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/builders/ - Hero and Nation Builders!

A board for forum-based wargaming, collaborative storytelling, and salt.
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The King Is Dead; Long Live The King!

File: 1444097927829.png (1.29 MB,2061x1279,2061:1279,Eidolon.png)

9426b7 No.10277

Welcome to Lands of Eidolon, a nationbuilder where new nations rise from the ground up in a world where the ruins of a once great empire remain. Several new races have just taken their steps into forming communities, soon to form into powerful nations.

—–

Rules: http://pastebin.com/Y2GzvhQa

This game functions on the alpha rule system created by Red_Philosophy.

—–

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

____________________________
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9426b7 No.10279

Name: The Mericon Hierarchy

Race: Mericon (Large Bipedal Cockroaches)

Color: Brown (not picky)

Government Type: Elite Consensus

Economy Type: Neofeudal

Religion: The Mericon worship power, and power only.

Location: Mountains, any mountains.

Fluff: The Mericon an extra planar race that has contaminated many worlds, traveling as something of a plague. This group, now isolated, seeks to dominate the world and the creatures that live there in the pursuit of ever more power. To that end, the Mericon are utterly savage, relentless, and numerous; everywhere the Mericon go they engage in xenoforming, conquest and war. Rarely has a world been found that does not bend to their liking.

Mericon society very much reflects the personality and demeanor of the average Mericon: hash and pitiless, hierarchichal, and driven by the lust for power in all forms. As such, it functions in an awkward and mean fashion, with powerful Mericon elites determine policy in a loose consensus with this policy filtering down to the swarming roiling masses below. Religion, often held as a reflection of higher values in other societies, is merely a mask in Mericon society; an avenue for more power and status, and a chance to join the elite formations of society. Truly, the only god of the Mericon is power, naked and unashamed. Economically, the hierarchy is a vicious class society – neofeudal, with some capitalist autonomy, but more resembling postmodern economic slavery than any quaint philosophy of mammals.

Civil "society" is a fast-paced, bewildering, and frightening place – so much so that it is upsetting to other races to interact with or look upon. It is a frightening society of nightmares, where every Mericon individual fights to survive and dominate others; an awkward beast in total, but truly monstrous when elite formations manage to agree on policy.

Pastebin: http://pastebin.com/zySjqBF6

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9426b7 No.10281

>>10277

Name: The Earthen Ring

Race (Determines bonuses): Orokov [Plant people]

Color: (Determined map color): blue

Fluff (Determines bonuses): As the shaman say, long ago the Oroko were made by the spirit of the sun when it gifted it's essence to a spirit of the woods. From those offspring sprang all future generations of Oroko. We were peaceful and without worry. We who guarded the homes the spirit of the woods and aid the beasts that dwell there. But we received a rude awakening when those from the plains did not heed us and cut the woods. The spirits lashed out, sending monsters to the plain dwelers and the plain dwelers blamed the neighboring tribe of Oroko. We united to fight them off, and now we are here, with the council established in that war still holding the tribes together. Maybe we may become more?

Government Type (Determines some stats): Elective council

Economy Type (Determines some stats): tribal

Religion (Determines magic): Worship of nature spirits.

Location: Any forest.

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9426b7 No.10282

>>10279

Population: 5 (+1.2)

Food: 1 (+.5)

Currency: 2 (+1.2)

Legitimacy: Barely Stable

Culture: 2

Industry: 3

Unique Buildings: House of Elites

Defenses: 1, Wooden City Wall (small)

Military Units: 3 Mericon Soldiers

Resources/Quantity: Wood, Stone

Magic/Spells: Type: Disease

Technology: Currency (Stone Coins), Hovels

Territory: 1

Bonuses/Eccentricities:

-Money Lust: Currency is generated at an increased rate.

-Parasitic: You grow in faster quantities.

