +4]
>Food:
183 (+8 every month [Berry bushes with tilled soil, wicker fences, and penned wild boars])
>Population:
250/275
>Tech:
31 [Wicker +6, berry bush crops +4, fire +4, rope +5, hand axes, +4, stone hatchets +4, two-handed stone axes +3, wicker baskets +6, food drying +2, grass weaving +6, Grass huts +4]
Culture: 6 [Brukden, the ashen overlord]

>Lore:
The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life.
Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs. Some of them have even begun wearing the wicker on their bodies, using it as both a symbol of status, and for its defense.
>>
Rolled 98, 20 = 118 (2d100)

Year 5
Month 3

Xochiluatl
Race: Fire Raptors
Color: Red
Location: Fire Mountains of the Southern Isles
Capital: Vanaxalo

Ability 1: Fire Magic
Ability 2: Flight (Wings)

Power: 0
Defense: 0
Food: 53/63 (+7 a Turn)
Population: 25/200

Tech: 15 Total
(Glyphs-Written Languge)
(Animal Domestication)
(Open Forge)
(Metallurgy)
(Native Copper)
(Obsidian Handaxes)
(Claymaking/Drying)

Magic: 14 Total
(Fire Magic)
(Light Magic)
(Wind Magic)
(Magic Glyphs)
(Golem Guardians)

Golem Guardians:
None

Magical Potency:
6 Magically Gifted
19 Magically Inferior

Domesticated Animals:
Birds
Turtles

Semi Tame Animals:
Giant Crocodiles

Culture: 6
Leadership: Cabal of Shamans

In Progress:
Brick Making 2/3
Pottery 3/4 (Taboo til Year 6)
High Shaman Selection 3/4

Action 1&2: High Shaman Selection continues.

The High Shaman of Quetzalcoatl "Xichol" weighs in with his opinions, not just in Magical Potency, but also his opinions regarding the type of Raptor best suited to the Duties of a High Shaman towards the Xochiluatl and the Xochiluatl Empire and it's Peoples.

His arguments find much purchase among the gathered Cabal of Shamans that are voting.

To finalise proceedings before the vote, a Sacrifice to Tlaxcala is made to gain her Views of which Shaman is best suited to become High Shaman to her.

(-10 Food +Culture Bonus)
>>
Rolled 78, 43 = 121 (2d100)

>>3455847
Year 5, month 4

kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+5 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+5 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff; Hand axes; Fire; Beetle carapace; Beetle farms; Silk fibers; Shell containers; Clay making; Drums; calendar

Production: Beetle carapace; Silk fibers; Pottery

Progress:
>silk weaving 5/10
>forge making 5/10
>ocarina 3/6

Power: 6
Defense: 9 [Anthill complex and patrols]
Food: 159 [+4 p/month]
Population: 152/175
Tech: 9
Magic:
Culture:9 [warrior-elder council]

Action 1:
>develop sun watches

Action 2:
>silk weaving

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
File: Sun tower.jpg (30 KB, 640x480)
30 KB
30 KB JPG
>>3455807
Pudovskin: Year 5, month 4
78 +31 = 109 (complete success)
Action 1: The bears figured it out, they can now kill things much better (+4 power due to stone spears, and replace wooden spears [so put in +8 for stone spears then])

24 +31 = 55 (success)
Action 2: The bears did it, and now have chisels for masonry (+4 tech due to masonry hammerstones and chisels, and +1 to all stone equipment)

>>3455847
Xochituatl: Year 5, month 3
98 +11 = 109 (complete success)
Action 1&2: The shamans gave the possible high shamans the usual trial by fire, picking the most fire resistant of the shamans, then taking them to commune with the lava lake, coming back with words from the god themselves on whether they were worthy. It was decided that the youngest of the shamans will become Tlaxcala's mouth-piece: Achcauhtli the young (regained fire magics)

>>3455881
Aldaketaren: Year 5, month 4
78 +9 = 87 (above average success)
Action 1: Some of the elders began looking at the sun for its direction, setting up a hill to view it in its path across the sky. Some beliefs of the sun being a god had already sprung up, with a vague rivalry between the moon as well. This would take more than a month to properly understand (2/4)

43 +9 = 42 (failure)
Action 2: Nothing was achieved
>>
>>3456115
*43 +9 = 52 (success)
Action 2: The Aldaketaren began getting the silk, now that it was laid out in strands, and winding it up into a ball, developing a good technique around it so as to store the thread work (6/10 [need rope to proceed, but that doesn't require any extra steps to make])
>>
Rolled 9, 95 = 104 (2d100)

