Game Thread
WikiSystem used to generate this current game.
Upgraded version I'm working on, feel free to leave comments about how stuff wouldn't work or make sense.
Nation's Starting Lands Stat rollsGeography:
Sea side cliffs {Mountains} (Stone), small hilly area {Hills} (ore).
Flora/Fauna
The Cliffs:
Tree with strong wood (+2 Strong wood). It has edible fruit (+1 food) who's seeds can be ground into a spice. It's leaves have a mild alchemical property (1).
The Hills:
A plant with a large juicy edible stem (+1 food).
A fibrous (Thread source) plant with an edible stem. It's root is can be ground into a spice.
Herbivore
Tiny bipedal mice with poisonous stingers nibble on grass in the hills.
The Sea/Lower Cliffs:
Hanging vines with large delicious leaves (+1 food) grow on the cliff sides, their seeds are grain like and can be made into flour.
Sea plants with floating fruit (+1 food), the stems can be dried then ground into spice.
Long sea weed, The leaf, root, and stem is edible raw (+3 food)
A beach side herb moderately alchemical (3 properties), it's seeds are edible.
A cliff growing bush, it's wood is nothing special (1 wood), it has edible berries (+1 food) and thick edible roots (+1 food)
Herbivores
A huge feathered (+1 feathers) cliff residing worm, it has wings and could potentially be ridden by someone (5 land speed), it's meaty (+4 food)
A small puffer fish (+1 scales) that can rapidly inflate to show it's spikes, and float to the surface were it can be carried by the wind for short distances. It is potentially edible (+1 food)
Carnivore
A huge bipedal spider. It could potentially be ridden (2 land speed). It builds giant webs and it's pelt is as furry as a bears (+1 fur). It is beefy (+4 food)
Geography
Dense Forest {Flat} (Ore), small patch of desert {Flat} (Ore,Sand)
Flora/Fauna
Hasan Forest:
Ta'akua Balshae: A tree with strong wood (+2 Strong Wood), it's leaves can be dried as a spice, and have minor alchemical properties (1)
Sha'shae Faecar: A common tree (+2 wood) that grows a large amount of fruit (+2 food), It's leaves are moderately alchemical (2 properties)
Shaba Sho'sheara: A shrub with edible bark (+1 food), it can also be tapped for syrup (+1 food)
Aethorn Sha'shae: A huge tree (+3 wood) with chewy spongy bark (+1 food)
Basan: A plant with an edible bulb (+1 food)
Fae'tar: Edible mushrooms.
Herbivore
Asa Dau: Tiny but thick snakes with a poisonous bite. They can be edible if prepared well (+1 meat)
Havae Bakar: A man sized egg laying (+1 food) armadillo (+1 shell and skin) with decorative quills(+1 feathers). It is meaty (+3 food). It is hardy (+1 defense)
Ba'el Faeh: A man sized bat with a long poisonous stinger at the end of it's tail (+1 feather). It is furry (+1 fur) and moderatly edible (+2 food)
Carnivore
Bae Das'sah: Small bipedal animals that look like children of the armadillo like animal (which is quadruped)(+1 feather, +1 shell and skin, +1 food), they steal eggs from unsuspecting armadillo things.
Nudaf Khal:
Saeba: An edible cactus, it's flowers have moderate alchemical properties (2)
Geography:
Barren Mountains {Mountain} (Stone, Ore, Sand), Ore Rich hills (2 Ore) {Hill}, and Heavily forested Hills.
Flora/Fauna
Mountains: nothing
Ore Rich Hills:
A unique ancient looking tree (+2 HQ Wood) it's roots are edible (+1 food)
A wooly (Thread) plant with edible seeds, roots, and fruit (+3 food)
A scaly octopus like creature (+2 food), it can excrete an edible liquid much like milk (+1 milk)
Forested Hills:
A shrub with edible bark.
Poisonous mushrooms
A herb with moderate alchemical properties (2)
A large tree (+3 wood) with large edible leaves (+2 food) and edible growths at the roots (+1 food)
A tree (+2 wood) with edible leaves and fruit (+2 food), it's bark has minor alchemical properties (1).
