306b3f No.10348 [View All]
Welcome to Søren, the World of Clouds! It's the latest magical nation building game from me, red_philosophy.
Søren is the latest world and probably my most advanced map; it lives alongside Moco and Baader. It's going for "ultra-high" fantasy, which I'm admittedly not sure about conceptually, but we're going to give it a try. Think first age Lord of the Rings with politics similar to Victoria 2. Conceptually the game goes for an aesthetic of "huge".
Rules: http://pastebin.com/Y2GzvhQa
Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
—
The update schedule will be roughly daily, at a rate that I am unsure about. To start, fill this in:
Name: Something not stupid, please.
Race (Determines bonuses): Something not stupid, please.
Color: (Determined map color): See the map key for available colors. (IE: Red with white trim)
Fluff (Determines bonuses): One or two paragraphs please. You may be rewarded for genuine effort.
Government Type (Determines some stats): Get political, please.
Economy Type (Determines some stats): Get political. Command, cooperative, etc.
Religion (Determines magic): Atheism is *not strictly penalized*.
Location: Where you are on the map. The GM has the final say on location.
701 postsand115 image repliesomitted. Click reply to view. ____________________________
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306b3f No.11364
"He's bleeding out, I can't stop it. I can't even find the bullet!"
"Doctor, he's flat-lining."
"I'm calling it, get me an onyx psi-stone." The Doctor leans close to the dying man. "Sergeant, do you want me to Inter you?" A weak nod, then convulsions. "The stone, now! Now damn it!" A large black hunk of onyx, cut to resemble a perfect septa-gram is attached to the same electrode that ring the man's head. It begins to pulse rapidly, a small white light starting at the bottom of the stone and radiating upward. Just before the man on the operating table expires the stone is full of a bright white light. The light fades, changing from white to blue to finally settling upon a rusty red color. One of then urses covers the dead man with a white cloth.
"Sergeant, do you respond?" A different individual asks, holding the stone in her hands. She places it in a small metal housing where it is fastly secured. A mechanical voice speaks to the pulse of the stone.
"Affirmative." A mechanical voice responds. The doctors sigh in relief.
An hour later Junior Captain Oryx stood before the anxiously pacing General Ironbranch. The woman's eyes, usually a calm blue, had become large icy disks. The whites of her eyes had become completely obscured by the frightening irises and Oryx was sure to keep his face firmly locked in front of him, not looking at all at his commanding officer.
"Tactical lapses, equipment failures, and now a blown op with a dead veteran to show for it." She comes to a halt, staring out the plate-glass window with a noticeable frown. A long moment passes in which neither individual speaks. Dahlia's postune changes from the rigid anger to a significantly more calm stance. She lets out a deep sigh and turns back to her desk. "I'm sorry for your loss, Captain. I know Sergeant Bardin was your friend."
"My brother, General." He replies quietly.
"We clearly have work to do here. Your team's equipment will need to be remade. For our exo-suits to be pierced by lead bullets is unacceptable. For you communications to have shorted out, equally so. We'll get it fixed before the next time we send you out."
"How long?"
"I don't know." She replied running a gloved hand through her blonde hair. "A month. Maybe more. In the meantime I want you to comb the ranks. Find a replacement for Sergeant Bardin and get them up to speed."
"With all respect, General. Bardin was a twelve year veteran and at top physical condition for a dwarf. It won't be easy to find a replacement for him."
"Get it done, Captain. We all have hard things to do." He salutes and leaves. She can hear the rest of his Team standing outside, waiting for him. She'd been there, a member of a special section. She knew they'd need time to grieve together in their own way.
"General?" Dahlia snaps out of her reminiscing and looks to the door. Senior Captain Kartz stands with his hand on the door rail. She waves him in the and door closes. "You called?"
"I want a special report handled by you, the quartermasters, and the science teams. Get the gear our team uses fixed. Also, send me the Chief Engineer."
"Ma'am." He too salutes and leaves in a hurry. Dahlia doesn't want more than ten minutes before the Chief arrives next. By then Dahlia is already rubbing her temples with her fingers.
"Chief, I want the autofac to start production on a Tachizyka. We'll give Sergeant Bardin a second chance at life."
"That'll use the rest of our equipment we left with, General."
"I understand, but I'd rather us have a spider tank with a long-standing veteran than just have his psi-stone sitting around in storage. Besides, it'll give the others something to look forward to. His death is going to be one of a great many in the prosecution of our mission on this Gods forsaken Plane of shit and piss. How are we on power?"
"Steadily increasing, ma'ma. I suspect within the next two weeks we can begin construction of the comms relay. Especially now that we have a strong number of psi-sensitives to feed into the array. Maybe three months before we have contact with PAAFHQ. Barring any setbacks or changes to the production schedule of course."
"And the Tachi?"
"Tachizyka Spider Tanks are complex machines, General. On top of that it'll take us some time to synthesize the extra metals we'll need for armor plating. I wouldn't expect it to be done for two, possibly three weeks. It'll delay the construction of the array. Once it's done I suspect it'll be one of the strongest field-capable fighters on this Plane though. They're nearly unmatched back in our home sector."
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306b3f No.11371
| Rolled 8, 3, 5, 3, 10, 4, 4, 7, 5, 10 = 59 (10d10) |
An additional force of [10 Mobilized War Swarm, Very Strong] comes as the second wave. Acting as a massive swarm they strike down any remaining enemies that may remain from the first wave.
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306b3f No.11372
>>11339
>>11340 (Rolls for 339)
>>11371 (Remainder of Forces)
Attack posts go separated some. Just putting them together for ease of access.
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306b3f No.11373
File: 1445399070603.jpg (149.02 KB,1024x741,1024:741,combat_suit_by_patryk_garr….jpg)
Recruit Wilhelmina Rosenkretuz sat in the same room as two Senior Sergeants and a Junior Captain. She was pulled from physical training for some undisclosed reason and brought to this dark room with three other men. At first she suspected the worst when she was sat down. A lamp was lit to her left and the room glowed with the the same dull blue light that was common in the complex. She looked between the three who took up positions in front of her.
"Recruit Rosenkretuz. Age twenty. Physical score of 98 - impressive." He says with a nod. Then continues. "Mental screenings show strong psionic sensitivity. The Alchemists want you for testing and psionic training it seems." The figure reading all this off from a small projection from the ubiqitous psi-stone paced the room. "Qualified expert with the psilock, expert with the psilencer, and qualified in the top ten of your recruit squad in hand to hand." He stops, moving directly toward her. He stops only two feet away, looming over the seated woman in her drab grey coveralls. "But what impressed me most was your infiltration skills. You were a gutter rat before we came and got you, right?"
It was an invitation to speak. "Yes sir -" she responds and is ready to continue when he cuts her off.
"Your Recruit Lance complained of you ambushing and beating two other Recruits before you could be pulled off. Says there was evidence you'd stalked them for a good half hour before making your move in a nice secluded spot. Then you did it again to a Lancer you 'swear made a pass at you'. Granted he also gave you that nice swollen lip you're sporting for trying to jump him."
That's what this is. She looked down. "Y-yes sir, that's correct." She admits. Her head shoots up, she's ready to defend herself but stops when she notices the three men smiling. "What? What's so funny?" She snaps, feeling as though they were laughing at her discomfort and at her expense.
"Lancer Prodrok is a five year veteran of the 10th Company. The squad he's a part of spearheaded the push toward infiltration tactics. That's why it's amusing. You managed to infiltrate the infiltrator." Wilhelmina sat back in her hair. Her posture was still defensive and she bristled with anger like a cat splashed with water. "I want to make you an offer, Recruit. I want you to try out for Regal Team."
"What is Regal Team?" She asks quizzically. She'd been here for months and never once heard that name, or seen these people for that matter.
"What's just the way we like it. 'what' indeed. Come on, Recruit. Go get your gear. Let's see how well you gel."
