Balon nodded with a smile, hearing Luz' response. "Yes! A peace offering! We're not here to hurt anybody, right cap'n?" he said, putting his hand on his hips somewhat triumphantly. He was starting to feel like maybe this huge misunderstanding would clear up and forgotten... Eventually. His gaze lingered on the mermaids. They all looked different... Like they weren't the same, but still they were. For some reason his gaze lingered a little longer on the white haired one. The one the smaller mermaid had called "Leo"...
I try to advance the turn once a day at least. It's hard because we're so many now, making posts takes a lot of time.
This place seems increasingly more hostile, damn.
@Chenzor will I decide when the expedition returns or will you?
I will decide! If that doesn't cause trouble for you, of course.
Well i want to enter as Humans The Name:Peoples Of Antant Race:Humans Location:I want to be in the in middle of the map exactly in the peninsula Town:Tasphra Color:Nation
You're welcome to join but the blue color is already taken! Hard finding a good color these days...
I saw you mention NPC nations in the OOC. Do you plan to make some of them to add to the map, or are we free to just discover a bunch of elves/trolls/whatever living nearby to interact with?
You will discover them eventually. Some will rise with you, some will fall at your hand, and some may become your greatest allies or enemies in these realms. Expect to find them soon ;)
<Snipped quote by TheWildHost>
Add to this that these are ancient hunters with four times the strength of actual ancient hunters.
Isn't 4 times a bit... Overdone? How much bigger than a human are they? I mean I could go with 2 times or 1.5 times...
Are you still taking apps?
You're welcome to join but if you want a custom race I'd rather it was a simple one (something already existing in the fantasy mainstream spectrum perhaps?)
LOL. Tags: Small Group. Okay. Sure. Yeah. We believe you. All 10+ of us.
Toppest of keks.
KEK. Changed that. From the beginning I was going to keep it at 5 but seeing as so many people wanted to do group rather than 1x1 I thought "What the heck".
Turn will advance once I come home! Expect it in 2-3 hours, maybe more.
Balon relaxed when Luz complied. "I didn't know there were any natives here either... But it seems mermaids live here." He took a step to the side and gestured with his hand toward Leo, who had now - to his surprise - been pounced by another mermaid (he guessed) which was her friend (he guessed again). Is pouncing some sort of racial feat? Turning to face Luz again, he saw what exactly she had been dragging with her. "Is that... Another mermaid?" he said, removing the net from the unconcious creature. They're all girls. Are mermaids some sort of amazonian race? he thought to himself and he put a hand on the girl's forehead. Not sure if mermaids are supposed to be hot or cold however, he simply retracted his hand and turned the other two mermaids. "She's alright." he said, standing up. "We don't want any trouble. We'll let you take your friend and leave if you want. We wont stop you. Right Luz?" He looked at her, expecting her to agree.
Edit: Blinking and before he could react, suddenly Drake had been dropped into his arms."The heck?" was all he could speak up.
You have constructed your huts, tents or whatever buildings your settlement consists of and began to make a life for yourselves. After not too much time, families begin having children and mates find each other to create new families. You realize however that this world is huge and you have only seen a fraction of what this continent has to offer.
At the foot of the mountain where the rock meets the grassy hills you construct terrace farms. They are fairly simple for now, but enough to feed your people. Your 'Blacksmiths' have already manage to set up temporary housing under the mountain's watchfull gaze. They only await the return of the expedition to actually start constructing something real Dwarves would construct!
While the 'Boars' forage the woods around you they find plenty of game to hunt and have managed to get a general sense of the area. The woods seem calm, as if welcoming the dwarves to their new home.
Some of your men and women have found love, or decided to consumate their love together now that they have a new home. Before long, four healthy babies are born in the new ragged shelters you have built. However, your growth will start up very slowly since you haven't had any children with you on the exile. Once you settle, however, you are hopeful that families will begin to form.
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Population: 175 men, 125 women, 4 children. Military: - Roughly 70% of adult population. Food level: - Low Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Low Morale: Indifferent Foreign relations: You do not know any other civilizations.
