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Primal World: Culture/Nation Builder
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Your people find themselves stranded in an unfamiliar environment- a prehistoric world, untouched by time. They have only a slight recollection of who they once were as a society, and no idea of what they may become. That is all up to you, the player. Your tiny nation can become anything, from peaceful traders to bloodthirsty conquerors. This is a world where anything is possible; brutal and savage orcs may rise up to become an advanced, civilized society, and high-tech, sophisticated robots may dwell in caves, bashing things with rocks, if you so choose.

Welcome to Primal World. Good luck, and have fun.

First thing's first, create your burgeoning nation, just entering the copper age.....
---------------------------
I. Nation Sheet
---------------------------
Name: (What do your people call themselves?)
Race: (What ARE your people?- helps determine starting eccentricities, base pop growth)
Fluff: (A general description of what your race is physically/intellectually capable of, if applicable, as well as a small base culture - but civilization is just beginning, and you may (if you choose), add onto this as your nation grows and progresses, creates it's own distinct culture, discovers new technologies, and makes new friends. (Or enemies. Either one.) )
Color: (What color you are on the map)
Location: (General- forests, plains, etc.)
Territory:5
--Don't fill out (unless specified)--
Food: Adequate (Determines pop growth)
Population(+growth per turn): 12 ( Per turn increase generated by GM)(+other modifiers)
Happiness: 0
Resources: Copper (Scarce) (Others generated by GM)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
>>
Name: The Broodnest
Race: The Brood. Spider-like Humanoids that share a hivemind with their Broodmother. Each has four arms and a light chitinous armor on their body. Certain variants of the species that assist in caring for the queen have four clear wings not unlike those of dragonflies to assist in maneuverability. Other, "workers," have the ability to create a sort of silk which is used in expanding the hive. Their mouths are lined with eighty thin, sharp teeth.
Fluff: The Broodnest is a colloquial term used to describe the large "hive" or "nest" created by The Broodmother and her workers. While a relatively new species, The Brood is a highly evolved after having developed sentience in hivemind form. By using a pod based reproduction system, the species spreads itself through laying pods which spew the larvae which will later become productive members of the brood. Using the silk created by workers, the hive is ever expanded. Rather than using cities, The Broodnest is a singular entity which is ever expanding. Entering means navigating a vast network of interconnecting tunnels that ultimately lead to the core and throne of The Broodnest. While the species shares a hivemind, each member of The Brood has its own personality and level of individuality. However, if need be, The Broodmother may take control of any member of the brood for her own purposes. This may be used for diplomatic purposes, as well as to mislead others to the identity or true appearance of The Broodmother. In times of rebellion or dire conflict, The Broodmother has been known to take full control of the hive so as to better ensure the survival of The Broodnest.
Color: Purple
Location: Subterranean Caves with holes to the surface
Territory:5
>>
>>44267123
Forgot to tripcode
>>
>>44267095
>Also
Rules: http://pastebin.com/1rxm544H
Chat: https://client01.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
Game proper starts in t-1.5 hours
>>
Name: Elysium
Race:(Ghouls (similar in aspect to Danny Phantom ghosts) They look like regular humans with /slightly/ green tinted skin.
Fluff: Forests. Long known as places where mysterious and dangerous things roam free and wild. In the forest covering this nation, this was especially true, for it was not just the things in the forest that held danger, it was the earth and the forest itself. There held an odd energy that began to change the people within it’s borders. It fused with the people, changing their DNA, making them more than normal humans. They could lift more than their own weight, yet could defy gravity in flight. They could touch things as normal, yet at times could let dangerous creatures pass through them.
Color: Ectoplasm Green
Location: Thick forests and raging rivers. Babbling brooks and rolling hills.
Territory:5
NOTES: Terribly weak to magic. Intangibility is a purely defensive mechanism, and cannot return to tangibility inside a person/thing.
>>
I. Nation Sheet
---------------------------
Name: The Oar'Resh Tribe
Race: Hobgoblins
Fluff: The sons and daughters of Oar'Resh, The great grand sire of the current tribal leader Bar'Resh are a strong people, a hearty people who will slowly dominate all, like the choke vines of the forest. They Are 6 foot tall goblinoids with gray skin but are far more clever and good at working in groups then their small green cousins.
"Puny green skins hardly able to be called goblin anyway!" -so says the wisdom of Oar'Resh
They Oar'Resh people make great use of obsidian to make spear and arrow heads, hunting an large game fearlessly, their ability to stalk their pray for hours without growing tired gives them an edge over the other creatures of the forest.
"Venison Haunch is good food!" -so says the wisdom of Oar'Resh
The Hobgoblins seek a better station in life, their Cave homes hidden beneath the forests are forgotten while they dream of something more. It's Coming, they can smell it.
"Soon we be very important!" -so says the wisdom of Oar'Resh


Color: (Dark Purple)
Location: Forrests&Caves
Territory:
>>
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Name: Umtagati
Race: Blood Elves are an intelligent lifeform birthed from a single wicked and evil tree. Whereas ordinary trees consume water and sunlight the Blood Tree consumes blood and moonlight. It spawned the Blood Elves from the leaves that fell during the day, and these creatures are vicious, and live and die at the with their Tree. A single Blood Tree can only sustain the lifeforce of so many Blood Elves, and those born after this point must be cast out to plant their own Tree, or killed to preserve the life of the Tree for the others. Blood Elves are effectively ageless, and will survive for as long as their Tree is healthy.

Fluff: There is only one Tree for now, and that is what the Umtagati live around. They are one with their Tree, but they know deep within that eventually they will need to expand the Grove, plant more trees, create more Umtagati. The best and strongest Trees come from the intelligent life of this world, and they must be fed to the Roots.

Color: Red
Location: Forests or Grasslands
Territory:5

Food: Adequate
Population: 12
Happiness: 0
Resources: Copper (Scarce)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
>>
>>44267095
Name: Streydaga
Race: Centaurs
Fluff: The centaurs of Streydaga live in a feudal society. The chief is the strongest in a tribe, and the Great chief is the strongest chief. Usually the tribes act independently unless there is a great threat to them all, then the Great chief will lead the Streydaga into battle. ?Nothing to date has held against their massed charges across the plains. Nothing.
Color: Blue
Location: Plains
Territory:5
>>
>>44267095
Game starts in 30 minutes! New races can always join in though.
>>
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>>44267095
Name: Village-State of Chaisleá.
Race: Not!Irish-French humans.
Fluff:
Chaisleá is a republic formed out of separate, smaller clans. Of the clans, two stands out: The Éan clan supports the idea of making foreign friends, to allow the nation to prosper though trade and culture, while the Mactíre clan supports the sword over the pen, rather ensuring that the State's rule is not from spilt ink, but from spilt blood.

Aside from the primitive democracy, not much else can be said about Chaisleá, for in other reguards, they're the standard human race in this Primal World.
Color: Dark Green.
Location: On a isle, with some land to expand into.
Territory: Lots.

Food: Adequate (Determines pop growth)
Population(+growth per turn): 12 ( Per turn increase generated by GM)(+other modifiers)
Happiness: 0
Resources: Copper (Scarce) (Others generated by GM)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
>>
>>44267095
Last bump from OP, game starts in 15 minutes
>>
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>>44267095
Name: Rollers
Race: Intelligent, large Armadillos.
Fluff: The rollers has one important motto, just keep rolling. While they have come far from being unintelligent critters without purpose they have held on to that motto. Leadership is as such given to whoever can roll furthest, and so far that leadership has led them on their migration through the lands. A journey in search of resources, in search of safety, and as an excuse, to just keep rolling.
Color: Brown
Location: Endless open plains
Territory:5
>>
>>44267095
Crap almost forgot, calling a spot
>>
Name: Selendii
Race: Elves
Fluff: As beautiful as they are deadly, the Selendii call the jungles their home. Highly secretive and xenophobic, these people who once wished to live in harmony with their surroundings have now realised that life itself is a struggle to be mastered. Under the spiritual leadership of their High Priestess, the Selendii will do whatever it takes to establish their rightful dominance in the chaotic balance of nature.
Color: Yellow
Location: Rainforest
Territory:5
>>
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Name: The United States of Ameri-rock
Race: "Advanced" humans and dinosaurs
Fluff: Incredibly intelligent humans, they are vastly superior in intellect to what would have been our real world cavemen. They have developed a symbiotic relationship with the native dinosaur life, domesticating them and using them in almost every facet of society. Their culture is one of either urban or suburban lifestyle, with a focus on pre-historic modern values.

Stars and tiger stripes, mom's thorn-apple pie, a white stone fence on every lawn, a foot-car in every driveway, and the smell of freedom in the air. It's another day in the USA!
Color: Orange
Location: Valley
Territory:5
>>
>>44267095

Name: Pouring Rock Tribe.
Race: Humanoid predatory reptiles AKA Lizardmen.
Fluff: The group of intelligent cave man lizards only banded together after a mystical and mythical "no-face" character taught them the secrets of advanced civilization (as advances as it can be when a pointy stick is a weapon of mass destruction), law, and the secret of shaping rock, wood, and metal.
Having grown in number, they need to expand. or, that's what they will have to do unless they think that starvation is a good choice.

Color: Bronze.
Location: Forest hillsides.
Territory:5
>>
>>44268473
>>44268508

Too much yellow, changing colour to Grey.
>>
[GM Note: All players add 'Eccentricities' tab]
>Eccentricities are combined bonuses and flaws, the are both good and bad.

>>44267123
[Broodnest]
>Pop Growth: (Adequate=+6/turn)
Eccentricities:
[Hivemind]: The Brood only cares about the welfare of the nest, and what benefits one, benefits all. Happiness is irrelevant, and a bordering nation will not be able to passively absorb your territory through it. But the new Queen is young and untested, and when possessive a broodmember, a high roll is required.

>>44267235
[Elysium]
>Pop Growth: (Adequate=+2/turn)
Eccentricities:
[Intangibility]: When attacked, given enough warning, the ghouls of Elysium can make themselves nearly intangible, greatly increasing their survivability (though this does not ensure it). However, they're physically weak, and have a harder time producing stronger military units from their general population.

>>44267314
[Oar'Resh]
>GM Note: You have 5 territory
>GM Note: Purple was taken, so you're orange
>Pop Growth: (Adequate=+3/turn)
Eccentricities:
[Specialists]: The one thing the hobgoblins remember of their past is how to work obsidian, and luckily the hills and caves they inhabit do yield some. They get a +5 bonus to working with the material, but a -5 with other materials.

>>44267413
[Umtagati]
>Pop Growth: (Adequate=+2/turn)
Eccentricities:
[Vicious]: Umtagati Blood Elves are entirely devoted to their tree, and [Umtagati] units gain a +1 bonus in combat. But each tree can only sustain so many, and once that limit has been reached (GM will notify), another must be planted to resume population increase.

>>44267754
[Streydaga]
>Pop Growth: (Adequate=+3/turn)
Eccentricities:
[Feudal]: The tribes of the Streydaga are very independent, and do not like to pledge themselves to each other except in times of war. Recruiting military units in peaceful times is much more difficult, though much easier when under attack.
>>
>>44268186
>>44268186
[Chaislea]
>Pop Growth: (Adequate=+4/turn)
Eccentricities:
[Clan V. Clan]: The Ean and the Mactire control most of the politics of the city-state, but it the balance of power is very volatile. Every other turn, roll an extra d100 to determine who won elections, and the next turn actions befitting the winner will receive a bonus, while actions befitting the loser will get penalized.

>>44268315
[Rollers]
>Pop Growth: (Adequate=+3/turn)
Eccentricities:
[Just keep Rolling]: The rolling abilities of the Rollers give them unprecedented mobility, and a +5 to movement rolls, though it may lead them into trouble, if they don't watch where they're going.

>>44268473
[Selendii]
>Pop Growth: (Adequate=+2/turn)
[Dominance]: Life is a struggle, and the Selendii gain +5 to rolls dominating the beasts of Primal World (peacefully and violently), though this process is a dangerous one, and critfails will usually end in death.

>>44268508
[Ameri-Rock]
>Pop Growth: (Adequate=+4/turn)
Eccentricities:
[Domesticators]: The Statesmen have come to know the native life around them during their short stay at Primal World, and gain a +10 to training them. They have their domesticated beasts do EVERYTHING for them, though, and if they have none on hand, there is a penalty (-5) to rolls.

>>44268761
[Pouring Rock]
>Pop Growth: (Adequate=+5/turn)
Eccentricities:
[No-Face]: This mysterious no-face character instilled the Pouring Rocks with a sense of discovery, and they gain +5 to discovering new technology, but they have only just banded together- if actions are consolidated (two or more die to one action), there is a -5 penalty.

Game begins now! (GM NOTE: You do not know about each other, only the things in your immediate vicinity)
>>
>>44269180
>>44269270
No map yet cause too big, will try to resize
>>
Rolled 55, 15, 13, 91 = 174 (4d100)

>>44269180
Name: Umtagati
Race: Blood Elves are an intelligent lifeform birthed from a single wicked and evil tree. Whereas ordinary trees consume water and sunlight the Blood Tree consumes blood and moonlight. It spawned the Blood Elves from the leaves that fell during the day, and these creatures are vicious, and live and die at the with their Tree. A single Blood Tree can only sustain the lifeforce of so many Blood Elves, and those born after this point must be cast out to plant their own Tree, or killed to preserve the life of the Tree for the others. Blood Elves are effectively ageless, and will survive for as long as their Tree is healthy.