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306b3f No.11374
| Rolled 43, 83, 46 = 172 (3d100) |
The war will be one. The Broodmother knows that no matter how hard the enemy struggles, she has already won the war with the force she sends their way. Soon she may rest as she once did. There was much to do to prepare for the future.
1. Continue work on the giant [psionic amplifier]. After attaching [power conduits] to the device in progress, The Broodmother tries to see if she can gain a better understanding of it by reviewing the scrolls.
2. Make searches for spies. Recent attacks are no laughing matter.
3. Attempt another experiment using our dragon and a broodling, combining them to create a deadly weapon through [psi-biology]. Practice will hopefully better us at psi-biology, and hopefully make the dragon more subservient. Similar to the clownspiders' experiment, we attempt to smelt [odium] into the exoskeleton and scales of the dragonbrood, as well as now attaching psionic amplifiers to boost it's already powerful brood psi powers.
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306b3f No.11375
>>11333
[Tunak]
>>Add eccentricity: 3. Luddic Horde: You gain free units as you expand, but, you cannot utilize many technologies of the other nations; you also don't pay upkeep as usual.
1/2 – The expansion continues to move forward to the southwest. Still more elementals and other things of the natural order join the horde as it advances. (Add unit: 1 [player named unit][Very Strong]; add 3 [player named units][Medium])
3. The training completes. (Add brand: [Infiltrate] to Earthbore Conscripts)
>>11341
[Sky Dwarves]
1. The Forge construction moves ahead. The clockworks are helping progress by a good amount; it's nearly done. [Forge 11/12]
2. The colonial town is completed in Ribwall. (Add town: [player's name][Town]; add resource: Iron [Sustainable]; Gems [Average])
3. The hunt for Rubicite is on. In the swamps, marshes, hills, and even in the market, information on Rubicite is on. A few of your explorers buy some fairly conclusive maps that claim to lead to a vein. (1/2)
>>11342
[Kaldor]
1. The armor research is completed. (Add technology: Composite-Material Armors [Simple])
2. While it was thought to be a good idea, some of the freak-trolls spawnlings escaped and killed a few people. Apparently someone thought we needed to test the freak-trolls and not the hide. Woops. (lose 1 pop) Also, the spawns are getting much bigger…. (set resource: Freak Troll Spawnlings to Freak Troll Minors [Some])
3. The prisoners manage to increase the supply of Iron and Copper. (revise resource: Copper to [Sustainable][x2] and Iron [Sustainable][x2])
>>11343
[Dominion]
1. Counter-espionage moves forward….slowly. Everyone's just sort of stunned by the wave of terrorism recently. (Counter-Espionage 3/6)
2. The fortress is completed, but the commanders aren't available currently. (Add 1 hex)(add unique building: South Shezeb [Fortress])
3. Expansion efforts continue over Shezeb. Apparently the birthrates have been going up and there's a general air of optimism in the hamlets and towns. (Expansion 5/10)
>>11345
[Necro]
1. Phil eventually gets frustrated and blows the door off the vault. Your search team looks through it: there's a bunch of heavy cabling, scrolls, some weird corpses – they're … well, they sort of look like four armed snakes? – and a ton of cold iron. [Add resources: Modular High-Energy Cables [A Lot]; Odd Machinery [Some]; Weird corpses [Some]]
2. You expand the mines, but it's largely incomplete. The digger-ghouls report that there's some geological abnormalities. You swear this is total bullshit. (1/2)
3. You move your units.
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306b3f No.11377
>>11345
[Necro]
1. Phil eventually gets frustrated and blows the door off the vault. Your search team looks through it: there's a bunch of heavy cabling, scrolls, some weird corpses – they're … well, they sort of look like four armed snakes? – and a ton of cold iron. [Add resources: Modular High-Energy Cables [A Lot]; Odd Machinery [Some]; Weird corpses [Some]]
2. You expand the mines, but it's largely incomplete. The digger-ghouls report that there's some geological abnormalities. You swear this is total bullshit. (1/2)
3. You move your units.
>>11349
[Santerians]
1) You begin expansion. It does very well – the mountains and hills are quiet, and easily occupied. (expansion 6/10)
2) You begin construction on some new farms. The returns are…mediocre, but they seem to work. (set food: More Stable)
3) The ritual goes extremely well. The general population is thrilled by the ritual and the sitting government feels they have the winds of policy at their back. Great. (Set legitimacy to: Great)(set Blood Slaves to: So-So)
>>11351
{Vyriah}
1. The ambassador seems pleased. [Add unique building: Embassy [Morgaz]]
The ambassador speaks. “Yes, Morgaz is very pleased with the current arrangement. Our leader has heard of your….rather..interesting engine technology that you use to power your ships. Our leader requires only a single, large, drive system with some basic fuel. For this Morgaz and our nation is prepared to compensate you handsomely. Please note that Morgaz does not require any other technology; a single engine of scale will do. The compensation is simple enough: Aerial combat techniques developed by Morgaz during his war against the….previous…council. You will not be able to find these elsewhere, or exchange them. They are…quite..unique.” [You may respond to the offer without an action or decline the offer, or, issue a counteroffer. – Morgaz offers technology: Morgazian Aerial Combat [Simple]]
2. You begin working on counter-espionage techniques. It completes in record time, but it's sort of mediocre you suspect. (Add technology: Counter-Espionage [Primitive])
3. You manage to establish a market for Ioun, which powers the engines. It..kills, surprisingly. Apparently there's a massive increase in market demand for Ioun because of the Machine Men, Stella Imperial, and other nations. (set resource: Ioun to [Sustainable][Market](+2 currency/turn)
>>11352
[Stella]
[You are mobilizing. You will mobilize in two turns.]
1. The mobilization starts. It was graded as “average”.
2. You throw money at the recruitment of new recruits. You hastily scrap together every sketchy hedge wizard, crank, weirdo, and ragtag scum that you can find. It goes okay. (Add 2 units [Stella Infantry Squad][Very Strong][Clever]; Add 1 units [Stellan Hedgewizard Squad][Strong])
3. You rapidly convert one of the main astral towers into a jury-rigged pulse-cannon. The cabling you install is janky, awkwardly spaced, and leaks astral fluid everywhere when it fires. Still, it seems to work. (Add defense: Astral Defense Ray [Improvised])(Add technology: Astral Ray Weaponry [Improvised])
>>11354
[2702]
1.2: The farm isn't exactly built how you wanted it to. (Add technology: Terrorism [Primitive])
3. You start working on base cloaking. It will be able to reflect most forms of light, but magical scrying will take some work. (Research 4/8)
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306b3f No.11378
>>11355
[Khazan]
1. You complete your research. The army will now generally be more resilient against psionic attacks of many types; additional research will help. (Add technology: Psi-Dampening [Simple])(Set spell: Imbue Equipment to Good)
2. The defenses are complete. (Add defenses: Magma Pumps [Basic])(set technology to: Magma Utilization [Average])
>>You omitted a roll. You may use the roll next turn.
>>11359
[Patchwork]
1) You manage to pry open the door. It's a large vault full of…historical records and a scroll. Tons of records, though. (Add scrolls: Historical Records [A Ton]; (add spell: Tornado [Simple])
2) The expansion completes and you now hold more territory. Great. The flux can probably be made into steel. (+4hex; +.1/popturn)(add resource: Flux [Sustainable])
3) The smoke bomb will never be spoken of again. (Lose 1 pop)
>>Addendum: You have been contacted by a Morgazian ambassador. See previous post.
