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/qst/ - Quests


File: 4chan Nations.png (898 KB, 2000x1500)
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Let's try something slightly different, /qst/: A nationbuilding game. You will take each take the roll of a burgeoning nation in a primitive world, and lead it to glory, forging alliances and making enemies with the other players. To start, just submit a nation sheet:

Nation Name: (What your new nation is called)
Nation Race(s): (What kind of peoples inhabit your nation)
Color: (Your color on the map)
Fluff: (Helps determine eccentricities; you can add on to it (or delete no longer applicable bits) as your young nation grows!)
Location: (where you want to start on the map)
-Don't fill out (unless told to)-
Settlements: (player-named capital)
Population(+growth/turn): (Generated by GM)
Food(-x/turn): (Determines pop. growth)
Structures: player-fluff government building
Defenses: (GM generated)
Military: (GM generated)
Tech: (GM Generated)
Resources: (GM Generated)
Bonuses: (GM Generated)
Flaws: (GM Generated)

The GM (Me), will then stat you, and the game will start if and when we have a sufficient number of players. Dice rolls will be used to determine the success or failure of your actions, but player/player interactions will be completely up to you. I'll be monitoring the thread and might create an IRC chatroom if people are interested.

Don't know how well received this will be, but let's give it a shot.
>>
>>219837
Race as in diffrent ethnicity like Caucasian and asian or fantasy races?
>>
>>219837
how crazy can we get with the races?
>>
What time period would this take place in
>>
>>219872
I assume primitive.

Also interested, waiting on info as to what the OP is looking for in terms of races
>>
Ok I'll bite.

Name: Cronus
Race: sentient f1 race cars
Color: Ferrari orange
Fluff: 75 years ago the nation Cronus was founded after a freak contamination of fairy dust or some crap in f1 race fuel. As a result the racecars became sentient and killed all the humans. Now they've organized themselves into a basic monarchy where the fastest car is leader and the slowest are fuel bitches, resigned to using their v10s to power oil derricks.
Location: central
Settlements: The Oval is the Capitol
Structures: oil derricks, gas stations, asphalt plants, racing circuits.
>>
>>219837
Dont leave us hanging OP we need our info on the races
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>>219883
"Vroom vroom. It is I, Jason Statham the race car, leader of All racer cars in Cronus. I demand blood sacrifice at my boarders.To crush my enemies, to see them driven before me, and to hear the lamentations of their women.

Asphalt bitches, build me a road to the eastern boarder. We can overpower all of our enemies using speed and surprise, but alas our weakness is unpaved roads and byways!"
>>
>>219891
The all mighty warriors of Cronus, fastest nation on this primitive island, will win all your puny races.
>>
Well im just gonna be bears
Nation Name: Danport
Nation Races: Bears of all varieties
Color: Red
Fluff: There are big bears and there are small bears. The big deadly bears rule the nation while the samll not as deadly bears do all the other stuff. Like humans but bears. Ill think as more if this game gets going
Location: That big island in the north, the dark green one that I assume is a forest. If that is jungle and not forest put me in south east and make it on the coast, If that shade of green is not forest then label your map colours
Settlements: Danport
Structures: Bear related things ill write this if this game actually happens
>>
Sorry anons, was away for a bit, but back.

>>219891
Fantasy races are accepted and encouraged, just don't get too silly.

>>219872
Tech level is primitive-ish, think early Mesopotamia/Egypt (But that doesn't mean you can't advance to wherever you want to, given enough time :^) )
>>
>>219928
So is being bears ok then?
>>
>>219837
Nation Name: The Kingdom of Trashen
Nation Races: Big rats, small rats, all sorts of rats.
Color: Purple
Fluff: The whole nation is basically an infestation of rats that was left alone for too long. They've gone sentient. The island is covered in all sorts of trash and waste fashioned into a giant complex with the misleading appearance of a simple trash mountain. They've got tunnels and little towers of junk, and even weapons.
Location: That island all the way at the bottom right.
>>
>>219928
Alas, the great nation of Cronus is now inhabited by magical, sentient f1 chariots. Wooden wheels, Ferrari orange paint, primitive spoilers, magic horses. The oil derricks have all been replaced with horse ranches.
>>
>>219928
Are monstergirls fine
>>
>>219945
"CLIP CLOP CLIP CLOP!It is I, Jason Statham the race chariot, leader of All race boats in Cronus. I demand blood sacrifice at my boarders.To crush my enemies, to see them driven before me, and to hear the lamentations of their women.

Cobblestone bitches, build me a road to the eastern boarder. We can overpower all of our enemies using speed and surprise, but alas our weakness is must roads and waterways!"
>>
>>219928
Alright then heres my pick
The Burned Empire
Demons
Purple
The demon lords demanded more souls for their hellish legions. So now they sent an overlord to establish a strong hold and find more souls to fuel their hoards.
South-east of that lake in between it and the beach
Capital: The spire
Goverment building: A structure with a link to communicate with the lords down below.
>>
We startin' this thing or what?
>>
>>219958
Just saw purple was taken I'll change my color to Blue
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>>219916
Another beautiful Danport morning
But what is this, the King seems to be unaware of pretty much everything concerning his kingdom. How many black bears do we have collecting berries, or brown bears building up our salmon reserves. My god, it seems he has AMNESIA. It is time for a census, lets have all bears of all types be counted, salmon piles measured, caves occupied and all sorts of other bear things be counted
A King must know what he rules, or else hes kinda a shit King
>>
>>219943
Acceptable

>>219945
Also good

>>219953
No, sorry. Bad experiences with Monstergirls.
>>
>>219962
Once I properly stat people, then yes. Hopefully more will join as well.
>>
>>219837
Nation name:Russia!
National people:Every slav person in Easter Europe.
Color:Commie Red
Fluff:We think our people are snow men who came alive, we all have very pale skin, light hair and blue eyes but very tall and beefy like a momonth. On first sight we seem very weak but from years of drinking the toughest vodka and living in the snow covered north west have made the Slavs extremely durable, dedicated and loyal but have a hard time researching, doing delicate tasks and need vodka to do anything.
Location:North west in the little green spot between the grey and snow.
>If you're against Russian empires I'll be Norith.
>>
>>219928
Name: Plurata
Race: Humans
Color:Brown
Fluff: Vast majority is humans, however the actual nation is run by a vast conspiracy cabal of immortal golems and beastmen created by ancient precursors
Location: Northern Islands
Settlements: Berla
>>
>>219958
>>219965
>>219837
Forgot to link it to the main post.
>>
>>219972
Could you be more specific
>>
>>219976
A fantasy kingdom called Russia is perfectly fine :^)
>>
The rats are all hard at work on their little island, all looking for more trash to both eat and build things out of. The miner rats collect small rocks and pebbles to be tossed at enemies or maybe just chewed on for a while I guess, and the Trashers scrounge around for trash. Rats sure do love trash.
>>
>>219979
First game I ever participated in got killed cause monstergirls. No monstergirls.
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>>219985
By that do you mean they conquered all the nations or caused people to leave
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>>219990
Everyone left.
>>
>>219981
Thank you OP!
I know Lenin is smiling in the big Russia in the sky!
>>
Name: The Inquisition
Race: Celestials and their humanoid followers
Color: White
Fluff: Fueled by faith, the Celestial Deities sent agents down to the world to spread their word and convert the heathens to the one true religion. Though they encourage peaceful means of getting more followers, they will destroy anything they deem to be evil or dangerous to the faith. Again, the celestial race is fueled by the devotion of their followers so more followers = more power to fight the black hordes.
Capital: Heaven's Gate
Government building: The Grand Pantheon, where the celestials may commune with the gods of righteousness.
>>
>>219991
What game was it
>>
>>219995
tetris
>>
Looks like the game will go on, seeing as it's gotten interest! But it may take a while to stat everyone. Luckily this board is kinda slow.
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>>220003
>>219995
OP?
>>
>>220023
Don't remember exactly, it was a long time ago
>>
>>220029
Seems kind of weird to ban all of them from just one game long ago
>>
Nation Name: Zanithal
Nation Race(s): Frost elementals
Color: Cyan
Fluff: A nation of sentient ice elementals with an natural atunement to ice magic, created by a long extinct nation of ice wizards who's fall marked the end of the last ice age
Location: North west snowy region
Settlements: The Glacial city of Zanith
>>
>>219837
OP, the map is gorgeous. Did you find this somewhere, or generate it somehow?
>>
>>220044
Used GIMP :^) Found a pretty good tutorial on generating coastlines then colored it myself.
>>
Name: Mauga Sinasina
Race: Polynesian
Color: Cyan
Fluff: Polynesians once ruled the Pacific Ocean and discovered foreign lands. After landing on what they have named "Matafaga Oneone", they decide to look for other people.
Location: That one huge island on the southeast
>>
Brainstorming an idea.
>>220034
>>220049
Yeah, I agree, seems kind of odd to ban all of them over just one case.
>>
>>220053
>>220034
Fine, I'll accept them.
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>>220050
*southwest
>>
>>220057
Writing then.
>>220058
Hey Mauga.
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>>220050
Going to alter your color, as Cyan has been claimed already.
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>>220035
Updated fluff: the elementals of Zanithal have three castes
Zeth caste: Elemental wizards with control over frost, they use their powers to create new elementals and create structures of frost (pic related)
Vazh Caste: the most humanoid of the elemental races, this caste are uncommon and are used for stealth operations and diplomacy
Bahk Caste: The soldiers of Zanithal, bulwarks of ice and snow in golemesque forms.
>>
>>220049
Excellent. Thanks for the info. Is there room for another civ? I'm interested in playing, but don't want to gum things up.
>>
>>220070
Plenty of room, anon. Nations start small.
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>>220061
Ayy lmao
As you can tell, I put a lot of thought into my names.
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>>220083
Just noticed what you are, it will certainly be intresting once we meet.
>>
>>219837
Nation Name: Scorpiongirl Empire
Nation Race(s): Scorpiongirls
Color: Bronze
Fluff: In the secluded islands of the ore-rich mountains, sapient creatures dominated. They were of similar flesh to the world, of human people. They did not believe in divine power, and so they were punished for their hubris. Giant claws, made out of thick and durable, grew out of their hands, forming both a protective barrier and destructive gauntlets, followed by large tails, filled to the brim with caustic venom. Their male population and monuments were smitten from the heavens by divine lightning that rumbled through the mountains, turning them into rock. Despite this, they managed to find a way through mutation, to breed a future population and their prior culture. They built ships to explore beyond their islands, and focus on military power to one day, have enough power to take down even gods.
Location: Pic Related, if that is too much, most of the mountainous island and part of the desert connected to the mainland.
Settlements: Rapna-Armaly
>>
>>220035
Government building: A focus from which elemental spirits can be summoned to create new elementals
>>
>>219837
Nation Name: the devils' coalition
Nation Race(s): blue skined devils with purple markings (not true devils, they only appear this way), a minority of elves
Color: indigo
Fluff: the devils' coalition is, simply put, an directed anarchy. A single charismatic leader points them twords new land and they do as they please to the peoples already occupying the area.
Location: the lake on the large continent
>>
>>220108
Location already taken.
>>
Would you like any information from the Russian people comrade OP?
>>
>>220108
I am Diamond, and I have brought order to the devils.
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>>220111
Ah, I'll take the southernmost mountain then
>>
>>220050
My name is Iosefa Solomon. I rule Mauga Sinasina.
>>
>>220106
Here's a trip.
>>
Submissions closed for now. Statting nations.
>>
As for my location I'll take any non-shit non-wasteland location as far away from the demons as possible. I want plenty of time for us to build up to our final battle.
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>>220035
I am Zarel Zeth, lord of frost and essence of ice. We once ruled this land with our icy embrace and we shall so again.
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>>220126
Noted.
>>
>>220106
>>220118
Well then, let me just refluff my lore a bit.

n the secluded islands of the ore-rich mountains, sapient creatures dominated. They were of similar flesh to the world, of human people. They did not believe in powers beyond, and so they were punished for their hubris. Giant claws, made out of thick and durable, grew out of their hands, forming both a protective barrier and destructive gauntlets, followed by large tails, filled to the brim with caustic venom. Their male population and monuments were smitten from the heavens by divine lightning and hellish flame and brimstone bursting from the earth, causing quakes and rumbles throughout the mountains. Despite this, they managed to find a way through mutation, to breed a future population and their prior culture. They built ships to explore beyond their islands, and focus on military power to one day, have enough power to take down even gods.
>>
>>219958
Fucker.
>>
>>219837
>>220075

>>220124
Dang. I started writing this before the cut-off. I've got this thread bookmarked, and will check in on it every now and then. If a spot opens up, may I have first dibs?

Nation Name: Sardax
Nation Race: Sardaxians(ruling class), Framilar(serving class)
Color: Steel grey
Fluff: Founded by the wizard Sardax, who believed that only those with magical talent had the right to rule. He wrote a comprehensive system of laws still followed to this day, and enforced by his descendants, the Sardaxians. He is also credited with the creation and enslavement of the first Framilar: animal spirits given humanoid form.
Location: The peninsula on the mid-western coast of the main continent.
>>
In the meantime, does anyone want to hear a joke?
>>
>>220143
I'll be nice and let you in :^)
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>>220147
Sure
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>>220149
:D Thanks very much!
>>
>>220142
Would you elaborate as to why you called me that?
>>
>>220150
Here we go:

Four people are in a plane. A Māori, an Australian, a Tongan and a Samoan. The pilot of the plane shouts, "Oi! Chuck some stuff off, the plane is going down quickly! We might crash!" The people then decide to jump off to save the plane. The Māori jumps off and says, "This is for New Zealand!" The Australian follows him and says "This is for Australia!" The Samoan looks out the window, stares at the Tongan, says "This is for Samoa!" and throws the Tongan out the plane.
>>
OP checking in, still hard at work.
>>
>>220108
>>220142
Could have tried diamond-skinned demons.
>>
>>220160
Sorry, devils, demons, you know what, I'm sure we can get along.
>>220108
As for this fluff, I messed up big time
Fluff: The Devils' Coalition, being inhabited mainly by self serving beings with a penchant for lawfulness, is one big lump of legal nonsense.
>>
>>220178
We are two completely different things, I'm sure we could be friends considering our natures.
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>>220180
"Freinds" right.
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>>220172
Many thanks. We wouldn't have this opportunity without your work.
>>
>>220150
Zarel, It appears that we are to be very close neighbors. I would like to start off with a positive attitude and political stance to my brothers of the northwest tundra.
I feel like a mutual agreement of trade and investment each of our nation could greatly benefit each other in tons of way.
>>
So, to tally it up, we got,
-Fucking Race Cars
-Furries: Bear Edition
-Furries: Rat Edition
-John D. Emons
-Vodka-powered Squat Machines
-Illuminati
-DUES VULT
-Savages, Savages, Barely Even Human
-Poor Summer Sales
-Definitely not Magical Realm Monstergirls: Scorpiongirl Edition: Fedora Edition
-John D. Emons 2: The Rip Off
-Old Men of Party Tricks who unironically came up with the name Framilar
>>
>>220174
But then our hides would be both precious and useful. Also, how would you like to be on friendly terms fellow mountain folk.
>>
>>220199
You could start a tradition of taking the hides of the deceased to be used as luxury and shit.
>>
>>220201
Additional fluff: we name our children after commodities based on their traits.
>>
>>220194
Which one am I?
>>220203
At the age of 12
>>
>>220193
Indeed Lenin, that would benefit both our nations. Also, how do your people feel about living in an eternal ice age?
>>
>>220206
It's sorted by chronological order. You're a rip off, Harry. Diamond skin would have made you unique, and bestowed the title David Bowie ft. Metal Gear instead.
>>
>>219837
>Nation Name: Tonatiuh
>Nation Race: Jaguars
>Color: red(bloodish)
>Location: Largest freshwater lake with isles in middle (ive got a cool idea like the aztecs did with their capitol)
>Capitol: Tenochtitlan

anything else you need me to fill out i can do.
>>
>>220194
>Savages
You must be confused, we are not Tongans.
>>
Nation : Oghro
Nation Race: the Oghro, a sentient gorilla ape humaniod
Color : Green
Fluff: The Oghro are a ancient race that have presided in the lake crater for melleni, but now they look onward. Men and women trained the same, leader elecected from dueling and wit, must fight to keep position. No Mercy policy, killed or be killed. Worship Bo, being that guided them to where they are now
Location: That lake in the middle of the main land, the crater area around it
>>
>>220211
Does that make us the savages? We take offence to that statement
>>
>>220207
Not a God Damn problem we love The snow, our whole religion is based around vodka, squats, Marx and snow.
The Russian Potatos only grow in -20c but they are the size of a small cow or large pig.
>>
>>220219
You are poor Summer Sales.
>>220217
You know that the Americans also stated the Europeans were savages in Pocahontas right?
>>
>>220223
Then together we shall usher in an eternal ice age for our people
>>
>>220194
Hah. The Framilar are a nod to familiars: Animal servants to spellcasters in D&D and elsewhere.
>>
>>220227
I am aware of that, doesn't take away from the fact that is still a dumb name
>>
>>220215
No the crater belongs to the Oghro
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>>220224
Probably, but I haven't watched Pocahontas before.
Emperor's New Groove is the best Disney film
>>
>>220215
My attempt to make sophisticated apes will not be denied
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>>220236
you posted too late bro, sorry
>>
>>220241
Both of you guys posted to late.
>>
>>220225
Now that we have an agreement, would you be willing to unite under the flag of the USSR comrade Zarel?
>Your people will remain them selfs, we will give you food, fight wars for you and will be the working people class basically.
>While we'll allow you to study more advance stuff like magic and tech and boats and shit.
>But you gotta be communist and everyone has to equal.
>You don't have to convert to Marxism though.
>>
>>220237
Anyways, do you want to have an alliance. Defending each other in case of war, and helping to attack against enemies. Maybe a little trading.
>>
>>220243
dude, im in the middle of the lake not the outside, and im looking at the smaller lake, because i need one with small islands inside.
>>
DEUS VULT! AVE MARIA!
>>
>>220248
Sure, why not?
>>
>>220124
>>220249
>>
>>220218
>>220215
I will try and stat you when I crunch turn 1 :^)
>>
>>220236
>>220241
I'm sad to say that you both posted too late. Submissions were cut off some time ago, as per: >>220124
Furthermore, the lake you refer to was claimed quite early by: >>219958
>>
>>220246
I will agree to this, we accept that our era has past and we are no longer at our former glory so this is a acceptable deal, in return we will give you access to our knowledge and skills as mages and builders. However, how will the everyone must remain equal work for a species with drastically different castes?
>>
>>220249
Then alliance, us Aztecs and sentient apes got to stick together.
>>
>>220258
yeah, youre right about that, didnt see that sorry, looks like op is ok with it though>>220255


also im talking about the lake in the plains the top left, its got a bunch of tinny little island there, if you look up Tenochtitlan, it was an aztec city in the middle of a lake, so im looking for islands.
>>
Time for Bearlore

Danport is a nation of the bears. Not bear people, or furries, they are 100% bear. Consisting of about 70% black bears, 25% brown bears, and 5% miscellaneous bears
Every settlement has a bear who leads it, and every settlement leader is eligible to become the High King or Bears. The capital is the settlement of the Current leading bear, and the nation adopts the name of the leading settlement
The bear king is selected by a council in which all settlement leaders vote for a king amongst the great bear families

The mightiest of the Bear families that have actually ruled the nation at some point are
The Dans of Danport - A shrewd family of black bears, controlling a wealthy trading city
The Bobs of Roary - A large family of black bears, they control large rivers where the salmon are plentiful
The Gregs of Growlmouth - A powerful family of brown bears, with sway ove3r most of the brown bear population
The Barts of Rumblers - A mighty family of Polar bears, some of the greatest warriors of bear-kind
The Chans of Brumblepuck - A lovely family of pandas, friendly and skilled diplomats
And then a bunch of less relevant leaders who may become important at some time

Fish are one of the main food sources, with meat and berries also being important. For that reason most cities have a strong fishing culture, all bears must know how important the fish are to society

Ive written up enough shit about bears for now i'll have to condense this jesus
>>
>>220263
why dont we just combine into one? I dont really care about race or anything, how about i just forgot doing a nation and just help you build a city?
>>
>>220269
>Not bear people or furries
Look, we're not judging.
>>
Sure if OP will let us.
>>
>>220269
Greeting high king of the Bears, would you like to join the Arctic Alliance of Zanithal and Russia?
>>
>>220270
>>220275
Why not Aztec Sentient Apes?
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>>220276
Arnt you guys in the northern half of the map? im in the south
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>>220106
I should specify the northern region of the southeast Island.
>>
>>220178
>>220203
>>220206
Even more fluff: it isn't uncommon for a devil to take an elf for mate, these pairings do result in a fertile child and are treated with the same respect as other marriages.
>>
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>>220270
You want to go in the red? I was thinking the blue area.
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>>220278
Southeast island or southeast mainland?
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>>220285
mainland
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>>220284
That blue area is already inhabited by DC
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>>220287
Were literally right next to each other. Want to be allies?
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>>220288
Is the Island Northeastern of the lake occupied?
>>
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>>220284
ok, just look at this pic, so with a lake we can make these "floating garden type things that will increase food production. Also a lake will help with us protecting from outsiders. Being in the middle of the lake will REALLY help.
>>
>>220287
Bears would you form an alliance with us? We Have much to benefit from it
>>
>>220291
What? No, the southernmost mountain.
>>
>>220289
Overlord of the demon armies, as our people don't have souls and thus are not of value to your master, we would like to suggest a non aggression pact between the Arctic Alliance (Zanithal+Russia) and your demon armies.
>>
>>220294
Hey I think our God Boho was a demon.
>>
>>220299
Why are you telling me this, we're devils, and a minority of elves.
>>
>>220289
I'll think about it, I want to wait till first turn till I make any major decisions
>>
>>220293
heres an example of the map, in lake.
>Bridges to mainland that can be removed.
>Floating gardens produce alot of food, because mud has good nutrients, well hydrated, flat land, if flooding occurs, the gardens go up too with flood.
>good from defence.
>easy to build bc flat land, with work we can enlargen island.
>>
>>220300
No I'm thinking that our main God, Bo was a demon as he might have been one one you .
>>
>>220298
Of course, we have no reason to seek conflict from another souless magical being. Just try not to freeze over our slice of land and we can easily share magical advancements and favors.
>>
>>220300
What the fuck is the difference between devils and demons?
>>220304
Would it not be another ape?
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>>220303
Yeah but where on the map came 2we do that
>>
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>>220303
forgot map.
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>>220304
Demon and devil aren't the same thing, you are suggesting that he was a devil? Would you like an alliance?
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>>220307
Well, we Devourer the souls of the innocents, while they seem to be a rare type of elf that seem to be very greedy.
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>>220307
We don't know who Bo was all we know was he was the being that taught us to be sentient
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>>220306
Provided you do not interfere with my Russian allies then we have a deal.
>>
Holy shit that took a while. Let me put the last few stragglers on the map, and the game can begin!
>>
>>220261
Well first we need to have a common language of Russian for everyone if that is okay.
Then everyone will work most of the day, when not working citizens are, by law, made to breed and refine their intellectual and cultural skills in their free time training to their filled potential.

But equality comes from living with only progress of everyone in mind. Everyone, as that citizens always come first, our people are our everything. We will never let anyone starve, be homeless or jobless.
>So pretty much, evenly distribute wealth and food to eveyone. Everyone will get education and jobs, no one will ever be lazy or jobless.

>Also you have to be very tough on corruption, very very tough.
>>
>>220312
So Devils are Edgy Elf Jews while you're just Edgy Typical Things that Hell excretes out?
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>>220307
Devils tend to look more human like and be more lawful, while demons tend towards monstrous appearance and chaotic behavior.
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>>220319
Yeah pretty much.
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>>220320
For clarification devils, in this sense, do have wings, a tail, and small, decorative horns.
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>>220316
Can't wait!

could the apes go into the Easter side of the main island?
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>>220327
Eastern
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>>220318
We would request that the Zeth cast keep our language for our scientific and magical endeavours as it is more refined then Russian as it has evolved around our use of magic. Our citizens cannot breed as our people are raised with magic. As for equality, our lower caste are no more then animated ice and as such are not people, we do not have wealth or need food and homelessness isn't really a thing, thus, these criteria are acceptable
>>
>>220194
Nations Game: DLC Edition
Includes
>Spain's Bitch
>Africans
For only $1,000,000,000, but you can get it for free for you.
>>
>>220324
Also souls as apposed to an elves spirit, which can be recycled.
>>
>>220334
What is the difference between a soul and a spirit?
>>
Done statting. Please wait while I post everyones stuff.
>>
>>220339
On earth they both serve the same function, but upon death a soul slowly travels to its eternal resting place while a spirit is pulled quickly to the afterlife, to later be cleaned of memories and sent back to the world and reincarnated as some other thing, typically some nature shit.
>>
>>220341
[Cronus]
Pop: 10 (+1/turn)
Food: N/A
Defenses (Oval): 1
Military: 2 (Player-fluff units) [1x]
Tech: [Bronzeworking I] [Infantry I] [ Scouting I]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Gotta go Fast]: +10 to movement/expansion rolls.
Flaws: [How does it… work?]: Lower population gain, and -10 to rolls involved.