Year 5
Month 4

Xochiluatl
Race: Fire Raptors
Color: Red
Location: Fire Mountains of the Southern Isles
Capital: Vanaxalo

Ability 1: Fire Magic
Ability 2: Flight (Wings)

Power: 0
Defense: 0
Food: 60 (+7 a Turn)
Population: 25/200

Tech: 15 Total
(Glyphs-Written Languge)
(Animal Domestication)
(Open Forge)
(Metallurgy)
(Native Copper)
(Obsidian Handaxes)
(Claymaking/Drying)

Magic: 14 Total
(Fire Magic)
(Light Magic)
(Wind Magic)
(Magic Glyphs)
(Golem Guardians)

Golem Guardians:
None

Magical Potency:
6 Magically Gifted
19 Magically Inferior

Domesticated Animals:
Birds
Turtles

Semi Tame Animals:
Giant Crocodiles

Culture: 6
Leadership: Cabal of Shamans

In Progress:
Brick Making 2/3
Pottery 3/4 (Taboo til Year 6)

Action 1&2: Brick Making

Achcauhtli the Young was jubilant, yet also wary of letting it show.
She was immensely honoured by the decision to become the High Shaman of Tlaxcala.... Yet the reason why she ascended to this role now, were far from pleasant ones.

She refused to let the Hungry Dead win even the most minor of victories over her People.

That is why she carefully observed the painstakingly careful attempts to perfect Brick Making.

She had rallied many Fire Raptors together to return to the works that their enemies sought to stop, to spite the Hungry Dead and make Bricks a Xochiluatl Victory instead!

(+Tech Bonus)
>>
Rolled 16, 25 = 41 (2d100)

>>3456115
>>3456121
Year 5, month 5

kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+5 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+5 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff; Hand axes; Fire; Beetle carapace; Beetle farms; Silk fibers; Shell containers; Clay making; Drums; calendar

Production: Beetle carapace; Silk fibers; Pottery

Progress:
>silk weaving 6/10
>forge making 5/10
>ocarina 3/6
>sun clock 2/4

Power: 6
Defense: 9 [Anthill complex and patrols]
Food: 163 [+4 p/month]
Population: 152/175
Tech: 9
Magic:
Culture:9 [warrior-elder council]

Action 1:
>clay flutes ftw

Action 2:
>silk weaving

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
Rolled 5, 20 = 25 (2d100)

>>3451470
"The Tsardom Ultrachad"
Race: Duck billed platypus, the chaddiest of animals
Color: Poop brown, the chaddiest colour
Location: Pic related

Ability 1: Amphibious (Can swim through water)
Ability 2: Electro magnetic sonar (can use electromagnetic sonar in beak to detect things the eye wouldn't normally see. yes Duck billed platypus' actually have this, look it up)

Power: [Venomous spurs +6] [+2 harpoons (+6 when fishing/doing something water related)]
Defense: [+5 Dam capital]
Food: 90
Population: 83
Tech:[+4 Fire invented] [+5 handaxes] [+4 abrading]
Culture:
Magic

Date: year 4 month 4

Action 1 and 2: Bored of with smoothing things, this particularly adventurous group of duck billed platypus', going by "the Aristocrats" set to work on the most daring thing a duck billed chaddypus could do; something not masculine. they set back to work on the long taboo art of grass weaving. [+14 tech]
>>
>>3456236
Xochituatl: Year 5, month 4
95 +15 = 110 (complete success)
Action 1&2: Though the Raptors now had no ruins to study (now can't study the mortar), they were able to pick up roughly where Xalu left off, making and finishing te bricks within the month, though because they were sculpting them by hand, there was a short supply (+2 tech, and small supply of bricks made)
(you'll have to research rope, and make wooden squares to mold the bricks with also [Kinda like cooky cutting])

>>3456279
Aldaketaren: Year 5, month 5
16 +9 = 25 (failure with huge detriments lol)
Action 1: The tabooness of flutes, due to them yet again causing death, is so much that the chameleons make it a weapon of there equivalent of the devil (1d20 casualties, and taboo till year 7, and at that point, the elders will have to convince them of it not being a cursed weapon)

25 +9 = 34 (failure with detriments [I said you had to make/invent rope for the next part, so I'll make this action that instead])
Action 2 (rope making): Yeah, the chameleons just wasted time and effort (taboo till next year)

