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The King Is Dead; Long Live The King!

File: 1449462352839.jpg (42.47 KB,640x480,4:3,SALTY.jpg)

160ad7 No.18541 [Open thread][Last50 Posts]

This is the 2nd thread for Apocalypse Academy.

Previous Thread: http://8ch.net/builders/res/13902.html

Previous Fluff Thread: http://8ch.net/builders/res/15890.html

Current Fluff Thread: http://8ch.net/builders/res/17778.html

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160ad7 No.31167

>>31166

https://www.youtube.com/watch?v=dZBoiW460nU

-~That isn't good~-

Gwen's body feels heavy as she tells it to move. The entity's mouth has begun to glow, almost like it is drawing in and charging particles from the surrounding air, and it is being focused directly at her.

No good. She watches the red light as it races towards her.

I hate you.

-~I know~-

"Prism Shard!" Uriel's voice sounds like some sort of god damned singing.

The entity's beam strikes the prism that forms before it, throwing a kaleidoscope of colors out like embers from grinding metal or the most brilliant fireworks Gwen has ever watched. The barrier begins to crack as the onslaught continues, but soon the beam begins to wane and grow weaker. The retch-like motion of the entity sends a pulse that shatters the prismatic shield and continues toward Gwen.

"Ave crux spes unica!"

The skies part, allowing a single ray of light to stand between Gwen and the fading attack. The ray becomes a cross, radiating a barrier of what can only be called 'holy' light. The new barrier dissipates the attack with ease.

"Can't let you die when you owe us all a drink, Gwen." Shirley lifts Gwen to her feet. "Looks like everyone is here, then."

The Academy's magical girls and boys look between themselves, then toward the entity.

"So, we're doing this, then?"

Shirley laughs. "Deus Vult, Gwennie."

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160ad7 No.31170

>>29975

>>29976

>>29978

>>29981

>>29988

Azzy turns to his allies and manages to mutter one word. "Flee," in a sibilant whisper. A moment later, the boy has taken a rather ghostly form and heads off straight through a nearby building, fleeing the monster that was once Collin.

Hulk tries to gather everyone else into a coherent group, but can't stop Alexei from running toward the source of a rather unsettling arrow launched at the monster threatening to destroy the Academy.

With a serious face and a tightened bandanna, Hulk runs over to the others and scoops up the little Hulksteress 'Moko' onto his shoulders. "WE'RE SCHEDULED TO HEAD BACK OF HOUSE! NO USE IN SENSELESSLY JOBBING, BROTHER, WE NEED TO GET OUT! NOW!"

The others quickly nod, Lucy quickly moving to scoop up the badly wounded Jenni before returning with the other, rather irate, girl in a princess carry.

As Hulk leads the group toward the other end of the academy, those that dare to glance back witness the counter-attacks launched by a number of their peers. A training mecha with one arm attempts to distract the entity with a melee weapon, the dwarfed mecha clearly unable to even close upon the entity.

Dodging sweeping blasts of energy and limbs that seem to sprout from the entity at random, the mecha pilot fights for their life. Magical attacks begin to pelt the entity, finding no purchase as a hexagonal barrier forms to block every attack.

Alexei is thrown over the group as they flPost too long. Click here to view the full text.

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160ad7 No.31171

>>29965

Krieg stumbles to his feet at the sound of the evacuation alert. Some of the others manage to help him as those left in the auditorium make their escape away from the fighting. Fortunately, there are a number of soldiers with DOOMvees that were near the auditorium, and the escape for those that remained was only hampered when a single DOOMvee was caught in a blast from the entity.

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160ad7 No.31172

>>31167

Gwen cursed at the world. Alexei and Hiltama were dead for sure, and two of Shirley's team had likely joined them. Nothing was getting through that thing's defenses. Uriel was at his limit, too. That damned traitor was about to witch out in the middle of a fight.

-~Bring me to him~-

Go to hell.

-~Fine~-

"URIEL, QUICKLY, COME HERE." Gwen struggled, but it was useless. Her body wouldn't listen.

What have you done!

-~What needs to be done~-

Uriel limped over, wiping tears from his eyes. "We can't win this, Gwen. I'm sorry, I'm so sorry."

"You're turning into a witch."

FUCK YOU DONT TELL HIM THAT.

"W-what!? No! No! NO! I don't want- I don't want that! I don't want to be a witch!" The light in Uriel's soul gem faded as despair overtook the boy.

-~STRIKE~-

Her body suddenly her own again, Gwen formed an arrow in her grasp and drove it up, into Uriel's throat and skull. His blood boiled off as it ran down her arm, then Uriel shattered into a thousand crystal shards.

Gwen's hand grabbed the grief seed that was once Uriel's gem.

-~You wanted a super power boost?~- A shadow crept from Gwen's hand and swallowed the grief seed. -~Enjoy, while it lasts~-

The power was intoxicating, or maybe Gwen was just bleeding internally at this point.

-~Only a little~-

The AcademyPost too long. Click here to view the full text.

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160ad7 No.32042

>>31172

-Motherfucking Omake time-

Eyelids shouldn't feel this heavy. You can rub sleep out of your eyes, right? Yeah, just got to get those hands up and get that sleep right out of there. Is everything heavy, now? This sucks.

Azzy rubbed his right eye. It felt so rough, but his vision seemed to be better. The bandage on his hand was holding a little tube in place. What is that called? Oh, an IV. Why does he have one of those?

"Slowly, shuug. You're hurt bad, don't try to move too fast now." The voice was nice, like it actually cared. Was it fake?

Hey, why does everything look funny?

Remmy hovered through the ceiling, making a goofy grin. The older nurse's head blocked Azzy's view of the spirit. She was holding up her pointer finger.

"Shuug, you're safe now. You're in a hospital, ok? Can you tell me your name and how many fingers I'm holdin up?"

"Azzy. One."

"Good, good. You're doin good, shuug. We've got you on a morphine for the pain, so don't worry your little brow if you feel funny, ok?" She grinned down at Azzy.

"My left arm feels funny. And everything looks off."

The woman flinched. "Oh, shuug…"

Remmy floated around her head, pulling his left arm into his body and popping out his left eye.

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File: 1469857023291.jpg (62.14 KB,736x472,92:59,big_thumb_111235c55a3605c3….jpg)

8cda98 No.28808 [Open thread][Last50 Posts]

What a Fantastical Age (of Sail) Builder

In the fantastical world of Arantil a new continent has been discovered across from the old lands surging the world into an age of Sail. Old world nations rush to claim this land and it’s new resources. The world of Arantil is flush with exotic races and creatures with everything from elves to giant salamanders roam, while true magic has faded from the world some power still dwells in ancient magic and less powerful “Arcane” magic is used to do simple tasks and used to learn simple things such as the coming weather.

—–

For a long time a great storm has raged across the new world stopping new arrivals and making sea travel all but impossible to all those but the most daring. However on this day a great thunder of cannonfire can be heard all across the sea and chunks of serpent wash up on the sandy shores across the continent. The storm has lifted and with it a rush of new colonists have set out to make their claim on the new world and the riches it has been told to hold.

—–

5 Turns till the Boom starts

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8cda98 No.31491

File: 5ddba1d9d571099⋯.jpg (426.4 KB,440x624,55:78,ImperialArmy.jpg)

Dice rollRolled 29, 99, 24, 25 = 177 (4d100)

>>31451

Name: Kievan Rus

Country of Origin: Rus

Nation Fluff: The largest Empire of the old world, Rus was long considered the most primitive and barbaric of the Old world Empires, and often won wars through the sheer amount of men they could put on the field. The land was a cold one, with the sparse land suitable to farming available only to the Boyars of the royal court, who forced the serfs, common men reduced to slaves, work the land and themselves, often to death. Then came a new king, a man to force a change upon all of Kievan Rus that would rock the county to its core. Turmoil was rampant for the first few years, but soon the country was stable and prospering; a series of wars brought much land to the Rus Empire, and now it finds itself a rising Owlbear among it's once strong competitors. This is in no small part to a wonder technology discovered by it scientist-Emperor, a means through which feats of in-imaginable complexity are completed using some sort of arcane energy. This new discovery, deemed heretical by the rest of the world, has caused a massive falling off in foreign relations, and now the country prepares again for war, this time against most of the known world. In an attempt to further bring his country up to speed with the modern world, and attain new, exotic resources for the war effort, the newly crowned Emperor Scruffitius orders a fleet to be constructed to ferry his people to this "new world" and take it for Rus.