[Danport]
Pop: 10 (+3/turn)
Food: 10 (-1/turn)
Defenses (Danport): 1
Military: 1 (Player-fluffed unit) (1.5x), 1 (Player-fluffed unit) (1x)
Tech: [Bronzeworking I] [Infantry I] [Hunting I]
Resources: [Wood: 4] [Hide: 3]
Bonuses: [Physically Strong]: Much easier to make stronger military units.
Flaws: [Predatory]: Much harder to domesticate the wildlife of the world, as even the bigger ones (and there are much bigger ones), are naturally scared shitless of you.

[Kingdom of Trashen]
Pop: 10 (+4/turn)
Food: 10 (-1/turn)
Defenses (Trashen): 1
Military: 1 (Player-fluffed unit) [1x]; 1 (Player-fluffed unit) [.5x]
Tech: [Bronzeworking I] [Infantry I] [Scavenging I]
Resources: [Trash: 6]
Bonuses: [Unassuming]: Other players will have a harder time finding your nation with scouting rolls.
Flaws: [Frail]: Harder to create tougher military units.
>>
Alright, let's do a Roll Call.
>>219883
>>219916
>>219944
>>219958
>>219976
>>219977
>>219994
>>220035
>>220050
>>220108
>>220143
>>220215
>>220218
>>
>>220346
[Burned Empire]
Pop: 10 (+2/turn)
Food: 10 (-1/turn)
Defenses (The Spire): 1
Military: 1 (Player fluff unit) [1.5x] 1 (Player fluff unit) [1x]
Tech: [Bronzeworking I] [Infantry I] [Slavery I]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Demonic Conquerors]: +10 to expansion rolls.
Flaws: [Not from this world]: The creatures of this world somehow know you’re… wrong, and you have a harder time domesticating them.
[Russia]
Pop: 10 (+2/turn)
Food: 10 (-1/turn)
Vodka: 10 (-1/turn)
Defenses (Capital): 1
Military: 2 (Player-fluff unit) [1x]
Tech: [Bronzeworking I] [Infantry I] [Brewing I]
Resources: [Wood: 3] [Potatoes: 4]
Bonuses: [A Good Burn]: If your military is given vodka, they gain +1 to fighting rolls. (This decreases your supply)
Flaws: [Dependency]: If Russia’s vodka supply runs out, they suffer a penalty (-5), to all rolls until it is replenished.
[Plurata]
Pop: 10 (+2/turn)
Food: 10 (-1/turn)
Defenses (Berla): 1
Military: 2 (Player-fluff unit) [1x]
Tech: [Bronzeworking I] [Infantry I] [Writing I]
Resources: [Wood: 4] [Stone: 3]
Bonus/flaw: [Conspiracy]: The true rulers of Plurata can influence one action per turn, giving it a massive boost. However, if the citizens ever found out about their real rulers, hell would break loose.
>>
>>220347
I'm here.
>>
>>220347

Sup G
>>
>>220350
[The Inquisition]
Pop: 10
Food: 10 (-1/turn)
Defenses (Heaven’s Gate): 1
Military: 2 (Player-fluff unit) [1x]
Tech: [Bronzeworking II] [Infantry I]
Resources: [Copper: 3]
Bonus: [Heavenly Purge]: The Celestials are driven to stop everything that is evil and hateful, granting a bonus in combat against such enemies (GM discretion)
Flaw: [Pleasures of the Flesh]: Sex is sinful! To increase population, the Inquisition must recruit.

[Zanithal]
Pop: 10 (+2/turn)
Food: 10 (-1/turn)
Defenses (Zanith): 1
Military: 2 (Player-fluff unit) [1x]
Tech: [Bronzeworking I] [Infantry I]
Magic: [Ice Magic I]
Resources: [Snow: 5]
Bonus: [Attuned]: +5 to rolls involving ice magic.
Flaws: [Frozen]: Expansion becomes harder the further south Zanithal marches.
>>
>>220347
Greetings
>>
>>220347
the Oghro are here, and how dare you compare us to Africans
>>
>>220347
bear
>>
>>220347
Hello
>>
>>220347
Demons are here
>>
>>220347
Present and accounted for madame.
>>
>>220356
[Mauga Sinasina]
Pop: 10 (+2/turn)
Food: 10 (-1/turn)
Defenses (Capital): 1
Military: 2 (Player-fluff unit) [1x]
Tech: [Bronzeworking I] [Infantry I] [Shipbuilding I]
Resources: [Sand: 2] [Coral: 4]
Bonuses: [Seafaring]: +10 bonus to creating ships and naval military units.
Flaws: [Sea-legs]: Terrestrial military units suffer -1 to combat rolls.

[Scorpiongirl Empire]
Pop: 10
Food: 10 (-1/turn)
Defenses (Rapna Armaly): 1
Military: 2 (Player-fluff unit) [1x]
Tech: [Bronzeworking I] [Infantry I] [Slavery I]
Resources: [Wood: 4]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [All Female]: To reproduce, the Empire must take slaves.

[Devil’s Coalition]
Pop: 10 (+1/turn)
Food: 10 (-1/turn)
Defenses (Capital): 1
Military: 2 (Player-fluff unit) [1x]
Tech: [Bronzeworking I] [Infantry I] [Archery I]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Expansionist]: +10 to expansion rolls.
Flaws: [Anarchy!]: Too many low rolls, and all hell breaks loose.

[Sardax]
Pop: 10 (+2/turn)
Food: 10 (-1/turn)
Defenses (Capital): 1
Military: 2 (Player-fluff unit) [1x]
Tech: [Magic Research I] [Infantry I] [Laws I]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Magically inclined]: +5 bonus to magic rolls.
Flaws: [Snooty]: -5 to tech related rolls.

One more post with map/basics of how to play.
>>
>>220369
>>220283
I changed my fluff
>>
>>220347
que paso senor
>>
>>220359
Oh yeah, on the commie thing.
>Just make sure everyone is working and training to be their best any time they are not working.
>Also could you help you Russian friends devolpe better brewing to keep vodka flowing like water.
>>
>>220347
Here!
>>
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>>220369
Playing is simple- 3d100 for whatever you want- or need. Player interaction is completely driven by you, but you need to find each other first (GM will notify you with the turn crunch if another nation is close enough that you can at least hear them). Have fun fucking with each other :^) Don't know when turn update will be, but definitely within the next day or so. Also, please keep track of your stat sheets, as OP has enough on his plate.
>Please tell me if I've missed anyone on the map.
>>
>>220381
1. That's basically what we do anyway
2. We may have some trouble with keeping the vodka flowing like water, we can have it freezing like Ice instead, how would your people tread frozen vodka?
>>
>>220387
+1 seems kinda weak. Also, I requested to primarily be in the southeast island.
>>
>>220387
We never got stats OP
>>
>>220394
As I said, it will come with 1st turn's crunch.
>>
>>220387
OP! I CORRECTED MY FLUFF! PLEASE UPDATE MY STATS TO REFLECT IT!
>>
>>220393
Combat is d10s. And that location was already claimed by Trashen.
>>
>>220400
I mean North of the Southwest Islands, and what about raising units?
>>
>>220399
Link it please.
>>
>>220396
Ok No problem thank you OP
>>
>>220403
+10 to raising units. I'll fix your location with the update.
>>
>>220404
There's a lot
>>220178
>>220203
>>220206
>>220283
>>
>>220394
wait boho are we still becoming one team in the middle of the crater?
>>220396
>>
>>220406
ALSO. Please link to my posts and include your stat sheets.
>>
>>220406
Aight thanks.
Also for fluff, the scorpiongirls can breed with each other due to a mutation >>220106
>>
>>220388
Vodka doesn't freeze comrade, I don't think any kind of alcohol can freeze really, unless it's like IPA or light ale piss.

>>220387
Action:Expand east to the gulf.
Second action:Improve vodka production.
Cultural action:Have eveyone practice Russian writing, Russian math and Russian history!
>Every man, woman and child will know everything about the mother land!
>>
>>220410
No we are the Green On the Eastern shore
>>
>>220409
Give me a moment, and I'll fix your bonus/flaw.

>>220415
Roll die, anon. 3d100
>>
>>220406
Wait, are the southeast islands mountains?
>>
Rolled 89, 88, 33 = 210 (3d100)

>>220387
Heres what I will name my units.
1.5 will be known as a Demonic Swords demon
1 will be known as a imp
These will be my actions.
1. We will expand to control more of the area around the lake.
2. The imp will be put in charge to scout south for a potential source of slaves and souls.
3. We will begin mining on the south east territory of my lands in search of metals to forge with.
>>
>>220404
OP Do I wait for the first turns crunch or can I make moves before?
>>
Rolled 25, 35, 30 = 90 (3d100)

>>220415
Sorry comrade OP
>>
Southeast is mountains, the more southern western island is mountains/beaches, and the northern one is savannah.
>>
>>220425
Wait for stats.

>>220427
You forgot to roll.

>>220421
Meant to link >>220432
>>
Rolled 16, 86, 58 = 160 (3d100)

>>220387
Action: Expand east, filling out the island.
Second action: Create boats. We shall name them 'Wakas'.
Cultural action: Tell our children about Polynesian Mythology. I hear that Maui's their favourite legend!
>>
Rolled 57, 9, 20 = 86 (3d100)

>>220387
Turn 1:

Pop: 12
Food: 9
Defenses (Sardax City): 1
Military: 2 (Framilar Conscripts) [1x]
Tech: [Magic Research I] [Infantry I] [Laws I]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Magically inclined]: +5 bonus to magic rolls.
Flaws: [Snooty]: -5 to tech related rolls.

Action: Expand to the southern coastline.
>>
Rolled 15, 17, 51 + 10 = 93 (3d100 + 10)

>>220387
1st and 2nd Roll - Mine our regions for precious ores.
3rd Roll - Raise Imperialists (+2 Military Units.) (+10 to roll)
>>220432
>>220435
Thanks, also >>220414
>>
>>220439
3 actions, Sardax.

>>220443
Give me a moment, and I'll fix it.
>>
>>220443
Holy fucking shit those rolls.
>>220435
Are we allowed to change our actions?
>>
>>220448
So you can reroll? No.
>>
Rolled 60, 89, 76 = 225 (3d100)

My [1x] unit names will be Frost Golem

1st roll - The Finest minds of the Zeth Caste will work on refining and improving our ice magic
2nd roll - meanwhile our golems will explore and expand our borders
3rd roll - the builders of the Zeth cast will work on buildings to increase our food (since we are golems/elementals I'm guessing our food is fluffed as magical energy)

[Zanithal]
Pop: 10 (+2/turn)
Food: 10 (-1/turn)
Defenses (Zanith): 1
Military: 2 Frost Golems [1x]
Tech: [Bronzeworking I] [Infantry I]
Magic: [Ice Magic I]
Resources: [Snow: 5]
Bonus: [Attuned]: +5 to rolls involving ice magic.
Flaws: [Frozen]: Expansion becomes harder the further south Zanithal marches
>>
>>220419
Can my capital be coastal, seeing as how it is Danport, a port, where boats will be

Units Names
1 - Grizzly maimer
1.5 - Polar war-beast

As for my actions
1. Expand fishing operations in surrounding rivers to increase salmon reserves
2. Expand my territory along the coastline
3. Chop trees to accumulate some more wood
>>
>>220451
Not reroll, I mean change our actions.
>>
Rolled 69, 53, 95 = 217 (3d100)

>>220454
>>
>>220453
Also a +10 to the first roll for our [Attuned] Bonus
>>
>>220456
Sure.

>>220454
Sure, I'll move you a bit with the map update.
>>
>>220439
>>220447
Ah. In that case: Research elemental magic(Earth, if specific is required). Raise Framilar Conscripts.
>>
>>220447
I think the Russian people should have a higher population per turn.
>The best thing about Russia is throwing thousands of men at shit.

units:Red core is common, Red guards is elite.
>>
>>220461
If we have three rolls focused towards one action, does it take each roll like
Roll 1 out of 100, Roll 2 out of 100, Roll 3 out of 100
Or
Roll 3 out of 300
Or
Roll 3 out of 100
>>
>>220468
3 rolls of 100
dice+3d100
>>
>>220461
Will my roll still be counted with everyone else or did they get a extra roll because they had their stats
>>
>>220470
I am aware, I mean how the roll is calculated for focusing them all on one action.
>>
>>220475
It would be calculated as three separate attempts at the same action, like, you mined ores three distinct times
>>
>>220475
Ah my apologies, Scorpion women leader comrade.
I misunderstood what you said.
>>
Does everyone else get a extra roll since they have their stats?
>>
>>220481
Well, my stats as is are incorrect, I'm waiting for them to be corrected. I'm not sure when that will be.
>>
>>220422
Also I get a plus 10 to my expansion roll making it a 99
>>
>>220484
OP soda my stats would be put in first turn crunch, so does that mean I don't get a first turn?
>>
>>220461
>>220477
In that case.
1-3: Mining Ore, focusing on Iron and Bronze.
>>
>>220487
meant to say said
>>
>>220409
>>220414
Bonus/Flaw changes:
[Devil's Coalition]
Bonus:[Intermarriage]: The demons and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.

[Scorpiongirl Empire]
Flaw: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.

>>220468
If you consolidate die, the higher roll is taken. It's usually for an action you want to be doubly sure succeeds.

>>220487
You can make it up :^)

Sorry if I respond slow, so many new players, and lots of questions.
>>
>>220492
It's all good. You've got a lot more on your plate than we do.
>>
>>220492
Its fine, thanks for running and responding OP.
>>
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Rolled 19, 91, 1 = 111 (3d100)

Tech: Miracles are a must for conversion. Begin researching Magic Research I.
Action: Scout the areas surrounding Heaven's Gate. Look for potential recruits, food would be nice too.
Tech: Increase farm production around Heaven's Gate for the converts.

Unit Names: [1x]- Angel
>>
Rolled 26, 66, 80 = 172 (3d100)

>>220492
Thank you.
>>220369
The capital is called "Jugement's Peak"
Ou military is made up of "cousins in bronze"
My actions are 1. Recruit outsiders 2. Expand towards the sea 3. Mine ores
>>
>>220492
OP thanks for letting me make up a turn. I can't believe you manage this
>>
>>220492
Bro. You have more on your schedule than we do, so it's fine.
>>
>>220499
Jesus christ, what did you do, salt the fucking farm?
>>
>>220499
What did you food?
>>
>>220501
It's a lot of work, but no one will hire my crippled ass, so I've got time :^)
>>
>>220505
>>220506
Deus did not vult. Hopefully my scavenging produces results tho.
>>
>>220505
Their god is pissed at them already for no reason. Meanwhile the demons are having good luck to find stuff to kill for souls. I feel like we have it easier than others when it comes to food though.
>>
>>220511
Maybe if you stopped salting and burning your fucking farm.
>>
>>220512
I failed at mining pretty badly two times, third time is the charm, and I got 1 above average.
>>
>>220507
I'm a do a thing, hold tight just a moment.
[Devil’s Coalition]
Pop: 10 (+1/turn)
Food: 10 (-1/turn)
Defenses (Capital): 1
Military: 2 (Player-fluff unit) [1x]
Tech: [Bronzeworking I] [Infantry I] [Archery I]
Resources: [Wood: 4] [Stone: 3]
Bonus:[Intermarriage]: The demons and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
>>
>>220492
I just realized that us being slave owners would be odd now.
>>
>>220533
Wait, Devil's coalition should be devils' coalition. Ithe doesn't belong to one devil, but to all devils.
>>
>>220537
I'll give you a replacement tech in the update. Which may come soon, depending on if enough people have posted.
>>
>>220540
Something Military based would make sense, but I already got Infantry, so maybe Weaponry?
>>
>>220543
I'll think about it. GM discretion and all :^) it'll be something useful though.
>>
>>220517
Hey might as well get practice in now because we'll be doing it to the heretics soon enough.
>>
>>220545
Well, trash hasn't said anything in 5 hours. I suppose there're out.
>>
>>220547
Hope you dont plan on doing it to our lands. By the time you get there I'll have already converted it to a lifeless unholy land. Gotta make the demons feel at home you see.
>>
it's past 1 AM in my time zone

What happens if I fall asleep
>>
>>220549
Race Cars, Rats and Plurata may have fallen asleep or something.
>>
>>220549
Speaking of which:
A note on turn banks: GM will let you make up 5 turns. After that your nation will be stomped out.

>>220553
Thread will still be here when you wake up, anon :^)
>>
>>220549
And cronus has been silent for even longer.
>>
>>220553
>>220554
I wouldnt be surprised if a majority of the players fell asleep already.
>>
It's only 5:20 PM here so I'm not going to sleep any time soon
>>
7:20 PM here.
>>
Ok OP I have a question. Are celestials still eating devotion or are they eating normal food? And what's the celestial/follower ratio?
>>
12:20 PM here
>>
3:23 AM
Sleep is for nerds.
>>
3:20 AM for me. Luckily(as I see it, anyway), I'm a night owl. I won't need sleep until the sun is up.
>>
>>220572
Yo! 2:24
>>
1:25, I can stay up for a bit longer
>>
>>220569
Normal food. Much more followers than actual celestials, number is kind of abstract though.

Writing update! The rest will have to make turns up.
>>
>>220585
Are you still here?
>>
>Please remember to include your stat sheets with your posts!!!

[Burned Empire]
>Especially you
1) Expansion goes swimmingly well! [+4 hex]
2) The imp scout does very well. He and the Demonic Swordsman head out once again, coming back with plenty of captives in tow. [+4 food]
3) Mining is slow going, however. [1/4]

[Mauga Sinasina]
>You too.
1) No expansion. A huge beast lunges out of the water and tries to eat the party of explorers. It misses though, and they all hurry back to camp.
2) A few wakas are easily created, and set sail! [MILITARY: +2 Waka [Naval] [1x]
3) The children are told of the legends of the Mauga Sinasina. The beginnings of religion start to take shape! [TECH: Religion I]

[Sardax]
>You're good
1) Expansion goes well! [+4 hex]
2) No magic is learned.
3) Neither are Framilar's raised.

[Scorpiongirl Empire]
>Substitute tech: [Arms I] for [Slavery I]
1-3) No ore is found, until the end of the day. [Resources: [Copper: 3] [Tin: 2]

>Zanithal
1) The Zeth get busy working on ways to improve Zanithal's ice magic, making decent progress. [2/4]
2) Zanithal's borders are expanded! [+4 hex]
3) The Zeth builders manage to find a spring of icy water, and charge it with their magics. [STRUCTURES: Mana Farms I [+1 food/other turn; TECH: Mana Farms I]

[Danport]
>Include your stat sheet, please.
1) A small fishing village is soon constructed off of Danport's coast. [STRUCTURES: Fishing Village I {+1 food/turn}; TECH: Fishing I]
2) Danport expands its territory! [+4 hex]
3) Much wood is gathered. [+4 Wood]

[Devil's Coalition]
1) Recruitment doesn't go so well, even with the coalition's reputation. Only one lone man comes. [+1 pop]
2) Expansion! [+4 Hex]
3) Much copper is mined! [Resources: [Copper: 3]

[Inquisition]
1) No breakthroughs to be had.
2) The scouting expedition goes well, bringing back a few new recruits and some food. [+3 pop, +2 food]
3) When their human servants gone scouting, the business of farming falls to the Celestials. Having never seen a farm before, they're left scratching their heads until their servants return. [Lucky you- no critfails first turn.]

>Missed Turns
Cronus: 1
Trashen: 1
Plurata: 1
>>
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>>220627
Yup, lots of writing. Also, here's map.
>>
Please link to this post with next turn's actions!
>>
Rolled 19, 23, 70 = 112 (3d100)

>>220633
Rolling for actions.
[Scorpiongirl Empire]
Pop: 12 (+2/turn)
Food: 9 (-1/turn)
Defenses (Rapna Armaly): 1
Military: 2 (Player-fluff unit) [1x]
Tech: [Bronzeworking I] [Infantry I] [Arms I]
Resources: [Wood: 4]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
>>
>>220633
>>220634
1-3: Mine more Copper, and Iron if possible.
[Scorpiongirl Empire]
Pop: 12 (+2/turn)
Food: 9 (-1/turn)
Defenses (Rapna Armaly): 1
Military: 2 (Player-fluff unit) [1x]
Tech: [Bronzeworking I] [Infantry I] [Arms I]
Resources: [Wood: 4] [Copper: 3] [Tin: 2]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
>>
Rolled 10, 35, 65 = 110 (3d100)

>>220633
Turn 2:
Pop: 14
Food: 8
Defenses (Sardax City): 1
Military: 2 (Framilar Conscripts) [1x]
Tech: [Magic Research I] [Infantry I] [Laws I]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Magically inclined]: +5 bonus to magic rolls.
Flaws: [Snooty]: -5 to tech related rolls.

Task 1: Research Pottery/Granary to store food.
Task 2: Research Elemental Magic(Earth, if specific required).
Task 3: Expand to northern coast.
>>
>>220634
No more updates tonight, as it's late and I'm tired. I'll stick around for a bit though.
>>
Rolled 75, 68, 39 = 182 (3d100)

>>220633
[Burned Empire]
Pop: 12 (+2/turn)
Food: 13 (-1/turn)
Defenses (The Spire): 1
Military: 1 (Demonic Swordsman) [1.5x] 1 (Imp) [1x]
Tech: [Bronzeworking I] [Infantry I] [Slavery I]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Demonic Conquerors]: +10 to expansion rolls.
Flaws: [Not from this world]: The creatures of this world somehow know you’re… wrong, and you have a harder time domesticating them.
My actions
1. Work on the mine is to be continued
2. The overlord is to conduct a ritual in the spire to summon more imps.
3. The imp is to begin the art of fire magic so the other demons may learn it.
>>
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>>220633
Action: Expand East.
Second Action: Create a Mere, a type of Māori weapon. Pic related.
Cultural action: That huge beast who attacked us? That is named a "Taniwha", which are beings that live in deep pools in rivers, dark caves, or in the sea, especially in places with dangerous currents or deceptive breakers (giant waves). They look our guardians.

Pop: 12 (+2/turn)
Food: 9 (-1/turn)
Defenses (Capital): 1
Military: 2 Wakas [Naval] [1x]
Tech: [Bronzeworking I] [Infantry I] [Shipbuilding I] [Religion I]
Resources: [Sand: 2] [Coral: 4]
Bonuses: [Seafaring]: +10 bonus to creating ships and naval military units.
Flaws: [Sea-legs]: Terrestrial military units suffer -1 to combat rolls.
>>
Rolled 95, 15, 71 = 181 (3d100)

>>220643
*They look over us, like guardians
I need a proofreader.
>>
>>220640
Thanks for the game, OP. I'm enjoying it so far.
>>
Rolled 50, 71, 8 = 129 (3d100)

[The Inquisition]
Pop: 13
Food: 11 (-1/turn)
Defenses (Heaven’s Gate): 1
Military: 2 (Player-fluff unit) [1x]
Tech: [Bronzeworking II] [Infantry I]
Resources: [Copper: 3]
Bonus: [Heavenly Purge]: The Celestials are driven to stop everything that is evil and hateful, granting a bonus in combat against such enemies (GM discretion)
Flaw: [Pleasures of the Flesh]: Sex is sinful! To increase population, the Inquisition must recruit.
---
Action: The Inquisition must grow. Begin expansion at once.
Tech: Continue our research on celestial magic.
Tech: Begin work on making a writing system that the followers can actually understand so that we may better spread the Word.
---
Misc. actions: Rename base unit to Crusader
Gonna update my lore to fit in better with game mechanics too
>>
>>220218
>Stats
[Oghro]
Pop: 10 (+2/turn)
Food: 10 (-1/turn)
Defenses (Capital): 1
Military: 1 (Player-fluff unit) [1.5x] 1 (Player-fluff unit) [1x]
Tech: [Infantry II] [Bronzeworking I]
Resources: [Wood: 4] [Stone: 3]
Bonuses:
[Kill]: The military of Oghro or among the best in this new world, gaining +1 to all combat rolls.
Flaws:
[Or Be Killed]: Surrender is not an option. In situations where other units may be able to flee and live another day, an Oghra will die fighting.