>>3456469
Tsardom: Year 4, month 4
20 +14 = 34 (failure with detriments)
Action 1&2: The Aristocrats lost their mating rights with the Stacies, and gave up the dainty practice (taboo till next year)
>>
Rolled 19 (1d20)

>>3457308
>>
Rolled 35, 7 = 42 (2d100)

Year 5
Month 5

Xochiluatl
Race: Fire Raptors
Color: Red
Location: Fire Mountains of the Southern Isles
Capital: Vanaxalo

Ability 1: Fire Magic
Ability 2: Flight (Wings)

Power: 0
Defense: 0
Food: 67 (+7 a Turn)
Population: 25/200

Tech: 17 Total
(Glyphs-Written Languge)
(Animal Domestication)
(Open Forge)
(Metallurgy)
(Native Copper)
(Obsidian Handaxes)
(Claymaking/Drying)
(Brick Making)

Magic: 14 Total
(Fire Magic)
(Light Magic)
(Wind Magic)
(Magic Glyphs)
(Golem Guardians)

Golem Guardians:
None

Magical Potency:
6 Magically Gifted
19 Magically Inferior

Domesticated Animals:
Birds
Turtles

Semi Tame Animals:
Giant Crocodiles

Culture: 6
Leadership: Cabal of Shamans

In Progress:
Pottery 3/4 (Taboo til Year 6)

Action 1&2: Thread & Rope Making

Some of the Hatchlings were playing with some of their Prey, a rather messy game involving hurling the innards of their "Toy" at each other.

As the Young Shaman was about to screech at them to cease their noise, he paused.... Tangled up in the Intestines of the Prey, the Hatchlings wrestled and dragged each other around, even pulling one of their friends up into the air, a thrown coil of Intestines ending up looped over the branch of a Tree allowing such.

Lengths of flexible material to Trap Prey, lift things..... Or maybe even to bind things to each other....

I must work upon this!

But the Intestines or Muscle Fibres will rot.... How can we stop the Rot?

Hmmmmm.....

We could try Drying them out?
Or treating them with some kind of unguent?

Time for experiments!

(+Tech Bonus)
>>
Rolled 46, 93 = 139 (2d100)

>>3457308
Year 5, month 6

kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+5 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+5 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff; Hand axes; Fire; Beetle carapace; Beetle farms; Silk fibers; Shell containers; Clay making; Drums; calendar

Production: Beetle carapace; Silk fibers; Pottery

Progress:
>silk weaving 6/10
>forge making 5/10
>ocarina 3/6 (taboo y7)
>sun clock 2/4

Power: 6
Defense: 9 [Anthill complex and patrols]
Food: 167 [+4 p/month]
Population: 133/175
Tech: 9
Magic:
Culture:9 [warrior-elder council]

Action 1:by a mutual decision of both councils it was made a decision that only the best phisically and mentally worthy chameleons should be able to live on these blessed lands provided by the gods.
>start early eugenics protocol
>kill deformed babies

Action 2:
>combat the termites on the east hex and claim their lands.

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
UPDATE:

>>3457474
Xochituatl: Year 5, month 5
35 +17 = 52 (success)
Action 1&2: The labor of dissecting animals was long, and the supply of good material short, with the old Carcharadontasaurus body being the best to study. The Xochituatl found that the only good part of the animal to make string out of was the tendons, and the only sizeable part of that to use was the Achilles tendon. They began cutting into the legs of the animals, and pulling out the needed material, storing it for later (1/4 [need to hunt for another large animal to complete])

>>3457478
Aldaketaren: Year 5, month 6
46 +9 [culture] = 55 (success)
Action 1: The babies were divided into two classes: the workers (under the governance of the elders), and the warriors (under the governance of the war-council). The unwanted babies were brought to the sea, and drowned quickly, and painlessly. The warriors were the one to do the task, and they gave the babies also as sacrifice, so as to appease their sun god. Some of the chameleons were beginning to riot about this new inter killing, saying that it will only weaken the small tribe, and started to get violent in their objection (1d20 population casualties [1/6])