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9426b7 No.10283

>>10281

Population: 5 (+1)

Food: Stable

Raw Currency: 1 (+1)

Legitimacy: Stable

Culture: 4

Industry: 1

Unique Buildings: Central Shrine

Defenses: 1

Military Units: 1 Orokov Bruteroot (Strong)

Resources/Quantity: Stone, Wood (Large amounts)

Magic/Spells: Type: Life

Technology: Bridges, Medicine (Basic)

Territory: 1

Bonuses/Eccentricities:

-Photosynthesis: If food is lacking, Ovorok can feed from the sun upon rooting themselves. Food is a pleasure item.

-Spiritual: All religious buildings increase culture by an extra +1 upon completion.

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9426b7 No.10284

Dice rollRolled 24, 90 = 114 (2d100)

>>10282

Mericon Hierarchy:

Population: 5 (+1.2/turn)

Food: (Unstable)

Currency: 2 (+1.2/turn)

Legitimacy: (Barely Stable)

Culture: 2

Industry: 3

Unique Buildings: House of Elites

Defenses: 1, Wooden City Wall (small)

Military Units: 3 Mericon Soldiers

Resources/Quantity: Wood, Stone

Magic/Spells: Type: Disease

Technology: Currency (Stone Coins), Hovels

Territory: 1

Bonuses/Eccentricities:

-Money Lust: Currency is generated at an increased rate.

-Parasitic: You grow in faster quantities.

Actions:

1. Disoriented and unstable, the Mericon Elites grow nervous at the prospect political disunity on the new world. A series of executions begin for minor infractions follows, and an elite consensus begins to form. Mid-ranking Mericon on the hierarchy are soon cowed, and regional authorities report that state efficiency has increased marginally. If this is the case is anyone's guess. [increase stability, sacrifice population]

2. The Mericon Serf-Peons begin their work building additional infrastructure, the drivers constantly at their backs. Quickly they burrow into the ground, and the hovels of the Mericon soon change to leviathan chambers underneath oceans of granite. [Develop underground warrens, increase population growth]

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9426b7 No.10288

File: 1444104290356.jpg (1.18 MB,1920x1080,16:9,Jolly roger.jpg)

>>10277

Name: Council of the Black Seas

Race (Determines bonuses): All kinds of races from the most normal of humans to the most bizarre of creatures in the land, even a merperson or two has roamed the seas under the Black Flag

Color: (Determined map color): Black

Fluff (Determines bonuses): When the first civilizations began making a territory in Eidolon there were those who did not wish to do the work for the gain, they instead accosted those who did the work honestly and stole their hard earned goods. When Sea travel became a thing so to did sea trade, and thus those who decided that while the sea life was theirs so too should be the goods of those who dared travel on it, thus piracy was born. For ages pirates stole and sank from various merchant ships and took all they could, while hiding wherever they could find a bolthole. Eventually a single town was started by a few pirates that slowly grew into a thriving port town, a haven for pirates, a place for them to unload their ships' holds and to let down their guard marginally.

In order for Haven to not crumble at the first bit of hostility between differing crews a charter was needed, and in order for a charter to be created the Black Council was born, 12 of the strongest captains and admirals, in both naval and personal strength, gathered together to set down the Pirate Law. Most of these laws centered around keeping peace within Haven and that if the Council calls you must assemble, while it was frowned upon to pirate upon one another, the Council knew that it would happen and decreed that so long as it was not within Haven that it was fine, but that all Pirate activities could be made forbidden upon other pirates in the event of a need to Muster a call to arms to protect their way of life.

Those who break the code are submitted to Nehut's mercy, tied up and sent out to sea in a single rowboat with no oars the perpetrators are almost always killed by the Sea's Will, those who survive return, changed, by their venture, most become "Priests" of Nehut, or quickly make their way to Captaincy and strong contenders for the Black Council, masters of the Sea and it's magic.

Government Type (Determines some stats): The Black Council, made up of the 11 strongest pirate admirals and captains and the Keeper of the Pirate Law

Economy Type (Determines some stats):

Mostly trade and barter based, what with various currencies from different empires flowing in it's usually based on materials and trade goods.

