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File: fertility 000.png (366 KB, 5616x2160)
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Time for a builder that's a bit more complex than you're probably used to.
It is the dawn of civilization. Your people have concept of combining copper and tin to make bronze and how to grow food but don't know much else.

Name: [The name of your nation]
Colour: [The colour that represents your nation on the map]
Fluff: [Just some background on the people of your nation. What their culture is like]

-don't fill out the following-
Number of Green Territories: [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 10 [Your population can’t increase higher than your pop cap]
Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5 [Together with your military stat, this determines your military strength]

Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]

Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]

Tech: Bronze Tools (d4), Agriculture, Animal Hides [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]

With your stat sheet, post where you'd like to start. Be as specific as you want
>>
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If you have any questions, join the discord:
https://discord.gg/aCtjdtY

Fully Comprehensive Rules:
https://docs.google.com/document/d/1eerRxAflPkNIEq0KzstZ_38LkQI3juITg7StFVwB4tY/edit?usp=sharing
>>
>>2078151
Name: Inulu Lakham
Colour: Blue
Fluff: A people that followed the mamoths over an ice bridge, the game slowly dwindled to nothing and the people settled down in lands with lots of good game, if smaller than what they were used too.
>>
>>2078151
>Name: Reme
>Colour: Gold
>Fluff: A man in a village on a hill, a kinslayer raised by wolves, has a dream of a city. A sprawling metropolis, with an army designed for conquest and a people growing fat and free from the prosperity they enjoy. And in that city, on a hill, is a Palace. His palace.

>The Empire of his dreams shall be his, whether he must forge it in the fires of war or acquire it through peaceful trade.

>-don't fill out the following-
>Number of Green Territories: [For every green territory you control, you gain +10 to your population cap]
>Number of Yellow Territories: [For every yellow territory you control, you gain +5 to your population cap]
>Number of Red Territories: [For every red territory you control, you gain +1 to your population cap]
>Pop Cap: 10 [Your population can’t increase higher than your pop cap]
>Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
>Pop: 5 [Together with your military stat, this determines your military strength]
>Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
>Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
>Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
>Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
>Tech: Bronze Tools (d4), Agriculture, Animal Hides [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]
>>
>>2078151
Name: Durama
Colour: Brown
Fluff: a tribe of tall dark skinned people possessing long hair that forms naturally into slat knotted dreadlocks. they live in the land near the south african coast.

-don't fill out the following-
Number of Green Territories: [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 10 [Your population can’t increase higher than your pop cap]
Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5 [Together with your military stat, this determines your military strength]
>>
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>>2078168
Number of Green Territories: 1
Regions Colonized: 1
Put you in Western Louisiana

>>2078254
Number of Green Territories: 1
Regions Colonized: 1
Put you in Rome
>>
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>>2078344
Number of Yellow Territories: 2
Regions Colonized: 1

3d100 per turn. 3 actions
>>
>>2078151
>Name: Ascerandii
>Colour: Deep / royal purple

>Fluff: A people unified by a shared theology of ancestor worship and an afterlife; their holy months being in the winter when it is believed that the barrier between life and death wears thin, letting them speak with their ancestors and letting the dead finally cross over. They fear however a endless winter: as they worry that this would drain the world of all life resulting in their civilisation's end.


>-don't fill out the following-
>Number of Green Territories: [For every green territory you control, you gain +10 to your population cap]
>Number of Yellow Territories: [For every yellow territory you control, you gain +5 to your population cap]
>Number of Red Territories: [For every red territory you control, you gain +1 to your population cap]
>Pop Cap: 10 [Your population can’t increase higher than your pop cap]
>Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
>Pop: 5 [Together with your military stat, this determines your military strength]
>Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
>Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
>Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
>Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
>Tech: Bronze Tools (d4), Agriculture, Animal Hides [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]
>>
Rolled 28, 43, 13 = 84 (3d100)

>>2078449
Name: Inulu Lakham
Colour: Blue
Fluff: A people that followed the mamoths over an ice bridge, the game slowly dwindled to nothing and the people settled down in lands with lots of good game, if smaller than what they were used too.

Number of Green Territories: 1 [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: 0 [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 10 [Your population can’t increase higher than your pop cap]
Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5 [Together with your military stat, this determines your military strength]
Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
Tech: Bronze Tools (d4), Agriculture, Animal Hides [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]


1. Build of find some shleters for our people.

2.Hunt for food some food

3. look for plants we can bring closer to our settlement for food.
>>
Rolled 55, 51, 97 = 203 (3d100)

>>2078460
>Name: Reme
>Colour: Gold
>Fluff: A man in a village on a hill, a kinslayer raised by wolves, has a dream of a city. A sprawling metropolis, with an army designed for conquest and a people growing fat and free from the prosperity they enjoy. And in that city, on a hill, is a Palace. His palace.

>The Empire of his dreams shall be his, whether he must forge it in the fires of war or acquire it through peaceful trade.

>-don't fill out the following-
>Number of Green Territories: 1 [For every green territory you control, you gain +10 to your population cap]
>Number of Yellow Territories: [For every yellow territory you control, you gain +5 to your population cap]
>Number of Red Territories: [For every red territory you control, you gain +1 to your population cap]

>Pop Cap: 20 [Your population can’t increase higher than your pop cap]
>Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
>Pop: 5 [Together with your military stat, this determines your military strength]

>Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
>Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]

>Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
>Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]

>Tech: Bronze Tools (d4), Agriculture, Animal Hides [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]

1. Work on tech. Bronze tools are nice, bronze weapons would be better. In fact, why don't we expand the Smithy altogether.

2. Expand to the territory southwards. We need more farmland if we're going to continue expanding.

3. Round up some able-bodied young men and put them through their paces. Teach them the correct way to hold a spear, practice blocking with a shield, figure out how fighting works. Be careful, though, nobody wants the guy they shanked in practice watching their back.
>>
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Name: Cave Painters
Colour: Blue
Fluff: Along the hills of "gaul" a tribe of Cave Painters make complex markings upon the rocky walls. These tell stories, about what happened before, about things that new generations should know. The Cave Painters are a relatively peaceful and inquisitive tribe interested in learning many things rather than conquest.
>>
Rolled 74, 57, 90 = 221 (3d100)

>>2078460
Name: [The name of your nation]
Colour: [The colour that represents your nation on the map]
Fluff: [Just some background on the people of your nation. What their culture is like]

Name: Inulu Lakham
Colour: Blue
Fluff: A people that followed the mamoths over an ice bridge, the game slowly dwindled to nothing and the people settled down in lands with lots of good game, if smaller than what they were used too.

Number of Green Territories: 0 [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: 2 [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 10 [Your population can’t increase higher than your pop cap]
Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5 [Together with your military stat, this determines your military strength]
Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
Tech: Bronze Tools (d4), Agriculture, Animal Hides [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]


1. begin work on some sort of clay working
2. try to invent some sort of kiln/cooker
3. search for plants to eat THANKS
>>
Rolled 2, 3, 40 = 45 (3d100)

>>2078637
shit. my lazyness has been exposed

Name: Durama
Colour: Brown
Fluff: a tribe of tall dark skinned people possessing long hair that forms naturally into slat knotted dreadlocks. they live in the land near the south african coast.

Number of Green Territories: 0 [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: 2 [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 10 [Your population can’t increase higher than your pop cap]
Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5 [Together with your military stat, this determines your military strength]
Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
Tech: Bronze Tools (d4), Agriculture, Animal Hides [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]


1. begin work on some sort of clay working
2. try to invent some sort of kiln/cooker
3. search for plants to eat THANKS
>>
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>>2078481
Number of Green Territories: 1
Regions colonized: 1
I've put you in Nepal

>>2078489
Your people spend their days searching for caves and grottos but unfortunately, they don't come across any, spending their days baring the brute force of the wind and rain.
They manage to survive, wearing the hide of their kills and eating their warm, cooked flesh.
Apart from what you already grow, your gatherers couldn't find any other plants that they could make use of, this time of year.

>>2078564
Your people begin creating sharp tools, not used for cutting wood or butchering animals, but for killing fellow men. Tech: Bronze Gladius (d8)
You chase out any savages that may have been living to the south of you and scout out the land for expansion. Number of Green Territories: 2
Pop Cap: 20
You teach your men how to correctly hold their weapons and teach them the importance of an organized army. They eat together, fight together, and now they march together. Tech: Military Step (+1 combat)
>>
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>>2078605
Number of Green Territories: 1
Regions colonized: 1

>>2078637
>>2078661
This is why we IDs come in handy and you're lucky I'm taking your first rolls.
Your people gather clay from from the ground but instead of smelting it like metal, they bake it. It hardens and your people begin sculpting intricate vases and pots while the clay is soft and then baking it to create beautiful containers. Tech: Pottery
Your people dig holes in the ground and cover them with a ceramic lid. They line the bottom of the hole with charcoal which they burn with the lid on to make the inside of the hole hotter than you've been able to achieve in the open air. Tech: Kilns
Your people greatly increase the amount of fruits and vegetables that they get in their diet. They learn how true is the term "variety is the spice of life"
>>
Rolled 77, 98, 82 = 257 (3d100)

>>2078729
Name: Inulu Lakham
Colour: Blue
Fluff: A people that followed the mamoths over an ice bridge, the game slowly dwindled to nothing and the people settled down in lands with lots of good game, if smaller than what they were used too.

Number of Green Territories: 1 [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: 0 [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 10 [Your population can’t increase higher than your pop cap]
Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5.05 [Together with your military stat, this determines your military strength]
Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
Tech: Bronze Tools (d4), Agriculture, Animal Hides [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]


1. Expand our reach

2. Find shelter or make it

3. Look for edible plants to cultivate.
>>
Rolled 68, 30, 94 = 192 (3d100)

>>2078740
Name: Durama
Colour: Brown
Fluff: a tribe of tall dark skinned people possessing long hair that forms naturally into slat knotted dreadlocks. they live in the land near the south african coast.

Techs: Pottery, Kilns

Action 1: create clay bricks in order to make large structures
Action 2:create tools out of hardened clay
Action 3: search for some sort of hunting animal to tame
>>
>>2078151
>Dawn of civilization
>Mesopotamia red
>Wales green
Ayo hol up
>>
Rolled 14, 5, 91 = 110 (3d100)

Name: Cave Painters
Colour: Blue
Fluff: Along the hills of "gaul" a tribe of Cave Painters make complex markings upon the rocky walls. These tell stories, about what happened before, about things that new generations should know. The Cave Painters are a relatively peaceful and inquisitive tribe interested in learning many things rather than conquest.

