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

The first year is almost over. In the last thread, 6 nations appeared, and they are currentlly all struggling with many problems of their own, still trying to figure out the whole civilization thing.

Blue - Victoria (snow wolves)
Purple - Republic of Onee-san (penguins)
Gold - Atan (geckos)
Green - Kermitten (frogs)
Red - Xochiluatl (raptors)
Black - Urduk-Glarr (chimpanzees)
White - Pudovskin (bears)

Use the template to get started:
“Name”
Race:
Color:
Location:

Ability 1:
Ability 2:

Power:
Defense:
Food: 50
Population: 100
Tech:
Magic

Lore:

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

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

new nations start with 100 population and 50 food.

Each turn will equal a month of progress.
There will be 6 months in a year. At the end of the year a world event may trigger.

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

Explanation of stats:

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

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

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

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

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

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

Lore: just fluff for your civ.

Claiming an unclaimed hex space.
You may spend a resource of your choice to claim a hex adjacent to one you already have claim. Alternatively you can claim a hex not adjacent to one you own by spending +5 more per 2 hexes away it is
Spending resources to claim hex
Power 5
Defense 5
Food 10
Magic 5
Tech 5
This may change depending on what is in the hex you are trying to claim. I.e forest, mountains, swamps, etc.

Constructing roads in a hex is
Power 2
Defense 2
Food 5
Magic 2
Tech 2

Allows for faster travel between hexes.
>>
Good to see this back!
>>
>>3427860
kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west, on the mainland just above raptor island

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary.
Ability 2: Tongue launch, projectile tongue useful in various scenarios.

Power:
Defense:
Food: 50
Population: 100
Tech:
Magic:
>>
>>3428690
Lore: The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
>>
Rolled 11, 20 = 31 (2d20)

>>3428690
Action 1: hunt down as many insect types as possible in the dense southern tropical jungles.


Action 2: after some misses with the projectile tongues, some individuals realized that hitting hollow tree trunks really hard made some cool sound.
>try to develop percussion instruments.
>>
Rolled 50, 90 = 140 (2d100)

>>3428959
Wrong rolls, sorry.
>>
>>3427860
“The Feral Queen”
Race: Hyenas (Gnolls)
Color: Blood Brown
Location: Northern Steppes, where the hard ground meets the soft sand.

Ability 1: Butchery Beyond Measure. Any other animal is seen as food and the hyenas are not... picky eaters. Easier to find food in most places plus bonus to fights but a hurtful minus to defense ensures.
Ability 2: Heated Squabble. Whenever possible, Hyenas will compete. They will be always sizing up one another seeing who does the task the best. This will tend to make the beasts good at physical tasks, easy to manipuale and slow at researching technology, since just a few oddities will sit still and think on to how to solve problems.

Power:
Defense:
Food: 50
Population: 100
Tech:
Magic

Lore: The anthropomorphs were the byproduct of an ancient biological machine of war which destroyed everything on its path. Such was its magical power that consumed most matter into energy. Such was the surplus that it leaked and contaminated plenty species. These hyenas were no exception and soon became able to walk in two legs, developed brains and tools.
>>
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>>3429071
>>3429071
>>
>>3427860

Did the Kermitten ever get their first turn finished? They had their first action processed, but not the second, and they didn't get given abilities either.
>>
>>3429402
Someone should just take their civ, or it should be erased/discontinued until the guy comes back
>>
>>3429402
The last QM did write up their turn, but I don't think they ever made their second turn.
And I don't know about the abilities. Well, if that's the case I will gladly take care of it.
>>
>>3429421
If they don't come back until the end of this year, we will just assume they were all killed or something.
>>
>>3428690
>>3429071
It's nice to see some new people here!!
>>
>>3429071
I'm sorry to say that, but we don't play anthro animals here...
>>
Do you have a link to the first thread Shiber?

I need to use the Xochiluatl last turn to write my new turn.
>>
>>3429454
Here:
http://suptg.thisisnotatrueending.com/qstarchive/3388524/
>>
>>3429436
Ah, I read the archive

Lol you don't actually play anthro animals, I went on the Discord then OP threw a sissy fit once he got told it was a stupid pitch to make a civilization game about feral animals and he kicked me. He didn't give this precision to start with, of course, but judging by the weak English spelling OP might not be out of high school yet.

"Make it work, use your imagination, invent technology to make it work", he said. "Make it like Redwall and Watership Down", he said.

1 - Redwall is anthro animals
2 - Watership down rabbits are a *story* about quadrupeds running from everyday rabbit life dangers, not inventing civilization with their lack of thumbs.
3 - Guess you can just pick elephants and stomp everyone and if you pick say badgers you're boned because 1000 feral elephants vs 1000 feral badgers I know who's gonna win ¯\_(ツ)_/¯

-5 / 10 OP is a doublefaggot

+1 to this anon. Goodbye
>>
>>3429421

No, I am the Kermitten guy. I never got my abilities, and my first turn was never finished so I couldn't take another.
>>
>>3430040
I guess you should just start making turns on the new year with chameleon civ. It's not like we were able to achieve much more than kill each other on the first year anyway. You should just state your abilities on the discord, and have them checked by the new QM
>>
>>3429454
http://suptg.thisisnotatrueending.com/qstarchive/3388524/

Here's the link, my dude.
>>
kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west, on the mainland just above raptor island

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+15 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+15 on actions that require this ability)

Power:
Defense:
Food: 50
Population: 100
Tech:
Magic:

Lore: The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
>>
>>3430040
Oh. Well, as the new OP, I promise to fix it.
>>
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>>3430363
You are now approved, my dude.
Welcome to hell.
>>
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>>3427860
Here's the better map!
>>
>>3428690
>>3428959

You're officially going to be the last person allowed to go back in time to first month like this.

Also we will have to nerf your abilities so they add +10, rather than +15. It is pretty OP for both hunting and fighting.

"Kolore Aldaketaren"
Year 1, month 1

Action 1
Aldaketaren's fittest cameleons gathered together and they went out for hunting in the dense southern tropical jungles. All of them sat down on some branches, rocks or anywhere where they could find anything to hunt for. They sat in there, camouflaged, waiting patiently [+15 from camouflage ability], hunting their pray with their long tongues [+10 from tongue lunch ability]. After a whole day of catching insects into their mouths, they gathered enough of them to feed themselves, their families, and also to gather the rest for future use (+9 food).

Action 2
While making some misses with their tongues, some cameleons hit different objects from time to time. As it turned out, some of these objects even make cool sounds!!
Few intrigued cameleons started making different melodies by hitting these objects with their tongues. The music was so pleasant, that some of them thought all day about how to find better sounds.
This interest began to spread all around the nation. In a few weeks, they found out that the best sounds were made by flat rocks, hollow trees, and water drops. This way the very first percussion was created! It was constructed by using a hollow tree chunk, flat stones, and few leaves with water. Using these primitive construction, the first concert was played. A bunch of cameleons gathered around to hear the music the percussion made. The melody was really simple, but calming. After a short "concert" every cameleon came back home a little happier (+3 tech).
>>
>>3430040
Can you post all the information about your civ here so we can get to where we were in the last thread and to get your abilities going?
>>
Rolled 41, 14 = 55 (2d100)

>>3430640
Month 2

Action 1: After some thinking, the smarter 'chams' of the tribe argued back and fourth about the origins of their food sources (insects and other little critters) but, along the way, they noticed that some thoughts they were trying to convey to others didn't seem to have linguistic terms on their language.
>Standartize and expand the linguistic system that is made up of body movement, color changes and some grunts.


Action 2: With the very limited speech they seemed to have, it didn't seem to impair how they told parable and 'physical' stories to one another.
>Develop philosophy with allegorical story telling
>>
Thanks for the Link to first thread guys!
>>
>>3430989
Based
>>
>>3430651

>The first post made from the last thread.

“Kermitten”
Race: Frogs
Color: Green
Location: Marshy Rivers, or marshy lakes, or marshy rivers and lakes.

Ability 1:
Ability 2:

Power:
Defense:
Food:50
Population: 100
Tech:
Magic

The frogs of Kermitten are a dexterous people from the swamp. Agile and limber, their culture encourages the telling of stories and putting on theatrical 'shows'.


Rolled 33, 34 = 67 (2d100)

>The post in which I made actions anyway as I hadn't been given abilities.
>>3391611

Oh, sorry, thought I needed to get traits and approval before I made actions.

1) Try and develop weaving from marsh-reeds.

2) Try to make basic spears, if we can find any wood in the swamp.

>And the reply that the OP resolved the first action for, but not the second.
Kermitten
Year 1 month 1

Action 1
The land is sparse of the reeds needed to weave and gathering them is dangerous, groups of forgs swim into the swamp only to be devoured by snakes and Crocs that see them as they pass by. Eventually the items gathered are used to start weaving, but the kermittens are still learning how to do so as well.

Loss 1d20 population
Weaving (1/2)
>>
>>3432598
Ah, I see another civ wanting to acomplish the fine art of wickering.

(Just a repost of the actions from the last thread)

Year 2 month 1 (not sure what my population is now considering this is when it's supposed to increase, but I don't think it'll change anything about the actions)

Action 1: Continue to try to invent wicker (rolled 89 + 11)

Action 2: Invent simple tilling of soil and clearance of land, so as to improve agriculture (Rolled 40 + 11)

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

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

Special items: Fire Mushrooms

Power: 5
Defense:
Food: 71 (+2 every month)
Population: 10 (Actually not the population, considering it's the new year)
Tech: 11
Magic:

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life. Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs.
>>
>>3432598
Did you roll for casualties? If not, do that now
Action 2:
The frogmen search through the swamps in search of fish for hunting, and some begin to use sticks to throw at the fast swimming fish, only for their idea to be rejected by the masses. The hunters returned empty-handed (-1/1 for basic spear creation)

>>3430802
Aldaketaren
41 +3 = 44 (Failure but with no real detriments)
Action 1: Some of the reptiles began trying to create communication with the use of vibrant colors and hand gestures, only making themselves targets for lurking wild cats. After trying to snag a few, the wild cats were repelled, and the chameleon folk immediately stopped the practice (0/2 for basic language)

14 +3 = 17 (Huge failure with large detriments)
Action 2: After one of the older chameleons began to try to construct a story using wall paintings and dancing, he was openly laughed at by the others, who didn't currently care for anything but food and shelter. The chameleons then got in a heated debate, and the mocked one beat in the head of the one mocking him, which made the tribe exile the older one. This new art is now taboo (Cannot continue this practice until next year)

If Urduk-Glarr and Xochiluatl could post their actions here, that would be grand
>>
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Rolled 63, 10 = 73 (2d100)

Year 1, Month 5

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black

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

Power: 5 (Simple weapons)
Defense: 5 (Treehouse capitol)
Food: 39
Population: 91
Tech: 5 (Crude tools)
Magic: 0

Action 1: Continue attempts to develop agriculture

The Chimpanzees of Urduk-Glarr managed to avoid starvation this year, but only barely. Even that though was only thanks to the amount of deaths caused by the bloody civil war that had so recently happened, and the increase in population since then meant that over the coming year, famine would likely reign. So it is that the Chimpanzees continue in their efforts to grow fruits and seeds themselves, even if only to replenish all that they have burnt down.

