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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1444356050799.png (3.31 MB,2229x2066,2229:2066,Soren.png)

306b3f No.10348 [Last50 Posts]

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.

____________________________
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306b3f No.10349

>>10348

>Name: The Circus del Necro

>Race (Determines bonuses): Undead (Jesters)

>Color: (Determined map color):Red star

>Fluff (Determines bonuses): Once upon the time a kingdom got bored. This kingdom got so bored even when the local peasants are killing themselves the holy men decided to keep reading their little sermons until they drown themselves in the wells. However there lived the Old King and his Young Queen they demanded the jester to entertain them. They kept on demanding and demanding until he killed himself by making them laugh forever by the little silly ropes that they wear as a necklace.

The Jester however has now became leader of this boring kingdom and he has found himself in a predicament on his own boredom. However he found as he gets bored Harlennelrah speaks to him in random intervals and in riddled sights. The Jester wants to keep him talking so he studied the words and the madding sights. One by one hordes of jesters risen from their little holes and swinging from the trees. More poured out of the wells and out of the castles behind the church. As more and more jesters had came the one who had arisen them called himself the Ringmaster.

The Ringmaster keep seeing the madding sights on the jesters face. However the sights stopped and the random voices lay silent once more. The Ringmaster became dreadfully bored and dreadfully mad. So in order to cure his boredom and to keep listening to Harlennelrah's whispers and to keep seeing the sights they must spread his random word in form of the circus to insure new sights and sounds.

>Government Type (Determines some stats):Very loose revolves around the ringmaster

>Economy Type (Determines some stats): Cooperative revolving around the circus

>Religion (Determines magic): Harlennelrah the laughing god of harlequins and jesters

>Location: Where you are on the map. The GM has the final say on location.

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306b3f No.10350

>>10348

>Patchwork Republic

>Assorted clans, mostly human

>Red, green trim

>Fluff:

Originally hailing from such inhospitable places like the highest peaks of the Nightcrag Mountains, and the hottest of the Hot Jungles, the migrant clans of the Patchwork Republic, named after the diversity of the clans, each followed a mysterious, cloaked figure to one of the isolated islands of Soren, finding it much more hospitable than where they originally came from.

The clans are still a hardy bunch of peoples in spite of their new environment, praising resilience, strength and self sufficiency above all else. The descendants of immigrants, the diverse peoples of the Patchwork Republic have a deep sense of wanderlust inside of them, and many leave for a life on the Great Gas sea, travelling around and experiencing all the that the world of Soren has to offer.

>Government Type: Loose Meritocracy, governed by those that protect the Republic's shores

>Economy: Free Trade

>Religion: Tseyaras, the Great Traveler, who miraculously led the different clans to the same place, at the same time.

>Location: One of the isolated islands

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306b3f No.10367

Name: The Sculpted

Race : Living Statues

Color: Pink

Fluff : Long ago there lived a sculptor who was at the pinnacle of his art. Kings and Emperors and the richest of merchants vied for his attention to simply carve them but a single bust in their image. So life-like was his work that it was said he could capture the image of a bird mid-flight and you'd expect it to fly away with a single wing beat. Among those he was most famous for those fantastical depictions of monstrous women. They were his favorite and he often would do them for a reduced cost or even in his free time.

However the man himself was not satisfied. He didn't wish to merely mimic life, he wanted to bring his creations to life. So he ventured far and wide, until he came to a marvelous place. Deep within the Nightcrag Mountains were pillars made of the purest types stone. Obsidian and marble and onyx and everything else. Driven and half-mad he took his tools to them. The shapes he saw locked in the stone came far more easily then he had ever managed before. When he finished his first attempt, a simple bird, it took flight. Beating wings of stone.

He became overcome with joy and began to carve those massive pillars of of stone into all sorts of life. His greatest creations were The Sculpted.

Now he is long dead, but he managed to pass on his skill to his sculpted children, who have literally carved out a kingdom of stone amid the peaks of the Nightcrag Mountains.

Government Type : Eternal Monarchy (stone never dies)

Economy Type : Command

Religion : Gaia, the stone pillars which occasionally appear in the Nightcrag Mountains are seen as her gift to the Sculpted.

Location: Nightcrag Mountains.

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306b3f No.10368

>>10349

[The Circus del Necro]

Population: (5) (.8/turn)

Food: N/A

Raw Currency: (5) (5/turn)

Legitimacy: Stable

Culture: (4)

Industry: (3)

Unique Buildings: [player's choice of main government building]

Defenses: (Traps, Basic)

Military Units: 3 [player's name choice units], Strong

Resources/Quantity: (Stone) [Sustainable], Wood [Sustainable], Iron [Sustainable]

Magic/Spells: (Harlennelrian Black Magic, Basic) (spells: Summon Chaos Jesters, Minor; Spell: Summon Disease Jesters, Minor)

Technology: (Stone, Wood, Iron)

Territories: (3)

Bonuses:

1. Coalition of Madness: You can summor or recruit clowns of all forms and types, allowing a variety of options against opposition.

2. Undead: You do not consume food or reproduce in a typical fashion. You are also resistant to disease, curses, inclement weather, and effects that might otherwise seem ineffective against the undead. This usually translates into bonuses in combat, but also world events.

Eccentricities:

1. Bedlam: For all intents and purposes, the legitimacy of the nation is inverted. More chaos and instability in the The Circus will generate different effects and does not seem to penalize in the same way traditional legitimacy does, and more stability does not seem to provice bonuses. However, this makes conquest and occupation more difficult; it might be better to simply kill everyone.

[Patchwork Republic]

>>10350

Population: (8) (1/turn)

Food: (Stable)

Raw Currency: (10) (7/turn)

Legitimacy: (Stable)

Culture: (5)

Industry: (4)

Unique Buildings: [player's choice of main government building], Aeroport [Primitive]

Defenses: (Stone Defense Towers, Small)

Military Units: 3 [player's name choice units], Strong; 1 [player fluff airship], Small;

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable]

Magic/Spells: (Air, Simple) (spells: Summon Tseyarian Birds, Simple)

Technology: (Stone, Wood, Iron) [Airships, Primitive] [Aerial Navigation, Primitive]

Territories: (3)

Bonuses:

1. Intrepid: You are better at exploration. This provides a bonus to rolls involving exploration or scouting. (+25)

2. Pluralistic: You can generally recruit other species and races into your nation without problems with directed effort. If a reasonable amount of currency is used, the process has an almost assured chance of success.

Eccentricities:

1. Skittish Economy: The free-trade basis of the society makes it vulnerable to shocks, wars, or other issues that would otherwise frighten most traders. On the bright side, the black market can supply goods, at a cost, in times of peril (if you can pay).

>>10367

[The Sculpted]

Population: (8) (.4/turn)

Food: (N/A)

Raw Currency: (5) (4/turn)

Legitimacy: (Very Stable)

Culture: (6)

Industry: (2)

Unique Buildings: [player's choice of main government building]

Defenses: (Stone Defense Towers, Small)

Military Units: 3 [player's name choice units], Strong; 1 [player fluff unit], Very Strong;

Resources/Quantity: [Stone, Sustainable], [Onyx, Sustainable], [Marble, Sustainable] [Obsidian, Sustainable]

Magic/Spells: (Earth, Simple) (spells: Imbue Stone, Simple; Scry Material, Simple)

Technology: [Magical Sculpting, Basic; Obsidian, Marble, Stone, Onyx]; (Stone, Copper, Wood)

Territories: (3)

Bonuses:

1. Peculiarities of the Stone: You may fabricate new Sculpted from specific materials to give them specific bonuses. [meta: if you can supply a logic to the GM it will assist in the process]

2. Lifeless: Being made of stone, The Sculpted are not subject to a series of effects that would otherwise harm or blight living creatures. This includes, but is not limited to: disease, inclement weather, food shortages, and other attacks. This translates into effects in combat and other events, but also to a slower initial rate of growth.

Eccentricities:

1. Ponderously Naiive: The Sculpted are new to the world and lack grace. As such they are easier to ambush, trick, or otherwise baffle. This might play out in unexpected situations.

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306b3f No.10369

File: 1444404395487.jpg (148.03 KB,700x1050,2:3,c7e95c95bd8160eaa54c1bdeb1….jpg)

>>10348

Name: Kaldor

Race (Determines bonuses): Leonans, Bipedial cats that pride themselves on strength and slaves of other races they have raided

Color: (Determined map color): Red with a Black X

Fluff (Determines bonuses): When Galgoroth strode the land to reach for his distant lover the distance was to great. When Eliara reached down from the Moon for her beloved, it was not enough. So Galgoroth tore the ground asunder in his rage and threw the pieces to the sky so that he may meet with his love. In the process he grabbed the Leonan's from their primitive beginning and flung them to the skies. The Leonan's landed on the most heavily monster infested island that was thrown up there, so that they may hunt them down to prove their worth in the eyes of his beloved. Eliara took notice of them and gave them the knowledge of weaponry so that they may perfect Galgoroth's art. And thus was their society born.

A heavily hunter based society the Carnivorous Leonan's prove their worth to each other and potential mates through their skills in hunting and prowess of strength, their economy and culture is based around the Hunt, many of their greatest warriors adorned with the iron scales of their latest kill. The greatest of hunters have domesticated the monsters of the island and turned them into beasts of burden or mere pets. Equal in importance is war, the Leonan's are excellent warriors and love to prove it, raiding nearby civilizations and bringing home trade goods, proving their worth to their gods by slaying enemies and hunting monsters.

Their Culture therefore is based around these two things, with much of their art and music being violent displays of aggression and strength, based around powerful dancing and heavy drum beats, they have in fact developed a dance that is specifically for war, intended to demoralize those of their opponents who see this dance, and their drums shake the very earth when played. Their art is mostly based around their hunting prowess though some have taken particularly spectacular weapons from opponents and either put them on display or used them. There was in fact one Warlord in a previous age who wore armor fashioned from the blades of his enemies and fought as a whirling mass of steel and death.

https://www.youtube.com/watch?v=99yFe68YtMQ

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

https://www.youtube.com/watch?v=N4BKRHPKE1I

Government Type (Determines some stats): A Diarchy between the Warlord and Huntmistress, a male and female who rule the Leonan's in the same manner that their gods rule creation. The Warlord is a brutal leadership where the strongest warrior is ruler. The Current Warlord, Nevgerad won his title after a grueling three hour duel with the previous ruler, Gentrak slaying him with his own claws after their weapons broke halfway into the duel.

The Huntmistress is usually the Warlord's mate though not always, and is also based around strength, though this time which female can bring in the best hunt after the old one has stepped down.

The Huntmistress must always step down when a new Warlord has spoken, though they may attempt the Ruler's Hunt to try and win their position back. Each test is a solo affair and no outside help is allowed at all, death is quite common in both tests but the Leonan's see it merely as the weak and stupid being culled.

Economy Type (Determines some stats): Mostly trade and barter style, Kaldor does not have a standard Currency due to most precious metals and gems being incorporated into Jewelry and armor to elevate one's status.

Very much a hunting society, pelts and meats have more value than shiny things would, though metals are always valued for their ability to forge weapons and armor

Religion (Determines magic): Galgoroth, Lord of War and Destruction, King of Fire and the Earth

and

Eliara, Lady of the Hunt, Goddess of the Winds and Queen of the Moon

Location: near/in one of the desolated areas on the larger fell chain island, the one with all the monsters

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306b3f No.10370

>>10369

[Kaldor]

Population: (4) (1/turn)

Food: (Stable)

Raw Currency: (3) (3/turn)

Legitimacy: (Stable)

Culture: (6)

Industry: (2)

Unique Buildings: [temple, player's name choice; government building, player's name choice]

Defenses: (Elaborate Wooden Fortifications, Strong)

Military Units: 3 [player's name unit], Strong; 1 [player's name unit] Very Strong

Resources/Quantity: [Pelts, Sustainable] [Stone, Sustainable] [Wood, Sustainable]

Magic/Spells: (Elemental, Simple) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple]

Technology: (Stone, Copper, Wood, Hideworking)

Territory: (3)

Bonuses:

1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

Eccentricity:

1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted.

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306b3f No.10373

File: 1444409707113.jpg (65.55 KB,800x518,400:259,myconid_vista_by_westlylaf….jpg)

>Name: The Colony

>Race: Myconid (Mushroom People)

>Color: : Black with a Green trim

>Fluff:

The Colony is an independent Myconid society located on the floating islands of Søren. The very emergence of this colony is considered by many to be an accident, as Myconid are not native to Søren. Indeed, the fungus ones are a foreign species from another land, who have rooted on Søren for unknown reasons. The origins of the Søren Myconid are to be traced back to the "Spore Winds", a strange event that effected the northeastern region of Gul. The green winds carried a vast amount of Myconid spores that, after about two weeks, germinated into infant myconid.

Myconid are frail and weak creatures that are typically hunted and killed by many for their tasty bodies– and they are unable to fight back because of their druidic and pacifist lifestyle. Before the Colony came to be, these young Myconid were already being harassed by the native fauna. Myconid have a depressing and short life of staying alive and being eternal prey and vowing to their oath of pacifism. To do harm is to betray the mutual moral code, and be shunned by every Myconid alive. There is only one thing that keeps the Myconid happy;

The Meld.

A meld is an event in which a group of Myconid will enter a meditative state, releasing spores that bind their conciousnesses together into a communal dream state, where they roam happily and forget the grim reality of the physical world. It is almost like a drug that keeps Myconid optimistic and determined during their boring, monotonous and sad lives. Now, however, the ultimate goal is to spread and populate enough Myconid to form the Ultimate Meld, a great event involving thousands of Myconid that is believed (and hoped) to create the perfect collective union across the whole species, achieving spiritual apotheosis and being allowed to forever live within the dream world– never having to care about the needs of the physical realm any longer.