Number of Green Territories: 1 [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 20 [Your population can’t increase higher than your pop cap]
Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5 [Together with your military stat, this determines your military strength]

Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]

Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: 1 [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]

Tech: Bronze Tools (d4), Agriculture, Animal Hides

1. The Cave Painters attempt to put their talking speech into painted words, that someone else can read.

2. People who are especially good at painting these words and reading them become very respected, and praised in society. They become a special caste.

3. People notice that food lasts longer when kept away from air, especially in the cold, dry parts of caves. More of these are dug out to store food in where the air is very cold and dry.
>>
Rolled 36, 88, 17 = 141 (3d100)

>>2078729
>Name: Reme
>Colour: Gold
>Fluff: A man in a village on a hill, a kinslayer raised by wolves, has a dream of a city. A sprawling metropolis, with an army designed for conquest and a people growing fat and free from the prosperity they enjoy. And in that city, on a hill, is a Palace. His palace.

>The Empire of his dreams shall be his, whether he must forge it in the fires of war or acquire it through peaceful trade.

>-don't fill out the following-
>Number of Green Territories: 2 [For every green territory you control, you gain +10 to your population cap]
>Number of Yellow Territories: [For every yellow territory you control, you gain +5 to your population cap]
>Number of Red Territories: [For every red territory you control, you gain +1 to your population cap]

>Pop Cap: 20 [Your population can’t increase higher than your pop cap]
>Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
>Pop: 5 [Together with your military stat, this determines your military strength]

>Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
>Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]

>Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
>Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]

>Tech: Bronze Tools (d4), Agriculture, Animal Hides, Bronze Gladius (d8), Military Step (+1 combat)

1. It's nice to have more farmland, but we're also on the coast. Maybe if we improve boats and fishing, we can get more from coastal regions?

2. Expand Northwards. Use this as an opportunity to work out what tactics work and what don't.

3. These hides are warm, but a bit scratchy. They also don't do much when some jackass hits you with a club. See about finding something either more comfortable or more durable. Can we put bronze to work here as well?
>>
Rolled 81, 59, 9 = 149 (3d100)

>>2078151
Name: Scyaria
Colour: Light Purple
Fluff: A tribal region in Eastern Europe, the Scyarians lead spiritual lives dedicated to the words of a Buddha. They seek to become one with nature.

-don't fill out the following-
Number of Green Territories:
Number of Yellow Territories:
Number of Red Territories:
Pop Cap: 10
Pop Growth: 1%
Pop: 5
Military: 15%
Military Strength: 0.75
Unhappiness: 0
Regions colonized:

Tech: Bronze Tools (d4), Agriculture, Animal Hides
>>
>>2078729
>I've put you in Nepal
Nice.

>Name: Ascerandii
>Colour: Deep / royal purple
>Fluff: A people unified by a shared theology of ancestor worship and an afterlife; their holy months being in the winter when it is believed that the barrier between life and death wears thin, letting them speak with their ancestors and letting the dead finally cross over. They fear however a endless winter: as they worry that this would drain the world of all life resulting in their civilisation's end.

>Number of Green Territories: 1 [For every green territory you control, you gain +10 to your population cap]
>Number of Yellow Territories: 0 [For every yellow territory you control, you gain +5 to your population cap]
>Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
>Pop Cap: 10 [Your population can’t increase higher than your pop cap]
>Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
>Pop: 5 [Together with your military stat, this determines your military strength]
>Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
>Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
>Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
>Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
>Tech: Bronze Tools (d4), Agriculture, Animal Hides [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]


1) Stoneworking.

2) Better winter clothes.

3) Expand south.
>>
>>2078876
you've forgotten to roll
>>
Rolled 36, 24, 8 = 68 (3d100)

>>2078944
Yeah, sorry, it's 3 AM. I've got to go anyhow but these are my rolls.
>>
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>>2078747
Your people expand their territories north. Huge tracts of land under your domain with nobody to stop you.
They begin building grand houses out of wood. Buildings that reach 30 ft into the air and are a symbol of your grand nation. Tech: Wooden Architecture
Your people search high and low and bring back the fruits of their labour. Literal fruits that they plant and grow into tall trees with sprawling roots and far-reaching branches>>2078812

>>2078812
Please post the full stat block, with updated stats
Your people begin creating building blocks from the clay they have been using for pottery. Tech: Brick making
They create tools out of clay. While clay is in abundance compared to copper and tin, the tools often break very easily and people wonder why they use them in the first place. Tech: Clay tools
Wolves become a common site in your nation as your people begin taming them to help with their hunting and for company. They're quickly given the title "Man's best friend" and within a few generations, prized features are bread into them. Tech: Hunting dogs

>>2078846
The people that try to develop technology are often seen as lesser by a majority of your people. They're considered a danger to your culture and discontented with the way things are.
Ignoring the cold shoulders they recieve from their nation, the smartest of your people find that keeping things cold and far away from moisture or air preserves food. They develop a very basic refrigeration system using the soil deep in their caves. Tech: Very basic refrigeration.
>>
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>>2078852
Your people create water vessels. They take the largest trees, chop them down and hollow them out so people can float in them. Tech: dugout (d4)
Your armies march into unknown lands. Clearing it of anything that would prevent your people from settling. More land in your domain.

>>2078858
Number of Green Territories: 1
Regions colonized: 1

>>2078876
Your people take to stones with bronze tools. They create art within the stone itself and shape it to create tools and building blocks. Tech: Stoneworking
The farmers of your nation attempt to create better clothes for the cold but they find that the thicker, warmer designs are cumbersome. Most don't find it to be an efficient enough trade to wear.
Some of your people settle to the south, in unexplored lands. Nomads traveling through capture and cannibalize them before moving on. -0.05 pop
>>
>>2078993
>>2078981
One more round, then we'll finish up for the day. Pick it back up Sunday evening, round the same time
>>
Rolled 3, 72, 28 = 103 (3d100)

>>2078981
Name: Inulu Lakham
Colour: Blue
Fluff: A people that followed the mamoths over an ice bridge, the game slowly dwindled to nothing and the people settled down in lands with lots of good game, if smaller than what they were used too.

Number of Green Territories: 2 [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: 0 [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 20 [Your population can’t increase higher than your pop cap]
Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5.1 [Together with your military stat, this determines your military strength]
Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
Tech: Bronze Tools (d4), Agriculture, Animal Hides, Wooden architecture [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]

1.With the plants growing high and well we need to learn how to make the fruits last!

2. With the mighty and strong homes we have, we need to work on sanitation so they won't spoil.

3. Build a temple to the god of the tress, her benevolence is helping us thrive!
>>
Rolled 62, 63, 100 = 225 (3d100)

>>2078993
>Name: Ascerandii
>Colour: Deep / royal purple
>Fluff: A people unified by a shared theology of ancestor worship and an afterlife; their holy months being in the winter when it is believed that the barrier between life and death wears thin, letting them speak with their ancestors and letting the dead finally cross over. They fear however a endless winter: as they worry that this would drain the world of all life resulting in their civilisation's end.

>Number of Green Territories: 1 [For every green territory you control, you gain +10 to your population cap]
>Number of Yellow Territories: 0 [For every yellow territory you control, you gain +5 to your population cap]
>Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
>Pop Cap: 10 [Your population can’t increase higher than your pop cap]
>Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
>Pop: 5 [Together with your military stat, this determines your military strength]
>Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
>Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
>Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
>Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
>Tech: Bronze Tools (d4), Agriculture, Stoneworking, Animal Hides (Winter clothes) [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]


1) With our new stoneworking, we shall make use of this to enhance our towns and villages with improved homes: of solid walls; of stoutest foundation; fireproof and dug into the soil to shield their inhabitants from the wind and cold.

2) Efforts must be made to improve our farms and the crops that we sow onto them. That they might resist cold and bring more bountiful harvests,

3) Expand south.


Managed to find a bit more time to fill out another turn.
>>
Rolled 69, 24, 33 = 126 (3d100)

>Name: Reme
>Colour: Gold
>Fluff: A man in a village on a hill, a kinslayer raised by wolves, has a dream of a city. A sprawling metropolis, with an army designed for conquest and a people growing fat and free from the prosperity they enjoy. And in that city, on a hill, is a Palace. His palace.

>The Empire of his dreams shall be his, whether he must forge it in the fires of war or acquire it through peaceful trade.

>-don't fill out the following-
>Number of Green Territories: 3 [For every green territory you control, you gain +10 to your population cap]
>Number of Yellow Territories: [For every yellow territory you control, you gain +5 to your population cap]
>Number of Red Territories: [For every red territory you control, you gain +1 to your population cap]

>Pop Cap: 30 [Your population can’t increase higher than your pop cap]
>Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
>Pop: 5 [Together with your military stat, this determines your military strength]

>Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
>Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]

>Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
>Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]

>Tech: Bronze Tools (d4), Agriculture, Animal Hides, Bronze Gladius (d8), Military Step (+1 combat), Dugout (d4)

Alright, we've got ourselves a good amount of land. Now to use it.

1. Work on the coverings some more. Seriously, this hide shit is getting kinda...annoying. Implement bronze if necessary.

2. Expand inland, a bit northwards. We've got a solid military, hopefully nothing will get in our way.

3. Work on the villages some. They're starting to smell, a bit. Improve civ infrastructure.
>>
Rolled 26, 6, 72 = 104 (3d100)

>>2078993
Name: Scyaria
Colour: Light Purple
Fluff: A tribal region in Eastern Europe, the Scyarians lead spiritual lives dedicated to the words of a Buddha. They seek to become one with nature.