Action 2: Build up defences around the treehouse capitol

The great treehouse capitol of Urduk-Glarr is certainly one of the largest and greatest constructions ever done by Chimpanzee kind, attracting new Chimps to the band from miles around. But the fact remains that with the looming threat of the tigers, it is insufficient for properly defending everyone. So it is that the Chimps set to work, making use of whatever limited abilities in construction they have to create a better and safer home.
>>
>>3436046
63 +5 = 68 (Average success)
Action 1: The Urduk Glarr, with the large deforestation of their land, turn to another source apart from berries and fruit for survival: Agriculture. The chimps first began trying to replant the trees in a sad attempt to rekindle the forest, and soon found that they could decide where and what trees to plant, leading to a whole lot of fruit trees in the area, though it would take till the end of the year for them to mature and have fruit (Small orchard +2 food once the turns for the new year starts)

10 +5 = 15 (Failure with large detrements)
The chimp folk began hearing word of their tiger oppressors, as well as other chimp clans (though just primitive ones) wanting to take the land; so they started building fortifications around their tree, with make-shift holes that they covered with leaves. After a few weeks, the traps turned into hazards, and the chimps were prone to forget where they were, leading to broken legs, which means death (though you have discovered pitfall traps, they are now taboo, and will take 4 turns to be used again. Also, take 1d20 casualties).
>>
Rolled 12 (1d20)

Rolling for casualties.
>>
>>3436046

Also, this was Year 2, month 1. Forgot to change the date when I was making it. Sorry.
>>
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>>3432877
The population is 46, not 10 due to it being the new year

100 = Complete success
Action 1: The Bears began creating small structures made from inter-twined stwigs and shoots, eventually creating a whole new way of construction (Wickering discovered, and +5 tech in general)

51 = Success
Action 2: The bear men began creating mounds and crevices in the ground using their claws, 'agitating' the soil to make it more fertile, improving their berry bushes production. Land clearance using the hand-axes also improved the field sizes (+4 instead of +2 every month)
>>
Pudovskin is at year 2, turn 2 [actions not posted yet]

Urduk-Glarr is at year 2, turn 2 [actions not posted yet]

Kermitten is at year 2, turn 2 [actions not posted yet]

Victoria is at year 2, turn 1 [actions not posted yet]

(I thought it would make everything easier if you were just on year 2 instead. You can veto it if you really wanna do year 1) Aldaketaren as at year 2, turn 3 [actions not posted yet]

Xochiluatl is at year 1, turn 6 [actions not posted yet]

Republic of Onee-San is at year 1, turn 6 [actions not posted yet]

(I bumped him up to year 2) Atan is at year 2, turn 2 [actions not posted yet]

If I made any mistakes, make sure to correct me
>>
kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west, on the mainland just above raptor island

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+15 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+15 on actions that require this ability)

Power:
Defense:
Food: 59
Population: 99
Tech:3
Magic:

Lore: The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.

Action 1: >build basic housing on the tree tops using sticks, leafs and our sticky saliva as cement to avoid predators and the harsh weather.

Action 2: after a big ass rainstorm hit the jungle some wildfires started because of lightnings hitting the region.
>try to develop fire control.
>>
Rolled 22, 68 = 90 (2d100)

>>3436150
>>
Rolled 5, 31 = 36 (2d100)

>>3436150
kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west, on the mainland just above raptor island

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+15 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+15 on actions that require this ability)

Power:
Defense:
Food: 59
Population: 99
Tech:3
Magic:

Lore: The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.

Action 1:the tree tops are dangerous, niggas.
>carve out big old tree trunks to make housing.

Action 2:
>develop simple wooden and stone multiuse tools for better and easier shaping of the environment.
>>
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>>3436150
>>3436159
>>3436168
Aldaketaren: Year 1, turn 3
22 +3 = 25 (Failure with detriments)
Action 1: Some of the chameleon folk started trying to construct huts using their saliva as a sticking agent, only leading to ineffective designs and failure. Some of the chameleons tried to live in these huts on the ground, but ended up being eaten by large predators (Roll 1d20 population casualties [0/2 for making housing])

68 +3 = 71 (Success)
Action 2: Some of the Aldaketaren started gathering burning embers and sticks into piles with other unburnt ones so as to spread it, and were successful to some capacity, cooking some of their food in the roaring (poorly managed) fire. When the rain came again, the fire was put out, and the chameleons had no idea how to start it up again (1/3 for control of fire)

>>3436168
Aldaketaren: Year 1, turn 4
5 +3 = 8 (Failure with large detriments)
Action 1: The chameleons decided after this incident that the floor was no place to be for your people (yet), so you decided the dead trees of the forest were your best bet, carving out their insides for shelter. Turns out the old trees were already taken, and the inhabitants (giant white ants) proved to be quite the adversary, killing the scouts with deadly poison (Roll 2d20 population casualties [0/2 for making housing])

31 +3 = 34 (Failure)
Action 2: Some of the lizard folk tried using very simple tools, but in the end, they just switched back to using their natural abilities
>>
>>3436195
>>
Rolled 10, 8, 12 = 30 (3d20)

>>3436210
>>
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>>3436100
Posting the turn for Pudivskin:

Year 2 month 2

Action 1: Make fences using wickering to keep animals away from the berry bush produce

Action 2: Perfect the art of using plant fibers as rope and thread

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

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

Items: Fire Mushrooms, wickering, hand axes (tools), and hunting hand axes (slightly modified to be used as weapons)

Power: 5
Defense:
Food: 75 (+4 every month)
Population: 46
Tech: 16
Magic:

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life. Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs.
>>
Rolled 88, 79 + 16 = 183 (2d100 + 16)

>>3436224
Forgot to roll
>>
Rolled 59, 73 = 132 (2d100)

>>3436213
kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west, on the mainland just above raptor island

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+10 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+10 on actions that require this ability)

Power:
Defense:
Food: 59
Population: 69
Tech:3
Magic:

Lore: The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.

Action 1:
>create simple war tools.

Action 2:
>ambush some worker ants and then raid those fricking ants with the weapons(+20 to this roll.because abilities)try to kidnap queen if possible to farm ants.
>>
Rolled 30, 54 = 84 (2d100)

>>3436069

Year 2, Month 2

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black

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

Power: 5 (Simple weapons)
Defense: 5 (Treehouse capitol)
Food: 39
Population: 78
Tech: 5 (Crude tools)
Magic: 0

Action 1: Steal fruit trees from other Chimp bands

Although in theory Urduk-Glarr claims a great amount of territory, in practice it is very difficult to properly rule over all of it. What's more, other Chimpanzee bands have begun to move in, picking their own fruits, living off land that is not theirs. This! Will! Not! Do! The territorial Chimpanzees of Urduk-Glarr shall set out, they shall remove these interlopers, and they shall take the fruit trees that are rightfully theirs!

Action 2: Establish a trained military

Just about every Chimpanzee in Urduk-Glarr knows how to fight, it's in their blood, in their very nature as a matter of fact. Still, it remains disorganised, inefficient. So it is that a group of Chimpanzees within the band have begun to form, a group which can be properly trained as a true military fighting force, for the good of all Chimps!
>>
>>3436255

+5 bonus to the first roll due to power, giving a total of 35.
>>
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Club in pic is way better than the ones the Kolore have now, but maybe one day it can get to that level
>>3436253
Aldaketaren: Year 1, turn 5
59 +3 = 62 (Success)
Action 1: The clan, angered by the attack prepared to make simple tools of combat, grabbing and honing strong sticks into makeshift clubs (+3 power)

73 +13 [due to power from tools and ambush abilities] = 76 (Above average success)
Action 2: The chameleons prepared an ambush and, when the white ants investigated a small stash of sweet fruit, the Kolore pounced, completely decimating the scouts, and making the Warriors adopt the clubs as their weapons against other creature. They returned with both the white ant as food, and their poisonous glands for later use (poison obtained, +8 food, and now you had an abundant and easily fooled food source [Another +2 power from the chameleon's new love of the simple club])

>>3436255
Urduk Glarr: Year 2, Month 2 (I'll say that action 2 happens first canonically)
30 +10 [Simple weapons and new military tactics] = 40 (Failure)
Action 1: The chimps set up an ambush for the other tribes, attacking with coordination and tenacity, but the sheer strength of the defending chimps drove them away, and back to the clan with no fruit to call their. This was enough for the primitive chimps to advance on the Glarrs land, which meant a loss of food if they don't fight back in the coming months.

54 +10 [Simple weapons and tech] = 64 (Success)
Action 2: The young and hardy chimps of the clan were ordered into a team, with one of them calling the shots while the others followed their orders (chimps already have tactics by this point for catching and eating monkeys, as well as deterring or killing other chimp tribes, so its not such a stretch for them to make more complicated ones). By now, due to their advanced minds compared to other chimpanzees, the Urduk have created specific gestures for attacking, so as to not alert their attacker. The new gang were outfitted with the weapons, and were sent out to take precious fruit lands (+5 power).
>>
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>>3436224
Pudovskin: Year 2 month 2
88 +16 = 104 (Complete success)
Action 1: Due to the recent grazing on the bushes from wild animals, the Pudovskin put their wickering technique to use, creating a fence to keep away the varmints (+6 instead of +4 every month)

79 +16 = 95 (Complete success)
Action 2: Striping bark and sinews off plants by the bear people to use in various things was now a normal thing. Brukden, seeing this, ordered the bears to master this technique, leading them to wrap the sinews together in a pattern to create primitive rope (+3 tech, and rope)
>>
Rolled 92, 80 = 172 (2d100)

Year 1, month 6

kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west, on the mainland just above raptor island

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+10 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+10 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff

Power: 5
Defense:
Food: 67
Population: 69
Tech:3
Magic:

Action 1: Another festive percussion concert is realised to gather the whole tribe and to strengthen the ties between members. The most colored and /fit/ male chameleons take the spotlight of the others while dancing, making them well viewed by the females and feared by the weaker males. These males, although being few, managed to have their voices heard by the society regarding political problems.
>Oligarchy starts to be formed, based on fitness of individuals and how brightly colored they are.

Action 2:
>Rolling for fire knowledge/control

Lore: The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
>>
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Rolled 58, 47 + 19 = 124 (2d100 + 19)

>>3436334
Year 2 month 2

Action 1: Using their claws and primitive tools, the bears should tunnel into a hill to create a large burrow/artificial cave

Action 2: Make proper axes using rope, hand axes, and a sturdy stick.

