[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: The Animal Kingdoms.jpg (1.31 MB, 1134x1752)
1.31 MB
1.31 MB JPG
Welcome back to the Kingdom of Animals!
You are a race of animals who have been given sentience, and are now set off 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 animals aren't anthropomorphic per se, but usually are animals that can be imagined standing on their hind legs, so it isn't derpy (kinda like some of the animals in Narnia)

Brown - Tsardom (Platypus)
On year 4, month 5
Cyan - Aldaketaren (Chameleon)
On year 6, month 1
Red - Xochiluatl (raptors)
On year 5, month 6
Black - Urduk-Glarr (chimpanzees)
On year 6, month 1
White - Pudovskin (bears)
On year 6, month 1
(If you choose to start now, you'll begin at the start of year 3)

Use the template to get started:

“Name”
Race:
Color:
Location:
Capital: (Only include if you have one)

Natural ability 1:
Natural ability 2:

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

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

Lore:

Basic rules:

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

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

new nations start with 100 population and 50 food.

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

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

Every 500 population gained, you will be given an extra action per month (so as to incentivize large population)

Attacking or getting attacked by another faction works like this: you roll, then the number gets minused by the defense modifier of the enemy (plus instead if you're the one defending)

Housing goes like this (after the initial invention of the thing of course):
You say you want to put in an action to making housing, and roll for success, and when successful you gain +25 population cap. You can have 1 of these housing's in a hex, which means that each hex can have +50 people in it [including the already given +25]). The better your houses get, the more population bonus they give off.
>>
>>3461468
Explanation of stats:

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

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

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

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

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

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

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

Lore: just fluff for your civ.

Hexes utility:

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

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

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

https://discord.gg/GABSbgT

Archive:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Animal%20Kingdoms
>>
>>3461469
*Magic, power or tech = -5 (-5 more per hex away it is)
Food = -40 (-10 more per hex away it is)

And another thing: Housing costs -20 food, and -2 tech, power, or magic to make (I'll include that in my housing already created as well)
>>
>>3461468


>>3457850
>>3457871
Aldaketaren: Year 6, month 1
93 +9 = 102 (complete success)
Action 1: The bellows are made, and the glands made poisonless. The glands are relatively large, but small for bag bellows, though they will do for a small forge. The chameleons put the bellow on the side of the enclosed fire, and blew air into the fire, though they still couldn't get the thing to heat up to rock melting level (+1 tech from small bellow making, - poisonous glands, 6/10 [need charcoal created by making a charcoal kiln, and the understanding of ashes as well to proceed])

86 +9 = 95 (complete success)
Action 2: The rope/twine was made relatively quickly due to the advanced knowledge of the elders, but the month was spent, and the loom had to wait (+4 tech, and can now make a simple loom)

>>3457866
Pudovskin
15 +30 = 45 (failure)
Action 1: They failed to advance in this month

81 +30 = 111 (complete success)
Action 2: The carpentry chisel tools weren't much of a change from masonry ones (+3 tech: primitive wood sculpting created, and +1 to whatever used wood before)

>>3457888
Urduk-Glarr
71 +54 = 125 (complete success)
Action 1: Using their new stone source, the Urduk began piling them onto each other, though the sculpting of the stones to fit in place will take more time than just a month (3/6)

13 +54 = 67 (success [tech modifier OP?])
Action 2: The chimps began piling on grass woven mattes onto each other, but had not figured out the right sort of wooden frame to hold it up (1/4)

>>3457963
Xochituatl: Year 5, month 6
67 +14 = 81
Action 1&2:

>>3458061
>>3458062
>>3458070
(Do a little greentext to confirm what you are doing as the action, as well as the fluff [cause Adze's are used as primitive hoes, and will fulfill the desires of those Chads digging in the dirt, but I'm guessing you want an axe])

Tsardom: Year 4, month 5
34 +6 [culture from having Tyrone as leader, which you haven't put in yet] = 40 (failure)
Action 1: This sort of hip movement and swagger was new to the Chads, and a wholly different type of swoon, which didn't really catch on this month

82 +13 = 95 (complete success)
Action 2: (you need rope or twine first, so I'll make this action that instead) The Tsardom started using grass as a sort of connector thing for various things, which was perfected into twining the twine around itself to create rope (+4 tech: Rope created [can now make axes or adzes])
>>
Rolled 29, 41 = 70 (2d100)

>>3461507
Year 6, month 2

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

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

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

Production: Beetle carapace; Silk fibers; Pottery; Rope

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

Power: 1
Defense: 9 [Anthill complex and patrols]
Food: 164 [+4 p/month +(-1)]
Population: 172/200
Tech: 14
Magic:
Culture:9 [warrior-elder council]

Action 1: more eugenics applied
>the elders pair up the best couples to produce better offspring

Action 2:
>create simple looms with sticks and pieces of rope

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 which are represented by the moon God, and security/war affairs, placed on the hands of the warrying members of the tribe who are represented by the sun God
>>
Rolled 65, 95 = 160 (2d100)

>>3461705

Year 6, month 1

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

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

Power: 8 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 145 (+5 per month, staked orchards)
Population: 179/200
Tech: 54 (Wooden spears, stone axes, grass weaving, stone hand-hammer, rope, hammer and chisel, fire, clay sculpting, primitive wood sculpting, pottery, abrading)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Items: small amounts of refined jade, rough stone blocks

Resources: small quarry, jade deposits

Action 1: Continue work on dry stonewalling (3/6)

It has begun, Chimpanzees piling up stones atop each other to form crude constructions. For the moment, they are of little use at all, simply a vague pastime with little actual use other than to make some form of use of the assorted rocks they've obtained from the quarry. Still, they shall continue, and who knows? They may find a use for it after all.

Action 2: Continue work on thatch roofs (1/4)

Although the Chimpanzees have begun attempting to pile grass woven mattes on top of each other, for the moment they have little to actually place it on top of. Still, they continue their work regardless with little else to do. After all, why not simply place it atop tree branches at the like, at least until a viable substitute is found?
>>
Rolled 19, 69 + 30 = 118 (2d100 + 30)

>>3461507
Year 6, month 1

>Action 1:
Make abrading stones for masonry (continue)
>Action 2:
make simple adzes

>Taboo's:

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

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

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

>Power: 30
[stone-tipped spears +10, stone war hatchets +6, two-handed stone war axes +6, wicker armor +3 [only worn by some], and fire mushrooms +5]
>Defense: 12
[Burrow capital with wicker wall and door +8, grass huts +4]
>Food: 173 +7 every month
[Berry bushes +2, tilled soil +2, wicker fences +2, and penned wild boars +2] -1 from harsh winter
>Population: 275/275
[8 forest, and 2 grass hexes, and grass huts on the capital]
>Tech: 30
[Wicker +6, berry bush crops +4, fire +4, rope +5, stone hand axes +5, stone hatchets +6, two-handed stone axes +6, masonry chisel +4, wicker baskets +6, food drying +2, grass weaving +6, Grass huts +4] -27 from expansion, and urbanization
>Culture: 6
[Brukden, the ashen overlord]

>Lore:
The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life.
Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs. Some of them have even begun wearing the wicker on their bodies, using it as both a symbol of status, and for its defense.
>>
>>3461698
*Year 6, month 2
>>
>>3461468
Name - "Tarnovo"
Race: Lions (I know it's a cat and shit but it is absolutely possible to imagine them walking on their back paws. Just look up any heraldic lion, pic related. In fact even house cats can walk.)

