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Author Topic: Bay12 Communal Worldbuilding Game  (Read 64534 times)

Strik3r

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Re: Bay12 Communal Worldbuilding Game
« Reply #420 on: June 14, 2020, 09:05:02 am »

Moss Trolls help Streamland, again
Code: [Select]
1d20=16The Moss Trolls redouble their efforts in assisting the Kingdom of Streamland with rebuilding. While last time they didn't have enough materials or manpower to make a significant dent in the amount of work that needed to be done, this time around, they've remedied that. With an entire fleet of merchant vessels, laden with wood, stone and crew. Needless to say, this time they fared much better, and with better coordination, several small towns on the coast were rebuilt almost exclusively by moss trolls.

Blindbeard sets out for treasure and adventure... again.
Code: [Select]
1d20=14Blindbeard has just about the same luck as he did last time. There doesn't really seem to be much in the northeast and the journey there was the usual fare. A few islands too small to put on any map, with an occasional shipwreck on the beach, some with their cargo still present. Notable finds include:

An ancient human warship mounted with an Arcane Crystal seige weapon. One of the old prototypes, the weapon was still in salvageable condition. Of course, back then, magic wasn't well studied.
A more recent merchant vessel, carrying pure gold and small samples of Flyrite. Sadly, the silk was not recoverable.
and morbidly: A vessel with its entire hold filled with skeletons, in chains.

The orc-slayer and his crew attempt to break Mohiro out of his palace dungeon
Code: [Select]
(there are no bonuses in non-combat rolls)
1d20=2
The orc-slayer's attempt to break Mohiro out of the dungeon goes disastrously wrong. The Palace dungeon and its doors are way more secure than the orc-slayer or his crew could've predicted and there is only one way in and out. The bandits get discovered by a guard while fumbling with the lock, who immediately calls for aid. While the bandit orc-slayer and his band attempt to run, they are quickly surrounded and tossed into and locked up in the very same dungeon they attempted to break into.

Sandpond Village's new houses
Code: [Select]
1d20=20!Whether its the quality of the sandstone dug up by the dwarves, Broth's crew's apparently hidden talent for construction or Drilka's designwork, the new houses built by Broth's crew and the Sandpond Settlers and directed by Drilka make the admittedly impressive houses that were already there, look mediocre at best. These houses are absolute masterpieces of sandstone construction, each one a piece of art in and of itself, not to mention utterly weatherproof.

In addition to all the new houses, a town hall has been built by the dwarves. The few dwarves there with engraving experience got inspired, too  and decorated many of the houses with finely detailed carvings, afforded by the buildings' superior construction. The town hall even has the names of every dwarf who lived in the settlement at the time carved into one of its walls.

Sandpond villagers search for another oasis
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1d20=8Unfortunately, the search for another oasis turns up nothing, these features being apparently exceedingly rare. However they do (re-)discover that there is a river to the southwest and its shores are filled with plentiful plants and fruits. The settlers curse themselves for wandering around the desert for a month looking for an oasis only to then discover that everything they want and more is just a little ways to the southwest. The Sandpond settlers have set up a small outpost on the river's shore.

The Great Scar University attempts get additional help for another expedition
Code: [Select]
3d20=8+9+4
Streamland, despite being closest to the islands, seems to have little interest in such an expedition, being busy with rebuilding and all. The best the envoys are able to get from Streamland are a few down-on-their-luck peasants who lost everything in the attacks by the giant lizard.

Refugio Guerra as a whole shows a little more interest but not much, the most that the envoys are able to get from Refugio Guerra are a few recently released Goblins, who really don't do so well on ships, but they are known to be good thieves and generally sneaky gobs.

The Council of Dragolia, the Dragons, are not really pleased with the envoys annoying them for assistance, despite the fact it would only take one dragon to capture one of the eggs, but nope, none of the dragons are up to it. Part of the reason may be that they don't want to waste Dragonstones, a rapidly dwindling resource, on such a pointless mission.