Nation Type: Colony/Tsardom

Population: 2432 peeples (+100 per turn), 27 Nymphs & 37 Ice Nymphs 300 Dooples

50 Felipns

Food: 36 - 23/turn from pop | +26/turn from food produc. [Net: +3/turn]

Resources: Lumber [17] +3/turn | Frostwood lumber[6] +2/turn | Fish & game (food) +26/turn | Pelts [14] +2/turn | Iron [6] +1/turn | 2 Strange Weapons | 2 Strange Idol | Murplish [6] +1 per turn | 1 [Tiny Floatwhale Herds] +1/turn

Beast: [5 Murplish] | 1 [Kralik Bird] 1 [Floatwhale Herds]

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8cda98 No.31492

Dice rollRolled 55, 58, 2, 11 = 126 (4d100)

>>31451

——-

Start Position: On the coast of the volcanic island

Name: Principality of Temnland

Country of Origin: The Empire of Drakensriech

*Country Fluff: The Empire of Drakensriech, allegedly founded by dragons, has a long and "prestigious" history of warfare with their neighbours having grown strong by eating anyone seen as too weak to rule themselves. In recent years however things have been stagnant, with most neighbours remaining strong enough to not seem an easy enough target. So when the new world was discovered the empire naturally wanted their slice of the cake.

Nation Fluff: Prince Temnick, fourth in line for the Imperial Throne is a scholar by preference, but still trained in the art of war by tradition. On his 23rd birthday he was declared lord of his on land, a tiny province in the new world. With the entire empire expecting their new lands to grow, Prince Temnick, lord of Temnland is sent to the new world. While annoyed that he's torn from his research he's now determined to make the most of things.

Nation Type: Colonial Charter

——–

Population: 1499(+6%)

Food: 18 (-14/turn, +9/turn = -5/turn surplus)(-1 from shiping this turn)

Resources: [Lumber: 5 (Sent: +10) (+1/turn)] [Food +9/turn] [Gold: 5 (Sent:10)(+1/turn)] [Iron: 4 (Sent: 5+5) (+1/turn)][Silver: 5 (Sent: 5) (+1/turn)] [Stone: 5 (Sent: +5)] [Dark Tome] [Staff of Ragubaba]

Settlements:

+[Large Town(Goldenhome)(400p)]

+[Medium Town(Dragon's Landing)(300p)]

+[Tiny Elegant City(Ambition)(1000p)]

Assets: [Small Farm][Tiny Silver Mine][Tiny Gold Mine][Tiny Iron Mine][Small Hok Melon Farm(Double food production/+1 percent fertility)][Tiny Fishery][Tiny Stamporf Ranch][Small Library(+10)][Tiny Shipyard][Tiny Shrine (99-100 crit range)]

[GoPost too long. Click here to view the full text.

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8cda98 No.31514

Dice rollRolled 19, 42, 12, 66 = 139 (4d100)

>>31451

Name: Gerry Fitzgerald

Country of Origin: Llywas

Profession: Conman, Rabble-rouser

Fluff: Gerry is a charismatic, forceful man. He could have made it as a revolutionary if he had a cause, or a general if he had any discipline. Instead, he became a conman, and he was one of the best. People naturally wanted to believe what he said. He could whip a crowd into a frenzy if he needed a distraction, and caused a couple of riots in his time. By the time the police decided to do something about him, he had already taken his earthly possessions and boarded a ship to the new world, with a dream to become a feared pirate captain.

———-++++++++++———-++++++++++———-++++++++++———-++++++++++———-

Followers: [65 Loyal Crew], [1 Loyal "First Mate" Captain]

Assets:[The Hugging Mary: Merchant Sloop][The Salty Bass: Merchant Sloop]

Inventory: [Dagger][Fine Clothes][Backpack][9 days rations][5 Frontier Supplies]

Resources and Loot: 50 Gold pieces, 20 various weapons, 8 Looted Treasures, 4 Moderate Knick-Knacks

Bonus:[Charming Rogue] You are a a very persuasive man, people trust you very easily and seem to be easily entrapped by your words, you gain a bonus to any persuasion roll.

Negative: [Wanted Man] You are hunted by the nation of Llywas and have a high bounty on your head.

Skills: [Weak Naval] [Weak Naval Combat] [Cri'Nik Language]

Training: None

Relations: [Cri’Nik Village: Friendly]

>3/10 journey around the continent

1/2/3/4. What? What is this treachery?! I shall not be caught by some foul magic trap! Not when I have come so far. I shall pour all of my will into resisting this sorcery. This treasure shall be mine, and I will not be some statue, hidden away in a temple which nobody will find. [Fight the tPost too long. Click here to view the full text.

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8cda98 No.31630

File: 827f55574ee3dd1⋯.jpg (52.34 KB,640x688,40:43,41469962b87e5ecc8f0c7a8942….jpg)

Dice rollRolled 100, 15, 63, 52 = 230 (4d100)

>>31484

Starting Position: Most Righteous Expedition

Name: Delilah Raha Souri Shiva Pouran Ashaemenid

Country of Origin: Persisia(Ottobassid Empire)

Profession: Sanctioned Inquisitor

Followers: 1 [Felpin Scout “Va’Li”]; [Brakethal Lizard]

Assets:[My Body];

Inventory: [Fine Pistol][Fine Sword][Fine Piece of Tits and Ass][Ottobassid Naval Uniform][Secret dank fucking custom Inquisitor Hat(Dread Queen Pirate Hat)][Backpack][5 days rations][5 Garther Crystals][1 LifeDrain Ore][3 Slimeritter Teeth][6 Horit Pelts]

Resources: 20 Gold pieces

Skills: [Felpin Tongue]; [Coastal Tongue]; [Average Persuasion]; [Moderate Dual-wielding]; [Endurance II]

Bonus:[Pirate Inquisitor] You have traveled the world as a pirate and know work as a inquisitor for the Ottobassid empire, having fought in the toughest of battles and made the toughest of men squeal for death you gain bonuses to combat and the gathering of information.

Negative: [Legacy] You have left behind a legacy of pain and suffering, though you have turned your ways around if your past is ever revealed it will not turn out well for you.

1; Test materials to see if they burn when touching the mystery ore and if a cloth or something doesn't burn, pick some of it out and store it with the material wrapped around it

2-3; Hunt for stronger monsters

4; Mark this spot and search for more ores

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8cda98 No.31631

File: 30a2636d11e6dc2⋯.jpg (69.07 KB,539x648,539:648,image (28).jpg)

>>31630

>>31484

Fuck, what does this mean?

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File: 1454132920653.jpg (57.46 KB,550x400,11:8,nightisdarkandfullblack_fu….jpg)

493ee3 No.22763 [Open thread][Last50 Posts]

"The Stark's were right" the maester says, looking out the ruined watchtower, the snow falling hard, as it has for the last year or so. He turns away from the dreary sky to the warmth of the fire and takes a seat next to the knight, his armor dented in most places, and rusted in all others. "Dead right, the poor bastards," retorts the knight, as he wipes some blackish ooze off his sword "Winterfell was the first to fall when this Night without End began." the maester looks forlornly at the flames, watching the embers dance as they slowly fade. "Hey old man, you hear that?" the knight says, a sudden fear taking his voice "I cannot say that I do, my hearing has departed me somewhat in my old age." "That's the thing, there isn't any noise, not even the wind…" A creaking, quiet as a dormouse, then silence again. "It's the dead of night boy, maybe the storm just died down, regardless, I'm going to sleep, and you should too, we have a long way ahead of us till we reach the sands of Dorne." "Verily, never thought I'd be so happy to see those sun-baked again." another creak, louder this time; the knight grabs his sword, chipped and slightly misshapen from constant use. "Something's here" The knight whispers, quickly kicking out the fire. "By the seven! Do you think it's one of them ?" says the maester as he fiddles with his chain link nervously; its Valaryian steel link glimmering softly in the darkness, his voice barely audible, but the hint of terror in it unmistakable. "Hard to tell, to quiet to be a wright, but not quiet enough to be a ice spi-" The words, trapped forever on the tip of the knight's tongue as his head rolls lazily off his shoulders, a being with flesh pale as snow walks out from the shadows, his blade, that of pure ice, now slick with the late knight's blood. "S-STAY BACK! BEAST FROM THE NORTH" The maester hands start to glow in imitation of the flame, however, the heat in his hands is very real… "BY THE LIGHT OF R'HLLOR, I CLEANSE THEE FROM THIS WORLD!" he screams, flames suddenly shooting from his hands. The White walker staggers, then an unearthly scream rises from it's frozen throat, it crumples under the barrage, but the maester refuses to let up, he continues to char the creature, to ensure it's death. Content that the heap on the floor is dead, the maester quickly runs to his fallen comrade, uttering a quick prayer, he blesses the man's corpse before administering the last kiss to the coPost too long. Click here to view the full text.