Fluff: There is only one Tree for now, and that is what the Umtagati live around. They are one with their Tree, but they know deep within that eventually they will need to expand the Grove, plant more trees, create more Umtagati. The best and strongest Trees come from the intelligent life of this world, and they must be fed to the Roots.
Color: Red
Location: Forests or Grasslands
Territory:5

Food: Adequate (+2)
Population: 12
Happiness: 0
Resources: Copper (Scarce)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
Eccentricities:
[Vicious]: Umtagati Blood Elves are entirely devoted to their tree, and [Umtagati] units gain a +1 bonus in combat. But each tree can only sustain so many, and once that limit has been reached (GM will notify), another must be planted to resume population increase.

1. [Happiness] Glory to the Tree! Glory to Umtagati! We will show our reverence, our power and our birth through a ritual dance and a sacrifice of various animals and weak Umtagati.

2. [Food] Gather the Tuyewera - all those not Umtagati - nearby so they may be given to the Umtagati Tree so it may grow strong, and bless us with more of our kin.

3. [Copper Weapons] The copper deposits nearby can be put to use for the creation of weapons.

4. [Exploration] This land is new to the Umtagati. It must be explored.
>>
Rolled 6, 13, 68, 64 = 151 (4d100)

The Oar'Resh wisdom teaches us how to live, how to SERVE.

1. Research tech [Rigid Caste System]

2. Our Borders need guarding, raise unit
"Hobgoblin Patrol"

3. Those men, they will need the black glass to fight off the enemies, we need more black glass!

Harvest Obsidian+5

4. Also I'm going to learn to make better weapons and sharper edges
Research [Glass Cutting]
>>
Rolled 97, 96, 15, 65 = 273 (4d100)

Name: Pouring Rock Tribe.
Race: Humanoid predatory reptiles AKA Lizardmen.

Fluff: The group of intelligent cave man lizards only banded together after a mystical and mythical "no-face" character taught them the secrets of advanced civilization (as advances as it can be when a pointy stick is a weapon of mass destruction), law, and the secret of shaping rock, wood, and metal.
Having grown in number, they need to expand. or, that's what they will have to do unless they think that starvation is a good choice.

Color: Bronze.
Location: Forest hillsides.
Territory:5

Food: Adequate (+2)
Population(+5 per turn): 12.
Happiness: 0
Resources: Copper (Scarce).
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude).
Eccentricities:
[No-Face]: This mysterious no-face character instilled the Pouring Rocks with a sense of discovery, and they gain +5 to discovering new technology, but they have only just banded together- if actions are consolidated (two or more die to one action), there is a -5 penalty.

1. Exploration. Scouts have been sent to far away lands in search of new resources to claim.
2. Expand. The nearby lands to the West will serve as the first new homes of the expanding Pouring Rock Tribe.
3. Expand. The nearby lands to the North will serve as the first new homes of the expanding Pouring Rock Tribe.
4. Research. New applications for Copper has to exist. The wise men will spend the next few seasons exploring these untapped possibilities...
>>
I. Nation Sheet
---------------------------
Name: The Oar'Resh Tribe
Race: Hobgoblins
Fluff: The sons and daughters of Oar'Resh, The great grand sire of the current tribal leader Bar'Resh are a strong people, a hearty people who will slowly dominate all, like the choke vines of the forest. They Are 6 foot tall goblinoids with gray skin but are far more clever and good at working in groupes then their small green counsins.
"Puny green skins hardly able to be called goblin anyway!" -so says the wisdom of Oar'Resh
They Oar'Resh people make gret use of obsidean to make spear and arrow heads, hunting an large game fearlessly, their ability to stalk their pray for hours without growing tired gives them an edge over the other creatures of the forest.
"Venison Haunch is good food!" -so says the wisdom of Oar'Resh
The Hoblins seek a better station in life, their Cave homes hidden beneath the forests are forgotten while they dream of something more. It's Coming, they can smell it.
"Soon we be very important!" -so says the wisdom of Oar'Resh
Color: Orange
Location: Forrests&Caves
Territory:5
Food: Adequate
Population 12
>Pop Growth: (Adequate=+3/turn)
Eccentricities:
[Specialists]: The one thing the hobgoblins remember of their past is how to work obsidian, and luckily the hills and caves they inhabit do yield some. They get a +5 bonus to working with the material, but a -5 with other materials.

>>44269180
>>44269462
It should of been my fourth role that got the +5, not the third
>>
Rolled 70, 89, 68, 83 = 310 (4d100)

[The Broodnest]
http://pastebin.com/qyEEkvck
-----
--Stats--
-Territory:5
-Food: Adequate
-Population): 18 (+6/turn)
-Happiness: 0
-Resources: Copper (Scarce)
-Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
-----
---Eccentricities--
-[Hivemind]: The Brood only cares about the welfare of the nest, and what benefits one, benefits all. Happiness is irrelevant, and a bordering nation will not be able to passively absorb your territory through it. But the new Queen is young and untested, and when possessing a broodmember, a high roll is required.
-----
---In Progress---
-
-
-
-
-----
---Actions---
1. It is the dawn of a new age, and the broodmother has been brought into this world. The first thing we need is the power to expand into other creatures. Learn the powers of psychic indoctrination into our hivemind.
2. Train some warriors. Powerful winged brood that can protect us from the harsh environment of this new world.
3. Do a search around the area to see what you can find. Livestock, materials, anything that can be of use.
4. Mine, deep. While it gifts us new materials, it also grants us more space for future projects.
>>
Rolled 93, 24, 94, 81 = 292 (4d100)

>>44269180
>>44269270
>>44269297
Name: Rollers
Race: Intelligent, large Armadillos.
Fluff: The rollers has one important motto, just keep rolling. While they have come far from being unintelligent critters without purpose they have held on to that motto. Leadership is as such given to whoever can roll furthest, and so far that leadership has led them on their migration through the lands. A journey in search of resources, in search of safety, and as an excuse, to just keep rolling.
Color: Brown
Location: Endless open plains
Territory:5
Food: Adequate +3/turn
Population(+growth per turn): 12 ( Per turn increase generated by GM)(+other modifiers)
Happiness: 0
Resources: Copper (Scarce) (Others generated by GM)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
Eccentricities:
[Just keep Rolling]: The rolling abilities of the Rollers give them unprecedented mobility, and a +5 to movement rolls, though it may lead them into trouble, if they don't watch where they're going.


1. [Discovery] Roll around the camp and look for interesting things. Maybe some shiny rocks.

2. [Food] Find some grub, find some bugs.

3. [Exploration] Roll forth towards the sunset, and to new lands!

4. [Construction] The ground is too uneven, roll paths to speed up transportation
>>
Rolled 57, 42, 50, 51 = 200 (4d100)

>>44269270
Name: Village-State of Chaisleá.
Race: Not!Irish-French humans.
Color: Dark Green.
Location: On a isle, with some land to expand into.

Food: Adequate.
Population(+growth per turn): 12 (Adequate [+4/turn])
Happiness: 0
Territory: 5
Resources:
[Copper (Scarce)]
>Technologies:
[Wood, Stone]
[Hand tools, Crude]
[Construction, Crude]
>Eccentricities:
[Clan V. Clan]: The Ean and the Mactire control most of the politics of the city-state, but it the balance of power is very volatile. Every other turn, roll an extra d100 to determine who won elections, and the next turn actions befitting the winner will receive a bonus, while actions befitting the loser will get penalized. (Current ruling Clan: N/A)

1: First order of business is a simple one: Get to fuckin' work on agriculture! We can't bloody forage the surrounding land forever, we have a nation to sustain!
[Get some farms up for supplying food]

2: See if we can, ya know, get some domestication goin', surely one of these lizards can be used to some meat to go with our bread.
[Domestication of dinosaurs that can count as 'cows' or 'pigs']

3: We are lackin' people. What kind? Th' warrior kind! Get some of th' tougher guys some hatchets, and let see if they can cut meat as good as they can cut wood.
[Train up some Chaisleán Levies]

4: Finally, we really need some kinda place for the elections 'nd stuff, so let see if we can build ourselves a fancy big hut for 'dat stuff.
[Construct a Village's Hall, to allow for 'rigging' of the elections]
>>
Rolled 2, 16, 31, 63 = 112 (4d100)

>>44269180
Name: Streydaga
Race: Centaurs
Fluff: The centaurs of Streydaga live in a feudal society. The chief is the strongest in a tribe, and the Great chief is the strongest chief. Usually the tribes act independently unless there is a great threat to them all, then the Great chief will lead the Streydaga into battle. ?Nothing to date has held against their massed charges across the plains. Nothing.
Color: Blue
Location: Plains
Territory:5
Food: Adequate (Determines pop growth)
Pop Growth: (Adequate=+3/turn)15 ( Per turn increase generated by GM)(+other modifiers)
Happiness: 0
Resources: Copper (Scarce) (Others generated by GM)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
Eccentricities:
[Feudal]: The tribes of the Streydaga are very independent, and do not like to pledge themselves to each other except in times of war. Recruiting military units in peaceful times is much more difficult, though much easier when under attack.
1. Build a barracks
+Construction Crude
2. Research Weapon making
3.Expnad
4. Build a farm
+Constrution
>>
Name: The United States of Ameri-rock
Race: "Advanced" humans and dinosaurs
Fluff: Incredibly intelligent humans, they are vastly superior in intellect to what would have been our real world cavemen. They have developed a symbiotic relationship with the native dinosaur life, domesticating them and using them in almost every facet of society. Their culture is one of either urban or suburban lifestyle, with a focus on pre-historic modern values.

Stars and tiger stripes, mom's thorn-apple pie, a white stone fence on every lawn, a foot-car in every driveway, and the smell of freedom in the air. It's another day in the USA!
Color: Orange

Stats
Location: Valley
Territory:5
Food: Adequate (Determines pop growth)
Population:12 Adequate=+4/turn
Happiness: 0
Resources: Copper (Scarce) (Others generated by GM)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)

Eccentricities:
[Domesticators]: The Statesmen have come to know the native life around them during their short stay at Primal World, and gain a +10 to training them. They have their domesticated beasts do EVERYTHING for them, though, and if they have none on hand, there is a penalty (-5) to rolls.
>>
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Rolled 24, 46, 58, 37 = 165 (4d100)

Name: Selendii
Race: Elves
Fluff: As beautiful as they are deadly, the Selendii call the jungles their home. Highly secretive and xenophobic, these people who once wished to live in harmony with their surroundings have now realised that life itself is a struggle to be mastered. Under the spiritual leadership of their High Priestess, the Selendii will do whatever it takes to establish their rightful dominance in the chaotic balance of nature.
Color: Yellow
Location: Rainforest
Territory:5

Food: Adequate (Determines pop growth)
Pop Growth: (Adequate=+2/turn)
Happiness: 0
Resources: Copper (Scarce)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)

>Laith, High Priestess and Supreme Ruler of Selendii, has been visited by the Great Serpent in a vision.
>''You, precious child, have been chosen to guide my children to abundance and fortune. The ways of old must be abandoned; ye shall set firm on land, build and multiply. This is the key to mastering the Sacred Jungle.''

1. (Construction) Our hostile environment requires us to contruct weapons to defend ourselves. Perhaps if we could fasten sharp stones to sticks, we can fight off threats.

2. (Exploration) Our affinity with the jungle shall aid us in our search for beasts which could be helpful as food sources or instruments of labour.

3. (Exploration) We cannot simply rely on meat and berries to survive. If we are to become great, we must look to plants which could sustain us as well [search for roots and grasses which could be used for agriculture]

4. (Magic) If we could begin to develop some sort of magic into misdirecting the vision of our potential threats, we shall gain the upper hand in the jungle [illusionary magic]
>>
Name: Ragnorian
Race: Goblin
Fluff: Long ago, the three great tribes joined together to defeat a massive monster that has taken to nesting in the center of the tribes' lands. Throwing every adult male into the fray, the beast was finally killed. But at great cost in lives, the tree tribes suddenly too weak to defend against outsiders. Sealing their fates together, the three tribes banded into one massive tribe. Many moons have passed, and the tribe grows strong. No longer must they worry of outside invaders. No, the many children of the tribe lust for more lands and food for the ever growing population.
Color: Whatever's left
Location: Massive redwood forest, filled with trees wider than twenty goblins.
Territory:5
--Don't fill out (unless specified)--
Food: Adequate (Determines pop growth)
Population(+growth per turn): 12 ( Per turn increase generated by GM)(+other modifiers)
Happiness: 0
Resources: Copper (Scarce) (Others generated by GM)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
>>
Rolled 20, 63, 28, 96 = 207 (4d100)

>>44269852
1. Obviously what we need now is to go and find some fine Amerirock made Dinosaurs.

>Begin finding and domesticating various dinosaur species for different uses

[Domesticators]: The Statesmen have come to know the native life around them during their short stay at Primal World, and gain a +10 to training them.

2. Look for some stone to set up a Quarry, we need material to build houses roads and cities with!

3. Crude construction? Nonsense! We pride ourselves on our fine rock homes and buildings.
>Upgrade Construction

4. Gonna need some spears, how else are we gonna have Mammoth BBQ's without Mammoth meat and pelts?
>>
>>44269991
[Domesticators]: The Statesmen have come to know the native life around them during their short stay at Primal World, and gain a +10 to training them.
>>
Rolled 13, 88, 21, 12 = 134 (4d100)

Name: Elysium
Race: Ghouls (similar in aspect to Danny Phantom ghosts) They look like regular humans with /slightly/ green tinted skin.
Fluff: Forests. Long known as places where mysterious and dangerous things roam free and wild. In the forest covering this nation, this was especially true, for it was not just the things in the forest that held danger, it was the earth and the forest itself. There held an odd energy that began to change the people within it’s borders. It fused with the people, changing their DNA, making them more than normal humans. They could lift more than their own weight, yet could defy gravity in flight. They could touch things as normal, yet at times could let dangerous creatures pass through them.
Color: Ectoplasm Green
Location: Thick forests and raging rivers. Babbling brooks and rolling hills.
Territory:5
NOTES: Terribly weak to magic. Intangibility is a purely defensive mechanism, and cannot return to tangibility inside a person/thing.
--Eccentricities--
[Intangibility]: When attacked, given enough warning, the ghouls of Elysium can make themselves nearly intangible, greatly increasing their survivability (though this does not ensure it). However, they're physically weak, and have a harder time producing stronger military units from their general population.