>>11361
[Robo]
1) Your scouts don't find very much aside from some additional wood and copper. (Add resource: Copper [unmined]; wood [unharvested])
2) You construct a basic set of defenses around the capital. They're pretty good to start, you think. (Set defenses: Stone Walls With Towers [Medium]
3) You begin on research metallurgy. It goes at a reasonable pace and you should be able to smelt most metals. (3/5)
>>11363
[Honkspiders]
1.2. You begin working on a particularly dastardly clownspider that utilizes crude integrated odium plate. You really mess around with psi-biology. It eats up all your odium, some food and a ton of time, but it's done. It's under the control of the honkspider – some of the clown disease was utilized at key points during modification to stabilize it. Honk. (Add unit: “The Experiment”[Epic][Psi][Bushwacker](remove resource: Odium)(set food to: Wobbly)(set Psi-Biology to [Very Simple]]
>>11374
[Brood]
>>You are mobilized. You mobilization effectiveness has reached the food limit.
>>The Broodmother feels ill. It passes….less slowly.
>>Set special status: Mobilized; 6 Turns. [Industrial Effectiveness: 125% – Stalled]
>>Lose 2.5 population.
>>A diplomat from Morgaz has arrived at your lair. It is wearing a helmet of some variety and wishes to parlay. You may respond for free, but you have not been offered an embassy.
Add mobilized units: 4 Mobilized War Swarms [Very Strong]; 1 Mobilized Intermediary Network [Very Large]
1. After reviewing the scrolls, you still don't have a very good understanding of the amplifier. You're going to need specialists for this – and specialists who know psionics. And rare materials. And other things you aren't sure of….really. Because you need the engineers. You are pretty sure these estimates are totally wrong, too. (3/20)
2. You make some progress looking for spies, but you need more time.
3. Your experiment doesn't go very well. The honkspider exhausted the odium stocks and the psi-biology you have isn't effective on the draconian – it's basically rendered into a mess and dies after you start editing it. You get the feeling the scrolls about the Mericon methodology wasn't a joke, but the honkspider has reportedly made some progress. [See Honkspider] (3/10)
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306b3f No.11379
—
[Necro Imperialis: Mobilization Allocation For Turn Cycle]
>>Note: You still have three dice. Due to your mobilization status, the GM has automatically calculated and alloted units.
>>You are mobilized. [Your legitimacy is minorly impacting mobilization.]
>>Set special status: Mobilized; 3 Turns. [Industrial Effectiveness: 100%]
>>Lose 1.2 population. Your corpse supply is mitigating your population expenditure.
Add mobilizd units: 3 Mobilized Skeletal Hordes [Very Strong]; 1 Mobilized Skeletal Mage [Medium]
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306b3f No.11380
[Chaos]
Advisory: You are being attacked. Allocate defenders and roll with methodology.
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306b3f No.11381
>>11375
[Tunak Addendum]
+4hex +.1/pop/turn
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306b3f No.11382
>>11378
A broodling climbs from a hole in the ground, looking at the diplomat regaled in armor. "May I help you, emissary of Morgaz? Or have you come to ask for information on our research? Although we have not told outsiders of it, we understand word may have gotten out." The broodling leads him into the cave and down a hallway to a room with a silk ceiling, sunlight filters through. The upper chambers were mostly for diplomatic use, as more critical research was in chambers that would not be disturbed.
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306b3f No.11383
>>11382
[Morgaz]
The diplomat is clearly examining the war efforts and pauses awkwardly as he views large volumes of brood exiting for the battlefields. He moves into the cavern and speaks carefully.
"Great Morgaz sends his regards. We know nothing of your research, though he suspects it will be to the benefit of all. We are on the look out for…specific items that will assist us with a device we are working on. Specifically, we are on the lookout for cabling and certain metals. As such, we would like to see if we can come to an agreement about an exchange should such items be found. These items are not…exceedingly rare."
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306b3f No.11384
>>11383
"I too am working on a device based on the notes of… elders," the broodling says carefully, trying not to reveal the research or its nature. "I may be able to assist in the creation of your device, should you allow me. Care to tell me more?" The broodling grins, attempting to hit a nerve, "Or is this simple demands like the dragon thieves of old? Surely Morgaz has something he would trade to me if I did have knowledge of such parts, or at least visit me personally to discuss arrangements."
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306b3f No.11385
>>11377
Race: Elves
Color: White with blue trim
Fluff: Elves are a long lived race, ancient and cautious by nature. Such was not always the case. Once long ago, longer than most race can or care to remember, the elves were short lived, factious and weak. Subject to the whims and tyrannies of not only other races and predators but time itself. indeed they aged so erratically that an elf could go from a child to an old man in the space of a second, and pass on in the next. Such was the curse of the fae nature. Indeed that was he way of it until a young magus and astronomer named Eldric summoned the spirit of a star.
Eldric was a brilliant man who had through luck not aged so erratically as most of his kin, and with his time he studied magic and how it interplayed with the celestial bodies. With his vast array of knowledge he summoned a star spirit, a being of massive intellect and enormous age, yet still incredibly young. This spirit's name was Ista. The two talked about many things for days on end, until one day Eldric went through an aging spasm. ISta looked on as her friend was wracked by pain and Cut herself , feeding Eldric her blood and stabilizing him. Thus the foundation of Stella imperium was laid. For once this was known a pact was made between the stars and the elves. The elves would gain stability and magic, and the stars would be able to see our world.
Government Type: Magocracy, those who can summon and ask guidance of the stars on equal terms lead the imperium as a council.
Economy Type: Command, what the stars and the council decides, goes.
Religion (Determines magic): The stars are worshipped as gods, Ista is chief among them. as is Eldric, for many believe he apotheosized upon his death to her side.
Location: Orgul
Population: (19.9) (.6/turn)
Food: (Great)
Raw Currency: (8) (8/turn)
Legitimacy: (Very Good)
Culture: (15)
Industry: (7)
Unique Buildings: 1 Celestial Tower, [Stellata Observatory](heavily damaged)(repairs 1/2); +3 culture, +1 industry), Astral well; (Ista's Light Astral Academy;+1 culture +1 industry);Oakwell [Town])(+1 hex)(+2/currency a turn); Orgul Bridge, North [Fortress])(+1 hex); Road Network [Simple])(+2 culture; +1 industry; +2 currency/turn)
Defenses: (Illusions, Good), Astral Defense Ray [Improvised];
Military Units: 3 Sentinels , Weak; 5 Astral Bird flocks, Medium; 2 War Magi Squads [Very Strong][Clever]; 2 Stella Infantry Squad][Very Strong][Clever]; [Stellan Hedgewizard Squad][Strong]
Resources/Quantity: (Glass) [Sustainable]; (Wood) [Sustainable]; (Iron) [Sustainable]; (Stone) [Sustainable]; (Astral Energy) [Strained]; Mediocre Gems [Some]; Ioun [Strained]
Magic/Spells: (Astral, Average) (spells: Celestial Guidance; Basic; Summon Astral Birds, Average; Starbolts, Simple; Counter spell, simple)
Technology: (Stone, Wood, Copper, Iron, Sturdy Construction [Simple],Summoning][Primitive], Magic Specialization [Simple], Astral Conversation [Primitive], Counter-Espionage [Simple], Astral Ray Weaponry [Improvised])
Territory: (13))
Status: Mobilized 2 turns
Bonuses/Eccentricities:
1. Elder: Elves are generally good at everything; frustratingly so. As such, you gain +5 to all rolls.
2. Magically Inclined: Rolls to cast spells may be re-rolled once per action if they are below 50.
Eccentricity:
1. Awkward Romantically: A long life and society with a highly intellectual atmosphere has a tendency to sour reproduction. Attempts to increase the population (such as growth) are more difficult, and territorial acquisitions rarely translates into more growth.
2. Smug: Most races don't like you for some reason. It's probably because they're ugly and stupid.
Posting stats
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306b3f No.11386
>>11384
[Morgaz]
The diplomat seems off-put but continues. He is well trained.