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

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

Items: Fire Mushrooms, wickering, rope, hand axes (tools), and hunting hand axes (slightly modified to be used as weapons)

Power: 5
Defense:
Food: 81 (+6 every month)
Population: 46
Tech: 19
Magic:

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life. Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs.
>>
>>3436439
Aldaketaren: Year 1, turn 6

92 = Almost complete success (due to this being a hard task)
Action 1: One amongst the victorious white ant killers was the strongest and most vibrant amongst the young males, beating everyone of the other chameleons in the right to rule and mate. One of the older chameleons though also was seen as a possible great leader, proclaiming himself as the wisest and most knowledgable amongst the Kolore (2/3)

80 +3 = 83 (Great success)
Action 2: The Aldaketaren began trying to make ways to start fire and keep them going, finding out that small hair-like fibers from the trees could kindle even the smallest ember into one. Though they still don't know how to create those embers. Open fires are now a common sight in the chameleons land, though they only can keep them going until the next rain clouds come along (2/3)
>>
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Rolled 6, 8 = 14 (2d100)

>>3436465

Year 2, month 1

kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west, on the mainland just above raptor island

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+10 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+10 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff

Progress:

>Fire 2/3
>Oligarchy 2/3

Power: 5
Defense:
Food: 67
Population: 104
Tech:3
Magic:

Action 1: The termite menace is one that should be dealt with, but not without preparation.
>Better tools of war

Action 2: Weekly gatherings now are made, and people are starting to come to senses regarding their place on society.
>let's get them oligarchy, bois


Lore: The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
>>
>>3436501
Aldaketaren: Year 2, month 1
6 +3 = 9 (Absolute failure)
Action 1: Some of the tribesmen began trying to add things to the clubs, such as rocks and other sticks, only to get beaten in a battle they thought they could easily win, due to their new ineffective weapons (1d20 population loss)

8 = Absolute failure
Most of the chameleons back the larger and stronger leader, with a smaller percentage backing the older one. When conversation lead to insults, and insults to violence, the tribe split in two, with battles using clubs and ambush tactics becoming the norm (3d20 population loss)

Sorry son, but those rolls correlating to government construction means mass genocide
>>
Year 1
Month 6

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

Ability 1: Fire Magic (+5 Magic)
Ability 2: Flight (Wings)

Power:
Defense:
Food: 68 (+6 a Turn: Domestication)
Population: 44
Tech: 10
(+5 Glyphs-Written Languge)
(+5 Animal Domestication)
Magic: 10
(+5 Fire Magic)
(+5 Magic Glyphs)

Action 1: Food Preservation

After some accidents with cooking Meat, it is discovered that Meat can last longer without rotting, if it is left in the smoke from Fire.... But Why and How are a Mystery? We must try to see if we can do this again, on purpose this time! Would Fire Magic help? Glyphs? Let's try for the Glory of the Xochiluatl Empire

Action 2: Expansion of the Empire

So many close calls with Disaster, have proven that the Empire must once again spread it's reach, to retain a centralised Population could Doom us all. A new Settlement must be started!
We will Fly North, over the Sea to the Volcanic Peaks that can be seen from the Coast!
-20 Food
>>
Rolled 4, 10 = 14 (2d100)

Rolling
>>
Rolled 58, 50 = 108 (2d100)

>>3436535
Year 2, month 2

kolore aldaketaren
Race: Chameleon people
Color: Cian
Location: South west, on the mainland just above raptor island

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+10 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+10 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff

Progress:

>Fire 2/3
>Oligarchy 2/3

Power: 5
Defense:
Food: 67
Population: 104
Tech:3
Magic:

Action 1: An ancient and old cham decided that it would be beneficial to everyone if fighting was not nedded. He took his time to calm the conflicts down and proceeded to create a ficcional story about a group of people that killed themselves for the sake of politics. With his effort, hopefully people will come down to their senses and won't selfdestruct.
>creation of allegorical storytelling and philosophy

Action 2: The big warriors decided that killing their own people wouldn't bring anyone forward. They gathered as much personnel as they could, waited for the next rainstorm to hit, and then went to conquer the anthills with fire for their people's wellbeing and as a gesture of peace.


Lore: The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
>>
Rolled 6, 12, 19, 1 = 38 (4d20)

>>3436609
>>
>>3436591
>>3436585
4 +15 [tech and Fire magic] = 19 (Failure with large detriments)
Action 1: The meat is left to smoke, A rather large portion of it, and due to incompetence, it is Accidentally caught on fire' leading to a shortage in meat (-30)

10 +20 [from magic and tech] = 30 (Failure with detriments
Action 2: The scouts set off with their provisions and magic, only to return in a week with news of a great cyclone that, due to their lack of navigational skills, swept up the raptors, killing a few, and throwing the rest off course' and them losing their provisions (-20 food, -5 tech, -5, and 1d20 population loss)
>>
>>3436609
Aldaketaren:
58 = Success
Action 1: The elder chameleon of the smaller tribe, seeing that the fighting caused more chaos than order, began telling the story that represented these feelings, and told it to the other, who agreed to this peaceful message (The Story Brings a message of unity, which effects the Chameleons culture in turn)

50 +15 = 55 (success)
Action 2: As a show of good faith to the tribe, the veterans of the battles, with their new knowlEdge of warfare, led an assault on one of the dead trees harbouring the white ants, With both leaders at the forefront. They Assaulted the place first With ambushes on the workers, then by attacking the soldier ants with superior numbers. They cleared the place out, and used it as the current capital of the Kolore (+10 food from the white ants, +5 defence from the hollow tree capital, and +3 power from the tactics developed from the civil war [choose between the wise old one, or the strong young one as the leader])
>>
Rolled 9 (1d20)

Rolling for population loss
>>
Rolled 75, 1 = 76 (2d100)

>>3436711
Year 2, month 3

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

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+10 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+10 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff

Progress:

>Fire 2/3
>Oligarchy -ditched-

Power: 8
Defense: 5 (Anthill complex used as first capital)
Food: 77
Population: 66
Tech:3
Magic:

The young ones learned that they are useful to their society, but not in the way they were thinking about.
>Political discussions are made by the elderly
>fighting by the able bodied ones

Action 1: Since the biggest outside threat has been taken care of, the chams little need to worry about, allowing for more peaceful times to come. The fire, our friend, was always there for us, we need to master him for more unkown purposes.
>rolling for fire mastery

Action 2: Huh, looks like we won't be seeing any of those old big insect creatures around anymore. We need to find a way to keep our bellies full.
>look around for edible stuff.

Lore: The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
>>
Year 2
Month 1

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

Ability 1: Fire Magic (+5 Magic)
Ability 2: Flight (Wings)

Power:
Defense:
Food: 24 (+6 a Turn: Domestication)
Population: 35
Tech: 5
(+5 Glyphs-Written Languge)
(+5 Animal Domestication)
Magic: 5
(+5 Fire Magic)
(+5 Magic Glyphs)

Action 1: Pottery Making

A Playfight between 2 young Raptors near some wet earth caused the earth to turn to stone, the hollow in a cliff face was pulled away and became a Receptacle for Water storage.

Recreating this process will benefit us greatly, storage, artistic endeavours, construction options etc....

We were saddened at the loss of more of our Noble Race.... So a great many of us, took to this work to distract ourselves from our loss.

Making hard shapes of false rock that can hold things.... This may not be sung of in Tales by the Empire in the Years ahead, but this may sooth our grief somewhat.

Action 2: Big Hunt for Lots of Food

We Fire Raptors of the Xochiluatl Empire are naturally Pack Hunters, time to make use of that and restock our food from the Smoking situation.

We will Honour Tlaxcala and Quetzalcoatl with this Hunt!
A Rex or Diplodocus shall be our Prey!

With Tooth, Claw and Fire we shall feed our Younglings and prepare for the Future!
>>
Rolled 29, 5 = 34 (2d100)

Rolling for Year 3 Month 1
>>
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>>3436440
Pudovskin: Year 2, month 2
58 +19 = 67 (Success)
Action 1: Progress in making the hillside caves was made, but not enough progress that month(1/2)

47 +19 = 63 (success)
Action 2: At first, it was just sticking the hand axe in a piece of wood for some leverage, then the new 'rope' was used to fasten the two together. The bears haven't quite figured out how to make a sturdy axe (1/2)

>>3436794
Aldaketaren: Year 2, month 3
75 +3 = 78 (Above average success)
Action 1: The chameleons finally learned how to use friction to create embers, and embers inside the fine bark fibers to create a small fire, and how to turn that fire into a big fire (+6 tech, and fire as an item)

1 = Critical failure (Oh no)
Action 2: As some scouts began roaming around the surrounding landscape, they spied a massive trail of giant termite warriors heading towards the hollowed tree, clearly sent from their capital. The scouts hurried back with the news, and the warriors were sent out to fight this new threat, returning with many casualties. This 'army' of soldier ants is coming for the chameleon village, and they're out for blood. (2d20)

Village elder and tribal chieftain are the two rolls for the previously fighting tribes. The village elder can veto any action the chieftain makes, apart from when it is about war. The elder is like a counselor

>>3436813
>>3436822
Xochiluatl: Year 2, month 1
29 +10 = 39 (failure)
Action 1: The pottery the raptors tried to make ended up being over glorified dried mud, with cracks and claw marks covering their surface

5 +10 = 15 (failure with large detriments)
Action 2: The raptors, using aerial attacks and fire to attack their prey, went straight for the apex predator of the island to show their dominance: The Carcharodontosaurus. It was safe to say that the raptors bit off more than they could chew, quickly realising that one bite from the razor charp teeth of the beast could kill them (due to being small and having hollow bones). It was only worsened when they realized that the shark-toothed-lizard hunted in packs, quickly beating, and eating the hunting 'Xochi.' (roll 2d20 population loss)
>>
Rolled 44, 72 + 19 = 135 (2d100 + 19)

>>3436899
Year 2 month 3

Action 1: Continue making the burrows.

Action 2: Continue to make proper axes using rope, hand axes, and a sturdy stick.

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

Ability 1: Deft Claws. Having used their claws for many tasks these bears are now able to make full use of them (+5 modifier to whatever actions need the claw hands to work).
Ability 2: Toughen up. Use to taking a hit the bear's bodies have learned to stop their bleeding faster then most. When you are about to lose population before you roll you may roll 1d20, if the result is above a 17 you negate the population loss. This ability can be used once per year

Items: Fire Mushrooms, wickering, rope, hand axes (tools), and hunting hand axes (slightly modified to be used as weapons)

Power: 5
Defense:
Food: 87 (+6 every month)
Population: 46
Tech: 19
Magic:

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life. Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs.
>>
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Rolled 10, 16 = 26 (2d20)

>>3436899
spare my population, dice gods.
>>
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Rolled 25, 96 = 121 (2d100)

>>3436977
Year 2, month 4

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

Ability 1: Changing colors, allowing for silent comunication. Added stealth bonus when necessary (+10 on stealth actions).
Ability 2: Tongue launch, projectile tongue useful in various scenarios.(+10 on actions that require this ability)

Items: Poisonous glands; Clubs to hit stuff; Fire

Progress:

Power: 8
Defense: 5 (Anthill complex used as first capital)
Food: 77
Population: 40
Tech: 9
Magic:

The young ones learned that they are useful to their society, but not in the way they were thinking about.
>Political discussions are made by the elderly
>fighting by the able bodied ones

Action 1: By a mutual decision of the village's council and tribal chief we will always have at least 3 persons out on patrol to warn the rest of the chams about a possible threat with warning drum 'alarms'.

Action 2: We took a big hit in our whole population size.
>send out scouts to find new ways of gathering food.

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe.
>>
>>3437022
to find new food sources*
>>
Damn Big Jaws with Teeth!