Led by an elder Sovereign, The Colony is not a simple collective of a few Myconid to form a successful state, like the humans. The Colony is a whole species working together to be eternally happy.

>Government Type: Elective Monarchy, in which a Sovereign is elected by a consensus. Usually, the oldest and the largest Myconid in the Colony are major canditates– but it could potentially be any Myconid.

>Economy Type: A traditional barter economy. Myconid are strict in their belief that currency is pointless and unneeded.

>Religion: Shamanism, surrounding The Meld and the dream world.

>Location: Northeastern Gul

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306b3f No.10374

>>10348

We already have an undead but fuck it lol.

Name of the nation: Necro Imperialis

Race: Litches and various race necromancers (their races aren't important since it is the litches in control)

Color: Dark Green

Fluff:

Our nation was founded by litches to escape the persecution of the more light centered races and to have a place where we are free to experiment and create as we see fit. With almost everyone in our nation capable of raising and controlling at least a few undead manual labor by the living is almost unheard of without it being just some kind of hobby (weirdos). In Necro lands your power and respect comes from how many undead you can raise and how well you can control them. Some can only send their undead walking in a line and attacking certain objects while others can use theirs for building/forging/farming etc some can even make sentient undead capable of thinking for themselves. Another way of gaining power and prestige is to be able to create abomination undead as it is hard to get anything to function outside of its original form the ability to create new creatures is prized in the highest.

We came to this land to hide and have peace but as we grow and become more powerful even the litches usually so stubborn and stuck in their ways are sensing change it is time to expand to grow and conquer.

Government Type: Meritocratic Monarchy with a subcouncil of nobles (you have to have ascended to litchhood to join the council or have a hope of becoming king. The council can veto the king's ruling if it is a unanimous vote the council also chooses a new king when the old one "has an accident" usually after he does something stupid a strong king is a necessity or else the lower classes may see fit to rise up and make a new council as well)

Economy Type: Barter economy

Religion: We worship Pezar the Risen the beloved god of our people, the ascendant undead, and the lord of the dark lands. Fear his wrath or be humbled by the infinite legions of his minions.

Location:Perfect would be the biggest island of Curlo's Chain.

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306b3f No.10375

>>10348

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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306b3f No.10376

>>10373

[The Colony]

Population: (6) (1.2/turn)

Food: (Very Good)

Raw Currency: (5) (+1/turn)

Legitimacy: (Unshakeable)

Culture: (8)

Industry: (2)

Unique Buildings: 1 (player defined government building)

Defenses: None

Military Units: 3 (player named units) Medium; 3 (player named units) Weak

Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Basic Animals, [Sustainable]

Magic/Spells: (Growth/Nature, Simple) (spells: Summon Animals, Simple; Bless Land, Simple)

Technology: (Stone, Wood, Gemworking)

Territory: (3)

Bonuses:

1. Spores: Your nation expands with spores in addition to usual expansion methods. Roll 1d4 to figure how how many additional hexes you gain during an allocation of territory/hexes. If all the hexes are used up, you get a population bonus.

2. Stoic & Fatalist: Legitimacy is extremely difficult to reduce, as your people seem to remain resilient from the meld. This also makes psychical attacks against you difficult and political violence is extremely unheard of.

Eccentricities:

1. Pacifist: Due to the nature of your people, you can only mobilize defensively. However, if the capacity to meld is threatened, you may behave in an uncharacteristic fashion.

>>10374

[Necro Imperialis]

Population: (6) (1.1/turn)

Food: N/A

Raw Currency: (5) (+3/turn)

Legitimacy: (Semi-Stable)

Culture: (3)

Industry: (4)

Unique Buildings: 1 (player defined government building)

Defenses: None

Military Units: 4 (player named units) Medium;

Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable]

Magic/Spells: (Necromacy, Basic) (spells: Curse Terrain, Simple; Summon Wights, Simple)

Technology: (Stone, Wood, Copper, Iron)

Territory: (3)

Bonuses:

1. Perfectionist: Your nation has a well developed methodology for magical usage, development, and training; it also prizes new ideas and talent in magic usage. For every roll that uses magic exclusively, you may re-roll once.

2. Undead: Your nation is resilient to attacks and effects that would harm living creatures; your nation also does not reproduce in a typical fashion. This usually applies in combat, but it can also impact world events.

Eccentricities:

1. Power-oriented: Extremely powerful magical units (Very Strong+) in your nation may occasionally disrupt stability or assert their authority to the detriment of your nation.

>>10375

[The Draconian Supremacy]

Population: (6) (.6/turn)

Food: (Stable)

Raw Currency: (5) (+3/turn)

Legitimacy: (Very Stable)

Culture: (9)

Industry: (2)

Unique Buildings: 1 (player defined government building)

Defenses: None

Military Units: 1 (player named unit), Epic; 2 (player named units), Medium

Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable]

Magic/Spells: (Eclectic, Simple) (spells: Transmute Material, Simple; Locate Dragonkin, Simple)

Technology: (Stone, Wood, Copper, Iron)

Territory: (3)

Bonuses:

1. Venerable: You have access you a large library of research that spans millenia. You can allocate researchers in a clear direction to develop technology, magic, and other things with a bonus (+15 to research rolls).

2. Natural Fliers: Many of the nation are adept fliers and have developed sophisticated tactics and techniques for usage in the skies. Add an extra 2 to every combat roll for naturally flying units engaging other flying units.

Eccentricities:

1. Arrogant: You sometimes have difficult engaging with the PATHETIC and PITIFUL child races in a fashion that is equitable. Other ancient races are, in contrast, treated reasonably. They are few in number.

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306b3f No.10377

You can post your first turn if you like, now. I will be updating the map in a few hours.

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306b3f No.10378

File: 1444416671117.jpg (21.32 KB,236x326,118:163,6b0b7bd6e8289019ceef3ddcde….jpg)

Dice rollRolled 51, 1 = 52 (2d100)

>>10376

[The Draconian Supremacy]

Population: (6.6) (.6/turn)

Food: (Stable)

Raw Currency: (8) (+3/turn)

Legitimacy: (Very Stable)

Culture: (12)

Industry: (4)

Unique Buildings: The great council-eyrie,

Defenses: None

Military Units: 1 (Dragonlord), Epic; 2 (Dragonkin platoon), Medium

Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable]

Magic/Spells: (Eclectic, Simple) (spells: Transmute Material, Simple; Locate Dragonkin, Simple)

Technology: (Stone, Wood, Copper, Iron)

Territory: (3)

Bonuses:

1. Venerable: You have access you a large library of research that spans millenia. You can allocate researchers in a clear direction to develop technology, magic, and other things with a bonus (+15 to research rolls).

2. Natural Fliers: Many of the nation are adept fliers and have developed sophisticated tactics and techniques for usage in the skies. Add an extra 2 to every combat roll for naturally flying units engaging other flying units.

Eccentricities:

1. Arrogant: You sometimes have difficult engaging with the PATHETIC and PITIFUL child races in a fashion that is equitable. Other ancient races are, in contrast, treated reasonably. They are few in number.

1-2) The only real threat to a dragon (other than another dragon) of this world is projectiles managing to reach their strafing heights. For this purpose a lot of dragonlords invest a lot into research of spells with the purpose of deflecting such projectiles by various means

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306b3f No.10379

Dice rollRolled 72, 51 = 123 (2d100)

>>10376

>[Necro Imperialis]

>

>Population: (7.1) (1.1/turn)

>

>Food: N/A

>

>Raw Currency: (8) (+3/turn)

>

>Legitimacy: (Semi-Stable)

>

>Culture: (3)

>

>Industry: (4)

>

>Unique Buildings:

>1 Council Tower

>

>Defenses: None

>

>Military Units:

>2 Skeleton warriors (S&S) [Medium]

>2 Skeleton Archers [Medium]

>Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable]

>

>Magic/Spells: (Necromacy, Basic) (spells: Curse Terrain, Simple; Summon Wights, Simple)

>

>Technology: (Stone, Wood, Copper, Iron)

>

>Territory: (3)

>

>Bonuses:

>

>1. Perfectionist: Your nation has a well developed methodology for magical usage, development, and training; it also prizes new ideas and talent in magic usage. For every roll that uses magic exclusively, you may re-roll once.

>

>2. Undead: Your nation is resilient to attacks and effects that would harm living creatures; your nation also does not reproduce in a typical fashion. This usually applies in combat, but it can also impact world events.

>

>Eccentricities:

>

>1. Power-oriented: Extremely powerful magical units (Very Strong+) in your nation may occasionally disrupt stability or assert their authority to the detriment of your nation.

_______

Point allocation

I allocate 2 points to defenses, 2 points to resources, and 1 point to Magic R&D

________

Actions

1. Research further Summoning magic. Our true population is limited by the bodies we can find, immigrants, and the occasional living member of our nation who passes away or achieves lichhood. As such we need to focus heavily on quality over quantity

2.Scout the surrounding areas and try to find an old battlefield. Bones remain long long after the battles themselves have been forgotten. If we can find one, after we sanctify the land we can begin raising new members of our glorious nation from there.

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306b3f No.10380

>Name: The Colony

>Race: Myconid (Mushroom People)

>Color: : Black with a Green trim

>Fluff: http://pastebin.com/itEHLQxY

>Government Type: Elective Monarchy, in which a Sovereign is elected by a consensus. Usually, the oldest and the largest Myconid in the Colony are major canditates– but it could potentially be any Myconid.

>Economy Type: A traditional barter economy. Myconid are strict in their belief that currency is pointless and unneeded.

>Religion: Shamanism, surrounding The Meld and the dream world.

>Location: Northeastern Gul

——————————————————————–

>Population: (6) (1.2/turn)

>Food: (Very Good)

>Raw Currency: (5) (+1/turn)

>Legitimacy: (Unshakeable)

>Culture: (8)

>Industry: (5)

>Unique Buildings:

1 Sovereign Tower

>Defenses:

2 Defensive Buildings

>Military Units:

3 Withdrawn Monk Squads (Medium)

3 Withdrawn Savage Packs (Weak)

>Resources/Quantity:

Stone [Sustainable]

Wood [Sustainable]

Basic Animals [Sustainable]

>Magic/Spells: (Growth/Nature, Simple)

Summon Animals (Simple)

Bless Land (Simple)

>Technology:

(Stone, Wood, Gemworking)

>Territory: (3)

Bonuses:

1. Spores: Your nation expands with spores in addition to usual expansion methods. Roll 1d4 to figure how how many additional hexes you gain during an allocation of territory/hexes. If all the hexes are used up, you get a population bonus.

2. Stoic & Fatalist: Legitimacy is extremely difficult to reduce, as your people seem to remain resilient from the meld. This also makes psychical attacks against you difficult and political violence is extremely unheard of.

Eccentricities:

1. Pacifist: Due to the nature of your people, you can only mobilize defensively. However, if the capacity to meld is threatened, you may behave in an uncharacteristic fashion.

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306b3f No.10381

Dice rollRolled 26, 30 = 56 (2d100)

>>10380

>2 POINTS WERE ALLOCATED TO DEFENSE

>3 POINTS WERE ALLOCATED TO INDUSTRY

1 - The quest to meld transedence has begun, my kind. We bring forth our spores of life unto the lands beyond (Begin expansion outward to gain new territories)

2 - The children of the next generation will be crucial to our goal. We ask of the earth for her blessing, through the cracking hammers of progress (Begin constructing "Breeding Grounds" in the capital. These are special, designiated and fertilized zones that will increase population and provide more regulation to said population)

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306b3f No.10382

Dice rollRolled 45, 68 = 113 (2d100)

>>10368

>FluffnStuff: >>10350

Population: (9) (1/turn)

Food: (Stable)

Raw Currency: (17) (7/turn)

Legitimacy: (Stable)

Culture: (6)

Industry: (8)

Unique Buildings: [Council Headquarters], Aeroport [Primitive]

Defenses: (Stone Defense Towers, Small)

Military Units: 3 [Patchwork Clansmen], Strong; 1 [Patchwork Flagship], Small

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable]

Magic/Spells: (Air, Simple) (spells: Summon Tseyarian Birds, Simple)

Technology: (Stone, Wood, Iron) [Airships, Primitive] [Aerial Navigation, Primitive]

Territories: (3)

>Bonuses:

[Intrepid]

[Pluralistic]

>Eccentricities:

[Skittish Economy]

1) Work to improve our defensive towers

2) Begin construction of a temple to Tseyaras, the Great Traveler.

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306b3f No.10383

Dice rollRolled 7, 75 = 82 (2d100)

>>10368

>Name: The Circus del Necro

>Race (Determines bonuses): Undead (Jesters)

>Color: (Determined map color):Red star

>Fluff (Determines bonuses): Once upon the time a kingdom got bored. This kingdom got so bored even when the local peasants are killing themselves the holy men decided to keep reading their little sermons until they drown themselves in the wells. However there lived the Old King and his Young Queen they demanded the jester to entertain them. They kept on demanding and demanding until he killed himself by making them laugh forever by the little silly ropes that they wear as a necklace.

The Jester however has now became leader of this boring kingdom and he has found himself in a predicament on his own boredom. However he found as he gets bored Harlennelrah speaks to him in random intervals and in riddled sights. The Jester wants to keep him talking so he studied the words and the madding sights. One by one hordes of jesters risen from their little holes and swinging from the trees. More poured out of the wells and out of the castles behind the church. As more and more jesters had came the one who had arisen them called himself the Ringmaster.

The Ringmaster keep seeing the madding sights on the jesters face. However the sights stopped and the random voices lay silent once more. The Ringmaster became dreadfully bored and dreadfully mad. So in order to cure his boredom and to keep listening to Harlennelrah's whispers and to keep seeing the sights they must spread his random word in form of the circus to insure new sights and sounds.