--Don't fill out (unless specified)--
Food: Adequate = +2 per turn
Population: 12 (Adequate = +2 per turn)
Happiness: 0
Resources: Copper (scarce)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)

1. Use the fastest Ghouls to fly around and explore.
2. Use the Ghouls with the best eyesight to look for food sources that can be later planted into farms.
3. Use other Ghouls to begin constructing house structures in the trees.
4. Use oter Ghouls to begin mass production of tools.
>>
Name: Stone Singers
Race: The Grue. These creatures are made of darkness and sharp teeth. Strangely enough they have a very beautiful, haunting singing voice.

Fluff: The Stone Singers have always feared the light, for they cannot stand its rays, it leaves them powerless and unable to interact with the world. However in the dark they can use their teeth and their magical songs to shape the world around them. One of their favorite songs is to mold and shape stone into both vast dwellings as well humanoid mannequins they use to do most of their labor.

Color: grey
Location: mountains, caves
Territory:5

Food: Adequate (Determines pop growth)
Population(+growth per turn): 12 ( Per turn increase generated by GM)(+other modifiers)
Happiness: 0
Resources: Copper (Scarce) (Others generated by GM)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
>>
[GM NOTE: You were supposed to add to your pop. If you didn't go ahead and do so twice this turn (Don't even think about it, Regalia)]

>>44269408
[Umtagati]
1) The festival completes, and everyone is quite happy. The sacrificed weak do not have an effect on the general population as well. (+1 happiness)
2) No Tuyewera are found- the horrifying appearance of the Umtagati have probably scared them all away.
3) The wisemen can't make haenr or deairr of the shiny metal.
4) This land proves very fruitful to the Blood-Elves- they are surrounded by a dense forest, dotted with rocky outcroppings, and streams everywhere. And the wildlife, while still somewhat menacing looking, is nowhere as huge and terrifying as some other places in the Primal World.

>>44269462
[Oar'resh]
1) The caste-system isn't implemented. Too many goblins want high positions, and fights break out. (No critfail b/c nothing to take away :^) )
2) A patrol isn't formed, because the goblins are too busy nursing their wounds, both on their bodies, and their pride.
3) Obsidian is found in the hills; the tribe could recognize the black glint of the volcanic rock anywhere. [Add Resources: Obsidian (Some)]
4) Crude glass cutting is easily mastered! [Tech: Glass Cutting (Crude)]

>>44269565
[Pouring Rock]
1) Exploration of the surrounding hillsides is a massive success. The tribe brings back stone, wood, and even more copper! [Resources: Stone (Some), Wood (Scarce), Copper>>(Some)]
2) The tribe easily expands west. (+4 territory)
3) No expansion to the north, however. A terrifying and fierce roar causes the tribe to stop in its tracks and head home.
4) New applications do infact exist! The wise men discover that, when beaten, especially when heated up, the metal can be shaped into a great many things.
>>
>>44269629
[Broodnest]
1) The broodmother expands her powers. They're still very crude though. [Indoctrination (Crude)]
2) Two new warriors are trained! [2 player named units, 1x]
3) The broodnest does find some moveable rocks in their cavern home. [Rocks (Some)]
4) More copper is found! The Queen will surely be pleased. [Copper>>Some]

>>44269635
[Rollers]
1) More copper, as well as regular rocks, are found. [Copper>>Some, Rocks (Some)]
2) A hunting party is dispatched to find some bugs to eat. [1/4]
3) The Rollers roll, and roll until they hit the mountains. Then they roll some more, coming back with tales of fantastical beasts, some of which tried to eat them. Luckily their hard shells saved the day.
4) Crude roads are built! [Add tech: Roads (Crude)]

>>44269731
[Chaislea]
1) Crude farms are easily established! [Farms (Crude); Tech: Agriculture (Crude); Food>>Sustainable (No pop increase)]
2) Some actual piglike creatures are found. They seem pretty dull, so it might take some time. [2/4]
3) A levy is trained up, ready to defend the Village-State. [1 Chaislean Levy (1x)]
4) Construction of the hall is also underway. [2/4]

>>44269779
[Streydaga]
1) No barracks, a fight breaks out among the disparate workers, each hailing from a different clan. (No critfail b/c not much to take)
2) No research. AGAIN with the fighting.
3) The tribe does start expanding, however. [2/4]
4) A crude farm is built! [Farms (Crude); Tech: Agriculture (Crude); Food>>Sustainable (No pop increase)]
>>
>>44269974
[Selendii]
1) (GM Note: Making weapons does not fall under 'construction') Only slight progress on the weapons. They're almost done regardless, though. [1/2]
2) Some beasts are found, mainly slow and lumbering herbivores.
3) Plants are found and taken, planted back at the Selendii capital, and farms are underway. [1/2]
4) The High Priestess knows that her people can accomplish magic, but there's something about Primal World that bodes ill for it... for now. She'll keep trying though. [1/??

>>44269991
[Ameri-rock]
1) None of the native creatures are found, unfortunately.
2) A crude quarry is made! It should provide a constant supply of stone, provided things don't get too complex. [Structures: Quarry, Crude]
3) Efforts to upgrade construction methods are underway, but not done yet. [1/4]
4) Spears are made, and given to some of the men. Yabadabadoo! [2 Player-named units (1x)]

>>44270070
[Elysium]
1) The scouting parties find nothing.
2) But seeds are found, and planted! [Farms (Crude); Tech: Agriculture (Crude); Food>>Sustainable (No pop increase)]
3) More housing is underway, though it might take a while. [1/2]
4) The physically frail ghouls are too exhausted to start making tools.
>>
File: Primal World 4chan.jpg (3 MB, 4000x2000) Image search: [Google]
Primal World 4chan.jpg
3 MB, 4000x2000
>>44270671
>>44270709
>>44270801
Now with a map! Filled in circles are cities, regular ones are land you control.
>>
Rolled 52, 76, 90, 57 = 275 (4d100)

>>44270709
Race: Centaurs
Fluff: The centaurs of Streydaga live in a feudal society. The chief is the strongest in a tribe, and the Great chief is the strongest chief. Usually the tribes act independently unless there is a great threat to them all, then the Great chief will lead the Streydaga into battle. ?Nothing to date has held against their massed charges across the plains. Nothing.
Color: Blue
Location: Plains
Territory:5 (2/4)
Food: Sustainable (Determines pop growth)
Pop Growth: (Adequate=+3/turn)18 ( Per turn increase generated by GM)(+other modifiers)
Happiness: 0
Buildings: Farms (Crude)
Resources: Copper (Scarce) (Others generated by GM)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)Agriculture (Crude)
Eccentricities:
[Feudal]: The tribes of the Streydaga are very independent, and do not like to pledge themselves to each other except in times of war. Recruiting military units in peaceful times is much more difficult, though much easier when under attack.

1. Continue expansion (2/4)
2. Construct a barracks
+Construction Crude
3. Research Weapon making
4.Build a forge
+Construction Crude
>>
Rolled 47, 45, 94, 69 = 255 (4d100)

I. Nation Sheet
---------------------------
Name: The Oar'Resh Tribe
Race: Hobgoblins
Fluff: The sons and daughters of Oar'Resh, The great grand sire of the current tribal leader Bar'Resh are a strong people, a hearty people who will slowly dominate all, like the choke vines of the forest. They Are 6 foot tall goblinoids with gray skin but are far more clever and good at working in groupes then their small green counsins.
"Puny green skins hardly able to be called goblin anyway!" -so says the wisdom of Oar'Resh
They Oar'Resh people make gret use of obsidean to make spear and arrow heads, hunting an large game fearlessly, their ability to stalk their pray for hours without growing tired gives them an edge over the other creatures of the forest.
"Venison Haunch is good food!" -so says the wisdom of Oar'Resh
The Hoblins seek a better station in life, their Cave homes hidden beneath the forests are forgotten while they dream of something more. It's Coming, they can smell it.
"Soon we be very important!" -so says the wisdom of Oar'Resh
Color: Orange
Location: Forrests&Caves
Territory:5
Food: Adequate
Population 18
>Pop Growth: (Adequate=+3/turn)
Happiness: 0
Eccentricities:
[Specialists]: The one thing the hobgoblins remember of their past is how to work obsidian, and luckily the hills and caves they inhabit do yield some. They get a +5 bonus to working with the material, but a -5 with other materials.

Resources:
Obsidian (Some)

Technologies:
(Wood, Stone, obsidian)
[ Glass Cutting (Crude)]
(Hand tools, Crude)
(Construction, Crude)


1.& 2.
The Tribe is only as strong as it's warriors.
The Warlord calls on the Honor of the Oar'Resh!
Raise a mighty host that will sweep across the lands.

3. Oh the glass is razor sharp yes, yes! It will cut the flesh of any beast or manling but the form does not please the Anscestors.

Research a more refined glass cutting technique. +5

4. Why...why do we not remember these lands?!
WHERE ARE THE BURIAL MOUNDS?!
[Explore]
>>
>>44270709
>Name: Village-State of Chaisleá.
>Race: Not!Irish-French humans.
>Color: Dark Green.
>Location: On a isle, with some land to expand into.

>Food: Sustainable.
>Population(+growth per turn): 20 (Sustainable [+4/turn])
>Happiness: 0
>Territory: 5
>Military:
1 [Chaislean Levy (1x)]

>Resources:
[Copper (Scarce)]
>Structures:
[Farms (Crude)]
>Technologies:
[Wood, Stone]
[Hand tools, Crude]
[Construction, Crude]
[Agriculture (Crude)]
>Eccentricities:
[Clan V. Clan]: The Ean and the Mactire control most of the politics of the city-state, but it the balance of power is very volatile. Every other turn, roll an extra d100 to determine who won elections, and the next turn actions befitting the winner will receive a bonus, while actions befitting the loser will get penalized. (Current ruling Clan: N/A)
>>
Rolled 59, 82, 47, 7 = 195 (4d100)

>>44270801
Name: Elysium
Race: Ghouls (similar in aspect to Danny Phantom ghosts) They look like regular humans with /slightly/ green tinted skin.
Fluff: Forests. Long known as places where mysterious and dangerous things roam free and wild. In the forest covering this nation, this was especially true, for it was not just the things in the forest that held danger, it was the earth and the forest itself. There held an odd energy that began to change the people within it’s borders. It fused with the people, changing their DNA, making them more than normal humans. They could lift more than their own weight, yet could defy gravity in flight. They could touch things as normal, yet at times could let dangerous creatures pass through them.
Color: Ectoplasm Green
Location: Thick forests and raging rivers. Babbling brooks and rolling hills.
Territory:5

NOTES: Terribly weak to magic. Intangibility is a purely defensive mechanism, and cannot return to tangibility inside a person/thing.

[Intangibility]: When attacked, given enough warning, the ghouls of Elysium can make themselves nearly intangible, greatly increasing their survivability (though this does not ensure it). However, they're physically weak, and have a harder time producing stronger military units from their general population.

--Don't fill out (unless specified)--
Food: Sustainable
Population: 12
Happiness: 0
Resources: Copper (scarce)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude) (Agriculture, Crude)

1. Continue the houses of course!
2. We require more minerals! Let us go exploring for them!
3. Some Ghouls must go out and search for more food sources!
4. The remaining Ghouls begin researching better tools.
>>
Rolled 6, 35, 33, 57 = 131 (4d100)

Name: Pouring Rock Tribe.
Race: Humanoid predatory reptiles AKA Lizardmen.

Fluff: The group of intelligent cave man lizards only banded together after a mystical and mythical "no-face" character taught them the secrets of advanced civilization (as advances as it can be when a pointy stick is a weapon of mass destruction), law, and the secret of shaping rock, wood, and metal.
Having grown in number, they need to expand. or, that's what they will have to do unless they think that starvation is a good choice.

Color: Bronze.
Location: Forest hillsides.
Territory:9

Food: Adequate.
Population(+5 per turn): 22.
Happiness: 0
Resources: Stone (Some), Wood (Scarce), Copper (Some)]
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude).
Eccentricities:
[No-Face]: This mysterious no-face character instilled the Pouring Rocks with a sense of discovery, and they gain +5 to discovering new technology, but they have only just banded together- if actions are consolidated (two or more die to one action), there is a -5 penalty.

1. Military/Hunting. The expansion north cannot, and will not, be stopped by some dumb, brute beast! Group together the strongest, most cunning, and skilled hunters to kill the beast!
2. Happiness. The sun rises and falls, the seasons comes and goes. Life is good. A festival in the name of No-Face is held!
3. Research. Fashion new weapons and tools out of the copper. Let's see just how good this stuff really is...
4. Construction. Why live in single huts and holes in the rock when we can make sturdier homes - that also look nice? Let's put the Wood and Stone to good use, and lay the foundations to a proper city!
>>
Rolled 34, 24, 62, 61 = 181 (4d100)

>>44270671
>>44270709
>>44270842
Name: Rollers
Race: Intelligent, large Armadillos.
Fluff: The rollers has one important motto, just keep rolling. While they have come far from being unintelligent critters without purpose they have held on to that motto. Leadership is as such given to whoever can roll furthest, and so far that leadership has led them on their migration through the lands. A journey in search of resources, in search of safety, and as an excuse, to just keep rolling.
Color: Brown
Location: Endless open plains
Territory:5
Food: Adequate
Population(+3): 18
Happiness: 0
Resources: Copper (Some), Rocks (Some)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude) (Roads, Crude)
Eccentricities:
[Just keep Rolling]: The rolling abilities of the Rollers give them unprecedented mobility, and a +5 to movement rolls, though it may lead them into trouble, if they don't watch where they're going.