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493ee3 No.31508

Dice rollRolled 2, 61, 60, 46 = 169 (4d100)

>>31493

Hero Name: Geoffrey Sterling

>Fluff: See first post in thread

>Health: 21/30

>Equipment:

Rusty Mace (+2 to combat) Brittle , Dragonglass shards

>Relic:

>Supplies: 3 days

>Magic: Skinchanging (L1)

>Languages: [Basic High Valyrian]

>Starting Location: Maidenpool (Dusttown)

>Contacts: Lord of Dusktown's Guardsmen (Friends with many of the hired blades of the Overlord)

>Party:

>>Termi:

>Health: 10/10

>Equipment: Dagger (+1 To combat)

>Furs

>Bonus: [Too Well-Groomed] - You are charming to the same sex, for some off reason. +10 to rolls involving men

Ice: Direwolf Pup

>Health: 5/5

Feed meter: 4/10

>How to Train your Dog: 2/10

Frost: Dragon hatching

>Health: 5/5

Feed meter: 5/15

>How to Train your dragon: 5/10

1/2/3/4. This room will provide good shelter from the storm. Our breath, bodies, and flame will heat it up. While we rest here, and wait out the storm, we can look around the room. It would be foolish to simply pull off the coffin's lid, without first finding out whether it's trapped, or perhaps even who's inside it. The walls, floor, ceiling, and coffin itself will provide me with more clues as to what's going on here. If things look safe, we can remove the lid, but be ready for a fight just in case. [Check the room for traps or clues about the tomb's occuPost too long. Click here to view the full text.

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493ee3 No.31511

Dice rollRolled 26, 66, 25, 52 = 169 (4d100)

>>31493

Hero Name: Randyll Beryl

Nation Name: The Knights of Summer. (TKS)

Fluff: >>22784

>>22840

>Resource resource creators:

A stock of cattle: 2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive )

Resources:

Wood: 9 (+3 1/2)

Iron ore: 4 (+2 2/3)

Iron: 5

Bows: 92

>Supplies: 12 days’ worth

[milk +1 CC:2/3]

[farms +3 CC:1/2]

>Population: 73 peasants

14 farmers (10 currently working on farms)

40 various artisans (1 bowyer, 1 apprentice blacksmith))

>Military:

70 Militamen (L0) 13 Ranger recruits (L0) 2 Sellsword Trainees (L0)

10 Swordsmen (L1) 62 Men at Arms (L1) 8 Ranger Regulars (L1)

9 Guardsmen (L2)

5 Mounted Knights (L3)

Specialist: 5 Merchants (once per turn able to buy 1 of one supply per merchant for 30 gold pieces each)

Bonus: [Stannis the Mannis] – Your grim attitude and stern demeanor for some reason endears people to you, and you find it easy to both locate and recruit people to your cause. +5 to recruitment rolls.

Hero Stats

Health: 25/25

Inventory: Valyrian Steel sword (+10 to single combat)

300 Torches (+2 to combat with walkers and wights)

Magic Ability: Necromancy L1

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493ee3 No.31515

>>31156

3. You have the men start tapping the trees, fashioning stylish buckets to catch the slow-running resin the drips from the Spruce trees you have tapped

Gain "Building" - [Tree-Tappers] - + 1 unit of resin every 2 turns

4. The work on the workshop begins in earnest, with the framework and the walls being built in the same day, with a craftsmen being located among your men as well.

Bowery: 2/6

-1 Pop

+1 Bowyer

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493ee3 No.31626

File: 3059337ea461a2e⋯.png (377.32 KB,566x745,566:745,FeelNavalOfficer.png)

RIP thread. You were a fair builder, simple and entertaining, yet unforgiving. You will be missed.

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493ee3 No.31628

Hero Name: Bryce Gardner

Nation Name: Warmth of the Garden

Fluff: "Called us crazy did they? That it was a stupid idea. Well poppycock on them, we were fucking right!"

Bryce Gardner seemed an eccentric, if not downright mad noble of the Reach, after he took the words of the Starks and Rumors of the north to heart.

Always complaining and warning about the ice demons beyond the wall and that winter really WAS coming, he spend a vast sum of his fortune stocking up his estate with glasses and glass making foundries, boilers and furnaces in excess, candles and lighting.

He was especially interested in Alchemists and any wizards for their ability to create fire, warmth, and light.

He funded and built massive "Glass Gardens", structures built entirely of glass which "would keep plants warm in the coldest winter, fed on molten snow and lampight in dim day or eternal night."

All over his lands these indoor gardens and farms popped up, as he ordered more glass foundries, chimneys in every house, pine tree's planted and "snow melting" boilers were built, to such a point it nearly came that his 'madness' almost cost him his life.

And then winter came. And it never left.

Bryce Gardner spent a full week writing letters and laughing and gloating over his prediction being right.

Now he owns one of the most fertile, if not THE most fertile and well stocked places north of Dorne where food still grows and people aren't cold or hungry. They are in fact, well fed, well stocked, and warm.

Resources: A stock of cattle (2 cows (4 days meat if butchered, +1 supplies milk every three days if kept alive)

>Working furnaces!

>Fish House

>Lumber Mill:

>3 Unfertilized Greenhouse

-Potato Crop (+5 food every two days if replanted)-

-Wheat Crop (+5 food every two days if replanted)-

Wagon Workshop

Water Wheel

Tree Tappers

Addons: WheePost too long. Click here to view the full text.

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File: 19d60f1cad1715b⋯.jpg (1.16 MB,1680x1050,8:5,128502597314.jpg)

b9c80c No.31124 [Open thread]

For thousands of years, the monsters have been subjugated and slaughtered by the Forces of Light. Ordinarily, the monsters would have a high level of autonomy, however, within the last 100 years the Emperor has started calling for the tribes to be organized and borders defined. This shift has been slow and been met with resistance, but it has been happening either way. You were born within one of these tribes and a great destiny or a terrible fate awaits you.

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b9c80c No.31253

File: bae90f2849ac69c⋯.jpg (51.87 KB,470x647,470:647,1463336788896.jpg)

Hello, I will be making a new thread with more info and maybe a slightly edited sheet and story. Please post any qualms you've had with the thread and/or content you'd like to see.

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b9c80c No.31307

>>31253

Looks good so far. I like the CK style character sheet. Get that shit up and running, my man.

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b9c80c No.31321

>>31307

This.

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b9c80c No.31504

>>31253

Update when

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b9c80c No.31507

File: e5e6f614d785149⋯.gif (1.99 MB,321x223,321:223,DeliveryFactory.gif)

>>31253

Where's the thread, nigger?

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File: 1457129562163.png (62.71 KB,1000x1000,1:1,Summoning Circle.png)

d1e98b No.24648 [Open thread][Last50 Posts]

Congratulations Scum! You're an imp, born by getting chucked out of the sea of chaos into the pits of Gehenna. You're the lowest weakest and least magical of demon kind, used as fodder and food for your betters. However with some time , much work and a massive amount of luck you might ascend to the rank of lesser demon.

You dream the dream that all demons dream, to raise yourself to the rank of Demon Lord. To gain complete dominion over a pit and make it your own. However the road is long, dark, hard and is full of competition and other pitfalls. However you're now completely without merit as you are, even though you lack a name. For you see while all imps look more or less the same some lucky imps have a few changes and upgrades in their form that make them slightly better than their fellows. More likely to survive and thrive in the various pits the demons dwell in.