Colour: Green

Location: If those yellow tiles in the north are a savanna, there, if not the jungles in the east. Or possibly the brown to the northeast... Also, can you explain me all the tile bonuses if possible. For example, are the hills like plains and are double terrains like two tiles, or the bonuses are halved (or different)

Natural ability one: Natural born killers - lions are vicious stalkers, killing for food, the young kittens imitate killing when they play. It is only natural they would embed this in the civilisation.

Natural ability two: Pride structure - lions have strict social norms, defined family units. For them, this new civilisation is but a mere extension to already existing structures.
>>
>>3462650
Approved:
Ability 1: Apart from obvious RP potential, this ability allows the Tarnovo to, once a year, re-roll a dice to do with power.
Ability 2: +6 culture due to pride, and you don't have to expend actions to form initial government

Forest gives +2 to hunting yield, grass/savannah make it easy to turn into farmland (takes less actions to terraform), mountains are a source of raw resources, swamps give +2 bonus to fishing as well as providing peat and bog iron, badlands give a natural defense bonus for each hex owned, and hills give a defense bonus to anything that is built on it.

Yes. the brown land to the north is Savannah, while the red land to the east is badlands.

If you have a lot of spare time, give year 5, month 1 actions, if not give year 6, month 1 actions
>>
File: Rock balancing.jpg (53 KB, 310x413)
53 KB
53 KB JPG
>>3461519
Aldaketaren: Year 6, month 2
29 +14 = 43 (failure)
Action 1: No success as of yet, though this new type of eugenics was liked a lot more than the previous one

41 +14 = 55 (success)
Action 2: The chameleons began tying sticks together to keep tension on the silk strings, so they could study them. After a week of this, some found that if they got two rows of string attached to sticks, they could pull one up, and leave a space between them, though the elders don't know quite what to do with it yet (7/10)

>>3461615
Urduk-Glarr: Year 6, month 2
65 +54 = 119 (complete success)
Action 1: The chimps were able, in this month, to break and mold the stones to fit in place with each other perfectly, creating a strong, yet drafty structure. A lot of the chimps began making rock sculptures with this new technique, competing with each other to see who can make the weirdest creation (+3 tech from dry stonewalling, and rock balancing sculptures (1/3))

95 +54 = 149 (complete success)
Action 2: The chimps made rooves, but don't know yet what to do with them (grass rooves created)

>>3461698
>>3461701
Pudovskin: Year 6, month 2
19 +33 [forgot to include tech bonus from primitive wood sculpting on the bonuses] = 52 (success)
Action 1: The month ended soon, and progress was slow (2/5)

69 +33 = 102 (complete success)
Action 2: Some of the pudovskin were sick of digging with their paws, and began trying to use axes instead, finding that the blades were not very handy compared to even using a chisel for digging. Some of the bears made axes with the blade at such an angle that it was easy to dig dirt and root, but they hadn't figured out how to harness it to the stick properly (3/4)
>>
File: Expansion.jpg (119 KB, 408x328)
119 KB
119 KB JPG
Rolled 99, 30 = 129 (2d100)

>>3464364

Year 6, month 1

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

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

Power: 8 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 150 (+5 per month, staked orchards)
Population: 179/200
Tech: 57 (Wooden spears, stone axes, grass weaving, stone hand-hammer, rope, hammer and chisel, fire, clay sculpting, primitive wood sculpting, pottery, abrading, dry stonewalling)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Items: small amounts of refined jade, rough stone blocks, grass roofs

Resources: small quarry, jade deposits

Action 1: Attempt to create crude mortar

With their new knowledge of dry stonewalling, the Chimpanzees of Urduk-Glarr are joyful at yet another show of their difference from other rival Chimp bands. However, with enough time it is easy to simply take apart the structures, not to mention how draughty they are. Now, if only there was some way to stick the stone together, increase the strength of the structure, maybe insulate it too...

Action 1: Expand to the southern wetlands (-5 tech)

The expansion into the Jade Mountains was a worthwhile endeavour, one that Grunog the Scarred was most pleased by: a place, previously owned by no Chimp, no a centrepiece of production in Urduk-Glarr. Who knows what other treasures may lie outside their reach? Thus it is that now, the Chimps venture south into the wetlands, in the hopes that an expansion there too shall be fruitful...
>>
>>3461507
"The Tsardom Ultrachad"
Race: Duck billed platypus, the chaddiest of animals
Color: Poop brown, the chaddiest colour
Location: Pic related

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

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

Date: year 4 month 5

Action 1: (I'd be fine with Adzes actually) Now with this new wrapping stuff, which was made much to the annoyance of the now VERY angry and frustrates aristocrats, the Tsars set to work making these new "pulling stuff away from something else rock on a sticks". [+17 tech]
Action 2: The Aristocrats, now depressed from repeated failure, decide that the only way to prove themselves is to go out and lynch some beavers. borrowing some Long Grassy stuff, or rope (for lynching) and some pokey fish sticks (for lynching also) they sneak out into beaver territory in the dead of night in search of some victims to violently murder. [+8 power] [+4 tech (rope)]
>>
File: IMG_20190427_131908.jpg (47 KB, 287x452)
47 KB
47 KB JPG
Rolled 21, 16, 18 = 55 (3d100)

>>3464319

>Year 5, Month 1

Name: Tarnovo
Race: Lions
Colour: Green
Location: pic related

Natural ability 1 - natural born killers
Natural ability 2 - Pride structure

Power:
Defence:
Food: 50
Population: 100/175
Tech:
Magic:
Culture: 6

>Initial action: set up government - one single male is the absolute monarch, every pride is governed traditionaly, with 1-3 males leading it, and every leader swears fealty to the crown.

The great prides gather at the centre of the plain. Their rule is undisputed, they own everything they can lay their eyes upon, but a single, muscular, thick-maned male has a vision for a future where every race would fear them, not only those who have seen them. This male is Krum Blackmane. The idea of an empire was born in his head from the point he fought for his pride with his father and won. He always wanted to rule, to rule more than a single lion is supposed to rule. Now, at the gathering, he challenges every single male for the right to rule his tribe and as he slowly gains control of the lion nation, he is mercifull, for he returns the prides to their leaders and makes them swear fealty to him.

>Action 1: Labour division: establish the family structure - females hunt, males attack and defend.