>>220650
Thanks :^) Tomorrow I'll create a chat room for us to use for OOC chat, questions, shooting the shit, etc. And if you think it's fun now, these games really open up when players meet and start RPing :^)
>>
Rolled 39, 76, 63 = 178 (3d100)

>>220633
1. Research seafaring tech, we will expand our fishing empire
2. Upon completion of sailing research, use wood to construct boats
If sailing research fails, construct more settlements to boost population
3. Continue expansion of out territory

Land: 11
Pop: 13 (+3/turn)
Food: 10 (+0/turn)
Structures: Bear caves, Bear huts
Defenses: (Danport)1
Tech: [Bronzeworking I] [Infantry I] [Hunting I] [Fishing I]
Resources: [Wood: 8] [Hide: 3]
Bonuses: [Physically Strong]: Much easier to make stronger military units.
Flaws: [Predatory]: Much harder to domesticate the wildlife of the world, as even the bigger ones (and there are much bigger ones), are naturally scared shitless of you.
>>
Any room for another race?
>>
>>220663
Sure :^) I can stat you quick.
>>
>>220633
[Devil’s Coalition]
Pop: 12 (+1/turn)
Food: 9 (-1/turn)
Defenses (Capital): 1
Military: 2 (Player-fluff unit) [1x]
Tech: [Bronzeworking I] [Infantry I] [Archery I]
Resources: [Wood: 4] [Stone: 3][Copper: 3]
Bonus:[Intermarriage]: The demons and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
Actions 1. Farm 2. recruit 3. Expand east
Fluff: elves, with their special connection to the land, deal with most agriculture matters
>>
trips
>>
Rolled 55, 65, 25 = 145 (3d100)

>>220665
Fuck.
>>
>>220656
Sounds good. I'll check in throughout the day. Not sure if/when I'll sleep.
>>
>>220666
WITNESSED
>>
What bonuses does owning more territory grant?
>>
>>220670
Chance for more resources. It's also your intimidating e-peen.
>>
>>220663
Statting anon when he posts then heading to bed, folks :^)
>>
Rolled 29, 46, 67 = 142 (3d100)

>>220633
1. Continue expanding east
2. Continue working on improving ice magic
3. if ice magic is complete then begin using our new magics to create some Compact Ice (Our equivalent of bronze)

[Zanithal]
Pop: 12 (+2/turn)
Mana: 10 (0/turn)
Defences (Zanith): 1
Military: 2 (Player-fluff unit) [1x]
Tech: [Bronzeworking I] [Infantry I] [Mana Farms 1]
Magic: [Ice Magic I]
Structures: [Mana Farms 1]
Resources: [Snow: 5]
Bonus: [Attuned]: +5 to rolls involving ice magic.
Flaws: [Frozen]: Expansion becomes harder the further south Zanithal marches.
>>
>>220664
>>220680

sick one senpai, thank you.

Nation Name: Pendrith

Nation Race: Giant Guinea Pigs that stand upright, (the size Penguins).

Colour: Whatever colour is free and easiest for you desu senpai

Fluff:Many years ago, the guinea pigs of Pendrith were simplistic creatures, content to nibble grass and bask in the sun in peace. This all changed when a mysterious figure known only as 'El Don' arrived, a strange two legged being in metal plate obsessed with ideas of chivalry and honour. El Don uplifited the bumbling furry mammals, transforming the Guinea Pigs into a society of nobility, chivalry and valour. (akin to Arthurian Britian). Now the Guinea Pigs of Pendrith are lead by their noble King Furlin, who is guided by a council of the nations greatest noble houses.

Location: That big green island in the NE just off the coast of the continent.
>>
>>220683
Quit cheating and trying to get better rolls, anon.
>>
>>220681
Also +5 for roll 2 (and possibly roll 3, it's fluffed as ice magic but I'm guessing it's balanced as bronze-mining)
>>
>>220674
Shit dude, you got a 99 and a number beyond 55, why reroll?
>>
>>220685
It was an accidental double-post due to my stupid phone, didn't realise the first one posted properly.
>>
>>220682
You may make the first turn up.
[Pendrith]
Pop: 10 [+4/turn]
Food: 10 (-2/turn)
Defenses (Pendrith): 1
Military: 1 ( Player Fluff unit) [1.5x]; 1 (Player Fluff unit) [1x]
Tech: [Bronzeworking I] [Infantry I] [Bureaucracy I]
Resources: [Wood: 4] [Stone: 3]
Bonus:
[Chivalrous]: When coming to the defense of the weak, the Guinea Pigs of Pendrith gain +1 to their combat rolls.
Flaw:
[Goody-two-shoes]: When fighting a war that is seen as less than honorable by the populace, problems may occur.

And that's all for now, folks. OP is dead tired. I'll be around tomorrow though.
>>
File: 4chan Nations.png (918 KB, 2000x1500)
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918 KB PNG
>>220700
And map.
>>
>>220665
Fixes
[Devils' Coalition]
Pop: 12 (+1/turn)
Food: 9 (-1/turn)
Defenses (Judgment's peak): 1
Military: 2 (Cousins in arms) [1x]
Tech: [Bronzeworking I] [Infantry I] [Archery I]
Resources: [Wood: 4] [Stone: 3][Copper: 3]
Bonus:[Intermarriage]: The demons and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
Also, even more fluff: the genders are equal in all things, from military to the home.
>>
Rolled 26, 37, 94 = 157 (3d100)

>>220700
>>220702

Thank you OP, I appreciate you taking the time to stay and do it.

[Pendrith]
Pop: 10 [+4/turn]
Food: 10 (-2/turn)
Defenses (Pendrith): 1
Military: 1 ( Player Fluff unit) [1.5x]; 1 (Player Fluff unit) [1x]
Tech: [Bronzeworking I] [Infantry I] [Bureaucracy I]
Resources: [Wood: 4] [Stone: 3]
Bonus:
[Chivalrous]: When coming to the defense of the weak, the Guinea Pigs of Pendrith gain +1 to their combat rolls.
Flaw:
[Goody-two-shoes]: When fighting a war that is seen as less than honorable by the populace, problems may occur.

Action 1: More food for the Fur-therland! Send out noble scouts to search for plains of rich and plentiful grass to munch upon.

Action 2:The King decrees the founding of a Royal Institute for Research, bringing as many great minds as he can to the capital.

Action 3: The Knights of Pendrith expand the Kingdoms borders to the South East of their island home, scouting out potential future sites for a port city.
>>
Reworked fluff: Hailing from the Celestial Plane, the purpose of the Inquisition is to enforce their master Deus's will across the multiverse. The Inquisition is made up partly by a race known as the Celestials and partly by the faithful who serve the Celestials. The Inquisition welcomes all races into their fold as long as they are sufficiently devout, so many types of humanoids are drawn to the faith. Celestials bear appearances similar to the angels of Judeo-Christian lore, although they do not have halos and their wings are not able to fly when off the Celestial Plane. Although they are technically immortal, if killed they lose their link to this world and are essentially banished back to the Celestial Plane, unable to easily return.

Although the Inquisition treats its members well and usually attempts to spread the faith through peaceful means, their purpose for being sent here was to ensure the Word of Deus is brought to fruition, meaning that if blasphemy, evil and chaos are brought to the world the Inquisition will purge it by any means necessary.
>>
Reworked Fluff: Long ago, before the era of mammals or plants, there was Zanithal. A glorious nation of ice and snow ruled by elementals of frost, of these their were three castes, the Zeth caste - brilliant wizards, scientists and leaders. The Vazh caste - skilled beurocrats, diplomats and assassins. And the Bahk Caste - Labourers, soldiers and workers. This land was ruled by Zarel Zeth, praised as the grand elemental of ice, in the glacial city of Zanith. Under Zarel's rule the land flourished, Brilliant and beautiful cities of ice that glittered like diamond and shone like gold. Eventually, however, extraplanar beings of fire and chaos set their eye of Zanithal and moved to destroy it. While the magical defenses and brave Bahk caste warriors these invaders were held off for a time, but they proved too strong and set the land ablaze. The Zeth caste used all their power too seal away these invaders before settling into a magically induced slumber due tot wh amount of energy used. Millenia later the forces of Zanithal rise again and seek too once again restore their former glory.
>>
>>220194
Cronus is race chariots now.
>>
>>220749
You could have chosen the more eldritch angels.
>>220835
Shit, I thought you were dead. You have a free turn.
>>
Rolled 36, 12, 43 = 91 (3d100)

>>220347
Sorry it was 3 something am in my time zone and I zonked out.

Stats:
[Cronus]
Pop: 10 (+1/turn)
Food: N/A
Defenses (Oval): 1
Military: 2 (War Charriot) [1x]
Tech: [Bronzeworking I] [Infantry I] [ Scouting I]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Gotta go Fast]: +10 to movement/expansion rolls.
Flaws: [How does it… work?]: Lower population gain, and -10 to rolls involved

Action one: Construct a new defensive structure in Oval, the Circus Maximus
Action two: Expand east (+10)
Action three: Research Chariot Scythes to increase military effectiveness.


Awesome job OP
>>
>>220347
IM HERE IM HERE
>>
This looks pretty cool, too bad I missed it.

Any chance there is room for one more when it continues? Or is it full right now?
>>
[Trashen]
Pop: 20 [+4/turn]
Food: 20 (-3/turn)
Defenses (Pendrith): 1
Military: 1 ( Player Fluff unit) [1.5x]; 1 (Player Fluff unit) [1x]
Tech: [Bronzeworking I] [Infantry Il]
Resources: [Wood: 5] [Stone: 1]
Bonus:
[Eek! A rat!]: Rats can be spread to the shores of a continent by travelers
Flaw:
[I'M DROWNING]: Rats can't spread themselves beyond the island.
>>
>>221146
Woops, fixing
[Trashen]
Pop: 20 [+4/turn]
Food: 20 (-3/turn)
Defenses (West Trashen): 1
Military: 3 (Bigger Rat) [1x]
Tech: [Bronzeworking I] [Infantry Il]
Resources: [Wood: 5] [Stone: 1]
Bonus:
[Eek! A rat!]: Rats can be spread to the shores of a continent by travelers
Flaw:
[I'M DROWNING]: Rats can't spread themselves beyond the island.
>>
OP is back!
>>220713
No worries, anon. You still can take another turn.

>>220894
Welcome back Cronus :^) You can still take another turn.

>>221116
OP is a masochist, so feel free to join.

>>221154
You don't choose your own bonuses, faggot.
>>
>>221331
Welcome back, OP
>>
>>221331
>tfw 3 AM here so can't play anymore
Such is life in New Zealand.
I'll be here later.
>>
>>221357
We'll be here when you get back. OP is actually going out for food, will be back in an hour or so, maybe two at the most.
>>
>>221366
See ya.
>>
Rolled 66, 30, 46 = 142 (3d100)

>>220633
Main action: develop better brewing to produce more Vodka!
Second action:Expand once again, try to engulf the gulf and small island to the north over the next few turns.
Third action:Build better farms to produce more potatoes!

[Russia]
Pop: 14 (+4/turn)
Food: 9 (-1/turn)
Vodka: 9 (-1/turn)
Defenses (Capital): 2
Military: 2 (Player-fluff unit) [1x]
Tech: [Bronzeworking I] [Infantry I] [Brewing I]
Resources: [Wood: 3] [Potatoes: 4]
Bonuses: [A Good Burn]: If your military is given vodka, they gain +1 to fighting rolls. (This decreases your supply)
Flaws: [Dependency]: If Russia’s vodka supply runs out, they suffer a penalty (-5), to all rolls until it is replenished.
>>
Hey OP I'm back, seems like I missed a couple of turns.


[Oghro]
Pop: 10 (+2/turn)
Food: 10 (-1/turn)
Defenses (Capital): 1
Military: 1 (Player-fluff unit) [1.5x] 1 (Player-fluff unit) [1x]
Tech: [Infantry II] [Bronzeworking I]
Resources: [Wood: 4] [Stone: 3]
Bonuses:
[Kill]: The military of Oghro or among the best in this new world, gaining +1 to all combat rolls.
Flaws:
[Or Be Killed]: Surrender is not an option. In situations where other units may be able to flee and live another day, an Oghra will die fighting.
>>
>>221480
hey op am i still going, i never left, i was just waiting for first turn
>>
Rolled 81, 63, 2 = 146 (3d100)

>>221331

Thank you again OP!

[Pendrith]
Pop: 10 [+4/turn]
Food: 10 (-2/turn)
Defenses (Pendrith): 1
Military: 1 ( Knights of the Chewed Garter) [1.5x]; 1 (The Common Guard) [1x]
Tech: [Bronzeworking I] [Infantry I] [Bureaucracy I]
Resources: [Wood: 4] [Stone: 3]
Bonus:
[Chivalrous]: When coming to the defense of the weak, the Guinea Pigs of Pendrith gain +1 to their combat rolls.
Flaw:
[Goody-two-shoes]: When fighting a war that is seen as less than honorable by the populace, problems may occur.

Action 1: Search the surrounding areas for beasts of burden to act as noble steeds for our knights!

Action 2: Begin the groundwork of building a gigantic Windmill in our capital, to honour our patron saint El Don and also house our King and his court.

Action 3: Send scouts even further afield to track down more ample grass supplies.
>>
>>221485
I have our stats any thug you want to change.
>>
How may rolls did we miss?


[Oghro]
Pop: 10 (+2/turn)
Food: 10 (-1/turn)
Defenses (Tenochitlen): 1
Military: 1 (Oghro Alpha) [1x] 1 (Oghro Clubsman) [1.5x]
Tech: [Infantry II] [Bronzeworking I]
Resources: [Wood: 4] [Stone: 3]
Bonuses:
[Kill]: The military of Oghro or among the best in this new world, gaining +1 to all combat rolls.
Flaws:
[Or Be Killed]: Surrender is not an option. In situations where other units may be able to flee and live another day, an Oghra will die fighting.
>>
>>221480
>>221500
just saw in, naw im cool with it
>>
>>221528
Is the +1 comabat roll any good
>>
>>221521
You missed turn one I think, so that means you need to roll for this turn also along with the first turn.
>>
>>221537
Ok cool
>>
Rolled 75, 95, 7 = 177 (3d100)

Turn 1
1.Expand along coast
2. Build Farms
3. Research better bronze working


[Oghro]
Pop: 10 (+2/turn)
Food: 10 (-1/turn)
Defenses (Tenochitlen): 1
Military: 1 (Oghro Alpha) [1x] 1 (Oghro Clubsman) [1.5x]
Tech: [Infantry II] [Bronzeworking I]
Resources: [Wood: 4] [Stone: 3]
Bonuses:
[Kill]: The military of Oghro or among the best in this new world, gaining +1 to all combat rolls.
Flaws:
[Or Be Killed]: Surrender is not an option. In situations where other units may be able to flee and live another day, an Oghra will die fighting.
>>
>>221624
Did I Do that right?
>>
>>221528
I don't think I statted you, are you working with Oghro?
>>
>>221630
Yeah he said he is, or do you want to make your own civilization Dreamer?
>>
>>221533
Combat rolls are d10 so that's pretty good
>>
Got work for the next 6 hours so I may have to make up a turn or two depending on how fast we are
>>
>>221785
Updating now, will probably update again later tonight.
>>
[Scorpiongirl Empire]
1-3) No metal is found, until the end of the day. [Resources: Copper (2) Tin (2)

[Sardax]
>Please include per turn increase/decrease w/ pop/food stats
1) The Sardaxian's believe such menial tasks are below them, and research stalls.
2) But research into earth magic does get underway, if a bit slowly. [1/2]
>Also put relevant bonuses with your actions!
3) The Sardaxians expand! (+4 hex)

[Burned Empire]
1) The Empire completes work on the mine. [Structures: Mine I {+ 1 copper/other turn)]
>Please put progress along with your rolls. It's a great help to OP.
2) The ritual is a success, and a few more imps are summoned. [+2 imps [1x] ]
3) Fire magic research begins. [1/2]

[Mauga Sinasina]
1) The tribe expands easily! The monstrous creature seems to have left. [+4 hex]
2) The Sinasinian's attempt to create their weapons, but can't collect enough driftwood.
3) The religion of the islanders begins to be expanded upon. [2/4]

[Inquisition]
1) The Inquisition expands it's territory. Deus Vult! [+4 hex]
2) Research completes! [Add MAGIC tab: Celestial I]
3) No writing system. It's too complex and leaves your followers scratching their heads.

[Danport]
1/2) Danport's bears manage to make some crude boats, and a few set sail! [TECH: Shipbuilding I; MILITARY: 2 (Rafts) [Naval] [1x] ]
3) Danport's lands expand. More fish for all! (+4 hex]

[Devil's Coalition]
1) The Devil's Coalition starts to till the land, and soon crude farms start popping up all over its lands. [Structures: Farms I {+1 food/other turn} Tech: Farms I]
2) A family of three soon moves to coalition lands, as they face discrimination elsewhere, being a human and an elf. (+3 pop)
3) No expansion. The nation's web of laws makes it impossible to even start.

[Zanithal]
1) Expansion starts to crawl along. [1/2]
2/3) The elementals of Zanithal continue improving their magics. [+Ice Magic II]

[Pendrith]
>Be sure to update your pop/food stats!
1) A scouting group is sent out, and returns nearly empty handed. Much of the vegetation they came across was inedible. [+1 food]
2) The institute is founded, but first Researchers must be vetted and employed at it. [1/2]
3) Expansion occurs easily, the strange creatures of this world fleeing before the knights. [+4 hexes]
4) The knights scour the land, and the most prevalent beast seems to be the Terrorbird, eight foot tall feathered monstrosities. They are wrangled and sent back to Pendrith. [RESOURCES: Terrorbird flock [Large] ]
5) The windmill is easily completed, though the Guinea Pigs of Pendrith don't know what they'll use it for. [STRUCTURES: Windmill I]
6) The scouts are sent out, but as night falls, and the sun rises again, they don't come back. A rescue mission is organized, and their remains are found a few miles from Pendrith. [-2 pop]
>>
>>221808
:D
>>
>>222038
Not done yet, post too long.
>>
>>222038
Just to clarify, does researching new magic count as a magic roll or a tech roll?
>>
File: 4chan Nations.png (919 KB, 2000x1500)
919 KB
919 KB PNG
>>222038
[Cronus]
1) Construction of the Circus Maximus starts, but doesn't finish. [1/2]
2) No expansion. A scout goes too fast, careens off a cliff, and the party spends its time rescuing him. He's miraculously unharmed, though.
3) The chariots of Cronus begin researching their deadly wheel-scythes. [1/2]

[Russia]
> I missed your first turn, my apologies. Link it to your next one and I'll crunch it.
1) Better ways to produce Vodka are being researched, though it may take a while, as everyone is nearly blacked out. [2/4]
2) Expansion starts, but slowly. [1/2]
3) Farms are built! [Structures: Farms I {+1 food/other turn}]

[Oghra]
1) The tribe expands! [+4 hex]
2) And farms are easily created, [Structures: Farms I {+1 food/other turn}]
3) No progress. The primitive Oghran can't seem to wrap their heads around it.

[NATION EVENTS]
Across the mouth of the river, both the Saraxian and Devil's Coalition nations are able to hear the sounds of civilization! (NOTE: neither of you need to research boats, that research is only for larger endeavors.)

[TURN BANK]
Oghra: 1
Trashen: 2
Plurata: 2

>>222068
Magic.
>>
>>222135
As with last time, please reply to this post with your actions. It's a great help not having to go look for them.
>>
Rolled 79, 61, 6 = 146 (3d100)

>>222144
Burned Empire]
Pop: 14 (+2/turn)
Food: 12 (-1/turn)
Defenses (The Spire): 1
Military: 1 (Demonic Swordsman) [1.5x] 1 (Imp) [3x]
Tech: [Bronzeworking I] [Infantry I] [Slavery I]
Resources: [Wood: 4] [Stone: 3] [Copper:1]
Bonuses: [Demonic Conquerors]: +10 to expansion rolls.
Structures: [Mine 1 +1 copper/other turn]
Flaws: [Not from this world]: The creatures of this world somehow know you’re… wrong, and you have a harder time domesticating them.
Actions
1.Finish research on fire magic 1/2
2. The overlord will order the demons to construct a large gate like structure out of stone next to the spire so he may do the lengthy ritual required to open a gate to hell to allow easier access to reinforcements and the beasts of hell.
3. Continue expanding to surround the lake in hellish territory.
>>
>>222144
Turn 3:
Pop: 16(+2/turn)
Food: 7(-1/turn)
Defenses (Sardax City): 1
Military: 2 (Framilar Conscripts) [1x]
Tech: [Magic Research I] [Infantry I] [Laws I]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Magically inclined]: +5 bonus to magic rolls.
Flaws: [Snooty]: -5 to tech related rolls.

Task 1: Research Earth Magic(+5 to roll)
Task 2: Research Farming, to combat dwindling stockpiles(-5 to roll)
Task 3: Research Farming, to combat dwindling stockpiles(-5 to roll)
>>
Rolled 34, 91, 88 = 213 (3d100)

>>222168
Derp.
>>
Rolled 90, 44, 54 = 188 (3d100)

>>222135
[Devils' Coalition]
Pop: 16 (+1/turn)
Food: 9 (-1/turn)
Defenses (Judgment's peak): 1
Military: 2 (Cousins in arms) [1x]
Tech: [Bronzeworking I] [Infantry I] [Archery I]
Resources: [Wood: 4] [Stone: 3][Copper: 3]
Bonus:[Intermarriage]: The demons and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
1. Expand east
2. More recruiting
3. Add to military, there are savages out there.
>>
Rolled 68, 33, 28 = 129 (3d100)

>>222144
Rule Beartania, Beartania rules the waves!

Dan's new commands
1. Continue fishing research using our new boats to fish out at sea
2. Prospect our large territory for useful ores
3. Have our battle bears scout the land for anything of interest

Land: 15
Pop: 16 (+3/turn)
Food: 10 (+0/turn)
Structures: Fishing village(+1F/t)
Defenses: (Danport)1
Tech: [Bronzeworking I] [Infantry I] [Hunting I] [Fishing I] [Shipbuilding I]
Resources: [Wood: 8] [Hide: 3]
Bonuses: [Physically Strong]: Much easier to make stronger military units.
Flaws: [Predatory]: Much harder to domesticate the wildlife of the world, as even the bigger ones (and there are much bigger ones), are naturally scared shitless of you.
Battle Bears:
1 - (1)Grizzly maimer
1 - (1.5)Polar war-beast
Navy:
2 - (1)Rafts
>>
>>222185
>>222144
Oops, sorry.
>>
>>222135
It is okay comrade OP!
1.Keep working hard on Vodka, but don't dare stop drinking. Our slav power drain with no vodka.
2.Keep expanding and breeding more and more. We should be the first to 100 in population!
3.Also stay true to food, Russian potatoes are very important to vodka and slav people.

[Russia]
Pop: 18 (+4/turn)
Food: 9 ( 0/turn)
Vodka: 8 (-1/turn)
Defenses (Capital): 3
Military:[3 common red core [1x] [1 elite red guard [2x]
Tech: [Bronzeworking I] [Infantry I] [Brewing I]
Resources: [Wood: 6] [Potatoes: 8]
Bonuses: [A Good Burn]: If your military is given vodka, they gain +1 to fighting rolls. (This decreases your supply)
Flaws: [Dependency]: If Russia’s vodka supply runs out, they suffer a penalty (-5), to all rolls until it is replenished.
>>
Rolled 22, 41, 32 = 95 (3d100)

>>222214
Cyka blyat
>>
>>222168
>>222185

Feel free to freely interact, if you desire. Talking costs nothing, but if you want to trade, it costs an action.
>>
>>222214
You should be subtracting 1 food a turn!
>>
>>222153
Just saw a typo I wrote, I have 3 imps not a imp with 3 attack power if anyone sees that.
>>
>>222192
>>222239
So should you, unless you're counting your farms.
>>
>>222239
Oops, I'm sorry OP.
I assumed +1 food per turn means it negates any food loss.
>>
>>222245
Does the territory I'm in have Iron or does it take a turn to discover?
>>
>>221634
nah im working with him

anyway dude, if we find like some kind of crops that grows good food, like what crops are we even growing? If we get wheat or corn we should be gr8
>>
>>222250
Every other turn, sorry. Also, include your [Structures] tab with your stats

>>222252
Resources are pretty ubiquitous, since the world is young and unexploited for the most part. But you'll need to spend an action to dig it up.