Fill In:

>Physical differences:

>Magical differences:

>Body color:

Note you can only get up to 3 differences from norm total and the stronger the difference the more slots it will take. I.E. One slot of wings would let the imp glide, true flight would require two slots said flight would be slow as flying goes. Moderate speed flight would require 3 etc.

Don't fill out or you get eaten by a wandering demon

>Rank: High Imp

>Name: Nameless (names will not be acquired until you become a true demon)

>Bonus:

>Allegiance:

>Innate abilities:

>Influence:

Meta: This is a redux of my previous builder. Things have been cut out due to my inability to execute properly(like the mortal world), and I am instituting a 8 player hardcap. If you're absent for more than 5 turns you're dead and a new player gets a chance. To those who were invested in their imps I apologize, but the old builder was untenable in my opinion.

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d1e98b No.30822

>Physical differences: Rending claws.

>Magical differences: None

>Body color: This particular imp's skin is a loathsomely shifting, incomprehensible pattern of colors and textures that disorientate and utterly disturb those that gaze upon it.

>Rank: High Imp

>Name: Nameless (names will not be acquired until you become a true demon)

>Bonus:

>Allegiance:

>Innate abilities:

>Influence:

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d1e98b No.30942

>>30608

1-2 3

>>30618

4

>>30655

5

>>30814

6

>>30822

>Bonus: Mesmerizing: Unwary foes will be mesmerized by your shifting colors. This can have a variety of affects.

>Innate abilities: Claws 1, Eldritch Shroud 2

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d1e98b No.30943

Dice rollRolled 28, 14, 34, 85, 57, 65 = 283 (6d100)

>>30942

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d1e98b No.31027

>>This is a notice to all players, Demon Rising Redux is canceled effective immediately. I have mishandled a lot in it and can no longer find the drive to try and work with it, especially with the plot holes in it I have found. I appreciate all the players who stuck with it and my asshattery of being GM.

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d1e98b No.31028

>>31027

Tis a pity, I was and still do enjoy DRR. It's been fun.

I'll always be ready should the cancellation ever be lifted.

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File: 1470862372244.png (1007.01 KB,2140x1750,214:175,Innovelis.png)

50a823 No.29426 [Open thread][Last50 Posts]

Innovelis still as the Age of Silence comes to a close, having laid dormant since the fall of civilization. This was once a prosperous continent, featuring nations with vast intelligence and armies far beyond those of the world today. However, the land was plunged into chaos by the hand of an awesome power beyond that of even the Kott, the former superpower of Innovelis. Now a new wave of civilizations begins to show. While small, these nations have the potential to one day surpass the nations that now sit in ruins across Innovelis. Still, the power that once wiped out this plane may still lay dormant below.

(Please Fill Out)

-Nation Name:

-Race(s): (Give name and some fluff if necessary.)

-Location: (Give a general location. Images of circled areas are fine, but may deviate slightly.)

-Background: (Give as much fluff as possible. This generates tech and bonuses. Good things to mention are what your nation tends to act like and what technologies they have.)

-Links-

IRC: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Full Ruleset (Edited Regularly): https://docs.google.com/document/d/1i_oC3w3NSttBmmwM0j12PgRdTSpaQDU58meFMLarHRE/edit?usp=sharing

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50a823 No.30941

Dice rollRolled 19, 69, 2 = 90 (3d100)

>>30939

-Nation Name: The Inemari Magocracy

-Race: Elves

-Map Color: Purple

-Nation Fluff: The Inemari was once the court magicians for a kingdom long ago. Their magic and magi-tech discoveries and research brought great prosperity to the kingdom, and their wisdom in many matters were known throughout the nobles of the kingdom, and many sent their children to learn from them. The king grew suspicious and worried that the mages would pull a coup and as such banished them from the kingdom. The mages and their supporters were sent from the kingdom and forced to settle a new city in the wilderness. Now, so many years later, the Inemari are a proper city state, and are ready to be so much more.

The Inemari are lead by the strongest wizard in the lands, which is known as the Archmage. This is decided based upon fair and public trials and contests that test magical knowledge and abilities. Their economy is run in a guilds based system, where every business needs a mage patron in order to operate legally.

-Territory: 4

-Population: 16 (+1/turn)

-Food: 16 (+1/turn)

-Locations:

+Inemar (Capital)

-Buildings:

+Logging Camp (+.1 Wood/turn)[Inemar]

+Central Tower

-Defenses:

+1 City walls [+1][Inemar]

-Units:

+1 City Guard Unit [+1][Free]

+1 Levy Spearmen Units [+.5][Free]

-Resources:

+Wood [5.1](+.2/turn)

+Stone [3.9](+.1/turn)

+Ivory Tusk [.1]

+Thick Pelt [.1]

+Strange Gears

+Odd Crystals

+War Golem Frame

+War Golem Leg [2]

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50a823 No.30946

Dice rollRolled 13, 97, 38 = 148 (3d100)

[ROYAUME]

-Territory: 3

-Population: 12 (+1/turn)

-Food: 12 (+1/turn)

-Locations:

+Poudlard

-Buildings:

+Castle Poudlard

+Poudlard's School of Witchcraft and Sorcery

-Defenses:

+1 Castle Poudlard [+1][Castle Poudlard]

-Units:

+1 Wandetiers [+1][Free]

+2 Militia Wizards [+.5][Free]

-Resources:

+Wood [3.9](+.1/turn)

+Stone [4.9](+.1/turn)

+Flying Brooms [0.5]

-Tech:

+[Wands I]

+[Flying Brooms II]

-Magic:

+[Enchanting I]

+[Construction Magic I]

+[Expansion Magic I]

-Tactics:

+None

-Eccentricity:

+Wizard Skills: The wizards of Royaume de Sorcier are effective at developing new magics, but have a slower time developing new technologies.

1-3. The Wizards of Poudlard's had finished the second phase of improved expansion magics. Cataloging the right combination of divination charms, alarm enchantments, and crystal ball scouting. Different magics working in tandem to improve the rate at which they could reasonably expand to the land around them, alerted of dangers, pointed to choice fields and fertile plains, resources marked out on crystal ball maps. The key now was to synergize these magics into a single tech, that would allow them to use it passively. Only by achieving the third level of understanding and magical preparing could they actively use it.

develop Expansion Magic III

+[Enchanting I]

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50a823 No.30947

Dice rollRolled 22, 47, 34 = 103 (3d100)

[Royal Snaga Republics]

-Territory: 4

-Population: 15 (+1/turn)

-Food: 18 (+2/turn)

-Locations:

+Seamund

-Buildings:

+Royal Parliament House

+Lumber Mill

+Farm

+Drydock

-Defenses:

+1 Royal Lifeguard [+1][Seamund]

-Units:

+1 Llaelese Heerban [+1][Free]

+2 Snaga Nightwatch [+.5][Free]

-Resources:

+Wood [4.6](+.2/turn)

+Stone [6.0](+.1/turn)

-Tech:

+[Projectile Weapons I]

+[Construction I]

+[Complex Machinery I]

+[Ships I]

-Tactics:

+[None]

-Eccentricity:

+Technological Superiority: While the Snaga do not have a problem producing advanced or more complex technologies, excelling at it in fact, they cannot utilize magic whatsoever, their blood muddled by generations of non-magic users.

1-2. [Mechanical Labor I]

The Snaga are many but even with their numbers it only increases the number of things that need to be made in order to supply them. Using our knowledge of machinery and technology we should devise methods to increase output via machines, as opposed to Snaga.

3. [Build Ships]

As an island our navy is our greatest defense. A wooden wall for the RSR.

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50a823 No.30948

>>30947

1 and 2 do benefit from

+Technological Superiority: While the Snaga do not have a problem producing advanced or more complex technologies, excelling at it in fact, they cannot utilize magic whatsoever, their blood muddled by generations of non-magic users.