Religion (Determines magic): The Sea God, Nehut, a cruel mistress of the waters

Location: The island in the far east with the ruins on it

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9426b7 No.10290

File: 1444105779337-0.png (87.28 KB,900x450,2:1,East Havana.png)

File: 1444105779340-1.jpg (115.3 KB,898x377,898:377,Soldiers.jpg)

Name: The East Island Trading Company

Race: Human

Color: See the map key for available colors. Royal Blue (Dark Blue)

Fluff: The East Havana Trading Company was created by Imperial Charter, to govern, colonize, and manage stable, profitable colonial enfranchisement of the island of East Island. Given an entire division of troops for its protection, as well as a number of colonists, they established a thriving colonial city. Due to the great distances of the ocean, a precedence of self-autonomy and salutary neglect enabled the Company to maintain control over itself without the need for lengthy authorization overseas. They are governed by the Company, which is headed by both the Board of Directors, and the regional governor the Viscount Vandal.

Then came the collapse of the Empire. Expected shipments failed to arrive, as ships sent to investigate mysteriously vanished. It was as if the entire world suddenly vanished.

It then dawned upon them when the first ship DID return, of terrible, horrible events that had befallen the Empire. A complete and utter collapse, and they very well might have been the only region spared. For days a great sorrow and morning befell the colony, but even while this happened, slowly, from the lowest rank to the highest eschelons, the smell of opportunity wafted among the isolated capitalists.

Out of the disaster, they stood to profit. Out of every depression, somewhere someone rises. The Gods had spared them as the last Imperial bastion for one reason and one reason alone. With bayonets and muskets, with cannons of cast iron, and ships of wood and timber, their sailors and soldiers set out to restore Imperial order to a world gripped by chaos.

Their order. By any means necessary.

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

Government Type: Corporate/Noble Oligarchy

Economy Type: Mixed Economy

Religion: The Imperial Church

Location: norther eastern island (the big one)

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9426b7 No.10293

>>10277

Name: The Draconian Supremacy

Race: Draconians. Dragons and dragondescended races.

Color: Black/red if possible

Government Type: Council of elder dragons

Economy Type: Feudal

Religion: The dragons have no need for religion, they are the pinnacle of creation and the lesser draconians revere and worship them.

Location: The southern mountains

Fluff:The draconian supremacy is the collection banding of the draconian races under their dragon overlords. The dragons act like nobles in many other nations, each controlling an area and everything and everyone in it. Dragons not having an area can either join another stronger dragon as a retainer and warrior or go on one of the conquests for more land to get itself a territory to lord over. At the top of the hierarchy is the ruling council of ancient dragons and the head councilor to whom all other dragons swear allegiance. Lower down under the dragons are the various dragonkin and their numerous lesser cousins the kobolds.

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9426b7 No.10296

Name: The Monolii

Race: Constructs, Golems and Automatons and such.

Color: Grey.

Fluff: In ages passed, there were people on this isle. True people, not hunched pygmies and monstrosities. These people stood tall, their empire spreading far and wide across the great big blue. In their majesty, they began to craft their own children, the Monolii, to serve them and work for them, a task to which the Monolii took gladly.

As time passed, the people of the isle simply began to leave, the Monolii left to their own devices for several centuries before the idea that perhaps some new orders would be needed. Thankfully, the Monolii, as a whole, came to rewliaze that it was impractical to continue working as normal, and began to set themselves into small societies in the ruins of the old cities.

As time passed, they began to centralize into more authoritarian societies, finding themselves harried by the degraded, beastial remnants of the people of the isles. In their despair, they began to fight back, putting the poor, degraded remnants of their old masters to rest.

With their once masters cast off, they were directionless, unable to determine what they should do now. There were no masters to wait for, no-one to work for. That was, until some of the more intelligent Monolii took to working for their own aims. Their desire to work for themselves was of course seen as wildly heretical by the majority of the Monolii, but none of them really had anything left to do otherwise, starting to pick up their tools and work as their new masters directed them.

Over time, these Monolii began to carve a society for themselves, eager to do their masters, new and old, proud.

Government Type: Techno/Theocracy. The Oldest Monolii are the most intelligent and most powerful, beingregarded popularily as gods in their own right. As such, they rule as executive and legislative commanders based on Seniority.