1. [Discovery] Try to find a use for the copper rocks, beat it, throw it, burn it. See what it can do.

2. [Food] Find some grub, find some bugs.

3. [Celebration] Celebrate the explorers from returning from facing these dangerous beasts.

4. [Discovery] Discuss these new beasts the explorers found, and learn how they hunt so we can better defend against them.
>>
File: IThinkTheseArePigs.jpg (27 KB, 385x243) Image search: [Google]
IThinkTheseArePigs.jpg
27 KB, 385x243
Rolled 6, 46, 43, 97, 27 = 219 (5d100)

>>44270926
1: Keep at it, surely it's not 'dat hard to herd some of those pigs into some pens, right?
[Continue domestication of the pig-like pigs (2/4)]

2: We got a source of food comin' in, now let settle ourselves into the land, get some houses built!
[Construct some housing for the populous]

3: Say, doesn't seem like there're hostile blokes in th' surrounding, nor a good source of water... Send some scouts out, to see where we can get ourselves a drink!
[Expand northwards]

4: The 'Elections' are comin' up, how's work going for the place for that kinda politics?
[Continue work on the Village's Hall, to allow for 'rigging' of the elections]

5: DEMOCRACY
>>
>>44270801
>Name: Selendii
>Race: Elves
>Fluff: As beautiful as they are deadly, the Selendii call the jungles their home. Highly secretive and xenophobic, these people who once wished to live in harmony with their surroundings have now realised that life itself is a struggle to be mastered. Under the spiritual leadership of their High Priestess, the Selendii will do whatever it takes to establish their rightful dominance in the chaotic balance of nature.
>Color: Yellow
>Location: Rainforest
>Territory:5

>Food: Adequate (Determines pop growth)
>Pop Growth: 16 (Adequate=+2/turn)
>Happiness: 0
>Resources: Copper (Scarce)
>Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
>Eccentricities: [Dominance]: Life is a struggle, and the Selendii gain +5 to rolls dominating the beasts of Primal World (peacefully and violently), though this process is a dangerous one, and critfails will usually end in death.

1. Finish weapon making
2. Construct pens to house the herbivores we intend to capture
3. Continue farm building
4. Construct shelters for the population
>>
Rolled 73, 64, 10, 97 = 244 (4d100)

[The Broodnest]
http://pastebin.com/qyEEkvck
-----
--Stats--
-Territory:5
-Food: Adequate
-Population): 18 (+6/turn)
-Happiness: 0
-Resources: Copper (Some); Rocks (Some);
-Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)(Indoctrination, Crude)
-Military: 2 Brood Warriors (1x)
-----
---Eccentricities--
-[Hivemind]: The Brood only cares about the welfare of the nest, and what benefits one, benefits all. Happiness is irrelevant, and a bordering nation will not be able to passively absorb your territory through it. But the new Queen is young and untested, and when possessing a broodmember, a high roll is required.
-----
---In Progress---
-
-
-
-
-----
---Actions---
1. Give our brood some telekinetic powers through the hivemind.
2. Expand.
3. Upgrade our tools.
4. Build weapons with our copper.
>>
Rolled 45, 78, 36, 89 = 248 (4d100)

>>44271163
forgot to roll
>>
>>44270801
Name: The United States of Ameri-rock
Race: "Advanced" humans and dinosaurs
Fluff: Incredibly intelligent humans, they are vastly superior in intellect to what would have been our real world cavemen. They have developed a symbiotic relationship with the native dinosaur life, domesticating them and using them in almost every facet of society. Their culture is one of either urban or suburban lifestyle, with a focus on pre-historic modern values.

Stars and tiger stripes, mom's thorn-apple pie, a white stone fence on every lawn, a foot-car in every driveway, and the smell of freedom in the air. It's another day in the USA!
Color: Orange

Stats
Location: Valley
Territory:5
Food: Adequate (Determines pop growth)
Population:12 Adequate=+4/turn
Happiness: 0
Resources: Copper (Scarce) (Others generated by GM)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude) (spears)
Structures: [Quarry, Crude]

Eccentricities:
[Domesticators]: The Statesmen have come to know the native life around them during their short stay at Primal World, and gain a +10 to training them. They have their domesticated beasts do EVERYTHING for them, though, and if they have none on hand, there is a penalty (-5) to rolls.

Projects:
Construction 1/4

Military:
[2 Ameri-Rock Spear G.I.s (1x)]
>>
Rolled 58, 27, 59, 42 = 186 (4d100)

Name: Umtagati
Race: Blood Elves are an intelligent lifeform birthed from a single wicked and evil tree. Whereas ordinary trees consume water and sunlight the Blood Tree consumes blood and moonlight. It spawned the Blood Elves from the leaves that fell during the day, and these creatures are vicious, and live and die at the with their Tree. A single Blood Tree can only sustain the lifeforce of so many Blood Elves, and those born after this point must be cast out to plant their own Tree, or killed to preserve the life of the Tree for the others. Blood Elves are effectively ageless, and will survive for as long as their Tree is healthy.

Fluff: There is only one Tree for now, and that is what the Umtagati live around. They are one with their Tree, but they know deep within that eventually they will need to expand the Grove, plant more trees, create more Umtagati. The best and strongest Trees come from the intelligent life of this world, and they must be fed to the Roots.
Color: Red
Location: Forests or Grasslands
Territory:5

Food: Adequate (+2)
Population: 14
Happiness: 1
Resources: Copper (Scarce)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
Eccentricities:
[Vicious]: Umtagati Blood Elves are entirely devoted to their tree, and [Umtagati] units gain a +1 bonus in combat. But each tree can only sustain so many, and once that limit has been reached (GM will notify), another must be planted to resume population increase.

1. [Food] Hunt down Tuyewera nearby for the tree. There has to be some.
2. [Copper Weapons] This shiny metal is hard enough to make strong sharp points, and that will be useful.
3. [Domestication] Find some animals that would make useful pets and sources of food for the Tree.
4. [Expansion] Parties of Umtagati roam out to clear out hazardous animals and other things.
>>
File: flintstonesinconsistency2.jpg (68 KB, 720x540) Image search: [Google]
flintstonesinconsistency2.jpg
68 KB, 720x540
Rolled 95, 44, 99, 47 = 285 (4d100)

>>44271349
1. Obviously what we need now are some Stegosauri to imrpove our Stone Quarry, we need more stone!

[Domesticators]: The Statesmen have come to know the native life around them during their short stay at Primal World, and gain a +10 to training them.

2. Keep working on improving our construction 1/4

3. With stone available, we should get to work on building schools for the kids. They are the future of this great nation!

4. G.I.'s, Go out and get some Mammoths! We need pelt, meat, and pack animals!

[2 Ameri-Rock Spear G.I.s (1x)]
>>
>>44270436
>>44270709
Did I get missed or am I simply too late to join in?
>>
>>44269977
[Ragnorian]
>Pop Growth: (Adequate=+4/turn)
Eccentricities:
[One Tribe]: The tribe has been through much hardship, and many would give much for each other, making it much easier to recruit military units. However, not all feel this way- every other turn, roll an extra d100 to find out how many deserters have left. (GM will calculate)
>Color: Dark Red

>>44270436
[Stone Singers]
>Pop Growth: (Adequate=+2/turn)
Eccentricities:
[Nocturnal]: The Grue of the Stone Singers love the dark, and gain a +1 bonus when fighting in it, but drawn into the light, [Grue] units take a penalty of 1.
>Color: Black

>>44270864
[Streydaga]
1) The clans finish their expansion! [+4 territory]
2) A barracks is constructed! [Structures: Barracks (Crude)]
3) More powerful weapons can now be made! [Weaponry (Crude)]
4) A crude forge is made, its fires ready. [Forge (Crude)]

>>44270883
[Oar'Resh]
1/2) Two full bands of hobgoblin warriors are recruited! [2 player fluff units (1x)]
3) The obsidian cutting techniques of the tribe are very easily refined. [Simple]
4) The tribe explores, bringing back some rock and wood, and tales of the strange creatures of this land, both scaled and furred. [Rock (Some), Wood (Some)]

>>44270950
[Elysium]
1) The houses are completed! [Housing (Crude); +1 base pop]
2) More copper and stone is found! [Copper>>Some; Stone (Scarce)]
3) Some more food is found by the ghouls. [Food>> Sustainable (x2); +1 pop/turn]
4) No research is done.

>>44270999
[Pouring Rock]
1) No hunters come forward.
2) The festival is underway! [1/2]
3) Research starts with the copper. [1/4]
4) More housing is ready! And you didn't have to waste your stores. [[Housing (Crude); +1 base pop]

>>44271010
[Rollers]
1) While seeming full of promise, the research may take a while. [1/4]
2) More grub is found! [Food>> Plentiful, +2 pop/turn]
3) The celebration is a success! [+1 happiness]
4) Your tribe gets a pretty basic handle on the creatures by studying them. [Ecology (Crude)]
>>
File: Primal World 4chan.jpg (3 MB, 4000x2000) Image search: [Google]
Primal World 4chan.jpg
3 MB, 4000x2000
>>44271114
[Chaislea]
>Not quite, those things were vicious assholes- and do inhabit Primal World ;^)]
1) Someone left the gate open. [1/4]
2) Housing starts to be built. [1/2]
3) Expansion begins, and nears completion. [3/4]
4) The village hall is complete! [Structures: Village Hall (Crude)]
5) Clan Ean wins in a landslide, and will be in control until the next full moon.

>>44271163
[Selendii]
1) The weaponmaking is finished! [Weaponry (Crude)]
2) A crude pen is soon built. [Pen (Crude)]
3) The farms complete! [Farms (Crude); +1 pop/turn]
4) Better housing is quickly made! [Housing (Crude); +1 base pop/turn]

>>44271213
[Broodnest]
1) No such luck with the broodmother's attempts.
2) The Nest expands, though!
3) No tool upgrades.
4) Better weapons are easily made! [Weaponry (Crude)]

>>44271403
[Umtagati]
1) Tuyewera are found and fed to the tree. It seems pleased. [Food>>Plentiful;+1 pop/turn]
2) The Umtagati start with their copper weapons. [1/2]
3) Some two legged, hard-headed beasts are rounded up. They seem unintelligent, but easily trainable. [2/4]
4) Expansion efforts nearly complete. [3/4]

>>44271452
[Ameri-rock]
1) Stegosaur are found, and easily trained! [Beasts: Stegosaur (Sustainable)]
2) Construction research is done! [Construction, Basic]
3) a School is built! [School (Crude)]
4) The GI's head out, it will be a while before they return. [1/2]
>>
>>44271871
>>44271945
[GM Note]: Please put any progress you have toward an action with the roll if you are continuing it!
>>
Rolled 93, 56, 74, 41 = 264 (4d100)

>>44271871
Race: Centaurs
Fluff: The centaurs of Streydaga live in a feudal society. The chief is the strongest in a tribe, and the Great chief is the strongest chief. Usually the tribes act independently unless there is a great threat to them all, then the Great chief will lead the Streydaga into battle. ?Nothing to date has held against their massed charges across the plains. Nothing.
Color: Blue
Location: Plains
Territory:9
Food: Sustainable (Determines pop growth)
Pop Growth: (Adequate=+3/turn)21 ( Per turn increase generated by GM)(+other modifiers)
Happiness: 0
Buildings: Farms (Crude); Barracks (Crude); Forge (Crude)
Resources: Copper (Scarce) (Others generated by GM)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)Agriculture (Crude); Weaponry (Crude)
Eccentricities:
[Feudal]: The tribes of the Streydaga are very independent, and do not like to pledge themselves to each other except in times of war. Recruiting military units in peaceful times is much more difficult, though much easier when under attack.

1. Improve the farm
2. Build houses
3. Search for more/new supplies and resources
4. Improve the Barracks
>>
Rolled 54, 85, 32, 51 = 222 (4d100)

Name: Pouring Rock Tribe.
Race: Humanoid predatory reptiles AKA Lizardmen.

Fluff: The group of intelligent cave man lizards only banded together after a mystical and mythical "no-face" character taught them the secrets of advanced civilization (as advances as it can be when a pointy stick is a weapon of mass destruction), law, and the secret of shaping rock, wood, and metal.
Having grown in number, they need to expand. or, that's what they will have to do unless they think that starvation is a good choice.

Color: Bronze.
Location: Forest hillsides.
Territory:9

Food: Adequate.
Population(+6 per turn): 28.
Happiness: 0
Resources: Stone (Some), Wood (Scarce), Copper (Some)]
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude).
Constructions: Housing (Crude).

Eccentricities:
[No-Face]: This mysterious no-face character instilled the Pouring Rocks with a sense of discovery, and they gain +5 to discovering new technology, but they have only just banded together- if actions are consolidated (two or more die to one action), there is a -5 penalty.