3 gets

+[Projectile Weapons I]

+[Construction I]

+[Complex Machinery I]

+[Ships I]

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50a823 No.30973

Dice rollRolled 57, 43, 2, 72, 38, 34, 91, 70, 17, 8, 41, 19, 1, 88, 65, 27, 88, 57, 99, 11, 2 = 930 (21d100)

[City of Genies]

-Territory: 3

-Population: 5 (+1/turn)

-Food: 5 (+1/turn)

-Locations:

+Player Named Capital

-Buildings:

+Player Named Capital Building

-Defenses:

+1 Player Named Defense [+1][Capital Name]

-Units:

+1 Player Named Unit [+1][Free]

+2 Player Named Units [+.5][Free]

-Resources:

+Wood [5](+.1/turn)

+Stone [5](+.1/turn)

-Tech:

+[Lampcraft I]

-Magic:

+[Runes I]

-Tactics:

+None

-Eccentricity:

+Bound and Chained: Genies wield powerful sorcery and enchanting magics, and have an easy time calling upon them in combat.

#1-3 spirits of magic, the Djinn find it uncomfortable to stay on the ground for long periods of time. they prefer to float, or even fly about, either as whisps of smoke or in the form of birds and other flying creatures. the Djinn practice their Flight skills.

#4-6 the Djinn summon more imps, for Magical Labor. other races often use machines or method to increase the labor of the individual, but the Djinn as an individual has the Imp. It comes in many forms, fire imps to weld or melt, ice imps to cool, air imps to lift into the air, many tiny hands come together tireless and indefatigable. each imp specialized to a specific task no matter how small, such as the hammering of a nail, a line of imps working as one. when their task is finished, they return back into the ether, rewarded with a bit more magic for their service. in time, imps who work hard, will become minor Djinn.

#7-9 from high atop their tower, the Djinn send down bolts of lightning against enePost too long. Click here to view the full text.

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File: 1441590868129.jpg (1.34 MB,3277x4642,3277:4642,Arda.jpg)

712bc8 No.9552 [Open thread][Last50 Posts]

The year is TA 328. High King Eldarion I, Son of Aragorn II Elessar, has just died. His son, Aranyond I, has ascended to the throne at the age of Forty-Six. Most men of the Reunited Kingdom have not known conflict, as the War of the Ring ended over three centuries ago, and King Elessar’s wars of unification ended hundreds of years ago. The ents of Fangorn and a handful of the most ancient dwarves remember the heroism that led to the downfall of the second Dark Lord and Enemy of the World. However, whispers of an evil cult have persisted for over a century, though none of the rumors have any credence to them. The realm of Man is peaceful. Some elves have elected to remain in Middle Earth after the War of the Ring, for it is the land that they have always known. They yet reside in Mirkwood, Lothlorien, and Imladris, with many others scattered throughout Arda. The Hobbits of the Shire continue their peaceful, solitary existence and remain ignorant of the world outside their borders. The Dwarves of Middle Earth live and work in their deep halls, as they ever have, with many living in Khazad-Dum (Retaken by Durin VII, ruled by Durin IX), Erebor, or Belegost. Harad and Rhun are autonomous, with some of their land being ruled by the Reunited Kingdom after the reunification wars of Elessar I. They enjoy a happy peace with the people of Middle Earth. The land is in the midst of a golden age, and it seems that the dark shadows of the past have been thrown off forever.

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712bc8 No.30689

>>30629

don't you ignore me dara

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712bc8 No.30738

File: 2de79191c87f157⋯.gif (287.78 KB,292x256,73:64,Dinklebrows.gif)

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712bc8 No.30768

File: 18811101bfdac84⋯.jpg (250.16 KB,820x505,164:101,1471010699646.jpg)

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712bc8 No.30809

>>30768

I don't think that the image I posted means what you think it means.

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712bc8 No.37314

File: 6d01784b6df32e8⋯.jpg (471.51 KB,1120x979,1120:979,glorfindel-vs-balrog-from-….jpg)

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File: 29adb05cba7a270⋯.jpeg (107.55 KB,576x878,288:439,stars-constelation-crusad….jpeg)

a2d943 No.30584 [Open thread]

Name:

Age:

Country of origin:

Fluff:

Do not fill in:

Weapons/Equipment:

Bonuses:

Companions:

Countries to choose from:

Kingdom of France

Blois

Toulouse

Boulogne

Flanders

Kingdom of England

Normandy

Le Puy-en-Velay

Vermandois

Brittany

Republic of Genoa

Armenian Cilicia

County of Sicily

Taranto

Roman (Byzantine) Empire

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a2d943 No.30609

>>30584

Name: Eric Barson

Age:22

Country of origin:Kingdom of England

Fluff: Eric is a lower noble of England he and his younger brothers Michael and Richard have come to the holy land with what soldiers they could raise to try and make a name for themselves and carve out a small kingdom. They are not motivated by religion but by power. They pay the necessary homage to the church to keep it off their back but care little for the teachings.

Do not fill in:

Weapons/Equipment:

Bonuses:

Companions:

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a2d943 No.30625

>>30584

I don't understand your thought process on the countries. Are those all the regions who provided soldiers for the 1st crusade?

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a2d943 No.30636

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a2d943 No.30637

>>30636

I think Flanders might have been in the Holy Roman Empire at the point of the first crusade

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a2d943 No.30784

File: 54d550eaa8b896c⋯.png (388.19 KB,710x634,355:317,1280.png)

>>30584

Before I actually get invested and post. Will we simply be playing as crusaders and this will be one game, or will we be able to either form our own crusader states or play as descendants or later versions of ourselves? Or both?

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File: 1451118601536.gif (137.48 KB,800x400,2:1,D Wolr.gif)

e963b4 No.20406 [Open thread][Last50 Posts]

Hello, and welcome the Fantasy /d/ Herobuilder.

You enter a violent, savage world. A world of dark gods and raging imperialism, of magic and science and powers unknown. Of Barbarians and Pirates, of Slaves and Slavers, of Monsters and beings of all sorts.

Are you an Adventurer? A warlord? A knight? A demon? or something else?

Fill this in

>Name:

>Race:

>Fluff:

Don't fill this this:

>Health: Healthy

>Money: 5 Gold Coins

>Belongings: Clothes, Rucksack

>Level: 0

>Fame/Infamy: (You earn this in game)

>Skills:

>Equipment:

>Followers:

>Bonus: Based on fluff

>Location: (Pick one, but think about the consequences.I will likely elaborate on the nation you find yourself in if you choose one. I may override your location request based on your fluff)

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e963b4 No.30022

Dice rollRolled 65, 12 = 77 (2d100)

>>25584

>Name:Olivia

>Race:Siren

>Fluff: Olivia is a Priestess of the Goddess of unworldly beauty who is trapped in the moon. She uses the arts of her Order to control beasts and men. The goal of the Order was to make something effortlessly above all else. Olivia has left the temple by horse on a mission given by the High Priestess to find the Lost Scrolls which are said to be held by monks far away.

Health: Healthy

Money: 5015 Gold Coins

Belongings: Clothes, Rucksack

Level: 0

Fame/Infamy:

Skills:

[Song of Wrath]

Equipment:

Followers:[Johnathan, Werewolf], [Fohr, The Dragon]

Equipment:

[Priestess Robes]

[Flute]

[3rd of the 7 Dragon Spheres]

Bonus: [Call of the Siren] - You have the ability to play a song that can lull or lure beasts and men of weak will, but be forewarned, that there are few things that can overcome the heat of passion, anger, or zealotry, and not all things have ears to hear.

Yes I hear now the voice needed and desired. If dragons may join me then perhaps here too the Goddess would prevail in this heart to heart song.

12 A heart to heart song and the crescendo of a Goddesses's love. Here too was a creature striving for life and affection.

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e963b4 No.30577

wen are ze oopdates?

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e963b4 No.30603

>>30577

>This faggot is bumping dead builders

Stoopis.

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e963b4 No.30648

>>30603

What is dead can never die

LONG LIVE /D/!

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e963b4 No.30663

>>30603

Go host lotr builder again

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File: 199ce6a43ac0069⋯.jpg (53.79 KB,400x287,400:287,8008.jpg)

1129d2 No.30282 [Open thread]

—Setting—

Long ago the gods left this world in a flash of light and thunder which shock the very soul of the world. Emerging from nooks and crannies the new tiny inhabits emerged forming tribes and societies in the wreckage of the God's home. Will you strive to claim the glory of the old world or build new glories for yourselves!

—Misc—

[Spark]

Tiny droplets of light that float through the air during the night. Those with the aptitude for it can capture these droplets in water and use their power to change the nature around them!