Trying to set up a dedicated chat room as well, so people can talk OOC there.
>>
>>222272
Mibbit or Rizon tends to work as an IRC chat.
>>
>>222275
I know, but I tried to link the chat I made earlier, but it linked to another room I was in.
>>
Rolled 96, 44, 24 = 164 (3d100)

>>222284
Perhaps link the website and write down what channel to join?
Also, rolling.
>>
>>222272
Hey, since I'm currently trying to open a gateway to hell once its open will I be allowed to exploit the resources of hell along with recruiting much easier? The recruiting part I'm expecting to get due to easier access but I'm not sure if the resource part from it would be too op.
>>
Rolled 25, 10, 64 = 99 (3d100)

>>222144
Oh, should I quote to this post and roll?
>>
>>222291
Resources may be too OP for now.

>>222288
That might work :^)
>>222293
And yes.
>>
https://client02.chat.mibbit.com/
Chat is #PrimalNations
>>
>>222144
>>222288
1. Begin the construction of a mine
2. Raise Imperialists (+2 Soldiers) (+10 Bonus)
3. Attempt to make a farm
>>
>>222301
You're saying for now, so lets assume I'm incapable of extracting inanimate material. With enough development and magic would I then be able to extract it's rare and powerfull materials?
>>
>>222337
Yes, but it would require lots of work.

OP needs to disappear for a few hours, but I will be back later.
>>
Rolled 64, 16, 43 = 123 (3d100)

>>222135

Sorry if i'm a bit late OP, had to walk the dog.
[Pendrith]
Pop: 12 [+4/turn]
Food: 9 (-2/turn)
Defenses (Pendrith): 1
Military: 1 ( Knights of the Gnawed Garter) [1.5x]; 1 (Common Guardsmen) [1x]
Tech: [Bronzeworking I] [Infantry I] [Bureaucracy I]
Resources: [Wood: 4] [Stone: 3] [Terrorbird flock ,Large]
Structures: Windmill 1
Bonus:
[Chivalrous]: When coming to the defense of the weak, the Guinea Pigs of Pendrith gain +1 to their combat rolls.
Flaw:
[Goody-two-shoes]: When fighting a war that is seen as less than honorable by the populace, problems may occur.


1 - The Royal Institute begins to accept its first members, with those whos mind is as fast as their beady eyes being accepted in, with a section in the Grand Windmill being sectioned off for the Institute.

2 - With his extensive knowledge of Bureaucracy, the King orders the establishment of a Council Learned in Agriculture to oversee the growth of all foodstuffs in the Kingdom, with a mandate to increase production of edible goods through streamlining the sector and maximising its efficiency.

3 - Young Rodent Squires, eager to be judged worthy of riding under the Gnawed Garter, set out across our island home, expanding our borders along the coast in the name of El Don.
>>
Do whats your guy's end goal for your civs? Mine right now is to create a impenetrable stronghold as a permanent means to access the world for hell.
>>
>>222540
Become the Scorpiongirl Equivalent to the United States of America.
Also have a lot of natural resources in ores and such.
>>
>>222540
To spread communism and to unite everyone under the flag of the USSR.
>And you know, to keep everyone feed, everyone working and making sure everyone has access to everything they need.
>I really want to have alot of land and allies.
>>
>>222540
To master the elements through magic, and bend the physical world to my will.
>>
>>222540
To restore our former glory and reclaim the world
>>
Rolled 17, 45, 33 = 95 (3d100)

1: Expand More
2: Come on Think! Research Bronze working
3: Build a mine to gather iron tin and copper.

[Oghro]
Pop: 12 (+2/turn)
Food: 9 (-1/turn)
Defenses (Tenochitlen): 1
Military: 1 (Oghro Alpha) [1x] 1 (Oghro Clubsman) [1.5x]
Tech: [Infantry II] [Bronzeworking I]
Resources: [Wood: 4] [Stone: 3] [Farm: +1 food every other turn]
Bonuses:
[Kill]: The military of Oghro or among the best in this new world, gaining +1 to all combat rolls.
Flaws:
[Or Be Killed]: Surrender is not an option. In situations where other units may be able to flee and live another day, an Oghra will die fighting.

Did I add my farm right? It is a single farm?
>>
Rolled 42, 21, 19 = 82 (3d100)

>>222144
1. Complete our current expansion
2. Begin researching ways to create magical defenses for our city
3. Begin creating a Vazh caste diplomat/assassin

[Zanithal]
Pop: 12 (+2/turn)
Mana: 10 (0/turn)
Defences (Zanith): 1
Military: 2 (Player-fluff unit) [1x]
Tech: [Bronzeworking I] [Infantry I] [Mana Farms 1]
Magic: [Ice Magic II]
Structures: [Mana Farms 1]
Resources: [Snow: 5]
Bonus: [Attuned]: +5 to rolls involving ice magic.
Flaws: [Frozen]: Expansion becomes harder the further south Zanithal marches.
>>
>>222712
Zarel! Comrade I was wondering if you would you be willing to help the Russian people later on developing some ships and boats and such?
>Not right now, we still need to build up our vodka, Potatos and people reserves for a bit.
>But it was reason for taking gulf of Moscow.
>>
>>222171
Yo! How's it going over there!
>>
I still have 1 more roll right .
>>
>>222783
"My power grows by the minute. What manner of creature are you?"
>>
>>222849
I am a devil, and what are you? Some manner of elf?
>>
>>222860
"Not at all. I am the son of the son of the greatest wizard the world has seen. Are you learned in the ways of Magic?"
>>
>>222712
Forgot to update the population
Pop: 14 (+2/turn)
>>
>>222868
Magic? I do hope this is not some form of cult.
>>
>>222887
"Cult? Magic is the Law of the Cosmos. Only those versed in it are fit to rule."
>>
>>222899
You had me at "law of the cosmos" I'll take 20!
>>
>>222905
"You desire order through knowledge? Prove this to me, and let the world tremble in our wake."
>>
>>222777
I don't think our nations have technically met yet, this our alliance does not yet exist until we do
>>
Rolled 47, 52, 26 = 125 (3d100)

>>222135
Wow, I'm really late, aren't I?

Action: Expand west
Second action: Attempt to make the land fertile. We might not be running out of food, but it would keep our supply going
Cultural action: Teach our children about Matariki (imagine New Year except in May, also Pleiades is involved somehow)

Pop: 14(+2/turn)
Food: 8 (-1/turn)
Defenses (Capital): 1
Military: 2 Wakas [Naval] [1x]
Tech: [Bronzeworking I] [Infantry I] [Shipbuilding I] [Religion II]
Resources: [Sand: 2] [Coral: 4]
Bonuses: [Seafaring]: +10 bonus to creating ships and naval military units.
Flaws: [Sea-legs]: Terrestrial military units suffer -1 to combat rolls.
>>
>>223072
>>222144
Whoops, sorry.
>>
>>222926
How does one go about "proving" one's wishes? Cause, I really do want to magic.
>>
So, is there room to join, and did you guys set up that IRC chatroom that was suggested in the OP?
>>
>>222540
To bring glory to the Pasifika nations.
>>
>>223180
You can join the Russian team comrade!
>But you need to name fag
>But I forget sometimes so it isn't super important.
>>
>>223180
There might be some more room left, but I'm not the OP so I wouldn't know.
As for the chat, >>222313
>>
>>223160
"Study the energies surrounding you. Learn the most basic control of magic, and we shall be allies."
>>
>>223205
Getting a nametag once I figure out what nation to play.
>>223209
Thank you.

Got the link directly to the channel btw. To make things smoother to anyone else who want to join it.
http://chat.mibbit.com/?channel=%23PrimalNations&server=173.255.253.218
>>
Rolled 42, 3, 29 = 74 (3d100)

>>222135

Name: The Inquisition
Race: Celestials and their humanoid followers
Color: White
Fluff: Fueled by faith, the Celestial Deities sent agents down to the world to spread their word and convert the heathens to the one true religion. Though they encourage peaceful means of getting more followers, they will destroy anything they deem to be evil or dangerous to the faith. Again, the celestial race is fueled by the devotion of their followers so more followers = more power to fight the black hordes.
Capital: Heaven's Gate
Government building: The Grand Pantheon, where the celestials may commune with the gods of righteousness.
[The Inquisition]
Pop: 13
Food: 9 (-1/turn)
Defenses (Heaven’s Gate): 1
Military: 2 (Crusader) [1x]
Tech: [Bronzeworking II] [Infantry I]
Magic: [Celestial I]
Resources: [Copper: 3]
Bonus: [Heavenly Purge]: The Celestials are driven to stop everything that is evil and hateful, granting a bonus in combat against such enemies (GM discretion)
Flaw: [Pleasures of the Flesh]: Sex is sinful! To increase population, the Inquisition must recruit.
---
Action: Build a chapel-barracks in Heaven's Gate where our fearless crusaders can train and practice celestial magic.
Action: Begin conversion in the new territory, searching for food, copper and tin as we go along.
>>
>>223244

Fug
>>
Rolled 28, 80, 14 = 122 (3d100)

>>222135
Turn two.

Pop: 11 (+1/turn)
Food: N/A
Defenses (Oval): 1
Military: 2 (Player-fluff units) [1x]
Tech: [Bronzeworking I] [Infantry I] [ Scouting I]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Gotta go Fast]: +10 to movement/expansion rolls.
Flaws: [How does it… work?]: Lower population gain, and -10 to rolls involved.


Action 1: continue building circus maximus
Action 2: scout the surrounding areas for bronze deposits
Action 3: continue to research wheel scythes
>>
>>223326
Are you aware that bronze is a alloy and isn't found as an ore?
>>
>>223326
>Bronze Deposits
>Searching for Alloy
>>
>>222144
Here is my entry, in case you're cool with another player joining.

Nation Name: Slime Magocracy
Nation Race(s): Slimes
Color: Whatever is available, pink maybe?
Fluff: "AHHH! After two hundred years I'm free, time to get some snacks!" Was the first words of the slime who first learned to move during winter due to radiating an inner flame that she referred to as magic, and later fire magic, finally pyromancy. After previously only being able to operate in the summer the slimes of the mountain are finally free to do whatever they want, and to find new tasty things to consume.
Location: Up on some snowy mountains, preferably the ones just east/south-east of the desert on the main continent
>>
>>223352
>>223354
Guys my nation is run by sentient chariots. They're probably nearly as retarded as I am.
>>
If your nation had an anthem, what would it be?
For me, it would be either https://m.youtube.com/watch?v=DQLUygS0IAQ or https://m.youtube.com/watch?v=FG3dcI4xOXE
>>
Rolled 100, 75, 85 = 260 (3d100)

>>222135
This roll brings me up to everyone else
1. Research Bronzework
2. Begin digging for iron, cooper and tin
3. Research breeding riding mounts
2.
3.


[Oghro]
Pop: 14 (+2/turn)
Food: 9 (-1/turn)
Defenses (Tenochitlen): 1
Military: 1 (Oghro Alpha) [1x] 1 (Oghro Clubsman) [1.5x]
Tech: [Infantry II] [Bronzeworking I]
Resources: [Wood: 4] [Stone: 3] [Farm1 +1 food every other turn]
Bonuses:
[Kill]: The military of Oghro or among the best in this new world, gaining +1 to all combat rolls.
Flaws:
[Or Be Killed]: Surrender is not an option. In situations where other units may be able to flee and live another day, an Oghra will die fighting.
>>
>>223549
>nat100
>>
>>223567
it makes up for this roll>>222710
>>
OP back and updating!
>>
>>223546
https://www.youtube.com/watch?v=zNLoti4sjlI
>>
>>222144
>>223381
>realised I missed two fields, let me know if I missed anything else
Settlements: Firepit
Structures: The Academia
>>
>>223546
Probably something tribal like this
https://m.youtube.com/watch?v=WbWYdDCh6GI
>>
I'll be back in a couple hours. Will we be rolling then?
>>
>>223581

Haha just found the translation for that and it's heathen af

Wanted to avoid the cliche but let's just go with Palastinialied. https://www.youtube.com/watch?v=isxvXITTLLY
>>
>>223546
https://www.youtube.com/watch?v=VFM-_ncS8ZY

Bears of all kinds inhabit my kingdom
>>
[red[ ADDENDUM: If you have the tech [Farms I], Please change it to [Agriculture I]

[Burned Empire]
1)The basics of fire magic are finally figured out! The imps celebrate by burning the grassland around the lake. [MAGIC: Fire Magic I]
2) A small gateway is constructed. [Structures: Small Gateway]
3) The legions are all ready to expand, then an over-excited imp knocks down the rock stockpile. The time is spent cleaning the mess up and punishing the imp (-1 stone)

[Sardax]
1) The Sardaxian mages begin to work out the very first secrets of Earth Magic. [1/2]
2) The Sardaxian mages, recognizing their food situation, realize the need to farm, and easily work out the basics of agriculture. [Agriculture I]
3) Agricultural research continues, and the mages start to get a clearer picture of agriculture. [3/4]

[Devil's Coalition]
1) In spite of the legal loops needed to expand coalition territory, the nation does so, [+4 hex]
2) Once again, a lone man wanders into Judgement's Peak, going through all the legal processes and becoming a citizen of the coalition [+1 pop]
3) Another group of Cousins in Arms is trained, ready to defend the Coalition from outsiders. [+1 Cousins in Arms [1x]

[Danport]
>Your fishing village generates 1 food every other turn, not per turn.
1) Better fishing techniques are on their way to being mastered. [2/4]
2) Not much ore is found, except for a few scant deposits of copper. [Copper: 1]
3) Not much else is found either. They do bring a deer-like creature down and add it to Danport's food stores, though. [+1 food]

[Russia]
>Please include your progress levels along with your actions, please.
1) A breakthrough! Better brewing is had. [Brewing II]
2) Expansion completes! [+4 hex]
3) The Russians start working on better farming plans. [1/4]

[Pendrith]
1) The research institute finishes hiring professors and researchers, and is now ready for use. [STRUCTURES: Royal Research Institute I]
2) No progress on the Council of Agriculture. It seems like all the farmers are out... farming.
3) Expansion once again resumes. [1/2]

[Oghro]
1) No expansion. The people of Oghro would rather spar with each other.
2) Better bronze working research is finally started. [1/4]
3) A copper mine starts undergoing construction. [1/2]

[Zanithal]
1) Expansion completes! [+4 hex]
2) No progress.
3) No progress.

[Mauga Sinasina]
1) Expansion starts, but slowly. The sea-beast could return at any moment. [1/2]
2) Small farms are managed to be constructed in the sandy beaches of the island. [STRUCTURES: Farms I {+1 food/every other turn}; TECH: Agriculture I]
3) The elders start to teach about Matariki, but the children would rather play instead.

[Inquisition]
1/2) The chapel-barracks is underway. [1/2]
3) Converting people to the faith doesn't go so well, only attracting one new follower. [+1 pop]

DON'T POST
>>
>>223549
OH SHIT WHATUP
>>
File: 4chan Nations.png (920 KB, 2000x1500)
920 KB
920 KB PNG
>>223819
[Cronus]
1) The Circus Maximus is completed! [DEFENSES (Oval): +1)
2) Both copper and tin are discovered in Cronus lands, in small amounts, and combined into bronze. [RESOURCES: [Bronze: 2]
3) No progress on the research, the chariots raced each other instead.

[Oghra II]
1) Something clicks for the citizens of Oghra, quickly mastering bronzework to levels higher than expected. [Bronzeworking III]
2) Copper and tin are found, and converted into bronze. [RESOURCES: [Bronze: 2]
3) The basics of animal breeding are worked out. Now if only the Oghra had some beasts... [TECH: Husbandry I]

[NEW NATION- LAST ONE]
[Slime Magocracy]
Pop: 6 (+1/turn)
Food: 10 (-2/turn)
Defenses (Firepit): 1
Military: 2 (Player-fluff units) [1x]
Tech: [Bronzeworking I] [Infantry I]
Magic: [Pyromancy I]
Resources: [Wood: 4] [Hide: 3]
Bonus-
[Pyromania]: Start with Pyromancy I, bonus to rolls involving
Flaw-
[Hungry]: Increased food consumption.

Respond to this post with actions. For the future, please include any progress, plus relevant bonuses/tech, with your rolls!
>>
>>223882
>>222314
Bruh
>>
>>223882
How much vodka does my people produce a turn along with food?
>Also you didn't expand my area.
>>
Rolled 66, 58, 32 = 156 (3d100)

>>223882

[Burned Empire]
Pop: 16 (+2/turn)
Food: 11 (-1/turn)
Defenses (The Spire): 1
Military: 1 (Demonic Swordsman) [1.5x] 3 (Imp) [1x]
Tech: [Bronzeworking I] [Infantry I] [Slavery I]
Magic: [Fire magic 1
Resources: [Wood: 4] [Stone: 2] [Copper:1]
Bonuses: [Demonic Conquerors]: +10 to expansion rolls.
Structures: [Mine 1 +1 copper/other turn] [Small gateway]
Flaws: [Not from this world]: The creatures of this world somehow know you’re… wrong, and you have a harder time domesticating them.
Actions
1. Begin the ritual for the overlord to link the gateway to hell.( this gets priority for the highest roll.
2. The mine is to be dug deeper so the demons can gain access to more valuable ore (second highest roll)
3. The legions are to try to expand around the lake once again.(Remember this gets + 10 to the roll)
>>
>>223893
My bad, don't know how that happened.
[Scorpiongirl Empire]
>For future reference, roll with your actions.
1) A mine is easily created. [STRUCTURES: Mine: +1 copper/ every other turn]
2) A single Imperialist is raised.
3) No progress.
>>
Rolled 88, 3, 33 = 124 (3d100)

>>223882
Action: Expand West
Second action: Produce more Wakas, for more seafaring adventures
Cultural action: Retell Matariki to the children, considering the fact that soon it'll be Matariki

Pop: 16 (+2/turn)
Food: 9 (+1/turn)
Defenses (Capital): 1
Structures: Farm [x1]
Military: Waka [x2] [Naval]
Tech: [Bronzeworking I] [Infantry I] [Shipbuilding I] [Religion II] [Agriculture I]
Resources: [Sand: 2] [Coral: 4]
Bonuses: [Seafaring]: +10 bonus to creating ships and naval military units.
Flaws: [Sea-legs]: Terrestrial military units suffer -1 to combat rolls.
>>
Rolled 11, 86, 1 = 98 (3d100)

>>223882
1. Continue expansion along the eastern coast
2. Continue fishing research (2/4)
3. Construct a mine where we found the copper deposit

Land: 15
Pop: 19 (+3/turn)
Food: 10 (-0.5/turn)
Structures: Fishing village(+1F/2t)
Defenses: [Danport: 1]
Tech: [Bronzeworking I] [Infantry I] [Hunting I] [Fishing II(2/4)] [Shipbuilding I]
Resources: [Wood: 8] [Hide: 3] [Copper: 1]
Bonuses: [Physically Strong]: Much easier to make stronger military units.
Flaws: [Predatory]: Much harder to domesticate the wildlife of the world, as even the bigger ones (and there are much bigger ones), are naturally scared shitless of you.
Battle Bears:
1 - (1)Grizzly maimer
1 - (1.5)Polar war-beast
Navy:
2 - (1)Rafts
>>
Rolled 32, 64, 30 = 126 (3d100)

>>223882

Hey OP, since we have all the nations now can we please get a map key denoting other civs' colors? It's pretty hard to keep track and it will only get harder over time.

Anyway,

Name: The Inquisition
Race: Celestials and their humanoid followers
Color: White
Fluff: Hailing from the Celestial Plane, the purpose of the Inquisition is to enforce their master Deus's will across the multiverse. The Inquisition is made up partly by a race known as the Celestials and partly by the faithful who serve the Celestials. The Inquisition welcomes all races into their fold as long as they are sufficiently devout, so many types of humanoids are drawn to the faith. Celestials bear appearances similar to the angels of Judeo-Christian lore, although they do not have halos and their wings are not able to fly when off the Celestial Plane. Although they are technically immortal, if killed they lose their link to this world and are essentially banished back to the Celestial Plane, unable to easily return. Although the Inquisition treats its members well and usually attempts to spread the faith through peaceful means, their purpose for being sent here was to ensure the Word of Deus is brought to fruition, meaning that if blasphemy, evil and chaos are brought to the world the Inquisition will purge it by any means necessary.
Capital: Heaven's Gate
Government building: The Grand Pantheon, where the celestials may commune with the gods of righteousness.
[The Inquisition]
Pop: 14 (+0)
Food: 8 (-1/turn)
Defenses (Heaven’s Gate): 1
Military: 2 (Crusader) [1x]
Tech: [Bronzeworking II] [Infantry I]
Magic: [Celestial Magic I]
Resources: [Copper: 3]
Bonus: [Heavenly Purge]: The Celestials are driven to stop everything that is evil and hateful, granting a bonus in combat against such enemies (GM discretion)
Flaw: [Pleasures of the Flesh]: Sex is sinful! To increase population, the Inquisition must recruit.

---

Action: Finish the chapel-barracks.
Tech: Continue work on the writing system.
Action: Construct farms.
>>
Rolled 22, 61, 9 = 92 (3d100)

>>223882
Turn 4:
Pop: 18(+2/turn)
Food: 6.5(-.5/turn, due to Agriculture 1)
Defenses (Sardax City): 1
Military: 2 (Framilar Conscripts) [1x]
Tech: [Magic Research I] [Infantry I] [Laws I] [Agriculture I] [3/4 towards Agriculture II]
Magic: [Earth 1](clarified with OP. I earned 1/2 progress on turn 2 and finished it on turn 3)
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Magically inclined]: +5 bonus to magic rolls.
Flaws: [Snooty]: -5 to tech related rolls.

Task 1: Research Agriculture II. -5 to roll.
Task 2: Cast Earth 1, attempting to raise the ground on my eastern border into hills/mountains. +5 to roll.
Task 3: Expand to the west.
>>
File: WizardGreenSlime.png (12 KB, 149x130)
12 KB
12 KB PNG
Rolled 11, 9, 25, 24, 94, 86 = 249 (6d100)

>>223882
Pop: 7 (+1/turn)
Food: 8 (-2/turn)
Defenses (Firepit): 1
Military: 2 (Apprentices) [1x]
Tech: [Bronzeworking I] [Infantry I]
Magic: [Pyromancy I]
Resources: [Wood: 4] [Hide: 3]
Bonus-
[Pyromania]: Start with Pyromancy I, bonus to rolls involving
Flaw-
[Hungry]: Increased food consumption.
>naming my military unit apprentices

We're free from the grasp of the winter cold! But now what? Everyone go out and find things for us!

1) Search for more food sources
2) Search for shiny things
3) Experiment with pyromancy to make bigger fires

Turn 2(since I apparently got make up turns)
Pop: 8 (+1/turn)
Food: 6 (-2/turn)

Aaaaaaah! Food is running low, we need more food! Can we eat fire?

2.1) Experiment with trying to eat new things
2.2) Experiment with growing things to eat later
2.3) Experiment with pyromancy to make bigger fires
>>
Rolled 25, 70, 71 = 166 (3d100)

Rolling for actions
[Scorpiongirl Empire]
Pop: 12 (+2/turn)
Food: 9 (-1/turn)
Defenses (Rapna Armaly): 1
Military: 2 Imperialists [2x]
Tech: [Bronzeworking I] [Infantry I] [Arms I]
Resources: [Wood: 4] [Copper: 6] [Tin: 4]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
Structures: Mine: +1 Copper every other turn
>>
Rolled 16, 85, 82 = 183 (3d100)

>>223882

[Pendrith]
Pop: 16 [+4/turn]
Food: 7 (-2/turn)
Defenses (Pendrith): 1
Military: 1 ( Knights of the Gnawed Garter) [1.5x]; 1 (Common Guardsmen) [1x]
Tech: [Bronzeworking I] [Infantry I] [Bureaucracy I]
Resources: [Wood: 4] [Stone: 3] [Terrorbird flock ,Large]
Structures: [Windmill I] [Royal Research Institute I]
Bonus:
[Chivalrous]: When coming to the defense of the weak, the Guinea Pigs of Pendrith gain +1 to their combat rolls.
Flaw:
[Goody-two-shoes]: When fighting a war that is seen as less than honorable by the populace, problems may occur.


1 - The Knights of the Gnawed Garter, at first reluctant to ride beasts with such a villianous sounding name as 'Terrorbird', finally agree to begin breaking them in for riding - to celebrate, the King changes their offical name to 'Justicebirds'!