1. Happiness. The hunting will have to wait, nothing is going to spoil the celebrations! More tiny furry animals on sticks! (1/2 Complete).
2 & 3 (-5 modifier). Research. Continue Copper Tools/Weapon development (1/4 Complete).
4. Expand. We'll send more of our people to the WEST, those plains could have all kinds of animals just begging to be hunted.
>>
Rolled 14, 75, 59, 35 = 183 (4d100)

>>44271945
Name: Elysium
Race: Ghouls (similar in aspect to Danny Phantom ghosts) They look like regular humans with /slightly/ green tinted skin.
Fluff: Forests. Long known as places where mysterious and dangerous things roam free and wild. In the forest covering this nation, this was especially true, for it was not just the things in the forest that held danger, it was the earth and the forest itself. There held an odd energy that began to change the people within it’s borders. It fused with the people, changing their DNA, making them more than normal humans. They could lift more than their own weight, yet could defy gravity in flight. They could touch things as normal, yet at times could let dangerous creatures pass through them.
Color: Ectoplasm Green
Location: Thick forests and raging rivers. Babbling brooks and rolling hills.
Territory:5

NOTES: Terribly weak to magic. Intangibility is a purely defensive mechanism, and cannot return to tangibility inside a person/thing.

[Intangibility]: When attacked, given enough warning, the ghouls of Elysium can make themselves nearly intangible, greatly increasing their survivability (though this does not ensure it). However, they're physically weak, and have a harder time producing stronger military units from their general population.

Food: Sustainable (x2)
Population: 15
Happiness: 0
Resources: Copper (Some), Stone (Scarce)
Constructions: Farm (Crude), Housing (Crude)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude) (Agriculture, Crude)

1. Let's do some more material searching!
2. Let's research better tools, and what to do with this copper stuff!
3. We need to be able to protect ourselves, so let's train some military units.
4. Let's put the leftover Ghouls on mass producing tools.
>>
Rolled 100, 5, 20, 100 = 225 (4d100)

1. Begin creating a simulacrum chamber, where our mannequins can be produced.

2. Build meat farms. We eat meat almost exclusively, the bloodier the better.

3. Create a Temple of Shadows, where we can refine our song magic.

4. Create a Labrythn. Where we shall breed and become more populous.
Name: Stone Singers
Race: The Grue. These creatures are made of darkness and sharp teeth. Strangely enough they have a very beautiful, haunting singing voice.

Fluff: The Stone Singers have always feared the light, for they cannot stand its rays, it leaves them powerless and unable to interact with the world. However in the dark they can use their teeth and their magical songs to shape the world around them. One of their favorite songs is to mold and shape stone into both vast dwellings as well humanoid mannequins they use to do most of their labor.

Color: grey
Location: mountains, caves
Territory:5

Food: Adequate (Determines pop growth)
Population: 12 ( +2)
Happiness: 0
Resources: Copper (Scarce)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)

Eccentricities:
[Nocturnal]: The Grue of the Stone Singers love the dark, and gain a +1 bonus when fighting in it, but drawn into the light, [Grue] units take a penalty of 1.
>>
Rolled 34, 52, 26, 73 = 185 (4d100)

>>44271871
>>44271945
Name: Rollers
Race: Intelligent, large Armadillos.
Fluff: The rollers has one important motto, just keep rolling. While they have come far from being unintelligent critters without purpose they have held on to that motto. Leadership is as such given to whoever can roll furthest, and so far that leadership has led them on their migration through the lands. A journey in search of resources, in search of safety, and as an excuse, to just keep rolling.
Color: Brown
Location: Endless open plains
Territory:5
Food: Plentiful
Population(+5): 23
Happiness: 1
Resources: Copper (Some), Rocks (Some)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude) (Roads, Crude) (Ecology, Crude)
Eccentricities:
[Just keep Rolling]: The rolling abilities of the Rollers give them unprecedented mobility, and a +5 to movement rolls, though it may lead them into trouble, if they don't watch where they're going.


1. [Discovery] Try to find a use for the copper rocks, beat it, throw it, burn it. See what it can do. [1/4]

2. [Explore] Send some rollers north, towards the cold winds.

3. [Explore] Return to the land of the beasts in order to find where it would be safe to settle

4. [Discovery] What if we could build, underground? Dig me a house!
>>
>>44271945
>Name: Village-State of Chaisleá.
>Race: Not!Irish-French humans.
>Color: Dark Green.
>Location: On a isle, with some land to expand into.

>Food: Sustainable.
>Population(+growth per turn): 20 (Sustainable [+4/turn])
>Happiness: 0
>Territory: 5
>Military:
1 [Chaislean Levy (1x)]

>Resources:
[Copper (Scarce)]
>Structures:
[Farms (Crude)]
[Village Hall (Crude)] - Gives +2 to DEMOCRACY rolls.
>Technologies:
[Wood, Stone]
[Hand tools, Crude]
[Construction, Crude]
[Agriculture (Crude)]
>Eccentricities:
[Clan V. Clan]: The Ean and the Mactire control most of the politics of the city-state, but it the balance of power is very volatile. Every other turn, roll an extra d100 to determine who won elections, and the next turn actions befitting the winner will receive a bonus, while actions befitting the loser will get penalized. (Current ruling Clan: N/A)
>>
>>44271945
I. Nation Sheet
---------------------------
Name: The Oar'Resh Tribe
Race: Hobgoblins
Fluff: The sons and daughters of Oar'Resh, The great grand sire of the current tribal leader Bar'Resh are a strong people, a hearty people who will slowly dominate all, like the choke vines of the forest. They Are 6 foot tall goblinoids with gray skin but are far more clever and good at working in groupes then their small green counsins.
"Puny green skins hardly able to be called goblin anyway!" -so says the wisdom of Oar'Resh
They Oar'Resh people make gret use of obsidean to make spear and arrow heads, hunting an large game fearlessly, their ability to stalk their pray for hours without growing tired gives them an edge over the other creatures of the forest.
"Venison Haunch is good food!" -so says the wisdom of Oar'Resh
The Hoblins seek a better station in life, their Cave homes hidden beneath the forests are forgotten while they dream of something more. It's Coming, they can smell it.
"Soon we be very important!" -so says the wisdom of Oar'Resh
Color: Orange
Location: Forrests&Caves
Territory:5
Food: Adequate
Population 12
>Pop Growth: (Adequate=+3/turn)
Happiness: 0
Eccentricities:
[Specialists]: The one thing the hobgoblins remember of their past is how to work obsidian, and luckily the hills and caves they inhabit do yield some. They get a +5 bonus to working with the material, but a -5 with other materials.

Military Units
2 Hobgoblin Warbands [x1]

Resources:
[Obsidian (Some)]
[Rock (Some)
[Wood(some)]

Technologies:
(Wood, Stone, obsidian)
[ Glass Cutting (Simple)]
(Hand tools, Crude)
(Construction, Crude)

Actions:

1. Hmm, a tribe elder holding a new chunk of cut obsidian up to the fire light, cut it better
Research the next level of glass cutting after simple. +5

2. Use some obsidian to craft arrow heads
Craft Obsidian Arrow Heads. +5
+[ Glass Cutting (Simple)]

3. & 4.
We need meat and hide
Send Out Hoblin Warbands to hunt the furred Creatures
>>
Rolled 98, 40, 71, 71 = 280 (4d100)

Name: Umtagati
Race: Blood Elves are an intelligent lifeform birthed from a single wicked and evil tree. Whereas ordinary trees consume water and sunlight the Blood Tree consumes blood and moonlight. It spawned the Blood Elves from the leaves that fell during the day, and these creatures are vicious, and live and die at the with their Tree. A single Blood Tree can only sustain the lifeforce of so many Blood Elves, and those born after this point must be cast out to plant their own Tree, or killed to preserve the life of the Tree for the others. Blood Elves are effectively ageless, and will survive for as long as their Tree is healthy.

Fluff: There is only one Tree for now, and that is what the Umtagati live around. They are one with their Tree, but they know deep within that eventually they will need to expand the Grove, plant more trees, create more Umtagati. The best and strongest Trees come from the intelligent life of this world, and they must be fed to the Roots.
Color: Red
Location: Forests or Grasslands
Territory:5

Food: Plentiful (+3)
Population: 17
Happiness: 1
Resources: Copper (Scarce)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
Eccentricities:
[Vicious]: Umtagati Blood Elves are entirely devoted to their tree, and [Umtagati] units gain a +1 bonus in combat. But each tree can only sustain so many, and once that limit has been reached (GM will notify), another must be planted to resume population increase.

1. [Copper Weapons 1/2] We've come far in our understanding of how to work this metal, and soon we'll be able to turn it into weapons.
2. [Domestication 2/4] Several Umtagati work on training and breeding useful beasts from these hard headed creatures.
3. [Build Shelters] Cut down the Wazuka - Trees not of the Blood - and use them to fashion shelters for ourselves.
4. [Expansion 3/4]
>>
Rolled 55, 50, 65, 63 = 233 (4d100)

>>44272191
Damn forgot rolls
>>
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Culture.jpg
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Rolled 21, 50, 100, 63 = 234 (4d100)

>>44272190
1: It is good to have the Eans win the first election, and we shall respect that by continuing work on the housing projects around the new village hall.
[Construct some housing for the populous (1/2)]

2: Culture is a ever-important factor in life, it is who we are, and how we live. We shall craft fine instruments to flavour the air with music, for our first art for our civilization.
[Make instruments to aid happiness] +[Eans Rule]

3: We shall continue our expansion northward, in the hopes of discovering lands where the waters flow freely, to provide us with suitable source to solve our thirst...
[Expand northwards (3/4)]

4: And finally, th- Wait, did he really, DID HE REALLY?!

FUCKIN' DAMN IT JARRY, WHY THE FUCK DID YOU NOT CLOSE THE GATE. YOU HAD ONE JOB JARRY, ONE, FUCKIN', JOB.
[Continue domestication of the pig-like pigs (1/4)]
>>
Rolled 51, 40, 55, 99 = 245 (4d100)

[The Broodnest]
http://pastebin.com/qyEEkvck
-----
--Stats--
-Territory:5
-Food: Adequate
-Population): 30 (+6/turn)
-Happiness: 0
-Resources: Copper (Some); Rocks (Some);
-Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)(Indoctrination, Crude)(Weapons, Crude)
-Military: 2 Brood Warriors (1x)
-----
---Eccentricities--
-[Hivemind]: The Brood only cares about the welfare of the nest, and what benefits one, benefits all. Happiness is irrelevant, and a bordering nation will not be able to passively absorb your territory through it. But the new Queen is young and untested, and when possessing a broodmember, a high roll is required.
-----
---In Progress---
-
-
-
-
-----
---Actions---
1-4. Expand
>>
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GoldenAxe_Mounted.jpg
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>>44271945
>Name: Selendii
>Race: Elves
>Fluff: As beautiful as they are deadly, the Selendii call the jungles their home. Highly secretive and xenophobic, these people who once wished to live in harmony with their surroundings have now realised that life itself is a struggle to be mastered. Under the spiritual leadership of their High Priestess, the Selendii will do whatever it takes to establish their rightful dominance in the chaotic balance of nature.
>Color: Yellow
>Location: Rainforest
>Territory:5

>Food: Adequate (Determines pop growth)
>Pop Growth: 20 (Adequate=+4/turn)
>Buildings: [Housing (Crude); +1 base pop/turn] [Farms (Crude); +1 pop/turn] [Pen (Crude)]
>Weaponry: Crude
>Happiness: 0
>Resources: Copper (Scarce)
>Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
>Eccentricities: [Dominance]: Life is a struggle, and the Selendii gain +5 to rolls dominating the beasts of Primal World (peacefully and violently), though this process is a dangerous one, and critfails will usually end in death.

1. (Expansion) Our growing population needs more land!
2. Let us try to capture some herbivores for our newly constructed pen
3. (Research) Hand tools - if we can develop better tools, perhaps it will aid us in building and gathering resources
4. (Exploration) Scout the vicinity for resources.
>>
Rolled 40, 83, 77, 24 = 224 (4d100)

>>44272492
my bad
>>
Rolled 39, 81, 57, 35, 94, 91, 40, 13, 17, 39, 21, 38, 67, 56 = 688 (14d100)

>>44271871
Name: Ragnorian
Race: Goblin
Fluff: Long ago, the three great tribes joined together to defeat a massive monster that has taken to nesting in the center of the tribes' lands. Throwing every adult male into the fray, the beast was finally killed. But at great cost in lives, the tree tribes suddenly too weak to defend against outsiders. Sealing their fates together, the three tribes banded into one massive tribe. Many moons have passed, and the tribe grows strong. No longer must they worry of outside invaders. No, the many children of the tribe lust for more lands and food for the ever growing population.
Color: Dark Red
Location: Massive redwood forest, filled with trees wider than twenty goblins.
Territory:5
--Don't fill out (unless specified)--
Food: Adequate (Determines pop growth)
Population(+growth per turn): 12 +4/turn
Happiness: 0
Resources: Copper (Scarce) (Others generated by GM)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
Eccentricities:
[One Tribe]: The tribe has been through much hardship, and many would give much for each other, making it much easier to recruit military units. However, not all feel this way- every other turn, roll an extra d100 to find out how many deserters have left. (GM will calculate)

123) The past has shown that the forest floor is dangerous, too much so to allow our tribe to reside on it. Instead, we shall move to the trees. Walkways can be cut into the thick, fibrous bark, and houses extended from the trees.
456) The copper we have in our storage rooms helps no one as an unrefined ore. We should make it into tools or weaponry
789) The tribe requires mounts, and spread across the forest in search of them.
101112) The tribe builds a large forge, cut into the side of one of the massive trees. It's flame retardant bark should provide a perfect material to make the smithy from
1314) Deserters
>>
>>44271945
Name: The United States of Ameri-rock
Race: "Advanced" humans and dinosaurs
Fluff: Incredibly intelligent humans, they are vastly superior in intellect to what would have been our real world cavemen. They have developed a symbiotic relationship with the native dinosaur life, domesticating them and using them in almost every facet of society. Their culture is one of either urban or suburban lifestyle, with a focus on pre-historic modern values.

