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Primal World Nationbuilder Episode 2: The Comet
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Welcome back to Primal World, a fresh start in a prehistoric world, where damn near everything can eat or otherwise kill you. If you're new, feel free to make a nation:

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)
Pastebin: http://pastebin.com/1rxm544H
Chat: https://client01.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
If you're a returning player, I will update last turn first, and then you can get to posting!
>>
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>>44326911
[Streydaga]
1) Agricultural research progresses, but slowly.
2) The clans expand across the plains! [+4 hex]
3) Better construction research may take a while. [1/4]
4) No troops are trained.

[Ragnorian]
1/2) Crude copper weaponry is made! [Weaponry (Crude)]
3/4) New mounts are found: Tiny raptor things! [Microraptors (Sustainable)]
5/6) Bows are made! [Bows (Crude)]
7/8) The mine is completed! [Mine (Crude)]

[Broodnest]
1) The brood now has a crude understanding of science! [Science (Crude)]
2) No forge.... but apparently bashing them together worked... somehow. [Add tech: Copper]
3) Tools are starting to get improved. [2/4]
4) The nest expands again! [+4]

[Pouring Rock]
1/2) The herding goes well! [Tech: Husbandry (Crude); Food>>Sustainable(x2)]
3) The tribe expands south!
4) Something is watching the tribe... its hunters spot eyes along the edges of their campfires. They investigate, and find a pack of small raptor things watching them. They seem intelligent, curious, and friendly toward the Pouring Rocks, if a little small and frail. [Troodon Pack [Clever] (Sustainable)

[Stone Singers]
1) The Silent Bobs start improvements to the meat farm. [2/4]
2) Singing rings out from the temple, but nothing happens yet. [4/???]
3) The singing continues. [3/???]
4) The meat factory is well underway. [3/6]

[Elysium]
1) Copper research is completed! [Tech:Copper]
2) So is construction research. [Simple]
3) Tin is found! [Tin (some)]
4) No expansion.

[Oar-Resh]
1) Better hand tools are made! [Simple]
2) More Yurts are built! [Housing (Crude); +1 base pop/turn)]
3/4) Better weaponry is made! [Weaponry (Crude)]

[Umtagati]
>GM Note: Please give [Umtagati] tag to your warrior band
1) Tin is found! [Tin (Scarce)]
2) Some warriors go through training, but aren't done yet. [1/4]
3) More copper is found. [Some]
4) The tree doesn't seem hungry.
>>
>>44327018
[Ameri-Rock]
>Makeup
1/2) Crude foot powered vehicles are built! [Foot vehicles (Crude)]
3/4) Some triceratops are found and tamed. [Triceratops Herd (Sustainable)]
>This turn
1/2) More progress on the city. [7/10]
3/4) And the suburbs are done! Rich people from all around the States flock to them excitedly. [+1 Happiness]

[Rollers]
>Missed Turn
1) The rollers discover that the copper can be sharpened into a dangerous edge. [Weaponry (Crude)]
2) A slight amount of wood is found by the expedition. [Wood>>Some]
3) The clan finds a suitable spot, free from predators and settles there. [+4]
4) Experiments begin. [2/6]
>Missed Turn
5) The Rollers are almost done expanding. [3/4]
6/7) An ant farm is built, and some Rollers assigned to maintaining it. [Ant Farm (Crude); +1 pop/turn]
8) The underground shelter is underway. [2/4]

[Chaislea]
1) Better weapons are made! [Weaponry (Crude)]
2) No progress on the metallurgic research.
3) No axemen come forth either. It seems the populace has gone soft under Ean rule.
4) The Mactire scouting parties find nothing of note.

[Selendii]
1) The jungle elves set to work improving their farms. [2/4]
2) No progress domesticating the new beasts. [GM Note: Please put any modifiers you have with the action]
3) Better tools are made! [Average]
4) And better construction methods are researched! [Basic]

GM NOTES
>Some of you might want to look at your 'Happiness' stat. First and final warning.
>Critical Failures are now in effect. Have fun with loss.
>No new eccentricities this thread because game just started. And I didn't give myself enough time. I apologize.

Turn 6 begins now.
>>
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>>44326911
But first...
>WORLD EVENT
A red meteor streaks slowly across the sky of Primal World. Where it's going is anybody's guess, but the budding civilizations feel a bit… different, especially the Selendii and Stone Singers. But how long it will last, no one knows.
>>
Rolled 4, 76, 72, 60 = 212 (4d100)

1. Meat Farms grow in size and have more selection. Silent Bobs await for more instructions to aid them. (2/4)

2. Continue improving our singing in the Temple of Shadows (4/???)

3. Singing for metal within the deep earth.! (3/???)

4. Meat, meat and more meat. Hanging from hooks, in the dark and the cold. Dripping blood. Mmmmm Meat. Meat Factories (3/6)

http://pastebin.com/2ErbEZ8P
>>
>>44327170

Name: Pouring Rock Tribe
Race: Humanoid predatory reptiles

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 advanced as it can be when a pointy stick is a WMD), 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:17

Food: Sustainable(x2).
Population(+6 per turn): 46.
Happiness: 3
Resources: Stone (Some), Wood (Scarce), Copper (Some), Troodon Pack (Clever) (Sustainable).
Technologies: (Wood, Stone) (Hand tools, Crude), Weaponry (Crude), (Construction, Crude) Husbandry (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.
>>
Rolled 72, 35, 17, 5 = 129 (4d100)

>>44327469

1. Continue the herding! We must have more pigmeat! (1/2 Completed).
2&3 (-5 modifier). Husbandry. Teach the Troodon tricks, I bet they can make for some useful pets and/or hunting help.
4. WORLD EVENT! The wisemen and shamans need to divine the spirits on what this omen means for the Pouring Rock Tribe. Is it a sign of prosperity, or a bad omen?
>>
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>>44327531

>roll 5 on whether the falling star was a good omen or not

pic related
>>
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Rolled 52, 18, 51, 5 = 126 (4d100)

>>44327102
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: 9
Food: Plentiful
Population(+6): 39
Happiness: 1
Resources: Copper (Some), Rocks (Some), Wood (Some), Ant Farm (Crude)
Technologies: (Wood, Stone) (Hand tools, Crude) (Weaponry, Crude) (Construction, Crude) (Underground construction, Crude) (Roads, Crude) (Ecology, Crude) (Ant Farm, 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. [Discover] Find a way to turn rolling from a defence into an attack. [2/6]

2. [Expand] Expand north, towards the source of the wood [3/4]

3. [Build] Build an underground shelter, to protect from danger.