>Government Type (Determines some stats):Very loose revolves around the ringmaster

>Economy Type (Determines some stats): Cooperative revolving around the circus

>Religion (Determines magic): Harlennelrah the laughing god of harlequins and jesters

>Location: Where you are on the map. The GM has the final say on location.

Population: (5) (.8/turn)

Food: N/A

Raw Currency: (5) (5/turn)

Legitimacy: Stable

Culture: (4)

Industry: (3)

Unique Buildings:The Tent

Defenses: (Traps, Basic)

Military Units: 3 Punch, Judy, and Mr. Gater Strong

Resources/Quantity: (Stone) [Sustainable], Wood [Sustainable], Iron [Sustainable]

Magic/Spells: (Harlennelrian Black Magic, Basic) (spells: Summon Chaos Jesters, Minor; Spell: Summon Disease Jesters, Minor)

Technology: (Stone, Wood, Iron)

Territories: (3)

Bonuses:1. Coalition of Madness: You can summon or recruit clowns of all forms and types, allowing a variety of options against opposition. 2. Undead: You do not consume food or reproduce in a typical fashion. You are also resistant to disease, curses, inclement weather, and effects that might otherwise seem ineffective against the undead. This usually translates into bonuses in combat, but also world events.

Eccentricities:1.Bedlam: For all intents and purposes, the legitimacy of the nation is inverted. More chaos and instability in the The Circus will generate different effects and does not seem to penalize in the same way traditional legitimacy does, and more stability does not seem to provide bonuses. However, this makes conquest and occupation more difficult; it might be better to simply kill everyone.

1. Try to scout out a local area for people to entertain and to provide our own escape of our boredom

2.Construct a abandoned palace oh it'll be so much fun to make said palace.

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306b3f No.10384

File: 1444421596936.jpg (101.43 KB,640x540,32:27,Magic Ship.jpg)

Name: The Sky Dwarves

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

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306b3f No.10385

>>10384

Population: (5) (.8/turn)

Food: (Stable)

Raw Currency: (5) (7/turn)

Legitimacy: (Stable)

Culture: (5)

Industry: (5)

Unique Buildings: 1 (Player's name government building)

Defenses: (Stone Traps, Good)

Military Units: 2 (Player's choice named units), Strong; 2 (Player's choice named units), Medium

Resources/Quantity: Iron, [Sustainable], Copper [Sustainable], Stone [Sustainable], Gems [Scarce]

Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple)

Technology: (Copper, Iron, Stone) [Airships, 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.10386

Dice rollRolled 9, 26 = 35 (2d100)

>>10376

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (4) (1/turn)

Food: (Stable)

Raw Currency: (3) (3/turn)

Legitimacy: (Stable)

Culture: (6)

Industry: (2)

Unique Buildings: [Temple, Hunter's Calling]

[Government building, Warrior's Hall]

Defenses: (Elaborate Wooden Fortifications, Strong)

Military Units: 3 [Leonan Warriors], Strong; 1 [Huntmaster] Very Strong

Resources/Quantity: [Pelts, Sustainable] [Stone, Sustainable] [Wood, Sustainable]

Magic/Spells: (Elemental, Simple) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple]

Technology: (Stone, Copper, Wood, Hideworking)

Territory: (3)

Bonuses:

1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

Eccentricity:

1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted.

I would like to add 3 points to Military Units if I can, if not put it into Industry

and the other 2 units into defenses

Actions:

1. Organize a hunt through the jungles to train our warriors and hunters

2. Send a few scouts to the nearby fortress to scout out it's defenses, we require slaves to mine for us.

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306b3f No.10387

File: 1444428606181.jpg (49.63 KB,550x774,275:387,Dwarven Explorer.jpg)

Dice rollRolled 85, 40, 32 = 157 (3d100)

Name: The Sky Dwarves

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: (5.8) (.8/turn)

Food: (Stable)

Raw Currency: (13) (7/turn)

Legitimacy: (Stable)

Culture: (5)

Industry: (5)

Unique Buildings: 1 King's Palace

Defenses: (Stone Traps, Good)

Military Units: 2 Dwarven Frigates, Strong; 2 Arquebusier Medium

Resources/Quantity: Iron, [Sustainable], Copper [Sustainable], Stone [Sustainable], Gems [Scarce]

Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple)

Technology: (Copper, Iron, Stone) [Airships, 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.

1. Underground beneath the islands, stands the King's Palace, a great structure hewn into the earth, whose walls of stone where carved from the rock that surrounds it.

King Bolivar and his court were gathered to discuss a great issue that faced the nation.

The supply of gemstones was nearly depleted, all natural sources soon being tapped out. Many had called for deeper, more expansive mining, but today one nobledwarf in particular held another idea, and had requested his Royal presence for his proposal.

His name was Federico Fezarre. Of the king, he had this to say. Continuing to tap into the earth for more gemstones will ultimately prove to be a limited gesture, no matter how many more we find. If the dwarves were to continue to stock up on precious stones, not deeper into the ground should they dig, but farther and away they should search. He proposed, not a mere scouting patrol, but a fully fledged expedition, with several fully stocked ships and enough supplies that he and his Dwarven Conquistadors might go out and claim more mountains and sources of Gemstones.

The King listened, and was silent, as the court deliberated on his proposition.

An exploratory expedition, in search of treasures and wealth. Would the adventurer's request be accepted?

2. Above ground, Dwarves with axes began to hew down trees, and stock up on lumber for the production of more ships, and scaffolds for mines. [Lumber Camp]

3. Nobility Roll

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306b3f No.10388

Dice rollRolled 93, 19 = 112 (2d100)

1. Begin building a quarry where new Sculpted may be born in greater numbers.

2. The Sculpted have a deep affinity with the earth and feel their patron goddess is Gaia herself, thus they with to build her a Grand Temple in her honor. Like the Living Palace the carvings and other statuary will be a living part of the Temple of Gaia, its caretakers and its guardians.

http://pastebin.com/AKD7Tva1

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306b3f No.10389

>>10378

[Draconian Supremecy]

1-2) Research begins on locating spells or incantations that might be useful in deflecting spells or projectiles. The kobolds frantically search through the library, but hardly find anything on the subject. After some time passes, one kobold manages to find a handful of scrolls that might be useful; shielding incantations that might be developed further. A fire starts from a dropped candle, however, and research doesn't get quite as far as you would hope for. (Research 5/10)

[Correction: 2nd Eccentricity: “Hoarding: The dragonlords prefer to lounge in massive piles of gold and gems. The nation cannot spend over 20% of the existing treasury without incurring discord. However, as gold stocks grow larger, it becomes easier to placate the dragonlords and the chance for intra-council strife decreases.”

>>10379

[Necro Imperialis]

Add [Interlocked Bone Wall, Medium] to defenses

1. The more library oriented liches begin their work on more advanced summons. They have a few interesting directions they can take: larger creatures that can fly, smaller creatures that can fly, or creatures that are good at both fighting on the ground or fighting in the air. (Research 2/8)

2. Scouts quickly locate an old battlefield, but the corpses are insufficiently fresh to raise undead with flesh and higher brain functions. It would be suitable for a few squads of skeletons, or, the scouts can continue looking. They suspect they might be able to find something more impressive if more effort is put in.

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306b3f No.10390

>>10381

[The Colony]

Add [Briarthorn Wall, Medium] to defenses

1. The spores begin to drift away, but the wind is wrong and only a few of them land in areas where they can take root. After some initial frustration a few Mycon are alloted to physically move spores to new areas. (Expansion 2/10)

2. You begin work on breeding grounds in the capital. It is soon completed, but it will take some time to become fully operational and remains rather small. [Add unique building: Breeding Grounds, Small; increase pop growth by +.1/turn]

[Correction: 2nd Eccentricity – “Monkish”: You do not use currency. Standing upkeep is instead tied to food.]

>>10382

1) You manage to upgrade your defensive towards to medium sized after some relatively minor effort by your engineers. [Revise towers from “Small” to “Medium”.]

2) Construction of the temple completes in a reasonable amount of time. Your engineers feel fairly pleased with themselves. [add 1 temple of player's name choice, +2 culture]

>>10383

1. The scouts don't find anything. They become even more bored and make sad clown faces that are even more frightening than the scary clown faces normally displayed. Overall it's a total disaster.

2. You quickly build an abandoned palace. You aren't sure what you're going to do with it, but the construction-jester finds this EXTREMELY hilarious. (+1 industry, +1 culture, add unique building “Abandoned Jester Palace”)

>>10386

[Kaldor]

1. You organize a hunt, but nobody shows up; the hunt-lord attributes this to the relative age of the the recruits. On the bright side, he uses the time to lecture you on the large monsters on the island – apparently one is a massive troll, another is a flightless underground wurm, and another is a massive spider. When you ask him about the last one, he goes quiet and looks away nervously.

2. The fortress is heavily defended and ringed with guards, patrols, dogs, and overlapping towers. Your scouts consider themselves quite lucky that they didn't get caught or killed. You should probably avoid the fortress until you think you can overpower the guards … or until you think you can corral one of the Fell Chain monsters to it.

>>10387

[The Sky Dwarves]

1. The King, seeing the proposal as extremely valid, approves the resources for the expedition. It soon heads off, and locates some basic gem stocks in a nearby mountain range. You suspect you won't need to go on any more expeditions for gems for awhile, and the nobility seem happy. [Revise Gems: Good]

2. The dwarves build a lumber camp of enormous size in record time. The foreman in charge claims that it's largely because the nobles aren't in his face about nonsense all the time. Following the construction, the dwarves get drunk and joyride in the airship; nobody is injured. (Add resource: Lumber, Sustainable)

3. The nobility is uncharacteristically silent with few complaints. Seeing the action of the commoners to provide them with riches and obey their authority, they remain silent. Their their mood is good – for the time being.

>>10388

1. The completion of the quarry is finished due to the readily available nature of stone and other materials. The sculptor-general reports that we shouldn't expect resources to be this easily found or growth to be easily promoted in the future; territory might be needed. (revise population growth: +.2/turn)

2. Construction on the temple moves forward, but the progress is somewhat less than impressive despite the availability of resources. (2/4)

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306b3f No.10392

Dice rollRolled 39, 97 = 136 (2d100)

1. With the quarry done we should look into creating finer tools for the work we have ahead of us. Copper will only get us so far. The first step is to locate better materials. Scry for the strongest metals we can find nearby and begin constructing a mine to extract them.

2. The Sculpted have a deep affinity with the earth and feel their patron goddess is Gaia herself, thus they with to build her a Grand Temple in her honor. Like the Living Palace the carvings and other statuary will be a living part of the Temple of Gaia, its caretakers and its guardians. (2/4)

http://pastebin.com/AKD7Tva1

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306b3f No.10393

Dice rollRolled 28, 82 = 110 (2d100)

>Name: The Circus del Necro

>Race (Determines bonuses): Undead (Jesters)

>Color: (Determined map color):Red star

>Fluff (Determines bonuses): Once upon the time a kingdom got bored. This kingdom got so bored even when the local peasants are killing themselves the holy men decided to keep reading their little sermons until they drown themselves in the wells. However there lived the Old King and his Young Queen they demanded the jester to entertain them. They kept on demanding and demanding until he killed himself by making them laugh forever by the little silly ropes that they wear as a necklace.

The Jester however has now became leader of this boring kingdom and he has found himself in a predicament on his own boredom. However he found as he gets bored Harlennelrah speaks to him in random intervals and in riddled sights. The Jester wants to keep him talking so he studied the words and the madding sights. One by one hordes of jesters risen from their little holes and swinging from the trees. More poured out of the wells and out of the castles behind the church. As more and more jesters had came the one who had arisen them called himself the Ringmaster.

The Ringmaster keep seeing the madding sights on the jesters face. However the sights stopped and the random voices lay silent once more. The Ringmaster became dreadfully bored and dreadfully mad. So in order to cure his boredom and to keep listening to Harlennelrah's whispers and to keep seeing the sights they must spread his random word in form of the circus to insure new sights and sounds.

>Government Type (Determines some stats):Very loose revolves around the ringmaster

>Economy Type (Determines some stats): Cooperative revolving around the circus

>Religion (Determines magic): Harlennelrah the laughing god of harlequins and jesters

>Location: Where you are on the map. The GM has the final say on location.

Population: (5) (.8/turn)

Food: N/A

Raw Currency: (5) (5/turn)

Legitimacy: Stable

Culture: (5)

Industry: (4)

Unique Buildings:The Tent & Abandoned Jester Palace

Defenses: (Traps, Basic)

Military Units: 3 (Punch, Judy, and Mr. Gater) Strong

Resources/Quantity: (Stone) [Sustainable], Wood [Sustainable], Iron [Sustainable]

Magic/Spells: (Harlennelrian Black Magic, Basic) (spells: Summon Chaos Jesters, Minor; Spell: Summon Disease Jesters, Minor)

Technology: (Stone, Wood, Iron)

Territories: (3)

Bonuses:1. Coalition of Madness: You can summon or recruit clowns of all forms and types, allowing a variety of options against opposition. 2. Undead: You do not consume food or reproduce in a typical fashion. You are also resistant to disease, curses, inclement weather, and effects that might otherwise seem ineffective against the undead. This usually translates into bonuses in combat, but also world events.

Eccentricities:1.Bedlam: For all intents and purposes, the legitimacy of the nation is inverted. More chaos and instability in the The Circus will generate different effects and does not seem to penalize in the same way traditional legitimacy does, and more stability does not seem to provide bonuses. However, this makes conquest and occupation more difficult; it might be better to simply kill everyone.