A sturdy tree (+2 strong wood) with edible leaves.
A tree (+2 wood) with edible fruit and root growths (+2 food).
A tree with High Quality wood (+2 HQ wood) and tasty fruit (+1 food).
Herbivore
A large salamander with brilliant scales (+1 scales and feathers), they are meaty (+4 food)(2 movement). They produce a sweet liquid to feed their children (+1 milk)
A man-sized wyvern with pretty scales (+1 scales and feathers). They're filling (+2 food)
A tiny feathered (+1 feathers) snake which lays a huge quantity of edible eggs (+2 food).
A large and long limbless porcupine (+2 meat, +1 skin). It's quills are as pretty as they are dangerous (+1 feathers and damage). They can potentially be rode (+1 land speed)
A huge furry (+1 fur) mammal with poisonous saliva. It's meat is edible (+4 meat)
Carnivore
A shelled carnivorous version of the ore hills octopus (+3 food,+1 defense,+1 Milk).
A huge crocodile (+1 scales, +5 meat). It could potentially be ridden (+3 movement).
Geography:
Rocky Woods {Flat}(Ore/Stone)
Flora/Fauna
A tree (+2 wood) with edible fruit (+1 food) and who's bark can be ground into a spice.
A highly edible plant which has edible fruit,seeds,stems,and leaves (+4 food)
A miracle fern, ( 8 ) alchemical properties.
Herbivore
Fey Deaths: A tiny bipedal mammal with highly poisonous claws (+1 attack, poison is double). It could be milked if you were an idiot.
The map is actually bigger then this, I just zoomed in on where your tribes would be located.
Name of Character:
Age: +25
(3 extra points)
Might: 1
Wisdom: 1
Charm: 1
Name of Nation:
Name of Settlement:
Color: (Black, Red, Green, Blue)
Hero sheet: (1 hero per nation)
Name of Character:
Age: +18
(3 extra points)
Might: 1
Wisdom: 1
Charm: 1
You may also name the regions,plants, and animals of your nation (both hero and lord/king/mayor/whatever)
The rules are still in limbo but here are the basics so we can get started.
Each town has a population (starting at 2). Each population is an abstraction and grows at .5 population every year, depending on town population (Not nation). So in one year your population would raise to 3, then 4 the next year, then 6, then 9, etc. If a town only has 1 population, it has 0 population growth. Each population in town needs there amount in food to survive. Populations are used to hunt, gather resources, build new settlements, and build and run industries. Population is also used to build armies.
Ore requires mines to be built in order for ore to be gathered, ore needs to be prospected in order to tell it's properties.
There's a lot of other stuff like this but we'll cover it when it happens. Quick things though, you can only milk domesticated animals, and you need a mill to turn grain to flour. Spice effects happiness which effects crime rate and influence, however this only effects OTHER nations.
Your limited to what you can get, if you don't have a thread source and a cloth industry, then none of your characters can wear clothing other then hides (leather if you have a tannery, or nothing if you don't have access to hides). Fur can become leather but stops being treated as fur. Skin is hide, scales works just like skin.
I spent a long time rolling those locations and stuff so I don't want to write much more, if you have questions feel free to ask. This game is open to experimentation, if you want to try something, I can make up a rule on the spot, in fact I prefer working that way.
This is not first come first serve, but players can later divide their lands into smaller parts and allow other players to control them, which is helpful since you have limited influence (which is used to get things done) per month, and you'll eventually have a very large kingdom.
Dwarmin
Name of Character: Lady Windheath
Age: 21
Might: 2
Wisdom: 2
Charm: 2
Miceleus
Name of Character: Uvsald Deigeohtter
Age: 46
Might: 2
Wisdom: 3
Charm: 1
Drago
Name of Character: Denion "the Bold"
Age: 23
Might: 3
Wisdom: 1
Charm: 2
Tiriun
Name of Character: Dain Honos
Age: 36
Might: 1
Wisdom: 2
Charm: 3