—Areas—

[The House]

The old house of the God’s still stands though it has seen better years. In it now dwells many a tiny denizen from new sentient creatures to fearsome rats and mice. Those living inside the house are quite adept at scavenging and learning of new technologies! They do however have some problems growing foods!

[The Attic]

The Attic is a desolate place with but one solitary area of light from a hole in the roof. Those who dwell in the attic are isolated but resource scarce growing hard and bitter in this desolate wasteland.

[The Cellar]

The Cellar is warm, wet and dark. Perfect for squirmy and squishy things, those living here are often quite populous and the ground fertile they have troubles expanding into the light. Spark seems to also drift less often into the underground areas.

[The Yard]

The vast and open yard is home to many a tiny folk who dwell beneath the grass. They are often very in-tune with the spark and the use of it’s power while having troubles grasping technology. With abundant natural resources they can exploit far better than the others.

[The Forest]

The foreboding woods that surround the known world. Few who enter ever return. Full of nasty critters, beasts and savage tribes!

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1129d2 No.30489

>>30287

>Revise [Spark Gifted] +5 to spark gathering research

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1129d2 No.30511

>>30488

I want to lodge a complaint about no heroes

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1129d2 No.30519

>>30488

I want to lodge a complaint about cunties ruining heroes for everyone else me.

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1129d2 No.30583

Nation Name: Salamandastron

Type: Micro

Race: Anthro-rabbits Lead by a badger lord and his wife

Location:[Yard close to the forest]

Background: Salamandastron is the place where the rabbits first awoke to intelligence thanks to the spark. They are smaller than their wild unsentient brethren but such is the price paid for true thought and much greater dexterity. Now they focus on two things: growing food and training soldiers. Their end goal is to cleanse the world of evil races and retake the world of the gods to make it once again into a place of civilization and tranquility not the savage barbarous world it has become.Our numbers are few now but we will grow. The badger lord will guide us to greatness.

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1129d2 No.30634

>>30583

[Salamandastron]

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +2/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement[Forested +1 to resource harvesting sources]

Structures: [Farm]>Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+2]

Magic:

Technology:[Spears I][Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

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File: 1452219522104.jpeg (273.89 KB,1024x805,1024:805,image.jpeg)

60a915 No.21458 [Open thread]

Welcome to Anatolia squire! We are here to rid the Holy Land of the filth that is the Muslim religion!

What? You say you're a knight? AHAHAH! A joke like that will get you thrown in the dungeons!

Fill this in:

Name:

Age:

Country of origin:

Fluff:

Do not fill in:

Weapons/Equipment:

Bonuses:

Companions:

Rank: Squire under knight (roll 1d20)

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60a915 No.21948

File: 1452819581107.jpg (202.44 KB,1100x950,22:19,just.jpg)

>>21458

We still gonna kill the Sacarens mi'lord?

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60a915 No.21955

File: 1452824978725.png (480.32 KB,960x622,480:311,SexVsCrusading.png)

>>21948

If the crusades don't start soon, I'm going to be forced into sex.

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60a915 No.30579

Name:

Age:

Country of origin:

Fluff:

Do not fill in:

Weapons/Equipment:

Bonuses:

Companions:

I, DIO, am now taking control of this HB, remake profiles with this template instead!

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60a915 No.30580

Countries to choose from bois

Kingdom of France

Blois

Toulouse

Boulogne

Flanders

Kingdom of England

Normandy

Le Puy-en-Velay

Vermandois

Brittany

Republic of Genoa

Armenian Cilicia

County of Sicily

Taranto

Roman (Byzantine) Empire

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60a915 No.30582

>>30580

>>30579

Why not make a new thread if you are serious about taking it over?

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File: 1468347102321.jpg (177.85 KB,1069x747,1069:747,Utul.jpg)

a1c7c5 No.28120 [Open thread][Last50 Posts]

Welcome to the Utul College of Ancient Sorcery, newest applicant! I am your headmaster, Maximillian Donnel, and I’m delighted to welcome you to our halls! As you well know, we've invited you to join our private institution based on the quality of your innate magical ability. We see promise within you, and wish to improve upon your talent through study, experience, and, of course, tests. By the time you graduate from our fair institution, you will be a full fledged wizard in the concentrations of your choosing! Isn't that delightful?

Now, we have a number of magical guilds that you are able to choose to be a part of while studying at Utul. We require that all students choose a guild to be a part of in their freshman year, for your guild also determines where you reside. Unlike other academies, we actually let you choose your guild! Please, read up on them, and decide which one is the right fit for you.

>http://pastebin.com/nTumfDRG

You must also choose your freshman year classes! We require that all freshman study at least 1 major concentration of magic, though many elect to study 2, and the most astute even take on 3. You also have the option of taking 1 or 2 minor concentrations. Peruse the list, and make your pick!

>http://pastebin.com/P9GSmEST

Finally, if you could fill out this applicant form here we’ll be all set (A picture of yourself would help the records people! [and the GM]):

>Name:

>Year: First Year

>Origin (Where do you come from? What is your background?):

>Guild:

>Major Concentration Classes:

>Minor Concentration Classes:

DON’T FILL BELOW

>Origin Bonus:

>Inventory:

>Skills:

>Companions:

>RepuPost too long. Click here to view the full text.

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a1c7c5 No.28436

File: 1469189211260.png (474.05 KB,1282x892,641:446,1465880648959.png)

Dice rollRolled 48, 91, 49 = 188 (3d100)

>>28395

Name: Quintinius

Year: First Year

Origin: Hailing from the literal "Edge" of the world, Quint (as his friends know him) was once a student in the Knight's Academy, the great prowlgrin riders of Sanctaphrax, the great floating city in the sky. After a mix-up with a cloud-eater and the whole Edge freezing over, Quint thought that a change of Scenery would be nice, and put in a transfer to the Utul College of Ancient Sorcery, where he hoped to excel in his Destruction based magic and some minor Enchanting.

Guild: The Lionhearts

Major Concentration Classes: Pyromancy & Enchantment

Minor Concentration Classes: Weapon Channeling, Mythical Linguistics

>Origin Bonus:

+[Mistakes, I've Made a Few] Yeah, that incident with the cloud-eater was pretty bad. On the bright side, the whole experience has made you pretty accustomed to avoiding failure in the future. 30+ rolls count as successes for you.

+[Edgewalker] You have a knowledge of the world that is uncanny to most individuals and historians. +5 to rolls involving analyzing or scrying ancient manuscripts, artifacts, or scrolls.

Inventory:

+[Enchanted Waters {Enchantment Tome}]

+[Theories on Magic {Ancient Manuscript}]

Skills:

Companions:

Reputation:

+[Handsome Devil] +5 to rolls involving the opposite sex.

Afflictions:

Spellbook:

>>Pyromancy:

+[Minor Burning Touch] Sizzle an object or a person with a quick flame jetting from your fingertips. Avoid using in forests, you'll anger Smoky.

Other:

>Bookworm progress 4/5

Post too long. Click here to view the full text.

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a1c7c5 No.28438

>>28436

I feel so bad for laughing at that so hard.

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a1c7c5 No.28439

Dice rollRolled 59, 90, 31 = 180 (3d100)

>>28392

>Name: Sasha Omren

>Year: First Year

>Origin:

Heroes never die.

>Guild: Elementalists

>Major Concentration Classes:

+ Restoration

+ Watermancy and Frostmancy

>Minor Concentration Classes:

+ Necromancy

+ MMA (because reasons)

>Origin Bonus:

+[A Frosted Kiss] You are able to trace your bloodline back to Travius Omren, nicknamed the Frost Father due to his uncovering of the existence of Frostmancy. The blessings of water and ice mastery flow to you from your ancestor, granting you +5 to frostmancy and watermancy related actions.

+[Healing Hands] You have spent much of your life curing others of their ailments and afflictions. It is easier for you to identify diseases, and you possess a +5 bonus to restoration magic related actions.

>Inventory:

>Skills:

>Companions:

>Reputation:

>Afflictions:

+[Hope] Something gave you promise for a better tomorrow! +5 to all rolls next turn!

>Spellbook:

+[Minor Frosted Touch] Freeze a small area of an object or unlucky individual for a short while. Not to be confused with the spell Tony the Tiger uses to make frosted flakes.

+[Minor Healing Hands] Lay thee hands upon a wayward injured soul and heal them of a minor affliction, such as a boil or small cut.