93 -10 [termite mound] = 83 (above average success)
Action 2: The chameleons set about gathering their warriors, wielding clubs of wood, and left the tree so as to enact the will of the god of warriors (now the sun, while the moon is the god of elders).
The attack was quick, and the chameleons swift, breaking the hard chitin of the white ants with their clubs, and forcing a withdrawal of the enemy. By the end of the day, the termites had retreated, and the mound was filled in (the place was inhospitable anyway). (-10 food, -5 power, 1d20 population casualties, +25 population cap, and +2 to plain based action yield)
>>
File: The Animal Kingdoms.jpg (1.31 MB, 1134x1752)
1.31 MB
1.31 MB JPG
Rolled 27, 47 = 74 (2d100)

Pic is of expansion if successful
>>3456115
Year 5, month 4

>Action 1:
Expand one hex west (tech -5)
>Action 2:
Expand one hex west (tech -5)

>Taboo's:
Leather tanning etc till year 6

"Pudovskin"
Hexes owned: 10 (8 forest, and 2 grass [now with berry crops in them])
Race: Black Bears
Color: White/Light grey
Location: Northern forest land next to mountains and lake
Capital: Burrow

>Ability 1:
Deft Claws. Having used their claws for many tasks these bears are now able to make full use of them.
>Ability 2:
Toughen up. Use to taking a hit the bear's bodies have learned to stop their bleeding faster then most. When you are about to lose population before you roll you may roll 1d20, if the result is above a 17 you negate the population loss. This ability can be used once per year.

>Non categorized items:
Grass huts on capital hex (+25), all stone tools are now chiseled (+1)

>Power:
27 [stone-tipped spears +9, stone war hatchets +5, two-handed stone war axes +5, wicker armor +3 [only worn by some], and fire mushrooms +5]
>Defense:
12 [Burrow capital with wicker wall and door +8, grass huts +4]
>Food:
183 (+8 every month [Berry bushes with tilled soil, wicker fences, and penned wild boars])
>Population:
250/275
>Tech:
55 [Wicker +6, berry bush crops +4, fire +4, rope +5, stone hand axes +5, stone hatchets +5, two-handed stone axes +4, masonry chisel +4, wicker baskets +6, food drying +2, grass weaving +6, Grass huts +4]
Culture: 6 [Brukden, the ashen overlord]

>Lore:
The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life.
Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs. Some of them have even begun wearing the wicker on their bodies, using it as both a symbol of status, and for its defense.
>>
>>3457644
Pudovskin: Year 5, *month 5
27 = failure with detriments
Action 1: The bears tried expanding north, and withdrew due to the harsh nature of the climate there, and the large fauna prowling the landscape. Casualties were sustained (-5 tech, -10 food, and 2d20 casualties)

47 = failure
Action 2: Not much to say really, just sad (-5 tech, and -10 food)
>>
Rolled 19, 18 = 37 (2d20)

>>3457592
>>
Rolled 43, 31 + 30 = 104 (2d100 + 30)

>>3457725
Year 5, month 6

>Action 1:
Make abrading stones for masonry
>Action 2:
Make chisels for carpentry

>Taboo's:
Leather tanning etc till year 6

"Pudovskin"
Race: Black Bears
Color: White/Light grey
Location: Northern forest land next to mountains and lake
Capital: Burrow

>Ability 1:
Deft Claws. Having used their claws for many tasks these bears are now able to make full use of them.
>Ability 2:
Toughen up. Use to taking a hit the bear's bodies have learned to stop their bleeding faster then most. When you are about to lose population before you roll you may roll 1d20, if the result is above a 17 you negate the population loss. This ability can be used once per year.

>Non categorized items:
All stone tools are now chiseled (+1)

>Power: 27
[stone-tipped spears +9, stone war hatchets +5, two-handed stone war axes +5, wicker armor +3 [only worn by some], and fire mushrooms +5]
>Defense: 12
[Burrow capital with wicker wall and door +8, grass huts +4]
>Food: 179 +8
[Berry bushes +2, tilled soil +2, wicker fences +2, and penned wild boars +2]
>Population: 250/275
[8 forest, and 2 grass hexes, and grass huts on the capital]
>Tech: 30
[Wicker +6, berry bush crops +4, fire +4, rope +5, stone hand axes +5, stone hatchets +5, two-handed stone axes +4, masonry chisel +4, wicker baskets +6, food drying +2, grass weaving +6, Grass huts +4] -25 from expansion
>Culture: 6
[Brukden, the ashen overlord]

>Lore:
The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life.
Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs. Some of them have even begun wearing the wicker on their bodies, using it as both a symbol of status, and for its defense.
>>
>>3457771
Pudovskin: Year 5, month 6
43 +30 = 73 (above average success)
Action 1: The chisels for carpentry were well on their way (2/3)

31 +30 = 61 success
Action 2: Ah yes, the stone making that makes stone making better (1/5 for masonry abrading tools)
>>
File: New Year.jpg (13 KB, 500x250)
13 KB
13 KB JPG
Year 5 begins:

Half your food (rounded up), and add it to your population.