2, 3 - The newly formed RRI is tasked by the King to succeed where the Council for Agriculture has failed - the RRI researches different methods of increasing agricultural output significantly.
>>
>>223882
>>223939
>Rolled 25, 70, 71.
1. Raise Imperialist Units
2. Build Farm
3. Discover Iron
[Scorpiongirl Empire]
Pop: 14 (+2/turn)
Food: 8 (-1/turn)
Defenses (Rapna Armaly): 1
Military: 2 Imperialists [2x]
Tech: [Bronzeworking I] [Infantry I] [Arms I]
Resources: [Wood: 4] [Copper: 6] [Tin: 4]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
Structures: Mine: +1 Copper every other turn
>>
Rolled 61, 63, 97 = 221 (3d100)

>>223882

[Russia]
Pop: 22 (+4/turn)
Food: 7 ( -1/turn)
Vodka: 8 (+1/turn)
Defenses (Capital): 3
Military:[3 common red core [1x] [1 elite red guard [2x]
Tech: [Bronzeworking I] [Infantry I] [Brewing II][Agriculture I]
Resources: [Wood: 8] [Potatoes: 7]
Structures:[Basic Farm+1/2turns]
Bonuses: [A Good Burn]: If your military is given vodka, they gain +1 to fighting rolls. (This decreases your supply)
Flaws: [Dependency]: If Russia’s vodka supply runs out, they suffer a penalty (-5), to all rolls until it is replenished.

Action:Keep Building Russian farms. [1/4]
Action:Set out to start taming Russian poler bears and the yack.
Tech:Study fishing nets and fishing in general.
>>
>>223882
>>223939
>>223945
And for the farm, focus mostly on meat.
>>
>>223935
CORRECTION:
Food: 6(-1/turn)
The tech on its own gives no food benefit. I'll need to build farms at some point.
>>
Rolled 27, 23, 83 = 133 (3d100)

>>223882
[Devils' Coalition]
Pop: 18 (+1/turn)
Food: 8 (-1/turn)
Defenses (Judgment's peak): 1
Military: 1 (Cousins in arms) [1x]
Tech: [Bronzeworking I] [Infantry I] [Archery I]
Resources: [Wood: 4] [Stone: 3][Copper: 3]
Bonus:[Intermarriage]: The demons and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
1. Research magic (weapon enchantment) 2. Research archery (greater speed) 3. Research agriculture
>>
>>223882
>>223939
>>223945
Actually instead of building a farm
>3. Research Weapon Design
>>
>>223990
Correction
[Devils' Coalition]
Pop: 18 (+1/turn)
Food: 8 (-1/turn)
Defenses (Judgment's peak): 1
Military: 1 (Cousins in arms) [1x]
Tech: [Bronzeworking I] [Infantry I] [Archery I]
Resources: [Wood: 4] [Stone: 3][Copper: 3]
Bonus:[Intermarriage]: The demons and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
Structures: 1 [farm] food +0.5/turn
>>
[Oghro]
Pop: 16 (+2/turn)
Food: 8 (-1/turn)
Defenses (Tenochitlen): 1
Military: 1 (Oghro Alpha) [1x] 1 (Oghro Clubsman) [1.5x]
Tech: [Infantry II] [Bronzeworking I]
Resources: [Wood: 4] [Stone: 3] [Farm1 +1 food every other turn]
Bonuses:
[Kill]: The military of Oghro or among the best in this new world, gaining +1 to all combat rolls.
Flaws:
[Or Be Killed]: Surrender is not an option. In situations where other units may be able to flee and live another day, an Oghra will die fighting.
1. Settle settlements to the west (a seperate settlement on the lake would be ideal, but the furtherst we can go is cool too.)
2. Search for good starchy crop (something equivilent to potatoes or wheat or corn et, this way we can focus on intense food production, or crop rotation if we get multiple crops)
3. Search for more copper (so we have source of copper/more to reasearch faster)
>>
Rolled 37, 16, 88 = 141 (3d100)

>>223882

Pop: 12 (+1/turn)
Food: N/A
Defenses (Oval): 2
Military: 2 (War Charriots) [1x]
Tech: [Bronzeworking I] [Infantry I] [ Scouting I]
Resources: [Wood: 4] [Stone: 3] [Bronze: 2]
Bonuses: [Gotta go Fast]: +10 to movement/expansion rolls.
Flaws: [How does it… work?]: Lower population gain, and -10 to rolls involved.

Oh good gosh, those crazy race chariots!

Action 1: Research Wheel Scythes, again
Action 2: Attempt to achieve land speed record (for cultural gains)
Action 3: Expand north to the sea
>>
>>224039
nooooo what are you doing. We need to built a mine to get materials not look for it.I know you are set on a Aztec city but how do giant apes use floating gardens? It just doesn't work .
>>
Rolled 14, 71, 26 = 111 (3d100)

>>223882
1. (+5 from attuned) Begin researching Ice Magic III
2. Continue expanding east
3. (+5 from attuned) Continue researching Ice Magic III (if it's done begin researching magical defences)

[Zanithal]
Pop: 16 (+2/turn)
Mana: 10 (0/turn)
Defences (Zanith): 1
Military: 2 (Player-fluff unit) [1x]
Tech: [Bronzeworking I] [Infantry I] [Mana Farms 1]
Magic: [Ice Magic II]
Structures: [Mana Farms 1]
Resources: [Snow: 5]
Bonus: [Attuned]: +5 to rolls involving ice magic.
Flaws: [Frozen]: Expansion becomes harder the further south Zanithal marches.
>>
>>224121
well if we get a copper source, we get more copper from that mine when we build it, floating gardens are like rafts dude, how big are these apes? Are they too big to swim or some shit?
>>
Rolled 2, 91, 9 = 102 (3d100)

my suggestion
1. Find a mountable creature
2.Expand West along coast
3. Finish building mine

[Oghro]
Pop: 16 (+2/turn)
Food: 8 (-1/turn)
Defenses (Unga-Ur): 1
Military: 1 (Oghro Alpha) [1x] 1 (Oghro Clubsman) [1.5x]
Tech: [Infantry II] [Bronzeworking 2]
Resources: [Wood: 4] [Stone: 3][Bronze:3] [Farm1 +1 food every other turn]
Bonuses:
[Kill]: The military of Oghro or among the best in this new world, gaining +1 to all combat rolls.
Flaws:
[Or Be Killed]: Surrender is not an option. In situations where other units may be able to flee and live another day, an Oghra will die fighting.
>>
>>224129
They are gorilla sized
Idk maybe it wold work.
Just we are 1/4 of the way to making a mine
>>
>>224130
that works too, ill go with that
>>
>>224160
your idea on farming are great
Where is a lake not occupied.
>>
Is OP still present in thread?
>>
>>224207
Not since last Mapdate
>>
>>224207
OP is in the IRC, he just came back.

Feel free to stop by. http://chat.mibbit.com/?channel=%23PrimalNations&server=173.255.253.218
>>
In the meantime, does anyone want to hear a joke?
It's a good one. Honest!
>>
>>224228
Oh hey, I got a joke too!
Your face
>>
>>224235
Here's the joke:
My future
>>
I got a joke but it's a little racist.
Why isn't there a Olympic Mexican team?
Because any Mexican the can swim, jump or run is on the USA team
>>
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Did you know that milk is the fastest liquid in the world?
It's pasteurised before you even see it!
>>
>>224276
Is that your favorite joke?
Because you can't even love yourself
>>
What is Hellen kellers favorite color


Velcro
>>
If you have five beers in one hand, and six in another, what do you get?

A drinking problem.
>>
What do you call a person that doesn't fart in public?

A PRIVATE TUTOR.
>>
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How did the skeleton know it was going to rain?


He read the weather forecast, you twat.
>>
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[Burned Empire]
>Doesn't work that way. Rolls are 1,2,3, corresponding to actions 1,2,3
1) The ritual is easily complete. The Hellgate is ready for use! [Small Gateway>> Hellgate I]
2) The imps and slaves start digging the mine deeper. [2/4]
3) Expansion starts, but slowly. [1/2]

[Mauga Sinasina]
1) The Sinasina expand west! [+4 hex]
2) A small Waka is created... in its inaugural voyage, the monster comes back. In one bite, it swallows the Waka and it's crew. [-2 pop]
3) The elders teach, and the children begin to learn. [2/6]

[Danport]
1) The bears of Danport start to expand, however a deer distracts them. They give chase, though are unable to find it.
2) Fishing research is completed! [Fishing II; Fishing Village now gives 2F/2t)
3) The bears dig deep into the earth... and disaster strikes. The mine's supports give out, killing the diggers. [-3 pop]

[Inquisition]
>Please include action progress with actions. IE, your chapel-barracks is at [1/2]
1) The Chapel-Barracks is complete, if a bit small. [STRUCTURES: Chapel-Barracks I [List this if/when you recruit military units]
2) A crude writing system, one the human followers can understand, is drawn up. [TECH: Writing I]
3) Small farms begin to be planted. [1/2]

[Sardax]
1) No research is done. The mages would rather practice summoning their Framilars.
2) The mages succeed, but not as well as they'd hoped. Instead of mountains, slow, rolling hills appear on Sardax's eastern border. With more practice, perhaps they will be able to raise mountains.
3) No expansion.

[Slime Magocracy]
1) No food sources to be found.
2) Nor shiny things.
3) The slime have only just woken, though tiny gouts of flame lick around their edges when called. [1/4]

[Scorpiongirl Empire]
>Not how it works. Roll with your actions.
1) No Imperialists come forward.
2) Better weapon designs are soon drawn out, [Arms I]
3) A small amount of iron is dug up. However, seeing as how the scorpiongirls barely know how to work bronze, it would be very hard for them to smelt it. [RESOURCES: Iron (3)]

[Pendrith]
1) Subduing the Justicebirds proves to be no easy task; one tries to take the head knight's, well, head off.
2/3) The RRI easily succeeds in figuring out the basics of agriculture. [TECH: Agriculture I]

[Russia]
1) The farms are almost complete! [3/4]
2) No bears or yak in sight, however one creature is discovered, a gigantic deer with wide, flat antlers. Some of the beasts are caught and put in makeshift pens. [RESOURCE: Megaloceros herd [Small] ]
3) The Russian people think they have a good handle on the basics of fishing; throw net, catch fish, drink vodka. [TECH: Fishing I]

[Devil's Coalition]
1) The enchantments fail; no progress.
2) No progress on the Archery, either.
3) The agriculture comes easily, however. [TECH: Agriculture I]

[Oghro]
>Forgot to roll, make up this turn

Missed Turns
Zanithal: 1
Cronus: 1


Will make map key in the morning, as I'm going to bed.
>>
>>224403
Uh, I already have Arms I
>>
>>223937
>Missed turn, OP's fault.
2.1) The experimentation fails. The slimes just regurgitate the rocks and dirt they try to consume.
2.2) However, the basics of agriculture are easily mastered! [Agriculture I]
2.3) And they are able to create even bigger flames! [Pyromancy II]
>>
>>224403
I'm assuming you meant Arms II, updated stats. Also, what does the 1x mean in Military? I assume its a multiplier for dice.

[Scorpiongirl Empire]
Pop: 16 (+2/turn)
Food: 7 (-1/turn)
Defenses (Rapna Armaly): 1
Military: 3 Imperialists [1x]
Tech: [Bronzeworking I] [Infantry I] [Arms II]
Resources: [Wood: 4] [Copper: 7] [Tin: 4] [Iron: 3]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
Structures: Mine: +1 Copper every other turn
>>
Rolled 40, 48, 51 = 139 (3d100)

[The Inquisition]
Pop: 14 (+0/turn)
Food: 7 (-1/turn)
Defenses (Heaven’s Gate): 1
Structures: [Chapel-Barracks]
Military: 2 (Crusader) [1x]
Tech: [Bronzeworking II] [Infantry I]
Magic: [Celestial Magic I]
Resources: [Copper: 3]
Bonus: [Heavenly Purge]: The Celestials are driven to stop everything that is evil and hateful, granting a bonus in combat against such enemies (GM discretion)
Flaw: [Pleasures of the Flesh]: Sex is sinful! To increase population, the Inquisition must recruit.

---

Action: Continue work on the farms. [Progress: 1/2]
Culture: Using our new writing system, begin recording our teachings.
Action: Expand our dominion west towards the sea.
>>
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Rolled 9, 11, 39 = 59 (3d100)

>>224403
Action: Expand among the coast lines
Second action: Look for more people on the island. The population needs a huge boost
Cultural action: While the children are learning about Matariki, give the adults Tā moko (face tattoos). They look like pic related

Pop: 16 (+2/turn)
Food: 10 (+1/turn)
Defenses (Matafaga Oneone): 1
Structures: Farm [x1]
Military: Waka [x2] [Naval]
Tech: [Bronzeworking I] [Infantry I] [Shipbuilding I] [Religion II] [Agriculture I]
Resources: [Sand: 2] [Coral: 4]
Bonuses: [Seafaring]: +10 bonus to creating ships and naval military units.
Flaws: [Sea-legs]: Terrestrial military units suffer -1 to combat rolls.
>>
>>224462

Bahhh crap, forgot to update a bunch of shit. Reposting but saving the old post for posterity.

>>224403

>Rolled 40, 48, 51 = 139 (3d100) (see >>224462)

[The Inquisition]
Pop: 14 (+0)
Food: 7 (-1/turn)
Defenses (Heaven’s Gate): 1
Military: 2 (Crusader) [1x]
Tech: [Bronzeworking II] [Infantry I] [Writing I]
Magic: [Celestial Magic I]
Resources: [Copper: 3]
Bonus: [Heavenly Purge]: The Celestials are driven to stop everything that is evil and hateful, granting a bonus in combat against such enemies (GM discretion)
Flaw: [Pleasures of the Flesh]: Sex is sinful! To increase population, the Inquisition must recruit.

---

Action: Continue work on the farms. [Progress: 1/2]
Culture: Using our new writing system, begin recording our teachings. [Writing I]
Action: Expand our dominion west towards the sea.
>>
Rolled 46, 58, 55 = 159 (3d100)

>>224403
1. Now that we have more powerful weaponry, we shall expand on armor design.
2. With this new ore, we shall attempt to improve our metallurgy.
3. Our food supplies grow shorter, it is time to build a farm for food. We shall attempt the search for plants of similar taste and texture of meat to cultivate.
[Scorpiongirl Empire]
Pop: 16 (+2/turn)
Food: 7 (-1/turn)
Defenses (Rapna Armaly): 1
Military: 3 Imperialists [1x]
Tech: [Bronzeworking I] [Infantry I] [Arms II]
Resources: [Wood: 4] [Copper: 7] [Tin: 4] [Iron: 3]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
Structures: Mine: +1 Copper every other turn
>>
>>224403
How did I miss my turn
It's right here >>224127
>>
Rolled 69, 32, 16 = 117 (3d100)

>>224403
Turn 5:
Pop: 20(+2/turn)
Food: 5(-1/turn)
Defenses (Sardax City): 1
Military: 2 (Framilar Conscripts) [1x]
Tech: [Magic Research I] [Infantry I] [Laws I] [Agriculture I] [3/4 towards Agriculture II]
Magic: [Earth 1]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Magically inclined]: +5 bonus to magic rolls.
Flaws: [Snooty]: -5 to tech related rolls.

Task 1: Research Agriculture II(-5)
Task 2: Practice Earth Magic(+5)
Task 3: Practice Earth Magic(+5)
>>
>>224403
see
>>224104

I think I replied to an old update, sorry
>>
Rolled 95, 16, 64 = 175 (3d100)

>>224403


[Pendrith]
Pop: 20 [+4/turn]
Food: 5 (-2/turn)
Defenses (Pendrith): 1
Military: 1 ( Knights of the Gnawed Garter) [1.5x]; 1 (Common Guardsmen) [1x]
Tech: [Bronzeworking I] [Infantry I] [Bureaucracy I] [Agriculture I]
Resources: [Wood: 4] [Stone: 3] [Justicebird flock ,Large]
Structures: [Windmill I] [Royal Research Institute I]
Bonus:
[Chivalrous]: When coming to the defense of the weak, the Guinea Pigs of Pendrith gain +1 to their combat rolls.
Flaw:
[Goody-two-shoes]: When fighting a war that is seen as less than honorable by the populace, problems may occur.


1. Do not relent! Continue breaking the Justicebirds in to be used as valiant steeds.

2, 3. With our newfound knowledge of Agriculture, start building farms to be manned by our loyal serfpigs to feed the nation.
>>
Rolled 43, 99, 72 = 214 (3d100)

[Russia]
Pop: 26 (+4/turn)
Food: 8 ( -1/turn)
Vodka: 9 (+1/turn)
Defenses (Capital): 4
Military:[4 common red core [1x] [1 elite red guard [2x]
Tech: [Bronzeworking I] [Infantry I] [Brewing II][Agriculture I][Fishing I]
Resources: [Wood: 8] [Potatoes: 7][Megaloceros herd [Small]
Structures:[Basic Farm+1/2turns]
Bonuses: [A Good Burn]: If your military is given vodka, they gain +1 to fighting rolls. (This decreases your supply)
Flaws: [Dependency]: If Russia’s vodka supply runs out, they suffer a penalty (-5), to all rolls until it is replenished.

1.Finish up the farm. [3/4]
2.Start domestication of Megaloceros
3.Send up some people to expand and search for copper or tin deposits.
>>
Rolled 77, 55, 89 = 221 (3d100)

>>224403
[Devils' Coalition]
Pop: 18 (+1/turn)
Food: 8 (-1/turn)
Defenses (Judgment's peak): 1
Military: 1 (Cousins in arms) [1x]
Tech: [Bronzeworking I] [Infantry I] [Archery I] [agriculture I]
Resources: [Wood: 4] [Stone: 3][Copper: 3]
Bonus:[Intermarriage]: The demons and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
Structures: 1 [farm] food +0.5/turn
Research archery
Research enchanting
Look for tin
>>
Rolled 97, 84, 57 = 238 (3d100)

>>224403
[Burned Empire]
Pop: 18 (+2/turn)
Food: 10 (-1/turn)
Defenses (The Spire): 1
Military: 1 (Demonic Swordsman) [1.5x] 3 (Imp) [1x]
Tech: [Bronzeworking I] [Infantry I] [Slavery I]
Magic: [Fire magic 1
Resources: [Wood: 4] [Stone: 2] [Copper:2]
Bonuses: [Demonic Conquerors]: +10 to expansion rolls.
Structures: [Mine 1 +1 copper/other turn] [Hellgate 1]
Flaws: [Not from this world]: The creatures of this world somehow know you’re… wrong, and you have a harder time domesticating them.
Actions
1. Send the swords man leading the imps into hell in a attempt to find a hell knight to recruit. A hell knight is about twice the size of a man and is a hulking bipedal demon, they have one of the highest standing in hell just below that of the barons and the lords. Should they be unable to find one they have orders to find a rouge band of swordsmen
2. Continue the efforts to dig up the mine to be deeper.2/4
3. Finish the preparations to expand around the lake.1/2
>>224954
Could I ask where you're getting all those soldiers? I've been looking at the turns and I haven't seen you guys actually train some as a action. Unless I missed it somewhere in the thread.
>>
>>224965
Oops
[Devils' Coalition]
Pop: 19 (+1/turn)
Food: 8 (-1/turn)
Defenses (Judgment's peak): 1
Military: 1 (Cousins in arms) [1x]
Tech: [Bronzeworking I] [Infantry I] [Archery I] [agriculture I]
Resources: [Wood: 4] [Stone: 3][Copper: 3]
Bonus:[Intermarriage]: The demons and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
Structures: 1 [farm] food +0.5/turn
>>
Rolled 82, 89, 44 = 215 (3d100)

>>224403
1. Reattempt mining operation, we need those ores
2. Construct mustering ground so we can raise up a stronger army
3. Attempt expansion along the east coast again, hopefully there will be no dear this time

>Land: 15
>Pop: 19 (+3/turn)
>Food: 10 (-0/turn)
>Structures: Fishing village(+2F/2t)
>Defenses: [Danport: 1]
>Tech: [Bronzeworking I] [Infantry I] [Hunting I] [Fishing II] [Shipbuilding I]
>Resources: [Wood: 8] [Hide: 3] [Copper: 1]
>Bonuses: [Physically Strong]: Much easier to make stronger military units.
>Flaws: [Predatory]: Much harder to domesticate the wildlife of the world, as even the bigger ones (and there are much bigger ones), are naturally scared shitless of you.
>Battle Bears:
>1 - (1)Grizzly maimer
>1 - (1.5)Polar war-beast
>Navy:
>2 - (1)Rafts
>>
>>224977
The red core is just unarmed citizens with no formal training or gear who are garrison because of my large population.

>The enemy at the gates shows what I mean really well.
https://m.youtube.com/watch?v=XgRyLz47liM
>>
>>224403
OP I think thos is our roll. Sorry I didn't link it
>>224130
>>
>>225088
Wouldnt that make their attack power utter garbage due to having almost nothing for training and gear since you just pull them out of the populace and toss them to the front lines at will?
>>
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>>225215
Yeah that is pretty much what the Russian government did in all of the wars they've been in.
But what they lacked in training and gear they make up for with loyalty and dedication!
>But they got vodka and squats!
>>
>>225244
I can see it now, far into the game, all the nations are at war. Then over the hills come hundreds of drunken slavs squatting their way to battle dwarfing the other armys in size.
>>
>>225257
Dah comrade Overlord! I see you have had the Russian dream to, the dream of millions of Russian squat jumping down from the mountains. Only 1 in every 50 has a weapon, but eveyone has vodka for the frontal assault on the cyka blyat who fucks with the red bear.
>Marx bless Stalin!
>Marx bless Russia!
>>
Rolled 38, 36, 91 = 165 (3d100)

>>224403
>>224428
Nation Name: Slime Magocracy
Nation Race(s): Slimes
Color: Pink
Fluff: "AHHH! After two hundred years I'm free, time to get some snacks!" Was the first words of the slime who first learned to move during winter due to radiating an inner flame that she referred to as magic, and later fire magic, finally pyromancy. After previously only being able to operate in the summer the slimes of the mountain are finally free to do whatever they want, and to find new tasty things to consume.
Location: Up on some snowy mountains, specifically the ones just east/south-east of the desert on the main continent
Pop: 9 (+1/turn)
Food: 4 (-2/turn)
Defenses (Firepit): 1
Military: 2 (Apprentices) [1x]
Tech: [Bronzeworking I] [Infantry I] [Agriculture I]
Magic: [Pyromancy II]
Resources: [Wood: 4] [Hide: 3]
Bonus-
[Pyromania]: Start with Pyromancy I, bonus to rolls involving
Flaw-
[Hungry]: Increased food consumption.
--------------
Turn
--------------
We need more things to eat. Eat all the things!

1) Explore for more tasty things
2) Build a farm
3) Experiment with new ways to grow things

----------------------------
Make up Turn
----------------------------
Pop: 10 (+1/turn)
Food: 2 (-2/turn)


Let's hope this work, I'm getting hungry... Can wood be food?

1) Explore for more tasty things
2) Build a farm
3) Experiment with eating new things in an act of desperation.
>>
Rolled 34, 67, 93 = 194 (3d100)

>>226075
Make up turn rolls.
>>
>>224403
Here's the map key, as promised. Sorry for the wait :^)

>>225088
Not how it works Russia, you don't just get to add military units freely.

>>224449
Arms II, my mistake. And yes, combat multiplier.
>>
>>226099
Is there a way to increase the multiplier?
>>
>>226099
Oh nyet, ah well.
>How many should I put next turn?
>>
>>226105
Train them. Or make more powerful units.

>>226106
However many you started with.