Lizardman Slave Traders attempt to open a route for transporting slaves through Refugio Guerra
and
Abolitionists of Refugio Guerra actively campaign against Slave routes through Refugio Guerra
Code: [Select]
DIPLOMACY
Lizardmen Slave Traders 1d20=13
Abolitionists 1d20=6
While the Lizardman Slave Traders did not succeed in getting Refugio Guerra to let them transport slaves through their territory and up the grand staircase, openly. With a few backroom deals and a bit of political corruption, they were able to secure a "backdoor" route through the lands, as long as no slaves were SEEN. This resulted in a plan to transport slaves in specially made and marked containers that Refugio Guerran officials will not inspect in accordance with the deals. This greatly limits the number of slaves that can be transported through Refugio Guerra and thus raises their price even higher, but is arguably worse for slaves than if they could be transported openly.

While The Abolitionists did succeed in strong arming the officials into denying the Lizardmen an open route through Refugio Guerra, there was nothing they could do to prevent backroom dealings and in fact, many of The Abolitionists themselves were bribed into silence. Turns out that Lizardman gold is strong.

Goblin Raids:
Code: [Select]
3d20=2+5+8There was nothing to raid in the Aetherial territories but a bunch of mutated wildlife and the occasional Agglomate. Said mutated wildlife happens to be incredibly hostile to everything not afflicted by Chaos. The Goblins run out of the Chaos Coalition territories barely keeping their lives.

As far as raiding their orc brothers goes, goblins are inferior in every way and even a weakling orc villager can easily choke out a goblin warrior. They do not fare well.

Messing with the Firbolgs goes only marginally better, the giants are largely peaceful and not used to raids from... anyone. However, most raids attempted against border villages still end poorly for the gobs, with many of the raids defeated by simple villagers. The firbolgs and goblins together inadvertently invented the world's first game of kick-ball. In this case, the goblins were the balls.

Orcish raids:
Code: [Select]
3d20=7+18+8The orcs do not have much luck raiding their goblin brothers, either. The little green bastards are too slippery to catch and have a habit of hiding anything of value beyond orcs' ability to find.

They do however fare better against the Firbolgs, several border villages are sacked. And lit ablaze by Orc Hellraisers, orcs with skill in fire magic. Somewhere, a Purifier of the Stand Hunter Order is shaking his head in disappointment.

The orcs attempt to raid the bearwalker tribe, with little success. Their greatest enemy being bears, lots of bears.

The bleg hold an animal-sacrifice festival again in an attempt to get some sort of boon from the Monolith.
Code: [Select]
1d20=13The Monolith does activate again, with its whole red glow and whatnot. However, on first glance, The Monolith doesn't do anything beyond that. However it does release another energy wave, like it did the first time it was activated, that is sure to result in a variety of strange things happening throughout the world. In the aftermath, some weird things did happen:

Some of the plants in the Bleg territories have taken on rather unusual colorations, and some plants have begun to grow faster or have an unusually high number of fruits. It'll be a good harvest this year. Rainfall has also seen a dramatic increase in the Bleg lands.

What was not expected however, was for The Monolith to cause an undersea volcanic eruption in the north east.

Streamland and co. vs. Black Qhaganate
Code: [Select]
COMBAT
Streamland 1d20=8
Black Qhaganate 1d20=18

It turns out that the little warning system of the forts works a lot better with a dragon-mounted corrupted slugman as both the watchman and messenger. The approaching armies of Streamland were spotted before they even entered Black Qhaganate land and the watcher immediately made for the capital, to call for Hagtai's aid while those in the fort dug themselves in. And those of Black Qhaganate returned in force, with the bulk of Hagtai's sky legion. In the ensuing fight, the crusaders gave it their all but there was little they could do against the terrifying might of the black wings. The Chaos dragons tore entire ranks of warriors to shreds with their claws or burnt them to ash with chaos flame, leaving the blood red crystals in the wake as a grim reminder of all the lives taken by the accursed flames. While some of the beasts fell to the arrows of the crusaders, the price paid for each kill was too high and what remained of the crusaders were forced to retreat.