"Unfortunately great Morgaz has many very pressing matters of state to attend to at the capital. The issue of the device is…somewhat secretive, as you can understand. Nevertheless, great Morgaz can assure you of his lack of interest in your claims against the domain of Chaos. Further, as the Elementals begin to move south, great Morgaz would simply ignore any conflict. As a further gesture of goodwill, Morgaz would release certain…pertinent scrolls from the vast archives of the previous administration to you in exchange for items of…interest. He only requires your…list of interests." There is a subtle emphasis on the "s".
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306b3f No.11387
| Rolled 31, 35, 11 = 77 (3d100) |
>>11378
>FluffnStuff: >>10350
Population: 19.9 (1.2/turn)
Raw Currency: 78 (7/turn)
Legitimacy: Good
Culture: (8)
Industry: (10)
Unique Buildings: [Council Headquarters], Aeroport [Primitive], [Temple of the Traveler], [Gobtown]
Defenses: (Stone Defense Towers, medium)
Professional Military: 6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic-), 3 Patchwork Clansguard (Very Strong), 3 Air Mages (Medium), 4 Goblin Blackhat Coteries (Medium) [Infiltrate][Sapper]
Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, unmined] [Historical Records, Lots]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Simple; Tornado, Simple)
Technology: (Stone, Wood, Iron) [Airships, Average] [Aerial Navigation, Primitive] [Civil Defense, Basic] [Bureaucracy, primitive]
Territories: (13)
>>11378
1-3) Time to start studying our treasure. Hopefully we can glean some information of value from them. Hire a historian or two as well. (20 gold)
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306b3f No.11388
| Rolled 58, 93, 60 = 211 (3d100) |
http://pastebin.com/JucWqx3F
Chief Engineer Bloodstone sets to work with most of his best Engineers getting the autofac confirmed to produce the parts needed for the Tachizyka but a separate detachment of arcanoengineers are split off from the main group to work on a separate project. These engineers along with some arcanoalchemists meet together in a section of the Laboratory used most for power parts. All around them are half-finished psicapacitors used for everything from lights to the psionic charges used in the psilocks.
"Alright," Sylvia Brightstone begins by clapping her hands together. She smiles. Everyone looks at her a little confused. "We've been given a special task. Our job is to design a personal glider that functions off the psi-capacitors. It doesn't, and really shouldn't, need weapons. It's only purpose is to be compact and fly really really fast for up to twelve hours."
An engineer raises his hand. "The PAAF doesn't have anything like that in the archives." He says.
"Yes, I know. We're designing something totally new. It's never been done before. Sure the PAAF has Astral battleships and stuff but those operate off totally different metaphysical principals than these will."
Another hand. "So, we're essentially inventing a personal flying device?"
"Exactly." She shoots a smile to Ranker Jordis, who smiles back and walks away.
1. Sylvia Brightstone's team begins working on a personal glider.
2. Chief Bloodstone's team begins working on the construction of the Tachizyka Spider Tank.
3. Chief Utusomia's team continues work on the base cloaking.
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306b3f No.11389
| Rolled 40, 39, 54 = 133 (3d100) |
>>11387
And we'll receive Morgaz's diplomat. Ask him what he wants.
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306b3f No.11390
| Rolled 45 (1d100) |
>>11378
Writing up battle plan. This is the movement/disposition roll.
1. Azazis stands before the army once again.
"You know why we are here and what we must do. Slaughter the Astral magic users. They will all die for their crimes against this world. Whether they did so knowingly or not doesn't matter, the fact remains they did it. Kill every one of the guilty. Let none of their leadership military or magic users live. Leave the civilians alone where you can, their only crime was being born to a race with a foolish leader willing to sell his people and his world out for power. Go forth and do your duty. Pezar the risen watches you now. Do not disappoint our God. Fight in his name and do the emperor proud as well. Forward March! "
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306b3f No.11391
| Rolled 2, 3, 10, 3, 5, 10, 10, 1, 4, 2, 8, 10, 8, 10 = 86 (14d10) |
>>11377
>>11385
Taellus Vinair looked out upon the horde of undead, and she was afraid. They were many and strong and had long prepared for this. Her people were not. As superior as they were even they were no match if caught flat footed. They were most certainly caught flatfooted. Envoys had been sent, but to no end. Payers to the star spirits had been made, but answers were likely not coming fast enough. So she planned and plotted the defense. Likely they were doomed, she knew this, but she was determined to sell each solider dearly, and make the Necros Imperialis bleed, despite their state of undeath.
To that end she had the illusion start working over time, to confuse and disorient the enemy, getting them to fragment lines and if not attack each other, be unable to support.
Then she sent out the flocks of astral birds to tear lone and isolated units to shred and break formations up even more. Then the pulse cannon and casters were up, firing wave after wave of Astral bolts and energy at the enemy pulping and burning them to ash. No doubt the enemy would respond, and while she had no easy answers for defending the cannon besides numbers and luck, she did have a plan for her casters, stick and fade stick and fade, they would show themselves then retreat leading the pursuers into ambuscade after ambuscade between the steel of soldiers and spells of magi. This would continue until units are cornered, and units will not be cornered if they are [clever] and make best use of the terrain of their home.
3 Sentinels , Weak;
5 Astral Bird flocks,Medium;
2 War Magi Squads [Very Strong][Clever];
2 Stella Infantry Squad][Very Strong][Clever];
[Stellan Hedgewizard Squad][Strong]
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306b3f No.11392
>>11386
"If Morgaz holds no interests in my wars on chaos, I'm not sure I can truly call him a defender of the people or an ally. Why does he send a diplomat to tell me he has no interest in my wars, it seems like you may actually be here to scout my lands. And I am not blind to the ways of war and the shady dealings of ancient technology as you think I am either. I also know you have found those scrolls among vaults and ruins. This make your ancient scrolls tempting, but bribery is not enough to buy me into ignorance. I wish to review your device and its intention before I can agree to trade." A group of emissaries attempt to scrounge the diplomat's mind with [Dominate, Very Good]. "I don't believe for a moment your ancient technology is peaceful, HOWEVER, I will happily assist in the research should I be allowed to assist with it and spared from its use."
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306b3f No.11393
Race: Dwarvse
Color: Brown
Fluff :
Long ago, the first Dwarves on this land delved deep into the earth. At that time they had not explored their island, and where shocked to find that upon reaching a certain depth, they were greeted with impossible sky that stretched on forever! At that level, the world was strange. Sometimes stones and men would fall to their doom, othertimes they would float seemingly forever until saved by ropes or a gust of wind pulled them away. These were the early days of the Dwarves.
The he Dwarves attempted to mine and dig but with trepidation and caution, fearing what would happen if they dug too deep. Entire mines might collapse into the impossible sky.
Centuries would pass until the first dwarves discovered the ability to enchant ships to fly, and from there, the first Sky Barges were built. These ships, able to sail through the sky, would sail beneath the island. At first, to rescue those who might fall from pits too deep, and then, to take part in mining operations, capturing the precious ores and gemstones that were pulled away.
The Dwarves have adopted these ships as part of their society, and set out to expand their reach both in the air, and underground.
Government Type: Monarchy
Economy Type: Capitalism
Religion: The Dreaming Forge God. The Dwarves believe that the reason the world floats through the sky, is that a great god of forgework is alseep and dreaming of islands flying through the sky. We dwarves are in the image of the forge god, and are the ones to construct the designs and inventions he dreams up with.