Rolling for Population Loss
>>
Rolled 15, 11 = 26 (2d20)

Roll failed.... Rolling for real now
>>
Year 2
Month 2

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

Ability 1: Fire Magic (+5 Magic)
Ability 2: Flight (Wings)

Power:
Defense:
Food: 36 (+6 a Turn: Domestication)
Population: 9
Tech: 5
(+5 Glyphs-Written Languge)
(+5 Animal Domestication)
Magic: 5
(+5 Fire Magic)
(+5 Magic Glyphs)

Action 1: Pottery Making

We know this worked once so we must try it again, we will use more Magic Glyphs, more Fire Magic and this time Sacrifice some Food to Tlaxcala for our efforts to be Blessed!

All Hail Tlaxcala!

(-5 Food)

Action 2: Light Magic

Our last hunt went disastrously, we need more options for Hunting and Combat.... Our Fire can be Bright, but perhaps it can be Brighter? If we had Blinded our Prey we might have Succeeded!

Yes.... We the venerable Xochiluatl can do much with Fire as Light!

We could Blind, Stun and Disorientate our Prey!

Or a concentrated Beam of Light to Burn and Pierce our Foes!

Communication over distances with Signals sent from afar maybe?

Even Light of many Colours for Art, more complex Signals, or to cause a Trance in those it is used upon....

We should use Magic Glyphs, Non burning light or Glowing Runes to make objects light up our City at night would be amazing! So many possibilities!

We shall Sacrifice Food to both of our Patron Gods for this!

Praise be to Tlaxcala and Quetzalcoatl!!

(-10 Food)
>>
Rolled 2, 100 = 102 (2d100)

Rolling for Action 1 & 2
>>
>>3438258
Wew lad.
>>
>>3436440
You repeated the 2nd month. Your next month should be the 4th.
>>
>>3438298
Okay, will do
>>
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>>3436926
Pudovskin: Year 2, month 4
44 +24 (tech and bear claws) = 68 (Success)
Action 1: The burrow, now complete, houses the bear people, keeping the scavengers and competing animals away. The wicker fence surrounding the crops is nearby to the hill as well (+6 defense [Hill Burrows])

72 +19 = 91 (Complete Success)
Action 2: The bears finally figured out the way to properly attach the two items, with a slit in the wood to keep the stone in place. The hunting hand axes became hunting stone axes, while the toll hand axes became stone axes (+4 power, and +4 tech)

>>3437022
Kolore: Year 2, month 4
25 +27 [tech, camouflage and power] = 52 (success)
Action 1: The chameleons set up places for scouts to wait, camouflaged with a good view of the surrounding area. This proved to work when, due to the scouts knowing of the location of the skulking enemy warrior termites, the chameleons were able to launch an effective ambush, killing and cooking the unsuspecting bugs (+3 power from lookouts, and +10 food from termites)

96 +29 [tech, camouflage, and tongue] = 125 (Complete success)
Action 2: In this forest, there weren't just giant termites, there was also giant dragonflies (the size of birds), beetles, crickets, and mosquitoes. All of these proved to be quite delicious, feeding the tribe for many moons to come (+30 food)

>>3438251
>>3438258
Xochiluatl: Year 2, month 2
2 +15 [magic, tech, and sacrifce] = 17 (Failure with large detriments)
Action 1: The Raptors tried to harness this strange new construction type, using their fire magic to heat it up, and their wings to cool it down with air. Some of the Xochiluatl got carried away, causing their would-be bowls to explode, injuring a few of the children (-5 food, and this action is now taboo, cannot continue until next year)

100 = Critical success
Action 2: All these ideas were certainly a possibility, though it was probably a good idea to try with just simply not causing a catastrophe with the magic. After a few minor failed attempts, the magic was mastered, and the light was, though slightly hot, not burning. The next day, the Raptors set up a trap using the new magic, ensnaring their unsuspecting prey (though it wasn't a large animal this time). This magic will prove useful (+10 food from a successful hunt, -10 food from the sacrifice, +5 from light magic [light magic can only be summoned, not kept as a light source without someone exerting themeself])
>>
Year 2
Month 2

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

Ability 1: Fire Magic (+5 Magic)
Ability 2: Flight (Wings)

Power:
Defense:
Food: 27 (+6 a Turn: Domestication)
Population: 9
Tech: 10 Total
(+5 Glyphs-Written Languge)
(+5 Animal Domestication)
Magic: 10 Total
(+5 Fire Magic)
(+5 Light Magic)
(+5 Magic Glyphs)

Action 1 & 2: Golem Guardians

It has been some time since the Great Tragedy of the Metal Calamity and the Demon that was Smited.
We must Honour our Ancestors and the Mighty Tlaxcala for Aiding us in our time of need!

We have lost so many of our Xochiluatl Brothers and Sisters in the recent Era.
They are gone but they do not have to stay gone.

We managed to provide them the ability to walk amongst us before, so let us do so once again!

We shall study their Broken Metal forms, as well as the Glyphs we inscribed and imbued with Magic to Bind our Ancestors and Animate them.

With greater understanding of how we made them work before, we can improve upon our knowledge and Capabilities.

To have them be a Permanent presence among us again is our goal.

To be aided by their Teachings, Guidance and Protection will see the Xochiluatl rise again stronger and wiser!

We shall Sacrifice Food once again to the Fire Goddess Tlaxcala and Quetzalcoatl the Sky God to Bless this endeavour!

(-10 Food)
>>
Rolled 29, 10 = 39 (2d100)

Rolling for Action 1 & 2 to learn how to make Permanent Ancestor bonded Golem Guardians.

+10 from Sacrifice to Gods
+5 from Written Language Glyphs
+5 from Fire Magic
+5 from Magic Glyphs
>>
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Rolled 36, 17 = 53 (2d100)

Year 2, Month 2

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black

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

Power: 10 (Simple weapons, military force)
Defense: 5 (Treehouse capitol)
Food: 39 (Small Orchards +2 per year)
Population: 78
Tech: 5 (Crude tools)
Magic: 0

Action 1: Construct a crude palisade surrounding the capitol/orchards

Although they didn't succeed in stealing the fruit trees of rival bands, one thing the Chimps of Urduk-Glarr most certainly did succeed in was attracting their ire. With this, not to mention the tigress, enemies are beginning to seem ever more frequent. And with enemies, defenses must be made. So it is that planes are drawn up to make a crude palisade to defend the capitol and orchards, little more than a line of sharpened logs shoved into the ground, but something nonetheless.

Action 2: Attempt to create rope/twine

In their spare time, certain Chimpanzees spend their hours simple twisting and wrapping bits of grass and plant material, twisting and twisting and twisting. Whether this will amount to something more useful or not though remains to be seen...
>>
>>3438864
>>3438869
Xochiluatl: Year 2, month 2
29>10
29 +25 [tech, magic, and sacrifice] = 54 (success)
Action 1&2: The Raptors, using all the magic and abilities at their disposal, tried to construct golems in their image, so as to have a vessel for the dead. The initial stages went well, but the Raptors could not yet visualise the spirits in their minds, leading to empty vessels for the month (1/3)

>>3438878
(be aware that it is +2 every month, but only once you reach year 3 [cause the tree's need to be fruit bearing, and that takes a year of maturing])
Urduk Glarr: Year 2, month 2
36 +5 = 41 (failure)
Action 1: The chimps, being the thinkers that they were, began trying to imitate the tools they used for hunting in a much larger scale. The Urduk began cutting or breaking off twigs from large fallen branches, and digging up the root-infested soil for plots to put them in. The strongest of the chimps began trying to haul the logs, but ended up just hurting his back, leading to the chimps not wanting to do such manual labor (0/3)

17 +5 = 22 (failure with detrements)
Action 2:The twine spinning was all fine and dandy till the young chimps doing it started to pull bark off the valuable fruit plants yet to rippen, killing a few of the saplings (-5 food [remember that once your food goes below half your population, it means famine])
>>
Rolled 51, 29 = 80 (2d100)

Year 2, Month 4

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black

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

Power: 10 (Simple weapons, military force)
Defense: 5 (Treehouse capitol)
Food: 34 (Small Orchards, still growing)
Population: 78
Tech: 5 (Crude tools)
Magic: 0

Action 1: Attempt to steal fruit trees from other Chimp bands again

With the failure of the last attempt at taking food that belongs to them, most of the Chimps of Urduk-Glarr simply gave up. Now though, giving up is no longer an option, not when there isn't even enough food for the population. Thus it is that once again a force is sent out to take the fruit trees, even if it must be done by force.

Action 2: Continue to build palisade

Although little yet has been accomplished with regards to the palisade, now it is more needed than ever before. It may not provide complete protection, but it will certainly be a start, and the Chimps will do anything to protect what resources they have left, lest all fall apart entirely.
>>
Rolled 19, 84 = 103 (2d100)

>>3438662
Year 2, month 5

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

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

Items: Poisonous glands; Clubs to hit stuff; Fire

Progress:

Power: 11
Defense: 5 (Anthill complex used as first capital)
Food: 117
Population: 40
Tech: 9
Magic:

Action 1: after climbing up to the treetops to sunbathe a child noticed a cool sound coming from a hollow tree branch.
>make flutes.

Action 2: Sunbathing was always a big part of chameleon cultue. But it has always proved to be dangerous to climb all of those ancient trees. Maybe if we clear some of those trees we can get sunlight to hit the ground, so that the chams can warm their blood more easily.
>make tools to chop down trees and make clearings to sunbathe.

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
Rolled 25, 100 + 23 = 148 (2d100 + 23)

>>3438662
Year 2 month 5

Action 1: Build a wall using wickering on the entrances to the burrow, with a simple door to get past it

Action 2: Make/master the art of fire. The fire mushrooms should be able to make this process a lot quicker.

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

Ability 1: Deft Claws. Having used their claws for many tasks these bears are now able to make full use of them (+5 modifier to whatever actions need the claw hands to work).
Ability 2: Toughen up. Use to taking a hit the bear's bodies have learned to stop their bleeding faster then most. When you are about to lose population before you roll you may roll 1d20, if the result is above a 17 you negate the population loss. This ability can be used once per year

Items and technologies: Fire Mushrooms, wickering, berry bush crops, rope, stone axes, hunting axes, and burrows

Power: 9
Defense: 6
Food: 93 (+6 every month)
Population: 46
Tech: 23
Magic:

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life. Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs.
>>
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>>3438975
Urduk-Glarr: Year 2, month 4
51 +10 = 61 (Success)
Action 1: The chimps could handle it no longer: getting pushed around and killed by their neighbors was sure to get them killed, and now that their children were starving, they prepared their men. The Urduk military sallied out, and began a huge chimp war cry, grabbing the strongest spears and sharpest rocks as weapons. The chimps attacked in a furious rampage, taking back a large chunk of their fruit trees from one of the chimp clans, killing them with superior strength and tactics (+10 food [another +5 if you choose canibalism])

29 +5 = 34 (Failure with small detriment)
Action 2: The chimps, after their raid for fruit trees, expected a response in the way of a counter-attack from the clan; leading to them trying to build defenses again. The palisade construction ended up hurting the chimps (who didn't really know how to lift things with their legs instead of back), causing some of the military to lose good soldiers (-2 power)

>>3439011
Kolore: Year 2, month 5
19 +9 = 28 (Failure with detriments)
Action 1: One of the chameleons came down with the hollow piece of wood, and blew it loudly to show the new tool, and ended up attracting a cougar, which ripped him to pieces (-1 population, and the act of flute making is taboo till next year)

84 +9 = 93 (Above average success)
Action 2: Hand axes were made using chipped flint, but that invention took all month, leaving the cutting of trees to a later one (1/2 tree clearance, with hand-axes, now invented)

>>3439016
Pudovskin: Year 2, month 5
25 +19 = 44 (failure with small detriment)
Action 1: The wall creation took time and effort, and time is food. When the wall failed due to many reasons, the bears gave up for the month (-5 food)

100 = Critical success
Action 2: Brukden, using the fire mushrooms and wood, started to start fires so as to cook the berries to make them nice and tender (+2 tech [fire added])
>>
Rolled 12, 84 = 96 (2d100)

>>3439063
Year 2, month 6

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

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

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

Progress:

Power: 11
Defense: 5 (Anthill complex used as first capital)
Food: 117
Population: 39
Tech: 9
Magic:

Action 1: with these newly aquired tools, the chameleons felt bold and were willing to try some projects.
>cut down trees for a clearing.
>store the trees somewhere.
(We also should get minor kind of bonus from the bathing area, since now we have a more accesible way of warming up and getting more energy.)