Randor builds clay golems:
Code: [Select]
1d20=7Unfortunately, it turns out that getting golems to BUILD things is nigh impossible, they just don't have enough intelligence to grasp construction of complex structures. However, they are still somewhat useful in hauling materials in bulk, albeit, rather sluggishly.


YEAR 252.1
Despite the numerous setbacks and increasing difficulty of aquiring slaves from the west, the Lizardmen have completed their construction, The Great Palace, in what is now, their capital city.
For a while now, the Lizardmen have had difficulties with leadership; When diplomats ask to see their leader, they didn't know who should meet them, until now.
Envisioned by the richest and the most influental of the Lizardman elite, the Grand Palace will serve as the seat of leadership for their newly formed nation and it is there that the leader of this nation shall be crowned, the Sultan.

With the completion of their Grand Palace and subsequent formation into a nation, the sphere of the Lizardmen has expanded greatly and all the disparate tribes have unified under this new banner and the nation that shall henceforth be known as the "Jahtari Sultanate". The word, "Jahtari" probably means something in their own language, though it is uncertain what, precisely.

Summary
Spoiler (click to show/hide)

Spoiler: Map Update (click to show/hide)

Notices

Some RL stuff came up, so this update was heavily delayed(This is becoming a trend, isn't it?)
Also, no more grand island chains in the near future, ok?
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IncompetentFortressMaker

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Re: Bay12 Communal Worldbuilding Game
« Reply #421 on: June 14, 2020, 10:03:50 am »

Year 252.3-252.8
Broth and a few other Sandpond Clan inhabitants, with Broth guiding them, stop by the hamsterfolk shamans in 252.5 - having started their journey in 252.3 - and ask them how their lives have been going. While in hamsterfolk shaman territory, the dwarves notice that the river they've been following heads southeast, to an area they've never seen before. Keeping to the riverside, the dwarves manage to stumble straight into a Dorathian village in 252.8 (the Dorathians would build settlements on rivers' edges, yes?), built on the edge of said river. Roll for how the dwarves react to the Dorathians, and how the Dorathians react to the dwarves.

(also yes, Strik3r, delays do seem to be becoming an unfortunate trend of sorts.)

(edited to correct mistakes due to ignorance of mine.)
« Last Edit: June 14, 2020, 04:29:22 pm by IncompetentFortressMaker »
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Avetruetotheimperator

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Re: Bay12 Communal Worldbuilding Game
« Reply #422 on: June 14, 2020, 11:10:17 am »

Year 252.3-252.8
Broth and a few other Sandpond Clan inhabitants, with Broth guiding them, stop by the hamsterfolk shamans in 252.5 - having started their journey in 252.3 - and ask them how their lives have been going. While in hamsterfolk territory, the dwarves notice that the river they've been following heads southeast, to an area they've never seen before. Keeping to the riverside, the dwarves manage to stumble straight into a Dorathian village in 252.8 (the Dorathians would build settlements on rivers' edges, yes?), built on the edge of said river. Roll for how the dwarves react to the Dorathians; how the Dorathians react to the dwarves; and how the Dorathians react when the dwarves mention the hamsterfolk living to the Dorathians' northwest. (note: I'm not sure whether the Dorathians and the hamsterfolk have met each other. If they have, you can safely disregard the third roll, or roll it anyway if you want, whoever updates the world next after this has been posted.) (another note: I don't know what someone from the Dorathian Kingdom is called, improvising here.)

(also yes, Strik3r, delays do seem to be becoming an unfortunate trend of sorts.)
(The Dorathian kingdom is a hamsterfolk kingdom.)
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Naturegirl1999

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Re: Bay12 Communal Worldbuilding Game
« Reply #423 on: June 14, 2020, 11:45:34 am »

Year 252.7
The moss trolls begin building houses on the nearby islands
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Lidku

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Re: Bay12 Communal Worldbuilding Game
« Reply #424 on: June 14, 2020, 12:19:43 pm »

Quote from: Strik3r
(there are no bonuses in non-combat rolls)

(Huh, really? Even with a crew experienced specifically in a task like that?)