4. [Explore] Continue further into the land of the predators to the east, we should try to find their lairs
>>
>>44327735
>3. [Build] had [2/4] progress
>>
Rolled 11, 17, 23, 55, 23 = 129 (5d100)

>>44327018
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): 33 +5/turn
Happiness: 0
Constructions: Copper Mine, Tree Fortress
Resources: Copper (Scarce) (Others generated by GM)
Technologies: (Wood, Stone) (Hand tools, basic) (Construction, Crude) [Forge (Crude)] [Treehouses (Crude) (Copper Weapons (Crude) (Bows (Crude) (Microraptors (Sustainable)
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) Train a group of goblins to ride the microraptors, while firing our new bows
2) Search for more mounts, flying ones preferably so that we can travel from tree city to tree city without touching the ground later on.
3) Refine the bows, perhaps if we put an extra curve in them?
4) Improve our smithing techniques, so that we can produce much better weapons and tools cast from copper.
5) Deserters
>>
Rolled 2, 33, 28, 14 = 77 (4d100)

>>44327018
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:13
Food: Plentiful (Determines pop growth)
Pop Growth: (Adequate=+4/turn)39 ( 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)(Basic 1/4) ;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 construction research
+Researcher's lab
2. Continue agriculture research
+Researcher's lab
3. Continue to improve Barracks
+Construction Crude
4. Recruit troops
-feudal
>>
---------------------------
I. Nation Sheet
---------------------------
Name: (Dra-laic)
Race: (Humans)
Fluff: The earth ruptured and delivered a catastrophic flood that destroyed most of the Verdun valley. In the verge of desperation, the warring savage clans of Verdun halted their rivalries and started to work together to preserve each other’s culture. In an event called, the Kalai, all seven of the clan elders went to mount Dra-laic and created a blood pact which binded them together as brothers. Now united under the banner of clan Dra-laic they sought for a new land to rebuild and found it south of the now submerged valley. They christened their new home as Ophir and began to work together to create a new civilization.)
Color: (Dark Blue)
Location: (plains, coasts, hills, plateau)
Territory:5
>>
>>44328362
Dark blue
>>
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>>44328362
>>
>>44328362
---------------------------
I. Nation Sheet
---------------------------
Name: (Dra-laic)
Race: (Humans)
Fluff: The earth ruptured and delivered a catastrophic flood that destroyed most of the Verdun valley. In the verge of desperation, the warring savage clans of Verdun halted their rivalries and started to work together to preserve each other’s culture. In an event called, the Kalai, all seven of the clan elders went to mount Dra-laic and created a blood pact which binded them together as brothers. Now united under the banner of clan Dra-laic they sought for a new land to rebuild and found it south of the now submerged valley. They christened their new home as Ophir and began to work together to create a new civilization.)
Color: (Dark Blue)
Location: (plains, coasts, hills, plateau)
Territory:5
Food: (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)
Eccentricities: [Kalai] 7 Clan leaders of Dralaic are made kin by the blood pact of their elders long ago. A familial bond is fostered between the 7 different tribes. increased happiness growth.

1) Convene all the elders and create a festival to celebrate the survival of our culture.
2) send a group of forragers to collect food and scout out the area for fertile land
3) start the construction of a Cahokia Communing tent, (acts as a town hall)
4) build a granary.
>>
>>44326911
[Stone Singers]
>Food stores have depleted. They are now [Adequate] [No pop/turn loss]
1) Thanks to the tender loving care from the Silent Bobs, the meat farms grow! [Basic; Food>>Sustainable]
2) With the comet flying overhead, the voices of the Stone Singers are able to reach a crescendo they had never been able to reach before. [MAGIC TAB: Singing Magic (Crude)]
3) The voices of the Singers finally bear fruit, and a small amount of tin surfaces. [Tin (Scarce)]
4) The meat factories are done, and the smell of it, cut from the bodies of the beasts that share your cavern home, waft through the halls. [Meat Factories (Crude); +1 pop/turn (Flat bonus)]

[Pouring Rock]
>Food stores have depleted. They are now [Sustainable] [No pop/turn loss]
1) The herding completes, and the pigthings are ready for butchering. [Food>>Plentiful; pop/turn=8]
2/3) The tribesmen argue, but the clever beasts take to their training well. [1/2]
4) The shamans chanting doesn't glean anything... in fact it attracts some unwanted attention... [-1 pop]

[Rollers]
>Food stores have depleted. They are now [Adequate] [-2 pop/turn]
1) Experiments are nearly done. [5/6]
2) No expansion is had.
3) The underground bunker is built. It should provide some protection, crude as it is. [Bunker (Crude); +1 defense]
4) Success! The Rollers find the lairs of the hunters. They don't come back though. [-1 pop]

[Ragnorian]
>Food stores have depleted. They are now [Scarce]; -2 pop/turn]
>-2 pop
>Revise [One Tribe]: The small stature of the goblins makes it harder to recruit stronger military units from their population.
1) Training doesn't go too well. It seems the microraptors aren't used to being ridden.
2) No suitable mounts are found- those that are spotted are either too far away, or too big to mess with right now.
3) Only slight progress on the bow improvements. [1/4]
4) The forge starts to undergo improvements. [2/4]
>>
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>>44329305

[Streydaga]
>Food stores have depleted. They are now [Adequate; -2 pop/turn]
1) A big fight breaks out between the workers over their methods. Casualties are had. [-3 pop]
2) Agriculture research progresses slowly. [2/4]
3) [GM Note: Barracks will be [Average] ] Only slight progress on the barracks is made. [3/6]
4) No troops are recruited.

[Dra-Laic]
[GM Note: Accepted, but nations in Primal World woke up here one day, with no idea where the fuck they are]
>Pop Growth: (Adequate=+4/turn)
Eccentricities:
[Blood Brothers]: The Dra-Laic have put aside their differences and now fight as one- it is much easier to recruit military units. However, the flood has scared the memories of the Dra-Laic forever. All naval units with the [Dra-Laic] tag suffer a -1 roll penalty.

THE COMET
The strange comet seems to be travelling at a constant pace throughout the sky, and is now halfway to the other horizon.
>>
>>44328362
[GM NOTE]: You have missed 6 turns. Go ahead and make them up. Each turn is 4d100
>>
Name: Pouring Rock Tribe
Race: Humanoid predatory reptiles

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 advanced as it can be when a pointy stick is a WMD), 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:17

Food: Plentiful..
Population(+8 per turn): 53.
Happiness: 3
Resources: Stone (Some), Wood (Scarce), Copper (Some), Troodon Pack (Clever) (Sustainable).
Technologies: (Wood, Stone) (Hand tools, Crude), Weaponry (Crude), (Construction, Crude) Husbandry (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.
>>
Rolled 42, 100, 62, 89 = 293 (4d100)

>>44329341
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:13
Food: Adequate (Determines pop growth)
Pop Growth: (Adequate=+4/turn)40 ( 4 Per turn increase generated by GM)(+other modifiers)
Happiness: 0
Buildings: Farms (Basic); Barracks (Simple)(Average 3/6); Forge (Crude);Housing (Crude); +1 base pop),[Researchers lab (Crude)]
Resources: Copper (Some); (Stone Some)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)(Basic 1/4) ;Agriculture (Crude)(Basic 2/4); 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 work on the barracks (3/6)
+Construction Crude
2. Continue construction research
+Researcher's lab
3. Continue agriculture research
+Researcher's lab
4. Recruit troops
-feudal
+Barracks
+Forge
+weapons
>>
Rolled 98, 67, 61, 90 = 316 (4d100)

[The Broodnest]
http://pastebin.com/qyEEkvck
-----
--Stats--
-Territory:17
-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)(Science, Crude)(Bronze)
-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---
-Tools (2/4)
-
-
-
-----
---Actions---
1. Build a forge, so our bronze can actually be mass produced.
2. Understand our psionics. Learn the basics of how they function.
3. Continue work on tools.
4. Expand!
>>
Rolled 69, 49, 82, 16 = 216 (4d100)