Action 2: predators are always lurking on our perimeters, we need do something about it.
>turn some of the wood we got and make some kind of 'manhole' doors on the entrances of the anthill capital.

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
Rolled 61, 91 = 152 (2d100)

>>3439063

Year 2, Month 5

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black

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

Power: 8 (Simple weapons, military force)
Defense: 5 (Treehouse capitol)
Food: 44 (Small Orchards, still growing)
Population: 78
Tech: 5 (Crude tools)
Magic: 0

Action 1: Set up a watch/patrol

So far, the attempts to create a proper palisade for the defence of the orchards and capitol have been almost entirely unsuccessful, only resulting in injuries. Thus, the Chimps must resort to simpler methods, setting up a regular patrol to keep an eye on any potential intruders. Not as effective as a palisade to be sure, but something nonetheless.

Action 2: Refine tools

The crude weapons and tools used by the Chimpanzees of Urduk-Glarr are exactly that: crude. They work, always have done, but that doesn't change the fact that at their core they remain very much simple things. Yet perhaps they can be something more. Perhaps these crude tools can be properly refined into better forms...
>>
Rolled 46, 63 + 25 = 134 (2d100 + 25)

>>3439063
Year 2 month 6

Action 1: Continue to try to build a wall using wickering on the entrances to the burrow, with a simple door to get past it

Action 2: Time to go hunting with axes and fire boys! We 'avent had nothin' but tasteless berries for six stinkin' months

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

Ability 1: Deft Claws. Having used their claws for many tasks these bears are now able to make full use of them (+5 modifier to whatever actions need the claw hands to work).
Ability 2: Toughen up. Use to taking a hit the bear's bodies have learned to stop their bleeding faster then most. When you are about to lose population before you roll you may roll 1d20, if the result is above a 17 you negate the population loss. This ability can be used once per year

Items and technologies: Fire Mushrooms, wickering, berry bush crops, rope, stone axes, hunting axes, and burrows

Power: 9
Defense: 6
Food: 94 (+6 every month)
Population: 46
Tech: 25
Magic:

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life. Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs.
>>
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Pic is of what the dead tree capital might look like
>>3439118
Aldaketaren: Year 2, month 6
12 +9 = 21 (failure with detriments)
Action 1: To jump to the chase, a few trees kill a few chameleons while they were chopping them down (Roll 1d20 casualties)

84 +14 [tech and defense] = 93 (Complete success)
Action 2: Though the tree felling caused way too many deaths, it did provide some good lumber, which was cut into thick boards that blended in well with the old dead tree capital. The chameleons broke and made large holes in the tree at a few useful locations, and put this wood there as a 'door,' though hinges will remain a mystery to them for quite a while, the new wooden doors blocking the entrances will prove a good defense (+4 defense)

>>3439181
Urduk-Glarr: Year 2, month 5
61 +5 [defense] = 66 (success)
Action 1: To make a long story short, you set up simple patrols to improve the defense of the clan (+4 defense)

91 +5 = 96 (complete success)
Action 2: The Urduk went about refining their tools: choosing the best sticks to hone into sharp spears. The hand axes on the other hand, were sharpened by choosing the best stone, and developing a chipping technique for the stone (+5 tech [Wooden spears, and stone hand axes added])

>>3439236
Pudovskin: Year 2, month 6
46 +25 = 71 (Above average success)
Action 1: The walls are almost complete within the month (1/2)

63 +9 = 72 (above average success)
Action 2: A successful, and long-awaited hunting trip (+15 food)
>>
Rolled 6 (1d20)

>>3439296
>>
Rolled 8 (1d20)

>>3436026

I can't recall if I did or not, so I'll do it again.
>>
>>3439951
>Weaving (1/2)

1) We must persevere with weaving!

2) The Kermitten practice different sorts of calls and croaking to each other, so that they can keep in communication when out of eye sight.
>>
Rolled 14, 6 = 20 (2d100)

>>3439957
And dice seemed to slip.
>>
>>3439961
I'm glad you didn't give up on the quest, fren. Keep playing with us!
>>
Year 2
Month 3

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

Ability 1: Fire Magic (+5 Magic)
Ability 2: Flight (Wings)

Power:
Defense:
Food: 23 (+6 a Turn: Domestication)
Population: 9
Tech: 10 Total
(+5 Glyphs-Written Languge)
(+5 Animal Domestication)
Magic: 10 Total
(+5 Fire Magic)
(+5 Light Magic)
(+5 Magic Glyphs)

Action 1 & 2: Metallurgy

The mighty Xochiluatl have learned much of what was done before.... Yet still we need to learn even more!

The Glyph Magic and Fire Magic interactions are now known to us, there is much the Shamanistic Cabal can do to improve upon them, which bodes well for the Future!

What stymies us however, is the Metal itself. Records were not kept back then as our Tragedy preceded the advent of our Written Language.

We shall send Raptors out to all of the locations we sourced the many types of Shiny Rock from and bring back samples to examine, test different intensities of Heat on in small amounts.

Also we should mix different types of Metals together and see how it changes them in weight, durability, density etc.... First test mixes of 2 types of Metals, then mixes of 3 and so on.... Then tests with how Glyph Magic effects such mixes.

We must also experiment with samples of the Metal, that are bound together in the Golems that cannot be restored, try to determine what makes up it's composition so as to replicate the originals and even improve upon them!
>>
Rolled 71, 67 = 138 (2d100)

Rolling for Metallurgy.

+5 for Fire Magic
+5 for Glyph Writing
+5 for Glyph Magic
>>
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>>3439951
>>3439957
>>3439961
Post your actions in conjunction with the rest of your stats like the others are doing, it makes things a lot easier for me

Kermitten: Year 2, turn 2 (I think)
14 = Failure with large detriments
Action 1: To cut a long story short, the frogs did not persevere with weaving (This action is taboo till the next year)

6 = Absolute failure
Action 2: The croaking attracted huge eagles, and those eagles ate well that day (3d20 casualties)

>>3441082
>>3441138
Xochiluatl: Year 2, month 3
71 +20 [tech and magic] = 91 (Almost complete success, due to the task's difficulty)
Action 1&2: The Raptors began experimenting with the different stones, using the ones for the original golems as well, and found that certain parts melt at different heats. The Xochilautl put them all next to the lava lake at the center of the volcano, and tried to melt them with their own magic as well. After a few weeks of the same process, the Raptors discovered a few things about not just the stone, but the fire they used: it needed air flow to be hotter (2/3)
>>
Rolled 25, 79 = 104 (2d100)

Year 2
Month 4

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

Ability 1: Fire Magic (+5 Magic)
Ability 2: Flight (Wings)

Power:
Defense:
Food: 29 (+6 a Turn: Domestication)
Population: 9
Tech: 10 Total
(+5 Glyphs-Written Languge)
(+5 Animal Domestication)
Magic: 10 Total
(+5 Fire Magic)
(+5 Light Magic)
(+5 Magic Glyphs)

Action 1 & 2: Sky Magic

To progress further in the Lore and Crafting of Metal, we the Xochiluatl will need more than Tlaxcala's Blessing of Fire Magic.

To conquer the Metal we will need the Blessings of the Mighty Sky God Quetzacoatl!

We Fire Raptors were recipients of the most treasured gift of Wings!

Our Blessed Race now Fly and touch the Sky! Quetzalcoatl made Heaven open to us!

We shall perform a Grand Sacrifice to our Beloved Quetzalcoatl!

By beseeching his Celestial Aid we hope to learn more about our Wings, together with the Magics of how the Wind interacts with them.

If we can gain influnce upon the Wind and Air itself, so many options will be open to us!

The Ethereal Winds of Quetzalcoatl can be added to our capacity to wield, if only we pour our energies into understanding and honouring these gifts.

That we have failed to do so until now.... Is a truly saddening thing.

With the Wind and Air, we can not only perhaps wrangle the Metal to our will, but we might be able to Fly Further and Faster!

Another step towards completing the Ancestral Golem Guardians is our main Priority however..... For now at least.

(-10 Food + Bonuses)
>>
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>>3441670
79 +25 [tech, sacrifice, and magic] = 104 (complete success)
Action 1&2: For the whole month, the Raptors practiced magic on the metals, eventually developing a whole new ability entirely: wind manipulation. If the Xochituatl dug small holes under a large fire, having the metal within it, and blew wind at it to heat it up, they could manipulate, to a very limited degree, the gusts to fly under the fire and into the holes, heating up the thing substantially more. When the Raptors sifted through the fire, they found large clumps of melted rock (slag), and in that rock small shining pebbles were visible. For the rest of the month, the Raptors spent creating, and picking off the shiny stuff from the slag, putting it into an ever-growing pile (+4 tech, native copper discovered, open forge created, and wind manipulation achieved)
>>
Just an update on what turn people are on:

Pudovskin is at year 3, turn 1 [actions not posted yet]

Urduk-Glarr is at year 2, turn 6 [actions not posted yet]

Kermitten is at year 2, turn 3 [actions not posted yet]

Victoria is at year 2, turn 1 [actions not posted yet]

Aldaketaren as at year 3, turn 1 [actions not posted yet]

Xochiluatl is at year 2, turn 5 [actions not posted yet]

Republic of Onee-San is at year 1, turn 6 [actions not posted yet]

Atan is at year 2, turn 1 [actions not posted yet]

If I made any mistakes, make sure to correct me
>>
Rolled 14, 2 = 16 (2d100)

>>3439296

Year 2, Month 6

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black

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

Power: 8 (Simple weapons, military force)
Defense: 5 (Treehouse capitol)
Food: 44 (Small Orchards, still growing)
Population: 78
Tech: 10 (Wooden spears, stone hand-axes)
Magic: 0

Actions 1 and 2: Continue to build the palisade

Chimps are not good builders, especially when it comes to something like the palisade. But there is one thing that Chimpanzees most certainly are though: stubborn. The orchards have almost reached completion now, and they're damned if they are going to let anyone take those away from them. for the next month or so, every thought, every action shall be towards the construction of this great palisade to defend the tribe and orchards, for the good of all!
>>
>>3441743
Urduk-Glarr: Year 2, month 6
14 +10 = 24 (failure with detriments)
Action 1&2: Yeah, they failed, and then gave up (Taboo till year 3, turn 4)
>>
Rolled 78, 35 = 113 (2d100)

Year 2
Month 5

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

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

Power:
Defense:
Food: 25 (+6 a Turn)
Population: 9

Tech: 14 Total
(Glyphs-Written Languge)
(Animal Domestication)
(Open Forge)
(Metallurgy)
(Native Copper)

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

Action 1 & 2: Obsidian Edges & Fire Power

Ceremonies took place upon Machu Tolo, in the Tower of Quetzacoatl and Tlaxcala.