Year 252.8

With years of captivity in the palace dungeon, Mikey Two-Spears racks up a huge influence amongst the other dungeon-bound inmates of the place. After months of planning he starts a riot at that would consume the entire dungeon level of the palace, making an adequate diversion to continue his original goal along with his crew.
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IncompetentFortressMaker

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Re: Bay12 Communal Worldbuilding Game
« Reply #425 on: June 14, 2020, 04:28:27 pm »

(The Dorathian kingdom is a hamsterfolk kingdom.)
(Sorry about that! Didn't know that. Let me edit my post to reflect that.)

(edit: there, is that more logical now?)

Detoxicated

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Re: Bay12 Communal Worldbuilding Game
« Reply #426 on: June 14, 2020, 05:02:22 pm »

(( there is naturally occuring Golems ))
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King Zultan

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Re: Bay12 Communal Worldbuilding Game
« Reply #427 on: June 15, 2020, 07:34:29 am »

Year 253: With the bountiful harvests they've been having thanks to the blessings of The Monolith the Bleg have started expanding their territory to the southwest in order to build more houses, expand farms, and what have you.
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Detoxicated

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Re: Bay12 Communal Worldbuilding Game
« Reply #428 on: June 15, 2020, 08:11:42 am »

Year 253.1
The Batpeople tribes expands over the entire archipelago.
The occasional loud drum ist Heard from the highest mountain in the archipelago. The Drums inspires the Batpeople to build small wooden statues all around the islands. There they worship the Drummer.
Little do they know that it is Donkebab who has built a shed on said mountain.

Donkebab also Takes the time to create the Bachian Dragonfly. This Dragonfly species glimmers in gold and whistles mathematically compley sonatas.

Gracfall the Demon of Pride travels to the dragons and Begins spreading Legends that there is dragonstone in huge quantities at the original Aetherial Rift.

The University sends out a better equipped Expedition to obtain a Titan Egg yet again.

Haggen Slime write notoriously Long Stories about the Moss Troll honour for rebuilding the coastal lands. He even befriends a Moss Troll named Rikki Krock who aids the aging Diplomat to travel through the human Lands. AS expected the Refugio Guerrans are taken by the Moss trolls.
Refugio Guerra sends Gifts and the offer to Set Up a permanent embassy to Moss Troll Island.

In other News the Refugio Guerran abolitionist Push for a government Reform to make Slave trade even More difficult. The Outcome IS yet to be Seen.

Chaos, the Archdemon of Chaos whispers Into the necromancers ear, telling him that the lizardmen need abundant Work forces.
He then travels to the lizardmen and spreads Legends about a man WHO can raised the dead and how He could solve the need for abundant workers.
« Last Edit: June 15, 2020, 08:47:35 am by Detoxicated »
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TamerVirus

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Re: Bay12 Communal Worldbuilding Game
« Reply #429 on: June 15, 2020, 09:43:35 am »

Year 253.2- The Miragians, not willing to sit by idle under the continued threat of Hagatai and the Black Qhanganate, attempt to carry out their most brazen operation yet and covertly smuggle and hide caches of explosive powder under the occupied fort and detonate it! Roll for success of this covert action

Grand Mayor Ziani of Dalai dies in a blast powder mishap when a prototype for a fabricated metal version of the wooden blasting cannon fails spectacularly during a demonstration. With his death, the other noble families jockey for power and influence; grand mayors are elected for life by the most powerful and influential members of the city's aristocracy. Nisvanis, masquerading as an honest entrepreneur, throws his lot into the ring. The vast majority among his gang follow in step but there is a growing discontent about the boss's public visibility and flaunting of wealth. Certain squads within Nisvanis's group begin secretively trafficking vision dust for a boost in income
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Strik3r

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Re: Bay12 Communal Worldbuilding Game
« Reply #430 on: June 15, 2020, 10:32:04 am »

Notices

Sorry for the delays (again), but i promise, this time its worth it.