1-2 Hmm let's add traps to said mansion just for even more fun.

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306b3f No.10394

>>10348

Name: Stella Imperium

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: Anywhere the QM thinks it'd make sense for me to be.

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306b3f No.10395

Dice rollRolled 66, 95 = 161 (2d100)

>>10390

>FluffnStuff: >>10350

Population: (10) (1/turn)

Raw Currency: (24) (7/turn)

Legitimacy: (Stable)

Culture: (8)

Industry: (8)

Unique Buildings: [Council Headquarters], Aeroport [Primitive], [Temple of the Traveler]

Defenses: (Stone Defense Towers, medium)

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable]

Magic/Spells: (Air, Simple) (spells: Summon Tseyarian Birds, Simple)

Technology: (Stone, Wood, Iron) [Airships, Primitive] [Aerial Navigation, Primitive]

Territories: (3)

>Bonuses:

[Intrepid]

[Pluralistic]

>Eccentricities:

[Skittish Economy]

1) Scout around, see what's out there. The world of Soren calls! [Intrepid]

2) Have our engineers tinker with our Flagship a bit, see if we can improve it

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306b3f No.10397

Dice rollRolled 65, 91 = 156 (2d100)

>>10390

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (4) (1/turn)

Food: (Stable)

Raw Currency: (3) (3/turn)

Legitimacy: (Stable)

Culture: (6)

Industry: (2)

Unique Buildings: [Temple, Hunter's Calling]

[Government building, Warrior's Hall]

Defenses: (Elaborate Wooden Fortifications, Strong)

Military Units: 3 [Leonan Warriors], Strong; 1 [Huntmaster] Very Strong

Resources/Quantity: [Pelts, Sustainable] [Stone, Sustainable] [Wood, Sustainable]

Magic/Spells: (Elemental, Simple) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple]

Technology: (Stone, Copper, Wood, Hideworking)

Territory: (3)

Bonuses:

1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

Eccentricity:

1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted.

1. Train our warriors so that they may strike against the fortress

2. Tame the weaker of the beasts nearby for beast of war and burden

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306b3f No.10398

>>10390

>>Name: The Colony

>>Race: Myconid (Mushroom People)

>>Color: : Black with a Green trim

>>Fluff: http://pastebin.com/itEHLQxY

>>Government Type: Elective Monarchy, in which a Sovereign is elected by a consensus. Usually, the oldest and the largest Myconid in the Colony are major canditates– but it could potentially be any Myconid.

>>Economy Type: A traditional barter economy. Myconid are strict in their belief that currency is pointless and unneeded.

>>Religion: Shamanism, surrounding The Meld and the dream world.

>>Location: Northeastern Gul

——————————————————————–

>>Population: (7.3) (1.3/turn)

>>Food: (Very Good)

>>Raw Currency: (6) (+1/turn)

>>Legitimacy: (Unshakeable)

>>Culture: (8)

>>Industry: (5)

>>Unique Buildings:

1 Sovereign Tower

1 Breeding Ground

>>Defenses:

Briarthorn Wall (Medium)

>>Military Units:

3 Withdrawn Monk Squads (Medium)

3 Withdrawn Savage Packs (Weak)

>Resources/Quantity:

Stone [Sustainable]

Wood [Sustainable]

Basic Animals [Sustainable]

>>Magic/Spells: (Growth/Nature, Simple)

Summon Animals (Simple)

Bless Land (Simple)

>Technology:

(Stone, Wood, Gemworking)

>Territory: (3)

>Bonuses:

1. Spores: Your nation expands with spores in addition to usual expansion methods. Roll 1d4 to figure how how many additional hexes you gain during an allocation of territory/hexes. If all the hexes are used up, you get a population bonus.

2. Stoic & Fatalist: Legitimacy is extremely difficult to reduce, as your people seem to remain resilient from the meld. This also makes psychical attacks against you difficult and political violence is extremely unheard of.

>Eccentricities:

1. Pacifist: Due to the nature of your people, you can only mobilize defensively. However, if the capacity to meld is threatened, you may behave in an uncharacteristic fashion.

2. Monkish: You do not use currency. Standing upkeep is instead tied to food.

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306b3f No.10399

Dice rollRolled 100, 51 = 151 (2d100)

>>10390

[The Draconian Supremacy]

Population: (7.2) (.6/turn)

Food: (Stable)

Raw Currency: (11) (+3/turn)

Legitimacy: (Very Stable)

Culture: (12)

Industry: (4)

Unique Buildings: The great council-eyrie,

Defenses: None

Military Units: 1 (Dragonlord), Epic; 2 (Dragonkin platoon), Medium

Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable]

Magic/Spells: (Eclectic, Simple) (spells: Transmute Material, Simple; Locate Dragonkin, Simple)

Technology: (Stone, Wood, Copper, Iron)

Territory: (3)

Bonuses:

1. Venerable: You have access you a large library of research that spans millenia. You can allocate researchers in a clear direction to develop technology, magic, and other things with a bonus (+15 to research rolls).

2. Natural Fliers: Many of the nation are adept fliers and have developed sophisticated tactics and techniques for usage in the skies. Add an extra 2 to every combat roll for naturally flying units engaging other flying units.

Eccentricities:

1. Arrogant: You sometimes have difficult engaging with the PATHETIC and PITIFUL child races in a fashion that is equitable. Other ancient races are, in contrast, treated reasonably. They are few in number.

2. Hoarding: The dragonlords prefer to lounge in massive piles of gold and gems. The nation cannot spend over 20% of the existing treasury without incurring discord. However, as gold stocks grow larger, it becomes easier to placate the dragonlords and the chance for intra-council strife decreases.”

1) Even though fire is not a big threat to the dragons it is to the libraries. Further research is made with glass-lamps that will not tip over causing problems in the same way. The research continues 5/10

2) Dragons crave gold and are used to taking it with force. And with that in mind the Dragonlord and the dragonkin fly off to a nearby nation with plenty of gold (the dwarves or the patchwork). They focus on finding out where wealth is stored and then smash any defences to take all they can and then return home to add it to the hoard. And if puny landwalkers try to put up resistance keep out of their range while raining death and destruction upon them.

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306b3f No.10400

Dice rollRolled 31, 79 = 110 (2d100)

>>10390

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: (5.8) (.8/turn)

Food: (Stable)

Raw Currency: (13) (7/turn)

Legitimacy: (Stable)

Culture: (5)

Industry: (5)

Unique Buildings: 1 King's Palace

Defenses: (Stone Traps, Good)

Military Units: 2 Dwarven Frigates, Strong; 2 Arquebusier Medium

Resources/Quantity: Iron, [Sustainable], Copper [Sustainable], Stone [Sustainable], Gems [Good]

Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple)

Technology: (Copper, Iron, Stone) [Airships, 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.

1. With an ample source of lumber, it was decided that a [Drydock] would be built, to facility not only the building of more airships but of far larger, heavier designs.

2. Today, the Dwarves decide to perform military training of the fleet, to keep ours tactical abilities sharp. The 2 Frigates are launched into the air, along with a unit of Dwarven Arquebusier's within. They will train in several military maneuvers, as well as war games for the rest of the day. It was hoped this would give us a skilled and trained crew able to deal with enemies on land, air, and. . .hmm, why do I always think there's supposed to be a third thing.

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306b3f No.10401

Dice rollRolled 42, 27 = 69 (2d100)

>EXPANSION 2/10

1. The call of the wind acts against us, but even if the fates intertwine to our loss, we stay determined and faithful. (Continue in expansion efforts)

2. The earth is rich and fine, with her treasures bountiful and glimmering. It is the birthright of sentient life to harvest her riches in the name of progress and civilization– and we are no exception to the laws of life. (Attempt to strike the earth and mine for any metals or gems)

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306b3f No.10402

>>10394

Population: (10) (.6/turn)

Food: (Great)

Raw Currency: (5) (4/turn)

Legitimacy: (Great)

Culture: (8)

Industry: (2)

Unique Buildings: 1 (player named government building)

Defenses: (Illusions, Good)

Military Units: 2 (player named units), Strong; 3 (player named units), Weak

Resources/Quantity: (Glass) [Sustainable]; (Wood) [Sustainable]; (Iron) [Sustainable]

Magic/Spells: (Astral, Basic) (spells: Celestial Guidance; Basic; Summon Astral Birds, Basic)

Technology: (Stone, Wood, Copper, Iron)

Territory: (3)

Bonuses/Eccentricities:

1. Elder: Elves are generally good at everything; frustratingly so. As such, you gain +10 to all rolls.

2. Magically Inclined: Rolls to cast spells may be re-rolled 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.

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306b3f No.10403

>>10402

Clarification: Spells may be rerolled once.

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306b3f No.10404

File: 1444435984840.png (3.33 MB,2229x2066,2229:2066,Soren- Latest.png)

Here's the map.

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306b3f No.10405

Dice rollRolled 6, 4, 8 = 18 (3d10)

>>10399

The dragonlord and the two dragonkin patrols descend and start the plundering. If there is opposition they try to keep the fight aerial with ranged attacks while keeping safe in the air. Going in close and personal against heavy ranged opposition. The goal is the loot though, so if it's possible to avoid enemies entirely that's valid.

+2 to rolls from my dragon trait

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306b3f No.10406

Dice rollRolled 93, 95 = 188 (2d100)

>>10404

>>10402

Name: Stella Imperium

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: (10.6) (.6/turn)

Food: (Great)

Raw Currency: (9) (4/turn)

Legitimacy: (Great)

Culture: (8)

Industry: (2)

Unique Buildings: 1 Celestial Tower

Defenses: (Illusions, Good)

Military Units: 2 Wardens, Strong; 3 Sentinels , Weak

Resources/Quantity: (Glass) [Sustainable]; (Wood) [Sustainable]; (Iron) [Sustainable]

Magic/Spells: (Astral, Basic) (spells: Celestial Guidance; Basic; Summon Astral Birds, Basic)

Technology: (Stone, Wood, Copper, Iron)

Territory: (3)

Bonuses/Eccentricities:

1. Elder: Elves are generally good at everything; frustratingly so. As such, you gain +10 to all rolls.

2. Magically Inclined: Rolls to cast spells may be re-rolled 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.

2 in industry

2 in resources

1 in culture

1. With a suitable source of glass, wood and iron available, an Observatory to look out and see/commune with the stars should be built. Celestial guidance will be used in order to guide us safely.

+Elder

+Magically inclined

2. Train our military to be able to deeply and defend rapidly. Summon astral birds for scouts and spotters.

+elder

+magically inclined

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306b3f No.10407

Dice rollRolled 5, 8, 10, 10, 7 = 40 (5d10)

>>10405

Defend our shores from the invasion! Everyone, to arms! (3 strong Clansmen, 1 small airship)

Also use our Tseyarian Birds spell to cause confusion among the ranks of the invaders (5d10)

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306b3f No.10408

File: 1444437835149.jpg (223.59 KB,894x894,1:1,fire_breathing_dragon_by_s….jpg)

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306b3f No.10409

>>10405

Draconians:

6x8 [Dragonlord] +2 (64)

4x1 [Dragonkin] +2 (6)

8x1 [Dragonkin] +2 (10)

Patchwork:

5x1 [Airship] (5)

5x2 [Defensive mult. 1.2] (12)

8x2 [Defensive mult. 1.2] (16)

-

Combat Report:

The Draconian Dragonlord destroys the Patchwork airship that is sent to engage it, while two formations of Dragonkin begin raiding. The Clanguards attempt to engage, but the raw strength of the dragonlord prevents any effective defense. The towers are ineffective in total, but the Dragonlord is exhausted from the battle and slightly injured by a few grazing hits.

Patchwork: Reduce currency reserves to zero and raw currency to 2/turn for 3 turns. Lose 2 population. Disband airship.

Draconians: Add 50 currency.

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306b3f No.10411

File: 1444440383455.jpg (253.2 KB,800x600,4:3,dragon_hoard.jpg)

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306b3f No.10412

File: 1444442704963.png (697.19 KB,1000x1000,1:1,1442939029677.png)

>>10348

Name : Chaos Undying

Race : Anything that can feel, mostly monsters and beasts

Color : Black and Gold

Fluff : As it is told in legend, before Søren and Order itself, there was Chaos. In this Chaos, the mother Tiamat was formed, and she began imposing order unto the realm. As order was invented, many more gods came about, and the realm took shape into something similar to as it is now, though more… primal. Gods forced themselves and their ideals unto the realm and many gained more and more power, forcing even other gods to serve under them. Tiamat was a loving mother and watched as her creations found their way, not taking any sides even as they slaughtered and enslaved each other. Eventually, the remaining gods grew drunk on their victory over the others and decided to overthrow their creator, Tiamat. They came to her under the pretense of recompense and when they were together, they stabbed her in the heart. The blood that splattered from her was tainted by their sin and from it came unimaginable horrors and beings who started ravaging the realm. The gods quickly sobered up at this threat and moved to combat them with their followers, leaving Tiamat alone in her shock. Her shock turned to rage and from it, she tore out her heart and unleashed a hoard never before seen upon the entire realm. The ensuing war nearly destroyed entirety, only ending when Tiamat's children finally slew her in a last ditch effort. Her power was what the gods sought, and they stretched her vessel still brimming with power around the realm, restoring order, and sealing their fate. Chaos is Undying, and Tiamat has been reborn and formed a loose coalition with gods of mostly evil alignment to take vengeance against those who betrayed her. The Warmaster is a being of pure heart whose destiny is stolen from them and turned into a being of chaos, their once innocence sealed deep within them, making them level headed and stalwart in their duty to Chaos and Tiamat's quest against the gods.