>>44329441

1. Husbandry. Those little critters should be able to be used for something by now... (1/2 Completed).
2. Expand. The tribe have heard rumours of a large mass of water to the NORTH WEST. Let's go for it, and see what we find along the way.
3. Research (+5 modifier). Our foodstocks have dwindled. Research into ways of saving food for later use.
4. Research (+5 modifier). No-Face would have wanted us to reach for new ways to improve ourselves, our craft, and our understanding of the world. Experiment with improving our tools. "Good tools will make for easier work. Easier work means you can make more", as he used to say before he left.
>>
Rolled 8, 10, 94, 80 = 192 (4d100)

>>44329305
>>44329341
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: 9
Food: Adequate
Population(+4): 42
Happiness: 1
Resources: Copper (Some), Rocks (Some), Wood (Some),
Technologies: (Wood, Stone) (Hand tools, Crude) (Weaponry, Crude) (Construction, Crude) (Underground construction, Crude) (Roads, Crude) (Ecology, Crude)
Structures: [Ant Farm (Crude); +1 pop/turn] [Bunker (Crude); +1 defense]
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. [Discover] Find a way to turn rolling from a defence into an attack. [5/6]

2. [Expand] Expand north, towards the source of the wood [3/4]

3. [Build] Roll up some better roads to help us expand faster

4. [Discovery] Find a new source of food to supplement our diets, maybe we can eat worms, or those things growing on the greens.
>>
Rolled 48, 1, 3, 18 = 70 (4d100)

Nation: Dra-laic (humans)

First turn
1) Convene all the elders and create a festival to celebrate the survival of our culture.
2) send a group of forragers to collect food and scout out the area for fertile land
3) start the construction of a Cahokia Communing tent, (acts as a town hall)
4) build a granary.
>>
oh fuck
>>
Rolled 9, 9, 67, 89 = 174 (4d100)

>>44329341

SECOND TURN
---------------------------
I. Nation Sheet
---------------------------
Name: (Dra-laic)
Race: (Humans)
Fluff: The earth ruptured and delivered a catastrophic flood that destroyed most of the Verdun valley. In the verge of desperation, the warring savage clans of Verdun halted their rivalries and started to work together to preserve each other’s culture. In an event called, the Kalai, all seven of the clan elders went to mount Dra-laic and created a blood pact which binded them together as brothers. Now united under the banner of clan Dra-laic they sought for a new land to rebuild and found it south of the now submerged valley. They christened their new home as Ophir and began to work together to create a new civilization.)
Color: (Dark Blue)
Location: (plains, coasts, hills, plateau)
Territory:5
Food: (Determines pop growth)
Population 20: (+4 per turn)
Happiness: 0
Resources: Copper (Scarce) (Others generated by GM)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
Eccentricities:
[Blood Brothers]: The Dra-Laic have put aside their differences and now fight as one- it is much easier to recruit military units. However, the flood has scared the memories of the Dra-Laic forever. All naval units with the [Dra-Laic] tag suffer a -1 roll penalty.

Actions
1) Start fishing
2) Try to research how to make fish pens
3) Organize a creation of a healing circle consisting of shamans of the different clans
4) Continue the creation of the Communal tent
>>
Rolled 41, 20, 48, 71 = 180 (4d100)

Third Turn

---------------------------
I. Nation Sheet
---------------------------
Name: (Dra-laic)
Race: (Humans)
Fluff: The earth ruptured and delivered a catastrophic flood that destroyed most of the Verdun valley. In the verge of desperation, the warring savage clans of Verdun halted their rivalries and started to work together to preserve each other’s culture. In an event called, the Kalai, all seven of the clan elders went to mount Dra-laic and created a blood pact which binded them together as brothers. Now united under the banner of clan Dra-laic they sought for a new land to rebuild and found it south of the now submerged valley. They christened their new home as Ophir and began to work together to create a new civilization.)
Color: (Dark Blue)
Location: (plains, coasts, hills, plateau)
Territory:5
Food: (Determines pop growth)
Population 24: (+4 per turn)
Happiness: 0
Resources: Copper (Scarce) (Others generated by GM)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
Eccentricities:
[Blood Brothers]: The Dra-Laic have put aside their differences and now fight as one- it is much easier to recruit military units. However, the flood has scared the memories of the Dra-Laic forever. All naval units with the [Dra-Laic] tag suffer a -1 roll penalty.

Actions
1) Continue research about fish pens
2) send foragers to scour the land for food and fertile land
3) Send scouts to find a mine to collect copper
4) Send a group of men to the nearby forest to get wood.
>>
Rolled 90, 15, 39, 55 = 199 (4d100)

Fourth Turn

---------------------------
I. Nation Sheet
---------------------------
Name: (Dra-laic)
Race: (Humans)
Fluff: The earth ruptured and delivered a catastrophic flood that destroyed most of the Verdun valley. In the verge of desperation, the warring savage clans of Verdun halted their rivalries and started to work together to preserve each other’s culture. In an event called, the Kalai, all seven of the clan elders went to mount Dra-laic and created a blood pact which binded them together as brothers. Now united under the banner of clan Dra-laic they sought for a new land to rebuild and found it south of the now submerged valley. They christened their new home as Ophir and began to work together to create a new civilization.)
Color: (Dark Blue)
Location: (plains, coasts, hills, plateau)
Territory:5
Food: (Determines pop growth)
Population 28: (+4 per turn)
Happiness: 0
Resources: Copper (Scarce) (Others generated by GM)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
Eccentricities:
[Blood Brothers]: The Dra-Laic have put aside their differences and now fight as one- it is much easier to recruit military units. However, the flood has scared the memories of the Dra-Laic forever. All naval units with the [Dra-Laic] tag suffer a -1 roll penalty.

Actions
1) Build a workshop for my tool builders
2) send foragers to scour the land for food and fertile land (again)
3) Send men to mine the ores
4) Organize a hunter’s circle and make them hunt for meat.
>>
Rolled 44, 76, 90, 77 = 287 (4d100)

Fifth Turn

---------------------------
I. Nation Sheet
---------------------------
Name: (Dra-laic)
Race: (Humans)
Fluff: The earth ruptured and delivered a catastrophic flood that destroyed most of the Verdun valley. In the verge of desperation, the warring savage clans of Verdun halted their rivalries and started to work together to preserve each other’s culture. In an event called, the Kalai, all seven of the clan elders went to mount Dra-laic and created a blood pact which binded them together as brothers. Now united under the banner of clan Dra-laic they sought for a new land to rebuild and found it south of the now submerged valley. They christened their new home as Ophir and began to work together to create a new civilization.)
Color: (Dark Blue)
Location: (plains, coasts, hills, plateau)
Territory:5
Food: (Determines pop growth)
Population 32: (+4 per turn)
Happiness: 0
Resources: Copper (Scarce) (Others generated by GM)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
Eccentricities:
[Blood Brothers]: The Dra-Laic have put aside their differences and now fight as one- it is much easier to recruit military units. However, the flood has scared the memories of the Dra-Laic forever. All naval units with the [Dra-Laic] tag suffer a -1 roll penalty.