Location: Orgul Major
Population: (15.6) (.9/turn)
Food: (Excellent)
Raw Currency: (22) (8/turn)
Legitimacy: (Stable)
Culture: (7)
Industry: (14)
Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit)
Defenses: (Stone Traps, Good)
Military Units: 1 Eastwinds .Co Destroyer, 1 Dwarven Frigates (damaged)
Resources/Quantity: Iron, [Sustainable], Copper [Wobbly], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample]
>Colonies
[New Dwarvia] [Town]: Iron [Sustainable]; Gems [Average]
Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple)
Technology: (Copper, Iron, Stone) [Airships, Basic] [Aerial Warfare, Simple] [Civil Defense, Primitive], Steam [Basic], Command Crowns [Some], Standardization [Primitive], Clockwork Fabrication [Simple], Rationalization [Improvised], Mobilization [Primitive
Territory: (3)
Bonuses:
1. Aerial Fabricators: Sky Dwarves are keen on airship construction, and gain a bonus to rolls to construct airships or other large aerial constructions (+15).
2. Industrial: Sky Dwarves are keen on industry. For every industrial point gained, add half a point.
Eccentricities: (generated by GM)
1. The Nobs: The nobility makes constant demands for items, particularly gems and other riches. Roll a D100 every other round to see if your stock of gems is depleted.
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306b3f No.11394
>>11389
[Morgaz]
"Greetings! My name is Alrez; I am great Morgaz's diplomat to your fine realm. I greet you on behalf the great nation and wish to extend Morgaz's formal wish to engage in a formal and friendly relationship. Specifically, great Morgaz is attempting to construct several vital infrastructure projects within the nation, and is in need of certain materials – particularly rubicite. In exchange for the rubicite, great Morgaz would exchange any variety of things – aerial warfare tactics, metallurgical skill, or other technologies – in exchange for limited amounts of rubicite or other key oddities. The list of oddities is….extensive. Cabling, power transmitters, and peculiar machines."
"Additionally, I am informed that I am to convey the great heartarche that great Morgaz feels toward the realms of the new races for the pain caused. He has seen that the council has been brought to justice in the most appropriate manner – death."
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306b3f No.11395
| Rolled 2 (1d10) |
Because Red Said So
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306b3f No.11396
>>11392
[Morgaz]
"Surely…we…" he trails off.
The diplomat breaks into a roar. "OF ALL THE CRIMES. TO ASSAULT A DIPLOMAT ON HIS MISSON? WHAT TREASON IS THIS? INSECT. I TRY TO SAVE THIS PLANE AND YOU TRY TO MURDER MY DIPLOMAT? I WILL SEE YOU IMPALED FROM A POLE BEFORE MY TASK IS DONE ON THIS ROTTING PIECE OF PLANAR DEBRIS."
The diplomat draws his sword. He is a powerful spellcaster and his psionically shielded.
The diplomat attacks in a fury, hacking his way out of the diplomatic quarter. Utilizing powerful magic, he burns several sections of the hive and flies at prenatural speed. Before you know it, he is gone. (lose 1 pop)
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306b3f No.11397
| Rolled 95 (1d100) |
1. This recent incursion by armored soldires into the very heart of the Capital is seen as a grave threat to the nation, paramount to the beginning stages of war.
Our allies around the world under attack, from foes within the shadows or in the open, and the nation stirs again. Empowered by its new factories and superior industry, with tycoons and nobles pushing for a bit more profit, the nation rallies for war, as [Mobilization] efforts take place.
At long last, the industrial dream of perpetual AND sustainable mobilization, can be put to the test.
Meanwhile, a Dwarven Destroyer flies south to its closest neighbor, as a request for the evacuation of refugees from a warzone takes place. Sadly, it would likely not arrive in time to participate in any fighting. . .though such intentions were not stated either.
2. And with war on the horizon, the need for fast and quickly produce metal skyrockets, with a new colony supplying metal ores, and a great need for mass produced parts, the Grand Iron Forge is finalized in excellent timing, her crews of combined Clockworkman and Dwarf now experienced in their various tasks and cooperation. 11/12
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306b3f No.11398
| Rolled 10 (1d100) |
>>11397
2. Other dice.
Action 3 incoming.
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306b3f No.11399
>>11396
A diplomatic party is sent to Morgaz in response to the outrage of the dragon. Two of the [Large Psi-Inert Power Conduits] are brought along as gifts. [Silk] is also brought as padding to carry the conduits, but it is easily enough for use.
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306b3f No.11400
| Rolled 6, 7, 5, 3, 2, 2, 8, 3, 7, 7, 10, 4, 5, 5, 1, 7, 3, 9, 3, 3, 6, 7, 10, 10, 7, 4, 6 = 150 (27d10) |
Units and their signifiers. flying units are not signified.
1 Zombie Roc Epic, [Epic]
3 Pygmy Zombie Rocs [Strong]
2 Pygmy zombie Rocs [Medium]
2 Skeleton Archers [Medium] = R
2 Wights [Strong] = C
5 Zombie Hordes [Medium][Infectious] = B
6 [airships, T82- Silver Foxes][Very Strong][Slow]
5 Mobilized Skeletal Hordes [Very Strong] =A
1 Mobilized Skeletal Mage [Medium] =Z
B B B B B
A A A
A R Z R A
C C
The front line will consist of zombies. They are expendable and the most likely to encounter direct armed resistance the best part is any enemy they fell is another ally for us. As they will soon rise up and fight for us.
The second line will be Skeletal Hordes. You are the defensive line. Allow nothing to break through and interrupt the mage. Watch the zombies closely and learn. They will most likely trigger any defenses the elves have do not let those deaths be in vain.
The third line consists of the mage flanked by two Skeletal archer units and two skeletal Hordes. As previously stated Protect the mage at all costs.
Do not allow anything inside the perimeter. The archers will fire on command when enemies are confirmed by the overwatch. The mage will focus on dispelling anything the elves throw at us and raising their dead against them when the opportunity presents itself.
The fourth and final line is the Wights. Your job is to protect the rear do not allow anything to come from behind us. Watch our backs carefully brethren.
The flying units have separate missions. We have seen great bouts of Astral energy coming from a tower in their city. 5 of our airships will move to bombard and destroy this as soon as they can. Once that task is completed return to above the formation and provide support where you can. The other airship will remain in formation above the mage acting as scout and providing information as it becomes available.
The epic roc and one of the strong rocs will hunt their mages down and destroy them.
The other 2 strong rocs and the 2 mediums will hunt down the enemies Astral abomination birds. Destroy those with extreme prejudice leave nothing of them in this world.
Remember brothers. Pezar stands with you. Do not falter from our course. Trust in your brethren
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306b3f No.11401
>>11399
[Morgaz]
You stand in front of the massive darksteel doors that mark Morgaz's lair. As you wait with the cabling, the doors open. Morgaz himself appears. He is fully armored and his helmet is entirely enclosed. The eyesockets of his helmet glow flame red and emit a strange black aura.
He stomps carefully toward the convoy and speaks. "Rubicite. Bring it to me. The cables will not be enough." He trails off. "You will be afforded the time you need. Harming a diplomat is a crime of astounding…villainy." He pauses. Visibly.
He draws a long breath and speaks again.
"The silk is of no concern to me. Use it to feather the beds of your kind or whatever you…things do."
"I will not forget this." He pauses. "But this will …ameliorate your….idiocy."
With that Morgaz's attendants claim the cables, and Morgaz enters his lair. [remove cables]
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306b3f No.11402
| Rolled 14 (1d100) |
>>11398
Spend 10 Money on Action 2.
3. "Have you compiled your report, officer."
"Yes sir."
"Who attacked us?"
"Infantry sir. Witnesses say they looked like humans and at least one dwarf."
"What were they armed with?"
"Weapons appeared to be rifles, but not powder rifles sir. No muzzle flash or bang was heard, but you could still hear the rounds crack through the air and hit objects. They appear to be nothing more than odd stones launched at incredible speeds. They're also heavily armored."
"Armored?"
"Yes sir. Dealing with them is difficult. You shoot at them, but the shots mostly ricochet. But we think one of our men managed to hit one under the armpit as they ran away."
"I see. Thank you for your report."
—
These new armored foes are causing a great amount of fear. Indeed, the last war we also had to deal with Clowns which were bullet resistant, capable of being taken down only by cannon fire.