Government Type : Ruled by Warmaster, basically voice of the gods. New Warmaster is usually progeny unless a stronger ruler shows favor with the gods. Only humanoids and others of equal or higher intelligence are turned and given seats of office, most being pawns of the other evil gods and demons held together by the Warmaster.

Economy Type : Bartering or money used. Value of money depends on where it hails from, money made by Chaos Undying being the hardest to get and therefore most valuable

Religion : Chaos Pantheon, ruled over by Tiamat, Mother of Chaos, Monsters, Beasts, Demons, and Dragons

Location : Cave on Gul, near the river

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306b3f No.10414

>>10412

Population: (4) (1/turn)

Food: (Unstable)

Raw Currency: (5) (1/turn)

Legitimacy: (Unstable)

Culture: (4)

Industry: (1)

Unique Buildings: 1 (player named government building)

Defenses: (Chaos Sigils, Some)

Military Units: 1 (player named units), Very Strong; 3 (player named units), Strong;

Resources/Quantity: (Iron) [Sustainable], Wood [Sustainable]

Magic/Spells: (Chaos, Simple) (spells: Summon Outsiders, Simple)

Technology: (Iron, Stone, Wood); [Warmages, Primitive]

Territory: (3)

Bonuses:

1. Hierarchy of Violence: You can recruit weak (and only weak units) units with little cost to legitimacy. Larger units will impact legitimacy more.

2. Horde: Your attempt to recruit standing units always succeeds in some form.

Eccentricities:

1. Chaotic: Your ability to maintain units is tied to your legitimacy, not food.

2. Murderous: You cannot occupy territory in a reasonable way. It always breaks down into slaughter and carnage.

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306b3f No.10415

>>10400

Name: The Sky Dwarves

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: (6.6) (.8/turn)

Food: (Stable)

Raw Currency: (20) (7/turn)

Legitimacy: (Stable)

Culture: (5)

Industry: (5)

Unique Buildings: 1 King's Palace

Defenses: (Stone Traps, Good)

Military Units: 2 Dwarven Frigates, Strong; 2 Arquebusier Medium

Resources/Quantity: Iron, [Sustainable], Copper [Sustainable], Stone [Sustainable], Gems [Good]

Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple)

Technology: (Copper, Iron, Stone) [Airships, 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.

Corrected stats for income

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306b3f No.10421

>>10414

Revision: "Chaotic: Your ability to maintain units is tied to your legitimacy, not food or currency."

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306b3f No.10425

Dice rollRolled 62, 69 = 131 (2d100)

>>10379

>>[Necro Imperialis]

>>Population: (8.2) (1.1/turn)

>>Food: N/A

>>Raw Currency: (11) (+3/turn)

>>Legitimacy: (Semi-Stable)

>>Culture: (3)

>>Industry: (4)

>>Unique Buildings:

>1 Council Tower

>>Defenses:

>Interlocked Bone Wall [Medium]

>>Military Units:

>2 Skeleton warriors (S&S) [Medium]

>2 Skeleton Archers [Medium]

>>Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable]

>>Magic/Spells: (Necromacy, Basic) (spells: Curse Terrain, Simple; Summon Wights, Simple)

>>Technology: (Stone, Wood, Copper, Iron)

>>Territory: (3)

>>Bonuses:

>1. Perfectionist: Your nation has a well developed methodology for magical usage, development, and training; it also prizes new ideas and talent in magic usage. For every roll that uses magic exclusively, you may re-roll once.

>2. Undead: Your nation is resilient to attacks and effects that would harm living creatures; your nation also does not reproduce in a typical fashion. This usually applies in combat, but it can also impact world events.

>>Eccentricities:

>1. Power-oriented: Extremely powerful magical units (Very Strong+) in your nation may occasionally disrupt stability or assert their authority to the detriment of your nation.

__________

1. After much debate the liches decide to focus on Large creatures that can fly. They feel like this offers the greatest options for now. Hoping for something able to use its own magic and strafe the field of battle with magic or something capable of large scale transportation of ground units the liches resume their studies hoping for the blessings of Pezar.(Research 2/8)

2. Ugh slave fodder is all this field is worth, while useful in it's own way we do not need constructs and mindless at the moment, we need more true born brethren. If the scoutmasters feel they can do better so we shall allow them to do so. continue the search we are nothing if not patient.

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306b3f No.10428

>>10392

[Sculpted]

1. Your scrying begins. To the north, you find aluminium and some iron; to the south you locate an extremely dense granite formation on a high mounatain peak. The construction crews are ready to claim either resource, but they would need more time for both. The granite in particular will require some infrastructure to mine efficiently by itself.

2. The temple is completed by your construction crews. Add 1 (player name temple; +2 culture, +1 industry)

>>10393

[Jesters]

1/2. The construction-jester traps the mansion. You should way to see if something hilarious happens. The excitement of waiting sends the circus into anxiety, which results in some screaming and shouting at the tent. EVERYONE is super excited about the palace. (Revise stability: Chaotic; Add technology: Trapping, Average)

>>10393

[Patchwork]

1) The scouts head out, but without the flagship they are less effective. To the east they find large ruins that appears to have a good deal of technology and other scrap, while to the south they locate an exceedingly large cavern. Both appear extremely viable to explore, but the amount of men required will preclude exploring them both – the ruins will need porters, and digging crews and the caverns will need experienced climbers and porters. You note that you can revisit either location, as they are both stable and you've noted them on your maps.

2) With the destruction of the flagship, crews are somewhat at a loss as to what to do. They devise a larger, better flagship that builds on some of the outstanding issues of the previous one. Specifically, they think that they learned a good deal from the recent dragon attack and dragons generally. (Research 3/4)

>>10397

[Kaldor]

1. Your warriors begin training. Eventually the training completes, and the military expands with new recruits. Add 2 (player's name choice), Medium [Sappers]. You suspect the scouting will help these new trainees assault fortifications.

2. You attempt to tame the wurm, suspecting it will be useful in attacking entrenched fortifications. Your master of nature heads out – and then shortly returns and reports that they will be able to tame a few, but that it will take some time. Apparently the single wurm is a clan of tropical cavern wurms, and they are relatively intelligent. You suspect they will prove extremely useful, as they can dig. (Research 2/4)

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306b3f No.10429

>>10399

[Draconians]

1) Research completes quickly after some of the kobolds takes the initiative to open some of the more scary vaults that are usually ignored. Apparently two of the kobolds also have some magical abilities, and so is added to the military. You note that you don't have the capacity to utilize magic in combat without them, and that you aren't able to train more yet; on the bright side, you can probably put the warmages on the back of a large (+) flying creature. (Add spell: Deflect Projectiles, Simple; Add 2 Green Kobold Warmages, Weak)

2. [See combat report]. You engaged the enemy without any advantage.

>>10400

[Dwarves]

1. The drydock construction begins and moves forward as pace that the dwarves find agreeable, if not great. (1/2)

2. The maneuvers go fairly well. After a time the dwarves gain a good understanding of integrated air-ground defense, as well as air-to-air defense. They practice against a lifelike dummy dragon that is fabricated from wood. More training is needed, there's a good chance this will greatly help you coordinate more effectively with ranged units more typically found on the ground. (1/2)

>>10401

[Colony]

1. Expansion continues with more spores lifting off and more myconoids seeding the surrounding territory. Right now the direction of expansion seems arbitrary given that little guidance has been provided by Sovereign. Despite that, it moves ahead. 6/10.

2. The Myconoids begin digging, but they're not good at mining. Eventually they find some copper, but a mine would be required to produce a good supply of it.

>>10406

[Stella Imperium]

1. You begin construction of the observatory, and the crews start working frantically. It is soon completed as some of the design schemata are selectively enhanced by the guidance of the stars. (Add unique building: [Player's name choice observatory]; +3 culture, +1 industry)

2. You summon a massive flock of astral birds – possibly more than you thought possible. They join the ranks of your military and do not anything to upkeep. (Add 4 Astral Bird Flocks, Medium)

>>10425

[Necro Imperialis]

1. Research continues on larger flying creatures. It moves along at a good pace – you suspect this will translate into large zombie birds – provided you can provide corpses of that sort. (Research 6/8)

2. The scouts continue they efforts to find something good. Eventually they find a large portion of the island with birds. More time is needed, but progress seems imminent.

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306b3f No.10430

Dice rollRolled 63, 92 = 155 (2d100)

>>10428

>Name: The Circus del Necro

>Race (Determines bonuses): Undead (Jesters)

>Color: (Determined map color):Red star

>Fluff (Determines bonuses): Once upon the time a kingdom got bored. This kingdom got so bored even when the local peasants are killing themselves the holy men decided to keep reading their little sermons until they drown themselves in the wells. However there lived the Old King and his Young Queen they demanded the jester to entertain them. They kept on demanding and demanding until he killed himself by making them laugh forever by the little silly ropes that they wear as a necklace.

The Jester however has now became leader of this boring kingdom and he has found himself in a predicament on his own boredom. However he found as he gets bored Harlennelrah speaks to him in random intervals and in riddled sights. The Jester wants to keep him talking so he studied the words and the madding sights. One by one hordes of jesters risen from their little holes and swinging from the trees. More poured out of the wells and out of the castles behind the church. As more and more jesters had came the one who had arisen them called himself the Ringmaster.

The Ringmaster keep seeing the madding sights on the jesters face. However the sights stopped and the random voices lay silent once more. The Ringmaster became dreadfully bored and dreadfully mad. So in order to cure his boredom and to keep listening to Harlennelrah's whispers and to keep seeing the sights they must spread his random word in form of the circus to insure new sights and sounds.

>Government Type (Determines some stats):Very loose revolves around the ringmaster

>Economy Type (Determines some stats): Cooperative revolving around the circus

>Religion (Determines magic): Harlennelrah the laughing god of harlequins and jesters

>Location: Where you are on the map. The GM has the final say on location.

Population: (6.6) (.8/turn)

Food: N/A

Raw Currency: (15) (5/turn)

Legitimacy: Stable

Culture: (5)

Industry: (4)

Unique Buildings:The Tent & Abandoned Jester Palace

Defenses: (Traps, Basic)

Military Units: 3 (Punch, Judy, and Mr. Gater) Strong

Resources/Quantity: (Stone) [Sustainable], Wood [Sustainable], Iron [Sustainable]

Magic/Spells: (Harlennelrian Black Magic, Basic) (spells: Summon Chaos Jesters, Minor; Spell: Summon Disease Jesters, Minor)

Technology: (Stone, Wood, Iron, Trapping:Average)

Territories: (3)

stability: Chaotic

Bonuses:1. Coalition of Madness: You can summon or recruit clowns of all forms and types, allowing a variety of options against opposition. 2. Undead: You do not consume food or reproduce in a typical fashion. You are also resistant to disease, curses, inclement weather, and effects that might otherwise seem ineffective against the undead. This usually translates into bonuses in combat, but also world events.

Eccentricities:1.Bedlam: For all intents and purposes, the legitimacy of the nation is inverted. More chaos and instability in the The Circus will generate different effects and does not seem to penalize in the same way traditional legitimacy does, and more stability does not seem to provide bonuses. However, this makes conquest and occupation more difficult; it might be better to simply kill everyone.

1-2 Well we should rush things a little bit host a party in the mansion with one jester to lock the doors and a another to host make it a masquerade party and have our troops send the invitations to nearby communities. Oh how fun the host should trigger some traps and everyone might smile and we wont get bored once more

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306b3f No.10431

Dice rollRolled 58, 58 = 116 (2d100)

>>10425

>>[Necro Imperialis]

>>Population: (8.2) (1.1/turn)

>>Food: N/A

>>Raw Currency: (11) (+3/turn)

>>Legitimacy: (Semi-Stable)

>>Culture: (3)

>>Industry: (4)

>>Unique Buildings:

>1 Council Tower

>>Defenses:

>Interlocked Bone Wall [Medium]

>>Military Units:

>2 Skeleton warriors (S&S) [Medium]

>2 Skeleton Archers [Medium]

>>Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable]

>>Magic/Spells: (Necromacy, Basic) (spells: Curse Terrain, Simple; Summon Wights, Simple)

>>Technology: (Stone, Wood, Copper, Iron)

>>Territory: (3)

>>Bonuses:

>1. Perfectionist: Your nation has a well developed methodology for magical usage, development, and training; it also prizes new ideas and talent in magic usage. For every roll that uses magic exclusively, you may re-roll once.

>2. Undead: Your nation is resilient to attacks and effects that would harm living creatures; your nation also does not reproduce in a typical fashion. This usually applies in combat, but it can also impact world events.

>>Eccentricities:

>1. Power-oriented: Extremely powerful magical units (Very Strong+) in your nation may occasionally disrupt stability or assert their authority to the detriment of your nation.

1. (Research 6/8) Continue our research we are so close I can feel it in my bones.

2.Continue scouting the area we will find what we need.

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306b3f No.10432

>>Name: The Colony

>>Race: Myconid (Mushroom People)

>>Color: : Black with a Green trim

>>Fluff: http://pastebin.com/itEHLQxY

>>Government Type: Elective Monarchy, in which a Sovereign is elected by a consensus. Usually, the oldest and the largest Myconid in the Colony are major canditates– but it could potentially be any Myconid.

>>Economy Type: A traditional barter economy. Myconid are strict in their belief that currency is pointless and unneeded.

>>Religion: Shamanism, surrounding The Meld and the dream world.