-don't fill out the following-
Number of Green Territories: 1
Number of Yellow Territories:
Number of Red Territories:
Pop Cap: 10
Pop Growth: 1%
Pop: 5
Military: 15%
Military Strength: 0.75
Unhappiness: 0
Regions colonized:

Tech: Bronze Tools (d4), Agriculture, Animal Hides

1. Learn of the medical properties of local herbs. The Earth shall release her bounty upon us

2. Our hunters use stone-tipped spears, researching something more effective, and more lethal would be in order.

3. Hunt for some pelts. Winter will be coming and heat is important for our survival.
>>
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>>2079039
Your people crush the fruits into a paste. It was a few days before they realised that it didn't help preservation and they quickly fall into starvation. Thankfully nobody dies however it has caused unrest. Unhappiness: 5
Architects and thinkers work together, developing drains that your people can defecate in without causing a hazardous environment inside the homes. It isn't very effective as large amounts of water have to be transported to the houses every day to wash away the filth but it does improve the health of your people. Pop Growth: 1.5%
Tech: Very Basic Sewerage
Your people think it an insult if they cut down the trees to create a place to worship the god of trees. They're happy to worship in the forest, away from the buildings

>>2079110
Your people develop homes. They build shelter out of stone which protects them from the wild. Tech: Stone Architecure
Farmers begin spreading the dung of animals among their seeds. The vitamins and minerals from the diets of the animals helps grow the crops. Tech: Basic Fertilizer
Pioneers head down south. They begin producing greater crops and the others see their success. Soon a great portion of the land south to you is under your domain. Number of Green Territories: 4
Pop Cap: 40
>>
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>>2079127
Your weaponsmiths see the fault in wearing hide. While it might be warm it doesn't give protection like metal armor. They shape a breastplate from excess bronze and create a craze among your fighters. Tech: Bronze Armour (+2 combat)
You command the settling of further territories however no one complies. It would appear that they expected their neighbour to move rather than themselves.
Your people begin deficating in buckets rather than in the streets or in the corner of their homes. Then, once a day, the head of the household takes the buckets to the far reaches of the territory and dumps the waste where it won't bother anybody. Tech: Very Basic Sewerage
Pop Growth: 1.5%

>>2079180
Your people begin experimenting with herbs however they don't seem to have the intended effect. Your people panic when the smartest of them are eating leaves.
Your craftsmen begin making weapons from other materials such as plant fibers and dirt. They are highly innefective.
Your hunters begin hunting the creatures that have the warmest pelt over the tastiest meat. Soon enough, the entire nation is well stocked with winter clothing.
>>
>>2079348
that's all for today. Back same time on Sunday evening
Don't forget to join the discord for reminders:
https://discord.gg/aCtjdtY
>>
File: escanear0132.jpg (679 KB, 1195x1600)
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Name: Nimbelvania
Colour: Dark grey
Fluff: The great kingdom of Nimbelvania can be traced back to one man, Nimh Bell, otherwise known as Nimh the Builder. Nimh the Builder traveled the lands far and wide with his tribe, finally settling in Southern Britain. The Nimbelvanians place a high value on personal strength, and believe that strengthening oneself is the primary means of discovering the true meaning of life and reaching perfection. They worship a variety of gods with different domains to call their own, but they hold Nascheon, the Lord of War, in the highest regard. They do not shun cooperation and commerce, however, and have limited trade with some mainland Europeans.
-don't fill out the following-
Number of Green Territories: [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 10 [Your population can’t increase higher than your pop cap]
Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5 [Together with your military stat, this determines your military strength]

Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]

Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]

Tech: Bronze Tools (d4), Agriculture, Animal Hides [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]
>>
Rolled 34, 39, 19 = 92 (3d100)

>>2079347
>Name: Ascerandii
>Colour: Deep / royal purple
>Fluff: A people unified by a shared theology of ancestor worship and an afterlife; their holy months being in the winter when it is believed that the barrier between life and death wears thin, letting them speak with their ancestors and letting the dead finally cross over. They fear however a endless winter: as they worry that this would drain the world of all life resulting in their civilisation's end.

>Number of Green Territories: 4 [For every green territory you control, you gain +10 to your population cap]
>Number of Yellow Territories: 0 [For every yellow territory you control, you gain +5 to your population cap]
>Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
>Pop Cap: 40 [Your population can’t increase higher than your pop cap]
>Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
>Pop: 5.05 [Together with your military stat, this determines your military strength]
>Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
>Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
>Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
>Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
>Tech: Bronze Tools (d4), Agriculture (Basic Fertiliser), Stone-working (Stone Architecture), Animal Hides (Winter clothes) [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]


1) In order to ensure our people's continued survival against the nomads and others who wander the lands outside our own, we must improve our warrior's equipment. We shall develop bronze spears: that shall pierce and cut through flesh and hide; that shall keep our enemies from striking our warriors with their range.

2) Even with these newest weapons of the finest material known to us, it shall not change our warrior's raw and unrefined nature. We shall seek to drill, to train and to prepare them to fight against anything they might encounter. That they might form a mighty, fearless and tireless wall of spears for any who challenge our people to throw themselves on without end.

3) Musical instruments: drums, flutes and other such things should be produced that our people's free-hours are filled with beautiful music and so that our army can march to the beat of a mighty drum to terrify our enemies with their thunder like a coming storm.
>>
Rolled 30, 15, 72, 74, 16, 80 = 287 (6d100)

Name: Cave Painters
Colour: Blue
Fluff: Along the hills of "gaul" a tribe of Cave Painters make complex markings upon the rocky walls. These tell stories, about what happened before, about things that new generations should know. The Cave Painters are a relatively peaceful and inquisitive tribe interested in learning many things rather than conquest.

Number of Green Territories: 1 [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 20 [Your population can’t increase higher than your pop cap]
Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5 [Together with your military stat, this determines your military strength]

Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]

Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: 1 [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]

Tech: Bronze Tools (d4), Agriculture, Animal Hides, Very basic refrigeration

1-2. Hoping the greater amount of food, the smartest Cave Painters again seek to show the others how writing will help make things easier for future generations.

3-4. Efforts are again made to improve the reputtion of wisemen and thinkers among the cave painters.

5-6. A special meeting circle is carved using Bronze tools from a rocky place, where people can freely discuss items of importance or share new ideas.
>>
>>2079832

Actually put me in Eastern Europe along the west coast of the Black Sea, thanks
>>
Rolled 32, 49, 34 = 115 (3d50)

>>2079348
Name: Scyaria
Colour: Light Purple
Fluff: A tribal region in Eastern Europe, the Scyarians lead spiritual lives dedicated to the words of a Buddha. They seek to become one with nature.

-don't fill out the following-
Number of Green Territories: 1
Number of Yellow Territories:
Number of Red Territories:
Pop Cap: 10
Pop Growth: 1%
Pop: 5
Military: 15%
Military Strength: 0.75
Unhappiness: 0
Regions colonized:

Tech: Bronze Tools (d4), Agriculture, Animal Hides

1. Start to build a settlement, the extra hides can be used to insulate the walls.

2. Repeat number two, without using dirt and plant fibers this time.

3. Explore some to the East
>>
Rolled 27, 90, 52 = 169 (3d100)

>>2080245
Shit, don't know why I did d50
>>
>>2078825
Gilgamesh would spin in his grave to be forgotten for sheepy lads.
>>
Rolled 28, 52, 53 = 133 (3d100)

>>2079347
Name: Inulu Lakham
Colour: Blue
Fluff: A people that followed the mamoths over an ice bridge, the game slowly dwindled to nothing and the people settled down in lands with lots of good game, if smaller than what they were used too.

Number of Green Territories: 2 [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: 0 [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 20 [Your population can’t increase higher than your pop cap]
Pop Growth: 1.5% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5.18 [Together with your military stat, this determines your military strength]
Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
Unhappiness: 5 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
Tech: Bronze Tools (d4), Agriculture, Animal Hides, Wooden architecture, Very Basic Sewerage [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]

1. Continue to work on how to preserve and prepare the fruits!

2. Arrange to worship the goddess outside in the forest in a clearing.

3.Blaze and mark safe paths for our people to travel quickly.
>>
Next update will be posted in about 15 minutes to give time for people to find the post again
>>
>>2084678
God dammit man you had to return just as I am going to sleep.
>>
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>>2079832
Number of Green Territories: 1
Regions colonized: 1

>>2079964
Your people develop spearheads made of bronze. Much better than the weapons you were using before. Tech: Bronze Spears (d8)
Before your armies can learn to walk, they must learn to crawl. Your military leaders start them off by teaching them organizational skills that allow them to keep pace with one another and walk in time. They develop marching. Tech: Military Step (+1 combat)

>>2079973
(No catchup actions. I'm taking the first three rolls and not using the last three)
Your people quickly adopt the new writing system but not intentionally. It's something that people started doing subconciously as they found it easier to leave eachother notes rather than having to wait until they see eachother next. Tech: Writing
Even with this development of technology, your people are wary of the wisemen
A large meeting place is created for your people, dug out from the wall of the cave system they live in. A grand chamber where they discuss possible solutions to problems they face.
>>
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>>2080245
Your people build their houses with hides in and on the walls to keep them warm however, it would seem some didn't clean and prepare their hides as well as they should as the houses begin to smell terribly and attract wild animals.
Your wisemen create bronze swords. Using the same metals that they use for your tools, they develop a blade stronger than stone. Tech: Bronze sword (d8)
You send scouts out to the East. Some like it there and decide to stay, sending only a couple back. Number of Green Territories: 2
Pop Cap: 20

>>2081288
Your people decide to try and submerge their fruit in water. It doesn't preserve the fruit but instead makes the water undrinkable once the fruit rots.
Using crushed petals and dung, a holyman creates a place of worship in a glade. The petals and dung makes the grass grow in ways and colours that your people don't understand and it has a divine sense to it. Everyone in your nation flocks to it when it comes time to pray.
A wiseman sets a small, contained fire in the grass and manages to direct it. The fire burns the grass down to the dirt which makes following paths much easier. While the grass would grow back eventually, foot traffic on these paths means that it won't for a long time as all stalks are crushed as they begin to grow.
>>
Rolled 83, 84, 45 = 212 (3d100)

>>2084840
Name: Inulu Lakham
Colour: Blue
Fluff: A people that followed the mamoths over an ice bridge, the game slowly dwindled to nothing and the people settled down in lands with lots of good game, if smaller than what they were used too.

Number of Green Territories: 2 [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: 0 [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 20 [Your population can’t increase higher than your pop cap]
Pop Growth: 1.5% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5.18 [Together with your military stat, this determines your military strength]
Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
Unhappiness: 5 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
Tech: Bronze Tools (d4), Agriculture, Animal Hides, Wooden architecture, Very Basic Sewerage [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]

1.. Continue trying to preserve the food.

2. While all the fruit is filling, we need some meat too, develop better hunting tools.

3.Learn to cast the metals of our tools better, they dull and break too easily.
>>
>>2079348
>Name: Reme
>Colour: Gold
>Fluff: A man in a village on a hill, a kinslayer raised by wolves, has a dream of a city. A sprawling metropolis, with an army designed for conquest and a people growing fat and free from the prosperity they enjoy. And in that city, on a hill, is a Palace. His palace.