Actions
1) Send a portion of the hunter’s circle to scout the area for resources, ruins, wonders, etc
2) send foragers to scour the land for food and fertile land (again and again)
3) Build a Public bath tent
4) Research better tools
>>
>>44329506
[Broodnest]
>You missed a turn, and may make it up!
1) A crude forge is easily constructed! [Forge (Crude)]
2) The queen looks into her psionic powers and starts getting a very crude idea of them. [Psionics Research (Crude)]
3) Better hand tools are almost finished. [3/4]
4) The brood expands! [+4]
>>
Rolled 43, 84, 46, 81 = 254 (4d100)

1. Begin to sing a song of joining, to make something new of your copper and your tin.

2. Increase the size of the Labyrinth. The place where new Grue are born.

3. You seek to learn of Songs of Cold. To create ice and snow with whispered songs into the dark.

4. The silent bobs turn to the place where tin was found and begin to create a mine there, to seek out more of the stuff.

http://pastebin.com/edit/2ErbEZ8P
>>
Rolled 98, 67, 63, 57 = 285 (4d100)

Fourth Turn

---------------------------
I. Nation Sheet
---------------------------
Name: (Dra-laic)
Race: (Humans)
Fluff: The earth ruptured and delivered a catastrophic flood that destroyed most of the Verdun valley. In the verge of desperation, the warring savage clans of Verdun halted their rivalries and started to work together to preserve each other’s culture. In an event called, the Kalai, all seven of the clan elders went to mount Dra-laic and created a blood pact which binded them together as brothers. Now united under the banner of clan Dra-laic they sought for a new land to rebuild and found it south of the now submerged valley. They christened their new home as Ophir and began to work together to create a new civilization.)
Color: (Dark Blue)
Location: (plains, coasts, hills, plateau)
Territory:5
Food: (Determines pop growth)
Population 38: (+4 per turn)
Happiness: 0
Resources: Copper (Scarce) (Others generated by GM)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
Eccentricities:
[Blood Brothers]: The Dra-Laic have put aside their differences and now fight as one- it is much easier to recruit military units. However, the flood has scared the memories of the Dra-Laic forever. All naval units with the [Dra-Laic] tag suffer a -1 roll penalty.

Actions
1) Send men to cultivate the fertile lands for food
2) Create better dwellings for my people using wood and the new tools
3) Research weaponry
4) Those who have proven themselves great hunters are then organized into the warriors circle.
>>
Rolled 83, 53, 17, 72 = 225 (4d100)

[The Broodnest]
http://pastebin.com/qyEEkvck
-----
--Stats--
-Territory:21
-Food: Adequate
-Population): 48 (+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)(Science, Crude)(Bronze)(Forge, Crude)(Psionics Research, 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---
-Tools (3/4)
-
-
-
-----
---Actions---
1. Search for more creatures to add to the hivemind.
2. Continue psionics research.
3. Finish work on tools.
4. Expand!
>>
>>44330126
sorry sixth and final turn
>>
File: ChaisleáCrest.png (7 KB, 300x300) Image search: [Google]
ChaisleáCrest.png
7 KB, 300x300
>>44327102
>>44329341
>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)
>>
Name: Elysium

(Comment was too long, so now I must link the Pastebin)
http://pastebin.com/i5rwt4eR

Food: Sustainable (x2)
Population: 26 (2 turns)
Population Growth: +3
Happiness: 0
Resources: Copper (Some), Stone (Scarce), Tin (Some)
Constructions: Farm (Crude), Housing (Crude) Treehouses [DEFENSE: Capitol(1)]
Technologies: (Wood, Stone, Copper) (Hand tools, Basic) (Construction, Simple) (Agriculture, Crude) (Mass-Production, Crude)

Military:
1 Goulfantry Unit (0.5x)

1. Our current tools don't seem to be as effective as we wish, so let us research better tools!
2. What is this new metal? How can we use it? Let's research!
3. We need more treehouses, so let's use out new construction skills we have to make more!
4. Let's also use our better skills to improve our current treehouses!
5. WESTWARD HO! Let us expand to the great unknowns of the west!
6. With expanding population, we must also face the difficulties of feeding them, so let's research better ways to farm what we have,
7. And also improve the construction of our farms!
8. We need more border protection, so let's train some more Ghoulfantry units!
>>
Rolled 24, 99, 30, 44, 84, 32, 58, 7 = 378 (8d100)

>>44330310
Oops deleted rolls apparently. :/
>>
Rolled 9, 43, 99, 1, 43, 51, 40, 68, 27 = 381 (9d100)

>>44330146
(Quick turns)
1: (Expand borders)
2-3: (Learn about Metallurgy, in order to use the copper stuff. [1/4])
4-5: (Train up some Chaisleán Axemen, who're better warriors than their Levy counterparts) +[Mactire Rule]
6-7: (Attempt to discover the bow, to provided ranged aid) +[Mactire Rule]
8: (Improve upon Construction, for war purposes...)
9: DEMOCRACY! (Ean favour)
>>
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:52 Plentiful=+6/turn
Happiness: 1
Resources:
Copper (Scarce)
Mammoth Meat/Pelt/Bone (some)
Technologies:
Wood, Stone
Hand tools (Crude)
Construction (Basic)
spears
Foot vehicles (Crude)
Structures:
Quarry, (Crude)
School (Crude)
Roads (Crude)
Suburbs
Beasts: Stegosauri (Sustainable)
Mammoth Younglings
Triceratops Herd (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:
City 7/10
>>
Rolled 95, 44, 74, 88, 16, 37 = 354 (6d100)

>>44330568
1-2.Build up the city! 7/10
3. Expand the Quarry by funding [Capitol Quary Inc.] and establishing a stoneworking company. Mandatory turtleshell hardhats and Union breaks.
4. Train some Stegosauri and Triceratops for heavy construction, using them as cranes and bulldozers.
>[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.
5. Establish a City Bank in our fair city, we need a place to safely store our currency and wealth. Here we can keep everything from gold, precious stones, and rare shells
6. And, rather than carry around all that wealth, we shall develop a fiat currency.
The basis of which shall be the leaf-dollar which will be imprinted by heavy stone molds with ink to prevent counterfeiting, as well as written checks and deposits chiseled onto stone notes by the bank.
7. Establish a City Hall in our fair city, we are of course a democracy.
8. Gather more Mammoths and start breeding them into a sustainable source.
>>
Rolled 27, 35 = 62 (2d100)

>>44330896
Dice #7-8
>>
[Streydaga]
1) the Barracks complete! [Average]
2) And construction research goes better than expected. Much better actually. [Average]
3) Basic Agricultural research is done! [Basic]
4) Despite all the recent fighting, many centaur step forward to defend the clans. [3 (Player Named Units] (1.5x)]

[Pouring Rock]
1) [You've already completed this action. Next turn you can roll 5d100]
2) The tribe is nearly finished expansion. [3/4]
3) Crude food storage methods are easily devised. Praise No-Face! [Food Storage [Crude] ]
4) Work starts on better tools, but barely any work gets done. [1/4]

[Rollers]
1) Two careless Rollers run into each other, and training stops to care for them. [4/6]
2) No expansion.
3) Better rolls are easily made! [Basic]
4) The worms of this world are found to be good eating. [Food>>Sustainable]

[Stone Singers]
>You mislinked your pastebin
1) The Song of joining isn't complete. [2/4]
2) The labrynth starts growing. [4/6]
3) The Song of Cold starts. [2/4]
4) A crude mine is dug from the rock. [Mine (Crude)]

[Broodnest]
1) Some Triceratops succumb to the Queen's hypnosis. [Triceratops (Sustainable)]
2) Psionics Research continues. [2/4]
3) The work stalls.
4) The nest expands!