>>Location: Northeastern Gul

——————————————————————–

>>Population: (8.6) (1.3/turn)

>>Food: (Very Good)

>>Raw Currency: (7) (+1/turn)

>>Legitimacy: (Unshakeable)

>>Culture: (8)

>>Industry: (5)

>>Unique Buildings:

1 Sovereign Tower

1 Breeding Ground

>>Defenses:

Briarthorn Wall (Medium)

>>Military Units:

3 Withdrawn Monk Squads (Medium)

3 Withdrawn Savage Packs (Weak)

>Resources/Quantity:

Stone [Sustainable]

Wood [Sustainable]

Basic Animals [Sustainable]

Copper

>>Magic/Spells: (Growth/Nature, Simple)

Summon Animals (Simple)

Bless Land (Simple)

>Technology:

(Stone, Wood, Gemworking)

>Territory: (3)

>Bonuses:

1. Spores: Your nation expands with spores in addition to usual expansion methods. Roll 1d4 to figure how how many additional hexes you gain during an allocation of territory/hexes. If all the hexes are used up, you get a population bonus.

2. Stoic & Fatalist: Legitimacy is extremely difficult to reduce, as your people seem to remain resilient from the meld. This also makes psychical attacks against you difficult and political violence is extremely unheard of.

>Eccentricities:

1. Pacifist: Due to the nature of your people, you can only mobilize defensively. However, if the capacity to meld is threatened, you may behave in an uncharacteristic fashion.

2. Monkish: You do not use currency. Standing upkeep is instead tied to food.

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306b3f No.10433

forgot to update stats

>>10431

>>[Necro Imperialis]

>>Population: (9.3) (1.1/turn)

>>Food: N/A

>>Raw Currency: (14) (+3/turn)

>>Legitimacy: (Semi-Stable)

>>Culture: (3)

>>Industry: (4)

>>Unique Buildings:

>1 Council Tower

>>Defenses:

>Interlocked Bone Wall [Medium]

>>Military Units:

>2 Skeleton warriors (S&S) [Medium]

>2 Skeleton Archers [Medium]

>>Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable]

>>Magic/Spells: (Necromacy, Basic) (spells: Curse Terrain, Simple; Summon Wights, Simple)

>>Technology: (Stone, Wood, Copper, Iron)

>>Territory: (3)

>>Bonuses:

>1. Perfectionist: Your nation has a well developed methodology for magical usage, development, and training; it also prizes new ideas and talent in magic usage. For every roll that uses magic exclusively, you may re-roll once.

>2. Undead: Your nation is resilient to attacks and effects that would harm living creatures; your nation also does not reproduce in a typical fashion. This usually applies in combat, but it can also impact world events.

>>Eccentricities:

>1. Power-oriented: Extremely powerful magical units (Very Strong+) in your nation may occasionally disrupt stability or assert their authority to the detriment of your nation.

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306b3f No.10434

Dice rollRolled 7, 5 = 12 (2d100)

>>10432

>EXPANSION 6/10

1. Our efforts to grow come slowly, but surely. Yet we grow without a central directive, a lack of order. Chaos is a concept we do not condone– the Sovereign speaks. Throughout the shady fungus homes and huts, the ambitious leader of the Colony speaks through telepathic spores– the message is simple.

"Jungle Shade Spread" (Continue expansion efforts, but focus on staying in the jungle/forest area. Avoid spreading into open plains and near the mountains.)

2. The earth denies the gift of resource to us, but that is fine. We respect her decisions. We will adapt, and we will find a way. Perhaps the path to resource, is not through abusing Gul's thick rocky carapace..but through means of the arcane. (Begin researching Alchemy)

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306b3f No.10435

Dice rollRolled 40, 78 = 118 (2d100)

>>10428

>FluffnStuff: >>10350

Population: 9 (1/turn)

Raw Currency: 2 (2/turn)

Legitimacy: (Stable)

Culture: (8)

Industry: (8)

Unique Buildings: [Council Headquarters], Aeroport [Primitive], [Temple of the Traveler]

Defenses: (Stone Defense Towers, medium)

Military: 3 Patchwork Clansguard (Strong)

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable]

Magic/Spells: (Air, Simple) (spells: Summon Tseyarian Birds, Simple)

Technology: (Stone, Wood, Iron) [Airships, Primitive (3-4)] [Aerial Navigation, Primitive]

Territories: (3)

>Bonuses:

[Intrepid]

[Pluralistic]

>Eccentricities:

[Skittish Economy]

1) Continue our research into bigger and better airships. We must not let a tragedy like this happen again.

2) Send our most gifted magic users to the Temple, so they may learn all they can.

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306b3f No.10436

File: 1444496827102.jpg (18.03 KB,400x346,200:173,Mirazarmour.jpg)

>>10435

A great plume of smoke and fire was seen for miles around the Patchwork Republic, following the terrible disaster that had befallen them. To the north, the Sky Dwarves saw only the great cloud of smoke.

Ever the adventurous type, Federico Fezarre and his Conquistadors ventured forth to explore. To their shock and amazement, as they approached they found the wrecks and burnt out hulls of not only towns, but airships not of their own making.

The Patchwork looked to the sky to see a flying ship not of their own approach and land, as short statured men in armor stepped out.

"We are explorers from the Kingdom of Sky Dwarves. We saw the great smoke reach into the sky, and investigated it.

I and my men come in peace."

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306b3f No.10437

Dice rollRolled 19, 71, 75 = 165 (3d100)

>>10429

Name: The Sky Dwarves

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: (7.4) (.8/turn)

Food: (Stable)

Raw Currency: (27) (7/turn)

Legitimacy: (Stable)

Culture: (5)

Industry: (5)

Unique Buildings: 1 King's Palace

Defenses: (Stone Traps, Good)

Military Units: 2 Dwarven Frigates, Strong; 2 Arquebusier Medium

Resources/Quantity: Iron, [Sustainable], Copper [Sustainable], Stone [Sustainable], Gems [Good]

Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple)

Technology: (Copper, Iron, Stone) [Airships, 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.

1. The greater [Drydock] construction continues, which will allow us to build vessels far larger than the frigates we normally construct. 1/2

2. Aerial military exercises continue, as the Arquebusier's and Ship Gunners learn how to adjust with such things as firing from different elevation, from moving platforms, wind speed, as well as on moving targets. 1/2

3. Nobility Roll

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306b3f No.10439

Dice rollRolled 25, 51 = 76 (2d100)

>>10429

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: (11.2) (.6/turn)

Food: (Great)

Raw Currency: (13) (4/turn)

Legitimacy: (Great)

Culture: (12)

Industry: (5)

Unique Buildings: 1 Celestial Tower, [Stellata Observatory]; +3 culture, +1 industry)

Defenses: (Illusions, Good)

Military Units: 2 Wardens, Strong; 3 Sentinels , Weak; 4 Astral Bird Flocks, Medium

Resources/Quantity: (Glass) [Sustainable]; (Wood) [Sustainable]; (Iron) [Sustainable]

Magic/Spells: (Astral, Basic) (spells: Celestial Guidance; Basic; Summon Astral Birds, Basic)

Technology: (Stone, Wood, Copper, Iron)

Territory: (3)

Bonuses/Eccentricities:

1. Elder: Elves are generally good at everything; frustratingly so. As such, you gain +10 to all rolls.

2. Magically Inclined: Rolls to cast spells may be re-rolled 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.

1. Begin using our sources of iron and wood to set up a stone quarry, we will need them in order to start sinking Celestial mana wells into the land. Use Celestial guidance to help find the most worthy stones and quarry desiigns to do this.

+Elder

+Magically inclined.

+ 5 Industry

2. Begin an in depth study of magic, primarily focused on star magic of course. as it is the purest and best, but all other kinds as well.

Cast Celestial guidance to help us understand.

+elder

+Magically focused

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306b3f No.10440

Dice rollRolled 44 (1d100)

>>10439

invoking magically inclined on first roll

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306b3f No.10441

Dice rollRolled 10, 50 = 60 (2d100)

>>10428

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (7) (1/turn)

Food: (Stable)

Raw Currency: (12) (3/turn)

Legitimacy: (Stable)

Culture: (8)

Industry: (5)

Unique Buildings: [Temple, Hunter's Calling]

[Government building, Warrior's Hall]

Defenses: (Elaborate Wooden Fortifications, Strong)

Military Units: 3 [Leonan Warriors], Strong;

1 [Huntmaster] Very Strong

2 [Saboteur] Sapper; Medium

Resources/Quantity: [Pelts, Sustainable] [Stone, Sustainable] [Wood, Sustainable]

Magic/Spells: (Elemental, Simple) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple]

Technology: (Stone, Copper, Wood, Hideworking)

Territory: (3)

Bonuses:

1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

Eccentricity:

1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted.

1. Domesticate the wurms we shall use them for mining 2/4

2. Organize a hunt for war materials, only the strongest warriors will be allowed to go hunt the tough beasts whose hides will be turned to armor and fangs and claws into powerful weapons

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306b3f No.10444

>>10436

The people of the Patchwork Republic, hard at work rebuilding their city, look up to notice the strange airship touching down, and the short, armored men pouring out.

Understandably wary of the strangers, they are given a wide berth by the Clans of the Republic, but as the leader speaks, one man steps forward- Sigvar the Giant, a tall hulking man, originally of Nightcrag stock, and the current leader of the Republic.

"Welcome to the Patchwork Republic, friends. Please, come with me." The huge man leads the newcomers to the top of one of their towers, then turns to them. "Fortunately, you just missed a dragon attack. Unfortunately, dragons are greedy creatures, and I fear your people will be next on their list. But I believe we can help each other with this situation."

The man points east. "Too the east, there are ruins. Large ruins." He points south. "To the south, there his a large cavern. Unfortunately, we are too small in number to explore them. Help us, and we will gladly split whatever is found."

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306b3f No.10445

Dice rollRolled 31, 14, 33, 88 = 166 (4d100)

>>10414

Stats and Info:

http://pastebin.com/6p6Vzu8A

1-2; Scout down along river for a town or village with Elven Death Runners

3; Train War Mages Tech for future recruitment

4; Expand territory west towards the closest river

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306b3f No.10446

>>10444

"We are explorers by trade and craft, and this we can do.

I fear that even alone, neither of our nations as it could hold on its own against these vile beasts. Perhaps together, we might stand a chance.

We will find and seek whatever of value may be in these locations, if they can help us in this dire situation."

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306b3f No.10455

File: 1444517906307.jpg (208.62 KB,1600x1051,1600:1051,dragon-09.jpg)

Dice rollRolled 38, 4 = 42 (2d100)

[The Draconian Supremacy]

http://pastebin.com/vgjHn9U1

Pleased with their hoards the dragons are content for now. But more dragons wanted lands and hoards of their own, so a need for expansion was created.

1) Expand.

2) The damages to one of the greater dragons was annoying it found. So it tasked its scholars with finding out spells to aid this recovery (healing spells)

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306b3f No.10456

>>10430

[Circus]

[Revision: Strike stability, change legitimacy to “chaotic”]

1-2: Some of the Jesters manage to dress up like normal people and invite some humanoids from the nearby towns to the palace. Much to everyone's surprise, it works – a caravan lured inside with the promise of free drinks, hospitality, and trade. Eventually the entire palace explodes with everyone in it. The construction-jester is totally ecstatic and euphoric. [+2 culture, +1 industry][add technology: Subterfuge, Simple]

With the occupants of the caravan dead, your jesters take everything onboard. (Add resource: Weird scrolls, [some])

(You're really not sure how they pulled it off.)

>>10431

[Necro] 58, 58

1. The research is completed and you can now reanimate zombies generally, which is a major step up from the birds-only route that was suggested by the scholar-Liches earlier. Zombies have different qualities from undead generally, such as skeletons. Specifically, according to the scholar-lich, Zombies can fly and are generally more resilient than skeletons but are vulnerable to certain weapons. (Add spell: Raise Zombies, Basic)

2.Eventually you find it. A dead roc, still partially intact and capable of flight. It's even partially fresh. The scouts also report that they have found some slightly smaller pygmy roc corpses; apparently these will be large enough to carry units around in a basket. (Add resource: Roc corpse [single]; Pygmy Roc corpses [Some])

>>10434

[Colony]

1. Sovereign makes his speech and orders of sporethrowers are clear enough. However, the weather turns again and several of the spores go off course and all over the place. Progress is murderously slow, but is moves forward. (8/10)

2. Your research in alchemy doesn't go very well; a small fire starts and several Myconoid are killed. (lose .5 pop)

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306b3f No.10457

>>10435

[Patchwork]

1) Research into airships is complete. The new airships are more maneuverable, strong, and are generally more resource intensive. (Revise techology: Airship to “Basic”)

2) Some promising mages begin their training at the temple. They think they have a grasp on using magic in battle, better summoning, or increasingly the resilience of the airships. They can focus on one for now, but the other options remain open later. Alternatively you can try to push them toward something else. (Research 1/4)

>>10437

[Dwarves]

1. Construction on the drydock stalls briefly due to an extremely powerful storm. The crews resume their work after the storm lifts; the foreman looks furious about the delays. (1.5/2)

2. The research into integrated aerial combat is complete, nominally. Without actual battle experience it's hard to say if the methodologies work or if they merely look good. However, theoretically, in combat your forces should behave coherently when dealing with fights involving air units. (Add technology: Aerial Warfare, Simple)

3. The nobles stay quiet. They seem to be content to watch things transpire – they think of themselves as “master organizers” who make “tough decisions” and hold onto “moral values”.