>The Empire of his dreams shall be his, whether he must forge it in the fires of war or acquire it through peaceful trade.

>-don't fill out the following-
>Number of Green Territories: 3 [For every green territory you control, you gain +10 to your population cap]
>Number of Yellow Territories: [For every yellow territory you control, you gain +5 to your population cap]
>Number of Red Territories: [For every red territory you control, you gain +1 to your population cap]

>Pop Cap: 30 [Your population can’t increase higher than your pop cap]
>Pop Growth: 1.5% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
>Pop: 5 [Together with your military stat, this determines your military strength]

>Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
>Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]

>Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
>Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]

>Tech: Bronze Tools (d4), Agriculture, Animal Hides, Bronze Gladius (d8), Military Step (+1 combat), Dugout (d4), Very Basic Sewage, Bronze Armor (+2 combat)

1. Improve the boats. I want some more fish in my diet, dammit!

2. Jimmithus' house collapsed during last night's rain. Is there any way we can make houses out of something more durable than mud?

Let's expand inland, this time. Go Eastwards, until we reach the coast.
>>
Rolled 92, 85, 19 = 196 (3d100)

>>2084894
>>
>>2084876
Name: Inulu Lakham
Colour: Blue
Fluff: A people that followed the mamoths over an ice bridge, the game slowly dwindled to nothing and the people settled down in lands with lots of good game, if smaller than what they were used too.

Number of Green Territories: 2 [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: 0 [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 20 [Your population can’t increase higher than your pop cap]
Pop Growth: 1.5% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5.26 [Together with your military stat, this determines your military strength]
Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
Unhappiness: 1 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: 1 [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
Tech: Bronze Tools (d4), Agriculture, Animal Hides, Wooden architecture, Very Basic Sewerage [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]

revised stats
>>
Rolled 51, 29, 36 = 116 (3d100)

Name: Nimbelvania
Colour: Dark grey
Fluff: The great kingdom of Nimbelvania can be traced back to one man, Nimh Bell, otherwise known as Nimh the Builder. Nimh the Builder traveled the lands far and wide with his tribe, finally settling in the Balkan Peninsula along the Black Sea. The Nimbelvanians place a high value on personal strength, and believe that strengthening oneself is the primary means of discovering the true meaning of life and reaching perfection. They worship a variety of gods with different domains to call their own, but they hold Nascheon, the Lord of War, in the highest regard. They do not shun cooperation and commerce, however, and have limited trade with nearby nations.
-don't fill out the following-
Number of Green Territories: 1
Number of Yellow Territories: 0
Number of Red Territories: 0
Pop Cap: 10
Pop Growth: 1%
Pop: 5
Military: 15%
Military Strength: 0.75
Unhappiness: 0
Regions colonized: 1 (Unhappiness gained: 1/turn)
Tech: Bronze Tools (d4), Agriculture, Animal Hides

1. The Nimbelvanians, always eager for strength, decide to turn their bronze tools into stronger, sturdier weapons meant for fighting. They start by making swords, ideal weapons for the burgeoning Nimbelvanian military.
2. Nimh Bell looked around his village, seeing that the streets were covered in filth and debris. Not only was it making the people sick, but it was unbecoming of newly civilized folk to be so messy. Nimh Bell then decided he would try to build outhouses, connected to ditches and tunnels underneath to move the waste underground and eventually out of the villages of Nimbelvania.
3. Lastly, Nimh Bell predicted that as his empire grew, it would inevitably need more space to grow, and thus Nimh Bell decided to expand the borders of Nimbelvania westward to give plenty of space to colonize.
>>
>>2084840

Name: Emu-Torre
Colour: Beige or some shade of yellow
Fluff: Deep in the outback of Australia rose two tribes, the Emu and the Torre, who waged war on each-other in a endless cycle of savagery and despair. They had many differences but their key issue lay over the hunting of the many emus that ranged across Australia. While the Emu venerated and even worshiped these animals, the Torre sought to enslave and even butcher them like other tribes had done with the local sheep and goats. It took many years of bloodshed before the two tribes were pushed to brink of existence by their feud. Yet a great man rose. A prophet by the name of Novaz came from the desert and not only convinced the chieftains to put down their arms but even come together to plant the fields. Many fences were mended and facing a slow eventual death if separate , the two tribes decided to become one.
-don't fill out the following-
Number of Green Territories: [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 10 [Your population can’t increase higher than your pop cap]
Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5 [Together with your military stat, this determines your military strength]

Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]

Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]

Tech: Bronze Tools (d4), Agriculture, Animal Hides [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]

1-99) Let us tame the shit out of these emus.
>>
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>>2084876
Your people accidentally dry their fruits in the sunlight oneday. It isn't long before they find that it has made the fruit last much longer than what it usually would have and now, everyone is drying their fruits. Tech: Fruit Drying
Your scouts find a ruddy metal in the mud near the swamps. They do some digging and find a large vein of iron which they smelt like they would bronze and develop new tools and weapons for hunting. Tech: Iron Tools, Iron Axes (d10)

>>2084894
Your people develop a much larger ship with rows of oars on either side. Many people and items can be transported upon their new galleys. Tech: Sail-less Galleys (d6)
Jimmithus attempts to build a sturdier house. Rather than building it solely from mud, he uses wooden supports so the mud won't collapse in heavy rain. Tech: Wooden Architecture
Your people send a few scouts to the East. Half return telling tales of barbarians.
>>
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>>2084977
Your people create weapons from their tools, puttin hammers on the end of poles. They use leverage to crush the skulls of their enemies. Tech: Bronze warhammers (d8)
Nimh Bell sees the need for waste removal and attempts to counteract it by burrying the waste but it is much harder to move waste once than once thought. The streets are still full of faeces
Your borders expand and Nimh Bell sees his new land and is pleased. Deeper in land, his people settle houses. Number of Green Territories: 2
Pop Cap: 20

>>2085027
Number of Red Territories: 10
Regions Colonized: 1
>>
Rolled 50, 11, 24 = 85 (3d100)

>>2085089
Name: Inulu Lakham
Colour: Blue
Fluff: A people that followed the mamoths over an ice bridge, the game slowly dwindled to nothing and the people settled down in lands with lots of good game, if smaller than what they were used too.

Number of Green Territories: 2 [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: 0 [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 20 [Your population can’t increase higher than your pop cap]
Pop Growth: 1.5% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5.34 [Together with your military stat, this determines your military strength]
Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
Unhappiness: 3 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
Tech: Bronze Tools (d4), Agriculture, Animal Hides, Wooden architecture, Very Basic Sewerage, Fruit Drying, Iron Tools, Iron Axes (d10) [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]

1. Build a place to store our preserved food.

2.Try to cultivate plants we can use to cloth ourself.

3. Expand the nation!
>>
Rolled 16, 10, 23 = 49 (3d100)

Name: Nimbelvania
Colour: Dark grey
Fluff: The great kingdom of Nimbelvania can be traced back to one man, Nimh Bell, otherwise known as Nimh the Builder. Nimh the Builder traveled the lands far and wide with his tribe, finally settling in the Balkan Peninsula along the Black Sea. The Nimbelvanians place a high value on personal strength, and believe that strengthening oneself is the primary means of discovering the true meaning of life and reaching perfection. They worship a variety of gods with different domains to call their own, but they hold Nascheon, the Lord of War, in the highest regard. They do not shun cooperation and commerce, however, and have limited trade with nearby nations.
-don't fill out the following-
Number of Green Territories: 1
Number of Yellow Territories: 0
Number of Red Territories: 0
Pop Cap: 20
Pop Growth: 1%
Pop: 5.1
Military: 15%
Military Strength: 0.75
Unhappiness: 0
Regions colonized: 1 (Unhappiness gained: 1/turn)
Tech: Bronze Tools (d4), Agriculture, Animal Hides, Bronze Warhammers

1. Another attempt is made at getting the people to clean up the designated shitting streets and undesignate them in favor of the outhouses.
2. Nimh Bell also promotes the cleaning of the body as well, removing the filth of the day in bodies of water. This not only made the people not stink to high heavens but also cleansed the body of disease.
3. The making of bronze required both copper and tin, and one could not be made without the other. The Nimbelvanians experiment with smelting other materials that are just as strong and durable as bronze but only require one ore to make.
>>
Rolled 92, 68, 16 = 176 (3d100)

>>2085094
>Name: The Emu-Torre
>Colour: Beige or some shade of yellow
>Fluff: see above
>Number of Green Territories:0 [For every green territory you control, you gain +10 to your population cap]
>Number of Yellow Territories: 0 [For every yellow territory you control, you gain +5 to your population cap]
>Number of Red Territories: 10 [For every red territory you control, you gain +1 to your population cap]
>Pop Cap: 10 [Your population can’t increase higher than your pop cap]
>Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
>Pop: 5 [Together with your military stat, this determines your military strength]
>Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
>Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
>Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
>Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
>Tech: Bronze Tools (d4), Agriculture, Animal Hides [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]

1) Our tribes have hunted the emu across the Outback and into their lairs for time immemorial. The Torre were right to attempt to domesticate these creatures for their enormous frames held meat, hide, and feather galore. With the appropriate supplications to the Emu members of the tribe, these projects begin again. Domesticate the local emus.

2) The Emu were a deeply superstious lot whose admiration of the emu bordered on worship. So why not just push it a few steps further. Convince the people that emus are not only sacred animals but worthy of worship in their own right along with a whole pantheon of minor local spirits that Prophet had discovered. Hopefully, this would tie the tribe further together. Create Basic Tribal Pantheon/Theology/Worship/some shit

3) While our lands our rich in natural resources, our crops can barely survive in this arid land. We need to figure out a way to bring fresh water to our crops efficiently. Invent basic irrigation
>>
>>2085094
Name: People of white Stone
Colour: White
Fluff: Two migrating groups came across a clean source of water, atop cliffs of smooth white stone. Deciding against corrupting the water with bodies, they intermarried, and now look to expand outwards.