Even then, some of our cannons proved ineffecutal, and it is theorized if the enemy could arm infantry this way, what if they could develop superior armor such that we were considering as well.
None the least, the issue of security now cropped up, with such an incursion into the capital itself, that we had trade routes and colonies to consider as well.
Someone proposed mounting large guns on mobile platforms, and this idea would be researched in another story. However, someone else propsed an alternative, more immediately available solution.
—
The Clockwork Armor-Piercer is a mobile, flexible, and durable soldier. Made of a hardened iron and otherwise immune to normal bullet rounds, it will wield a specifically developed High Velocity gun, which fires a new type of Anti-Armor Shell.
Hardened iron in a cone shape will be loaded with power in such a way that upon impact, the explosion will propel the shaped iron charge and most of the weight and energy of the shot onto a solid target.
These Clockworkmen would be relatively light compared to most vehicles, almost as a form of medium infantry. They could be produced in bulk, capable of independant patrol in all conditions and weather be it night or day without rest, and man garrisons, positions, even dugouts and trenches and in camoflague, as well as the other benefits of having mechanical field labor.
Mobile troops carrying an AP-rifle designed to take down large targets and as flexible as infantry without the need for food, or even air and water.
10 Money is spent to expediate the bot and gun design.
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306b3f No.11403
| Rolled 25 (1d100) |
>>11402
Nobility Roll
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306b3f No.11404
[Chaos]
Please roll or I will roll for you, thanks.
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306b3f No.11405
>>11394
Sigvar the Giant bows to the draconian envoy.
"A tempting offer, my friend, but I'm afraid the Republic will have to pass… for now." The large man holds his breath before continuing. As you know, our needs come first. Let us divine the Rubicite's use first, to see if we can use it to better our own." He brightens. "But we would not be opposed to opening an embassy here in Patchwork City, or trading some Rubicite to you after we've utilized some ourselves."
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306b3f No.11406
[Combat Report: Stella Imperium v. Necro Imperialis]
[Stella Imperium]
2x.5, 3x.5, 10x.5, 3x1, 5x1, 10x1, 10x1, 1x1, 4x4, 2x4, 8x4, 10x4, 8x2 = 149.5 [def.mod: 1.2][last stand 1.5] = 336.375 (10x???(7)) = 60 = 396.375
[Necro Imperialis]
6x8, 7x2, 5x2, 3x2, 2x1, 2x1, 8x1, 3x1, 7x2, 7x2, 10x1, 4x1, 5x1, 5x1, 1x1, 7x4, 3x4, 9x4, 3x4, 3x4, 6x4, 7x4, 10x4, 10x4, 7x4, 4x4, 6x1 48 30 11 28 25 112 180 6 = 440
—
Combat Report
—
The Necro Imperial troops approach from the south an confront Imperium spellmages almost immediately; illusions bog doan and split the army despite attempts to maintain cohesion. Eventually the capital curtain is reached, and Nero Imperialis troops begin their assault – the curtain is little more than a moat. The improvised ray-device that the Elves have jury-rigged begins firing, cutting down vast swarms of troops as they advance into the city. Stella Imperium infantry attempt to use the narrows of the streets to their advantage to gain some defense against the oncoming horde, and it seems to work. The undead are bogged down in the inner parts of the capital as their raw numbers prevent effective attack – they are bombed and strafed by Stella mages from high positions, and massive fires soon wrack the entire city.
In the sky it is a different story. The massive Roc that the undead have continually rips apart any defensive position that is sufficiently elevated, and massive Airships lumber slowly and disorge infantry anywhere they like – however, they are soon damaged and destroyed by several attacks by the pulse cannon; consistent overfiring of the canon soon causes it to exhaust the astral energies that power it. Eventually a few elves try to improvise with a new power source, but this causes the entire device to overload; it explodes and topples into the main part of the city, causing total havoc; strange astral energy sprays and pelts the entire capital with odd bolts that liquify and melt anything they touch.
The fighting rages for hours as the undead continues to advance; their weight of numbers is enormous. Soon the city is a city of the dead. Zombies are raised and infections begin to race through the population, fires burn uncontrolled. Though Stella Imperium has managed to hold the attackers to certain areas of the city, they will not hold for long: the undead and their infections haunt the streets, and the dead have begun to rise; hedge necromancers now prowl everywhere. In a few areas civilians cower, and from the sides of the capital vast hordes move – residents of the capital flee in flight. It is the end for them.
Necro Imperial: Disband
3 Pygmy Zombie Rocs [Strong]
2 Pygmy zombie Rocs [Medium]
2 Wights [Strong] = C
4 [airships, T82- Silver Foxes][Very Strong][Slow]
4 Mobilized Skeletal Hordes [Very Strong] =A
1 Mobilized Skeletal Mage [Medium] =Z
Stella Imperial
[Your nation is destroyed].
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306b3f No.11407
| Rolled 52, 55, 43 = 150 (3d100) |
>>11375
http://pastebin.com/TRHHRzdU
12 RIDE THE STORM Try to reach Stella Imperium with Vilon Field Commanders [Clever] to try and save their Elder and as many people as they can get away with and burn what we cant take. pay 10 gold to hire the services of gnome storm wizards. IF we can learn how to ride the storm bull and survive with our wits intact we can try to save whats left of the leadership and bring them to Shezeb.
3 Expansion. Continue to bring the rest of Shezeb
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306b3f No.11408
| Rolled 35, 100, 88, 11, 80, 28, 54, 51, 13, 19, 55, 86 = 620 (12d100) |
Making up for 3 missed turns as well as the current turn.
Turns 1\2
123.456. Combined Forge \ Quarry (4/15)
Turn 3
789. Our mother Gaia has gifted us with magic and yet none of us have been built with such a gift in mind. However we know that Diamond are a perfect conduit to both Gaia and Magic. We need to learn how to Shape it into new Sculpted so we may harness the power gifted to us.
Turn 4
7. Continue building the mine. (1/2)
8. Scry for more diamonds
9. With an official currency in place it is time to build an official banking system so people's money can be reliably stored and kept track of.
http://pastebin.com/AKD7Tva1
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306b3f No.11410
| Rolled 91, 55, 15 = 161 (3d101) |
>>11330
http://pastebin.com/6p6Vzu8A
1-3; Rig entire city to blow up, by whatever means necessary. Use all units to lure enemy troops as close to the center as possible and summon as many outsiders as possible, even to the death to keep them there for final solution. Tiamat, Holy Mother, please forgive your children for desecrating your most precious temple and violating your doctrines of no combat within the holy city. The Warmaster will escape before the battle with the Book of Chaos and keep the secrets safe for Tiamat to return one day.
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306b3f No.11412
| Rolled 9, 9, 9, 5 = 32 (4d10) |
[GM Forced Rolls – Defense]
[Chaos]
1 Thing of Chaos++ [Large][Epic][Fear]
3 Chaos Sorcerer Coteries [Very Strong][Clever]
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306b3f No.11413
| Rolled 3, 7, 1, 2 = 13 (4d10) |
>>11404
>>11410
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306b3f No.11414
Dahlia sat watching the battle unfold from several psi-stones that had been smuggled aboard and onto Necro equipment. She'd done virtually nothing but frown for the past week. She's still frowning. Soon her face would simply adopt this as her standard appearance. "I used to be happy once." She said, watching as Undead hunted Elves through the streets. She watched for a good long time. Watched the blood. Watched the fire. Watched the destruction of yet another race on yet another Plane.
"This is my fault," she murmured, feeling her hand around her sidearm tucked carefully under her desk. "I did this. I'm a harbinger of death. Of misery. In five hundred years I've seen more genocides than anyone should." A small child lie screaming as it was devoured by zombie. Dahlia forced herself to look. "This is what I've wrought. I ordered the attack on the Observatory. I ruined their chance to defend themselves."