The lands surrounding the lake and the mountain before it are temperate, with mostly rough soil and pinetrees around. It is obvious to you that if you venture further north, the climate will grow colder. The soil however is very ideal for long-lasting crops, and you immediately begin the construction of farms. Hungry and battered, but driven by their strong belief, your people manage to operate farms that will from now on supply your people with food.
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Population: 102 men, 83 women, 22 children. Military: - Roughly 30% of adult population. Food level: - Average Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Low Morale: Happy Foreign relations: You do not know any other civilizations.
The lands you have decided to settle are ideal for your kin. The forests are hot, dense and damp, and at the heart of it all, your settlement is built. The forest here is more of a jungle than a forest, really. It seems something about the trees and the clouds in this region make these woods immensely hot. Perfect for your people!
In your efforts to study the diseases that haunt you, you manage to find out that a certain herb in this forest is able to combat disease and strengthen immune systems. Although it does not halven the symptons or reduce the disease's symptons by up to 80%, it does help to cure the sick. You realize however that this is not a permanent solution, as the herb is quite rare and you have only managed to gather a very small quantity of it. In your search however, you find that the jungle/forest is full of game to hunt. Everything from stag and rabbit on the outermost rims of the forest to leopards and monkeys near the center. In the tiny springs of water that run through the forest, colorful fish swim around. These serve you well as a food source for now.
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Population: 93 men, 82 women, 35 children. Military: - Roughly 70% of adult population. Food level: - Low Resources: Herbal medecine (low quantity) Wealth: Nonexistant Trade: - Nonexistant Growth: Low Morale: Indifferent Foreign relations: You do not know any other civilizations.
To the north, your hunters venture into the forest to find game to bring back as food for your people. To the west and the east are grasslands where you find critters like rabbits, mice and moles that you occasionally manage to catch. To the south is the vast sea, where hot winds sweep in.
For now you have managed to stabilize your food level. But you realize fast that you cannot live on the game of the forest to the north forever, however efficient you are in hunting them. The furs provide you with clothes and other leatherwork.
Because no children had survived the journey here, the growth of your people begins slowly. Four new children are born in the temporary tents you live in, and their parents are overjoyed.
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Population: 125 men, 70 women, 4 children. Military: - Roughly 20% of adult population. Food level: - Low Resources: Furs, leather (medium quantity). Wealth: Nonexistant Trade: - Nonexistant Growth: Low Morale: Hopefull Foreign relations: You do not know any other civilizations.
With determination and sheer force of will, your people manage to dig down into the earth to the moist soil where you hope to plant your seeds. Indeed your leader was right, for the earth just a few feet below you are ideal for farming. While the diggers rest, others starts working the field. Before long, you have constructed farms that will supply your settlement with food. As your population grows, so will the extent of your farming.
Your next action lies before you, people of the steppes.
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Population: 104 men, 103 women, 53 children. Military: - Roughly 30% of adult population. Food level: - Average Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Average Morale: Indifferent Foreign relations: You do not know any other civilizations.
Strangely enough, it seems these new lands indeed have the beasts you call Byters. Although common folk of this continent would simply call them "Boars", these types of boars differs from the usual ones. How? Only a true goblin could tell. As surely as it was said, your people soon bring back loads and -loads- of Byters into your settlement, so many in fact that you wonder if there are any left in the forests? No matter, Fungclaw is big and sorta dumb but he had a brilliant idea! Why not create fences to keep the Byters from running away? Not that he knows what fences are, mind you, but the concept isn't that hard to grasp.
He has the idea, but will he execute it?
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Population: 330 adult goblins, 80 goblin spawnlings. Military: - Roughly 40% of adult population. Food level: - Average Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Average Morale: Indifferent Foreign relations: You do not know any other civilizations.
Your people get to work quickly, putting their knowledge to use by creating new farmland near the river. Although you have plans of creating canals to provide your farms with more water, you realize you do not need to extend there yet. Through the survival skills you have learned on your flight from your homeland, you manage to also hunt the wildlife to provide your people with not only food, but also furs. The climate is slightly colder here, but it seems hot streams course through the sea around the islands, and occasionally hot winds blow in from the east. The climate here may be cold, but it seems the air and the seas have blessed you with this location. For now.
Your foragers soon discover that the grasslands are not only full of deer, stag and moose, but also bears. Big, brown grizzly bears.