Stars and tiger stripes, mom's thorn-apple pie, a white stone fence on every lawn, a foot-car in every driveway, and the smell of freedom in the air. It's another day in the USA!
Color: Orange

Stats
Location: Valley
Territory:5
Food: Adequate (Determines pop growth)
Population:24 Adequate=+4/turn
Happiness: 0
Resources: Copper (Scarce) (Others generated by GM)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Basic) (spears)
Structures:
Quarry, Crude
School (Crude)
Beasts: Stegosaur (Sustainable)

Eccentricities:
[Domesticators]: The Statesmen have come to know the native life around them during their short stay at Primal World, and gain a +10 to training them. They have their domesticated beasts do EVERYTHING for them, though, and if they have none on hand, there is a penalty (-5) to rolls.


Military:
[2 Ameri-Rock Spear G.I.s (1x)]

Projects:
Mammoth Hunting 1/2
>>
Name: Thrum
Race: Avaian swarm whose intelligence scales with numbers and proximity.
Fluff: The Thrum is named for the half-physical, half-magical aura that surrounds them, serving as both their means of communication and their primary weapon. This aura manifests itself as a low thrumming in the air following any individual's wingbeats, that reverberates through the air and vibrates nearby objects. Individuals can decrypt the feedback of other Thrum members to communicate, allowing individual members to serve as neurons in a single, massive brain when they congregate. In combat, the aura of every member can be "tuned" to a single, specific frequency to gradually shake apart enemy weapons or soldiers, at the cost of extremely limited communication and corresponding loss of intelligence. The Thrum migrates slowly but constantly, living in the mountains and moving away as their resonant aura shakes their home to dust over time.
Color: Tan
Location: Mountain range/desert of massive dunes.
>>
>>44272084
[Streydaga]
1) The farm is improved! [Basic; Food>>Plentiful, +2 pop/turn]
2) Crude houses are built! [Structures: Housing (Crude); +1 base pop]
3) More copper and some stone is found. [Copper>>Some; Stone (Some)]
4) The barracks still needs work. [2/6]

[Pouring Rock]
1) The festival is complete! [+1 happiness]
2/3) [GM Note: Thanks for helping me out and including the modifier :^)] Even with the oddness of cooperating, the research is completed. [Weaponry (Crude)]
4) The west is won! More of it, at least.

[Elysium]
1) After a long search, the ghouls come back empty handed.
2) Better tools are had! [Hand tools (Basic)]
3) A single ghoul unit is trained. [1 Player named unit, (.5x)]
4) Mass production starts. [1/4]

[Stone Singers]
>You missed a turn, go ahead and make it up.
1) The Simulacrum Chamber is built, exceeding all expectations. [Simple]
2) The meat farms don't go so well.
3) Neither does the temple.
4) But the breeding Labrynth completes, and again, exceeds expectations. [Simple; +2 pop/turn]

[Rollers]
1) The research is almost done. [3/4]
2) The scouts return, some wood with them. [Wood (Scarce)]
3) Another scouting party is dispatched west, with the goal of finding a way around the beasts. [1/2]
4) The Rollers find they are easily able to dig and built underground. [Underground construction (crude)]

[Oar'Resh]
1) The research might take a while, it seems your tools aren't really up to snuff. [3/6]
2) Crude arrowheads are made and given to one of the warbands. [Archer Warband (1x)[bombardx1]; Arrows (Crude)]
3/4) The creatures are easy pickings. [Food>>Plentiful; +2/turn]

[Umtagati]
1) Copper weapons are made! [Weaponry (Crude)]
2) The domestication is completed. [BEASTS: Pachy herd (Sustainable]
3) More shelters are had! [Housing (Crude); +1 pop/turn]
4) The tribe finishes expansion!
>>
File: Primal World 4chan.jpg (3 MB, 4000x2000) Image search: [Google]
Primal World 4chan.jpg
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>>44272833
[Chaislea]
1) The houses are just finishing completion. [Housing (Crude); +1 pop/turn]
2) Crude instruments are made! [Instruments (Crude); +1 Happiness]
3) Expansion completes... onto a rich deposit of copper. WHat luck! [+4 territory; Copper>> Some]
4) The domestication is done. The pig creatures should be able to provide a sustainable foodsource, for a time. [Sustainable (x2)]

[Broodnest]
1-4) The brood expands. (+4 territory)

[Selendii]
1) Expansion nearly completes. [3/4]
2) Some huge horned things are captured, and forced into the pen. [Triceratops (Sustainable)]
3) Better hand tools are had! [Basic]
4) Only some rocks are found. [Rock (Scarce)]

[Ragnorian]
1/3) Treehouses are easily made! They provide defense from terrestrial creatures too. [Treehouses (Crude); +1 pop/turn; DEFENSES: (Capitol name(1x)]
4/6) Better tools are made! [Basic]
7-9) Mounts may be tough to find. [2/4]
10/12) The crude forge is made. [Forge (Crude)]
>-6 pop, don't forget to add the increase!

>>44272770
Pushing the limit of what I can handle for now, sorry.
>>
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Rolled 68, 55, 77, 44 = 244 (4d100)

>>44272707
1. Build the world's first City!

(Construction, Basic)
(Quarry, Crude)

2. And on it's outskirts, the worlds first Suburbs!

(Construction, Basic)
(Quarry, Crude)

3. We'll also need roads and bridges

(Construction, Basic)
(Quarry, Crude)

4. Keep on hunting and gathering those Mammoths boys!

We'll need some live ones to domesticate as well.

[Domesticators]: The Statesmen have come to know the native life around them during their short stay at Primal World, and gain a +10 to training them.
>>
>>44272833
Race: Centaurs
Fluff: The centaurs of Streydaga live in a feudal society. The chief is the strongest in a tribe, and the Great chief is the strongest chief. Usually the tribes act independently unless there is a great threat to them all, then the Great chief will lead the Streydaga into battle. Nothing to date has held against their massed charges across the plains. Nothing.
Color: Blue
Location: Plains
Territory:9
Food: Plentiful (Determines pop growth)
Pop Growth: (Adequate=+4/turn)27 ( 6 Per turn increase generated by GM)(+other modifiers)
Happiness: 0
Buildings: Farms (Basic); Barracks (Crude)(basic 2/6); Forge (Crude);Housing (Crude); +1 base pop)
Resources: Copper (Some); (Stone Some)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)Agriculture (Crude); Weaponry (Crude)
Eccentricities:
[Feudal]: The tribes of the Streydaga are very independent, and do not like to pledge themselves to each other except in times of war. Recruiting military units in peaceful times is much more difficult, though much easier when under attack.

1.Improve agriculture research
2.Improve barracks
+Construction Crude
3.Build a researcher's lab
+Construction Crude
4. Train Some troops!
+Barracks
+Weapons
+Forge
-Feudal
>>
Rolled 75, 41, 79, 59 = 254 (4d100)

>>44272855
Name: Elysium
Race: Ghouls (similar in aspect to Danny Phantom ghosts) They look like regular humans with /slightly/ green tinted skin.
Fluff: Forests. Long known as places where mysterious and dangerous things roam free and wild. In the forest covering this nation, this was especially true, for it was not just the things in the forest that held danger, it was the earth and the forest itself. There held an odd energy that began to change the people within it’s borders. It fused with the people, changing their DNA, making them more than normal humans. They could lift more than their own weight, yet could defy gravity in flight. They could touch things as normal, yet at times could let dangerous creatures pass through them.
Color: Ectoplasm Green
Location: Thick forests and raging rivers. Babbling brooks and rolling hills.
Territory:5

NOTES: Terribly weak to magic. Intangibility is a purely defensive mechanism, and cannot return to tangibility inside a person/thing.

[Intangibility]: When attacked, given enough warning, the ghouls of Elysium can make themselves nearly intangible, greatly increasing their survivability (though this does not ensure it). However, they're physically weak, and have a harder time producing stronger military units from their general population.

Food: Sustainable (x2)
Population: 19
Population Growth: +3
Happiness: 0
Resources: Copper (Some), Stone (Scarce)
Constructions: Farm (Crude), Housing (Crude)
Technologies: (Wood, Stone) (Hand tools, Basic) (Construction, Crude) (Agriculture, Crude)
Military:
1 Ghoulfantry Unit (0.5x)

1. Continue Mass Production (currently 1/4)
2. Research things about copper
3. Since we have ground houses, let us utilize flight and make houses in the trees only we can get to!
[make treehouses only fliers can get into]
4. Research construction techniques
>>
Rolled 54, 95, 99, 8 = 256 (4d100)

>>44272966
>>
Rolled 96, 23, 79, 63 = 261 (4d100)

>>44272855
1-2. Develop the worlds first vehicles! Made out of easy to gather materials of stone, wood, cloth, and pelts.

Household models will be equipped with 2, 4, or even 6 footpower motion, while more larger vehicles like dump trucks and semi-trucks will have dinosaur power.

[Domesticators]: The Statesmen have come to know the native life around them during their short stay at Primal World, and gain a +10 to training them.

4-5. We need some heavier "Construction Equipment". Something strong to carry heavy dump truck or act as bulldozers.

Go get some Tri-ceratops!
>>
Rolled 39, 84, 85, 80 = 288 (4d100)

[The Broodnest]
http://pastebin.com/qyEEkvck
-----
--Stats--
-Territory:9
-Food: Adequate
-Population): 36 (+6/turn)
-Happiness: 0
-Resources: Copper (Some); Rocks (Some);
-Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)(Indoctrination, Crude)(Weapons, Crude)
-Military: 2 Brood Warriors (1x)
-----
---Eccentricities--
-[Hivemind]: The Brood only cares about the welfare of the nest, and what benefits one, benefits all. Happiness is irrelevant, and a bordering nation will not be able to passively absorb your territory through it. But the new Queen is young and untested, and when possessing a broodmember, a high roll is required.
-----
---In Progress---
-
-
-
-
-----
---Actions---
1. Science seems fun. Let's try to learn science and how it works.
2. Find some animals and indoctrinate them into the hivemind.
3. Mine deeper. Find new resources.
4. Expand.
>>
>>44272855
Ah, no problem. Sorry.
>>
>>44272855
>Name: Village-State of Chaisleá.
>Race: Not!Irish-French humans.
>Color: Dark Green.
>Location: On a isle, with some land to expand into.

>Food: Sustainable.
>Population(+growth per turn): 29 (Sustainable [+5/turn])
>Happiness: 1
>Territory: 9
>Military:
1 [Chaislean Levy (1x)]

>Resources:
[Copper (Some)]
>Structures:
[Farms (Crude)]
[Village Hall (Crude)] - Gives +2 to DEMOCRACY rolls.
[Simple Dwellings (Crude)]
>Technologies:
[Wood, Stone]
[Hand tools, Crude]
[Instruments (Crude)]
[Construction, Crude]
[Agriculture (Crude)]
>Eccentricities:
[Clan V. Clan]: The Ean and the Mactire control most of the politics of the city-state, but it the balance of power is very volatile. Every other turn, roll an extra d100 to determine who won elections, and the next turn actions befitting the winner will receive a bonus, while actions befitting the loser will get penalized. (Current ruling Clan: Eans)
>>
Rolled 72, 56, 66, 92, 12, 73, 56, 35 = 462 (8d100)

1. 2. Build meat farms. We eat meat almost exclusively, the bloodier the better.

3. 4. Build the Temple of Shadows, where we can refine our song magic.

5.6. With the Simulacrum Chamber built begin to mannequins to help with construction and farming.

7. Expand

8. Seek out metals in the dark underground by singing to it.
http://pastebin.com/2ErbEZ8P
>>
Rolled 29, 58, 80, 22 = 189 (4d100)

Name: Pouring Rock Tribe.
Race: Humanoid predatory reptiles AKA Lizardmen.

Fluff: The group of intelligent cave man lizards only banded together after a mystical and mythical "no-face" character taught them the secrets of advanced civilization (as advances as it can be when a pointy stick is a weapon of mass destruction), law, and the secret of shaping rock, wood, and metal.
Having grown in number, they need to expand. or, that's what they will have to do unless they think that starvation is a good choice.

Color: Grey.
Location: Forest hillsides.
Territory:13

Food: Adequate.
Population(+6 per turn): 34.
Happiness: 1
Resources: Stone (Some), Wood (Scarce), Copper (Some)]
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude).
Constructions: Housing (Crude).
Weaponry (Crude).

Eccentricities:
[No-Face]: This mysterious no-face character instilled the Pouring Rocks with a sense of discovery, and they gain +5 to discovering new technology, but they have only just banded together- if actions are consolidated (two or more die to one action), there is a -5 penalty.