Cold year: The winter was harsh, and the wind cold (and take 1d20 casualties if your people don't have clothes [armor doesn't count], and another 1d20 if they don't have a capital. -1 from your food every month yield [unless you've got a real good reason])
>>
>>3457841
*Year 6 begins
>>
File: dudelizardlmao.png (321 KB, 512x293)
321 KB
321 KB PNG
Rolled 93, 86 = 179 (2d100)

>>3457841
Year 6, month 1

kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+5 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+5 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff; Hand axes; Fire; Beetle carapace; Beetle farms; Silk fibers; Shell containers; Clay making; Drums; calendar

Production: Beetle carapace; Silk fibers; Pottery

Progress:
>silk weaving 6/10
>forge making 5/10
>ocarina 3/6 (taboo y7)
>sun clock 2/4
>eugenics 1/6

Power: 1
Defense: 9 [Anthill complex and patrols]
Food: 161 [+4 p/month + (-1)]
Population: 175/200
Tech: 9
Magic:
Culture:9 [warrior-elder council]

Action 1: Now the poison was taken into account this time.
>wash thoroughly the poisonous glands with water before using it as bellows.

Action 2: WE GOTTA GET CLOOOOOTHIING.
>silk weaving.

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
Rolled 17, 15, 8 = 40 (3d20)

>>3457725
>>3457841
Rolling for the winter, and for the casualties from expansion
>>
Rolled 15, 81 + 30 = 126 (2d100 + 30)

>>3457841
>>3457852
>>3457841
Year 6, month 1

>Action 1:
Make abrading stones for masonry (continue)
>Action 2:
Make chisels for carpentry (continue)

>Taboo's:

"Pudovskin"
Race: Black Bears
Color: White/Light grey
Location: Northern forest land next to mountains and lake
Capital: Burrow

>Ability 1:
Deft Claws. Having used their claws for many tasks these bears are now able to make full use of them.
>Ability 2:
Toughen up. Use to taking a hit the bear's bodies have learned to stop their bleeding faster then most. When you are about to lose population before you roll you may roll 1d20, minus this from the casualties, so as to regain some lost bears. This ability can be used once per year.

>Non categorized items:
All stone tools are now chiseled (+1)

>Power: 27
[stone-tipped spears +9, stone war hatchets +5, two-handed stone war axes +5, wicker armor +3 [only worn by some], and fire mushrooms +5]
>Defense: 12
[Burrow capital with wicker wall and door +8, grass huts +4]
>Food: 186 +7 every month
[Berry bushes +2, tilled soil +2, wicker fences +2, and penned wild boars +2] -1 from harsh winter
>Population: 275/275
[8 forest, and 2 grass hexes, and grass huts on the capital]
>Tech: 30
[Wicker +6, berry bush crops +4, fire +4, rope +5, stone hand axes +5, stone hatchets +5, two-handed stone axes +4, masonry chisel +4, wicker baskets +6, food drying +2, grass weaving +6, Grass huts +4] -25 from expansion
>Culture: 6
[Brukden, the ashen overlord]

>Lore:
The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life.
Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs. Some of them have even begun wearing the wicker on their bodies, using it as both a symbol of status, and for its defense.
>>
>>3457850
action 2:
>create simple bark strip ropes.
>>
Rolled 14 (1d20)

>>3457841

Rolling for winter casualties.
>>
Rolled 3 (1d20)

>>3457841
>>
File: Dry.jpg (153 KB, 1000x750)
153 KB
153 KB JPG
Rolled 71, 13 = 84 (2d100)

>>3457841

Year 6, month 1

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black
Location: Southern Forests
Capital: Treehouse Capital

Ability 1: Natural toolmakers - Even before their days of sentience they made tools for themselves, and although still crude, they are something nonetheless. (+5 Tech)
Ability 2: Berserker rage - Already strong in general, when particularly angered they can find themselves in a fit of red-eyed rage in which bursts of extreme strength and speed are possible, although it takes a toll afterwards (+6 to combat when fighting enemy that has caused population loss)