AFK for a bit.
>>
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>>226099
I just realized I forgot the map key.
>>
>>226640
It's "devils' coalition" whathe part of that is so hard to understand?
>>
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>>226640
OP, I did a thing.
>>
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Nation Name: (What your new nation is called)
Nation Race(s): Flaming Skeletons
Color: Crimson
Fluff: lolflamingskeletons
Location: That wide open green portion in quadrant IV/south-east.
>>
>>227009
Noice Sardax. I'll be updating later, leaving in a moment.
>>
>>227016
Nation Name: The Holy Skeleton Empire
>>
>>227040
ETA?
>>
>>227067
I'd expect him back in maybe 4-5 hours at the latest, knowing wheelie.
>>
Pretty empty in the irc right now
Join in. http://chat.mibbit.com/?channel=%23PrimalNations&server=173.255.253.218
>>
>>225169
OP here is my roll i think you missed it.
>>
Rolled 33, 68, 96 = 197 (3d100)

1. Finish Building Mine
2. Find a mountable creature.
3. Research Fishing

[Oghro]
Pop: 18 (+2/turn)
Food: 8 (-1/turn)
Defenses (Unga-Ur): 1
Military: 1 (Oghro Alpha) [1x] 1 (Oghro Clubsman) [1.5x]
Tech: [Infantry II] [Bronzeworking 2][Husbandry 1]
Resources: [Wood: 4] [Stone: 3][Bronze:3] [Farm1 +1 food every other turn]
Bonuses:
[Kill]: The military of Oghro or among the best in this new world, gaining +1 to all combat rolls.
Flaws:
[Or Be Killed]: Surrender is not an option. In situations where other units may be able to flee and live another day, an Oghra will die fighting.
>>
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Nation Name: Rasputin's Harem
Nation Race(s): 1 Wizard. Various races - all female
Color: Gold
Fluff: https://www.youtube.com/watch?v=VmkySNDX4dU
Rasputin considers himself a wizard, a holyman of the faith, and a messiah incarnate. Weilding awesome powers, and the power of his speech, he has gathered a group of followers to obey his divine will.

Specifically women. As many women as he can get his hands on, all to serve him and help him in his one life's quest: To get into the beds of the greatest women this world has to offer.

To that end, the nation of Rasputin's Harem consists almost entirely of women of various races all serving him. Building new palaces and houses, tending the fields, even serving in its military and generals. Meanwhile Rasputin continues to grow his magical powers to attract more of the softer gender to his service.
Location: Somewhere sunny, with a beach
>>
>>227309

no. just no.
>>
>>227309
>>227016
Sorry>>223882
>last one
>>
>>227349
I asked him IRC, he said it was cool m80.
>>
>>227067
Back and updating soon, almost done.
>>
>>227009
>>228204

I just realized, Danport and russia are in the wrong spots. They should be swapped with each other shouldnt they? Cause I requested the dark green island russia is on and russia requested the area danport is in. So the island nation should be 15 large and coastal while the mainland one is 11 large and wherever. Can my colour get changed to something less similar to russias?
>>
Nation Name: [Order of the Advent]
Nation Race(s): [Morph] (See Pastebin)
Color: [White] or [Crimson]
Fluff: http://pastebin.com/wGkYEbjx
Location: [Open Grassy Area In Quadrant IV/South-East]

Dropping randumb nation for morphs.
Also this 3000 character limit won't allow for my 12,000 character post.
>>
>>228277

I think you're in the right spot, Russia is the country to the north of me.
>>
>>228331
But arnt the ice elementals of zanithel north of you
>>
UPDATE
NOTICE: Please replace 'Bronzeworking' tech with 'Metallurgy' tech.

[Mauga Sinasina]
1) No progress on the expansion. The islanders come to a cliff-face they can't scale.
2) The Sinasina send out scouts to find others on the island, but no such luck.
3) Sinasina artists start tattooing the rest of the adults with fearsome Ta moko.

[Inquistion]
1) The farms are complete! [STRUCTURES: Farms I {+1 food/2 turns; TECH: Agriculture I]
2) With their new writing system, the Inquisition starts to write down what they've learned, nearly finishing. [1/2]
3) And the Inquisition expands west! [+4 hex]

[Scorpiongirl Empire]
1) The Scorpiongirls start improving their armor, molding it around their bodies. [1/2]
2) Better metallurgy tech undergoes research. [2/4]
3) Small farms are built! [STRUCTURES: Farms I; TECH: Agriculture I]

[Zanithal]
>You linked to the wrong post :^)
1) No progress on the research.
2) More expansion! [+4 hex]
3) Finally, research into more powerful ice magic starts to plod along. [1/6]

[Sardax]
1) The Sardaxians figure out better agricultural techniques! [+Agriculture III]
2) Research plods along. [1/4]
3) Research stalls.

[Cronus]
1) The chariots start looking into ways to fit scythes on their wheels. [1/2]
2) No progress on the speed record.
3) The lands of Cronus expand north! [+4 hex]

[Oghro]
1) A massive, elephant-like creature is found. It squashes an Oghro who gets too close. [-1 pop]
2) Oghro lands expand! [+4 hex]
3) No progress on the mine.

[Pendrith]
[Nation Event!]
With its burgeoning population, Pendrith takes more land each time it expands! Though it does consume one extra food per turn.

1) The Justicebirds are broken! [+TECH: Domestication I; MILITARY: 1 Mounted Knight [2x]
2/3) Small farms are built! [Farms I [+1 food/2 turns}]

[Russia]
[Nation Event!]
With its burgeoning population, Russia takes more land each time it expands! Though it does consume one extra food per turn.

1) The farm is complete! [+Structures: Farm I {+1 food/2 turns; +TECH: Agriculture I}]
2) The domestication efforts go fantastically. A Russian even manages to mount one of the beasts. [TECH: Domestication I; MILITARY: 1 Megaloceros Cavalry [2x]
3) Russia's borders expand! [+5 hex]

[Devils Coalition]
1) The Coalition starts improving on their archery techniques. [2/4]
2) And they finally figure out enchanting! [MAGIC: Enchanting I]
3) Tin is found! [RESOURCES: +3 tin]

[Danport]
1) Opening the mine goes smoothly this time. It's pretty big too. [STRUCTURES: Mine I {+2 copper/turn}]
2) The mustering ground is easily built as well. [STRUCTURES: Mustering Ground I]
3) The bears of Danport expand!

[Slime Magocracy]
1) The Slimes finally find... a rotting carcass. Not much, but food. [+2]
2) And the farm is underway. [1/2]
3) A massive success! Due to their desperation, the digestive systems of the slimes have changed. [TECH {Cause I don't know where else it would go}: Digestion I]

New nations/map incoming
>>
>>228298
OP, please add this guy. Instead of writing a backstory, he made a fucking Wikipedia article. That alone earns my respect.
>>
>>228366
For Mine, do we change to +2 every other turn, since I rolled higher than Danport for the Mine.
>>
I`m assuming so. Updated Stats.
[Scorpiongirl Empire]
Pop: 18 (+2/turn)
Food: 6 (-1/turn)
Defenses (Rapna Armaly): 1
Military: 3 Imperialists [1x]
Tech: [Metallurgy I] [Infantry I] [Arms II] [Agriculture I]
Resources: [Wood: 4] [Copper: 9] [Tin: 4] [Iron: 3]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
Structures:
Mine I: +2 copper/turn
Farm I: +1 Food/2 turns
>>
>>228366
>you missed the main turn actions this time. >>226075
>rolls, unless those are the ones you used >>226081
>>
Rolled 10, 94, 78 = 182 (3d100)

>>228366
1.) Train our soldiers to become more disciplined and skilled.
2.) Continue advancing our Metallurgy skills, and attempt to unlock the secrets of steel.
3.) Finish our improvement of armor, it is vital that our units are sufficiently protected in case of war or divine or demonic intervention.

I`m assuming so. Updated Stats.
[Scorpiongirl Empire]
Pop: 18 (+2/turn)
Food: 6 (-1/turn)
Defenses (Rapna Armaly): 1
Military: 3 Imperialists [1x]
Tech: [Metallurgy I] [Infantry I] [Arms II] [Agriculture I]
Resources: [Wood: 4] [Copper: 9] [Tin: 4] [Iron: 3]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
Structures:
Mine I: +2 copper/turn
Farm I: +1 Food/2 turns
>>
Rolled 78, 15, 58 = 151 (3d100)

>>228366
Do I still get an extra turn since I didn't get anything done here >>224403

1. continue improving our ice magic (+5)
2. Begin researching Mettalurgy II
3. Begin researching Infantry II

[Zanithal]
Pop: 18 (+2/turn)
Mana: 10 (0/turn)
Defences (Zanith): 1
Military: 2 (Player-fluff unit) [1x]
Tech: [Mettalurgy I] [Infantry I] [Mana Farms 1]
Magic: [Ice Magic II]
Structures: [Mana Farms 1]
Resources: [Snow: 5]
Bonus: [Attuned]: +5 to rolls involving ice magic.
Flaws: [Frozen]: Expansion becomes harder the further south Zanithal marches.
>>
File: 4chan Nations.png (922 KB, 2000x1500)
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>>227309
[Rasputin's Harem]
Pop: 10 [+4/turn]
Food: 10 [-1/turn]
Defenses (Capital): 1
Military: 2 (Player-fluff units) [1x]
Tech: [Metallurgy I] [Infantry I] [Seduction I]
Resources: [Wood: 4] [Stone: 3]
Bonuses:
[Wizard-run]: +5 to magic rolls
Flaws:
[Inbred]: Rasputin's children, for lack of better candidates, marry each other, which causes some... mental deficiencies. The harem suffers -5 to tech rolls.

[Advent of the Advent]
Pop: 10 (+3/turn)
Food: 10 (-1/turn)
Defenses (Capital): 1
Military: 1 (Player-Fluff Unit) [1.5x] 1 (Player-Fluff Unit) [1x]
Tech: [Metallurgy I] [Infantry I] [Scouting I]
Resources: [Wood: 4] [Stone: 3]
Bonus:
[Adaptable]: Morphs are very good at figuring out technology. +5 to rolls involving it.
Flaws:
[Ice=bad]: Morphs don't like ice, and it can be used against them to great effect.

>You each have 6 make-up turns, but please stagger them a bit.

And now OP must retire yet again, unfortunately. Be back in a bit.
>>
>>228366
Tech. Work on our hunting skills and develop new techniques to improve hide production
Train. Train our Battle Bears in the way of maiming and murdering
Build. Scour the land and construct a mine at a source of tin

So what exactly can we do with tier 1 metallurgy?

Land: 15
Pop: 22 (+3/turn)
Food: 10 (-0/turn)
Structures: [Fishing village I](+2F/2t) [Mine I](+2C/t) [Mustering Ground I]
Defenses: [Danport: 1]
Tech: [Mettalurgy I] [Infantry I] [Hunting I] [Fishing II] [Shipbuilding I]
Resources: [Wood: 8] [Hide: 3] [Copper: 3 (+2/t)]
Bonuses: [Physically Strong]: Much easier to make stronger military units.
Flaws: [Predatory]: Much harder to domesticate the wildlife of the world, as even the bigger ones (and there are much bigger ones), are naturally scared shitless of you.
Battle Bears:
1 - (1)Grizzly maimer
1 - (1.5)Polar war-beast
Navy:
2 - (1)Rafts
>>
Rolled 20, 70, 46 = 136 (3d100)

>>228366

Holy fucking shit I forgot to roll twice.

[The Inquisition]
Pop: 14 (+0)
Food: 6 (-1/turn)
Defenses (Heaven’s Gate): 1
Military: 2 (Crusader) [1x]
Tech: [Metallurgy II] [Infantry I] [Writing I]
Magic: [Celestial Magic I]
Structures: [Chapel-barracks]
Resources: [Copper: 3]
Bonus: [Heavenly Purge]: The Celestials are driven to stop everything that is evil and hateful, granting a bonus in combat against such enemies (GM discretion)
Flaw: [Pleasures of the Flesh]: Sex is sinful! To increase population, the Inquisition must recruit.

Culture: Continue work on the religious text.
Tech: Continue to improve our celestial magic. [Chapel-Barracks]
Tech: Start work on a mine where precious metals can be extracted.
>>
Rolled 94, 84, 15 = 193 (3d100)

>>228559
>>
Rolled 79, 90, 88 = 257 (3d100)

>>228545
6 make-up turns? Does that mean we roll six times?

Action: Expand towards the north of the island. People are saying that there is an island in the distance
Second action: Create more Wakas, as in the future we will expand to the other islands
Cultural Action: More Tā Mokos

Pop: 18 (+2/turn)
Food: 11 (+1/turn)
Defenses (Matafaga Oneone): 1
Structures: Farm [x1]
Military: Waka [x2] [Naval]
Tech: [Bronzeworking I] [Infantry I] [Shipbuilding I] [Religion II] [Agriculture I]
Resources: [Sand: 2] [Coral: 4]
Bonuses: [Seafaring]: +10 bonus to creating ships and naval military units.
Flaws: [Sea-legs]: Terrestrial military units suffer -1 to combat rolls.
>>
>>224977
GM apologizes.

1) The swordsman and the imps go into hell... and come back five minutes later, with not one, but two Hell Knights in tow. [Military: 2 Hell Knights [2x]
2) The mine is deepened! [Mine II {+2 copper/2 turns} ]
3) And the Burned Empire expands! [+4 hex]

>>226075
1) Another carcass is found. [+1 Food]
2) A farm is built! [STRUCTURES: Farm I {+1 food/2 turns; TECH: Agriculture I]
3) New agricultural research is almost completed. [3/4]
>>
Rolled 100, 73, 81, 35, 5, 57, 91, 100, 25, 98, 21, 33, 58, 4, 26, 11, 25, 18, 8, 55, 71 = 995 (21d100)

[Advent of the Advent]
Pop: 31 (+3/turn)
Food: 3 (-1/turn)
Defenses (Capital): 1
Military: 1 Morph Warrior [1.5x] 1 Morph Warrior Fledgling [1x]
Tech: [Metallurgy I] [Infantry I] [Scouting I]
Resources: [Wood: 4] [Stone: 3]
Bonus:
[Adaptable]: Morphs are very good at figuring out technology. +5 to rolls involving it.
Flaws:
[Ice=bad]: Morphs don't like ice, and it can be used against them to great effect.

1-3. Practice metallurgy and develop our abilities to work with materials we may pull from the ground. The Order states that with better metallurgy, we can better refine metals for our military and peacekeepers to consume.
4-6. Train a squadron of peacekeeper soldiers to better put down forces dangerous to the morphs.
9-11. The Advent’s collective begins work on a series of farms to feed the populous. While cheap crops aren’t the favorite, it’ll do well enough.
12-14. Begin a series of mines to collect rare materials and minerals from the ground. With these materials, we can begin training a number of more powerful individuals.
15-21. The Order determines that the best course of action to better spread its influence is to rapidly expand across the region, so as to better influence surrounding nations.
>>
>>228693
That 4-6 should be 4-8
>>
Rolled 83, 58, 36 = 177 (3d100)

>>228366
[Russia]
Pop: 30 (+4/turn)
Food: 9 ( -1/turn)
Vodka: 10 (+1/turn)
Defenses (Capital): 4
Military:[2 common red core [1x] [1 elite red guard [2x][1 Megaloceros Cavalry [2x]
Tech: [Metallurgy I] [Infantry I] [Brewing II][Agriculture I][Fishing I][Domestication I]
Resources: [Wood: 8] [Potatoes: 7][Megaloceros herd [Small]
Structures:[Farm+2/2turns]
Bonuses: [A Good Burn]: If your military is given vodka, they gain +1 to fighting rolls. (This decreases your supply)
Flaws: [Dependency]: If Russia’s vodka supply runs out, they suffer a penalty (-5), to all rolls until it is replenished.

Action:Send out scouts to find deposits of copper or tin.
Action:Start training and sending out lumberjacks to start building up on Russian wood.
Action:Build stables to start breeding and training more Megaloceros.
>>
File: Slime Wizard Cley.png (710 KB, 678x510)
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Rolled 58, 18, 14, 28, 70, 4 = 192 (6d100)

>>228366
>>228545
>>228668
Nation Name: Slime Magocracy
Nation Race(s): Slimes
Color: Pink
Fluff: "AHHH! After two hundred years I'm free, time to get some snacks!" Was the first words of the slime who first learned to move during winter due to radiating an inner flame that she referred to as magic, and later fire magic, finally pyromancy. After previously only being able to operate in the summer the slimes of the mountain are finally free to do whatever they want, and to find new tasty things to consume.
Location: Up on some snowy mountains, specifically the ones just east/south-east of the desert on the main continent
Pop: 12 (+1/turn)
Food: 2 (-2/turn)
Structures: Farm I {+1 food/2 turns; TECH: Agriculture I]}
Defenses (Firepit): 1
Military: 2 (Apprentices) [1x]
Tech: [Metallurgy I] [Infantry I] [Agriculture I] [Digestion I]
Magic: [Pyromancy II]
Resources: [Wood: 4] [Hide: 3]
Bonus-
[Pyromania]: Start with Pyromancy I, bonus to rolls involving
Flaw-
[Hungry]: Increased food consumption.

We have snacks! But not a lot of snacks, find more snacks!

1) Explore for more tasty things
2) Expand south-west
3) Experiment with new ways to grow things [3/4]
-----------------------------
4) Explore for more tasty things
5) Build another farm
6) Dig down, for snacks and shiny things
>>
Rolled 45, 79, 42 = 166 (3d100)

>>228366
[Burned Empire]
Pop: 20 (+2/turn)
Food: 9 (-1/turn)
Defenses (The Spire): 1
Military: 2 (Hell Knight) [2x] 1 (Demonic Swordsman) [1.5x] 3 (Imp) [1x]
Tech: [Bronzeworking I] [Infantry I] [Slavery I]
Magic: [Fire magic 1
Resources: [Wood: 4] [Stone: 2] [Copper:3]
Bonuses: [Demonic Conquerors]: +10 to expansion rolls.
Structures: [Mine 1 +1 copper/other turn] [Hellgate 1]
Flaws: [Not from this world]: The creatures of this world somehow know you’re… wrong, and you have a harder time domesticating them.
Actions
1. Send a hell knight leading the legions to find a warband of swordsmen to add to the overlords power.
2. The original imp that discovered the secrets of fire magic is to work on training the overlords forces to use it to increase their power with each unit using it as a certain niche, the imps are to learn to literally spam fireballs like the annoying shits they are. The swordsmen are to engulf their blades in searing flames. The hell knights will enhance it with their overwhelming powers to be able to cause shock waves of heat to disrupt groups.(inb4 the army learns magic to get stronk )
3. The legions will once again start expanding around the lake to engulf it.
>>
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Rolled 20, 39, 68, 8, 88, 39, 47, 25, 63, 51, 52, 9 = 509 (12d100)

Nation Name: Rasputin's Harem
Nation Race(s): 1 Wizard. Various races - all female
Color: Gold
Fluff: https://www.youtube.com/watch?v=VmkySNDX4dU [Embed]
Rasputin considers himself a wizard, a holyman of the faith, and a messiah incarnate. Weilding awesome powers, and the power of his speech, he has gathered a group of followers to obey his divine will.

Specifically women. As many women as he can get his hands on, all to serve him and help him in his one life's quest: To get into the beds of the greatest women this world has to offer.

To that end, the nation of Rasputin's Harem consists almost entirely of women of various races all serving him. Building new palaces and houses, tending the fields, even serving in its military and generals. Meanwhile Rasputin continues to grow his magical powers to attract more of the softer gender to his service.
Location: Somewhere sunny, with a beach

[Rasputin's Harem]
Pop: 10 [+4/turn]
Food: 10 [-1/turn]
Defenses (Capital): 1
Military: 2 Amazonians [1x]
Tech: [Metallurgy I] [Infantry I] [Seduction I]
Resources: [Wood: 4] [Stone: 3]
Bonuses:
[Wizard-run]: +5 to magic rolls
Flaws:
[Inbred]: Rasputin's children, for lack of better candidates, marry each other, which causes some... mental deficiencies. The harem suffers -5 to tech rolls.

1-2. Religion is one of the more important aspects to control a society. Spread the word.
>Develop Religion
3-4. Beyond faith, his followers must have conviction in the cause, and in himself. His enemies must too learn the error of their ways.
>Develop Propaganda
5-7. Rasputin recognizes the importance of health, especially considering his ambitions to travel and spread the word. He delves into the magic of health restoration, healing, and regeneration.
>Develop Healing Magic
>Bonus: [Wizard-run]: +5 to magic rolls

8-9. The women tend to the food, such is their duty.
>Construct a farm
10-11.
Of importance too the Alcohol
>Research Brewing I
[Inbred -5]
12-14.
>Develop Mind Reading
>Bonus: [Wizard-run]: +5 to magic rolls

15-16.
Man does not live on bread alone, but did not the savior too break fish into many? Send the women with spears to hunt the fish
>Develop fishing
17-18. There are limitations to what a man, or woman, can do. We shall need beasts of burden.
>Develop Domestication
19-21. Both man and beast can respond to language. But where language alone cannot suffice, magic may entice.
>Develop Commanding-Voice Magic
>Bonus: [Wizard-run]: +5 to magic rolls
>>
Rolled 53, 6, 27 = 86 (3d100)

>>228366
Turn 6:
Pop: 22(+2/turn)
Food: 4(-1/turn)
Defenses (Sardax City): 1
Military: 2 (Framilar Conscripts) [1x]
Tech: [Magic Research I] [Infantry I] [Laws I] [Agriculture II]
Magic: [Earth 1]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Magically inclined]: +5 bonus to magic rolls.
Flaws: [Snooty]: -5 to tech related rolls.

Task 1: Use our newfound knowledge of agriculture to build a farm
Task 2: Use our newfound knowledge of agriculture to build a farm
Task 3: Practice Earth Magic(+5)
>>
Rolled 33, 21, 75, 10, 65, 94, 44, 85, 4 = 431 (9d100)

>>228800
Other dice
>>
>>228803
Wow. The dice fucking hate me.
>>
>>228816
I think the dice just really dont want you to have a farm.
>>
>>228829
Dice hate farms.
>>
>>228800
Yeesh, OP said to spread out your turns, not do it all in one go.
>>
>>228835
My mistake
>>
>>228829
I routinely roll poorly. The best set of dice I ever had were an 88 and a 91, and they were both for developing Agriculture.
>>
>>228545
OP I think you're expanding the red blob on the big island in the north east.
>But Russia is in the north west near that gulf.
>>
>>228545
OP You forgot about this turn

>>224130
I did get much but I got a lot land expansion could you add it to the next update please?
>>
>>229099
I'm sorry OP Wrong turn I meant this turn
>>227261

Rolled 33, 68, 96 = 197 (3d100)

1. Finish Building Mine
2. Find a mountable creature.
3. Research Fishing

[Oghro]
Pop: 18 (+2/turn)
Food: 8 (-1/turn)
Defenses (Unga-Ur): 1
Military: 1 (Oghro Alpha) [1x] 1 (Oghro Clubsman) [1.5x]
Tech: [Infantry II] [Bronzeworking 2][Husbandry 1]
Resources: [Wood: 4] [Stone: 3][Bronze:3] [Farm1 +1 food every other turn]
Bonuses:
[Kill]: The military of Oghro or among the best in this new world, gaining +1 to all combat rolls.
Flaws:
[Or Be Killed]: Surrender is not an option. In situations where other units may be able to flee and live another day, an Oghra will die fighting.
>>
Rolled 32, 31, 27 = 90 (3d100)

>>228545
Here is my roll for the current mandate
(the other roll was a roll that was forgotten, you can check)
1. Domesticate these elephants
2.Expand
3. Finish building mine

[Oghro]
Pop: 19 (+2/turn) -1 from elephant death
Food: 7 (-1/turn)
Defenses (Unga-Ur): 1
Military: 1 (Oghro Alpha) [1x] 1 (Oghro Clubsman) [1.5x]
Tech: [Infantry II] [Metallurgy 2][Husbandry 1]
Resources: [Wood: 4] [Stone: 3][Bronze:3] [Farm1 +1 food every other turn]
Bonuses:
[Kill]: The military of Oghro or among the best in this new world, gaining +1 to all combat rolls.
Flaws:
[Or Be Killed]: Surrender is not an option. In situations where other units may be able to flee and live another day, an Oghra will die fighting.
>>
Rolled 91, 72, 30 = 193 (3d100)

>>228366
>>228545


[Pendrith]
Pop: 24 [+4/turn]

Food: 3 (-2/turn)
Defenses (Pendrith): 1

Military: 1 ( Knights of the Gnawed Garter) [1.5x]; 1 (Common Guardsmen) [1x] 1 Mounted Knights of the Windmill [2x]

Tech: [Metallurgy I] [Infantry I] [Bureaucracy I] [Agriculture I] [Domestication I]

Resources: [Wood: 4] [Stone: 3] [Justicebird flock ,Large]

Structures: [Windmill I] [Royal Research Institute I] [Farms I]

Bonus:
[Chivalrous]: When coming to the defense of the weak, the Guinea Pigs of Pendrith gain +1 to their combat rolls.
Flaw:
[Goody-two-shoes]: When fighting a war that is seen as less than honorable by the populace, problems may occur.