Everybody knows their place. This ensures absolute efficiency in everything - attack, defence and hunting

>Action 2: Hunt! We need food to expand!
>>
>>3464538
I meant that there was no need expending actions at all, your government is already formed (unlike bears and chameleons). So that means that you don't need to roll for it either, that 6 culture is for the pride that Krum is currently leading.

Tarnovo: Year 5, month 1
Success
Initial action: Krum is elected the leader, and his rule is undisputed (already have the +6 from pride)

21 +6 = 27 (failure with large detriments)
Action 1: Due to the new knowledge and mindset of the lions, some begin to dislike the pride setup, going for a more lax hunting and defending method, leading to disorganization for the month (-10 food)

16 = failure with huge detriments (this is a power action, meaning you can use your ability 1 for the year to re-roll)
Action 2: Some of the more eager lions went hunting, but came up empty-handed, causing starvation in the clan (-20 food)
(need to have food over or equal to half your pop or you will receive starvation population loss)

A rough start to be sure, but one that will weed out the weak
>>
Rolled 34, 84 = 118 (2d100)

>>3464488
Gonna do your rolls for you
>>
>>3464377
Urduk-Glarr: Year 6, month 3
99 +57 = 156 (complete success)
Action 1: The mortar, made with iron-rich mud sourced from the river was mixed with grass (+1 tech from mortar [thatched roof stonewall houses can be made now])

30 = failure with detriments
Action 2: Large amounts of rainfall was no surprising sight in the jungle that the Urduk new, yet that water had to go somewhere: the southern wetlands were known for many things, but being a safe place to explore was not one of them. As a group of Urduk, with tools and food, went to explore this strange land, they were met with large bloodsucking bugs and flood waters, and chimps are not known for swimming (-40 food, -5 tech, and 1d20 population casualties)

>>3464488
>>3464562
Tsardom: Year 4, month 6 (remember to add half your food to your population, and include the world event if there is one)
34 +17 = 51 (success)
Action 1: A stick was wrapped to a stone, yet it was no good for digging yet (1/5)

84 +8 [can't have tech as a bonus with power, even with individual techs. Can make lynching rope as a weapon for an action though, same as a weapon equivalent of the adze once it's made] = 92 (complete success)
Action 2: The chads, with Tyrone (remember to include him in brackets next to your culture +6) leading them, launched a raid on the beavers, taking both their food and their lives. The Tsardom used their harpoons as pokey weapons, but their shape wasn't too good against other land animals (+30 food [it's not a hunting action, it's a raiding one, so it doesn't get the forest hex bonus])
>>
File: dudeexpansionlmao.png (98 KB, 353x309)
98 KB
98 KB PNG
Rolled 22, 36 = 58 (2d100)

>>3464364
Year 6, month 3

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

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

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

Production: Beetle carapace; Silk fibers; Pottery; Rope

Progress:
>silk weaving 7/10
>forge making 6/10
>ocarina 3/6 (taboo y7)
>sun clock 2/4
>eugenics 1/6

Power: 1
Defense: 9 [Anthill complex and patrols]
Food: 167 [+4 p/month +(-1)]
Population: 172/200
Tech: 14
Magic:
Culture:9 [warrior-elder council]

Action 1: Our people grow in number
>Expand to pic related [tech]

Action 2:
>silk weaving
>make sheets of cloth to test how to weave stuff together and get a better understanding of what we can do with silk in the future
(I still get the 14 tech bonus xD)

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 which are represented by the moon God, and security/war affairs, placed on the hands of the warrying members of the tribe who are represented by the sun God
>>
Rolled 16 (1d20)

>>3463599

Rolling for population loss.
>>
File: ThatchedHut.jpg (384 KB, 1300x866)
384 KB
384 KB JPG
Rolled 71, 24 = 95 (2d100)

>>3464599

Year 6, month 1

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

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

Power: 8 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 115 (+5 per month, staked orchards)
Population: 163/200
Tech: 53 (Wooden spears, stone axes, grass weaving, stone hand-hammer, rope, hammer and chisel, fire, clay sculpting, primitive wood sculpting, pottery, abrading, dry stonewalling, mortar)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Items: small amounts of refined jade, rough stone blocks, grass roofs

Resources: small quarry, jade deposits

Action 1: Attempt to create stone houses with thatched roofs

Quite frankly, it's amazing how it all came together: the stonewalling, the mortar, the thatched roofs, all without the Chimpanzees even realising what they were doing was leading up to. Still, the inventions have properly come together now, and it likely isn't long before they realise that there's a far better method of obtaining shelter than mere treebranches overlaid with grass...

Action 2: Begin cooking food

Fire. The Red Flower. So powerful, so hot, and now entirely in the Chimpanzees control. For now, they use it simply to provide heat and to fire their pottery. But still, a few Chimps who've accidentally dropped their food in the fire have noticed how much nicer it tastes. And with pots and the like which can be held over, it may be that the secret to making excellent food to is soon to be unlocked.
>>
>>3464612
Aldaketaren: Year 6, month 3
22 = failure with large detriments
Action 1: The chameleons went out, and found a harsh treck, losing some of their brethren in the trip (-5 tech, -40 food, and 1d20 casualties)

36 +14 = 50 (success)
Action 2: The chameleons managed to figure out how to pull the thread inbetween the two rows of string, then interchange the rows, and pull the thread through again, making a pattern in the fabric (8/10)

>>3464749
Urduk-Glarr: Year 6, month 3
71 +53 = 124 (almost complete success)
Action 1: The chimps were now used to living on the ground, with their fire and patrols fending off any predators or competitors. Due to this new ground life, some of the chimps began constructing shelter things to protect them, but haven't connected all the key points yet (3/6)

24 +53 = 77 (above average success)
Action 2: Some of the chimps found that when they put the raw meats and fruits on plates of clay, the food tasted delicious, and it lasted much longer. Some of the chimps found that when they broke the bones saved, they could melt the marrow with the fire, providing lots of new nutrition (+40 food, and now the chimps spend almost all their free time on the forest floor)
>>
Rolled 65, 94 + 33 = 192 (2d100 + 33)

>>3464364
Year 6, month 3

>Action 1:
Make abrading stones for masonry (continue)
>Action 2:
make simple adzes (continue)

>Taboo's:

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

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

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

>Power: 30
[stone-tipped spears +10, stone war hatchets +6, two-handed stone war axes +6, wicker armor +3 [only worn by some], and fire mushrooms +5]
>Defense: 12
[Burrow capital with wicker wall and door +8, grass huts +4]
>Food: 180 +7 every month
[Berry bushes +2, tilled soil +2, wicker fences +2, and penned wild boars +2] -1 from harsh winter
>Population: 275/275
[8 forest, and 2 grass hexes, and grass huts on the capital]
>Tech: 33
[Wicker +6, berry bush crops +4, fire +4, rope +5, stone hand axes +5, stone hatchets +6, two-handed stone axes +6, masonry chisel +4, carpentry chisels, wicker baskets +6, food drying +2, grass weaving +6, Grass huts +4] -27 from expansion, and urbanization
>Culture: 6
[Brukden, the ashen overlord]