Number of Green Territories:[For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories:[For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories:[For every red territory you control, you gain +1 to your population cap]
Pop Cap: 10 [Your population can’t increase higher than your pop cap]
Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5 [Together with your military stat, this determines your military strength]
Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
Unhappiness:[If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
Tech: Bronze Tools (d4), Agriculture, Animal Hides [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]

Im thinking Cliffs of Dover for area?
>>
Rolled 86, 18, 57 = 161 (3d100)

>>2084840
>Name: Scyaria
>Colour: Light Purple
>Fluff: A tribal region in Eastern Europe, the Scyarians lead spiritual lives dedicated to the words of a Buddha. They seek to become one with nature.
>-don't fill out the following-
>Number of Green Territories: 2
>Number of Yellow Territories:
>Number of Red Territories:
>Pop Cap: 20
>Pop Growth: 1%
>Pop: 5.05
>Military: 15%
>Military Strength: 0.75
>Unhappiness: 0
>Regions colonized: 1

Tech: Bronze Tools (d4), Agriculture, Animal Hides, Bronze swords (d8)

1. Our farms grow fine, sure, but it seems like something's missing. When rain doesn't fall, the plants wither and yield much less.

2. Our hunters have seen deer rub their bodies across certain patches of clay and peat, this could be used somehow.

3. Try building with wood this time, it's plentiful and excess can be used as fuel.
>>
Rolled 99, 19, 62 = 180 (3d100)

>>2085089
>Name: Reme
>Colour: Gold
>Fluff: A man in a village on a hill, a kinslayer raised by wolves, has a dream of a city. A sprawling metropolis, with an army designed for conquest and a people growing fat and free from the prosperity they enjoy. And in that city, on a hill, is a Palace. His palace.

>The Empire of his dreams shall be his, whether he must forge it in the fires of war or acquire it through peaceful trade.

>-don't fill out the following-
>Number of Green Territories: 3 [For every green territory you control, you gain +10 to your population cap]
>Number of Yellow Territories: [For every yellow territory you control, you gain +5 to your population cap]
>Number of Red Territories: [For every red territory you control, you gain +1 to your population cap]

>Pop Cap: 30 [Your population can’t increase higher than your pop cap]
>Pop Growth: 1.5% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
>Pop: 5 [Together with your military stat, this determines your military strength]

>Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
>Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]

>Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
>Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]

>Tech: Bronze Tools (d4), Agriculture, Animal Hides, Bronze Gladius (d8), Military Step (+1 combat), Dugout (d4), Very Basic Sewage, Bronze Armor (+2 combat), Sail-less Galleys (d6), Wooden Architecture

Oof, barbarians? FUCK THOSE GUYS! AVE IMPERATOR!

Actually, while we're on a conquering bent, send some galleys out to those islands. I bet we can get a fuckton of fish from over there.

And, if we've got time left over, let's work on finding something else to work with. Bronze is nice, but I want something more...more. It bends and breaks p. damn easy.
>>
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>>2085113
Deep in the forests, as far from the swamps as you could get, you store your dried fruit in the shade of a great cypress.
Your people have one of the best ideas they have ever thought of. They begin trying to use plant fibers to clothe themselves but unfortunately, they try using the wrong plants. The fibers are too delicate to weave and they give up shortly after.
You send settlers further in land. They return with talk of aligators making it too dangerous right now.

>>2085171
Nimh Ball is truly a man before his time. He implores people to bathe and keep the nation clean but they do not listen to him. They turn to him for guidance in how to grow the nation but not how to maintain it.
Your people begin moving different rocks from the nearby mountains. Some, the crack open to find out what's inside, others they try to smelt. They are not metal though, they are rocks and it does not work.

>>2085244
Your people quickly domesticates the emus. They also learn to ride upon their backs into battke. Tech: Emu Domestication, Emuback Riding (d6)
The Emu begin teaching the Torre the culture of emu worship. The Torre and Emu come closer together as they both worship the emu as their sacred animal.
As your people begin trying to move water further in land. They find it is too hot and arid and the water evaporates too quickly.
>>
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>>2085280
Number of Green Territories: 1
Regions Colonized: 1

>>2085370
Your people learn to create large pits in the ground, lined with wood and bronze so when it rains, the water can collect. When it doesn't rain, your people can collect from the reserves and spread it amongst the farmlands. Tech: Reservoirs
Your hunters notice that where deer seem to congregate, there are often signs like the velvet from their antlers being left behind in soft ground. They tell the others about this and soon, all your people are rubbing themselves on the ground to remove dead and flaky skin.
Wooden houses begin popping up around your nation. Those that know anything, know that wood is sturdier than mud and dung and so wood becomes the new, most common building supply. Tech: Wooden Architecture.

>>2085491
You conqure the lands of the filth and take the land that you deserve in one swift swoop. Number of Green Territories: 5
Pop Cap: 50
With your ships on the shore, you begin moving supplies onto the deck when a storm seamingly comes from nowhere, beaching the galleys and keeping you on land.
Your people explore the hills in the north of your nation and find a ruddy metal which they begin working. Tech: Iron tools (d8)
>>
Rolled 81, 4, 92 = 177 (3d100)

>>2085534
Number of Green Territories: 2 [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: 0 [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 20 [Your population can’t increase higher than your pop cap]
Pop Growth: 1.5% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5.45 [Together with your military stat, this determines your military strength]
Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
Unhappiness: 2 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
Tech: Bronze Tools (d4), Agriculture, Animal Hides, Wooden architecture, Very Basic Sewerage, Fruit Drying, Iron Tools, Iron Axes (d10) [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]

1. once again try to create clothes from plants

2. Expand

3. Learn to shape wood so that it and people on it can float on water.
>>
Rolled 26, 23, 68 = 117 (3d100)

Name: Nimbelvania
Colour: Dark grey
Fluff: The great kingdom of Nimbelvania can be traced back to one man, Nimh Bell, otherwise known as Nimh the Builder. Nimh the Builder traveled the lands far and wide with his tribe, finally settling in the Balkan Peninsula along the Black Sea. The Nimbelvanians place a high value on personal strength, and believe that strengthening oneself is the primary means of discovering the true meaning of life and reaching perfection. They worship a variety of gods with different domains to call their own, but they hold Nascheon, the Lord of War, in the highest regard. They do not shun cooperation and commerce, however, and have limited trade with nearby nations.
-don't fill out the following-
Number of Green Territories: 1
Number of Yellow Territories: 0
Number of Red Territories: 0
Pop Cap: 20
Pop Growth: 1%
Pop: 5.1
Military: 15%
Military Strength: 0.75
Unhappiness: 0
Regions colonized: 1 (Unhappiness gained: 1/turn)
Tech: Bronze Tools (d4), Agriculture, Animal Hides, Bronze Warhammers

1. Nimh Bell is dedicated to the idea and believes that the people will see the benefits in time once his plans succeed. Thus he will try again with the sewerage and sanitation efforts, until it works.
2. He'll try getting the people to bathe as well. Surely they do not truly want to stink, right?
3. The people of Nimbelvania had many ideas and stories, but relying on word of mouth alone limited their effectiveness. Thus Nimh Bell decides to get all the scholars and wisemen of the tribe together and work on creating a way to record such ideas and stories.
>>
Rolled 82, 31, 50 = 163 (3d100)

>>2085539
Name: People of white Stone
Colour: White
Fluff: Two migrating groups came across a clean source of water, atop cliffs of smooth white stone. Deciding against corrupting the water with bodies, they intermarried, and now look to expand outwards.

Number of Green Territories: 1 [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: 0[For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories:0[For every red territory you control, you gain +1 to your population cap]
Pop Cap: 10
Pop Growth: 1%
Pop: 5
Military: 15%
Military Strength: 0.75
Unhappiness:0
Regions colonized: 1
Tech: Bronze Tools (d4), Agriculture, Animal Hides

Our gathering and hunting are good enough for us currently, but we need to draw more people towards us. The sea can provide well for us, but we must move upon it. (develop small dugouts/corrals)

Spread further outwards, head to more lands down the coast.

Our animal hide structures are good for temporary camps, but more permament structures are needed. We can form buildings from the earth itself. (Clay/mud brick construction)
>>
Rolled 83, 87, 69 = 239 (3d100)

>>2085539
>Name: Reme
>Colour: Gold
>Fluff: A man in a village on a hill, a kinslayer raised by wolves, has a dream of a city. A sprawling metropolis, with an army designed for conquest and a people growing fat and free from the prosperity they enjoy. And in that city, on a hill, is a Palace. His palace.

>The Empire of his dreams shall be his, whether he must forge it in the fires of war or acquire it through peaceful trade.

>-don't fill out the following-
>Number of Green Territories: 5 [For every green territory you control, you gain +10 to your population cap]
>Number of Yellow Territories: [For every yellow territory you control, you gain +5 to your population cap]
>Number of Red Territories: [For every red territory you control, you gain +1 to your population cap]

>Pop Cap: 50 [Your population can’t increase higher than your pop cap]
>Pop Growth: 1.5% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
>Pop: 5 [Together with your military stat, this determines your military strength]

>Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
>Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]

>Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
>Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]

>Tech: Bronze Tools (d4), Agriculture, Animal Hides, Bronze Gladius (d8), Military Step (+1 combat), Dugout (d4), Very Basic Sewage, Bronze Armor (+2 combat), Sail-less Galleys (d6), Wooden Architecture, Iron Tools (d8)

Awesome, we've got room to grow and no barbarians nearby. Let's focus on our tech base.

First, infrastructure. Caves are nice, but tacky. Is there any way we can make something with the sturdiness of a cave not actually be a cave?

Second, plumbing. How do we make things not be smelly as fuck, because while the bucket idea is better it's still really damn nasty.

Third, WEAPONS! This iron shit is awesome. Let's put it in our stabby implements!
>>
Rolled 29, 25, 13 = 67 (3d100)

>>2085534
>Name: The Emu-Torre
>Colour: Beige or some shade of yellow
>Fluff: see above
>Number of Green Territories:0
>Number of Yellow Territories: 0
>Number of Red Territories: 10
>Pop Cap: 10
>Pop Growth: 1%
>Pop: 5.05
>Military: 15%
>Military Strength: 0.75
>Unhappiness: 0
>Regions colonized:1
>Tech: Bronze Tools (d4), Agriculture, Animal Hides, Emu Domestication, Emuback Riding (d6)

1) The people are right. While we will need revisit the issue of water collection, our lands are simply too unsuitable for widescale agriculture. Expand south into the Green Coastal Territories

2) Throwing spears are good but they simply lack the range and power to kill some of the bigger animals in the Outback. We need something to launch them faster and stronger. Hell, maybe we can even add some emu feathers to make em fly straighter. Invent Archery

3) Too many legends and truths have been lost to time due to a lack of records.Now that we have finally found our true gods, it is important that we do not lose them to the annals of time. One of our wisemen seek to correct this by drawing some weird squiggles in the sand and assigning them meaning.
>>
Rolled 45, 93, 20 = 158 (3d100)

>>2085534
>>Name: Scyaria
>>Colour: Light Purple
>>Fluff: A tribal region in Eastern Europe, the Scyarians lead spiritual lives dedicated to the words of a Buddha. They seek to become one with nature.
>>-don't fill out the following-
>>Number of Green Territories: 2
>>Number of Yellow Territories:
>>Number of Red Territories:
>>Pop Cap: 20
>>Pop Growth: 1%
>>Pop: 5.1
>>Military: 15%
>>Military Strength: 0.75
>>Unhappiness: 0
>>Regions colonized: 1
>Tech: Bronze Tools (d4), Agriculture, Animal Hides, Bronze swords (d8), Reservoir, Wooden Architecture

Never doubt the stupidity of my people when it comes to possible medicine, oh well.

