Rolled 71, 68, 79, 27, 28, 7, 37, 64, 1, 85 = 467 (10d100)
>>6009492>Name:Serene Republic of Enlightened Goatmen
>Leader's name:First Speaker Baaran
>Race(s):Goatmen
>Color(for if/when I get a map):>General location:Upon the gentle rolling coasts of the Shimmering Sea where the River Itza flows
>Fluff about nation:Formed originally as a defensive alliance among goatmen villages to fend off other more savage beastmen, the Serene Republic has slowly evolved into a proper state. From within each village an elder is elected from among those over the age of thirty and then these elders gather to elect a First Speaker to guide the Assembly of Voices and represent them in foreign affairs. While a peaceful nature at heart the Goatmen are not afraid to form militias and defend their homes to the last breath.
>Fluff about leader:First Speaker Baaran is a wise and gentle goatmen elected from among the village elders to represent the republic. By his guiding hand he hopes to bring a new age of prosperity and peace to his people.
>General magic practices:The Goatmen commune with the spirits of their ancestors calling up them for aid in elaborate rituals. Every family maintains a shrine to their ancestors which is central to their cultural practices.
>Population: 9850>Military:4 Goatman Patrolmen +1.2
1 Small Boats [Ship]
>Power level: 1>Tech Level: 1>Bonus:Recruitment: +10
Shamanism: +5
>Tech:[Weaponsmithing I]
[Medicine I]
[Tools I]
[Construction I]
[Armour I]
[Taming I]
>Buildings:[Orchards II]
[Forge I]
[Mines I]
[Quarry I]
[Lumber Mill I]
[Capital II]
[Shrine I]
[Barracks I]
[School I]
[Basic Roads I]
[Agora I]
>Others:[Copper Ore]
[Protective Trinkets]
[Copper Tools]
[Fresh Produce]
[Patriotic Education]
[Capraopolis, Pearl of the Republic]*
>In Development:Cultivating power! (6/?+3)
Turn 47
1. More cultivating power! (6/?+3)
2. We are on the cusp of having proper boats to carry us across the wave, soon not even the sea will be safe from the mastery of the Goatmen! 5/6
Turn 48
1. Faces of the Big Bad Wolf would adorn the shields, what once struck fear into the hearts of Goatmen will now terrify their foes! 5/6
2. With the boats done it is time to properly set up a fishing wharf
Turn 49
1-2. The Big Bad Wolf was a creature of monstrous size and ferocity, it’s children will be just like and shall be raised to fight alongside the Goatmen and perhaps if they grow big enough as mounts..
Wolf Cubs (1/1)
Turn 50
1-2. Continue the search for a good herding animal 1/6
Turn 51
1-2. Baaran will head out and personally see this strange “cart” that the old goat has designed, he knows better then to simply dismiss things as his peers often do.