>>10439

[Stellar]

1. Despite the celestial guidance the elves just aren't very good at hard work and can't directly apply industrial power to something that just need picks and sweat. With that said, they manage to find a quarry with some stone, but the mine remains incomplete. (1/2)

2. The Stars seem to be slightly annoyed about constantly being pestered, but they provide some insight into how to refine Astral magic further. Research begins in good order, with many elves shuffling around and looking very elegant while doing so; they suspect manipulation of magic in this way will set the stage for astral-explosions spells, crude teleportation of a single person, and other things. Direction is needed. (Research 1/4)

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306b3f No.10458

>>10441

[Kaldor]

1. A Wurm by the name of “Deathgaze” – who can speak Kaldorian fluently somehow – is exceptionally intelligent and dislike working. He kills several Kaldorians and rejects work as a miner. The other wurms are more pliable, but Deathgaze lectures you on how you seem to behaving like Dragons – who he (and the other wurms you gather) really hate. Training is halted during the lecture because the other wurms seem to follow Deathgaze's opinion. (2/4) (lose .2 pop)

2. Your warriors go for a hunt and bring back a good deal of strong beetle hides from armor-beetles. Your hideworker thinks that he can rework some of these into usable armor, but he suggests that they need a supply of hides that aren't unreliable. (Add resource: Beetlechitin, Some)

>>10445

[Chaos]

1-2: The scouts move down the river, but they don't find anything of value. They suggest it's just bad luck and that they will do better next time. Later, some outriders report that they have found a small cave.

3. Research into war magic begins, but it's slow going initially. (Research 2/4)

4; Expand territory west towards the closest river

>>10455

1. Your forces begin clearing the mountains of any non-draconic life; without direction the Dragonkin sweep north. Much to your surprise, you manage to find a series of caves that seem entirely empty; this seems to speed expansion efforts and several of the dragonlords have begun to voice support for the efforts (possibly because they require more room to hoard). (5/10)

2) Another fire breaks out in the research lab. Some of the kobolds manage to stop it quickly, but research is slow because of the panic. (2/6)

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306b3f No.10459

>>10458

Chaos Correction:

4. Expansion starts; your forces begin to slowly clear the river of minor alligators and small annoying creatures. (3/10)

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306b3f No.10461

Dice rollRolled 50, 1 = 51 (2d100)

>>10456

>Name: The Circus del Necro

>Race (Determines bonuses): Undead (Jesters)

>Color: (Determined map color):Red star

>Fluff (Determines bonuses): Once upon the time a kingdom got bored. This kingdom got so bored even when the local peasants are killing themselves the holy men decided to keep reading their little sermons until they drown themselves in the wells. However there lived the Old King and his Young Queen they demanded the jester to entertain them. They kept on demanding and demanding until he killed himself by making them laugh forever by the little silly ropes that they wear as a necklace.

The Jester however has now became leader of this boring kingdom and he has found himself in a predicament on his own boredom. However he found as he gets bored Harlennelrah speaks to him in random intervals and in riddled sights. The Jester wants to keep him talking so he studied the words and the madding sights. One by one hordes of jesters risen from their little holes and swinging from the trees. More poured out of the wells and out of the castles behind the church. As more and more jesters had came the one who had arisen them called himself the Ringmaster.

The Ringmaster keep seeing the madding sights on the jesters face. However the sights stopped and the random voices lay silent once more. The Ringmaster became dreadfully bored and dreadfully mad. So in order to cure his boredom and to keep listening to Harlennelrah's whispers and to keep seeing the sights they must spread his random word in form of the circus to insure new sights and sounds.

>Government Type (Determines some stats):Very loose revolves around the ringmaster

>Economy Type (Determines some stats): Cooperative revolving around the circus

>Religion (Determines magic): Harlennelrah the laughing god of harlequins and jesters

>Location: Where you are on the map. The GM has the final say on location.

>Population: (7.4) (.8/turn)

>Food: N/A

>Raw Currency: (20) (5/turn)

>Legitimacy: Chaotic

>Culture: (7)

>Industry: (5)

>Unique Buildings:The Tent & Rubbled Jester Palace

>Defenses: (Traps, Basic)

>Military Units: 3 (Punch, Judy, and Mr. Gater) Strong

>Resources/Quantity: (Stone) [Sustainable], Wood [Sustainable], Iron [Sustainable] Funny scrolls, [some]

>Magic/Spells: (Harlennelrian Black Magic, Basic) (spells: Summon Chaos Jesters, Minor; Spell: Summon Disease Jesters, Minor)

>Technology: (Stone, Wood, Iron, Trapping:Average, Subterfuge:Simple)

>Territories: (3)

>Bonuses:1. Coalition of Madness: You can summon or recruit clowns of all forms and types, allowing a variety of options against opposition. 2. Undead: You do not consume food or reproduce in a typical fashion. You are also resistant to disease, curses, inclement weather, and effects that might otherwise seem ineffective against the undead. This usually translates into bonuses in combat, but also world events.

>Eccentricities:1.Bedlam: For all intents and purposes, the legitimacy of the nation is inverted. More chaos and instability in the The Circus will generate different effects and does not seem to penalize in the same way traditional legitimacy does, and more stability does not seem to provide bonuses. However, this makes conquest and occupation more difficult; it might be better to simply kill everyone.

1. That was fun now we need more jesters have them rise the sleeping guests to give them new life as Jesters for Harlennelrah

2.Have one jester study the funny scrolls maybe he can get a laugh

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306b3f No.10462

Dice rollRolled 90, 34 = 124 (2d100)

>>10457

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: (11.2) (.6/turn)

Food: (Great)

Raw Currency: (13) (4/turn)

Legitimacy: (Great)

Culture: (12)

Industry: (5)

Unique Buildings: 1 Celestial Tower, [Stellata Observatory]; +3 culture, +1 industry)

Defenses: (Illusions, Good)

Military Units: 2 Wardens, Strong; 3 Sentinels , Weak; 4 Astral Bird Flocks, Medium

Resources/Quantity: (Glass) [Sustainable]; (Wood) [Sustainable]; (Iron) [Sustainable]

Magic/Spells: (Astral, Basic) (spells: Celestial Guidance; Basic; Summon Astral Birds, Basic)

Technology: (Stone, Wood, Copper, Iron)

Territory: (3)

Bonuses/Eccentricities:

1. Elder: Elves are generally good at everything; frustratingly so. As such, you gain +10 to all rolls.

2. Magically Inclined: Rolls to cast spells may be re-rolled 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.

1. Continue of the stone quarry(1/2)

+elder

+industry 5

2.Start our research fist with raw offensive spells, and then go from there. (1/4)

+elder

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306b3f No.10463

File: 1444525402254.jpg (20.89 KB,236x300,59:75,5a2ea69cc3014281cb775899fe….jpg)

Dice rollRolled 77, 89 = 166 (2d100)

>>10458

Draconians

http://pastebin.com/cHm5uLVR

1) The dragons continue their expansion. Dragonlords crave lands of their own, and that they shall recieve.

2) The research could be paramount to the wellbeing of the dragons. Make sure it's know that such cluminess is punished. The research goes on

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306b3f No.10464

Name: Golden Republic of Khazan

Race: Dwarves

Color: White Star Black Background

Fluff:

For many long years the Golden Republic of Khazan has existed within the dark mountains of Gul, it's inhabitants shut off from the rest of the world. Generations spent in solidarity have not seen the Dwarves grow idle rather than renounce their former warring ways and commit themselves to the finer aspects of life.

Within the Republic of Khazan fine metal crafting is valued above all else, many spending centuries to perfect the art of making necklaces, rings and rare metal embroyded clothing as well as other trinkets which are sometimes even imbuned with magical properties.

In the unbelievably long time spent in solidarity the Dwarves have learned to appreciate all company and news from the world and while they are unwilling to leave behind their cozy mountain homes which have been crafted with the utmost devotion to masonry they are still reknown by adventurers for their generous and hospitable nature.

Government Type: Representative Democracy with a Constitutional Monarchy

Economy Type: State Capitalism (best economy)

Religion: Ancestral

Location: Within the Mountains of Gul not to far away from shades.

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306b3f No.10465

>>10464

[not a turn update]

Population: (7) (.8/turn)

Food: (Stable)

Raw Currency: (10) (7/turn)

Legitimacy: (Stable)

Culture: (3)

Industry: (8)

Unique Buildings: (1 player named government building)

Defenses: (Underfortifications, Elaborate)

Military Units: 4 (player named units), Strong; 2 (played named units), Medium

Resources/Quantity: Iron [Sustainable], Stone [Sustainable], Magma [Sustainable], Coal [Some]

Magic/Spells: (Magical Artifice) (Spells: Imbue Equipment, Simple)

Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Simple]

Territory: (generated by GM)

Bonuses/Eccentricities:

1. Turtlers: You can fabricate underground constructions easily. You may reroll constructions made underground once.

2. Gift of Artifice: Add an additional +15 to every roll to construct weapons or equipment.

Eccentrictiy:

Agoraphobic: You aren't very good at going outside. Actions outside the underground suffer a -15 penalty to every roll. This excludes combat, which the dwarves actually find fun.

Clannish: You don't greet visitors very well, generally, unless they have something nice for you.

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306b3f No.10466

Dice rollRolled 77, 58 = 135 (2d100)

>>10458

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (7.8) (1/turn)

Food: (Stable)

Raw Currency: (15) (3/turn)

Legitimacy: (Stable)

Culture: (8)

Industry: (5)

Unique Buildings: [Temple, Hunter's Calling]

[Government building, Warrior's Hall]

Defenses: (Elaborate Wooden Fortifications, Strong)

Military Units: 3 [Leonan Warriors], Strong;

1 [Huntmaster] Very Strong

2 [Saboteur] Sapper; Medium

Resources/Quantity:

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

Magic/Spells: (Elemental, Simple) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple]

Technology: (Stone, Copper, Wood, Hideworking)

Territory: (3)

Bonuses:

1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

Eccentricity:

1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted.

1. Very well, instead of mining let us train the Wurms as hunting companions, strong Leonan hunters require strong companions to keep up with them. Give respect to Deathgaze who is obviously one of their elders and leaders 2/4

2. Send out a hunt for those hides to work with the beetlechitin

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306b3f No.10467

Dice rollRolled 72, 36 = 108 (2d100)

>>10458

Name: The Sky Dwarves

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: (7.4) (.8/turn)

Food: (Stable)

Raw Currency: (27) (7/turn)

Legitimacy: (Stable)

Culture: (5)

Industry: (5)

Unique Buildings: 1 King's Palace

Defenses: (Stone Traps, Good)

Military Units: 2 Dwarven Frigates, Strong; 2 Arquebusier Medium

Resources/Quantity: Iron, [Sustainable], Copper [Sustainable], Stone [Sustainable], Gems [Good]

Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple)

Technology: (Copper, Iron, Stone) [Airships, Primitive] [Aerial Warfare, Simple]

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.

1. Acts of nature while incontrollable are not a reason to halt progress. Construction of the docks will resume and be completed on schedule 1.5/2

2. According to the Patchwork republic the ruins to the west of them contain much foreign technology, while the caverns require more experiencing climbing personel.

Well, we DWARVES have been living and mining in caverns for years. Let's show them how real cavework is done boys.

We'll explore the Caverns with one Flying vessel and crew, and the Ruins with the other. That should give both teams the flight and carrying support they need, as well as supplies including ropes, chains, and anything else they could require.

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306b3f No.10469

>>10467

Bluh, stat income correction.

Name: The Sky Dwarves

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: (8.2) (.8/turn)

Food: (Stable)

Raw Currency: (34) (7/turn)

Legitimacy: (Stable)

Culture: (5)

Industry: (5)

Unique Buildings: 1 King's Palace

Defenses: (Stone Traps, Good)

Military Units: 2 Dwarven Frigates, Strong; 2 Arquebusier Medium

Resources/Quantity: Iron, [Sustainable], Copper [Sustainable], Stone [Sustainable], Gems [Good]

Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple)

Technology: (Copper, Iron, Stone) [Airships, Primitive] [Aerial Warfare, Simple]

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.10470

>>Name: The Colony

>>Race: Myconid (Mushroom People)

>>Color: : Black with a Green trim

>>Fluff: http://pastebin.com/itEHLQxY

>>Government Type: Elective Monarchy, in which a Sovereign is elected by a consensus. Usually, the oldest and the largest Myconid in the Colony are major canditates– but it could potentially be any Myconid.

>>Economy Type: A traditional barter economy. Myconid are strict in their belief that currency is pointless and unneeded.

>>Religion: Shamanism, surrounding The Meld and the dream world.

>>Location: Northeastern Gul

——————————————————————–

>>Population: (9.4) (1.3/turn)

>>Food: (Very Good)

>>Raw Currency: (8) (+1/turn)

>>Legitimacy: (Unshakeable)

>>Culture: (8)

>>Industry: (5)

>>Unique Buildings:

1 Sovereign Tower

1 Breeding Ground

>>Defenses:

Briarthorn Wall (Medium)

>>Military Units:

3 Withdrawn Monk Squads (Medium)

3 Withdrawn Savage Packs (Weak)

>Resources/Quantity:

Stone [Sustainable]

Wood [Sustainable]

Basic Animals [Sustainable]

Copper [Sustainable]

>>Magic/Spells: (Growth/Nature, Simple)

Summon Animals (Simple)

Bless Land (Simple)

>Technology:

(Stone, Wood, Gemworking)

>Territory: (3)

>Bonuses:

1. Spores: Your nation expands with spores in addition to usual expansion methods. Roll 1d4 to figure how how many additional hexes you gain during an allocation of territory/hexes. If all the hexes are used up, you get a population bonus.

2. Stoic & Fatalist: Legitimacy is extremely difficult to reduce, as your people seem to remain resilient from the meld. This also makes psychical attacks against you difficult and political violence is extremely unheard of.

>Eccentricities:

1. Pacifist: Due to the nature of your people, you can only mobilize defensively. However, if the capacity to meld is threatened, you may behave in an uncharacteristic fashion.