1. Keep trying to find herbs for medicinal purposes.

2. These swords of ours have served us well, but some of our men die from wounds in combat. Something to protect them a tad bit more than hides would increase our longevity.

3. Expand some more, this time to the North.
>>
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>>2085551
Your people find a fiberous plant called hemp. They begin cultivating it and manage to weave the fibers into cloth. Your people drape the cloth over themselves, as they would animal hide. Tech: Hemp cloth
Your scouts once again head into the swamps, only to return with stories of big, angry lizards
Your wisemen carve large divets in big, thick logs to allow people to flow on water. Tech: Dugouts (d4)

>>2085565
Your people begin pooping in deep holes which they later bury. It significantly reduces the smell but it will still linger. Tech: Very Basic Sewerage.
Pop Growth: 1.5%
Your people still smell though because, despite poo in loo, they still won't bathe
Your wise men begin writing. A new method of recording history and passing information on to future generations. Currently, they mostly write about how bad everything smells.

>>2085572
Your people develop dugouts by carving logs into a shape that will allow them to float on water. Tech: dugouts (d4)
They spread down the coast, creating more farmland and houses. Number of Green Territories: 2
Pop Cap: 20
Your wise men scoop mud from the ground and shape it into bricks, they let it bake in the sun and use it to build houses. If there are strong rains, they are still likely to collapse. Tech: Mudbrick architecture
>>
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>>2085642
Your people stack stones ontop of eachother in ways that it won't fall down even under strong winds. Tech: Stone Architecture
Your engineers dig underground canals that lead from every home, into the ocean. All the filth is washed along underground and out, away from your nation. Tech: Sewage
Pop Growth: 2.5
Your weaponsmiths can make more weapons out of the more available iron. Soon, Bronze Gladiuses are replaced by Iron longswords. Tech: Iron Longswords (d10)

>>2085645
Your scouts head out to the coast where the grass is greener. And not burnt. They return shortly after with tales of great beasts of the waters and evil bears that live in the trees. Many are too scared to go right now.
Your people develop bows and arrows. Using sinew from emus and wood, they can launch feathered spears. Tech: Archery (d6)

>>2085726
Your people soon find a flower called poppies which they can milk for pain relief while doctors determine what's wrong. The medicine is known as opium. Tech: Very Basic Medicine
Your soldiers develop a shield. Planks of wood strapped together with a metal band that can block attacks. So long as you can meet a blow with your shield, you're almost invincible.
Your men head North. They clear the land of barbarians but when they return they are greatly weakened. If it weren't for their shields, they would have been overrun by barbarians. Number of Green Territories: 3
Pop Cap: 30
>>
>>2085778
>>2085771
Last round for tonight, Be back same time Friday night
>>
Rolled 79, 86, 96 = 261 (3d100)

>>2085778
>Name: Scyaria
>Colour: Light Purple
>Fluff: A tribal region in Eastern Europe, the Scyarians lead spiritual lives dedicated to the words of a Buddha. They seek to become one with nature.
>Number of Green Territories: 3
>Number of Yellow Territories:
>Number of Red Territories:
>Pop Cap: 30
>Pop Growth: 1%
>Pop: 5.15
>Military: 15%
>Military Strength: 0.75
>Unhappiness: 0
>Regions colonized: 1
>Tech: Bronze Tools (d4), Agriculture, Animal Hides, Bronze swords (d8), Reservoir, Wooden Architecture, Very Basic Medicine

1. Shit happens, literally. Waste begins to build up, and there must be a way to remove it. It smells terrible and attracts flies.

2. Shields are great and all, but one mistake and you'll still end up dead. Something similar to a shield, except placed on the body, would give extra protection to our soldiers.

3. Search for stronger metals, bronze breaks somewhat easily and we'll need every advantage we can get against uncultured barbarians.
>>
Rolled 45, 9, 66 = 120 (3d100)

Name: Nimbelvania
Colour: Dark grey
Fluff: The great kingdom of Nimbelvania can be traced back to one man, Nimh Bell, otherwise known as Nimh the Builder. Nimh the Builder traveled the lands far and wide with his tribe, finally settling in the Balkan Peninsula along the Black Sea. The Nimbelvanians place a high value on personal strength, and believe that strengthening oneself is the primary means of discovering the true meaning of life and reaching perfection. They worship a variety of gods with different domains to call their own, but they hold Nascheon, the Lord of War, in the highest regard. They do not shun cooperation and commerce, however, and have limited trade with nearby nations.
-don't fill out the following-
Number of Green Territories: 1
Number of Yellow Territories: 0
Number of Red Territories: 0
Pop Cap: 20
Pop Growth: 1%
Pop: 5.2071
Military: 15%
Military Strength: 0.75
Unhappiness: 3
Regions colonized: 1 (Unhappiness gained: 1/turn)
Tech: Bronze Tools (d4), Agriculture, Animal Hides, Bronze Warhammers (d8), Writing

1. Nimh Bell is pleased by the slight freshening of the air, but still encourages people to bathe nonetheless.
2. The Nimbelvanians' search for iron continues.
3. Nimh Bell orders an expansion of the lands of Nimbelvania, going east and north once more.
>>
Rolled 81, 2, 81 = 164 (3d100)

>>2085771
Number of Green Territories: 2 [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: 0 [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 20 [Your population can’t increase higher than your pop cap]
Pop Growth: 1.5% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5.53 [Together with your military stat, this determines your military strength]
Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.83 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
Unhappiness: 1 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
Tech: Bronze Tools (d4), Agriculture, Animal Hides, Wooden architecture, Very Basic Sewerage, Fruit Drying, Iron Tools, Iron Axes (d10),Dugouts (d4), Hemp cloth [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]

1.Expand

2. make bigger and better boats

3. learn to bake our food
>>
>Name: Reme
>Colour: Gold
>Fluff: A man in a village on a hill, a kinslayer raised by wolves, has a dream of a city. A sprawling metropolis, with an army designed for conquest and a people growing fat and free from the prosperity they enjoy. And in that city, on a hill, is a Palace. His palace.

>The Empire of his dreams shall be his, whether he must forge it in the fires of war or acquire it through peaceful trade.

>-don't fill out the following-
>Number of Green Territories: 5 [For every green territory you control, you gain +10 to your population cap]
>Number of Yellow Territories: [For every yellow territory you control, you gain +5 to your population cap]
>Number of Red Territories: [For every red territory you control, you gain +1 to your population cap]

>Pop Cap: 50 [Your population can’t increase higher than your pop cap]
>Pop Growth: 2.5% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
>Pop: 5 [Together with your military stat, this determines your military strength]

>Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
>Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]

>Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
>Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]

>Tech: Agriculture, Animal Hides, Bronze Gladius (d8), Military Step (+1 combat), Dugout (d4), Very Basic Sewage, Bronze Armor (+2 combat), Sail-less Galleys (d6), Wooden Architecture, Iron Tools (d8), Iron Longswords (d10), Sewage (Pop Growth: 2.5), Stone Architecture

1. Swords are nice, Armor's fine, but one of our lads came in wearing a gauntlet padded by wood with strips of iron. It looked pretty damn impractical to make, but considering he wrecked everyone in a spar by making them all hit his gauntlet, he might be onto something. See if it can be refined.

2. Alright, we've officially gotten rid of the shit. While it's HELPED the smell, it's certainly not gotten rid of it. And we all know the cause. Getting people to scrub themselves of the day's exertions in the river leaves them smelling better, but it also fouls the river downstream. Find a better solution to help keep everyone clean for relatively cheap.

3. Jerry the farmhand took to making marks on a piece of hide with charcoal to keep track of all the cattle in his field. His merchant brother took one look at it, and put it before the rest of us as a way of keeping track of everything. But will this 'Math' thing work?
>>
Rolled 75, 60, 60 = 195 (3d100)

>>2085841
FOrgot rolls again
>>
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>>2085818
(Forgot from last turn. Tech: Wooden Shields (Combat +1)
Your people begin digging holes outside their houses where they can poop and then bury when it gets full. It's much more hygenic. Tech: Very Basic Sewerage
Pop Growth: 1.5%
Your people develop clothing made of Bronze which protects them from blows. Tech: Bronze Armour (+2 combat)
Your scouts find a ruddy metal in the mountains. They bring it back down and the wisemen smelt it. Mining of iron has begun. Tech: Iron Tools (d8)

>>2085819
(You didn't update your sewerage or pop growth)
Your people finally heed your words and begin bathing. Hygeine increases. Tech: Bathing
Pop Growth: 2%
A large regiment of scouts climb the nearby mountains looking for metal. They don't return. -0.05 pop
Your people move North East. Number of Green Territories: 3
Pop Cap: 30
>>
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>>2085839
You expand your holds East and West. Number of Green Territories: 4
Pop Cap: 40
Your people attempt making a bigger boat. They use stone for it is a stronger material and they hop aboard for the maiden voyage. It sinks as soon as it gets off the shore. -0.05 pop
Your people begin wraping their food in leaves before putting in the fire, creating a delicious baked meal. Tech: Baking

>>2085841
Your people develop a banded gauntlet which lets them fight with ease. Tech: Banded Gauntlet (+2 combat)
(this replaces the shield)
They begin bathing, making them healthier people. Tech: bathing
Pop Growth: 3%
Your merchants all begin using basic math. They use it to detect thieves and determine prices. Tech: Very Basic Math
>>
Rolled 13, 37, 35 = 85 (3d100)

>>2086090
>Name: Scyaria
>Colour: Light Purple
>Fluff: A tribal region in Eastern Europe, the Scyarians lead spiritual lives dedicated to the words of a Buddha. They seek to become one with nature.
>Number of Green Territories: 3
>Number of Yellow Territories:
>Number of Red Territories:
>Pop Cap: 30
>Pop Growth: 1.5%
>Pop: 5.22
>Military: 15%
>Military Strength: 0.75
>Unhappiness: 0
>Regions colonized: 1
>Tech: Bronze Tools (d4), Agriculture, Animal Hides, Bronze swords (d8), Reservoir, Wooden Architecture, Very Basic Medicine, Iron Tools (d8), Very Basic Sewage
Military Tech: Wooden Shields(+1), Bronze Armour(+2)

1. Well, time to start upgrading those old bronze weapons and armor. Iron is stronger, more durable and generally better. No reason not to.