Many offerings of the Dark Shiney Stone were made in Sacrifice to our Benefactor Deities.

Obsidian had long held a fascination for the Xochiluatl, incorporated as it was into the many Sacred Places among the Ruins of our Ancestors.

Younglings tried to play with the Shiny Substance, but their Parents or Packmates often intervened, for the Dark Rock could sometimes cut Scales just like a Talon, a Good reminder that Tlaxcala is both Protective as well as Dangerous, so it makes sense that the Shiny Rocks that come from Tlaxcala's Firey Realm, share those traits with her.

The Shamans had good cause to reflect upon lessons learned of late, so just as our Wings and Wind were looked at with fresh sight, so too should other subjects be considered from new perspectives.

Like Obsidian for instance....

It is a Gift from Tlaxcala herself, just as our Wings were a Gift from Quetzalcoatl. It bears her touch to it's very core and essence, wrought by and in fire it could be of much use in connection with our Fire Magics somehow.

The most obvious use though is it's incredible Sharpness, far better to cut or chop or slash something not of Flesh with a Tool rather than our Talons.

Perhaps used upon Trees to obtain Fruit that is out of reach?

It becomes highly reflective in some cases so it could be an option to encourage this for seeing ourselves like we can in the Rivers, Lakes and Sea. Or maybe it could even be used with Light Magic? To Reflect, Refract or Focus it's Power?

The Cabal of Shamans will pursue Obsidian for all of these things and more!

(-10 Food + Bonuses)
>>
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>>3441909
78 +28 = 116 (Complete success)
The raptors began chipping at the stone to hone it's edge, and created sharp tools used for cutting, but not much else, though the fire still dwelling within the tool was heard in whispers to the more magically gifted of the Xochituatl (+3 tech, and obsidian hand axes created [need to develop magical skills before inventing rune-crafting])
>>
Rolled 50, 56 = 106 (2d100)

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

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

Power:
Defense:
Food: 31 (+6 a Turn)
Population: 9

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

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

Action 1 + 2: Grand Sacrificial Hunt and Hopefully a Boon to grow our Numbers

A Giant Beast has been sighted!

To Honour Quetzacoatl and Tlaxcala, as well as our Sacred Ancestors, a great Hunt has been organised!

We will bring down this mighty Titan as our Prey as best we can!
If we can Slay it in the Name of the Gods, we might be able to gain their Blessings and finally Replenish our population's lost numbers....

The Bounty of Food such an endeavour would provide, should with ease assist in this also.

We shall use our many varied Magics to our advantage, ably assisted by our Brave Warriors who now wield the Flame touched Gift of Obsidian!

(+ Bonuses)
>>
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>>3427860

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

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

Power:
Defense:
Food: 50
Population: 100
Tech:
Magic

Lore: The Duckbilled platypus, possibly the Chaddiest animal ever to be born, is both a beaver and a duck. not only that but they are armed with a venomous spine in there foot, making them one of the few venomous mammals. Truly a more awesome animal has ever graced the earth, and now they've some how formed a society, nothing may be able to stop them. Lead by the mighty Tsar "Big Beak" Tyrone, they waddle onto the world stage, flexing those mighty duck-beaver muscles
>>
>>3443147
join the discord if possible, fren. We are considering switching maps and tinkering with some expansionist mechanics.
>>
>>3443147
>>3443561
https://discord.gg/GABSbgT
>>
>>3443015
Xochiluatl: Year 2, month 6 (after this, it's year 3 [AKA don't post actions till I say])
56 +31 = 87 (Above average success)
Action 1&2: The Xochituatl have been stalking the Carcharodontosaurus that killed many of their hunters for months now, and have finally decided to end the beast's reign of terror. With a combination of fire magic, light magic to blind it, advanced team maneuvers, and sheer willpower, the Raptors took down the Goliath, killing it before it could call the other members of its pack. The hunters used the obsidian hand axes to quickly cut up the animal, and hauled it back without scavengers eating too much (+24 food [20 from the successfulness of the hunt, and another +4 from the forest tiles bonus])

>>3443147
Approved as a civilization
Ability 1 gives +5 bonus to roll when the Ultrachad's want to fish (as well as other things)
>>
Alright, it looks like we've got the civs still active all on year 3, turn 1:

Increased birth rates (world event): Due to population loss, or increase quality in living conditions, birth rates have increased two-fold, now meaning that instead of the increase of population being half your food, it's all your food

All civs on year 3, month 1:
Pudovskin
Xochituatl
Aldaketaren
Urduk-Glarr
Tsardom
(All other civs that become active again will automatically be pushed to year 3, month 1)

Everyone can post their next turns now
>>
Rolled 83, 91 = 174 (2d100)

>>3444129
"The Tsardom Ultrachad"
Race: Duck billed platypus, the chaddiest of animals
Color: Poop brown, the chaddiest colour
Location: Pic related

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

Power: +6
Defense:
Food: 50
Population: 100
Tech: [Venomous spurs]
Magic

Action 1: Big Beak tyrone demands that the platypus searching for rocks to sharpen so that they can have some basic sharp cutty cut tools to use. contrary to popular belief, sharp cutty cuts are incredibly important, says Tyrone.

Action 2: he also demand they being stock piling wood of various sizes for future use. Woods a fairly useful commodity, so having logs, sticks and twigs of various sizes at the ready could prove vital to future expansion, such as river blocky blockers, or pokey poker sticks.
>>
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>>3444133
Tsardom: Year 3, month 1
83 = Above average success
Action 1: The chads kinda figure out how to hit rock with other rock to make it chip into sharp rock, but don't figure it out enough (1/2 for hand axe creation)

91 = Complete success
The stronk platypus put all the best wood in a pile, saving it for later (+3 tech from primitive wood storage [include wood storage in tech])
>>
>>3444129
Year 3 month 1

Action 1: Continue to try to build a wall using wickering on the entrances to the burrow, with a simple door to get past it

Action 2: Try to domesticate an animal

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

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

Power: 9 [stone hunting axes, and fire mushrooms]
Defense: 6
Food: 115 (+6 every month)
Population: 161 (Added 115 due to food)
Tech: 25 [Wicker, berry bush crops, tilled soil, rope, stone axes, and burrow capital]
Magic:

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life. Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs.
>>
Rolled 85, 38 + 25 = 148 (2d100 + 25)

>>3444147
Forgot to roll
>>
Rolled 34, 79 = 113 (2d100)

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

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

Power: [Venomous spurs +6]
Defense:
Food: 50
Population: 100
Tech: [+3 Wood Storage]
Magic

Action 1: ok, this is good, but now we must finish the cutty cutters. this should be even easier now we have a ready supply of wood. [+3 tech (primitive wood storage)]
Action 2: mighty Tsar Tyrone, in his all knowing genius has another idea of how we can make the Ultrachad Tsardom stronger. He remember when it is dry sometimes red spiky hot spirits happen. Tyrone believes that if we try we can harness the power of these spiky red hot spirits, as having a ready supply of heat and light would be useful, that and we have plenty to feed the spiky red hot spirits with. (Tl;Dr we're making fire) [+3 tech (primitive wood srtorage)]
>>
>>3444147
>>3444148
Pudovskin: Year 3, month 1
85 +25 = 110 (complete success)
Action 1: The bears managed to finish the wall of the burrow, with a simple door for them to go through. Though one burrow can only hold a fraction of the bears, it is the start of something great (+2 defense [Burrow capital finished])

38 +25 = 63 (success)
Action 2: The bears came back with some boars from the last hunt, still alive, and put them in the fenced in berry bush farm, keeping the meat for later (1/3)

>>3444158
Tsardom: Year 3, month 2
34 +3 = 37 (Failure)
Action 1: One of the chads got over-excited with his new plaything, and accidentally cut his friend badly, making the Tsars give up this tech for now (1/2)

79 +3 = 82 (above average success)
Action 2: The platypus managed to obtain and control the fire, but haven't figured out how to keep alight (2/3)
>>
Rolled 35, 99 = 134 (2d100)

>>3444171
"The Tsardom Ultrachad"
Race: Duck billed platypus, the chaddiest of animals
Color: Poop brown, the chaddiest colour
Location: Pic related

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

Power: [Venomous spurs +6]
Defense:
Food: 50
Population: 100
Tech: [Wood Storage]
Magic

Action 1: FOOLS! Tyrone shall now personally over see this, so that no more platypus' do any bad platypus things! [+3 tech]

Action 2: Now we have the Spiky red hot spirit, we must sustain it! Tyrone believes that like all living things, fire must eat! now all we must do is find out what spiky red hot spirits favourite food is. [+3 tech]
>>
>>3444173
>>3444173
Tsardom: Year 3, month 3
35 +3 = 38 (failure)
Action 1: Tyrone grabbed the sharp stone, yelling and raving about how foolish the platypus was for hurting themselves with it, but realized he was holding it on the wrong end, and that his hand was now bleeding badly (1/2, taboo till year 3, month 5)

99 +3 = 102 (complete success)
Action 2: Yeah, the Tsars figured out the art of rubbing to sticks together to create embers, then getting fine wood fibers and blowing to make it into a fire, then making that fire big in a very small amount of time (+4 tech [fire invented])
>>
Year 2, month 6

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

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

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

Progress:

Power: 11
Defense: 9 (Anthill complex and patrols)
Food: 117
Population: 150 (175 max (25 per hex))
Tech: 9
Magic:

Action 1: Although bugs and creepy crawlies are tasty, they sometimes can be pretty annoying, and with that in mind, some chams decided that they needed to cover themselves from these invertebrate bastards. After looking everywhere for something that can be molded into the chameleon body to protect them from the weather and bugs, finally a type of material was found.
>spiderwebs.
>learn how to weave spiderwebs, much like silk, to produce simple clothing.

Action 2:
>explore anthill complex to it's fullest extent.