1. Food. Hunting down animals for food is actually very tiresome. One of the more clever young hunters asked the question "Why won't we just trap some animals, and kill off the ones we need for food instead of hunting them?" Let's aim for Husbandry.
2. Research (+5 modifier). when the hunter got praise for his idea, one of the older berry-pickers ranted about why we couldn't just make bushes and roots grow instead of looking all over in the seasons for ripe food. She had a point... So let's grow our food.
3. Research (+5 modifier). The festival lifted our spirits, but some of the more ardent followers of "The No-Faced One" is preaching hard work. Few are still alive that remember how he watched over us, but his message lives on. (Found religion/Civics research?)
4. Expand. Let's expand SOUTH, and get control over some more lumber and wood, or even finding the prime timber to build more houses.
>>
Rolled 77, 47, 59, 5 = 188 (4d100)

>>44272855
>>Name: Selendii
>>Race: Elves
>>Fluff: As beautiful as they are deadly, the Selendii call the jungles their home. Highly secretive and xenophobic, these people who once wished to live in harmony with their surroundings have now realised that life itself is a struggle to be mastered. Under the spiritual leadership of their High Priestess, the Selendii will do whatever it takes to establish their rightful dominance in the chaotic balance of nature.
>>Color: Yellow
>>Location: Rainforest
>>Territory:5
>>Food: Adequate (Determines pop growth)
>>Pop Growth: 24 (Adequate=+4/turn)
>>Buildings: [Housing (Crude); +1 base pop/turn] [Farms (Crude); +1 pop/turn] [Pen (Crude)]
>>Weaponry: Crude
>>Happiness: 0
>>Resources: Copper (Scarce), Rock (Scarce)
>>Technologies: (Wood, Stone) (Hand tools, Basic) (Construction, Crude)
>>Eccentricities: [Dominance]: Life is a struggle, and the Selendii gain +5 to rolls dominating the beasts of Primal World (peacefully and violently), though this process is a dangerous one, and critfails will usually end in death.

1. Continue expansion [3/4]
2. (Domesticate) Perhaps the Triceratops could be used as a method of transport or beast of burden
3. Build Basic hand tools
4. Scout the area for more resources
>>
>>44272833
Name: The Oar'Resh Tribe
Race: Hobgoblins

The Hoblins seek a better station in life, their Cave homes hidden beneath the forests are forgotten while they dream of something more. It's Coming, they can smell it.
"Soon we be very important!" -so says the wisdom of Oar'Resh
Color: Orange
Location: Forrests&Caves
Territory:5
Food: Adequate
Population 26
>Pop Growth: (Plentiful=+5/turn)
Happiness: 0
Eccentricities:
[Specialists]: The one thing the hobgoblins remember of their past is how to work obsidian, and luckily the hills and caves they inhabit do yield some. They get a +5 bonus to working with the material, but a -5 with other materials.

Military Units
1 Hobgoblin Warbands [x1]
Archer Warband (1x)[bombardx1]; Arrows (Crude)]

Resources:
[Obsidian (Some)]
[Rock (Some)
[Wood(some)]

Technologies:
(Wood, Stone, obsidian)
[ Glass Cutting (Simple)]
(Hand tools, Crude)
(Construction, Crude)

Actions:

1&2 The tools are not up to snuff, but the Ancestors demand it, research glass cutting beyond simple [3/6] +5 to each roll

2. They're right, these tools are barely even fit to touch the glass with.
Research [Hand tools(simple)]

3. Now that our population is really starting to grow, and our hunters have brought back much meet, we need shelter, the winds will be changing soon.
Turn Hides into Yurts for the tribe, mobile and practical.
+(Construction, Crude)
>>
File: MiningEfforts.png (959 KB, 836x559) Image search: [Google]
MiningEfforts.png
959 KB, 836x559
Rolled 67, 22, 23, 55, 62 = 229 (5d100)

>>44273049
1: Hmm, we discovered a abundance of the strange shiny 'rocks' in the north, within rocky outcrops by the grand sea. If we can, we shall dig deep within those lands, to provide us with additional stones and 'copper' for future uses.
[Dig a quarry to harvest more stones/copper]

2: We should investigate the ore more closely, for rumours say that it melts under flames and harden in wind and water... Maybe these shiny brown stones may serve a greater purpose?
[Learn about Metallurgy, in order to use the copper stuff.]

3: Our tools are not sufficient enough to handle serious work, so in order to aid our efforts in construction and harvesting, we shall seek to make our tools ever more useful.
[Improve on the Hand Tools tech to make them not so crude]

4: The expansion of the borders worked out well, so maybe we shall expand out once more, closer to the vast sea?
[Expand around the coastal area]

5: DEMOCRACY! (Public's favouring the Eans.)
>>
Rolled 32, 96, 59, 25 = 212 (4d100)

>>44273252
Twice in a row, I forgot. >>44272833
>>
Rolled 8, 36, 27, 47 = 118 (4d100)

Name: Umtagati
Race: Blood Elves are an intelligent lifeform birthed from a single wicked and evil tree. Whereas ordinary trees consume water and sunlight the Blood Tree consumes blood and moonlight. It spawned the Blood Elves from the leaves that fell during the day, and these creatures are vicious, and live and die at the with their Tree. A single Blood Tree can only sustain the lifeforce of so many Blood Elves, and those born after this point must be cast out to plant their own Tree, or killed to preserve the life of the Tree for the others. Blood Elves are effectively ageless, and will survive for as long as their Tree is healthy.

Fluff: There is only one Tree for now, and that is what the Umtagati live around. They are one with their Tree, but they know deep within that eventually they will need to expand the Grove, plant more trees, create more Umtagati. The best and strongest Trees come from the intelligent life of this world, and they must be fed to the Roots.
Color: Red
Location: Forests or Grasslands
Territory:5

Food: Plentiful (+4)
Population: 21
Happiness: 1
Resources: Copper (Scarce) Pachy Herd (Sustainable)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude) (Housing: Crude) (Weaponry: Crude)
Eccentricities:
[Vicious]: Umtagati Blood Elves are entirely devoted to their tree, and [Umtagati] units gain a +1 bonus in combat. But each tree can only sustain so many, and once that limit has been reached (GM will notify), another must be planted to resume population increase.

1. [Explore] Send bands of Umtagati out to scour the nearby lands for more resources and information.

2. [Train Warriors] With new copper tipped spears and clubs a new band of Umtagati are trained and prepped to hunt and incapacitate enemies so they may be brought back and fed to the Tree.

3. [Find more metals]

4. [Gather building resources]
>>
[Ameri-rock]
1) Transforming your tiny little village into a city will take a while. [3/10]
2) The Suburbs will too, but less time. [3/8]
3) Crude roads are built! [Roads (Crude)]
4) The hunters come back laden with meat, and a lone mammoth youngling. [Adequate>>Plentiful, +2 pop/turn, BEASTS: Mammoth Youngling]

[Streydaga]
1) More research is underway. [1/4]
2) The barracks, even though the tools are a bit shoddy, is improved! [Simple]
3) The researcher's lab goes swimmingly, as is expected. [Researchers lab (Crude)]
4) No warriors are trained. When asked if they would fight for the glory of all Streydaga, they just laughed.

[Elysium]
1) The mass production techniques are done! Should make it a bit easier to make goods. [Mass-Production (Crude)]
2) Copper research intensifies. [2/4]
3) Treehouses are built! The should provide some defenses. [DEFENSES: Capitol(1)]
4) Better construction techniques are still being researched. [3/4]

[Broodnest]
1) Research progresses. [2/4]
2) Some Stegosaurus are found, and bound to the broodmother's will. [BEASTS: Stegosaurus (sustainable)]
3) A new, silvery material is found. [Tin (Some)]
4) The nest expands!

>>44273028
No worries, try back next time :^)

[Stone Singers]
1/2) Some subterranean creatures are found and taken to the meat farms. [Meat Farms (Crude); Food>>Sustainable]
3/4) The Temple of Shadows is made. Who knew the Grue were such good builders? [Temple of Shadows (Crude)]
5/6) More mannequins are produced. [2 player named mannequins (1.5x)]
7) The Stone Singers expand their territory! [+4]
8) Singing to the metals might take a while. [1/??]

[Pouring Rock]
1) Some of the pig-things are caught, though taming them needs work. [1/4]
2) Crude farms soon spring from the earth! [Farms (Crude); Food>>Sustainable]
3) Some of the tribe start heralding No-Face as a god, and people immediately take to it. [RELIGION: No-Face; +2 happiness]
4) The tribe only starts to expand. [1/4]
>>
>>44273745
[Selendii]
1) Expansion completes! (+4)
2) Domestication efforts commence. [2/4]
3) [NOTE: You don't need to build hand tools, assume you already have them] The tribe starts researching still better tools. [4/6]
4) No more resources are found.

[Oar'Resh]
1/2) Glass cutting techniques improve! [Average]
3) Better hand tools are underway. [3/4]
4) Better housing starts, but doesn't complete. [1/2]

[Chaislea]
1) A crude Quarry is dug out. [Quarry, Crude]
2) Metallurgy research is underway. [1/4]
3) Hand tools are improved! [Simple]
4) Expansion is had!
5) The people thought the Ean's would make the election, but the Mactire just barely win.

[Umagati]
1) No such luck with exploration.
2) A band of Umtagati warriors are trained. [1x]
3) The metal search progresses. [1/4]
4) Stone is collected! [Stone (Some]
>>
>>44273762
Y
>>
Rolled 29, 58, 35, 23 = 145 (4d100)

>>44273745

Fluff: The centaurs of Streydaga live in a feudal society. The chief is the strongest in a tribe, and the Great chief is the strongest chief. Usually the tribes act independently unless there is a great threat to them all, then the Great chief will lead the Streydaga into battle. Nothing to date has held against their massed charges across the plains. Nothing.
Color: Blue
Location: Plains
Territory:9
Food: Plentiful (Determines pop growth)
Pop Growth: (Adequate=+4/turn)33 ( 6 Per turn increase generated by GM)(+other modifiers)
Happiness: 0
Buildings: Farms (Basic); Barracks (Simple)(basic 2/6); Forge (Crude);Housing (Crude); +1 base pop),[Researchers lab (Crude)]
Resources: Copper (Some); (Stone Some)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude);Agriculture (Crude)(Basic 1/4); Weaponry (Crude)
Eccentricities:
[Feudal]: The tribes of the Streydaga are very independent, and do not like to pledge themselves to each other except in times of war. Recruiting military units in peaceful times is much more difficult, though much easier when under attack.

1.Continue Agriculture research (1/4)
+Researcher's lab Crude
2.Expand
3.Research COnstruction
+Researcher's lab
4. Train troops
+Forge Crude
+Weapons Crude
+Barracks Simple
-feudal
>>
Rolled 12, 67, 63, 72, 65, 91, 67, 93 = 530 (8d100)

>>44272855
Name: Ragnorian
Race: Goblin
Fluff: Long ago, the three great tribes joined together to defeat a massive monster that has taken to nesting in the center of the tribes' lands. Throwing every adult male into the fray, the beast was finally killed. But at great cost in lives, the tree tribes suddenly too weak to defend against outsiders. Sealing their fates together, the three tribes banded into one massive tribe. Many moons have passed, and the tribe grows strong. No longer must they worry of outside invaders. No, the many children of the tribe lust for more lands and food for the ever growing population.
Color: Dark Red
Location: Massive redwood forest, filled with trees wider than twenty goblins.
Territory:5
--Don't fill out (unless specified)--
Food: Adequate (Determines pop growth)
Defenses: 1x Ragnoria
Population(+growth per turn): 23 +5/turn
Happiness: 0
Resources: Copper (Scarce) (Others generated by GM)
Technologies: (Wood, Stone) (Hand tools, basic) (Construction, Crude) [Forge (Crude)] [Treehouses (Crude)
Eccentricities:
[One Tribe]: The tribe has been through much hardship, and many would give much for each other, making it much easier to recruit military units. However, not all feel this way- every other turn, roll an extra d100 to find out how many deserters have left. (GM will calculate)

1/2) With the new forge, better copper working akill is cultivated.
3/4) The search for mounts continues [2/4]
5/6) The goblins begin making bows, the short limbs holding a hidden power within them.
7/8) With the sudden demand for copper, the tribe constructs a mine to provide a steady stream of ore.
>>
>>44273762
I'd say one more turn for the night.
>>
>>44273762
>Name: Village-State of Chaisleá.
>Race: Not!Irish-French humans.
>Color: Dark Green.
>Location: On a isle, with some land to expand into.

>Food: Sustainable.
>Population(+growth per turn): 34 (Sustainable [+5/turn])
>Happiness: 1
>Territory: 9+?
>Military:
1 [Chaislean Levy (1x)]

>Resources:
[Copper (Some)]
>Structures:
[Village Hall (Crude)] - Gives +2 to DEMOCRACY rolls.
[Farms (Crude)]
[Quarry (Crude)]
[Simple Dwellings (Crude)]
>Technologies:
[Wood, Stone]
[Hand tools (Simple)]
[Instruments (Crude)]
[Construction, Crude]
[Agriculture (Crude)]
>Eccentricities:
[Clan V. Clan]: The Ean and the Mactire control most of the politics of the city-state, but it the balance of power is very volatile. Every other turn, roll an extra d100 to determine who won elections, and the next turn actions befitting the winner will receive a bonus, while actions befitting the loser will get penalized. (Current ruling Clan: Mactire)

(To continue? As long as you're not tired, hell yeah)
>>
Rolled 55, 98, 36, 64 = 253 (4d100)

[The Broodnest]
http://pastebin.com/qyEEkvck
-----
--Stats--
-Territory:13
-Food: Adequate
-Population): 42 (+6/turn)
-Happiness: 0
-Resources: Copper (Some); Rocks (Some); Tin (Some)
-Beasts: Stegosaurus (sustainable)
-Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)(Indoctrination, Crude)(Weapons, Crude)
-Military: 2 Brood Warriors (1x)
-----
---Eccentricities--
-[Hivemind]: The Brood only cares about the welfare of the nest, and what benefits one, benefits all. Happiness is irrelevant, and a bordering nation will not be able to passively absorb your territory through it. But the new Queen is young and untested, and when possessing a broodmember, a high roll is required.
-----
---In Progress---
-Science (2/4)
-
-
-
-----
---Actions---
1. Continue to learn science! (2/4)
2. Enter the bronze age! Tin+Copper!
3. Upgrade our tools.
4. Expand
>>
Name: Pouring Rock Tribe.
Race: Humanoid predatory reptiles AKA Lizardmen.