2. Since people are no longer smelling crap all the time, they realized that they smell just a little bit less like crap. A way to bathe should remove that smell.

3. On a smaller scale, personal reservoirs are made with wooden barrels to keep water. Someone stuck something in his that made it taste better, thought it had an intoxicating effect. Let's attempt to replicate it.
>>
>>2086094
>Name: Reme
>Colour: Gold
>Fluff: A man in a village on a hill, a kinslayer raised by wolves, has a dream of a city. A sprawling metropolis, with an army designed for conquest and a people growing fat and free from the prosperity they enjoy. And in that city, on a hill, is a Palace. His palace.

>The Empire of his dreams shall be his, whether he must forge it in the fires of war or acquire it through peaceful trade.

>-don't fill out the following-
>Number of Green Territories: 5 [For every green territory you control, you gain +10 to your population cap]
>Number of Yellow Territories: [For every yellow territory you control, you gain +5 to your population cap]
>Number of Red Territories: [For every red territory you control, you gain +1 to your population cap]

>Pop Cap: 50 [Your population can’t increase higher than your pop cap]
>Pop Growth: 2.5% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
>Pop: 5 [Together with your military stat, this determines your military strength]

>Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
>Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]

>Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
>Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]

>Tech: Agriculture, Animal Hides, Bronze Gladius (d8), Military Step (+1 combat), Dugout (d4), Very Basic Sewage, Bronze Armor (+2 combat), Sail-less Galleys (d6), Wooden Architecture, Iron Tools (d8), Iron Longswords (d10), Sewage (Pop Growth: 2.5), Stone Architecture, Banded Gauntlet (Shield, +2 combat), Bathing (Pop Growth: 3), Very Basic Math

1. This Math thing (named after Mathias, who stole the credit from his brother Jerrithus) is pretty neat. But his method of tallying is pretty slow and annoying, even if it is exact. Try refining it.

2. Actually, while we're on the topic of math, there's another issue that's come up. Now that we have a way of exactly measuring how many goods one person gets, Merchants have become a great deal more touchy on what they'll trade their goods for. A few of them have started using, scraps of bronze for their base unit of value, and it's worked out pretty well in the regions they operate in. Is there any way to implement this on a larger scale?

3. I really like this stone architecture. But it doesn't really help when bandits can still come and go as they please. Let's build a wall, and make the Bandits pay for it (eventually, we'll use taxpayer money for now).
>>
Rolled 86, 18, 31 = 135 (3d100)

>>2086457
Forgot nametag and rolls
>>
>>2084839
Ah, I don't think I have the time to keep up with this game. you can drop the Cave Painters
>>
Rolled 37, 94, 52 = 183 (3d100)

>>2084839
>Name: Ascerandii
>Colour: Deep / royal purple
>Fluff: A people unified by a shared theology of ancestor worship and an afterlife; their holy months being in the winter when it is believed that the barrier between life and death wears thin, letting them speak with their ancestors and letting the dead finally cross over. They fear however a endless winter: as they worry that this would drain the world of all life resulting in their civilisation's end.

>Number of Green Territories: 4 [For every green territory you control, you gain +10 to your population cap]
>Number of Yellow Territories: 0 [For every yellow territory you control, you gain +5 to your population cap]
>Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
>Pop Cap: 40 [Your population can’t increase higher than your pop cap]
>Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
>Pop: 5.10 [Together with your military stat, this determines your military strength]
>Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
>Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
>Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
>Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
>Tech: Bronze Tools, Bronze Spears (d8), Military Step (+1 combat), Agriculture (Basic Fertiliser), Stone-working (Stone Architecture), Animal Hides (Winter clothes) [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]


1) With our new weapons and better training, we can act more boldly in our expansion. To the south, we will bring civilisation!

2) Stone is ever lasting and unshifting: the perfect medium to store information. With our skill in it's shaping, we shall carve lessons and stories to last forever more!

3) Hides are nice but we must have better for our people: perhaps if we were to tame those fluffy sheep we could harvest their fluff for our own needs...

>This sheep to be precise --> https://en.wikipedia.org/wiki/Bharal
>>
Will start updating again in ~15 minutes
>>
Rolled 10, 57, 11 = 78 (3d100)

>>2086094
>>2085771
Number of Green Territories: 4 [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: 0 [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 40 [Your population can’t increase higher than your pop cap]
Pop Growth: 1.5% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5.56 [Together with your military stat, this determines your military strength]
Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.83 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
Tech: Bronze Tools (d4), Agriculture, Animal Hides, Wooden architecture, Very Basic Sewerage, Fruit Drying, Iron Tools, Iron Axes (d10),Dugouts (d4), Hemp cloth, Baking [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]


1.Our people need to be better at working with wood. Maybe we can make tools better for shaping it?

2. Our people need to learn how to fair the sea better and not get lost in case of abd things, but how?

3. We need to make a place where we can safely hold and store our food a granary perhaps?
>>
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>>2086154
Your worksmiths are stuck in their old ways. They much prefer to use bronze and claim it's stronger but it's much sparser than iron meaning only about half of your men are suitably armed
Your people begin bathing and start to smell less and less, increasing hygeine. Tech: Bathing
Pop Growth: 2%
One of your men tried to store grain and fruit in his reservoir but the rains filled it with water. His water turned murky but the fruit and grain made it bitter-sweet. He got drunk and fell down but enjoyed it none the less. Soon everyone starts to copy him. Tech: Alcohol

>>2086457
Your people develop a much easier way of counting. They call it arithmetic. Tech: Basic Math
People see merchants using bronze scraps and realise that they can trade their bronze items for more if they scrap them up a bit. Soon, everyone has more bronze scraps than they know what to do with causing the scraps to be practically worthless. The worlds first case of hyper-inflation
Your people build a wall to protect themselves from filthy barbarian. You're now protected from any unorganized raids
>>
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>>2086639
You march south and take the lands from those less deserving.
Your people begin carving an alphabet into stone, creating notes and even literature that they enjoy in their spare time. Tech: Writing
Your farmers begin herding sheep and sheering them of their wool. They weave the wool into clothing which most of your people find itchy and uncomfortable but warm none the less.

>>2096220
Your people attempt to make carving tools out of iron but they are no better than you already have.
Your wise men determine that they can track the stars in the sky to help them determine which way they're heading when they sail. Tech: Basic Celestial mapping (+5 on rolls when crossing waters)
Your people create big wooden barrels however they're not made to be air tight at all and bacteria still rots the food quickly
>>
Rolled 42, 24, 64 = 130 (3d100)

>>2096368
Name: Scyaria
Colour: Light Purple
Fluff: A tribal region in Eastern Europe, the Scyarians lead spiritual lives dedicated to the words of a Buddha. They seek to become one with nature.
Number of Green Territories: 3
Number of Yellow Territories:
Number of Red Territories:
Pop Cap: 30
Pop Growth: 2%
Pop: 5.32
Military: 15%
Military Strength: 0.75
Unhappiness: 0
Regions colonized: 1
Tech: Bronze Tools (d4), Agriculture, Animal Hides, Bronze swords (d8), Reservoir, Wooden Architecture, Very Basic Medicine, Iron Tools (d8), Very Basic Sewage, Alcohol, Bathing
Military Tech: Wooden Shields(+1), Bronze Armour(+2)

1. Try making iron weapons, armor and shields again.

2. Alcohol, when one man dumped his into a fire, it burned very brightly, albeit only for a short amount of time. The real question is; can it be weaponized?

3. There's these animals running around, large enough to hold a person or two, and quite fast as well. Some people call them "horses", and it'd do us well if we could possibly domesticate them.
>>
Rolled 70, 17, 67 = 154 (3d100)

>>2096371
Name: Inulu Lakham
Colour: Blue
Fluff: A people that followed the mamoths over an ice bridge, the game slowly dwindled to nothing and the people settled down in lands with lots of good game, if smaller than what they were used too.

Number of Green Territories: 4 [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: 0 [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 40 [Your population can’t increase higher than your pop cap]
Pop Growth: 1.5% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5.56 [Together with your military stat, this determines your military strength]
Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.83 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
Tech: Bronze Tools (d4), Agriculture, Animal Hides, Wooden architecture, Very Basic Sewerage, Fruit Drying, Iron Tools, Iron Axes (d10),Dugouts (d4), Hemp cloth, Baking, Basic Celestial mapping (+5 on rolls when crossing waters)[Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]

1. Work on figuring out the best way to build a structure.

2. Come up with a way to deliver information over an object without being rpesent.

3. What would happen if we applied fire to glass?
>>
Rolled 97, 94, 5 = 196 (3d100)

Name: Durama
Colour: Brown
Fluff: a tribe of tall dark skinned people possessing long hair that forms naturally into slat knotted dreadlocks. they live in the land near the south african coast.

-don't fill out the following-
Number of Green Territories: [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 10 [Your population can’t increase higher than your pop cap]
Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5 [Together with your military stat, this determines your military strength]

Techs: Pottery, Kilns, hunting dogs, Brick making, Clay tools
>>
No changes to the map so map isn't needed

>>2096399
Your craftsmen create swords from the iron once used for tools. Now your armies are better equiped. Tech: Iron Swords (d10)
Your people try throwing the alcohol at targets and then trying to light it but it would seem that it only lights in very specific circumstances that you can't figure out
Your fastest warriors use their speed to catch a horse of guard. They climb upon it's back and eventually it tires and they manage to tame it. Tech: Horseback riding

>>2096402
Your people learn that mud can be baked in the sun and when combined with stone and wood, it can bind the materials to make stronger houses and structures. Tech: Stone architecture
Your people try to project their voice over a large distance but they have yet to find a way to do so effectively
Your wisemen begin trying to smelt the sands, they learn they can mold the liquid and when it dries, it does so transparently. A material that can be seen through. Tech: Crude glass

>>2096405
You didn't have any actions?

