You are part of a young, small, but established civilization, ruled by an autocratic leader

You are part of a young, small, but established civilization, ruled by an autocratic leader.

Lately, the first dynasty of that archaic realm have been weakened by claimants, and society is plunging into chaos. A civil war has broken out.
You seize this opportunity to escape the tyranical grip of your masters, and decide to lead a tribe of your own into the unknown.

Let a new order be born out of your rule, and may your legacy live beyond the threads.

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General Rules:
- Pick a name for your tribe, and a preferred colour and send it into a direction to explore until you decide to Settle.
- Once Settled, give directions to your people to explore and extend your territory.
- Make a peace deal, or attack another tribe if its territory is bordering yours. Last two digits are your attack/defense power for the next round (01-98), 00 is a critical failure, 99 is a critical success.
- Trips and quads triggers an event, either good or bad.
- Flavortext and roleplay is appreciated.

World:
- Mountains obstruct vision and are impassable.
- Rivers and small bodies of water are crossable with Boats*.
- Oceans and/or large bodies of water are crossable with Ships*.
*Construction of Boats takes 1 turn.
*Construction of Ships takes 2 turns and you require atleast 6 regions.
*Boats are presented by a dot on the world map, Ships are presented by a larger dot.
*Boats cannot cross oceans however they can follow the shoreline.
*OP decides what a large or small body of water is.

Turns:
- Per turn you can decide to do 1 out of 3 things.
1. Claim a region.
2. Start construction on a Boat or Ship.
3. Scout* the area around you.
- Your Roll gets counted uptil 7 minutes after OP's update. After the 7 minutes OP finishes the next update.
*Depending on the mood of OP and your Roll a scouting session can be succesful or a failure. Succesfull scouting missions grant large vision of the area it was performed.
Have fun!

Empire:
- The first 'moving' region you begin with has to Settle, then it can expand. Your moving region can also construct a Boat.
This Boat has only 1 ''charge'' instead of the normal 2. With the Boat you can decide to instantly settle a coastal region, or just to disembark and continue on foot.
- You can claim up to 4 regions per turn.
Rolling 00 grants 0 regions.
Rolling 01-33 grants maximum 1 region.
Rolling 34-66 grants maximum 2 regions.
Rolling 67-98 grants maximum 3 regions.
Rolling 99 grants maximum 4 regions.
- When you have 8 regions you can set 1 region as your Capitol*.
- Boats can colonize 2 regions, after that the Boat is depleted.
- Ships can colonize 3 regions, after that the Ship is depleted.
*A Capitol takes atleast a roll of 70 to take, nomatter the roll of the defender.
All adjecent regions take atleast a roll of 50 to take.
Once a Capitol has been captured by an enemy, you can not set a new one. You can only (try to) retake it.
- If you are part of an Alliance you can trade/give Boats/Ships and regions with/to eachother.
You can not trade your Capitol Region nor its adjacent regions.
- Setting a new Capitol is possible after 8 turns. Your old Capitol Region will return into a normal region and its adjecent regions aswell.
- If you decide to claim land through a Boat/Ship (colonize) your maximum expansion is that respective region, no matter if your roll is for 2 or 3 regions.
(Thus if your roll is 56, and you wish to expand with a Boat, you can only claim one region that turn; the region the Boat colonizes. But if you decide to just expand, you claim 2 regions.)
- You can always decide to move your Ship or Boat, no matter what you did in the turn.
- A tribe may not settle too close to the Motherland.

Combat:
- If you attack another tribes territory whoever gets the highest Roll wins.
If the defender wins he keeps the territory. Attacking or defending is decided by who declares the first.
If the defender wins the roll by more than 30 extra (att. rolls 40, def. rolls 70) the defender gets a Counterattack Bonus*.
If the defender with the Counterattack Bonus attacks the tribe which attacked him in the last turn, his roll can be 10 lower than the attacker and still be succesfull.
If a defender gets attacked by more than one faction, he rolls a seperate defence-Roll for that attack.
If an attacker loses the roll with more than 30 (att. rolls 40, def. rolls 70) the attacker gets an Attack Penalty on the respective defender.
If the attacker with the penalty attacks the same defender again next round, his Roll gets a 10 penalty. (86 -> 76).
Thus per turn a tribe can attack once per turn, and defend as much as he gets attacked.
*The Counterattack Bonus also applies to any Allies of the attacker which the defender wishes to counterattack.
- Succesful Naval Invasions (attacking from a Boat or Ship) requires that the Attackers Roll is atleast 15 higher than the defenders Roll.
- A tribe cannot declare war on the Motherland. However, the Motherland may well declare war to a tribe.

b u m p

...

Lol no I'm not faggot

this is sweet

bump

name : puzzyslayaz
green
head east

Pmsl!

maybe make another thread in about 20 minutes - i might be able to get some other people involeved
what do you mean? im a tard with acronyms

Quick! Summon your basement-dwelling friends ahhahahaha faggot

A new faction has joined the fray, they call themselves the Pussyslayaz for their somewhat disturbing antics. They head east, escaping the turmoil.

Haha, I'm 12 BTW.

im fucken doin it m8

keep fucking off to the east

>Traveling thousands of leagues to find the edge of the known earth

Damn, I've made a quite few of these threads and this one is quite shitty. I'll try again in a while.

thanks

where the hell are the romans

and what do you make these with

Romans are the small blue dot (Boat), crossing the river.

Map is drawn by hand in Paint and all the rest is done with layers in Photoshop.

wow ok, thats pretty impressive - thanks for doing something not collosaly shit and actualy improving the quality of the board

yeah, im just blind as fuck and cant spot the romans

I'll make another thread in 15-20 minutes.