[Elysium]
> Food stores have depleted, they are now [Sustainable] (No pop loss/turn)
1) Only slight progress on the tools. [1/6]
2) The research is completed. It seems like if you heat both copper and tin up, you can combine them to create an even stronger metal. [Add tech: Bronze; Resources: Bronze (Scarce)]
3) More treehouses will take a while. [1/4]
4) Improvements will take some time as well. [2/4]
5) Westward ho! The ghouls of Elysium expand west. [+4]
6) Better farming ways start research. [1/4]
7) The farms are improved. [Simple; Food>> Sustainable(x2)]
8) A Ghoulfantry unit is ready and waiting, but the weapons are deemed unworthy and scrapped. [Copper>>Scarce]
>>
>>44331108
[Chaislea]
1) The borders aren't expanded.
2/3) Better metallurgy techniques are made! [Crude]
4/5) The recruitment doesn't go so well. Who were the Mactire's to know that one of the Axemen was a well-known murderer? (-2 pop)
6/7) Crude bows are made. Take that, Ean! [Bows (Crude)]
8) Better construction methods are devised. [Simple]
9) It seems like the people are tired of the constant preparations for war. The city-state is back in Ean hands for the time being.

[Ameri-rock]
1/2) The city is built, finally! [Add Player named City; +2 pop/turn]
3) The quarry, now firmly in control of the corporation, expands. [Simple]
4) The beasts are trained, and easily! [Dinosaur Workers (Sustainable)]
5) No bank.
6) Crude currency is developed. [Currency (Crude); CURRENCY tab: +2/turn]
7) Plans for the city hall are drawn up. [1/2]
8) Finding more mammoths will be a chore. Your hunters have made the skittish and wary. [2/4]
>>
File: Primal World 4chan.jpg (3 MB, 4000x2000) Image search: [Google]
Primal World 4chan.jpg
3 MB, 4000x2000
>>44331108
>>44331130
[Dra-Laic]
>You get the same treatment as everyone else, for the first 5 turns critfails don't happen.
Turn 1
1) The festival is had, and everyone is happy! [Tech: Festival (Crude); +1 happiness]
2) No research is done.
3) No construction done either.
4) No Granary.
TURN 2
1) The fish aren't biting today.
2) No fish pens.
3) But the healing circle is made, quite easily. [Healing Circle (Crude)]
4) And the tent is made as well! [Communal Tent; Crude]
TURN 3
1) Fish pens are made. [Fish Pens (Crude)]
2) The foragers turn up empty handed.
3) But a scant amount of copper is found! [Copper>>Some]
4) And some wood is found as well! [Wood (Some)]
TURN 4
1) The worshop is built! [Workshop (Crude)]
2) No such luck.
3) More copper is found! [Adequate]
4) The hunters circle is made! [Crude]
TURN 5
1) The hunters travel through their forest home and find a small outcropping of rocks, filling their packs with the stone. [Stone (Scarce)]
2) The foragers come back with news of fertile lands, and the tribe expands. [+4 territory]
3) The bath tent is easily erected, and the people are overjoyed with it. [Bath tent (Crude); +1 happiness]
4) Better tools are made! [Basic]
TURN 6
1) Crude farms are made! [Farms (Crude); Agriculture (Crude); Food (Sustainable)]
2) Better dwellings are made! [Tech: Housing (Crude); +1 base pop/turn]
3) Better weaponry is had! [Weaponry (Crude)]
4) The Warriors circle is made. [Warriors Circle (Crude)]
>>
Rolled 73, 33, 45, 75 = 226 (4d100)

1. Joining together tin and copper. We sing. (2/4)

2. The Labyrinth grows (4/6)

3. Song of Cold (2/4)

4. The Silent Bobs work on improving the mine until we get usable minerals from it.

http://pastebin.com/2ErbEZ8P
>>
Name: Pouring Rock Tribe
Race: Humanoid predatory reptiles

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 advanced as it can be when a pointy stick is a WMD), 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:17

Food: Plentiful..
Population(+8 per turn): 61.
Happiness: 3
Resources: Stone (Some), Wood (Scarce), Copper (Some), Troodon Pack (Clever) (Sustainable).
Technologies: (Wood, Stone) (Hand tools, Crude), Weaponry (Crude), (Construction, Crude) Husbandry (Crude), Food Storage (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.
>>
Rolled 23, 95, 29, 2 = 149 (4d100)

Elysium
http://pastebin.com/i5rwt4eR

So it seems that instead of new things, we must continue with research of old.
1. Improvements on the treehouses /must/ be finished. (Currently 1/4)
2. In order to get better things, we must complete our better tools. (Currently 1/6)
3. To keep our people safe and comfy, we mush finish improving the treehouses! (Currently 2/4)
4. And last, we must keep up with growing numbers and completing farm research. (Currently 1/4)
>>
Rolled 8, 100, 6, 39, 2 = 155 (5d100)

>>44331313

1. Expand. Continue the final stretches of setting up camp in the NORTH WEST (3/4 Complete)
2. Research (+5 modifier). We're so close to make better tools! Think harder! HARDER!
3&4 (-5 modifier). Farming. We don't feel entirely sure if we have done enough to make sure we won't suffer if the bounty of nature is not so bountiful for a season or two. Plant more farms, and if the yield is good, convince more hunters to become farmers.
5. Research (+5 modifier). Let's use our smarts and see if we can fatten up our pig-things. Making them breed more is good, but nice and fat quality pork production ain't an ignoble goal.
>>
>>44331130
>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): 42 (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)]
[Weapons (Crude)]
[Bows (Crude)]
[Construction (Simple)]
[Agriculture (Crude)]
[Metallurgy (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)
>>
Rolled 8, 32, 87, 4 = 131 (4d100)

Food: Plentiful (+4)
Population: 29
Happiness: 1
Resources: Copper (Some) Stone (some) Tin (Scarce)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
Units: 1 Warrior Band (x1) [Umtagati]
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. Construct a forge so we may make things of metal!

2. Expand our control over the forests.

3. Train more warriors! (1/4)

4. Develop a system of writing.
>>
Rolled 13, 12, 51, 25 = 101 (4d100)

>>44331108
>>44331130
>>44331154
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: 9
Food: Sustainable
Population(+6): 48
Happiness: 1
Resources: Copper (Some), Rocks (Some), Wood (Some),
Technologies: (Wood, Stone) (Hand tools, Crude) (Weaponry, Crude) (Construction, Crude) (Underground construction, Crude) (Ecology, Crude)
Structures: [Roads (Basic)] [Ant Farm (Crude); +1 pop/turn] [Bunker (Crude); +1 defence]
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. [Discover] Find a way to turn rolling from a defence into an attack. [4/6]

2. [Expand] Expand north, towards the source of the wood [3/4]

3. [Build] Roll up some better roads to help us expand faster

4. [Celebration] Celebrate the new and improved roads with a racing competition.
>>
Rolled 22, 1, 24, 22 = 69 (4d100)

>>44331108
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:13
Food: Adequate (Determines pop growth)
Pop Growth: (Adequate=+4/turn)44 ( 4 Per turn increase generated by GM)(+other modifiers)
Happiness: 0
Buildings: Farms (Basic); Barracks (Average) Forge (Crude);Housing (Crude); +1 base pop),[Researchers lab (Crude)]
Resources: Copper (Some); (Stone Some)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Average) ;Agriculture (Basic)Weaponry (Crude)
Military: 3 Streydaga Calvary (1.5x)
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. expand
2. Expand the fArm
+Agriculture basic
+Construction Average
3. Improve the forge
+Construction Average
4. Research better weaponmaking techniques
+Researcher's lab
+Forge Crude
>>
Rolled 89, 31, 20, 62, 56, 51, 75, 13 = 397 (8d100)

Turn 7-8

http://mibpaste.com/xPS0KJ

Actions
1) Collect all of the Miners, Farmers, Lumberjacks, Tool Makers, fishermen in my nation and form the guild circle
2) Send people to create a quarry in the area where they found the stones
3) Send Scholars from the guild circle to study the ores found in the mines.
4) Create a Forge
5) Start the creation of the great warrior lodge (upgrade of the warrior circle)
6) Start the creation of the hunter’s companions lodge (upgrade of the hunter’s circle)
7) Start the creation of the Healer’s Commune Lodge (upgrade of the healing circle)
8) Domesticate horses
>>
File: CityWorks.jpg (150 KB, 700x639) Image search: [Google]
CityWorks.jpg
150 KB, 700x639
Rolled 49, 46, 98, 36 = 229 (4d100)

>>44331592
The murderous accident due to the Mactire's lust for warfare surely played a part in our regaining of power. If there is one thing you can trust them to do, it is to cock up seriously.