1,2. The Situation has grown direr! The granaries and nibble depositories of Pendrith, once overflowing with nutritious goodness, now lay almost empty. The King, on his balcony in the Grand Windmill, addresses his subjects. Every man, woman and child who can work and who do not occupy a job of vital importance are to be conscripted to start growing crops, to urgently create as much food as possible.

3. The King appoints Sir Gamain of Whiskerly to lead an Expedition further into the heart of the island, expanding the borders of our noble realm further into the heart of the island.
>>
Rolled 97, 82, 93 = 272 (3d100)

>>228545
[Devils' Coalition]
Pop: 20 (+1/turn)
Food: 8 (-1/turn)
Defenses (Judgment's peak): 1
Military: 1 (Cousins in arms) [1x]
Tech: [metallurgy I] [Infantry I] [Archery I] [agriculture I]
Magic: [enchanting I]
Resources: [Wood: 4] [Stone: 3][Copper: 3] [Tin: 3]
Bonus:[Intermarriage]: The demons and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
Structures: 1 [farm] food +0.5/turn
1. research archery (2/4)
2. Build a farm
3. Research enchanting
>>
>>230249
Nice rolls
>>
>>231384
>not saying >>228693 is nice rolls
>>
>>231399
Not really, you rolled below average despite getting 2 100s.
>>
>>231410
100s override to a full success/completion. 90+ placement was good too. A 100 or 90+ in the right place makes for better results under the Primal system, because you still reach completion for less.
>>
Update when
>>
>>231625
never ever
>>
>>231625
Wheelie said "tonight".
>>
Updating in a bit, faggots!
>>
>>228559
GM NOTE : Your mine should not be producing 2 copper a turn, rather every other turn. Better metallurgy tech helps you with making arms/armor, which increases unit toughness
>>
[Danport]
1) The bears work on their hunting techniques, enabling them to bring down more prey. [3/4]
2) More intensive training begins for the Grizzly Maimer. [3/4]
3) No mine. No suitable sources of metal are found.

[Inquisition]
1) No progress on the religious text, as more pressing issues of survival are deemed more important.
2) The Celestials make great progress improving on their celestial magics. [3/4]
3) Work on a small mine starts. [1/2]

[Mauga Sinasina]
>No, Was talking to the new nations.
>Your Wakas should both have .5x combat multipliers.
1) The Sinasina expand! [+4 hex]
2) The shipwrights of the Sinasina get to work... and end up making one massive Waka. [Military: 1 Waka battleship [2x]
3) More adults receive their Ta Mokos. [TECH: Battle Tattoos II (Since I didn't give you I)]

[Advent]
>Your burgeoning nation needs increasingly more space to live, and acquire slightly more land when expanding. However, due to it's growing population, it consumes two more units of food a turn.
1-3) The Advent's metallurgical techniques advance to an even greater rate than expected. [Metallurgy III]
4-8) A couple large squadrons of Peacekeeper soldiers are raised. [+2 Peacekeeper Soldiers [3.5x]
9-11) Crude farms are easily built. [Farms I {+1 Food/2 turns); TECH: Agriculuture I]
12-14) A crude mine is constructed as well. [Mine I [+1 Copper/2 turns}]
15/21) The morphs expand, covering vast amounts of territory. [+10 hex]
>As expansion finishes, the northern border of the Advent's territory is at the foot of a mountain range; they can hear the sounds of civilization coming from the other side, as well as to their southeast.

[Russia]
>Due to Russia's burgeoning population, they consume two more units of food a turn!
1) A pretty substantial vein of copper and tin is found. [+RESOURCES: Copper (3) Tin (3) ]
2) Lumberjacks are sent out, and come back with armfuls of wood. [+2 wood]
3) Using some of the wood, the Russians begin constructing stables for their new beasts. [1/2]

[Slime Magocracy]
1) More tasty things are found! [+2 food]
2) No expansion occurs.
3) The experiments complete! [Agriculture II {Farms now produce 1 extra food/2 turns]
4) Another carcass is found and consumed. [+1 food.
5) Bigger farms are under construction. [2/4]
6) One greedy slime digs too deeply, and the earth ends up swallowing it. [-1 pop]

[Burned Empire]
>Due to the Empire's burgeoning population, they acquire slightly more land when expanding. However, they also consume an extra unit of food each turn.
1) The hell knight goes out, and comes back with a small group of rogue swordsmen. [1 Rogue Swordsman Band [.5x] ]
2) The imp begins to train the rest of the Empire in the use of better fire magic. [2/4]
3) Expansion begins. [1/2]
>>
>>232633
Hey OP, you forgot some turns.
>>
I think we might need a new thread soon...
>>
>>232799
He's still crunching.
>>
>>232633
[Rasputin's Harem]
>NOTE: You should be adding to your pop, and subtracting your food levels.
1/2) The beginnings of religion start taking root in the harem [1/2]
3/4) Propaganda is ready, and distributed throughout the harem. [Propaganda I]
5/7) Basic healing magic is mastered! [MAGIC: Healing I]
8/9) The women erect a crude farm, and start to till the soil. [Farms I {+1 food/2 turns}; TECH: Agriculture I]
10/11) Research into brewing alcohol slowly starts. [1/2]
12-14) Rasputin starts delving into the powers of mind reading. [1/2]
15/16) The women of the harem start fishing. [+3 food; TECH: Fishing I]
17/18) The efforts from domestication go well, Rasputin and his harem domesticating odd half-horse half-zebra creatures. [TECH: Domestication I; RESOURCE: Quagga herd]
19/21) Rasputin's voice begins to boom, rather forcefully. [MAGIC: Commanding Voice I]

[Rasputin's Harem]
1/2) The beginnings of religion start taking root in the hare[Rasputin's Harem]
1/2) The beginnings of religion start taking root in the harem. [1/2]
3/4) Propaganda is written up, and dispersed to all of Rasputin's wives and children. [Propaganda I]
5/7) Rasputin easily masters basic healing magic. [MAGIC: Healing I]
8/9) The women start tilling the farm, as expected of them. [STRUCTURES: Farms I {+1 food/2 turns; TECH: Agriculture I]
10/11) And the harem starts brewing alcohol! [TECH: Brewing I]
12-14) Rasputin starts delving into mind reading magics. [1/2]
15/16) Basic fishing techniques are mastered by the women. [Fishing I; +3 food]
17-18) The harem comes across a herd of weird half-zebra half-horse creatures, and manages to corral them into pens. [RESOURCES: Quagga herd; TECH: Domestication I]
19/21) Rasputin's voice begins to boom loudly. [MAGIC: Commanding Voice I]

[Sardax]
>Due to the Empire's burgeoning population, they acquire slightly more land when expanding. However, they also consume an extra unit of food each turn.
1) A farm is built! [STRUCTURES: Farm I {+2 food/2 turns}]
2) Construction on more stalls, however.
3) The Sardaxian mages continue their study of Earth magic. [1/4]

>>228875
>No it's not

[Oghro]
1) The mine is finished. [Mine {+1 copper/2 turns}]
2) And mountable creatures are found- large scaled beasts called Utahraptors. [RESOURCE: Utahraptor Pack]
3) The Oghro easily master the basics of fishing. [+4 food; TECH: Fishing I]
4) The Oghro start to work with the large, elephant-like creatures, called Deinotherium. They are a bit hard to handle, so it might take a bit longer then usual. [1/4]
5) Expansion of Oghro lands begins. [1/2]
6) And the mine starts to undergo expansion. [1/4]

[Pendrith]
1/2) Better farms are nearly complete. [3/4]
3) Sir Gamain sets out, and expansion begins. [1/2]

[Devils Coalition]
1) The marksmen of the Devils Coalition have become substantially better. [Archery II]
2) And a farm is built! [Farms I {+1 food/other turn]
3) Enchanting research is furthered. [3/4]

Scorpiongirl Empire: 1
Zanithal: 1
Cronus: 1
>>
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>>232827
And Map
>>
>>232830
>>228511
>>228498
>>
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>>232839
Missed Turns
[Zanithal]
1) More powerful ice magic is being researched. [2/6]
2) No progress.
3) Better Infantry techniques are underway. [2/4]

[Scorpiongirl Empire]
1) No progress.
2) Metallurgy skills among the Scorpiongirl smiths are almost to a point where they can reliably work iron. [3/4]
3) The armor completes! [Tech: Armor I]
>>
Rolled 89, 45, 73 = 207 (3d100)

>>232861
1. Continue our Metallurgy research to further unlock the secrets of ironsmithing and later perhaps Steel.
2. Continue research on weaponry, our units shall only get the best equipment.
3. Our units must become disciplined to strengthen our nation
[Scorpiongirl Empire]
Pop: 20 (+2/turn)
Food: 6 (-1/turn)
Defenses (Rapna Armaly): 1
Military: 3 Imperialists [1x]
Tech: [Metallurgy II] [Infantry I] [Arms II] [Tech: Armor I] [Agriculture I]
Resources: [Wood: 4] [Copper: 9] [Tin: 4] [Iron: 3]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
Structures:
Mine I: +1 copper/2 turns
Farm I: +1 Food/2 turns
>>
[Order of the Advent]
Pop: 34 (+3/turn)
Food: 1 (-3/turn)
Defenses (Capital): 1
Military: [1 Morph Warrior [1.5x]] [1 Morph Warrior Fledgling [1x]] [2 Peacekeeper Soldiers [3.5x]]
Buildings: [Farms: 1 (+1 Food/2 Turns)][Mines: 1 (+1 Copper/2 Turns)]
Tech: [Metallurgy III] [Infantry I] [Scouting I][Farming I]
Resources: [Wood: 4] [Stone: 3][Copper: 1]
Bonus:
[Adaptable]: Morphs are very good at figuring out technology. +5 to rolls involving it.
Flaws:
[Ice=bad]: Morphs don't like ice, and it can be used against them to great effect.

1. Reports have shown that to the southeast of The Order is a group of rather barbaric individuals needing to be given a proper education of the culture The Order would like to maintain. While sending our peacekeepers to ensure the lesson is learned is not entirely favorable, those on our elder council have deemed it a worthy cause. Those representing our god, Arche, are especially eager to 'educate' these individuals, offering a blessing to the peacekeepers sent. [Deploy [2 Peacekeeper Soldiers [3.5x]] to Oghro]
2. The continued training of peacekeepers in such harrowing times is quite necessary for the maintaining of peace. A new plane so uncivilized is rather troubling to The Order, and as such, all the defenses they can muster are absolutely necessary. Hopefully our mission to bring culture to the ape-men will prove fruitful in our cause. [Train More Peacekeeper Soldiers]
3. The expansion of our peoples have proven to be quite fruitful, The Order decides. Further expansion may prove to reveal more nations. [Expand]
>>
Rolled 44, 33, 39 = 116 (3d100)

>>232891
Forgot rolls
>>
Rolled 70, 30, 51 = 151 (3d100)

>>232861
1. Continue work on our ice magic (+5 to roll from attuned
2. Begin expanding to the West of Zanith
3. Continue work on our infantry improvement

[Zanithal]
Pop: 20 (+2/turn)
Mana: 10 (0/turn)
Defences (Zanith): 1
Military: 2 (Player-fluff unit) [1x]
Tech: [Mettalurgy I] [Infantry I] [Mana Farms 1]
Magic: [Ice Magic II]
Structures: [Mana Farms 1]
Resources: [Snow: 5]
Bonus: [Attuned]: +5 to rolls involving ice magic.
Flaws: [Frozen]: Expansion becomes harder the further south Zanithal marches.
>>
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Rolled 97, 46, 12 = 155 (3d100)

>>232861
Action: Set sail for the Northeast, supposedly there are more people there
Second action: Cultivate more land, we need more food
Cultural action: Create a Marae, a religious place. It looks like Pic related

Pop: 20 (+2/turn)
Food: 12 (+1/turn)
Defenses (Matafaga Oneone): 1
Structures: Farm [x1]
Military: Waka Battleship [x1] Waka [x2] [.5x bonus] [Naval]
Tech: [Metallurgy I] [Infantry I] [Shipbuilding I] [Religion II] [Agriculture I] [Battle Tattoos II]
Resources: [Sand: 2] [Coral: 4]
Bonuses: [Seafaring]: +10 bonus to creating ships and naval military units.
Flaws: [Sea-legs]: Terrestrial military units suffer -1 to combat rolls.
>>
>>232891
>>232893
Linkin' posts.
>>
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GM NOTICE
When a nation discovers another, they are free to talk and send diplomats whenever they desire. However, trading or doing anything mechanically costs an action. (Automatically successful as long as it's greater than 10)

>>232899
Just realized I forgot your expansion on map, so here it is :^)
>>
Rolled 78, 87, 75, 89, 99, 70 = 498 (6d100)

>>232633
>>232827
>>232830
>>232861
Nation Name: Slime Magocracy
Nation Race(s): Slimes
Color: Pink
Fluff: "AHHH! After two hundred years I'm free, time to get some snacks!" Was the first words of the slime who first learned to move during winter due to radiating an inner flame that she referred to as magic, and later fire magic, finally pyromancy. After previously only being able to operate in the summer the slimes of the mountain are finally free to do whatever they want, and to find new tasty things to consume.
Location: Up on some snowy mountains, specifically the ones just east/south-east of the desert on the main continent
Pop: 13 (+1/turn)
Food: 1 (-2/turn)
Structures: Farm I {+1 food/2 turns; TECH: Agriculture I]}
Defenses (Firepit): 1
Military: 2 (Apprentices) [1x]
Tech: [Metallurgy I] [Infantry I] [Agriculture 2] [Digestion I]
Magic: [Pyromancy II]
Resources: [Wood: 4] [Hide: 3]
Bonus-
[Pyromania]: Start with Pyromancy I, bonus to rolls involving
Flaw-
[Hungry]: Increased food consumption.

What? The earth can't eat slimes, we slimes should eat the earth!

1) EAT THE EARTH! (dig down for resources)
2) Build another farm [2/4]
3) Experiment with eating harder to digest thing
---------------Final make up turn------------Unless I miscounted
4) Explore for more tasty things
5) Expand north-east
6) Come up with new training for apprentices (improve Infantry tech)
>>
Rolled 79, 49, 58 = 186 (3d100)

>>232861
[Burned Empire]
Pop: 22 (+2/turn)
Food: 8 (-2/turn)
Defenses (The Spire): 1
Military: 2 (Hell Knight) [2x] 1 (Demonic Swordsman) [1.5x] 3 (Imp) [1x] 1 (Rouge Swordsman Band) [.5x
Tech: [Metallurgy I] [Infantry I] [Slavery I]
Magic: [Fire magic 1
Resources: [Wood: 4] [Stone: 2] [Copper:3]
Bonuses: [Demonic Conquerors]: +10 to expansion rolls.
Structures: [Mine 2 +2 copper/other turn] [Hellgate 1]
Flaws: [Not from this world]: The creatures of this world somehow know you’re… wrong, and you have a harder time domesticating them.
Actions
1. We are to begin creating armor for the legions out of our metal
2. We are to continue training the legions in the art of fire magic 2/4
3. The expansions are to continue to surround the lake 1/2
>>
>>232956
Dammit, forgot to put my trip back on.
>>
>>232945
I love you RNG!
>>
>>232945
>fixing my food
>Food: 2 (-2/turn)
>>
>>232633

[The Inquisition]
Pop: 14 (+0)
Food: 6 (-1/turn) (+1 from farm, next in 2 turns)
Defenses (Heaven’s Gate): 1
Military: 2 (Crusader) [1x]
Tech: [Metallurgy II] [Infantry I] [Writing I]
Magic: [Celestial Magic I]
Structures: [Chapel-barracks]
Resources: [Copper: 3]
Bonus: [Heavenly Purge]: The Celestials are driven to stop everything that is evil and hateful, granting a bonus in combat against such enemies (GM discretion)
Flaw: [Pleasures of the Flesh]: Sex is sinful! To increase population, the Inquisition must recruit.

---
Action: Begin fishing in the newly discovered oceans.
Action: Continue work on the mine. [1/2]
Action: Recruit more followers, looking for food along the way.
>>
Rolled 70, 92, 85 = 247 (3d100)

>>232633
>>233086

Forgot my rolls again
>>
>>232827
[Devils' Coalition]
Pop: 21 (+1/turn)
Food: 8 (-1/turn)
Defenses (Judgment's peak): 1
Military: 1 (Cousins in arms) [1x]
Tech: [metallurgy I] [Infantry I] [Archery II] [agriculture I]
Magic: [enchanting I]
Resources: [Wood: 4] [Stone: 3][Copper: 3] [Tin: 3]
Bonus:[Intermarriage]: The demons and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
Structures: 2 [farm] food +0.5/turn
1. Research enchanting
2. Arm the soldiers with enchanted bows
3. Build more farm
>>
Rolled 37, 56, 7 = 100 (3d100)

>>233107
Double Shit
>>
>>233107
Also, enchanting is (3/4)
>>
>>232861
>>232877
Going to change 3 into
3. Expand our territories.
>>
Rolled 49, 75, 83 = 207 (3d100)

>>232827
Turn 7:
Pop: 24(+2/turn)
Food: 2(-2/turn)
Defenses (Sardax City): 1
Military: 2 (Framilar Conscripts) [1x]
Structures: [Farm II(+2 food/even turns)]
Tech: [Magic Research I] [Infantry I] [Laws I] [Agriculture II]
Magic: [Earth 1]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Magically inclined]: +5 bonus to magic rolls.
Flaws: [Snooty]: -5 to tech related rolls.

Task 1: Build a Farm
Task 2: Build a Farm
Task 3: Practice Earth Magic(+5 to roll)
>>
>>233122
Please include any progress you have toward actions with your rolls!
>>
>>233122
>>233127
Task 3: Practice Earth Magic[1/4](+5 to roll)
>>
>>232897
1. Ice magic is 2/6
2. Infantry improvement is 2/4
>>
Rolled 79, 82, 83 = 244 (3d100)

>>232827
>>232830

[Pendrith]
Pop: 28 [+4/turn]

Food: 1 (-2/turn) (+1 Every 2 Turns)
Defenses (Pendrith): 1

Military: 1 ( Knights of the Gnawed Garter) [1.5x]; 1 (Common Guardsmen) [1x] 1 Mounted Knights of the Windmill [2x]

Tech: [Metallurgy I] [Infantry I] [Bureaucracy I] [Agriculture I] [Domestication I]

Resources: [Wood: 4] [Stone: 3] [Justicebird flock ,Large]

Structures: [Windmill I] [Royal Research Institute I] [Farms I]

Bonus:
[Chivalrous]: When coming to the defense of the weak, the Guinea Pigs of Pendrith gain +1 to their combat rolls.
Flaw:
[Goody-two-shoes]: When fighting a war that is seen as less than honorable by the populace, problems may occur.

1. Even the Royal Larder lays barren now, as the entire nation toils at the fields. The farms must be finished!

2. The RRI begins to research Metallurgy, learning new techniques and methods that will help in forging the best gear for our rodently Knights.

3. Sir Gamain continues his expansion!

>Better farms are nearly complete. [3/4]
>Sir Gamain sets out, and expansion begins. [1/2]
>>
Rolled 24, 14, 79 = 117 (3d100)

>>232827
>I calculate for three turns plus this one right?
>Does food cap your maximum pop?

[Rasputin's Harem]
Pop: 26 [+4/turn]
Food: 10 [-1/turn] [+1 per 2 turns]
Defenses (Capital): 1
Military: 2 Amazonians [1x]
Tech: [Metallurgy I] [Infantry I] [Seduction I] [Propaganda I] [Fishing I] [Farms I] [ Domestication I\
MAGIC: [Healing I] [Commanding Voice I]
Resources: [Wood: 4] [Stone: 3] [Quagga Herd]
Bonuses:
[Wizard-run]: +5 to magic rolls
Flaws:
[Inbred]: Rasputin's children, for lack of better candidates, marry each other, which causes some... mental deficiencies. The harem suffers -5 to tech rolls.

Religion 1/2
Mind reading 1/2
Brewing 1/2

1. Look upon me and rejoice, for you have found faith.

>Develop Religion 1/2

2. Rasputin continues to delve into the ability to read the minds and hearts of men (and women)

>Develop Mind Reading 1/2
>Bonus: [Wizard-run]: +5 to magic rolls

3. We must not neglect that drink which even the savior used his powers to convert water into wine.

>Research Brewing I
>[Inbred -5]
>>
>>232633
[Russia]
Pop: 34 (+4/turn)
Food: 7 ( -2/turn)
Vodka: 11 (+1/turn)
Defenses (Capital): 4
Military:[2 common red core [1x] [1 elite red guard [2x][1 Megaloceros Cavalry [2x]
Tech: [Metallurgy I] [Infantry I] [Brewing II][Agriculture I][Fishing I][Domestication I]
Resources: [Wood: 8] [Potatoes: 7][Megaloceros herd [Small][Copper 3 Tin 3]
Structures:[Farm+2/2turns]
Bonuses: [A Good Burn]: If your military is given vodka, they gain +1 to fighting rolls. (This decreases your supply)
Flaws: [Dependency]: If Russia’s vodka supply runs out, they suffer a penalty (-5), to all rolls until it is replenished.

Use what metal we have to make bronze picks axes to start mining.
Finish the Stables.
Keep sending out Russians hunting and searching for a Russian bear to domesticate.
>Also to get some nice food.
>>
Rolled 81, 33, 18 = 132 (3d100)

>>233680
Sorry comrades.
>>
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>>232943
Nation Name: The Grand Magnificent Sultanate of Jaffar
Nation Race(s): All who bow before Jaffar [Mostly human]
Color: Any left
Fluff: The Grand Magnificent Sultanate of Jaffar is lead by the an ancient Djinn Jaffar who travels the planes settling in worlds just long enough to gather followers then moving to the next as he get's bored. A greedy creature he seeks to gather wealth wherever he goes and will trade with anyone for the right price. Employing legions of mercenaries to protect his hoards he is a fickle lord but accepting to all who will bow before him.
Location: Dessert plox
>>
>>233122
Sardax, I'm bored! Do that thing you do with the rock.
>>
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>>234565
>>
>>234565
"That 'thing' I do? I affect the very laws by which matter is bound, and bend them to my will."
>>
>>234696
Could you make vodka out of anything comrade Sardex?
>>
Update a bit later tonight, players :^) Post if you haven't!
>>
>>234696
You move rocks with your mind, I infuse weapons with the will to strike true.
>>
>>234696
>>234791
I just freeze shit
>>
Boy we sure are wasting post space with stupid shit that could be said in the IRC, aren't we? :^)
>>
>>232904
Just realized I didn't link back to >>232633
>>
>>234804
>Post space
See, that would be relevant
if /qst/ didn't have a 700 post limit + a 3 day permasage for no reason.
>>
>>234864
Mostly stating that, not because of post limit, but it makes it more tedious to look for interaction posts, not that there are any in this game so far. :b
Speaking of which, I need to send my diplomat over to the demons.
>>
>>234882
HEY!

OOC is totally a form of interaction.
>>
>>234890
In IRC I can understand this sort of interaction, but it isn't relevant to the game's actual functionality or nation interactions, and the IRC is built to prevent this sort of clutter because it was so prevalent.
>>
>>234909
Agreed, Crimson. Anyway, posting soon :^)
>>
>>235699
>tfw OP agrees.
Get in IRC.
>>
>>235707
Alright I'll only post civ related things in the thread.

[ ¤]
| |
>
~
V O D K A
>>
[Scorpiongirl Empire]
>Due to its burgeoning population, the Scorpiongirl Empire acquires slightly more territory as it expands; however, they also consume one more unit of food per turn.
1) Better metallurgical techniques are halfway complete. [3/6]
2) Improved arms start to be researched as well, but much slower. [1/6]
3) Two of the Imperialist units start to undergo training. [2/4]

[Order of the Advent]
1) The Order starts to mobilize their Peacekeepers. [1/2]
2) A single peacekeeper unit is trained. It's slightly weaker than the others, but still strong. [+1 Minor Peacekeeper Brigade [1.5x]
3) Expansion of the Order's lands begins! [1/2]

[Zanithal]
>Due to its burgeoning population, Zanithal acquires slightly more territory as it expands; however, they also consume one more unit of food per turn.
>You should be consuming food!
1) Zanithal's mages continue refining their ice magic. [3/6]
2) Expansion starts, but doesn't finish. [1/2]
3) The infantry completes its training! [Infantry II]
>Please note any progress towards your actions with them.