Rolls

Borth's crew meets some Dorathian Hamstermen
Code: [Select]
2d20=5+1!Already on first sight the Dorothian Hamstermen seem to rub Broth the wrong way, maybe it was something about their culture, and the feeling was more than mutual, it seems that the culture of the Dorathians is by nature far less hospitable to outsiders than that of the Shamans next door. It is a wonder how they've become the trading empire of the west, much like Refugio Guerra and the Jahtari are THE merchant empires of the east. Broth and his crew had spent only a few hours in the settlement before they were starting to be accused of all kinds of heinous crimes and a lynch mob formed, intending to "take justice into their own hands". Several of the dwarves with Broth met a gruesome end at the hands of the villagers, but Broth himself 2 guys managed to barely escape with their lives.

The orc-slayer attempts to incite a riot
Code: [Select]
1d20=13While not a riot that consumed the entire dungeon, him and his allies make a big enough mess to allow the orc-slayer and a few of his closest buddies to slip out. However Mohiro remains locked far deeper in the dungeon, in a place with entrances guarded by guards with stone-cold nerves that didn't even flinch at the little riot caused by the orc-slayer. There is never a time where there isn't a guard watching the door and no one dares mess with them. It is likely that the worst of the worst are kept behind those doors and the only way in may be to be tossed in there, though only someone with a death-wish would want to be.

Year 253.1
The Batpeople tribes expands over the entire archipelago.
((ok im gonna reel that back in a bit, more frequent territory increases means smaller increases each time.
Also, you added your edits while i was composing the update and an excess of rolls, again.
I'll allow it for now, but pleaaaase space stuff out a little more, ok?))

Gracfall attempts to decieve the dragons
Code: [Select]
1d20=17The a large number of Dragons of the The Council of Dragolia, buy into the lie despite warnings to the contrary. Hook, line and sinker. The Dragons fly out in force toward the Aetherials' Domain.

Dragons vs. Chaos Coalition
Code: [Select]
COMBAT
Advantage: CC
+ 4 Terrain: Entrenched Chaos

Dragons 1d20=19
Chaos Coalition 1d20=6+4=10

Despite the suffocating Chaos of the Chaos Domain, The dragons are not so greatly affected, being airborne and all. Despite being limited in their abilities such as firebreath here on the Western continent, the dragons hit the Rift completely without warning. While the Aetherials are always prepared for an attack, they're not prepared for someone brazen enough to fly straight into the middle of their land, so many of the would be protectors of the Chaos Domain were out of position and too far to reach the rift on a moment's notice. The Aetherials attempted to scramble their forces, but they could never have been fast enough and the dragons absolutely rip into Aetherials, Chaos Giants and their own corrupted Bretheren without mercy. The Aetherials were forced to retreat from their own rift and wait while the dragons left or succumbed to corruption. The dragons, in their search for the non-existent Dragonstones absolutely tear the area around the rift apart before leaving the lands again, some carrying the taint of chaos back with them. This has set the Aetherials back greatly, but they will likely be bolstering their defences around the rift itself.

The university attempts to acquire a Crab-titan egg, again.
Code: [Select]
1d20=5This time the expedition does not go nearly as well. It seems that the Crab titan and all the creatures inhabiting the shallows around the titan's eggs don't take too kindly to repeated disturbances.
And of course, the goblins are far more brazen than any scholar would ever be, many of the goblins taken along on the expedition lost their lives to either giant waterspiders or crabs.
Same with the few poor guys taken from Streamland, they didn't understand anything about discretion, and dragged many of the university's guys into the mess along with them.
Only a few people leave the island alive, and with no egg, again.

Refugio Guerra offers to give the Moss Troll Islands its own embassy within Refugio Guerra
Code: [Select]
1d20=3It seems that while those of Refugio Guerra like the Moss Trolls, the feeling is not mutual. Despite all the gifts sent to them, gifts that are apparently useless to the The Moss Trolls, they seem to have no interest in an embassy with Refugio Guerra.