>Lore:
The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life.
Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs. Some of them have even begun wearing the wicker on their bodies, using it as both a symbol of status, and for its defense.
>>
Never got the update for the Xochiluatl for year 5 month 6....
>>
Rolled 15 (1d20)

>>3464807
>>
>>3461468
Still accepting new players?
Do we have to join the discord?
>>
File: Expansion.jpg (119 KB, 408x328)
119 KB
119 KB JPG
Rolled 94, 44 = 138 (2d100)

>>3464807

Year 6, month 4

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

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

Power: 8 (Simple weapons, military force, border patrols)
Defense: 5 (Treehouse capitol)
Food: 160 (+5 per month, staked orchards)
Population: 163/200
Tech: 53 (Wooden spears, stone axes, grass weaving, stone hand-hammer, rope, hammer and chisel, fire, clay sculpting, primitive wood sculpting, pottery, abrading, dry stonewalling, mortar)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Items: small amounts of refined jade, rough stone blocks, grass roofs

Resources: small quarry, jade deposits

Action 1: Continue working on thatched stone houses (3/6)

As time has gone on, the Chimps have gradually begun to abandon the trees in their free time, instead spending it on the forest floor where they cook their meals and construct their shelters. Yes, shelters. Crude things for now, the ideas needed to optimise them not entirely put together yet, but potential exists nonetheless...

Action 2: Attempt to expand south again (-5 tech)

Other Chimps might've avoided the wetlands in the first place, seeing how deadly they were. Other Chimps would've given up when their attempts to take it only ended in failure and death, But Grunog the Scarred isn't the type for giving up, oh no. Would he have been still alive today if he had given up? Would he have achieved leadership of all Urduk-Glarr if he had given up? No! The wetlands taunt him, they exist as a stain upon his reputation, a sign of his fallibility. This sign must, can and will be erased. The Chimpanzees shall take the southern wetlands or die trying!
>>
>>3465613
Oh, will give it now then
>>3466030
Yep, new players are welcome. The discord is for banter and questions. There's also a rules part where I give things like what tools needed to advance and such
>>
File: Order of the Moose.jpg (555 KB, 1134x1752)
555 KB
555 KB JPG
>>3461468
Name: The Alces Clans
Race: Moose
Color: Forest Green
Location: The mountain ridge and neighboring forests

Natural ability 1: Ceaseless Gait - Moose are big, beefy creatures. Capable of moving through deep snow, thick mud, rushing rivers, or other such difficult terrain without breaking pace.
Natural ability 2: Druidic Antlers - Every moose has antlers, not just the males. Their racks are their primary way of connecting with underlying natural forces.

Lore: Once a very solitary and territorial species, the gift of sapience allowed them to come together along the mountainous ridges and valleys that they called home. They are proud, and somewhat zealous in their bond with nature.
>>
>>3461507
Xochituatl: Year 5, month 6
67 +14 = 81 (above average success)
Action 1&2: The Raptors set out, and on their hunt they spotted a Charcaradontasaurus, which they downed from the air, though it was no easy feat (+20 food, +6 from jungle hexes, and a nice supply of tendons)

>>3467917
Approved (though the way that these hooved quadrupeds develop hand tools might be a little derpy):
Ability 1: Only -30 food instead of -40 when expanding
Ability 2: +5 magic from antler druidic magic

If you have a lot of spare time, give year 5, month 1 actions, if not give year 6, month 1 actions
>>
>>3467939
That's part of why I am planning on going magic. Hooves make things awkward for sapient animals.

What's the difference between Year 5 and Year 6 exactly? Does choosing Year 5 mean I'll have more actions to catch up? Are there any world events I should be aware of between the two?
I suppose I'll go Year 5 for now, I guess.
>>
Rolled 64, 24 = 88 (2d100)

>>3467917
Name: The Alces Clans
Race: Moose
Color: Forest Green
Location: The mountain ridge and neighboring forests

Natural ability 1: Ceaseless Gait - Only -30 food instead of -40 when expanding
Natural ability 2: Druidic Antlers - +5 magic from antler druidic magic

Items: N/A

Power: 0
Defense: 0
Food: 50
Population: 100/175
Tech: 0
Magic: 5 [Druidic Antlers]
Culture: 0

Lore: Once a very solitary and territorial species, the gift of sapience allowed them to come together along the mountainous ridges and valleys that they called home. They are proud, and somewhat zealous in their bond with nature.

>>Year 5, Month 1
>Action 1: Earthshaping - Using their antlers both as a physical shovel and a magical focus, the Moose are able to burrow into the earth and shape dirt to their will.
>Action 2: Plant Foraging - While some are busy scraping the ground, others are scouring the surrounding forests for vegetation and berries to eat.
>>
File: Polished Adzes and Axes.jpg (4.25 MB, 2220x1812)
4.25 MB
4.25 MB JPG
>>3464837
Pudovskin: Year 6, month 3
65 +33 = 98 (complete success)
Action 1: The abrading tools were made, and the stone on the tools polished (+4 tech, and +2 to everything that uses stone)

94 +33 = 127 (complete success)
Action 2: The bears fastened with rope, the stones to a stick that had a piece jutting out, making the tool last a whole lot longer before breaking (+8 tech [including wood and stone chisel bonus, as well as the new stone abrading bonus], and can now make planks and more advanced wood structures)

>>3466679
Urduk-Glarr: Year 6, month 4
94 +53 = 147 (complete success)
Action 1: The rooves were placed on circular stone frames, and then a makeshift door was put to keep the air inside warm. In the middle of the room, a small fire was kept, which the chimps slept and lived around, cooking and crafting their pottery. A lot of the tribe have migrated from the trees to this new style of living, which they have cleared trees for, making the capital area almost canopy-less (-20 food, -2 tech, +4 tech, +6 defense, +35 population cap [+10 from stone walls], and the Urduk now have stone and thatch houses on their capital)

44 = failure
Action 2: Another treck, another failure, though nothing really bad happened this time (-40 food, and -5 tech)

>>3467966
Alces: Year 5, month 1 (choosing year 5 instead of 6 means that you're technically not in synch with actual time)
64 = success
Action 1: The moose figure out how to use their antlers to shape the ground, though only the softer dirt (+3 tech due to natural digging implements)

24 = failure with large detriments
Action 2: Though the moose now have magic, they're still prey to wolves and cave-lions. They will now no longer split up the group for such things (1d20 casualties)
>The factions after this turn:
Brown - Tsardom (Platypus)
On year 5, month 1
Cyan - Aldaketaren (Chameleon)
On year 6, month 4
Red - Xochiluatl (raptors)
On year 6, month 1
Black - Urduk-Glarr (chimpanzees)
On year 6, month 5
White - Pudovskin (bears)
On year 6, month 4
Green - Tarnovo (lion)
On year 5, month 2
Dark green - Alces (Moose)
On year 5, month 2
>>
File: Newhouse.jpg (99 KB, 348x297)
99 KB
99 KB JPG
Rolled 85, 3 = 88 (2d100)