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
Rolled 34, 9 = 43 (2d100)

>>3444179
>>
>>3444178
"The Tsardom Ultrachad"
Race: Duck billed platypus, the chaddiest of animals
Color: Poop brown, the chaddiest colour
Location: Pic related

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

Power: [Venomous spurs +6]
Defense:
Food: 50
Population: 100
Tech: [+3 primitive Wood Storage] [+4 Fire invented]
Magic

Action 1: the chads decide that maybe the rocks are not such a good idea, and decide instead to use there logs to make some permanent habitation. They decide to make a dam at the foot of the river
Action 2: Tyrone is determined to establish his power as Tsar, as awhile he is not officially the leader, he is clearly in charge. It shouldn't be too hard to Establish a Monarchy right?
>>
Rolled 45, 89 = 134 (2d100)

roll
>>
>>3444179
>>3444181
Aldaketaren: Year 3, month 1
34 +9 = 43 (Failure)
Action 1: The Aldaketaren just ended up annoying some spiders, and getting their hands sticky (0/3)

9 = catastrophic failure
Action 2: When exploring the lower levels of the tree, the chameleons came across a sound, underneath the ground. Before anything could be done, Termites burst out of the bottom, and killed many chameleons before being pushed back (roll 3d20 population loss [can dig up and explore underground tunnels of termites if your daring])

>>3444182
>>3444192
Tsardom: Year 3, month 4
45 +7=52 (success)
Action 1: The dam, using the gathered wood, was looking good, but the month ended sooner than the Plats thought (1/4)

89 = Above average success
Action 2: Tyrone got up, in front of the clan, and professed himself the Tsar, and greatest of the platypus. The reception was mostly good, apart from one of the viewers, who stood at least a foot taller than the wannabe leader (2/3)
>>
Rolled 6, 1, 19 = 26 (3d20)

>>3444207
>>
Rolled 57, 84 = 141 (2d100)

>>3444207
Year 3, month 2

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

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

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

Progress:

Power: 11
Defense: 9 (Anthill complex and patrols)
Food: 117
Population: 124 (175 max (25 per hex))
Tech: 9
Magic:

Action 1: The termites are back, just like our will to destroy them again. But we need to think of something to aid us in this bloody campaign of ours. "we use small door big house defense." - translate by google ["maybe we can use round pieces of wood for defense on our warriors."]
>create wooden shields.

Action 2: "from the looks of it, we have some field areas, and we can't waste any available space, for going out of our sacred borders is dangerous" said one of the elders.
>send scouts to the fields to see what tasty things grows there, be it plant or animal matter.

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
File: Wicker shield.jpg (77 KB, 1056x1100)
77 KB
77 KB JPG
>>3444171
Year 3 month 2

Action 1: Try to make wicker shields

Action 2: Continue to domesticate boars (1/3)

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

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

Power: 9 [stone hunting axes +4, and fire mushrooms +5]
Defense: 8 [Burrow capital with wicker wall and door]
Food: 121 (+6 every month [Berry bushes with tilled soil, and wicker fences])
Population: 161
Tech: 25 [Wicker +6, berry bush crops +4, rope +5, stone axes +10]
Magic:

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life. Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs.
>>
Rolled 3, 94 + 25 = 122 (2d100 + 25)

>>3444217
Forgot to roll
>>
Rolled 96, 77 = 173 (2d100)

Year 3
Month 1

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

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

Power:
Defense:
Food: 51 (+6 a Turn) (was 61 before)
Population: 70

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

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

Action 1 + 2: Golem Guardians

Our Hunt Honoured the Gods and in turn they have Blessed the Xochiluatl with Life, Fire and Spirit made flesh!

Our People went forth and multiplied in such numbers, that it could only be the will of Quetzacoatl and Tlaxcala guiding us!

We may not need the additional numbers as much now, but to have our Ancestors guiding us in the Material Realm as well as the Spirit Realm, is too valuable and important an endeavour to bring to fruition.

We now understand Metal far more than before, our Written Glyph Lexicon develops and grows, as does it's Magical Glyph counterpart.

Our Technology is improved and enables us to do more Physically and Magically, so it is time to continue our works to replicate and improve upon the prior efforts at incarnating our Ancestors.

This time as well as our Alloyed Ancestral Golems we shall have pure Copper Golems to join them, with both types adorned by Magical Glyphs and Obsidian Talons.

If we can enhance them with Fire, Light and Wind Magic, then even better!

We shall also Sacrifice to Quetzalcoatl and Tlaxcala to Bless this Sacred Venture for our mighty Fire Raptor Empire!

(-10 Food as Sacrifice + Bonuses)
>>
Rolled 13, 97 = 110 (2d100)

>>3444207
"The Tsardom Ultrachad"
Race: Duck billed platypus, the chaddiest of animals
Color: Poop brown, the chaddiest colour
Location: Pic related

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

Power: [Venomous spurs +6]
Defense:
Food: 50
Population: 100
Tech: [+3 primitive Wood Storage] [+4 Fire invented]
Magic

Action 1: continue working on that dam dam! DAM THAT DAM RIVER!...ok I'm out of puns. [+7 Tech]

Action 2: Tyrone continues to assert his dominance, stating that awhile these platypus' are taller then him, they still don't have the glorious muscles and dominating leader ship skills that Tyrone possess'
>>
>>3444213
Aldaketaren: Year 3, month 2
57 +9 = 66 (success)
Action 1: The chameleons began grabbing pieces of wood to use as a defense, but found that they needed some way of holding it, like a strap. Nevertheless, they began searching the forest for the best wood, and chipping away at it with hand axes (1/6)

84 +11 = 95 (complete success)
Action 2: The chameleon clubbers went out hunting, not in the forest, but in the open prairie. There they saw and caught giant (about the size of a cat) dung beetles, discarding their balls of poo that the creatures were pushing. The chameleons found, after eating the large bugs, that their exoskeletons were harder and round, a good shape for making things (+20 food from hunting [beetle carapace])

>>3444217
Pudovskin: Year 3, month 2
3 +25 = 28 (failure with large detriments)
Action 1: The bears gave up, and decided that shields are dumb (taboo till next year)

94 +25 = 119 (complete success)
Action 2: The boars are put into their own pen, and bred for their delicious meat (+8 every month [another +2 from the boars])

>>3444223
Xochituatl: Year 3, month 1
96 +31 = 127 (complete success)
Action 1&2: (don't have the tools to craft a metal golem) The stone golems were created, and spirits were made to flow through them. There was a problem though, the stone golems could not fly, manipulate magic, and talk/communicate (three stone golems added [+6 power as well]).

>>3444229
Tsardom: Year 3, month 5
13 +7 = 20 (failure with detriments)
Action 1: The dam broke while the plats were working on it, and it ended up just costing them their wood storage (lost the wood storage, -3 tech)

97 = above average success:
Action 2:
>Be me
>Be large Playtpus
>Be proud of size
>One day this fucker named Tyrone announces that he is the greateat chad there is in the platypus kind
>He's a fucking manlet
>Call him out on his BS
>Other tall friends agree, and we all start bullying him
>He seems mildly annoyed, but apart from that not much happens
>every one forgets about it and moves on
>one month later this fucker comes in and starts flexing at us
>calls us "lanklets"
>Says that we have don't have alpha leader ship skills, and that he should lead us
>Every ones laughing at us now
>Be me
>Going back to my burrow
>Girl I like is near my burrow
>Try to talk to her
>She calls me a lanklet and laughs at me
>I call her a bitch and she suplexes me
>walk into my burrow a broken man
>"F-Fuck you Tyrone, y-you dwarf ass bitch"
>Leave Platypus society to never be heard from again
Tyrone is now the Tsar
>>
Rolled 5, 29 = 34 (2d100)

>>3444291
"The Tsardom Ultrachad"
Race: Duck billed platypus, the chaddiest of animals
Color: Poop brown, the chaddiest colour
Location: Pic related

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

Power: [Venomous spurs +6]
Defense:
Food: 50
Population: 100
Tech: [+4 Fire invented]
Magic

Action 1: Shit, that didn't go to plan. ok time to go get that wood again I s'pose [+4 tech]
Action 2: WE GOTTA FINISH THE GOD DAMN DAMN! [+4 tech]
>>
Rolled 58, 34 = 92 (2d100)

>>3444291
Year 3, month 3

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

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

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

Progress:

Power: 11
Defense: 9 (Anthill complex and patrols)
Food: 137
Population: 124 (175 max (25 per hex))
Tech: 9
Magic:

Action 1: presented with a challenge to keep the little wooden circles (shields) on the warriors, an elder took the matter into his own lego hands, and went to venture out into the jungles to get the most resilient spiderweb fibers to weave it into a stronger type of material.
>Develop spiderweb weaving to create ropes/silk like cloths.

Action 2: One of the hunters that went out to the field areas brought back a big ball of poop that one of the dungbeetles was carrying around, only to find out that there were some kind of worm in there. After some debate between the wisest members of the clan, they were certain that these were dungbeetle babies.
>Develop dungbeetle farms in one field hex.

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
Rolled 74, 100 = 174 (2d100)

>>3441810

Year 3, Month 1

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black

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

Power: 8 (Simple weapons, military force)
Defense: 5 (Treehouse capitol)
Food: 44 (+2 per month, small orchards)
Population: 122
Tech: 10 (Wooden spears, stone hand-axes)
Magic: 0

Action 1: Attempt to expand the orchards

After a year, the small-scale orchards owned by the Chimpanzees have finally grown to full size, and can at last be properly harvested. Unfortunately, although it certainly provides a stable enough food source, it'll still be nowhere near enough to support the entirety of Urduk-Glarr. As such, the orchards must be expanded, even if only to keep up with the growing population.

Action 2: Search for other food sources

Whilst that is happening, other more immediate solutions must be used. As has happened for a long time now, gatherers shall be sent out to find and take back whatever sources of food they can find, thus hopefully providing some form of fallback even should the orchards themselves fail.
>>
>>3444295
>>3444306
>>3444310
Tsardom: Year 2, month 6
5 +4 = 9 (Catastrophic disaster)
Action 1: The platypus began trying to get more wood, when they saw some bite marks on the surrounding trees. Before the Tsars could do anything, they were pounced upon by beavers with sharp spears. "This is our turf y'see, we own these trees y'see. We don't want none of your platypus types in our land, now git!" The beavers pelted spears at the chads all the way back to their land, angering Tyrone immensely (3d20 casualties)

29 +11 (power [+6] and natural ability [+5]) = 40 (failure)
Action 2: Tyrone decided to make the damn, so as to ensure that they were defended in case the beavers attacked, but the month was slow, and the Chads and Stacies were in mourning (1/4)

>>3444306
Aldaketaren: Year 3, month 3
58 +9 = 67 (Success)
Action 1: The Aldaketaren began searching across the forest, and came across giant mulberry trees, and on those trees were giant silkworms, guarded by giant silk moths (the size of a large bird). It would take some finesse to grab those larvae (1/4 [but next time you wanna do this action, you'll have to fight giant moths])

34 +9 = 43 (failure)
Action 2: the chameleons began putting the dung beetles in a little hole to keep them, but the next morning they had gone: tunneled through the ground. The chameleons gave up for the month

>>3444310
Urduk-Glarr: Year 3, month 1
74 +10 = 84 (above average success)
Action 1: The Urduk-Glarr began planting more and more fruit trees, eventually leading them to clear out the trees that didn't bear fruit from the surrounding area, making the canopy almost disappear, apart from the ancient tree serving as the chimps home (+4 instead of +2 every month now)

nat 100 = The greatest success possible
Action 2: The chimps, sick of being pushed around, launched a great attack on the encroaching neighbors, attacking without relent. The raids were so successful that there were no casualties on Urduk's side, resulting in a huge boom in fruit. The chimps invented patrols so that the borders stay secure, and no inferior chimps take the fruit (+40 food, and +4 power [due to the patrols])
>>
Rolled 4, 2, 3 = 9 (3d20)