Power: 8 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 140 (+5 per month, staked orchards)
Population: 179/200
Tech: 54 (Wooden spears, stone axes, grass weaving, stone hand-hammer, rope, hammer and chisel, fire, clay sculpting, primitive wood sculpting, pottery, abrading)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Items: small amounts of refined jade, rough stone blocks

Resources: small quarry, jade deposits

Action 1: Attempt to develop dry stonewalling

With rough stone blocks now available to them mined from the mountains, a few Chimpanzees have thought to put this technology to use. Piling them up, they create primitive walls, crude yes, and with nothing to stick them together, but something nonetheless. Well, that's the idea anyway. Time will tell if it'll remain popular...

Action 2: Attempt to develop thatch roofs

Meanwhile, out in the outer fringes of Urduk-Glarr away from the treehouse capital, there are Chimpanzees who choose to set their minds to protecting themselves from the rain, not least because of the damage it does to their campfires. But the question is what to make it with. Grass certainly seems like a good idea...
>>
Rolled 67, 5 = 72 (2d100)

Year 5
Month 6

Xochiluatl
Race: Fire Raptors
Color: Red
Location: Fire Mountains of the Southern Isles
Capital: Vanaxalo

Ability 1: Fire Magic
Ability 2: Flight (Wings)

Power: 0
Defense: 0
Food: 74 (+7 a Turn)
Population: 25/200

Tech: 17 Total
(Glyphs-Written Languge)
(Animal Domestication)
(Open Forge)
(Metallurgy)
(Native Copper)
(Obsidian Handaxes)
(Claymaking/Drying)
(Brick Making)

Magic: 14 Total
(Fire Magic)
(Light Magic)
(Wind Magic)
(Magic Glyphs)
(Golem Guardians)

Golem Guardians:
None

Magical Potency:
6 Magically Gifted
19 Magically Inferior

Domesticated Animals:
Birds
Turtles

Semi Tame Animals:
Giant Crocodiles

Culture: 6
Leadership: Cabal of Shamans
High Shaman of Tlaxcala: Achcauhtli
High Shaman of Quetzalcoatl: Xichol

In Progress:
Pottery 3/4 (Taboo til Year 6)
String & Rope Making 1/4

Action 1&2: Grand Hunt!

The Two High Shamans have Decreed a Grand Hunt!

We are to Pursue the Big Teeth Noise Makers!

Magical Glyphs are being prepared and Charged by all of the Xochiluatl!

Mighty Battle Magics will be unleashed and Blood will flow for the Glory of the Gods!

By my Talons, Teeth and Axe shall I prevail!

With the right materials we shall create the promised wonder material of the Shamans! This thing they call.... "Rope".

I shall claim a Big Tooth Trophy of my own and gain reknown throughout the Xochiluatl Empire!

All shall learn of me, my Deeds will be as Legend! Tremble World! Here Flies the Warrior of Wind.... Tiranxa!

(+Magic Bonus)
>>
>>3457866

"The Tsardom Ultrachad"
Race: Duck billed platypus, the chaddiest of animals
Color: Poop brown, the chaddiest colour
Location: Pic related

Ability 1: Amphibious (Can swim through water)
Ability 2: Electro magnetic sonar (can use electromagnetic sonar in beak to detect things the eye wouldn't normally see. yes Duck billed platypus' actually have this, look it up)

Power: [Venomous spurs +6] [+2 harpoons (+6 when fishing/doing something water related)]
Defense: [+5 Dam capital]
Food: 90
Population: 83
Tech:[+4 Fire invented] [+5 handaxes] [+4 abrading]
Culture:
Magic

Date: year 4 month 5
>>
Rolled 34, 82 = 116 (2d100)

>>3458061
https://www.youtube.com/watch?v=h2QKLemuiik
>>
Rolled 18, 28 = 46 (2d100)

>>3458061
wait shit I didn't post actions!

Action 1: The Aristocrats, fed up of repeated failure, and painfully bored, start leaping and prancing around while making loud honking noises. no one has any clue why, but it does look interesting.

Action 2: Mean while, a group of people who AREN'T the aristocrats, for once, have a genius knew idea. They're fed up of digging with there paws, so come up with the new and unique idea that hasn't been done a million times before, and that's strapping some sort of rock to a stick and then using that to do it. since its not the aristocrats doing it, people have pretty high hopes in this new idea. [+14 tech]

Re-roll for fairness.



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