>>3468142

Year 6, month 5

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

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

Power: 8 (Simple weapons, military force, border patrols)
Defense: 11 (Treehouse capitol, stone and thatch houses)
Food: 105 (+5 per month, staked orchards, cooked food)
Population: 163/235
Tech: 50 (Wooden spears, stone axes, grass weaving, stone hand-hammer, rope, hammer and chisel, fire, clay sculpting, primitive wood sculpting, pottery, abrading, dry stonewalling, mortar, stone and thatch houses)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Bonuses: Primitive wood sculpting (+1), stone abrading (+2)

Items: small amounts of refined jade, rough stone blocks, grass roofs

Resources: small quarry, jade deposits

Action 1: Build more stone and thatch houses

The stone and thatch houses which now exist around the capital are marvellous things, utterly unlike anything created before by Chimpanzee kind, and oh so much better because of it. Seeing their convenience, a few Chimps in other areas of Urduk-Glarr are starting to build similar constructions, and it seems this practice shall only continue to spread.

Action 2: Begin drying fruits to preserve them

Although harvests from the orchards are always plentiful enough, the fruits will often rot relatively quickly when plucked from their trees, preventing large amounts from being stored over any given amount of time. Yet with their pottery and their sheltered houses, what if there was some way to dry the fruits, to allow them to be preserved and last even longer? A thought worth considering...
>>
Rolled 83, 11 = 94 (2d100)

>>3468142
Name: The Alces Clans
Race: Moose
Color: Forest Green
Location: The mountain ridge and neighboring forests

Natural ability 1: Ceaseless Gait - Only -30 food instead of -40 when expanding
Natural ability 2: Druidic Antlers - +5 magic from antler druidic magic

Items: N/A

Power: 0
Defense: 0
Food: 50
Population: 100/175 - 1d20
Tech: 3 [Natural Digging]
Magic: 5 [Druidic Antlers]
Culture: 0

Lore: Once a very solitary and territorial species, the gift of sapience allowed them to come together along the mountainous ridges and valleys that they called home. They are proud, and somewhat zealous in their bond with nature.

>>Year 5, Month 2
>Action 1: Nature Sense - With some concentration, a Moose can feel the lines of nature that connect all. It can be overwhelming though, and hard to pick out specific things. (really, this is more a prerequisite I'm grabbing for future stuff)
>Action 2: Wardens - In order to protect those who go out foraging, some of the strongest Moose assume the role of Warden. Wardens begin to accompany all groups that leave the safety of the herd.
>>
Rolled 12 (1d20)

>>3468652
Woo, that's my luck kicking in again. Rolling dice for the first loss of casualties. Bound to not be the last.

Does performing the same thing multiple times, or dedicating both actions to it, give a positive modifier? That way we don't get shafted by failing the same action 6 times in a row for an entire year?

Also, would you prefer to make your update post on my latest turn before I make another turn? Or can I do a few in a row to catch up timeline wise?
>>
>>3468156
Urduk-Glarr: Year 6, month 5
85 +50 = 135 (complete success)
Action 1: The houses were almost finished within the month (3/6)

3 +50 = 53 (success)
Action 2: The meats and fruits were put around the fire to dry, but the chimps were without results this month (1/3)

>>3468652
>>3468672
Performing the same action multiple times does not give a positive modifier, but making tech or weapons that would give lesser penalties does. If you want to do something like hunt, and want a larger amount of success, give an action to drilling your people, or turning a tool into a weapon. Give as many turns as you wish, I've got to go to bed soon, so more than one is probably a good idea.

Alces: Year 5, month 2
83 = above average success
Action 1: The moose feel the very force that nature provides, with some moose seeing the flow of energy within plants themselves (+3 magic from nature sense)

11 = failure with huge detriments
Action 2: The wardens failed, and were discontinued. Many moose were attacked and eaten this month: some sort of attack using the new found intelligence and magic is what some of the moose are saying (2d20 casualties)
>>
Rolled 11, 26 = 37 (2d100)

>>3468880

Year 6, month 6

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

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

Power: 8 (Simple weapons, military force, border patrols)
Defense: 11 (Treehouse capitol, stone and thatch houses)
Food: 110 (+5 per month, staked orchards, cooked food)
Population: 163/235
Tech: 50 (Wooden spears, stone axes, grass weaving, stone hand-hammer, rope, hammer and chisel, fire, clay sculpting, primitive wood sculpting, pottery, abrading, dry stonewalling, mortar, stone and thatch houses)
Magic: 0
Culture: 6 (Leadership: Grunog the Scarred)

Bonuses: Primitive wood sculpting (+1), stone abrading (+2)

Items: small amounts of refined jade, rough stone blocks, grass roofs

Resources: small quarry, jade deposits

>Action 1: Continue building houses (3/6)

The work on the construction continues, the Chimpanzees only growing ever more excited as progress continues. The stone houses in the capital are certainly garnering a lot of attention, almost everyone wanting to take a look around and inside. And soon enough, the y will have spread to yet another part of Urduk-Glarr...

>Action 2: Continue work on dried fruit (1/3)

For the past month, although they've been attempting to dry the fruits they harvest along with occasional meats, the Chimps have found little success yet. Still, that isn't going to stop them from trying, and so they continue forwards with their attempts.
>>
>>3464557
MY computer is fucked, I wont be posting until i fix it. Its so hard doing 4chan on mobile
>>
Rolled 16, 4 = 20 (2d100)

Year 6
Month 1

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

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

Power: 0
Defense: 0
Food: 107 (+7 a Turn)
Population: 79/200

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

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

Golem Guardians:
None

Magical Potency:
6 Magically Gifted
19 Magically Inferior

Domesticated Animals:
Birds
Turtles

Semi Tame Animals:
Giant Crocodiles

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

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

Action 1&2: String and Rope Making.

The Shamans and the People celebrated their highly successful Hunt and leaped into action with abundant materials that they had claimed!

Many variations of ways to preserve the Sinew and weave it into a stronger whole began to take place under the watchful eyes of the High Shamans.

Fire Raptors happy with their bellies filled and their creativity set loose, soon began to pair up and enjoy each others company.

Not long after the Xochiluatl's Population began to swell with many Hatchlings born to enjoy a New Year!

Praise be to the Gods!