1: We shall continue the expansion across the island, for the lands in the frontier seems fair to retake, with no other nation to contest these lands...
>(Expand the borders, around the coastline)

2: It is ever so difficult to ensure that the lands are easily made into our lands, and in order to aid this effort, we should ensure that the means for improving and expanding our frontiers across these lands are improved themselves.
>(Improve Colonization to aid with expansion rolls)

3: With the new advanced techniques in construction, we should finally focus on making our petty village-state into a fine city-state, to ensure respect from nations in the future.
>(Construct the city of Chaisleá)

4: Finally, we need the means to record the past for the future to retell... We shall begin writing our first written language, on tree bark, because we don't have anything better.
>(Invent the first written language)
>>
>>44331915
(Forgot +[Eans Rule] for the fourth roll, because culture)
>>
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
Currency: 2 +2/turn
Population:62 Plentiful=+8/turn
Happiness: 1
Resources:
Copper (Scarce)
Mammoth Meat/Pelt/Bone (some)
Technologies:
Wood, Stone
Hand tools (Crude)
Construction (Basic)
Spears
Currency (Crude)
Foot Vehicles (Crude)

Towns:
>Washington B.C. [City]
-Structures-
Suburbs
Capitol Quarry Inc. [Quarry] (Simple)
School (Crude)
Roads (Crude)
Suburbs

Beasts:
Stegosauri (Sustainable)
Mammoth Younglings
Triceratops Herd (Sustainable)
Dinosaur Workers (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:
City Hall 1/2
Breeding Mammoths 2/4
>>
Rolled 37, 68, 34, 82 = 221 (4d100)

>>44332125
1. Keep working on the First National Bank of Ameri-rock! Everyone should have a place to safely store their money.

We now have more stone thanks to the expanded Quarry workers, roads to carry the stone, and better construction dinosaurs to boot.

Technology:
Hand tools (Crude)
Construction (Basic)
Buildings:
Roads (Crude)
Resources:
Dinosaur Workers (Sustainable)
Stone

2. City Hall construction will begin too 1/2

Technology:
Hand tools (Crude)
Construction (Basic)
Buildings:
Roads (Crude)
Resources:
Dinosaur Workers (Sustainable)
Stone

3-4. Keep on raising more Mammoths! 2/4

[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.
>>
[Stone Singers]
1) Bronze is created! [TECH: Bronze; RESOURCE: Bronze (Scarce)]
2) The labrynth grows! [Average; +4 pop/turn]
3) The Song of Cold is finally composed. [Magic: Song of Cold (Crude)]
4) The Silent Bobs improve the mine. It should help prevent any resource loss. [Simple]

[Elysium]
1) Improvements on the treehouses will be finished. Just not yet; the people are too bored to work.
2) But better tools are made! [Average]
3) Improvements crawl along. [3/4]
4) Disaster strikes the farms. Fires start, Ghouls die. No loss of progress, though. [-2 pop]

[Pouring Rock]
1) A gigantic lizard... thing causes the tribe to turn back, and some progress is lost. [2/4]
2) Putting their heads together, the inspiration of No-Face strikes the tribe, and they work harder than ever before on the hand tools. [Average]
3/4) Farm expansion starts. [2/4]
>Missed Roll
5) Some of the Pouring Rocks are smarter than others. One of them leaves the gate open allowing some of the pig-things to escape. [Food>>Sustainable; -2 pop/turn]

[Umtagati]
1) Some stone is wasted on a forge that doesn't work. [Stone>>Scarce]
2) The tribe starts expansion. [2/4]
3) Two more warrior bands are trained! [2 Warrior Bands (1x)[Umtagati]
4) The writing doesn't go over either. [No critfail cause GM can't think of anything]

[Rollers]
1) No progress.
2) No progress.
3) Better roads will take a wile. Your construction methods aren't up to snuff. [2/8]
4) The racing competition commences. [1/2]
>>
>>44332350
[Streydaga]
1) No expansion to be had.
2) Disaster strikes the farm, and its workers perish. [-3 pop]
3) No improvements on the forge either.
4) Or the weaponmaking. Rough week for the Streydaga.

[Dra-Laic]
>GM NOTE: Please put all creations under a new STRUCTURES tab
1) The guild circle is made! [Guild Circle (Crude)]
2) Work starts on the quarry. [1/2]
3) The scholars can't make out anything from the metals.
4) A crude Forge is made! [Forge (Crude)]
5) Upgrades may take a while. [2/6]
6) As will the Hunter's lodge. [2/6]
7) The Healer's Commune goes well, however. [4/6]
8) No horses are found.

[Chaislea]
1) The borders are almost under control. [3/4]
2) Better colonization techniques are devised! [Colonization (Crude)]
3) The city of Chaislea almost erected. [9/10]
4) The written language comes easily to the Chaisleans. [Writing (Crude)]

[Amerirock]
1) The bank is built, and the Quarry prevents any stone loss. [First National Bank of Ameri-Rock (Crude); +2 currency/turn]
2) And Ameri-rock's City Hall is built! [City Hall (Crude); +1 happiness]
3/4) More mammoths are found and tamed! [Mammoth Youngling>> Mammoth Herd (Sustainable)]
>>
Rolled 91, 82, 43, 86 = 302 (4d100)

Elysium
http://pastebin.com/i5rwt4eR

1. Keeping a spot for the treehouse improvements, as the do need to be done.
2. Now, let's have some fun with this. Some of the Ghouls decided to make a game, that they are calling Quidditch. It (hopefully) will become a well-known pastime.
3. We also need to keep up on the house improvements.
4. Lastly, let's get some farm research dome, but keep it slow with a few breaks to (hopefully) avoid disaster.
>>
>>44332400
>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): 47 (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)]
[Weapons (Crude)]
[Bows (Crude)]
[Writing (Crude)]
[Construction (Simple)]
[Agriculture (Crude)]
[Metallurgy (Crude)]
[Colonization (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)
>>
Turn 9
Name: (Dra-laic)
Race: (Humans)
Color: (Dark Blue)
Location: (plains, coasts, hills, plateau)
Territory:9
Food: (Determines pop growth)
Population 51: (+5 per turn)
Happiness: 2
Resources: Copper (Adequate) Wood (some) Stone (scarce
http://mibpaste.com/cmYgZH

The Clan Elders, Seeing the growth of the clan circles urges their members to continue to improve themselves.