[Mauga Sinasina]
>Due to its burgeoning population, Mauga Sinasina acquires slightly more territory as it expands; however, they also consume one more unit of food per turn.
1) A Sinasina crew sails off to the north, and aren't seen for months. However, they do sail back, with wonderous tales; There are indeed other civilizations out there! To the north, there is a strange race of scorpion-like women, and west of them is another civilization of other men, lead by taller, slightly glowing beings. Further south, there is a nation lead by a single man, who is surrounded by women. But the pinnacle of the sailor's story is when they tell of how they were blown far to the north, where they spotted a race of beings made of ice!
>Again, feel free to interact with any of these nations!
2) The Sinasina begin to cultivate more land. [1/4]
3) No Marae is built.

[Slime Magocracy]
1) Much ore is pulled from the earth! [RESOURCES: Copper (3) Tin (3)]
2) And another farm is bult! [Farms II {+1 food/2 turns}]
3) The experiments go well! [3/4]
4) Scouting for food goes much better than usual. Aided by their changed digestive systems, the slimes can devour things that no one else can. [+4 Food]
5) More land for the Magocracy! [+4 hex]
6) Better Infantry training starts to take effect. [2/4]

[Burned Empire]
1) Armor is made! [TECH: Armor I]
2) Training continues, nearly completing. [3/4]
3) Expansion completes! [+5 hexes]

[Inquisition]
>Addendum: Add [Agriculture I] to TECH list.
1) A fishing group is sent out, and come back with a bit of food. [+2 Fish; TECH: Fishing I]
2) And the mine is completed! [STRUCTURES: Mine I {+2 copper/2 turns}]
3) More followers are recruited, and a bit of food is found. [+2 pop; +1 food]

[Devils Coalition]
1) Better enchanting methods are being researched, if a bit slowly. [1/4]
2) The Cousins in Arms are given bows to wield. [1x>>>1.5x]
3) No farm, and wasted wood. [-1 wood]
>>
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>>235740
[Pendrith]
1) The farms are finished! [Farms II {+2 food/2 turns}]
2) New metallurgical techniques are learned! [Metallurgy I]
3) And expansion completes! [+5 hex]

[Rasputin]
>Yes
>No
1) No progress on the religion.
2) No progress on the Mind Reading either.
3) Brewing is done! [Brewing I]

[Russia]
> Due to its growing population, Russia consumes one more unit of food per turn. (-3/turn)
1) Pickaxes are almost done. [-1 Copper]
2) And the stables are finished! [STRUCTURES: Stables I; Megaloceros Herd>>Sustainable]
3) The hunting party finds a bear, all right... it's absolutely massive and they turn tail and run. Luckily it doesn't seem too interested in them.

[Red] New Nation [/Red]
> Far in the north, the tiny nation of Plurata has been taken over by one of the secret cabal that used to run it- slaughtering the rest.
>I know it's not desert, but the dead nation's fluff fit perfectly :^)
[Grand Magnificent Sultanate of Jaffar]
Pop: 10 (+2/turn)
Food: 10 (-1 turn)

Going to eat dinner. Will be in the IRC in a few to answer questions.
>>
>>235740
>>233112
>>232827
Enchanting was already 3/4 finished, and I tried to connect it after I realized my mistake, anyways
>>235748
[Devils' Coalition]
Pop: 22 (+1/turn)
Food: 8 (-1/turn)
Defenses (Judgment's peak): 1
Military: 1 (Cousins in arms) [1.5x]
Tech: [metallurgy I] [Infantry I] [Archery II] [agriculture I]
Magic: [enchanting I]
Resources: [Wood: 3] [Stone: 3][Copper: 3] [Tin: 3]
Bonus:[Intermarriage]: The demons and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
Structures: 2 [farm] food +0.5/turn
Build farm
Fortify Judgement's Peak
Recruit population (+5)
>>
Rolled 12, 18, 23 = 53 (3d100)

>>235740
1. More research on Metallurgy.
2. Research some arms.
3. Begin training our 2 Imperialists into new units.
[Scorpiongirl Empire]
Pop: 22 (+2/turn)
Food: 5 (-2/turn)
Defenses (Rapna Armaly): 1
Military: 3 Imperialists [1x]
Tech: [Metallurgy II] [Infantry I] [Arms II] [Tech: Armor I] [Agriculture I]
Resources: [Wood: 4] [Copper: 9] [Tin: 4] [Iron: 3]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
Structures:
Mine I: +1 copper/2 turns
Farm I: +1 Food/2 turns
>>
Rolled 67, 90, 65 = 222 (3d100)

>>235774
Gah!
>>
>>235779
fucking why
>>
Rolled 92, 52, 99 = 243 (3d100)

[Order of the Advent]
Pop: 35 (+3/turn)
Food: 0 (-3/turn)
Defenses (Capital): 1
Military: [1 Morph Warrior [1.5x]] [1 Morph Warrior Fledgling [1x]] [2 Peacekeeper Soldiers [3.5x]] [1 Minor Peacekeeper Brigade [1.5x]]
Buildings: [Farms: 1 (+1 Food/2 Turns)][Mines: 1 (+1 Copper/2 Turns)]
Tech: [Metallurgy III] [Infantry I] [Scouting I][Farming I]
Resources: [Wood: 4] [Stone: 3][Copper: 1]
Bonus:
[Adaptable]: Morphs are very good at figuring out technology. +5 to rolls involving it.
Flaws:
[Ice=bad]: Morphs don't like ice, and it can be used against them to great effect.
---
[IN PROGRESS]
-[Unit Deployment/Mobilization][2 Peacekeeper Soldiers [3.5x](1/2)
-[Expansion](1/2)
---
[ACTIONS]
1. Another peacekeeper is to be trained. We cannot slack on training those maintaining world peace. [Train another Peacekeeper Soldier]
2. A new mine is opened within the capital to ensure that resource income is increased. The use of new materials in training peacekeepers will be necessary for the prosperity of the nation. [Create a New Mine, Hopefully not for more copper.]
3. The completion of The Order's newest expansion is to be completed in a timely fashion, everyone seems to have agreed on this fact. [Finish Expansion (1/2)]
>>
Rolled 13, 71, 27 = 111 (3d100)

>>235748
[Russia]
Pop: 38 (+4/turn)
Food: 6 ( -3/turn)
Vodka: 12 (+1/turn)
Defenses (Capital): 4
Military:[2 common red core [1x] [1 elite red guard [2x][1 Megaloceros Cavalry [2x]
Tech: [Metallurgy I] [Infantry I] [Brewing II][Agriculture I][Fishing I][Domestication I]
Resources: [Wood: 8] [Potatoes: 6][Megaloceros herd sustainable][Copper 2 Tin 3]
Structures:[Farm+2/2turns][Stables I]
Bonuses: [A Good Burn]: If your military is given vodka, they gain +1 to fighting rolls. (This decreases your supply)
Flaws: [Dependency]: If Russia’s vodka supply runs out, they suffer a penalty (-5), to all rolls until it is replenished.

OHHH NYET! MY PEOPLE CAN'T STARVE!

1.Send of people out to hunting in massive droves going Mongolia with out new mounts.
>So start teaching anyone how can learn to ride and start hunting on a daily basis to stock pile food.
2-3.Expand farms.
>>
>>235748
Action: Expand towards the Northeast
Second action: Keep cultivating the land, people seem to get more hungry by the day
Cultural action: We need to make a Marae to boost our religion

Pop: 22 (+2/turn)
Food: 13 (+1/turn)
Defenses (Matafaga Oneone): 1
Structures: Farm [x1]
Military: Waka Battleship [x1] Waka [x2] [.5x bonus] [Naval]
Tech: [Metallurgy I] [Infantry I] [Shipbuilding I] [Religion II] [Agriculture I] [Battle Tattoos II]
Resources: [Sand: 2] [Coral: 4]
Bonuses: [Seafaring]: +10 bonus to creating ships and naval military units.
Flaws: [Sea-legs]: Terrestrial military units suffer -1 to combat rolls.
>>
Rolled 27, 30, 62 = 119 (3d100)

>>235858
Whoops...
>>
>>234531
[Red] New Nation [/Red]
> Far in the north, the tiny nation of Plurata has been taken over by one of the secret cabal that used to run it- slaughtering the rest.
>I know it's not desert, but the dead nation's fluff fit perfectly :^)
[Grand Magnificent Sultanate of Jaffar]
Pop: 10 (+2/turn)
Food: 10 (-1 turn)
Defenses (Capital): 1
Military: 2 (Player-fluff units) [1x]
Tech: [Bronzeworking I] [Infantry I] [ Scouting I]
Resources: [Wood: 4] [Stone: 3]
Bonuses:
[Greedy]: Bonuses to gathering resources and expansion.
Flaws:
[Boredom]: Repeated actions (per turn basis), incur cumulative penalties.
>>
Rolled 81, 60, 23 = 164 (3d100)

>>235740
Nation Name: Slime Magocracy
Nation Race(s): Slimes
Color: Pink
Fluff: "AHHH! After two hundred years I'm free, time to get some snacks!" Was the first words of the slime who first learned to move during winter due to radiating an inner flame that she referred to as magic, and later fire magic, finally pyromancy. After previously only being able to operate in the summer the slimes of the mountain are finally free to do whatever they want, and to find new tasty things to consume.
Location: Up on some snowy mountains, specifically the ones just east/south-east of the desert on the main continent
Pop: 14 (+1/turn)
Food: 6 (-2/turn)
Structures: Farm II {+2 food/2 turns; TECH: Agriculture II: +1 food/2 turns]}
Defenses (Firepit): 1
Military: 2 (Apprentices) [1x]
Tech: [Metallurgy I] [Infantry I] [Agriculture II] [Digestion I]
Magic: [Pyromancy II]
Resources: [Wood: 4] [Hide: 3] [Copper: 3] [Tin: 3]
Bonus-
[Pyromania]: Start with Pyromancy I, bonus to rolls involving pyromancy
Flaw-
[Hungry]: Increased food consumption.

Finally we have plenty of snacks for everyone! Now we need to learn new things!

1) Experiment with pyromancy to make bigger fires [Pyromania]
2) Come up with new training for apprentices (improve Infantry tech) [2/4]
3) Experiment with eating harder to digest thing [3/4]
>>
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81 KB JPG
Rolled 68, 74, 38, 49, 20, 53 = 302 (6d100)

>>235868
[Grand Magnificent Sultanate of Jaffar]
Pop: 14 (+2/turn)
Food: 8 (-1 turn)
Defenses (The Grand City): 1
Military: 2 (The Brazen Lions) [1x]
Tech: [Bronze-working I] [Infantry I] [ Scouting I]
Resources: [Wood: 4] [Stone: 3]
Turn Bank: 6
Bonuses:
[Greedy]: Bonuses to gathering resources and expansion.
Flaws:
[Boredom]: Repeated actions (per turn basis), incur cumulative penalties.
----
1. Set up a bronze mine [Greedy]
2. Research [Shipbuilding I]
3. Research [Fire Magic I]
4. Research [Infantry II]
5. Build fishery [Greedy] -2 wood
6. Sent up hunting lodges [Greedy] -2 wood
----
The Grand Sultan lounged his in throne as he overlooked the carnage which beget his hostile takeover of this small kingdom. Those you had resisted his rules had been executed their heads lining the spears along the walls of his new palace. Things would have to change, these sparse dwellings would not do things would have to be expanded, slaves would have to be taken and the riches of the world must be reaped.
>>
Rolled 20, 95, 44 = 159 (3d100)

>>235748
[Rasputin's Harem]
Pop: 26 [+4/turn]
Food: 10 [-1/turn] [+1 per 2 turns]
Defenses (Capital): 1
Military: 2 Amazonians [1x]
Tech: [Metallurgy I] [Infantry I] [Seduction I] [Propaganda I] [Fishing I] [Farms I] [ Domestication I] [Brewing I]
MAGIC: [Healing I] [Commanding Voice I]
Resources: [Wood: 4] [Stone: 3] [Quagga Herd]
Bonuses:
[Wizard-run]: +5 to magic rolls
Flaws:
[Inbred]: Rasputin's children, for lack of better candidates, marry each other, which causes some... mental deficiencies. The harem suffers -5 to tech rolls.

Religion 1/2
Mind reading 1/2

1. Rasputin focuses even harder upon his religious dogma, all meant to spread the faith to not only his followers but his potential followers

>Develop Religion 1/2

2. Continue mind reading magic

>Develop Mind Reading 1/2
>Bonus: [Wizard-run]: +5 to magic rolls

3. Not just in good health but in good shape must Rasputin, and his followers, be. As such Rasputin starts contemplating the possibility of 'Muscle Magic', that is, magic designed to either enhnace the human strength or allow an increased amount of muscle gain during exercise.

>Muscle Magic
>Bonus: [Wizard-run]: +5 to magic rolls
>>
Because I'm getting tired of scrolling
https://sys.4chan.org/derefer?url=http%3A%2F%2Fchat.mibbit.com%2F%3Fchannel%3D%2523PrimalNations%26amp%3Bserver%3D173.255.253.218
>>
>>235740
>>235748
Am I missing something, or was I skipped?
>>
>>236286
I have no idea how I skipped you, Sardax. One sec.
>>
>>233122
[Sardax]
1) Another farm is started. [1/6]
2) And it almost completes! [4/6]
3) Greater earth magic is unlocked! [Earth Magic II]

Sorry about that :^)
>>
>>235748
[Pendrith]
Pop: 28 [+4/turn]

Food: 2 (-2/turn) [[+2 EVERY 2 TURNS]]
Defenses (Pendrith): 1

Military: 1 ( Knights of the Gnawed Garter) [1.5x]; 1 (Common Guardsmen) [1x] 1 (Mounted Knights of the Windmill) [2x]

Tech: [Metallurgy I] [Infantry I] [Bureaucracy I] [Agriculture I] [Domestication I]

Resources: [Wood: 4] [Stone: 3] [Justicebird flock ,Large]

Structures: [Windmill I] [Royal Research Institute I] [Farms II]

To commemorate the recent national hardships, the King decides to begin preparing a Grand Tourney, the likes of which has never been seen before! All Guinea Pigs of Pendrith, from the lowest serf to the noblest, err, noble, are invited to compete! Those found worthy and who best all their opponents will have the honour of joining a new elite unite lead personally by the King himself - The Knights of the Cavia Table!

1. Preparations for the Tourney begin, heralds are sent out throughout the nation and fair grounds begin to be constructed!


2,3. The RRI, however, have no place in the coming festivities. Duly aware the threat of famine still lurked, the rotund geniuses scurried to and fro in their research hall, determined to combine their knowledge of both Agriculture and Metallurgy to produce a device that should revolutionise farming and greatly increase yields - The Hand Plow!
>>
Rolled 41, 4, 74 = 119 (3d100)

>>236580
>>235748
forgot to roll, my bad!
>>
Rolled 100, 83, 94 = 277 (3d100)

>>236299
No worries. Thanks for all your hard work.

Turn 8:
Food: 2(-2/turn)
Defenses (Sardax City): 1
Military: 2 (Framilar Conscripts) [1x]
Structures: [Farm II(+2 food/even turns)]
Tech: [Magic Research I] [Infantry I] [Laws I] [Agriculture II]
Magic: [Earth II]
Resources: [Wood: 4] [Stone: 3]
Bonuses: [Magically inclined]: +5 bonus to magic rolls.
Flaws: [Snooty]: -5 to tech related rolls.

Task 1: Build a Farm [4/6]
Task 2: Use our Earth Magic to create a barrier of mountains along our eastern border.(+5 to roll)
Task 3: Research Air Magic.(+5 to roll)
>>
>>237112
Thank you, Random Number Gods.
>>
UPDATE

[Devils Coalition]
>It would help lots if you numbered your actions
1) More farms start to undergo construction. [2/6]
2) Judgement's Peak is greatly fortified, using some wood and stone. [1 wood, -1 stone; +2 Defense (Judgement's Peak)
3) Another young, interspecies family fleeing persecution settles in the Coalition. [+3 pop]

[Scorpiongirl Empire]
1) Research stalls for no real reason.
2) Same with the arms research.
3) Training stalls as well.

[Order of the Advent]
GM Notice : The Order is starving! It's population will begin to die off if nothing is done.
1) Another large Peacekeeper unit is trained. [MILITARY: 1 Peacekeeper Soldier [3x]
2) Advent builders begin to dig a new mine. [2/4]
3) Expansion is finished! [+5 hex]

[Russia]
1) The mass hunt has apparently scared off all the creatures on the island, and no food is brought back.
2/3) Farms are starting to expand. [2/6]
>Please put 'Farms' as Farms II

[Mauga Sinasina]
1) Expansion starts, but barely. [1/2]
2) More farms begin. [1/4]
3) And a small Marae is built. [Religion II]

[Slime Magocracy]
1) Research into greater control of fire starts. [3/6]
2) New, better training is implemented! [Infantry II]
3) Experimentation halts.

[Grand Magnificent Sultanate]
1) A large copper mine is established! [Mine I [+2 Copper/2 turns; +2 Tin/2 turns]
2) The Sultanate quickly masters the basics of shipbuilding. [TECH: Shipbuilding I]
3) Jaffar begins training in the use of fire magic. [1/2]
4) Better infantry techniques are on the rise. [1/2]
5) Only slight progress on the fishery. [1/2] [-1 wood]
6) A small hunting lodge is built! [STRUCTURES: Hunting Lodge I {+1 food/2 turns; -1 wood]

[Rasputin's Harem]
>Due to your increased population, the Harem takes slightly more land with expansion. However, they also consume one extra unit of food per turn.
1) Still no religious progress.
2) Rasputin can read minds now! [MAGIC: Mind Reading I]
3) No progress on the so-called 'muscle magic'

[Pendrith]
1) The fairgrounds are constructed! [Fairgrounds I]
2/3) With the hand plow, the farms of Pendrith should be able to produce more. [2/4]

[Sardax]
1) The Sardaxians finish building more farms! [Farm II {+1 food/2 turns}]
2) A small ring of mountains are raised around Sardax City.. They should impede the progress of invading military some. [STRUCTURES: Terraformed Mountains I]
3) And the mages easily master basic air magic! [MAGIC: Air I]
>>
File: 4chan Nations.png (920 KB, 2000x1500)
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>>238940
Now with map!
>>
Rolled 53, 88, 22 = 163 (3d100)

>>238946
[Devils' Coalition]
Pop: 26 (+1/turn)
Food: 8 (-1/turn)
Defenses (Judgment's peak): 3
Military: 1 (Cousins in arms) [1.5x]
Tech: [metallurgy I] [Infantry I] [Archery II] [agriculture I]
Magic: [enchanting I]
Resources: [Wood: 2] [Stone: 2][Copper: 3] [Tin: 3]
Bonus:[Intermarriage]: The demons and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
Structures: 2 [farm] food +0.5/turn
1. Build farm [2/6]
2. Build farm
3. Research enchanting [1/4]
>>
>>238978
I just saw something
[Devils' Coalition]
Pop: 26 (+1/turn)
Food: 8 (-1/turn)
Defenses (Judgment's peak): 3
Military: 1 (Cousins in arms) [1.5x]
Tech: [metallurgy I] [Infantry I] [Archery II] [agriculture I]
Magic: [enchanting I]
Resources: [Wood: 2] [Stone: 2][Copper: 3] [Tin: 3]
Bonus:[Intermarriage]: The devils and elves are unusually tolerant of each other, which appeals to many nationless. +5 to pop recruitment rolls.
Flaws: [Bureaucratic Hell]: The bureaucratic loops the coalition has to go through to expand its territory are immense. -5 to expansion.
Structures: 2 [farm] food +0.5/turn
>>
Rolled 25, 92, 94 = 211 (3d100)

>>238940
1. Begin expanding and conquering our island. Our growth is important.
2. Begin training a new military unit, it is important to not stay stagnant and update with our new equipment.
3. Continue our Metallurgy research, we are halfway to finding the secrets of ironworking.
[Scorpiongirl Empire]
Pop: 24 (+2/turn)
Food: 3 (-2/turn)
Defenses (Rapna Armaly): 1
Military: 3 Imperialists [1x]
Tech: [Metallurgy II] [Infantry I] [Arms II] [Tech: Armor I] [Agriculture I]
Resources: [Wood: 4] [Copper: 10] [Tin: 4] [Iron: 3]
Bonuses: [Power Hungry]: +1 to all military rolls
Flaws: [God-cursed]: The Scorpiongirl Empire finds it much harder to unlock the secrets of the mystical, having pissed off a god.
Structures:
Mine I: +1 copper/2 turns
Farm I: +1 Food/2 turns
>>
Rolled 10, 5 = 15 (2d10)

Rolling to attack
1,2. [2 Peacekeeper Soldiers [3.5x]]
>>
>>239012
Attack what?
>>
>>239044
I was attacking Oghro, and just won. I now own them.
>>
File: Dancer AL.jpg (46 KB, 493x750)
46 KB
46 KB JPG
Rolled 41, 29, 94, 22, 65, 52 = 303 (6d100)

>>238940
[Grand Magnificent Sultanate of Jaffar]
Pop: 18 (+2/turn)
Food: 7 (-1 turn)
Defenses (The Grand City): 1
STRUCTURES: [Hunting Lodge I {+1 food/2 turns}][Mine I [+2 Copper/2 turns; +2 Tin/2 turns]
Military: 2 (The Brazen Bulls) [1x]
Tech: [Bronze-working I] [Infantry I] [ Scouting I]
Resources: [Wood: 3] [Stone: 3][Copper: 2][Tin: 2]
Turn Bank: 5
Bonuses:
[Greedy]: Bonuses to gathering resources and expansion.
Flaws:
[Boredom]: Repeated actions (per turn basis), incur cumulative penalties.
----
1. Finish Fire Magic 1/2
2. Finish Infantry II 1/2
3. Finish Fishery 1/2
4. Search for precious metals
5. Improve Jaffar’s palace - 2 Copper
6. EXPAND
>>
Rolled 33, 83, 41 = 157 (3d100)

>>238946
1. Expand towards the large island
2. Cultivate the land a bit more
Cultural: Begin writing songs in Māori

Pop: 24 (+2/turn)
Food: 14 (+1/turn)
Defenses (Matafaga Oneone): 1
Structures: Farm [x1]
Military: Waka Battleship [x1] Waka [x2] [.5x bonus] [Naval]
Tech: [Metallurgy I] [Infantry I] [Shipbuilding I] [Religion II] [Agriculture I] [Battle Tattoos II]
Resources: [Sand: 2] [Coral: 4]
Bonuses: [Seafaring]: +10 bonus to creating ships and naval military units.
Flaws: [Sea-legs]: Terrestrial military units suffer -1 to combat rolls.
>>
>>238940
>>238946
Nation Name: Slime Magocracy
Nation Race(s): Slimes
Color: Pink
Fluff: "AHHH! After two hundred years I'm free, time to get some snacks!" Was the first words of the slime who first learned to move during winter due to radiating an inner flame that she referred to as magic, and later fire magic, finally pyromancy. After previously only being able to operate in the summer the slimes of the mountain are finally free to do whatever they want, and to find new tasty things to consume.
Location: Up on some snowy mountains, specifically the ones just east/south-east of the desert on the main continent
Pop: 14 (+1/turn)
Food: 9 (-2/turn)(Farms +3, harvested this turn)
Structures: Farm II {+2 food/2 turns; TECH: Agriculture II: +1 food/2 turns]}
Defenses (Firepit): 1
Military: 2 (Apprentices) [1x]
Tech: [Metallurgy I] [Infantry II] [Agriculture II] [Digestion I]
Magic: [Pyromancy II]
Resources: [Wood: 4] [Hide: 3] [Copper: 3] [Tin: 3]
Bonus-
[Pyromania]: Start with Pyromancy I, bonus to rolls involving pyromancy
Flaw-
[Hungry]: Increased food consumption.

Since we woke up we have eaten lots of snacks, from animals, to plants, to crunky crunch rocks. But we cannot stay on the mountain forever, we must spread, and it's been decided that our next expansion will take a new direction, with even more tasty snacks!

1) Expand North-West
2) Experiment with pyromancy to make bigger fires [Pyromania] [3/6]
3) Experiment with eating harder to digest thing [3/4]
>>
Rolled 64, 30, 82 = 176 (3d100)

>>238940
>>238946
Damn, forgot my nametag and dice. Rolling for (>>239154)
>>
>>239012
COMBAT REPORT

The Advent's 'Peacekeeper' forces easily sweep through the Oghro population, taking control of their lands.

The Order of the Advent has crushed the nation of Oghro, and now administers their lands.
>>
>>239310
Is it really that easy?
>>
>>239353
It was that time, because Oghro was gone, and the Advent had a huge fucking army.
>>
>>239353
Crimson is also a veteran player so you must watch yourself for the night is dark and full of terrors.
>>