(+Tech Bonus)
>>
Rolled 4, 85, 88, 51, 86, 72 = 386 (6d100)

>>3468880
Name: The Alces Clans
Race: Moose
Color: Forest Green
Location: The mountain ridge and neighboring forests

Natural ability 1: Ceaseless Gait - Only -30 food instead of -40 when expanding
Natural ability 2: Druidic Antlers - +5 magic from antler druidic magic

Items: N/A

Power: 0
Defense: 0
Food: 50
Population: 88/175 - 2d20
Tech: 3 [Natural Digging]
Magic: 8 [Druidic Antlers, Nature Sense]
Culture: 0

>>Year 5, Month 3
>Action 1: Predator Sense - Honing their Nature Sense, the Moose are able to focus to gain a sixth sense for natural enemies lurking about. Most often used to know where to avoid.
>Action 2: Moose Fitness Routine - Let's do some hopefully low risk training to make our people not die as easily.

>>Year 5, Month 4
>Action 1: Pathfinding - Using Nature Sense, the Moose are able to glean small bits of information from the land, making it harder for them to get lost, and lead them back to their homes.
>Action 2: Antler Sharpening - The remaining members of the Wardens begin rubbing their antlers on tree bark, removing velvet and sharpening them to be better used for protecting their charges.

>>Year 5, Month 5
>Action 1: Hunting/Gathering (again) - Once more, for great justice. Using every tool available to try to not die within the first year.
>Action 2: Earth Shaping - Expanding off of their basic geomancy, the Moose try to shape larger and courser pieces of land to their will.
>>
>>3471612
It's all good, just post more than one actions at a time to catch up

>>3470199
Urduk-Glarr: Year 6, month 6
11 +50 = 61 (success)
Action 1: The constructions continued (4/6)

26 +50 = 76 (above average success)
Action 2: The fruits were dried (+40 food, and +2 tech from food drying)

>>3467939
There's where I posted the action
>>3471616
Xochituatl: Year 6, month 1
16 +17 = 33 (failure with detriments)
Action 1&2: The months work just ended in stagnation, and food was lost due to this (-20 food [1/4])

>>3471756
Alces: Year 5, month 3
4 = Failure with crippling detriments
Action 1: The predators advanced on the new tribe, taking more moose than they had ever done before (3d20 casualties)

85 = above average success
Action 2: The moose trained in running, and antler fighting (+3 power due to /fit/ moose)

Alces: Year 5, month 4
88 +8 = 96 (complete success)
Action 1: The moose do this (+4 magic)

51 +3 = 54 (success)
Action 2: Some of the mooses start to do this, but not all (1/2)

Alces: Year 5, month 5
86 +3 = 89 (above average success)
Action 1: Their new skills in tactics etc allow them to gather food successfully (+20 food)

72 +12 = 84 (above average success)
Action 2: The moose begin to transform the very earth itself, agitating the soil, so as to improve yield, but it is still in the works (2/3)
>>
Rolled 5, 13, 12, 9, 7 = 46 (5d20)

>>3471827
This has the potential to completely wipe me out. Let's do this!
>>
Rolled 65, 81 = 146 (2d100)

>>3471827
Name: The Alces Clans
Race: Moose
Color: Forest Green
Location: The mountain ridge and neighboring forests

Natural ability 1: Ceaseless Gait - Only -30 food instead of -40 when expanding
Natural ability 2: Druidic Antlers - +5 magic from antler druidic magic

Items: N/A

Power: 3 [/fit/]
Defense: 0
Food: 70
Population: 42/175
Tech: 3 [Natural Digging]
Magic: 12 [Druidic Antlers, Nature Sense, Pathfinding]
Culture: 0

>>Year 5, Month 6
>Action 1: Try to finish up Antler Sharpening
>Action 2: Get that basic Geomancy finished
>>
Rolled 19, 17 = 36 (2d100)

Year 6
Month 2

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

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

Power: 0
Defense: 0
Food: 84/94 (+7 a Turn)
Population: 79/200

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

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

Golem Guardians:
None

Magical Potency:
6 Magically Gifted
19 Magically Inferior

Domesticated Animals:
Birds
Turtles

Semi Tame Animals:
Giant Crocodiles

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

In Progress:
Pottery 3/4
String & Rope Making 1/4

Action 1: Pottery

The Xochiluatl once more attempt to learn how to make Earthernware receptacles like Bowls, Amphoras, Plates and Cups.

Many also work upon wrought clay Icons of the Gods to Worship!

In the crafting of these Idols they make a Sacrifice of Food!

(-10 Food +5 Sacrifice Bonus +17 Tech Bonus)

Action 2: String & Rope making.

After last months setback the Shamans are less easygoing and really put the Raptors under closer scrutiny so as to get more work done.

(+17 Tech Bonus)
>>
Rolled 93, 78 = 171 (2d100)

>>3471827
Year 6, month 4

>Action 1:
Expand west into a grass hex
>Action 2:
make more grass houses (+51)

>Taboo's:

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

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

>Non categorized items:
All stone tools are now chiseled (+1), all wood tools are now chiseled (+1), all stone tools are now abraded (+2)

>Power: 36
[stone-tipped spears +12, stone war hatchets +8, two-handed stone war axes +8, wicker armor +3 [only worn by some], and fire mushrooms +5]
>Defense: 12
[Burrow capital with wicker wall and door +8, grass huts +4]
>Food: 187 +7 every month
[Berry bushes +2, tilled soil +2, wicker fences +2, and penned wild boars +2] -1 from harsh winter
>Population: 275/275
[8 forest, and 2 grass hexes, and grass huts on the capital]
>Tech: 51
[Wicker +6, berry bush crops +4, fire +4, rope +5, stone hand axes +7, stone hatchets +8, two-handed stone axes +8, hand-adzes +8, masonry chisel +4, carpentry chisels +3, stone abrading tools +4, wicker baskets +6, food drying +2, grass weaving +6, Grass huts +4] -27 from expansion, and urbanization
>Culture: 6
[Brukden, the ashen overlord]

>Lore:
The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life.
Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs. Some of them have even begun wearing the wicker on their bodies, using it as both a symbol of status, and for its defense.
>>
>>3471953
Alces: Year 5, month 6
65 +3 = 68 (success)
Action 1: The moose sharpen their antlers in a small montage scene, peparing their /fit/ warriors for battle against their predators (+6 power)

81 +12 = 93 (complete success)
Action 2: Some of the moose are now able to manipulate the earth using the energy that flows through it. This power is in its infancy, and it is only just harnessed by the end of the month (+4 magic)

>The next turn is year 6:
Half your food (rounded up), and add it to your population.

Cold year: The winter was harsh, and the wind cold: take 1d20 if they don't have a capital or housing (which you don't).