Actions
1) --continue the building of the quarry-- The creation of the stone quarry must be finished to ensure an abundant supply of materials for the Dra-laic Growth
2) --Continue the creation of the Great warrior's Lodge--- The warrior's circle continue to hone their skills, creating a new training regiment and brotherly code for these warriors to live by.
3) --Continue the creation of the hunter's companion's lodge--- It was once said that the companions were the first warrior-hunters who followed the war elder istrael to battle as they defeated two giants on the great migration.
4) --Continue the creation of the Healer's Commune Lodge--- The Shamans of the seven tribes aren't just the healers but also the lore keepers of the dra-laic people. Thus they need a suitable area for their work and to teach new shamans their ways.
>>
Rolled 99, 38, 82, 94 = 313 (4d100)

>>44332400
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:13
Food: Adequate (Determines pop growth)
Pop Growth: (Adequate=+4/turn)45 ( 4 Per turn increase generated by GM)(+other modifiers)
Happiness: 0
Buildings: Farms (Basic); Barracks (Average) Forge (Crude);Housing (Crude); +1 base pop),[Researchers lab (Crude)]
Resources: Copper (Some); (Stone Some)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Average) ;Agriculture (Basic)Weaponry (Crude)
Military: 3 Streydaga Calvary (1.5x)
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. expand
2. Expand the fArm
+Agriculture basic
+Construction Average
3. Improve the forge
+Construction Average
4. Research better weaponmaking techniques
+Researcher's lab
+Forge Crude
>>
Rolled 39, 12, 78, 36 = 165 (4d100)

>>44332744
Rolling
>>
Rolled 82, 85, 16, 97 = 280 (4d100)

1. With new materials to use comes the need to use them. Develop better tools using bronze instead of our old ones.

2. Build more mannequins! Use bronze for the parts that see more wear and tear.

3. With Songs of Cold we can improve the Meat Factory so it preserves meat we do not eat right away. Have the Silent Bobs build cold rooms!

4. Sing for more metals within the earth, our supplies are dreadfully low.

http://pastebin.com/2ErbEZ8P
>>
Rolled 83, 63, 40, 55 = 241 (4d100)

>>44332350
>>44332400
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: 9
Food: Sustainable
Population(+6): 54
Happiness: 1
Resources: Copper (Some), Rocks (Some), Wood (Some),
Technologies: (Wood, Stone) (Hand tools, Crude) (Weaponry, Crude) (Construction, Crude) (Underground construction, Crude) (Ecology, Crude)
Structures: [Roads (Basic)] [Ant Farm (Crude); +1 pop/turn] [Bunker (Crude); +1 defence]
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. [Discover] Find a way to turn rolling from a defence into an attack. [4/6]

2. [Expand] Expand north, towards the source of the wood [3/4]

3. [Build/Discovery] Roll up some even better roads to help us expand faster [2/8]

4. [Celebration] Celebrate the new and improved roads with a racing competition. [1/2]
>>
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
Currency: 6 +4/turn
Population:74 +8/turn * (1.5) {Plentiful}
Happiness: 2
Resources:
Copper (Scarce)
Mammoth Meat/Pelt/Bone (some)
Technologies:
Wood, Stone
Hand tools (Crude)
Construction (Basic)
Spears
Currency (Crude)
Foot Vehicles (Crude)

Towns:
>Washington B.C. [City]
-Structures-
City Hall (Crude)
Capitol Quarry Inc. [Quarry] (Simple)
First National Bank of Ameri-Rock (Crude)
Suburbs
School (Crude)
Roads (Crude)
Suburbs

Beasts:
Stegosauri (Sustainable)
Mammoth Herd (Sustainable)
Triceratops Herd (Sustainable)
Dinosaur Workers (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:
City Hall 1/2
Breeding Mammoths 2/4
>>
Rolled 8, 23, 26, 5, 68, 98, 59, 93 = 380 (8d100)

Food: Plentiful (+4)
Population: 34
Happiness: 1
Resources: Copper (Some) Stone (scarce) Tin (Scarce)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Crude)
Units: 3 Warrior Band (x1) [Umtagati]
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. Try again on the forge
2. Writing
3. Develop fighting tactics
4. Hunt Tsewaye in the forests to feed to the tree
5. Forgework
6. Writing
7. Explore our territory for stuff.
8. Keep working on fighting techniques.
>>
Rolled 75, 69, 40, 72, 88 = 344 (5d100)

>>44332736
1: With the new art of colonization in our hands, we shall finish off expanding along the coastline, to aid our efforts of claiming these lands for ourselves.
>(Expand the borders, around the coastline [3/4])

2: The logistics of many things is important to figure out, and so, we should expand our knowledge into a art that would allow for us to keep track of such logistics...

...What I'm trying to say is that we should figure out 'math', alright?
>(Invent Mathematics to aid logistics and architecture)

3: The city was constructed quickly, and naturally that is a good thing. We shall finish it off before focusing on other matters.
>(Construct the city of Chaisleá [9/10])

4: Finally, election season is nearly upon us, so we shall try to expand our culture into primitive sculptures, and the likes.
>(Improve on the cultural arts)

5: DEMOCRACY! (Ean favour)
>>
File: Roads1.png (1 MB, 1418x770) Image search: [Google]
Roads1.png
1 MB, 1418x770
Rolled 44, 52, 66, 92 = 254 (4d100)

>>44332905
1-4. Our population centers are booming, and the cities are getting crowded with foot wagons. The road system must be improved.

Technology:
Hand tools (Crude)
Construction (Basic)
Buildings:
Roads (Crude)
Resources:
Dinosaur Workers (Sustainable)
Stone

3-4. More than that, our cave scientists and engineers predict that the population will expand so much that our national population unit percentile will reach 100 in a few turns!

Not just improved roads, no, we'll need a new kind of road to handle that population surge.

Freeways and Highways will be constructed. These specific roads won't have intersections or stop signs like in the cities, but be built to be constantly moving wide roadworks, elevated above the normal road system via bridges constructed on tall stone pillars, with specific signs and exits to ensure traffic is directed where we need it to go.

More people will be able to move quickly and across greater distances.

Technology:
Hand tools (Crude)
Construction (Basic)
Buildings:
Roads (Crude)
Resources:
Dinosaur Workers (Sustainable)
Stone

Spend 4 Raw Currency on an envigorated state Roadworks program
>>
Updated Nation Sheet

Current Turn (Turn Ten)

---------------------------------
Nation Sheet
---------------------------------

Name: Dra-Laic
Race: Humans
>Color: Dark Blue

>Location: Plains, Coasts, Land Bridges, Hills, Plateaus

>Territory: 9

>Food: [+ 5 Population growth]
Fish (fish pens)
Crops (farms)
Game (Hunter’s circle)

>Population: 56 (+5 pop/turn)

>Happiness: 2

>Resources:
Copper (adequate)
Wood (some)
Stone (scarce)

>Technologies:
Resource collection [Wood, Stone, Copper]
Hand tools [basic]
Construction [Crude]
Festivals [Crude, happiness +1]

>Structures
Cahokia Communal Tent [Town Hall]
Bath Tent [happiness +1]
Fish Pens [Crude]
Housing [Crude]
Forge [Crude]
Warrior’s Circle [Crude]
Hunter’s Circle [Crude]
Healing Circle [Crude]
Guild Circle [Crude]
Forge [Crude]
Farms [Crude]

Eccentricities:
[Blood Brothers]: The Dra-Laic have put aside their differences and now fight as one- it is much easier to recruit military units. However, the flood has scarred the memories of the Dra-laic forever. All naval units with the [Dra-laic] tag suffers a -1 roll penalty.
>>
>>44333785
----update------

The Clan Elders, Seeing the growth of the clan circles urges their members to continue to improve themselves.