Seems pretty dead today. Will pick up again on Sunday, same time
>>
Rolled 66, 19, 66 = 151 (3d100)

>>2096497
Name: Inulu Lakham
Colour: Blue
Fluff: A people that followed the mamoths over an ice bridge, the game slowly dwindled to nothing and the people settled down in lands with lots of good game, if smaller than what they were used too.

Number of Green Territories: 4 [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: 0 [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 40 [Your population can’t increase higher than your pop cap]
Pop Growth: 1.5% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5.56 [Together with your military stat, this determines your military strength]
Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.83 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
Tech: Bronze Tools (d4), Agriculture, Animal Hides, Wooden architecture, Very Basic Sewerage, Fruit Drying, Iron Tools, Iron Axes (d10),Dugouts (d4), Hemp cloth, Baking, Basic Celestial mapping (+5 on rolls when crossing waters),Stone architecture , Crude glass
[Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]


1. Make and seal containers made of glass to preserve food.

2. Build a mine to get rarer earths.

3.learn to shape the land to make sure crops get water.
>>
Rolled 3, 13, 96 = 112 (3d100)

>>2096497
Name: Scyaria
Colour: Light Purple
Fluff: A tribal region in Eastern Europe, the Scyarians lead spiritual lives dedicated to the words of a Buddha. They seek to become one with nature.
Number of Green Territories: 3
Number of Yellow Territories:
Number of Red Territories:
Pop Cap: 30
Pop Growth: 2%
Pop: 5.41
Military: 15%
Military Strength: 0.75
Unhappiness: 0
Regions colonized: 1
Tech: Bronze Tools (d4), Agriculture, Animal Hides, Bronze swords (d8), Reservoir, Wooden Architecture, Very Basic Medicine, Iron Tools (d8), Very Basic Sewage, Alcohol, Bathing, Horseback riding
Military Tech: Wooden Shields(+1), Bronze Armour(+2) Iron Swords(d10)

1. Make iron armor.

2. And iron shields.

3. Let's take some more land to the west.
>>
Rolled 28, 41, 52 = 121 (3d100)

>>2096371
>Name: Reme
>Colour: Gold
>Fluff: A man in a village on a hill, a kinslayer raised by wolves, has a dream of a city. A sprawling metropolis, with an army designed for conquest and a people growing fat and free from the prosperity they enjoy. And in that city, on a hill, is a Palace. His palace.

>The Empire of his dreams shall be his, whether he must forge it in the fires of war or acquire it through peaceful trade.

>-don't fill out the following-
>Number of Green Territories: 5 [For every green territory you control, you gain +10 to your population cap]
>Number of Yellow Territories: [For every yellow territory you control, you gain +5 to your population cap]
>Number of Red Territories: [For every red territory you control, you gain +1 to your population cap]

>Pop Cap: 50 [Your population can’t increase higher than your pop cap]
>Pop Growth: 2.5% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
>Pop: 5 [Together with your military stat, this determines your military strength]

>Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
>Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]

>Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
>Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]

>Tech: Agriculture, Animal Hides, Military Step (+1 combat), Dugout (d4), Bronze Armor (+2 combat), Sail-less Galleys (d6), Iron Tools (d8), Iron Longswords (d10), Sewage (Pop Growth: 2.5), Stone Architecture, Banded Gauntlet (Shield, +2 combat), Bathing (Pop Growth: 3), Basic Math, Walls

Well, it's good we have the walls. And the math as well. Great for keeping track of how much a soldier needs.

1. Actually, what does a soldier need? How much food and excersize does a soldier need to stay in top form? Meat is obviously important, but what else is needed to keep a Soldier as sharp as their blade?

2. The scraps thing WAS a good idea, but just leaving it to scraps proved idiotic. Let's make a formalized token from the bronze, something that can be used en masse but is too detailed to be easily replicated. If we make it of a specific weight of bronze, there shouldn't be any question as to how much it is worth. And if Bronze doesn't work? Find some rarer metal to work with.

3. Good work on the walls. We're finally settled in enough to continue expansion. Our scouts have noticed an island, out to the west, nearly as large as the Rome Proper territory. Clear it of the rabble.
>>
>>2096405
>>2096497
Shit forgot actions.

Action 1: Build homes out of our clay bricks! beatiful clay brick houses so that we don't have to live outside like disgusting steppe tent people.

Action 2: breed our dogs to be BIG boys. bigger dogs=better dogs

action 3: people find that they enjoy the sweet taste of a cane that grows by the water, as well as the fish that swim there. maybe we can try and make an artificial pond where we can grow that cane and breed fish?? (tl;dr artificial ponds)
>>
>>2096371
>Name: Ascerandii
>Colour: Deep / royal purple
>Fluff: A people unified by a shared theology of ancestor worship and an afterlife; their holy months being in the winter when it is believed that the barrier between life and death wears thin, letting them speak with their ancestors and letting the dead finally cross over. They fear however a endless winter: as they worry that this would drain the world of all life resulting in their civilisation's end.

>Number of Green Territories: 6 [For every green territory you control, you gain +10 to your population cap]
>Number of Yellow Territories: 0 [For every yellow territory you control, you gain +5 to your population cap]
>Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
>Pop Cap: 60 [Your population can’t increase higher than your pop cap]
>Pop Growth: 1% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
>Pop: 5.15 [Together with your military stat, this determines your military strength]
>Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
>Military Strength: 0.75 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
>Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
>Regions colonised: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
>Tech: Bronze Tools, Bronze Spears (d8), Military Step (+1 combat), Agriculture (Basic Fertiliser), Stone-working (Stone Architecture), Animal Hides (Winter clothes), Writing [Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]

1) Expand east.

2) Expand south.

3) We should construct vast roads to connect all of our settlements, to enable trade, messages and troops to spread from corner to corner of our empire as fast as possible.
>>
Gonna start updating so post if you haven't
>>
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>>2096514
You create glass jars which you can use to store food. It lasts much much longer. Tech: Glass jars
Your people begin digging underground looking for minerals but come back to the surface with nothing
You begin digging trenches that water can flow through like artificial streams. Your harvests become more bountiful. Tech: Irrigation

>>2096590
Your people refuse to wear iron, seeing it as an inferior metal that wasn't good enough for their ancestors. Bronze continues being the norm but only the affluent can afford to wear it
Your smiths attempt to replace wooden shields with iron but find the process harder than expected
Number of Green territories: 5
Pop Cap: 50
>>
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>>2096956
Your wisemen try to implement new forms of training into your military however, the soldiers feel like they have no need for mind exercises
Your people begin trading with bronze coins, making it easier for those in debt to still survive. Your people are ultimately happier with this new trading system. Tech: Currency
Your soldiers make land on this new island, seemingly untouched by barbarians. After some exploration, it would seem that those that were here before starved to death without knowledge of agriculture and an inability to migrate with their prey. Number of Green Territories: 6
Pop Cap: 60

>>2098197
Gonna need you to roll again. Otherwise it's not fair because you knew your rolls prior. I'll allow you to have an extra 3 rolls this turn to catch up

>>2103150
Roll 6 dice this turn. the first 3 for last turns actions, the rest for this turn.
>>
Rolled 67, 19, 82 = 168 (3d100)

>>2104889
Name: Inulu Lakham
Colour: Blue
Fluff: A people that followed the mamoths over an ice bridge, the game slowly dwindled to nothing and the people settled down in lands with lots of good game, if smaller than what they were used too.

Number of Green Territories: 4 [For every green territory you control, you gain +10 to your population cap]
Number of Yellow Territories: 0 [For every yellow territory you control, you gain +5 to your population cap]
Number of Red Territories: 0 [For every red territory you control, you gain +1 to your population cap]
Pop Cap: 40 [Your population can’t increase higher than your pop cap]
Pop Growth: 1.5% [Your pop growth is how much your population increases by each turn. It can be increased with tech related to medicine or hygiene but not food]
Pop: 5.64 [Together with your military stat, this determines your military strength]
Military: 15% [The percentage of your pop that will fight in battles. This stat will decrease every round by 1% so long as it is higher than 15%]
Military Strength: 0.83 [This is how many dice you roll when attacking or defending, rounded to the nearest number. It is the percentage of your population, determined by your military stat]
Unhappiness: 0 [If this number reaches 50 a civil war occurs. You will lose pop and a territory to a new NPC nation that starts at war with you]
Regions colonized: [How many regions you have a territory in. There are 28 regions on the map. Your unhappiness decreases by this number every turn]
Tech: Bronze Tools (d4), Agriculture, Animal Hides, Wooden architecture, Very Basic Sewerage, Fruit Drying, Iron Tools, Iron Axes (d10),Dugouts (d4), Hemp cloth, Baking, Basic Celestial mapping (+5 on rolls when crossing waters),Stone architecture , Crude glass, Glass jars, Irrigation
[Tech determines your pop growth as well as which dice you roll for combat actions and your bonuses to combat. It also functions as a story telling tool.]


1. With food becoming more plentiful there's another issue, disease. Food that is cooked poorly getting people sick. Build a place to cook things properly!

2. Another issue is bleeding, maybe work on a way to get people to stop?

3.Finally there's choking. Sometimes it's the sprits visiting ill will on those who deserve it, but sometimes it someone eating too fast. Find a way to stop it. Maybe hitting them hard on the back?
>>
Rolled 2, 13, 23 = 38 (3d50)

>>2104911
Name: Scyaria
Colour: Light Purple
Fluff: A tribal region in Eastern Europe, the Scyarians lead spiritual lives dedicated to the words of a Buddha. They seek to become one with nature.
Number of Green Territories: 5
Number of Yellow Territories:
Number of Red Territories:
Pop Cap: 50
Pop Growth: 2%
Pop: 5.51
Military: 15%
Military Strength: 0.75
Unhappiness: 0
Regions colonized: 1
Tech: Bronze Tools (d4), Agriculture, Animal Hides, Bronze swords (d8), Reservoir, Wooden Architecture, Very Basic Medicine, Iron Tools (d8), Very Basic Sewage, Alcohol, Bathing, Horseback riding
Military Tech: Wooden Shields(+1), Bronze Armour(+2) Iron Swords(d10)

1. JUST WEAR THE IRON ARMOR GODDAMMIT

2. Alcohol causes a strange burning when poured over an open wound, one of our healers thinks that this banishes harmful spirits away from it and should be done more often.

3. Reservoirs are nice and all, but sometimes they can get a little filthy. Streams with running water always seem to be clean, so making something based on those would give us better water.




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