So in summary, gain 35 population, but roll 1d20 for casualties due to not having sufficient shelter

>>3472135
Xochituatl: Year 6, month 2
19 +22 = 41 (failure)
Action 1: No progress was made

17 +17 = 34 (failure with detriments)
Action 2: Some more food was used up during the experiments, which didn't advance for the year (-20 food)

>>3473403
Pudovskin: Year 6, month 4
93 = complete success
Action 1: Another land was taken, and with it, more pudovskin hunting grounds (+25 population cap increase, -40 food, and -5 tech)

78 +51 = 129 (almost complete success)
Action 2: The houses could not be completed within the month (3/4)
>>
Rolled 92, 6 = 98 (2d100)

Year 6
Month 3

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

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

Power: 0
Defense: 0
Food: 71 (+7 a Turn)
Population: 79/200

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

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

Golem Guardians:
None

Magical Potency:
6 Magically Gifted
19 Magically Inferior

Domesticated Animals:
Birds
Turtles

Semi Tame Animals:
Giant Crocodiles

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

In Progress:
Pottery 3/4
String & Rope Making 1/4

Action 1: Pottery

The Fire Raptors efforts continue under the Shaman's oversight.
Industrious Talons are hard at work to bring this technology to fruition!
(+Tech Bonus)

Action 2: String & Rope Making.

The Shamans undertake greater intensive efforts to wrangle a way to create sinew.

Much loss of tempers occurs, but work continues.
With Luck the Gods will smile upon these endeavours.
(+Tech Bonus)
>>
Rolled 7, 72 = 79 (2d100)

>>3473571
Name: The Alces Clans
Race: Moose
Color: Forest Green
Location: The mountain ridge and neighboring forests

Natural ability 1: Ceaseless Gait - Only -30 food instead of -40 when expanding
Natural ability 2: Druidic Antlers - +5 magic from antler druidic magic

Items: N/A

Power: 9 [/fit/, Sharpened Antlers]
Defense: 0
Food: 35
Population: 77/175 - 1d20
Tech: 3 [Natural Digging]
Magic: 16 [Druidic Antlers, Nature Sense, Pathfinding, Basic Geomancy]
Culture: 0

>>Year 6, Month 1
>Action 1: Berry Harvesting - Moose learn how to harvest berries without eating them, so that they can later be planted.
>Action 2: Earthen Defenses - Moose geomancers try to erect basic defenses made out of earth to protect the herd's main encampments. Palisades, trenches, and the like.
>>
>>3477220
Fuck, the berries fight back. Its Age of Mythology all over again.
>>
Rolled 20 (1d20)

>>3477227
Tried to roll, I need to go to sleep.
>>
>>3474499
92 +17 = 109 (complete success)
Action 1: The pottery is made, and the Raptors are now able to store their food more effectively as well (+4 tech, and +20 food from being able to conserve it longer)

6 +17 = 23 (failure with large detriments)
Action 2: No one wants to make sinew string anymore (-10 food, and taboo till year 7)

>>3477220
7 +3 = 10 (failure with huge detriments)
Action 1: More predators eat gatherers (2d20 casualties)

72 +3 = 75 (above average success)
Action 1: Some of the moose began digging long holes around where the herd usually grazed, but it couldn't be completed within the month (2/3)
(You can't make anything apart from pits and trenches due to digging ability. You can't make things like palisades till you have hand axes, and hands [make your antlers into hands using magic maybe?])
>>
Rolled 79, 62 = 141 (2d100)

Year 6
Month 4

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

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

Power: 0
Defense: 0
Food: 78/88 (+7 a Turn)
Population: 79/200

Tech: 21 Total
(Glyphs-Written Languge)
(Animal Domestication)
(Open Forge)
(Metallurgy)
(Native Copper)
(Obsidian Handaxes)
(Claymaking/Drying)
(Brick Making)
(Pottery)

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

Golem Guardians:
None

Magical Potency:
6 Magically Gifted
19 Magically Inferior

Domesticated Animals:
Birds
Turtles

Semi Tame Animals:
Giant Crocodiles

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

In Progress:
Sinew String & Rope Making 1/4 (Taboo til Year 7)

Action 1: Making Golem Guardians.

The Xochiluatl Empire needs to regain it's Power and Might!

This Month we shall bring some of our Honoured Ancestors back to walk amongst their Descendants and share their Wisdom and Strength!

We shall attempt to make these Host Bodies for them of Clay and Terracotta however.... May the Gods Bless this activity and show us the way to succeed!

(+21 Tech Bonus -10 Food for +5 Sacrifice Bonus)

Action 2: Create Mortar.

The Shamans had made walls of Brick around the Crocodile taming area to limit their movement and ease taming efforts.

The Shamans noted that wind and water seeped through them rather easily however.... Experimentation began to fill the gaps and reduce the chill of the Wind and prevent Water from penetrating.

Some Raptors used Wet Clay and Baked it with their Fire Magic to seal gaps.

Others stuffed the gaps with Moss.

A group of Females hacked down some Trees with their Axes and used Wood behind the Bricks with sand in between and then Baked with Fire Magic.

One particularly shameless Raptor, despite many looks of disgust, filled gaps with excrement.

(+21 Tech Bonus)
>>
Rolled 14, 80 = 94 (2d100)

>>3464807
Year 6, month 4

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

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

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

Production: Beetle carapace; Silk fibers; Pottery; Rope

Progress:
>silk weaving 8/10
>forge making 6/10
>ocarina 3/6 (taboo y7)
>sun clock 2/4
>eugenics 1/6

Power: 1
Defense: 9 [Anthill complex and patrols]
Food: 130 [+4 p/month +(-1)]
Population: 157/200
Tech: 9
Magic:
Culture:9 [warrior-elder council]

Action 1: Looks like we are finally getting somewhere with these fibrous lines.
>silk weaving

Action 2:
>forge making

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 which are represented by the moon God, and security/war affairs, placed on the hands of the warrying members of the tribe who are represented by the sun God
>>
>>3477797
Name: The Alces Clans
Race: Moose
Color: Forest Green
Location: The mountain ridge and neighboring forests

Natural ability 1: Ceaseless Gait - Only -30 food instead of -40 when expanding
Natural ability 2: Druidic Antlers - +5 magic from antler druidic magic

Items: N/A

Power: 9 [/fit/, Sharpened Antlers]
Defense: 0
Food: 35
Population: 57/175 - 2d20
Tech: 3 [Natural Digging]
Magic: 16 [Druidic Antlers, Nature Sense, Pathfinding, Basic Geomancy]
Culture: 0

>>Year 6, Month 2
>Action 1: Geomancy(+16) (1/?) - Expanding off of their basic geomancy, the moose try to shape more than just dirt, namely rocks and stone.
>Action 2: Plant Magic(+16) (1/?) - Using some concepts learned from Nature Sense and geomancy, the Moose try to encourage plants to grow faster or in a specific direction.
>>
Rolled 4, 9 = 13 (2d20)

>>
Rolled 85, 46 = 131 (2d100)

>>3482713
>>
Rolled 17, 43 = 60 (2d100)

>>3473571
Year 6, month 5

>Action 1:
Expand west into another grass hex (west)
>Action 2:
make more grass houses (continue [3/4])

>Taboo's:

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

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

>Non categorized items:
All stone tools are now chiseled (+1), all wood tools are now chiseled (+1), all stone tools are now abraded (+2)