Dahlia thought back to when she was still a Ranker on the line. To when she had been so focused on carrying a refugee that she never noticed the bombs strapped to it. She thought back to missing her arm, her lung, her leg. She thought to the replacements she'd been fitted with all those centuries ago. She thought of her vengeance, of bayoneting men, women, and children. Of rolling them into ditches. OF the slaughter and the mayhem. Once, she had done it willingly. Then, she had commanded it. Ordered the violence to be done on her behalf. She'd shown blood and devastation across a galaxy. Across this sea of stars and Planes. She thought of how one genocide had been a mistake. How the crimes hadn't been committed by that group but by another. This feeling of having missed the obvious danger in favor of the immediate need came back to her now. She shivered. Her grip tightened. The pistol came free of it's hiding place with the snap of a button and the swish of cloth on polished metal.
A shot rang out. The door was forced open. A face appeared in the doorway, then a full form. "Ma'am?" Asked the figured. He approached tentatively but stopped short of a step when he heard the heart-wrenching sobs.
A smoking hole was three inches above her head. The pistol shook violently in the grip of the sobbing woman. She released it. It fell to the ground with a clatter. "Get out," she sobbed. The soldier took a step forward. She raised her head, those bright blue irises covering her eyes now. "Get out!" She screamed.
The soldier scampered away. The door slid closed behind him with the faintest noise, leaving Dahlia alone. The darkness and the silence slid over her. It was nice.
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306b3f No.11415
[Combat Report: Chaos v. Brood – 2nd battle of The Citadel]
Victory: Chaos, Minor
[Brood]
2x2, 1x2, 3x2, 4x2, [Apes] 20
1x2, [Swarm] 2
10x2, 3x2, 2x2, [Clowns 1] 30
6x4, 3x4, 9x4, [Clowns 2] 72
8x2, 6x2, 2x2, [Clowns 3] 40
6x2, 7x2, [Intemediaries 1] 26
2x4 [Intermediaries 2] 8
Total: 208 [Neutral approach; no bonus/disadvantage]
[Chaos]
9x10, 9x4, 9x4, 5x4 =182 [def.1.2] 218.4
The Killer Ape Swarms move in first, and are obliterated by sustained attacks by remaining Chaos defenses – however, the raw volume of damage they absorb serves to blunt the defenses of the Chaos forces. They are destroyed to an ape, with a few tatters left. The supporting swarm is also cut to ribbons. By the third wave, the clownspiders have begun their advance: the defenses, now exhausted and reduced begin to be overwhelmed; several of the clownspiders manage to surprise the remaining defenders on the battlements and inflict massive casualities. In fact, the casualities are so massive that they account for nearly half of the damage inflicted by The Brood. The intermediaries find that their attempt to coordinate the fight has little effect – the clownspiders operate in a strange way, and so do not really seem to rely on coordination quite so much as normal brood.
Then the Thing of Chaos enters the battle with the Chaos sorcerers. The men on the walls were found to be a feint! It was all part of the plan, and they attack ferociously, bombing and torching the brood swarms with concentrated salvos of chaos bolt – they manage to hit the intermediary. It's a total surprise, and vast swarms of brood – clown or otherwise – are stunned by the assault. They soon reel and fall back as the Thing of Chaos obliterates vast swarms by itself as it counterattacks. The Brood are routed – it's a brutal victory, but Chaos lives to fight another day. The city is a ruin, of course, but most of the population is dead anyway.
Chaos:
Disband
2 Chaos Sorcerers
revise: Thing of Chaos to +++ [Huge]
Lose 4 pop
Brood:
Disband
4 Dominated Killer Ape Gangs, Strong [Mindless]]
Hivemaster Swarm, Strong
Itsy, Bitsy, Honk, Strong
3 Clownspider, Strong [Bushwhacker]]
2 Mobilized Brood Intermediaries [Medium]
Mobilized Intermediary Network [Very Large
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306b3f No.11416
| Rolled 7, 9 = 16 (2d10) |
>>11415
War dice
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306b3f No.11417
| Rolled 63, 54, 25 = 142 (3d100) |
>>11377
Name: Santerians
Race (Determines bonuses):'Cave' Humans
Color: (Determined map color): Dark orange with blue trim
Fluff (Determines bonuses):-Lore goes here-
Government Type (Determines some stats): Absolute monarchy, the undying keeps a few advisers from conquered tribes (whom surrendered) on a small council as well.
Economy Type (Determines some stats): Traditional economics.
Religion (Determines magic): The path of now and forever, the old ways, the march of blood, it goes by many names but the tenets and lessons are always the same.
Location: Southeastern of the Nightcrag mountains.
Population: 2 (+1/turn)
Food: (More Stable)
Raw Currency:15 (+5/turn)
Legitimacy:(Great)
Culture: 8
Industry: 5
Unique Buildings: Black Ziggurat
Defenses: Tunnel Defenses [Small]
Military Units: 5 Berserk Warbands [Very Strong]
Resources/Quantity: (Iron [Sustainable]; Copper [Sustainable]; Stone [Sustainable]; Flux [Sustainable]; Blood Slaves [So-So]
Magic/Spells: Santerian [Average]; (spells: Summon Bloodshades; [Basic]; Shadowlands Walk [Basic])
Technology: Wood, Stone, Metallurgy [Simple]; War Magic [Simple];
Territory: (3)
Bonuses/Eccentricities:
1. Lightless: You are adapted to fighting in caverns and other lightless areas. You will attain certain combat advantages for fighting in those areas, or at night. You can also work to create combat conditions where this is the case.
2.Of Blood: You may sacrifice pretty much anything to get an advantage in dice. This usually confers a reasonable (+20) advantage to a single roll in a single turn. This consumes blood slaves or another similar resource; you do not choose how many slaves are required (GM does). Critical failures are exempt from modification.
Eccentricity:
1. Literally Cavedwellers: Other humanoids don't react well to you for some reason..
2. A Reputation: Based on who you sacrifice and how, you will likely make people of that sort nervous…
1) Our bands roam unchallenged, exploring the higher places of the surface world. The long towers of green and brown. Sharp strange smelling, their skin weeps sticky bitter blood. As the roam these mountains in the blackness of night we behold beasts never seen before. They are not repulsive, nor large- nothing like the creatures of the caves. It is an alien place. [Continue expansion]
2) The black Zigguart was a might structure, one whom was given shap and vision by the gifts of Veles, the supreme dead one. However such a place wasn't fitting- no, wasn't grand enough for the nine ones. It was a place of the Prophet and the council. A new project would begin. The cathedral of the Raven, in honor of the first animal the Santerians beheld on the surface world. Here the worship of the dead ones could be performed by all. Nine alters would be created inside, each dedicated to the qusi-gods. [Construct Grand Church, place +13 raw currency to rush it]
3) The surface contains many things we have never seen before. It would be wasteful and foolish not to exploit these natural resources. Let us hunt these beasts, and use their skin to cover our own, their bones to strengthen our buildings, and their meat to feed our families. [Begin a hunting lodge, to exploit local game]
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306b3f No.11418
| Rolled 4, 10, 2, 5, 3, 10, 3, 5, 7, 6, 9, 4, 7, 6, 7, 1, 2, 3, 5, 9, 4, 8, 5, 3, 1, 2, 4 = 135 (27d10) |
>>11405
>>10350
An envoy from the Empire has come to
your lands and every other coalition member with two scrolls both ready to be signed and already signed by the emperor.
The emperor of necro Imperialis has recognized that his actions may appear to certain members of the world as evil. He assures you he did nothing not deemed necessary to protect the world. The battle is now done and the evil government of the elves so willing to sell their people and the world out for power is not toppled. This leaves the common elves in a bind. Through documents procured after the battle we have learned elves can not survive without some measure of Astral magic around them. The world's natural Astral apparantely isn't enough. So we have come up with a solution. Any elf that wishes to go on as a natural elf will be transported to the dominion for containment and re education to practice their craft in a safe manner. Another option remains they can be converted to undead. Either liches or regular sentient undead as they wish (different process) to live an immortal life free of their bindings to Astral magic.