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Population: 93 men, 87 women, 27 children. Military: - Roughly 30% of adult population. Food level: - Average Resources: Furs (medium quantity) Wealth: Nonexistant Trade: - Nonexistant Growth: Average Morale: Hopefull Foreign relations: You do not know any other civilizations.
With high spirits and a few lingering chuckles after the somewhat comical meeting, your people begin to plow the earth and plant seeds. They surround their fields with fences, and build storage huts for whatever you harvest. You have constructed a series of farms that will provide your people with food from now on. As your population grow, so will the extension of your farms.
It seems things are going your way, so your people are happy. You gain a morale boost for 5 turns. What's next?
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Population: 129 men, 104 women, 52 children. Military: - Roughly 30% of adult population. Food level: - Average Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Average Morale: Happy (Bonus, 5 turns left) Foreign relations: You do not know any other civilizations.
You are mighty Orcs who control one of the few passes in this mountain-chain that leads directly from the north to the south without having to go around all the mountains. These chains are called "The Spine" and it seems to run along very far into the distance. You came here recently when you gathered some orcs and sought new lands to call your own. It appears you have also found some orcs of different tribes (or clanless) among the mountains and plains in the area.
But what kind of orcs are you? 1) Brownskin Orcs The brownskins are known for their beastmastery and powerful shamanism. Taming beasts, big or small, is quite formidable in battle and very useful in everyday life and orcish society, but none does it as good as the Brownskins. Riding wolves is your dream, isn't it? 2) Redskin Orcs The Redskins are known for not needing to drink water as much as other races. Barely a mug a day. Legend says this is because of ancestor orcs drinking the blood of their slain enemies, gaining red skin and increased stamina as a blessing from their bloodgod. Needless to say, the Redskins are the most brutal, ferocious and savage orc warriors there is, but don't have much in the ways of magic. 3) Greenskin Orcs The most average of orc breeds are the greenskins, but they have a focus on druidic spiritualism instead of a shamanistic kind. They generally also have better growth and are better builders. 4) Blackskin Orcs The best smiths, builders and siege-engineers of all orckind, the Blackskins use brute force in the form of superior weaponry to dominate their foes. Generally average in everything else. 5) Brute-Orcs A not too strange name for a breed of orcs, the Brute-Orcs are a breed sharing all the characteristics of the other orc-breeds, and can therefore gain all their bonuses, but never achieve quite the height as the individual breeds can.
Due to your savage nature, more than half of your adult population can be drafted in times of conflict. However, a drawback to the orcish race is that only 1 out of 5 children are born female. This usually doesn't make breeding a problem since orc children are born much quicker than humans, but it does tend to leave some orc males fighting over 'who gets the girl'. But perhaps your tribe are above such savagery?
Whatever orc breed you are, your warriors have brought back some wandering Orcs among the cliffs. What is your first action on your new home?
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Population: 130 men, 50 women, 30 children. Military: - Roughly 50% of adult population. Food level: - Low Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Low Morale: Indifferent Foreign relations: You do not know any other civilizations.
From the cold winds of the north, your people arrived on battered ships. Ships that were smashed against the cliffs once you set your feet on land and ships that you will never be able to salvage. Venturing not far into land, you quickly decide to settle and make new lives for yourselves. What you escaped from and why, only you know.
You are sturdy folk, extremely adapted to cold climates and as such, the cold sea-breezes are nothing to you. Because of your strong will and muscle, a higher percentage of your adult population can be drafted at a time of conflict. Higher than most human kingdoms.
What is your first action, people of Njor?
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Population: 100 men, 100 women, 50 children. Military: - Roughly 50% of adult population. Food level: - Nonexistant Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Nonexistant Morale: Indifferent Foreign relations: You do not know any other civilizations.
BTW @Cyclone and @KaiserAuto, northeast isn't a wintery landscape. Just to make it clear. The northwestern coast would be a colder climate.
Edit: Making a new post btw. Working on map atm.
Edit 2: @barkmeat2 Thanks bro! It's thanks to all your backstories ofc. @ActRaiserTheReturned That's a lot of space... But I'll put you somewhere in the forests between the two.