>Power: 36
[stone-tipped spears +12, stone war hatchets +8, two-handed stone war axes +8, wicker armor +3 [only worn by some], and fire mushrooms +5]
>Defense: 12
[Burrow capital with wicker wall and door +8, grass huts +4]
>Food: 154 +7 every month
[Berry bushes +2, tilled soil +2, wicker fences +2, and penned wild boars +2] -1 from harsh winter
>Population: 275/300
[8 forest, and 3 grass hexes, and grass huts on the capital]
>Tech: 46
[Wicker +6, berry bush crops +4, fire +4, rope +5, stone hand axes +7, stone hatchets +8, two-handed stone axes +8, hand-adzes +8, masonry chisel +4, carpentry chisels +3, stone abrading tools +4, wicker baskets +6, food drying +2, grass weaving +6, Grass huts +4] -32 from expansion, and -2 from urbanization
>Culture: 6
[Brukden, the ashen overlord]

>Lore:
The Pudovskin are kings of their territory, and they believe that they can be the kings of much more. Now that they have been united under the iron grip of Brukden, they seek to better themselves in all walks of life.
Ever since magic has affected them, the bears of the north have started to walk upright more now, and their paws have changed form to have opposable thumbs. Some of them have even begun wearing the wicker on their bodies, using it as both a symbol of status, and for its defense.
>>
>>3478269
Xochituatl: Year 6, month 4
79 +26 = 105 (almost complete success)
Action 1: The food sacrificed now did not please both gods anymore, and they now desired only 'living blood' as an exchange for their blessing. The more important of powerful the sacrificed, the higher their blessing (will still include the sacrifice bonus for this one).
The Raptors could now make their golems using the new molding they had created: clay sculpting. The older and more experienced workers started the sculpting, and were almost finished within the month (3/5)

62 +21 = 83 (above average success)
(yeah, you can't cut down trees with a hand axes made of sharp glass, which is more like a primitive dagger than anything) Action 2: Some Raptors began sticking the bricks together using grass and mud mixed together (2/3)

>>3482623
Aldaketaren: Year 6, month 4
14 +9 = 23 (failure with large detriments)
Action 1: The chameleons have small attention spans (taboo till next year, and -20 food)

80 +9 = 89 (above average success)
Action 2: I said that you need both kiln making (charcoal), and ashes knowledge to succeed. So I'll change it to kiln construction: The Chameleons found that normal wood wasn't hot enough to melt or change the rocks in the forge, and began construction on a big clay 'pot' that was filled up with wood, and its top covered with broken clay pieces, though the construction was not finished within the month (2/3)

>>3482713
>>3482743
Alces: Year 6, month 2
85 +16 = 101 (complete success)
Action 1: Some moose focused on their geomancy in the month, and were able to make sand and dirt stck together and solidify (though they were a quite weak form of sandstone), but couldn't do much with it due to not have hands (+2 magic, and telekinesis is not a given [can't manipulate earth more till you have more moose, a magic class formed, and a place of worship made])

46 +16 = 62 (success)
Action 2: Wilted flowers were, after given some light and water, made to slightly rise up (1/4)

>>3485703
Pudovskin: Year 6, month 5
17 = failure with huge detriments
Action 1: Casualties and stuff due to bad expedition (2d20 casualties, -40 food, and -5 tech)

43 +46 = 89 (above average success)
Action 2: The houses were made (-2 tech, -20 food, +4 defense, +25 population cap, and the Pudovskin now have a few houses on a grass hex)
>>
Rolled 74, 20 = 94 (2d100)

>>3485747
Year 6, month 5

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

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

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

Production: Beetle carapace; Silk fibers; Pottery; Rope

Progress:
>silk weaving 8/10 (taboo until 7-5)
>forge making 6/10
>kiln 2/3
>ocarina 3/6 (taboo y7)
>sun clock 2/4
>eugenics 1/6

Power: 1
Defense: 9 [Anthill complex and patrols]
Food: 110 [+4 p/month +(-1)]
Population: 157/200
Tech: 9
Magic:
Culture:9 [warrior-elder council]

Action 1: "I wonder what we could do with bigger trees..."
>create hatchets

Action 2:
>forge making
>finish the kiln

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 which are represented by the moon God, and security/war affairs, placed on the hands of the warrying members of the tribe who are represented by the sun God
>>
Rolled 80, 40 = 120 (2d100)

Year 6
Month 5

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

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

Power: 0
Defense: 0
Food: 95 (+7 a Turn)
Population: 79/200

Tech: 21 Total
(Glyphs-Written Languge)
(Animal Domestication)
(Open Forge)
(Metallurgy)
(Native Copper)
(Obsidian Handaxes)
(Claymaking/Drying)
(Brick Making)
(Pottery)

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

Golem Guardians:
None

Magical Potency:
6 Magically Gifted
19 Magically Inferior

Domesticated Animals:
Birds
Turtles

Semi Tame Animals:
Giant Crocodiles

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

In Progress:
Clay & Terracotta Golem Crafting 3/5
Mortar Research 2/3
Sinew String & Rope Making 1/4 (Taboo til Year 7)

Action 1: Clay & Terracotta Golem Creation.

The Shamans divided their efforts, some of the Golem's would be used to Summon and Bind Ancestors to Bodies of Clay.... Meanwhile another Group of Shamans fired other Golem's into Terracotta Statuary before performing their own Rituals of Awakening.

(+Tech Bonus)

Action 2: Mortar Research.

More Shamans were hard at work learning to bind Bricks together for added strength and insulation.

Sticky pastes made of pulped fruit or melted animal fats were experimented with.

Another Shaman after futile attempts at trying to hack a tree down and shattering his Axe, noticed the tree bled a white sticky substance and used that in his efforts with Bricks.

(+Tech Bonus)
>>
>>3485747
>Hands
Screw that shit. Moose don't need creepy spider-paws.

I was thinking we could do something Akin to forcing the ground around like earth bending. Without levitating it. I guess I'll just make that it's own thing when I can get the magic class and location situated.
>More moose
Why do you hurt me this way?
One day we might rise above our starting pop.
>>
Rolled 54, 29 = 83 (2d100)

>>3485747
Name: The Alces Clans
Race: Moose
Color: Forest Green
Location: The mountain ridge and neighboring forests

Natural ability 1: Ceaseless Gait - Only -30 food instead of -40 when expanding
Natural ability 2: Druidic Antlers - +5 magic from antler druidic magic

Items: Sandstone

Power: 9 [/fit/, Sharpened Antlers]
Defense: 0
Food: 35
Population: 44/175
Tech: 3 [Natural Digging]
Magic: 18 [Druidic Antlers, Nature Sense, Pathfinding, Geomancy]
Culture: 0

>>Year 6, Month 2
>Action 1: Plant Magic(+18) (1/6) - The Moose continue to tend to their plants. Figuring out the basics of how they work with the mundane as well as magical.
>Action 2: Gather Food(Add woods synergy) - We need to keep our dwindling numbers up somehow.



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.