+[Adrenal Rush] Feeling tired? Well, not anymore! Counter the effects of a lullaby or sleepy spell, or give yourself that extra oomph in a physical endeavor. Use with caution, as the aftePost too long. Click here to view the full text.

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a1c7c5 No.28736

Dice rollRolled 81, 49, 49 = 179 (3d100)

>>28395

>Name:

Karsten Eskildsen

>Year:

First Year

>Origin:

Probably you heard about soothsayers and clairvoyants and their mystical powers allowing them contacting the dead and look beyond the veil of the future or ask about the past. But have you ever tried to imagine how it is to live with such powers? When suddenly an angry ghost appears and demands something from you? Or a disjoined, fragmented vision of future or past starts flashing before your eyes, while being indistinguishable from reality?

Now imagine childhood with such powers. It just sucks. Lady Luck on your side if you were at least born in some backwater, where they won't instantly label you as a lunatic or possessed. I was. I don't mind that - at least they didn't burn me for witchcraft. Grandpa always told me it is a gift, passing each even generation in our family. And I should just live with it and embrace it without a fear, because there is nothing to fear.

Thing is, grandpa died when I was still a nurseling. And yet he still taught me more than the village witch. Eventually the entire clan decided it would be best to send me for some further schooling, since there was nobody around to help me with my powers. So here I am. What are you powers then? W-wow! Can you do that again?!

>Guild:

The Mystics

>Major Concentration Classes:

Conjuration, Psionics, Naturemancy

>Minor Concentration Classes:

Alchemy, Mythical Linguistics

DON’T FILL BELOW

>Origin Bonus:

+/-[Spiritspeaker] You are able to see all spirits still walking across the mortal plane, benevolent and malevolent. Normally spirits are able to disguise themselves from others in the mortal plane by existing in the undead reality, butPost too long. Click here to view the full text.

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a1c7c5 No.30578

ded

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File: 1469805503661-0.png (491.11 KB,560x696,70:87,1469071160995.png)

File: 1469805503661-1.jpg (201.09 KB,1250x787,1250:787,1469071440602.jpg)

41a5a2 No.28778 [Open thread][Last50 Posts]

The heroes of Maradoc is a preliminary HB to the NB happening in august. We will be playing a few rounds and have a few adventures with your hero to see what his/her approach to things is. This is to give me as the gm a better idea of how you plan to play this character and the nation they will lead in the future. So that your future nation will gain benefits and negatives based off how you played said hero and the moral choices you made. There isn't much risk of death in this short game however permanent injury and future alliances/grudges can and probably will be made.

Maradoc is a very low magic world while most fantasy races do exist including demons and angels they aren't super magical beings more winged human/animals with a penchant for good/evil deeds. The same for most monstrous races think of them more a result of a much more diverse and robust evolutionary system than anything coming into existance via magic. So please do keep the snowflakeness to a minimum.

Char sheet

——-

Hero Name:

Hero race:

Hero's race description: (if using a generic fantasy race feel free to leave mostly blank. IE humans/wood elves/etc we all get the idea of how those races function already)

Hero fluff: (Don't give me some super long detailed mary sue shit. The idea is to flush out your character via this thread not give an already set in stone superhero and world saver shit you people do most of the time from the getgo. Things that you should include are preferred fighting method types of geography they like and personality descriptions)

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41a5a2 No.29638

>>29637

The men drop their previous attitudes. The offer of a giant's service is no laughing matter. The man's face quickly becomes businesslike and he asks you to please accompany him to see his captain. As he is better suited to discussing business.

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41a5a2 No.29639

>>29638

"Well you are in charge here then? I have come to offer my services in cracking open the Gnomish lands for you. I assume a smart man like yourself can see the advantage to that. I would demand 30/70 loot privileges"

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41a5a2 No.29640

>>29639

The captain considers your offer for a moment.

Hmmmm 30 is a hefty price but if you could indeed Crack their city walls it would be worth it. However the fact remains I don't know or trust you. There is a large village east of here. The elven warriors there have proven… troublesome for us. If you wish you can join us on a raid there at 15-85 and show us your worth.

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41a5a2 No.29641

>>29640

That sounds acceptable for this first raid

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41a5a2 No.30075

Dice rollRolled 3 (1d3)

>>29415

cheering bonus

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File: 1426645556894-0.png (285.05 KB,1174x962,587:481,Novosstaniye Medvedka - Ma….png)

File: 1426645556895-1.png (88.05 KB,777x880,777:880,Novosstaniye Medvedka - Po….png)

c4a0af No.768 [Open thread][Last50 Posts]

The year is 2050 in Novosstaniye Medvedka (нoвoccтaниe мeдвeдь), currently the second-largest city in Russia proper and located a skip and a beat northeast of Moscow. After the depression of 2035, the United States of America and Canada have fallen off the worldwide stage, struggling to pick itself up. However, a resurgence of nationalism and productivity in a solidified EU have allowed the European states to enter into a cold war with an exponentially growing China, a teetering balance of power that threatens to collapse at any moment. Russian power, in contrast to the changes of the last 30 years, has been largely stagnant since taking Ukraine in 2016, dealing many much-needed resources to both China and the EU. Novosstainye Medvedka, translated to the ‘Uprising Bear’, was built in 2027 and has experienced the single largest growth of any settlement in history, the city filled to the brink with the extra populations of Russia, Europe and China. The interesting ethnic makeup of the city and relative neutrality of Russia have convinced both superpowers that Novosstainye Medvedka is the key to swaying Russia in favor of their side, with eventual victory all but assured with Russia’s sole support. A rising tide of Russian Nationalism and a possible explosion of Russian power threaten to clear the entire playing field, and it seems everyone from the gangs of the Medvedkan slums to the biggest supercorporations and every PMC and Secret Society in between has an agenda for Novosstainye Medvedka, and, perhaps, the world. Sheet and rules next post.

There are two ways to play here, as a faction and an individual. Factions can be anything from a political group or outside supercorp to a violent street gang, but they all start off with a miniscule amount of influence in the city for whatever reason. Individuals are simply powerful people and can be anything from supersoldier experimentation gone rogue or a violent rabble-rouser to an influential general, and can either be independent or be the subordinate of a player playing a faction. Factions can have no more than two separate players acting as individuals for their faction, and you can have an individual playing as the faction leader of your faction. Don’t expect to succeed in most actions without proper resources in them – Having no money and trying to swindle political figures to your side is highly unlikely to work, or trying to control/take over districts with no military force. Two actions a turn, Post too long. Click here to view the full text.
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c4a0af No.29781

File: 1471746697024.jpg (126.59 KB,1200x800,3:2,1470777708676.jpg)

>Name of Faction: The United Socialist National Party

>Name of Faction Leader: Orson Vasilav

>Preferred Color: Red

>Military Strength: 25,000 Red Army [normal weapons, loyal] 10,000 Gangers [self-replenishment, loyal]

>Buildings: Training Facility

>Money: [250,000 RUB] [Dock Tarrif] +25,000 RUB/turn

>Districts controlled: 2 Executive, 1 Docks, 1 Industrial

>Faction Specific Bonus: [Heroes of the People] The USNP sparks memories of a powerful and strong Russia among the common people, and find recruitment and mobilization of them quite easy. [Commissars] make all forces loyal

>Im back if youll let me in again, i didnt know this builder was still going, I was the red guys in the industrial district, can I jon in once more?

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c4a0af No.29782

>>29781

Are you fucking dumb? Look at when the last post was.

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c4a0af No.29790

File: 1471874767123.jpg (179.76 KB,1024x710,512:355,1397565260633.jpg)

>>29781

Don't believe the propaganda Comrade.

Медведев воскреснет из мёртвых.

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c4a0af No.29792

>>29790

Get this commie bullshit outta here. Everyone knows America runs medveka

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c4a0af No.29910

Dice rollRolled 26, 47, 97, 33, 67, 69 = 339 (6d100)

>>29792

Оно секрет товорищ.

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File: 1470184877181.jpg (4.04 KB,284x177,284:177,TheMoonsSorrow.jpg)

3d2a6d No.29069 [Open thread][Last50 Posts]

A thousand years have passed since that wretched day.

The day the moon blotted out the sun thrusting our realm into this perpetual state of night, it is no longer our domain,but theirs.