Chaos, the Archdemon of Chaos spreads legends about the necromancer to the Jahtari.
Code: [Select]
1d20=8While the Lizardmen are always in need of more workers, only the most desperate, degenerate and greedy among them would think of something such as enslaving the dead themselves. It seems that the Jahtari culture greatly respects its dead, all of their dead. As a whole the Jahtari believe that no matter who someone was in life, whether they be a noble or a slave, deserves dignity and to rest undisturbed in death.

The Miragians attempt to blow up the eastern fort
Code: [Select]
1d20=10The Miragians succeed in smuggling some of the barrels of the explosive powder underneath the fort but they are discovered, and thus forced to detonate the explosives in a rush to prevent them from falling into the Qhanganate's hands. Sadly, there were not enough barrels to cause significant damage to the fort.


YEAR 254

Over the last 20 years, The White Tree of Elysium has been growing rapidly and exactly as predicted, now towers above all the trees on Elysium and is in fact by far the largest tree in the world by a factor of nearly fifteen times. Its extraordinary blue foliage can be seen from a long distance away and the tree is now a permanent fixture in the north-western background landscape for anyone living in the Avarian Empire and on dark nights, the sphere of energy it carries between its upper branches casts a brilliant light that illuminates the landscape in dim blue light, even far away from Elysium.
Spoiler (click to show/hide)

The recent energy pulse by The Monolith did nothing to slow down its growth and it seems to have triggered something within the Tree and it has begun producing fruit... or rather, children, and i don't mean saplings.

Spoiler: VERY Condensed version (click to show/hide)

Summary
Spoiler (click to show/hide)

Spoiler: Map Update (click to show/hide)
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TamerVirus

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Re: Bay12 Communal Worldbuilding Game
« Reply #431 on: June 15, 2020, 11:11:13 am »

((I thought that the dragons were confined to their continent by the curse of 'star talk' or something? /forgotten lore, Year 95,outcome of the 'heavenly war')

Year 254.2: Backroom politicking, bribery, empty promises, and other assorted trickery whittle down the candidates for the position of Grand Mayor of Dalai to just two: the shrewd and cunning Nisvanis, who made his fortune selling blasting powder to the masses and has the backing of an underground crime syndicate, and the stoic and steely slugman Eudes, a well-traveled merchant fleet baron who has cultivated numerous business contacts across the world. Who will become the Grand Mayor of Dalai?

« Last Edit: June 15, 2020, 11:33:07 am by TamerVirus »
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Strik3r

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Re: Bay12 Communal Worldbuilding Game
« Reply #432 on: June 15, 2020, 11:16:10 am »

((I thought that the dragons were confined to their continent by the curse of 'star talk' or something? /forgotten lore, Year 95,outcome of the 'heavenly war')

((Yep, but sometime they got  "Dragonstones" that let them visit the Western continent for a time, but also limit the dragons'  magical abilities to be able to do so If i read the lore correctly))
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Detoxicated

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Re: Bay12 Communal Worldbuilding Game
« Reply #433 on: June 15, 2020, 12:09:15 pm »

(( you almost Always fail the Rolls i call... Meh... Also Hunter gatherer tribes with the ability to fly should easily conquer an uninhabitted archipelago. Its Not that they have cities or such More Like extended huntong grounds))
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Strik3r

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Re: Bay12 Communal Worldbuilding Game
« Reply #434 on: June 15, 2020, 12:42:48 pm »

(( you almost Always fail the Rolls i call... Meh... Also Hunter gatherer tribes with the ability to fly should easily conquer an uninhabitted archipelago. Its Not that they have cities or such More Like extended huntong grounds))

((its more about the actual territory covered by a specific a faction over a specific period of time. Also, a faction needs to actually inhabit land in order to own it... maybe a system for weak/claimed territory is needed... not sure how i'd do that. If i can't figure it out, i'll give them the entire archipelago in my next update.

So if anyone wants do to something with the archipelago has a chance to bvfore the batpeople get the entire archipelago to themselves.

Also, i don't determine the outcome of rolls, good ol' Random.org does that. I'm sure if you averaged all the rolls i've made, it'll come out to roughly 10.))
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