Economy Type: Trade is entirely free within the society, the risk of grain loss being basically moot, Any one being may sell it's wares as it wishes. Outside of the society, however, the resources are levied by the central council, and traded as is appropriate.

Religion: They Worship the idea of age, celebrating the ancients who came before them, and the Greater Ancients who crafted them, and so on.

Location: South Eastern Island (Smaller one with the Ruin)

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9426b7 No.10304

File: 1444181412490-0.jpg (551.81 KB,800x963,800:963,1417981532740.jpg)

File: 1444181412491-1.jpg (377.36 KB,1600x958,800:479,1417981128265.jpg)

>>10277

>>10277

Race: Tecoixinaotl (Lizardmen)

Color: Crimson with black trim.

Fluff: http://pastebin.com/ZnMBzeab

Government Type: Ruled by a single absolute ruling family (Along with a small amount of lower-level nobles) with huge concessions to the incredibly powerful priesthood, with the underclass forming a greatly respected warrior society and huge amounts of slaves and ill-respected farmers.

Economy Type: Raids and wars. Trade only when absolutely necessary - such is beneath the mighty Tecoixinaotl. We take.

Religion: EXTREMELY religious, with an officially mandated cult centering around warrior tradition, powerful blood magic centered around mass sacrifice of slaves and peasants, and a great, terrible pantheon of Gods that destroy the world on a whim should they be displeased. You worship, you give your blood, and you let yourself die for the Gods when you are called upon.

Location: Far south of the map, in the forests.(Jungles? Hopefully jungles)

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9426b7 No.10305

>>10284

Oh, forgot my allocation points. 2 into resources and 2 points into industry and 1 point into defenses.

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9426b7 No.10499

Name: Louhi

Race (Determines bonuses): The Valo Kivi, a humanoid race made of living stone. They generally resemble humans in shape, although tend to be smoother and less knobbly than humans. In coloration, they tend to be a grayscale color, ranging from pure black to milky white, typically depending on their environments. Further, each one has a series of stripes, or bands of a brighter color on their body, with tribes tending to have the same, or similar colors and patterns.

They tend to be fairly resilient, but cannot re-grow parts they have lost, and so will continue in a crippled state until they die from natural causes, at the age of approximately one-thousand. The effects of over-population that this long lifespan would cause is mitigated by the fact that the males, rather than being made of the basalt-like materials of the females, are made of a glass-like substance, and, as such, tend to break before reaching maturity. This kills the males, as opposed to only crippling them, as it would the females. Thu, the few males who live to sexual maturity are highly prized, and only used for breeding when replacements are needed.

Color: purple

Fluff (Determines bonuses): The Louhi tribe is one of many that inhabits the rocky slopes, and are characterized by their black skin and angular, purple bands.

While the typical "religious" practices of the Valo Kivi are based around an animistic pantheon, with spirits for each stream and mountain, the Louhi are of a quite different faith. One night, every officer in the tribe was visited by the same dream: that there was a great spirit, the Heart, at the center of the world, and all rock-folk were her children. She further gave them a command: unite all their sisters together, and dig a tunnel to the center of the earth, to re-unite with her. So, from that moment, their mission was clear.

Government Type (Determines some stats): Tribes are organized similar to modern military units, with a hierarchy of officers, and units. Typically, officers have absolute authority over their subordinates, but if the lieutenants determine that the captain's actions are contrary to the interests of the mission, they may organize to confront her and remove her from command.

Economy Type: Command economy, run for the good of the company.

Religion (Determines magic): Monotheistic, explained in fluff.

Location: that cluster of mountains south-east from the one with the monster.

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9426b7 No.10511

Due to scheduling problems I'm not going to have time to run Eidolon. Feel free to take the map if you want though.

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9426b7 No.29989

This

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9426b7 No.29990

Board

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9426b7 No.29991

Is

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9426b7 No.29992

Really

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9426b7 No.29993

Super

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9426b7 No.29994

Goddamn

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9426b7 No.29995

Absolutely

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9426b7 No.29996

Completely

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9426b7 No.29997

Disgustingly

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9426b7 No.29998

Ungodly

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9426b7 No.29999

Gay

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