The monsters run rampant across our kingdoms pillaging and raping and there is not a single thing any of us can do but pray for the dawns return.

We all know it's false hope,but false hope is all we have in these trying times.

It's a damn miracle anyone has lasted this long. The death toll has gone past the millions by now and continues to sky rocket every day.

The endless state of depression most of us feel is worse still, we've given that hopelessness a nickname. We've taken to calling it "The Moons Unforgiving Sorrow."

[Now that,that bit of introductory fluff is over let me introduce the setting. The setting is fairly self explanatory. It's a medieval dark fantasy with most of the plot being stated in the fluff. I will post nation templates.rules and the map in the post to come.]

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3d2a6d No.29536

File: 1471029525763.png (3.04 MB,2452x1840,613:460,Moonlightsorrow.png)

>>29285

Your necromancy has improved gain [Advanced Necromancy]

You find the most evil resource known to the realm gain [Voidstone]

It would seem whilst constructing the walls..the tombwalls which had skeletal parts consisting of heads,feet, the usual…you accidentally aimed a necromantic spell at the wrong place and it hit the walls…they are now alive…on the bright side the moaning and wailing will scare the piss out of people…the downside you probably aren't going to get any sleep…or be able to think properly. GAIN [Living walls]

>>29280

Your scouts are unable to find much, but the do find out there is a nation to the very,very,very,very southeast of you.

You finish the mint in a single day, lucky you. gain [Mint]

You start the upgrades on the merchant district [Better Merchant district 1/3]

>>29277

Yooz managed to get even more irun and shinaz. [High-Quality Iron & Gold]

You also construct a port for da waagh ships. gain unique building/defense [Port]

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3d2a6d No.29537

Dice rollRolled 97, 73, 8 = 178 (3d100)

>>29535

Name: County of Varingia

Race: Human

Color: Blue

Fluff: Legends say that the first count of Varingia ruled before the long night. He was a wise ruler, and kept a cool head. The county was prosperous and large under his rule. Then the long night came, and with it the unending monsters. The Wise Count lamented the loss of life and became secluded. When he finally freed himself from his sorrows he spoke to the populace, and spoke words none of the county shall forget. "Hold strong my people, and hold to the light. Bury your honor, your fear, your weakness. Stand strong beside your fellow man, and reach beyond what you once were. Today, and until dawn comes once again, we are all survivors, and your job is survival. No matter what you must sacrifice to do it. Sacrifice all but your love of your family and friends, and your human heart."

The Wise Count then created the Hunter Guilds. A series of an ever growing number of guilds that specialize in hunting monsters. What they must do to gain the power to do so is up to the guild. As long as the monsters are hunted down and humans are not harmed the county does not interfere in Hunter business, besides the random check ups to make sure the Hunters still hold their human hearts.

Location: Wherever

Economy Type: Guilds

Government type: Monarcy/County

Do not fill these in

Population: 30 +5/turn

Food: 125 +5/turn

Raw Currency: 495 +5/turn

Unique Buildings:None

Defenses:None

Military Units:15

Resources/Quantity:

[25 Researchers]

Magic:None

Technology: [Basic Steel Tools and Weapons]

Trade Routes:None

Territory:15

Bonuses:Post too long. Click here to view the full text.

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3d2a6d No.29621

File: 1471173626695.jpg (184.22 KB,415x462,415:462,1459905262417.jpg)

Dice rollRolled 79, 31, 51 = 161 (3d100)

>>29536

Name: The Orkunheim Confederation

Race: Orkz (fer now)

Color: Red cuz red meanz we goez fasta

Fluff: The Legends say The Orks once had a grand empire and all the species, including the forgotten ones at one point, feared their might and ingenuity. After The Black Raid, however, they've been nothing more than a nuisance and a threat requiring only a band of knights at most. Recently, the Orkz have been summoned by a great warboss of the Ash Clan to their ancestral lands to unify the clans. Warboss Gorkhis'Khan The Bloodaxe has successfully settled and reconstructed some of the old Ork capital as his throne and has begun leading raids throughout the lands.

Location: In da west near doez islandz but not on em

Economy Type: A demanz n warz econmie based on barterin anz valuez of coinz, dink like dem mongolz, ya git

Government type: DA MOST BRUTAL AND DA MOZ CUNNIN IS DA WARBOSS. DA BOSS PICKS HIS UNDERBOSSEZ FROM DA OTHA CLAN BOSSEZ!

Population: 40 +5/turn

Food:125

Raw Currency: 515 +5/turn

Unique Buildings:None

Defenses: [Port]

Military Units: [30 Ork Raiders]

Resources/Quantity: [Abundant Source of Iron]; [Abundant Source of Gold]; [High-Quality Iron]; [High-Quality Gold]

Magic: Majik iz fer zoggin gitz

Technology: [Basic Steel Tools and Weapons]

Trade Routes: none

Territory:31

Bonuses: Yooz an ork ya stoopid zogg. Ya gain a +5 bonus ter ony acshunz da GM deems Orcish/Aggressiv

1; Begin building small "merchant" ships to scout out the area and get resources found along the coast

2-3; Train Warboss Gorkhis'Khan The Bloodaxe Post too long. Click here to view the full text.

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3d2a6d No.29622

Dice rollRolled 14, 59, 38 = 111 (3d100)

>>29536

[Church of the Last Light]

Race: Humans and Elves

Color: Bright Yellow-Orange

Fluff: When the darkness enveloped the city of Elere, there was chaos, riots and mass panic, then the Church of the Light came, they established dominance and brought light to the darkness, they build cities lined with mirrors and marble to take the smallest light and amplify it, and uncovered the secrets of light magic before inviting the surrounding citizens of the surrounding human and elven cities to join them.

Location: Somewhere in the mountains

Economy Type: The Church's economy is based around the light, and thus they reward efforts with light, the upper class mansions are shining beacons as a result, filled with charms and braizers, while the lower class struggle to afford torches. The currency itself is a golden piece, enchanted to glow brighter depending on the value

Government type: Theocracy

Population:39+7

Food:125

Raw Currency: 510+5

Unique Buildings: Church of Light

Defenses: None

Military Units: 35

Resources/Quantity: None

Magic: [Improved Light Magic]

Technology: [Basic Steel Tools and Weapons]

Trade Routes: None

Territory: 20

Bonuses: The light in the dark - Gain a +4 bonus to actions deemed morally just/good by the GM as well as gain an increased pop multiplier of +7 per turn

1) The light is strong, and our connection to it's brilliance is strong. However if we wish to truly spread the light, to vanquish the darkness, then it must be stronger still (Begin researching more powerful light magic)

2) For all it's brilliance, the light has it's Post too long. Click here to view the full text.

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3d2a6d No.29642

Dice rollRolled 21, 92, 95 = 208 (3d100)

Name: The Mountainhold

Race: Dwarves

Color: Gray

Fluff:

The Mountainhold has stood for a thousand years, and will stand for a thousand more. Inwardly grown and apathetic to the world around them, the dwarves were not even aware of the changing of the sun and moons until weary travelers from the surface world told them. Deep in the bowels of the earth, the Dwarves remained prosperous becoming one of the few remaining empires to not merely survive but thrive in the age. Growing in knowledge and skill and technology.

Ruled by the various Guild Families responsible for various duties such as mushroom farming, crystal harvesting, and iron smithing, Dwarf society is well structured and organized to propell the wellfare of the whole nation, working together to dig deeper, build yet greater underground cities, stockpile supplies and expand.

Life has gone on unchanged in the underground empire, who have defended their realm from threats both below and above, and will continue to do so. And as the earth above shrinks in the face of Darkness, the Dwarves have no fear. They've lived in darkness all their lives. For the sun has never shown its face on the Mountainhold.

Location: The Center of the Tallest Mountain

Economy Type: Command Economy

Government type: Family Elective Guilds

Population:25+5

Food:125

Raw Currency:500+5

Unique Buildings:

Smelter

Defenses:none

Military Units:15

Resources/Quantity:

[Adamantium &Bloodstone]

{Dwarf Miners}

[Iron]

Magic: Dwarves can't learn magic :^)

Technology:[Basic Steel Tools and Weapons]

Trade Routes: none

TePost too long. Click here to view the full text.

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