>>3444427
c-casualty time : (
>>
File: Wicker armor.jpg (190 KB, 750x999)
190 KB
190 KB JPG
>>3444291
Year 3 month 3

Action 1: Make two handed stone axes (if we can't get shields, were gonna have to make BIG axes)

Action 2: Make wicker armor/clothes

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

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

Power: 9 [stone hunting axes +4, and fire mushrooms +5]
Defense: 8 [Burrow capital with wicker wall and door]
Food: 129 (+8 every month [Berry bushes with tilled soil, wicker fences, and boars])
Population: 161/175
Tech: 25 [Wicker +6, berry bush crops +4, rope +5, stone axes +10]
Magic:

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life. Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs.
>>
Rolled 40, 75 + 25 = 140 (2d100 + 25)

>>3444439
Forgot to roll
>>
Rolled 58, 69 = 127 (2d100)

>>3444427
"The Tsardom Ultrachad"
Race: Duck billed platypus, the chaddiest of animals
Color: Poop brown, the chaddiest colour
Location: Pic related

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

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

Action 1: Finish the DAM DAMNIT!!! [+4 tech]
Action 2: Ok, those Beavers have gone too far! finish the stone axes, we need them for more then lumnberwork now [+4 tech]
>>
File: dudecivlmao.jpg (278 KB, 746x346)
278 KB
278 KB JPG
Rolled 63, 77 = 140 (2d100)

>>3444427
Year 3, month 4

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

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

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

Progress:
>silk 1/4

Power: 11
Defense: 9 (Anthill complex and patrols)
Food: 137
Population: 124 (175 max (25 per hex))
Tech: 9
Magic:

Action 1: The elder came back to let the warriors know what was going on, and told them to prepare, because they were going bug hunting.
>attack the moths and take the silk worms to study them.

Action 2:
"Huh, how are we going to keep them from escaping the burrows we make for them? *thinking emoji*"
"It's easy. Just like us, They can't dig through wood with their own claws."
>Make some wooden crates, put some poop in them and then burrow them in the fields, much like bee crates, but not quite.
>[development of capentry and bugfarming if done right]

Lore:
The chameleon people are sculptures made by the elder God, with an intent to make the most beautiful of creatures, which can change their coloration at will.
With a political division between internal matters, placed on the elders of the village, and security/war affairs, placed on the hands of the warrying members of the tribe
>>
File: F.jpg (130 KB, 800x533)
130 KB
130 KB JPG
Rolled 20, 38 = 58 (2d100)

>>3444427


Year 3, Month 2

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black

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

Power: 12 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 88 (+4 per month, orchards)
Population: 122/175
Tech: 10 (Wooden spears, stone hand-axes)
Magic: 0

Actions 1 and 2: Attempt to harness the power of fire

Fire. The red flower. Always your people have feared it, yet always they have respected it too. Long ago they tried to tame it, and in doing so they achieved little other than burning down their home. Yet did that not pave the way for the orchards, even more fruitful than anything before? It could kill yes, but it could also bring forth new life. And so it is that Urduk-Glarr can and must harness this power, and truly make themselves great.
>>
>>3444439
>>3444442
Pudovskin: Year 3, month 3
40 +25 = 65 (success)
Action 1: The bears began developing axes to use with two hands, which will allow them to both fight more effectively, and chop down full-sized trees (1/2)

75 +25 = 100 (Almost complete success)
Action 2: The Pudovskin began constructing a defense attached to their body, which will allow them to fight and defend without worrying about infected cuts (2/4)

>>3444455
Tsardom: Year 3, month 1
58 +4 = 62 (success)
Action 1: The Tsar started to re-build the dam that haunts their dreams, almost completing it within the month (2/4)

69 +4 = 73 (Above average success)
Action 2: The Tsar, under the strict governing of Tyrone, began and finished making the hand axes (+3 tech [hand axes can only cut down small plants, shrubs, saplings, etc])

>>3444456
Aldaketaren: Year 3, month 4
63 +11 [power] = 74 (above average success)
Action 1: The Aldaketaren killed the moths with ease using their superior weaponry and minds, and took some of their eggs and cacoons to study (3/4)

>>3446164
Urduk-Glarr: Year 3, month 2
38 +10 = 48 (failure)
Action 1&2:
>What I desire is man's red fire
>To make my dream come true
>Now, give me the secret, mancub
>Come on, clue me what to do
>Give me the power of man's red flower
>So I can be like you:
The chimps fail again, simply because nature didn't allow it (no natural fire appeared this month to study [not sure whether there was already a percentage done bar, but I'll just say it's 0/3])
>>
>>3446182
"The Tsardom Ultrachad"
Race: Duck billed platypus, the chaddiest of animals
Color: Poop brown, the chaddiest colour
Location: Pic related

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

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

Action 1: NOW we can finally finish that dam! or we could get a crit fail and spend the next 12 months trying to fix it [+7 tech]
Action 2: The Handaxes don't ppear suitable for chopping down anything more then saplings, which is a shame because Tyrone was really hopping we could use them to chop down some beavers. Tyrone however is still determined to chop down some beavers, and decides that if they can't develope effective weapons, they'll train to become masters of the weapons they where born with, that of course being there mighty spurs. [+6 power]
>>
Rolled 45, 29 = 74 (2d100)

>>3446229
>>
Rolled 64, 20 = 84 (2d100)

>>3446182


Year 3, Month 3

Name: Urduk-Glarr
Race: Chimpanzee
Color: Black

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

Power: 12 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 88 (+4 per month, orchards)
Population: 122/175
Tech: 10 (Wooden spears, stone hand-axes)
Magic: 0

Action 1: Attempt to create pottery

Whilst the other Chimpanzees are gathering fruits or lazing about, a few are playing around with the mud with some interest. It truly is quite fascinating the way some kinds can be molded, shaped, before hardening in the sun. Perhaps there is some way to improve this...

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

Although the Chimps have been having some form of gathering and discussion, little has actually been achieved so far other than a civil war and being attacked by some tigers. Still, they may as well continue, see if any good can come out of all this. It's getting a little difficult to hold everything together...
>>
Rolled 18, 6 = 24 (2d100)

Year 3
Month 2

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

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

Power: 6
Defense:
Food: 57 (+6 a Turn)
Population: 70

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

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

Action 1: Agriculture

With a Surplus of Fire Raptors we can do so much more!

We have long since known that Plants grow very fast in the Soil around the Volcano, truly another example of Tlaxcala giving Life with her Might and Power!

The lands around the Volcano are sadly jam packed with Plants of no use to us.... Only the Shamanic Vision Plants are an exception to this.

We will remove the useless Plants with our Axes and Fire Magic.<br>

Flora that will then benefit the Xochiluatl instead will be put in place!

Things such as Nuts and Fruit Bushes, Vines and Trees, as well as Medicinal and Magical Plants.

Semi Rotted Fruit are a special Delicacy that is often sought for.... With more Fruit this will no longer be a Rare Treat but a Staple instead!

All Fire Raptors have thrived upon our Domesticated Turtles and Birds, their Meat and Eggs as well as their Shells and Feathers, have been a great boon to our People.

Excess Nuts can be used to feed our Birds and expand their Polulation.

More than a few Raptors like to Burn Nuts and eat them anyway.... Not many will admit it however.

We should also try to grow more Water Plants around the Fresh Water Pools and the Sea.... There are more Fish to eat when there is Lilypads or Kelp in the Water.

Are there Water Plants we could eat?

If there are more Fish, then we can have more Turtles too!

More Food for Raptors and more food for our Domesticated Stock.

(+ Bonuses)

Action 2: Fermentation

We love the Giggles and Silly feelings that the Semi Rotted Fruit can give.... But fully rotted anything is bad for us and brings sickness....

Why do some Rot to Good things and others to Bad things?

We need to know this, as well as figure out how to do it on purpose!

Will Magic help? We will try different Magics and our Glyphs with different attempts to see the differences.

Would Fire Magic cooking it or drying it out help?

Would Wind Magic keep pests away?

Can Magic Glyphs keep away bad influences and promote good influences?

(+ Bonuses)
>>
Rolled 88, 60 + 25 = 173 (2d100 + 25)

>>3446182
Year 3 month 4

Action 1: Continue to try to make two handed stone axes

Action 2: Continue to try and make wicker armor/clothes

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

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

Power: 9 [stone hunting axes +4, and fire mushrooms +5]
Defense: 8 [Burrow capital with wicker wall and door]
Food: 129 (+8 every month [Berry bushes with tilled soil, wicker fences, and boars])
Population: 161/175
Tech: 25 [Wicker +6, berry bush crops +4, rope +5, stone axes +10]
Magic:

Lore: The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life. Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs.
>>
Rolled 95 (1d100)

>>3446234

Switching action 1 due to pottery being unrealistic without fire.

Action 1: Attempt to create grass weaving

Whilst most Chimpanzees tend to spend their leisure time simply resting or playing with each other, a few have taken to something quite different indeed: weaving grass together, twisting it, bending it. Whether this will amount to anything useful remains to be seen though.

(As a sidenote, food is actually 92, not 88. My mistake there)
>>
>>3446229
>>3446230
Tsardom: Year 3, month 2
45 +7 = 52 (success)
Action 1: Almost complete it, just need to construct the interior (3/4)

29 +7 [use tech modifier to develop things, and power for using military, etc] = 36 (failure with detriments)
Action 2: The Platypus ended up just hurting themselves, making them give up for now (taboo till year 3, month 5)

>>3446234
>>3446274
Urduk-Glarr: Year 3, month 3
95 +10 = 105 (Almost complete success)
The grass weaving went well, due to the chimps not using precious fruit trees as fodder (3/4)

20 = failure with large detriments
Action 2: The chimps ended up just fighting again (2d20 population casualties)

>>3446253
Xochituatl: Year 3, month 2
18 +17 = 35 (failure with detriments)
Action 1: The Raptors found much larger animals in the ponds then they expected, ending with a few getting eaten by giant crocodiles (1d20 population loss, and now the marsh area to the east is inhabited by crocs)

6 +17 = 23 (failure with large detriments)
Action 2: Due to not having the right methods, the Raptors ended up just getting food poisoning from mold (need brine water to kill the harmful bacteria, which in turn needs a sealed water container, a cool place to put it out of the reach of bacteria [housing], and salt to work [-20 food])

>>3446258
Pudovskin: Year 3, month 4
88 +25 = 113 (complete success)
Action 1: The axes were created, but they were too hefty and weighted for use in war (+3 tech)

60 +25 = 85 (above average success)
Action 2: The armor was completed, though in short supply due to the labor required (+3 power)
>>
Rolled 4, 3 = 7 (2d20)

>>3446279

Rolling for casualties.
>>
Rolled 20 (1d20)

Population loss
>>
New thread:

>>3446315
>>
Rolled 82, 58 = 140 (2d100)

Year 3
Month 3

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

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

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

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

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

Action 1+2: Crocodile Slaughter + Harvest

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

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

Whittle their numbers down and reclaim the area!

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

Rend and Tear them with Obsidian, Tooth and Talon!

We shall Flay their Hides and Devour their Flesh!

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

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

Our lost Kin will have vengeance!

So says I High Shaman Texcoco!!

(+Bonuses)



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