As assurance to the other nations of the world that necro Imperialis is not some evil domineering empire we are willing to sign a treaty with the coalition this very day. The treaty reads as such:
1.No troops of the Empire will leave the orgrul islands without express consent of the coalition in 2/3rds agreement. 1B.This does not pertain to our merchants,diplomats or scholars they will still have freedom of movement.
2.No army of ours will be raised in a land outside of the orgrul empire without consent of the coalition in 2/3rds agreement. (this is a catch all to not leave wiggle room for me to say the army didn't technically leave the islands since it was never there)
3.the empire will join the coalition.
4. The Empire as a sign of goodwill will build a coalition headquarters in the lands of the brood as a neutral meeting ground as they have remained friendly and neutral to us in all instances they are the ones we trust and the rest of the coalition trusts.
5. If the Empire is attacked the coalition will help defend it as soon as possible. And no attacks from coalition members will be tolerated by the other members.
6. Any raw Astral magic usage will be shut down with extreme prejudice by the entire coalition.
7. The angels will not enter imperial land ever. They appear to be benign but nonetheless it is impossible for us to ever fully trust them. The best we can be is neutral-friendly to them.
>>11403
>>11399
>>11395
>>11355
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306b3f No.11419
[Combat Report: Chaos v. Brood – 3nd battle of The Citadel]
[[Narrow Victory: Brood]]
7x11; 7x4 : 113 [def 1.2] [135.6][last stand 1.5][203.4]
8x4, 3x4, 5x4, 3x4, 10x4, 4x4, 4x4, 7x4, 5x4, 10 x4 = 220
—
Combat Report:
—
The final waves of Brood swarms surge over the ruined capital of Chaos.The city, little more than a smoking rotting ruin, now houses volumes of corpses stacked like cordwood on every street. There is a faint howling as another wave of Brood move into the city – arrayed against them is the Thing of Chaos, which has grown powerful and skilled. The entire place stinks of corpses, feces, bird shit, and ammonia released from dead brood.
The final battle for the city is a running one. The Thing of Chaos engages the brood is fast-moving battles as it stomps and maneauvers in the ruined streets, strategically burning, engaging in feints, and toppling buildings. The Brood assault the thing continually, and soon are able to corner it. But before the last blow is landed, the Thing sprouts wings and flies away – the Brood have won the day, at an awful cost. The Broodmother will weep to herself for what she has been forced to do to her children, and for what she has done to herself.
In the skies, The Thing of Chaos moves on to greener pastures. It never liked the old boss anyway.
[Brood]
Disband: 6 Mobilized Swarms
[Chaos]
Your nation was destroyed.
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306b3f No.11420
Pioneer-General Dahlia Ironcranch pulled herself together about three hours before she called a general meeting. Now the Officers of Detachment 2702 stood together in the briefing room. They'd all heard what happened. Most of them had seen genocide before and weren't effected. Others shared her grief in the extermination of yet another race. Others still were impassive and uncaring. Dahlia took a deep breath and started the psi projection.
"Thanks to the hard work of Chief Engineer Bloodstone and the work of the officers and enlisted personnel of Detachment 2702 we have an effective timetable for the restoration of communications with PAAFHQ and Pioneer Command. Once Communications have been restored we can start getting updates to our archives and start getting our Manifesters equipped with proper powers." She paused to mark out some areas on the map. "These are areas of interest. It has come to our attention that other psionic races are on the lookout for us. In addition various world powers have been tipped off to our presence here. That was the purpose of base cloaking." She looked around the room at the grim, but determined faces of her officers sighed and continued. "It has become abdundantly clear to me, as it no doubt has to all of you, that we are woefully outgunned."
Silence. "For that reason I'm suspending everything but Black Ops until the Gate is active and we receive reinforcements. All forces will spend their time preparing defenses around base camp and running patrols." She points to areas around the camp. "Until further notice the camp is on high alert. No one gets in without proper credentials. No one leaves without them. Patrols are to report in every hour, on the hours. No exceptions. Detailed topographical maps are to be updated every week. Companies not on patrol will be training for defensive operations. Commander Iulius." She turned o look straight at the Hobgoblin commander. He looekd up from his psi-stone recording her briefing.
"General?"
"You're in command."
The silence now was very very pregnant. Wide startled eyes looked at Dahlia, but no one spoke.
"I'm going to the Stella Imperium with the 10th. We're going to look for survivors and bring them back to one of our allied towns."
"Ma'am that's a huge breach in OPSEC." Iulius riposted, giving Dahlia a curious, and wary eye.
"I'm tired of genocide, Iulius. I want to do something that doesn't involve the extermination of species. We're going to get them. It'll be the first sign of mercy that the PAAF shows this world. Something none of the others got."
"General I strenuously object to this course of action." He says, standing to his feet. There's a long pause between them. It stretches on as the assembled officers look at the confrontation in stunned silence. Iulius stares down into the unwavering eyes of his superior officer. She stares back. The hobgoblin, scarred and battered, sighs with gusto. "But Her Most Powerful Majesty put you in command. I have sworn to obey the orders of those lawfully appointed above me. I will command in your place, General. Do bring my company back." Iulius sat down, scrolling through his psi-stone for a moment before looking up at Dahlia with his usual glower as if to say "get on with it."
And so Dahlia and a company of psilockeers, sans exo-suits and dressed in civilian clothes, blended in as a company of minstrels with strangely elongated instruments. They made their way to the Imperium in disguise.
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306b3f No.11421
>>World Event: The nations of Stella Imperium and Chaos have fallen to invaders. Subsequently, those territories are held by their invaders, respectively. What plans do they have for them? Only time and the fates know.
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306b3f No.11422
>>11417 A pair of feet shuffle down a narrow hallway, the darkness doing nothing to slow down the movement of what seemed to be an old man.
He stopped at the entrance of a small- dome shaped room, a dim pyre burned in the middle- the smoke seeming to dissapear in a hole near the peak of the chamber.
A quick glance around the revealed nine shrines. Eight faces of obsidian stared towards the center of the room, a being without form being the ninth one. The dead gods as they were called by the Santerians. Fallen being that had once possessed divinity.
"Why are you here?" A small figure called out softly, obviously female. "The same reason you are I suppose." The elderly man spoke, his loud voice a sharp contrast to the younger one. "Then you have felt it too?" she answers, standing and turning, a white hood hiding her face.
"Yes, Armok shakes in ecstasy tonight, much blood has been stained the earth- blood that is not ours." He added under his breathe. The white hooded figure moved to different alter. A scowling face of rage, burning hot resin pouring from it's mouth and collecting in a large bowl underneath.
"Armok tells of things that die then live, he says they eat thin men who bow before the empty..'sky'..as they call it. Do you believe all the surface to wage war Zed?" The old man coughed, trying to regain his focus. Was the blood gods alter..shaking?
"I do not know my lady." Her soft laugh could be heard, she looked toward the old man. He could see a smile- as well as a large burn scar. "Good, you are honest. That is something we will need if we are to thrive."
Her attention returned to the shrine, without hesitation her finger traced over the burning tar. "They are violent…and powerful… are far more in number than ourselves." Zed shifted feet, the idea bringing discomfort. "Have faith in the path, there might yet be friends in these lands… that is all."
"Yes Hannah." The elder bowed and turned around. The weeping of a small child could be heard as he left the inner most sanctuary, " Nooo… Don't eat mom daddy…why are you doing this…I thought you loved us..No! No please don't hurt me!" He cursed the god of chaos under his breath.
Damn Xom…
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