Actions
1) --continue the building of the quarry-- The creation of the stone quarry must be finished to ensure an abundant supply of materials for the Dra-laic Growth
2) --Continue the creation of the Great warrior's Lodge--- The warrior's circle continue to hone their skills, creating a new training regiment and brotherly code for these warriors to live by.
3) --Continue the creation of the hunter's companion's lodge--- It was once said that the companions were the first warrior-hunters who followed the war elder istrael to battle as they defeated two giants on the great migration.
4) --Continue the creation of the Healer's Commune Lodge--- The Shamans of the seven tribes aren't just the healers but also the lore keepers of the dra-laic people. Thus they need a suitable area for their work and to teach new shamans their ways.

roll values : already rolled>>44332770
>>
shameless bump
>>
File: Primal World 4chan.jpg (3 MB, 4000x2000) Image search: [Google]
Primal World 4chan.jpg
3 MB, 4000x2000
[Elysium]
1) The treehouses are improved! [+1 defense]
2) Quidditch is now a thing. Wrong setting, but still. [Quidditch (Crude); +1 happiness]
3) Housing improvements start. [2/6]
4) Better farms are made! [Simple; Food>>Plentiful, +2 pop/turn]

[Dra-Laic]
1) A crude quarry is dug into the rock. [Quarry (Crude)]
2) No progress on the lodge.
3) The Hunter's circle undergoes some improvements. [3/4]
4) As well as the Commune, but not as much. [1/4]

[Streydaga]
1) The Streydaga expand! [+4]
2) Farms start undergoing improvements. [2/6]
3) The forge is improved! [Simple]
4) And better weaponry is devised! [Simple]

[Stone Singers]
1) Better tools are easily made! [Simple]
2) Two more Mannequins are made. [1.5x]
3) The Silent Bobs are stumped at the instructions. They're made from rock, after all.
4) More Copper and Tin is pulled up! [Both to >>Some]

[Rollers]
1) The rolling maneuvers are completed! [Aggressive Rolling (Simple)]
2) The Rollers finish expansion! [+4 hex]
3) Better roads start to take shape. [4/8]
4) The celebrations are completed, and everyone is happy! [+1 Happiness]

[Umtagati]
1) More stone is wasted. [No stone left]
2) A writing system begins to take shape. [1/2]
3) So do fighting tactics. [1/2]
4) The hunt doesn't go to well. A clawed Tsewaye kills one of the hunters. [-1 pop]
5) A crude forge is built! [Forge (Crude)]
6) The writing system finishes! [Writing (Crude)]
7) More stone is discoverd. [Scarce]
8) The fighting techniques finish! [Crude]

[Ameri-Rock]
1/2) Improvements start. [2/4]
3/4) Soon, crude highways are erected above the buildings of Ameri-Rock.
[Highways (Crude)]
>>
File: Primal World 4chan.jpg (3 MB, 4000x2000) Image search: [Google]
Primal World 4chan.jpg
3 MB, 4000x2000
1) Borders are expanded![+4]
2) A crude mathematics system is formed, the base unit based on how... big the Ean patriarch is. He's kind of insecure like that. [Math (Crude)]
3) The city of Chaislea is complete! [Cities Tab: Chaislea (Capitol); +2 base pop/turn]
4) The cultural arts are improved in the city! [Cultural Arts (Crude)]
5) In spite of the Ean campaign, again the Mactire are in charge.
>>
Current Turn (Turn Ten) http://mibpaste.com/ZKRpYD [Updated]

---------------------------------
Nation Sheet
---------------------------------

Name: Dra-Laic
Race: Humans
>Color: Dark Blue

>Location: Plains, Coasts, Land Bridges, Hills, Plateaus

>Territory: 9

>Food: [+ 5 Population growth]
Fish (fish pens)
Crops (farms)
Game (Hunter’s circle)

>Population: 56 (+5 pop/turn)

>Happiness: 2

>Resources:
Copper (adequate)
Wood (some)
Stone (scarce)

>Technologies:
Resource collection [Wood, Stone, Copper]
Hand tools [basic]
Construction [Crude]
Festivals [Crude, happiness +1]

>Structures
Cahokia Communal Tent [Town Hall]
Bath Tent [happiness +1]
Fish Pens [Crude]
Housing [Crude]
Forge [Crude]
Warrior’s Circle [Crude]
Hunter’s Circle [Crude]
Healing Circle [Crude]
Guild Circle [Crude]
Forge [Crude]
Farms [Crude]
Quarries [Crude*]

Eccentricities:
[Blood Brothers]: The Dra-Laic have put aside their differences and now fight as one- it is much easier to recruit military units. However, the flood has scarred the memories of the Dra-laic forever. All naval units with the [Dra-laic] tag suffers a -1 roll penalty.
>>
>>44336308
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:17
Food: Adequate (Determines pop growth)
Pop Growth: (Adequate=+4/turn)49 ( 4 Per turn increase generated by GM)(+other modifiers)
Happiness: 0
Buildings: Farms (Basic)(2/6); Barracks (Average) Forge (Simple);Housing (Crude); +1 base pop),[Researchers lab (Crude)]
Resources: Copper (Some); (Stone Some)
Technologies: (Wood, Stone) (Hand tools, Crude) (Construction, Average) ;Agriculture (Basic)Weaponry (Simple)
Military: 3 Streydaga Calvary (1.5x)
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.
>>
File: 4chan Primal Map.jpg (3 MB, 4000x2000) Image search: [Google]
4chan Primal Map.jpg
3 MB, 4000x2000
Game will hopefully resume Saturday 1400 PST (2 PM)
>>
>>44336747
>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): 54 (Sustainable [+7/turn])
>Happiness: 1
>Territory: 17
>Military:
1 [Chaislean Levy (1x)]

>Cities:
>-Chaisleá (Capital)
[Village Hall (Crude)] - Gives +2 to DEMOCRACY rolls.

>Structures:
[Farms (Crude)]
[Quarry (Crude)]
[Simple Dwellings (Crude)]
>Resources:
[Copper (Some)]
>Technologies:
[Wood, Stone]
[Hand tools (Simple)]
[Instruments (Crude)]
[Weapons (Crude)]
[Bows (Crude)]
[Writing (Crude)]
[Math (Crude)]
[Cultural Arts (Crude)]
[Construction (Simple)]
[Agriculture (Crude)]
[Metallurgy (Crude)]
[Colonization (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)
>>
>>44336308
>final turn stats
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: 13
Food: Sustainable
Population(+6): 60
Happiness: 2
Resources: Copper (Some), Rocks (Some), Wood (Some),
Technologies: (Wood, Stone) (Hand tools, Crude) (Weaponry, Crude) (Construction, Crude) (Underground construction, Crude) (Ecology, Crude) (Aggressive Rolling, Simple)
Structures: [Roads (Basic)] [Ant Farm (Crude); +1 pop/turn] [Bunker (Crude); +1 defence]
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.


Ongoing: [Build/Discovery] Roll up some even better roads to help us expand faster [4/8]
Thread replies: 81
Thread images: 18

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