Fluff: The group of intelligent cave man lizards only banded together after a mystical and mythical "no-face" character taught them the secrets of advanced civilization (as advances as it can be when a pointy stick is a weapon of mass destruction), law, and the secret of shaping rock, wood, and metal. He has recently been made into the patron god, his worshippers preaching diligence, hard work, order, and his return.

Color: Grey.
Location: Forest hillsides.
Territory:13

Food: Sustainable.
Population(+6 per turn): 40.
Happiness: 3
Resources: Stone (Some), Wood (Scarce), Copper (Some)]
Technologies: (Wood, Stone) (Hand tools, Crude), Weaponry (Crude), (Construction, Crude).
Constructions: Housing (Crude), Farms (Crude).

Eccentricities:
[No-Face]: This mysterious no-face character instilled the Pouring Rocks with a sense of discovery, and they gain +5 to discovering new technology, but they have only just banded together- if actions are consolidated (two or more die to one action), there is a -5 penalty.

1 & 2 (-5 modifier). Food. We pig-herders now (1/4 Complete).
3. Expand. The expansion SOUTH continues (1/4 Complete).
4. Explore. The pigs might make for good eating, but what else is out there? The taming of other animals and beasts may be of use to the tribe.
>>
Rolled 59, 84, 31, 39 = 213 (4d100)

1. Improve the Meat Farms! Set the new mannequins, now named Silent Bobs to aid us in capturing more meat.

2. With the Temple of Shadows made we can begin to improve our Singing. Do so so our music will shape earth and stone even easier!

3. Continue to sing to the metals within the earth.

4. Build a Meat Factory to process our meat into the choicest, juiciest cuts of meat and then store and preserve them. [1/??]

http://pastebin.com/2ErbEZ8P
>>
Rolled 46, 45, 71, 4 = 166 (4d100)

Name: Elysium
Race: Ghouls (similar in aspect to Danny Phantom ghosts) They look like regular humans with /slightly/ green tinted skin.
Fluff: Forests. Long known as places where mysterious and dangerous things roam free and wild. In the forest covering this nation, this was especially true, for it was not just the things in the forest that held danger, it was the earth and the forest itself. There held an odd energy that began to change the people within it’s borders. It fused with the people, changing their DNA, making them more than normal humans. They could lift more than their own weight, yet could defy gravity in flight. They could touch things as normal, yet at times could let dangerous creatures pass through them.
Color: Ectoplasm Green
Location: Thick forests and raging rivers. Babbling brooks and rolling hills.
Territory:5

NOTES: Terribly weak to magic. Intangibility is a purely defensive mechanism, and cannot return to tangibility inside a person/thing.

[Intangibility]: When attacked, given enough warning, the ghouls of Elysium can make themselves nearly intangible, greatly increasing their survivability (though this does not ensure it). However, they're physically weak, and have a harder time producing stronger military units from their general population.

Food: Sustainable (x2)
Population: 21
Population Growth: +3
Happiness: 0
Resources: Copper (Some), Stone (Scarce)
Constructions: Farm (Crude), Housing (Crude) Treehouses [DEFENSE: Capitol(1)]
Technologies: (Wood, Stone) (Hand tools, Basic) (Construction, Crude) (Agriculture, Crude) (Mass-Production, Crude)

Military:
1 Goulfantry Unit (0.5x)


1. Finish Copper Research (currently 2/4)
2. Finish Construction Research (currently 2/4)
3. Collection Missions! Let's go collect resources!
4. Expansion
>>
Rolled 27, 95, 76, 84 = 282 (4d100)

>>44273962

And here's the dice.
>>
Name: The United States of Ameri-rock
Race: "Advanced" humans and dinosaurs
Fluff: Incredibly intelligent humans, they are vastly superior in intellect to what would have been our real world cavemen. They have developed a symbiotic relationship with the native dinosaur life, domesticating them and using them in almost every facet of society. Their culture is one of either urban or suburban lifestyle, with a focus on pre-historic modern values.

Stars and tiger stripes, mom's thorn-apple pie, a white stone fence on every lawn, a foot-car in every driveway, and the smell of freedom in the air. It's another day in the USA!
Color: Orange

Stats
Location: Valley
Territory:5
Food: Plentiful
Population:34 Plentiful=+6/turn
Happiness: 0
Resources: Copper (Scarce) Mammoth Meat/Pelt/Bone (some)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Basic) (spears)
Structures:
Quarry, (Crude)
School (Crude)
Roads (Crude)
Beasts: Stegosaur (Sustainable). Mammoth Youngling

Eccentricities:
[Domesticators]: The Statesmen have come to know the native life around them during their short stay at Primal World, and gain a +10 to training them. They have their domesticated beasts do EVERYTHING for them, though, and if they have none on hand, there is a penalty (-5) to rolls.


Military:
[2 Ameri-Rock Spear G.I.s (1x)]

Projects:
City 3/10
Suburbs 3/8
>>
Rolled 97, 26, 47, 67 = 237 (4d100)

>>44273762
Name: The Oar'Resh Tribe
Race: Hobgoblins
Fluff: The sons and daughters of Oar'Resh, The great grand sire of the current tribal leader Bar'Resh are a strong people, a hearty people who will slowly dominate all, like the choke vines of the forest. They Are 6 foot tall goblinoids with gray skin but are far more clever and good at working in groupes then their small green counsins.
"Puny green skins hardly able to be called goblin anyway!" -so says the wisdom of Oar'Resh
They Oar'Resh people make gret use of obsidean to make spear and arrow heads, hunting an large game fearlessly, their ability to stalk their pray for hours without growing tired gives them an edge over the other creatures of the forest.
"Venison Haunch is good food!" -so says the wisdom of Oar'Resh
The Hoblins seek a better station in life, their Cave homes hidden beneath the forests are forgotten while they dream of something more. It's Coming, they can smell it.
"Soon we be very important!" -so says the wisdom of Oar'Resh
Color: Orange
Location: Forrests&Caves
Territory:5
Food: Adequate
Population 31
>Pop Growth: (Plentiful=+5/turn)
Happiness: 0
Eccentricities:
[Specialists]: The one thing the hobgoblins remember of their past is how to work obsidian, and luckily the hills and caves they inhabit do yield some. They get a +5 bonus to working with the material, but a -5 with other materials.

Military Units
1 Hobgoblin Warbands [x1]
Archer Warband (1x) [bombardx1];[Arrows (Crude)]

Resources:
[Obsidian (Some)]
[Rock (Some)
[Wood(some)]

Technologies:
(Wood, Stone, obsidian)
[ Glass Cutting (Average)]
(Hand tools, Crude)
(Construction, Crude)

ACTIONS:
Roll 1: These hand tools are coming nice, lets finish them up. Research better hand tools, hopefully made from obsidian Progress [3/4]

Roll 2,
The Sharp glass cuts the hide so well.
Finish building yurts [1/2]

Roll 3&4
Research making Glass Weapons from obsidian like arrow heads and knives
[ Glass Cutting (Average)]
>>
Rolled 40, 22, 59, 14 = 135 (4d100)

Name: Umtagati
Race: Blood Elves are an intelligent lifeform birthed from a single wicked and evil tree. Whereas ordinary trees consume water and sunlight the Blood Tree consumes blood and moonlight. It spawned the Blood Elves from the leaves that fell during the day, and these creatures are vicious, and live and die at the with their Tree. A single Blood Tree can only sustain the lifeforce of so many Blood Elves, and those born after this point must be cast out to plant their own Tree, or killed to preserve the life of the Tree for the others. Blood Elves are effectively ageless, and will survive for as long as their Tree is healthy.

Fluff: There is only one Tree for now, and that is what the Umtagati live around. They are one with their Tree, but they know deep within that eventually they will need to expand the Grove, plant more trees, create more Umtagati. The best and strongest Trees come from the intelligent life of this world, and they must be fed to the Roots.
Color: Red
Location: Forests or Grasslands
Territory:5

Food: Plentiful (+4)
Population: 25
Happiness: 1
Resources: Copper (Scarce) Stone (some)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
Units: 1 Warrior Band (x1)
Eccentricities:
[Vicious]: Umtagati Blood Elves are entirely devoted to their tree, and [Umtagati] units gain a +1 bonus in combat. But each tree can only sustain so many, and once that limit has been reached (GM will notify), another must be planted to resume population increase.

1. [Metal Hunt 1/4]
2. [Train more Warriors!] This is fairly self-explanatory.
3. [Exploration] Hunt about for more useful items, or for useful creatures to sacrifice. The Tree thirsts for intelligent blood, but we have none of give.
4. [Feed the Tree] But we do have other critters around that we've hunted or tamed to feed to it.
>>
Rolled 65, 37, 82, 92 = 276 (4d100)

MAKEUP TURNS HERE
>>44273005

1-2. Keep working on the city! City 3/10

(Construction, Basic)
(Quarry, Crude)

3-4. And the Suburbs Suburbs 3/8

(Construction, Basic)
(Quarry, Crude)
>>
>>44273987
the construction is currently actually 3/4
>>
>>44273963
Singing to metals is at ... [1/??]

I coulda sworn I had copied my progress over, oh well
>>
>>44274001
Oh, those last two rolls each have +5
>>
Rolled 93, 44, 52, 43, 40, 85, 61, 44 = 462 (8d100)

>>44272833
>>44272855
>>44273745
>Y
>missed last turn, sorry
Name: Rollers
Race: Intelligent, large Armadillos.
Fluff: The rollers has one important motto, just keep rolling. While they have come far from being unintelligent critters without purpose they have held on to that motto. Leadership is as such given to whoever can roll furthest, and so far that leadership has led them on their migration through the lands. A journey in search of resources, in search of safety, and as an excuse, to just keep rolling.
Color: Brown
Location: Endless open plains
Territory:5
Food: Plentiful
Population(+5): 33
Happiness: 1
Resources: Copper (Some), Rocks (Some), Wood (Scarce)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude) (Underground construction, Crude) (Roads, Crude) (Ecology, Crude)
Eccentricities:
[Just keep Rolling]: The rolling abilities of the Rollers give them unprecedented mobility, and a +5 to movement rolls, though it may lead them into trouble, if they don't watch where they're going.


1. [Discovery] Try to find a use for the copper rocks, beat it, throw it, burn it. See what it can do. [3/4]

2. [Explore] Send some rollers south, towards the warmer steppes

3. [Explore] Return to the land of the beasts in order to find where it would be safe to settle [1/2]

4. [Discover] Find a way to turn rolling from a defence into an attack.

>making up for missed turn

5. [Expand] Expand north, towards the source of the wood

6-7. [Discover] What if we could help insects spread, so there would be more food? (bee-keeping, maggot farm etc.)

8. [Build] Build an underground shelter, to protect from danger.
>>
File: CopperAxes.jpg (387 KB, 2018x1297) Image search: [Google]
CopperAxes.jpg
387 KB, 2018x1297
Rolled 64, 11, 16, 22 = 113 (4d100)

>>44273883
Hah, fuck the Eans, buncha foreigner-fucking hippies I tell ya.

1: You know what we need? Proper weapons. Proper, choppin' weapons, just in case any barbarians or 'civilized' blokes try to screw us around.
[Make some battle axes, to arm the better men in our forces] +[Mactire Rule]

2: This 'copper's good, good for makin' tools of war, I tell ya! Continue the Ean's study, but with a TRUE focus, 'right?
[Learn about Metallurgy, in order to use the copper stuff. (1/4)]

3: Levies're alright, but nothin' NOTHIN' beats trained warriors. Get our boys a good ol' trainin', to help protect our true borders!
[Train up some Chaisleán Axemen, who're better warriors than their Levy counterparts] +[Mactire Rule]

4: Expandin', expandin', expandin'... Those Ean wankers don't even look where they're goin'! Send out some scouts, and let see what lay in th' horizon!
[Scout around the nearby areas, to see what stuff and civilizations there are]

(To help clarify for OP, the Éan clan are more focused on culture and peaceful trade with foreign nations, while the Mactíre are more military-focused who prefers to be at war with foreign nations.)
>>
Rolled 48, 11, 44, 27 = 130 (4d100)

N
>>44273762
>>Name: Selendii
>>Race: Elves
>>Fluff: As beautiful as they are deadly, the Selendii call the jungles their home. Highly secretive and xenophobic, these people who once wished to live in harmony with their surroundings have now realised that life itself is a struggle to be mastered. Under the spiritual leadership of their High Priestess, the Selendii will do whatever it takes to establish their rightful dominance in the chaotic balance of nature.
>>Color: Yellow
>>Location: Rainforest
>>Territory:5
>>Food: Adequate (Determines pop growth)
>>Pop Growth: 29 (Adequate=+4/turn)
>>Buildings: [Housing (Crude); +1 base pop/turn] [Farms (Crude); +1 pop/turn] [Pen (Crude)]
>>Weaponry: Crude
>>Happiness: 0
>>Resources: Copper (Scarce), Rock (Scarce)
>>Technologies: (Wood, Stone) (Hand tools, Basic) (Construction, Crude)
>>Eccentricities: [Dominance]: Life is a struggle, and the Selendii gain +5 to rolls dominating the beasts of Primal World (peacefully and violently), though this process is a dangerous one, and critfails will usually end in death.

1. Build more farms
2. Continue domestication (2/4)
3. Continue building better tools (4/6)
4. Research better construction
>>
so did Wheelie say he would give the final update in the morning?
>>
>>44275400
I'll probably save it and post it next time
>>
>>44275400
It'll be in the next thread, m8
Thread replies: 114
Thread images: 17

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