2. Monkish: You do not use currency. Standing upkeep is instead tied to food.

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306b3f No.10471

Dice rollRolled 44, 13 = 57 (2d100)

>>10470

EXPANSION 8/10

1. Fate is against us, and the earth is against us. A depressing state of reality, when the elements turn against those to deny violence. The word of the Sovereign and the shade of jungles protect us– our only shield. The hope of a better future secure us– our only armor. The determination of an entire species to stay focused in their sad reality lets us strike against fate itself– our only weapon. (Finish expansion)

2. …and yet, with wall this, we strike out against the elements. The reality of it all is depressing, and we strive to escape. The life of the Myconkind is short and sad, but we aim to end this. Once and for all. (Try once more to research Alchemy)

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306b3f No.10472

Dice rollRolled 37, 93, 73, 2, 89, 47 = 341 (6d100)

>>10465

Name: Golden Republic of Khazan

Race: Dwarves

Color: White Star Black Background

Fluff:

For many long years the Golden Republic of Khazan has existed within the dark mountains of Gul, it's inhabitants shut off from the rest of the world. Generations spent in solidarity have not seen the Dwarves grow idle rather than renounce their former warring ways and commit themselves to the finer aspects of life.

Within the Republic of Khazan fine metal crafting is valued above all else, many spending centuries to perfect the art of making necklaces, rings and rare metal embroyded clothing as well as other trinkets which are sometimes even imbuned with magical properties.

In the unbelievably long time spent in solidarity the Dwarves have learned to appreciate all company and news from the world and while they are unwilling to leave behind their cozy mountain homes which have been crafted with the utmost devotion to masonry they are still reknown by adventurers for their generous and hospitable nature.

Government Type: Representative Democracy with a Constitutional Monarchy

Economy Type: State Capitalism (best economy)

Religion: Ancestral

Location: Within the Mountains of Gul not to far away from shades.

>Population: (7) (.8/turn)

>Food: (Stable)

>Raw Currency: (10) (7/turn) (-2/turn for Subvention)

>Legitimacy: (Stable)

>Culture: (3)

>Industry: (8)

>Unique Buildings:

+ Khazan Parlaiment

>Defenses: (Underfortifications, Elaborate)

>Military Units:

+ 4 (Khazan Honorary Guard), Strong;

+ 2 (Khazan Republican Guard), Medium;

>Resources/Quantity:

+ Iron [Sustainable],

+ Stone [Sustainable],

+ Magma [Sustainable],

+ Coal [Some]

>Magic/Spells: (Magical Artifice) (Spells: Imbue Equipment, Simple)

>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Simple]

>Territory: (generated by GM)

>Bonuses/Eccentricities:

1. Turtlers: You can fabricate underground constructions easily. You may reroll constructions made underground once.

2. Gift of Artifice: Add an additional +15 to every roll to construct weapons or equipment.

>Eccentrictiy:

Agoraphobic: You aren't very good at going outside. Actions outside the underground suffer a -15 penalty to every roll. This excludes combat, which the dwarves actually find fun.

Clannish: You don't greet visitors very well, generally, unless they have something nice for you.

1-2. Commence the construction of underground jewlery factories in order to increase the wealth per turn income.

3-4. Increase the coal mining in order to gain a more sustainable amount of coal to further the jewlery production.

5-6. Commence setting up underground mushrooms farms in order to increase the amount of food to supply continuous population growth in the future.

The first Nation to come into contact with the Republic of Khazan unanimously decided to support relations with the Draconian Supremacy and support them financially in order to keep up a connection to the outside world.

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306b3f No.10473

Dice rollRolled 1 (1d4)

>>10471

The Colony used Spores!

It was hopefully super effective!

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306b3f No.10474

File: 1444529501389.jpg (116.25 KB,900x689,900:689,Blue_dragon_by_amisgaudi-d….jpg)

>>10472

The draconians are very pleased with this tribute and let it be know that these wise and prosperous beings who make such pretty jewelry and craftings are under draconian protection. And if metalworkers would like to they can be honored guests in the lands of the dragons.

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306b3f No.10476

>>10348

Name: Dominion of the Throne

Race (Determines bonuses): Vilon, all female angel natives

Color: (Determined map color): Gold

Fluff (Determines bonuses): The Throne of the Dragon Emperor crafted in a distant realm and bathed in the blood of divinity. For eons after the fall of that world as it was consumed by apocalypse its master sat and waited and turned to bones. In time their spirits became one and the Golden Throne's power became painted in his ego. Its will and presence blinds the meek and mighty alike . The Throne must constantly change its arcane equations for maintaining form and focus in a constantly changing cosmos. Shamelessly powerfully none the less, it seeks dominion over this new world to soothe its new ego. The Vilon are the first race The Throne has encountered and in His golden radiance they have been adopted and He has graciously accepted a new position at the peak of their society. To protect Him that is Supreme one angel have stepped forth to hold command and guide the expansion of the Dominion, named Octavia Viceroy of the Vilon State and currently the sole being worthy the Throne's embrace.

Government Type (Determines some stats): Chairtonomy, One Chair and one angel Viceroy empowered to act in His name.

Economy Type (Determines some stats): While everything obviously belongs to Him, the people are empowered to protect, care for and expend their wealth as they feel is best in order to protect and expand the Dominion.

Religion (Determines magic): Worship of The Throne

Location: Northwest of Gul, or where you think suitable

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306b3f No.10478

>>10476

Population: (8) (.4/turn)

Food: (N/A)

Raw Currency: (N/A)

Legitimacy: (Strong)

Culture: (8)

Industry: (1)

Unique Buildings: (Player government building)

Defenses: [Vilonian Guard Towers, Large]

Military Units: 3 [player named Vilonian unit], Very Strong; 2 [player named Vilonian unit], Strong

Resources/Quantity: (allows stat allocation, generated by GM) (amount)

Magic/Spells: (Holy, Simple) (spells: Summon Ideal Forms, Simple; Healing, Simple)

Technology: (Stone, Wood, Iron)

Territory: (3)

Bonuses/Eccentricities:

1. Angelic: The Vilon angelic in nature and dislike evil creatures or races. You gain a +2 to all rolls in combat against races that are evil in some way. If a race seems to behave in an evil way, you gain a bonus against that race. The Chair generally makes the call.

2. Pure: The Vilon do not eat or engage in economic transactions and do not eat. They are also heavily resistant to disease and the usual things that plague mortal races.

Eccentricities:

1. Goody-Goody: The Vilonians are generally do-gooders; perhaps more than they should be for pragmatism's sake. Sometimes individual units will assist other goodly races of their own accord and outside the permission of The Chair.

2. Interventionist: If there is a worldwide threat to the world, The Chair is compelled to intervene by his Vilonian servants. Mobilization in such a situation is without penalties.

3. Puritanical: Although beautiful, it's often left in question how an all-female race of angelic beings reproduces. The issue is not discussed, period.

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306b3f No.10479

>>10478

correction:

Set Resources: Stone [Sustainable], Iron [Sustainable]

Add technology: (Equipment Making) [Simple]

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306b3f No.10480

Dice rollRolled 88, 86 = 174 (2d100)

>>10457

>FluffnStuff: >>10350

Population: 10 (1/turn)

Raw Currency: 4 (2/turn)

Legitimacy: (Stable)

Culture: (8)

Industry: (8)

Unique Buildings: [Council Headquarters], Aeroport [Primitive], [Temple of the Traveler]

Defenses: (Stone Defense Towers, medium)

Military: 3 Patchwork Clansguard (Strong)

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable]

Magic/Spells: (Air, Simple) (spells: Summon Tseyarian Birds, Simple) (Research 1-4)

Technology: (Stone, Wood, Iron) [Airships, Basic] [Aerial Navigation, Primitive]

Territories: (3)

>Bonuses:

[Intrepid]

[Pluralistic]

>Eccentricities:

[Skittish Economy]

1/2) Assist our new Dwarven allies in exploring the ruins and the temple.

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306b3f No.10481

http://pastebin.com/9kPTjV14

Name: The Broodnest

Race (Determines bonuses): The Brood. Spider-like Humanoids that share a hivemind with their Broodmother. Each has four arms and a light chitinous armor on their body. Certain variants of the species that assist in caring for the queen have four clear wings not unlike those of dragonflies to assist in maneuverability. Other, "workers," have the ability to create a sort of silk which is used in expanding the hive. Their mouths are lined with eighty thin, sharp teeth. The Broodmother herself holds a more spiderlike appearance, taking the form of a large black widow with a human face.

Color: (Determined map color): Purple

Fluff (Determines bonuses): The Broodnest is a colloquial term used to describe the large "hive" or "nest" created by The Broodmother and her workers. While a relatively new species, The Brood is a highly evolved after having developed sentience in hivemind form. By using a pod based reproduction system, the species spreads itself through laying pods which spew the larvae which will later become productive members of the brood. Using the silk created by workers, the hive is ever expanded. Rather than using cities, The Broodnest is a singular entity which is ever expanding. Entering means navigating a vast network of interconnecting tunnels that ultimately lead to the core and throne of The Broodnest. While the species shares a hivemind, each member of The Brood has its own personality and level of individuality. However, if need be, The Broodmother may take control of any member of the brood for her own purposes. This may be used for diplomatic purposes, as well as to mislead others to the identity or true appearance of The Broodmother. In times of rebellion or dire conflict, The Broodmother has been known to take full control of the hive so as to better ensure the survival of The Broodnest. The Broodnest has no experience with non hiveminded species.

Government Type (Determines some stats): Hivemind system where all members of The Broodnest share the mind of the Broodmother. Monarchy under The Broodmother.

Economy Type (Determines some stats): Raw material based system that is used for outside trade. Due to the broodmother being able to directly control any one member of The Brood, there is no reason for an internal economy, thus all currency is owned by The Broodmother with the intent to further The Broodnest.

Religion (Determines magic): Church of The Broodmother; a church to the one true leader of The Broodnest

Location: In the hills, adjacent to the four ruins.

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306b3f No.10482

Dice rollRolled 98, 17, 37, 91 = 243 (4d100)

(making up for a missed turn)

Turn 1

1.2. Build mines to extract the aluminum and iron.

Turn 2

3.4. Build a quarry to extract the granite.

http://pastebin.com/AKD7Tva1

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306b3f No.10485

>>10481

Population: (generated by GM) (1.8/turn)

Food: (Semi-Stable)

Raw Currency: (5) (5/turn)

Legitimacy: (Very Strong)

Culture: (2)

Industry: (2)

Unique Buildings: (player named government building)

Defenses: (Toxin Traps, Simple)

Military Units: 4 (player named units), Strong; 2 (player named unit), Very Strong

Resources/Quantity: Silk [Sustainable]; Copper [Sustainable]; Spiderlings [Sustainable]

Magic/Spells: [Psi, Basic] [Spell: Induce Fury, Simple]

Technology: (Stone, Silk, Copper)

Territory: (3)

Bonuses:

1. Collective: It is very hard to surprise or get the drop on a collective organism. Attackers never get any advantage in rolls during an attack and can never surprise you. Tactics against you are also generally less effective.

2. Psionic Coordination: As a collective insect organism, your units do not experience fear and do not retreat from combat. They fight to the death and are resistant to all forms of suggestion. They also might be able to exploit certain combat situations unlike other races.

Eccentricities:

1. Fire Bad: The Brood severely dislike fire. If fire is deployed in combat, the Brood behaves oddly and suffers a combat penalty of -1 to every roll. Larger Brood are sometimes resistant to this.

2. Quantity Over Quality: You favor smaller units, and larger units are harder to create. On the bright side, your unit upkeep is instead tied to food, not currency.

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306b3f No.10486

>>10485

correction: initial population is 7.

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306b3f No.10487

Dice rollRolled 40, 64, 62, 83, 34, 62, 7, 60 = 412 (8d100)

http://pastebin.com/9kPTjV14

The Broodmother looks around the hive. So many loyal subjects. Of course, they are loyal only to her. Of course they are loyal only because they are her. She lacks royal accouterments, treasures to keep the place cozy as well as advancing. She orders several members of the brood to begin mining for such treasures. In addition, she thinks over the connection she has to the many facets of herself, and realized that she could very easily harness that power. She spends the day in the Hivecore, attempting to harness her psychic powers. The remaining members of The Broodnest do a full search of their surroundings, hunting for what secrets may lie within The Broodnest.

1, 2, 3: [MINE] deep into the earth in a hunt for the minerals beneath.

4, 5, 6: Attempt to further the [PSI]

7, 8: [SEARCH] The Broodnest

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306b3f No.10489

Dice rollRolled 99, 62, 5, 85, 84, 71, 16, 64 = 486 (8d100)

>>10478

http://pastebin.com/dqzFce1Z

Point Allocation: 1 Culture, 4 Industry

"He gives purpose" The words spoken by every Vilon as with renewed vigor they begin to contribute time and energy into their handcrafted arms and armor in preparation for service for Him and in the psalms to His glory.

123 Summon Ideal Forms; Avatars. The holy magic to supplement our military and civil forces by way of bringing forth the intangible holy forces into our realm.

456 Develop a ritual to begin the indoctrination of someone and their progeny into the worship of The Throne. You want to be indoctrinated, you want others to be indoctrinated and your land to be part of the Dominion so you bring yourself and new people and a bag of dirt not yet indoctrinated. It is relatively simple in that water that has been blessed by The Throne will be applied directly to the forehead and body. The benefits need not be discussed and it provides an easy start for conversion and expansion.

78 Search for resource, Wood. Find a sustainable groove of wood

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306b3f No.10491

Dice rollRolled 95, 20 = 115 (2d100)

>>10456

>>[Necro Imperialis]

>>Population: (10.4) (1.1/turn)

>>Food: N/A

>>Raw Currency: (17) (+3/turn)

>>Legitimacy: (Semi-Stable)

>>Culture: (3)

>>Industry: (5)

>>Unique Buildings:

>1 Council Tower

>>Defenses:

>Interlocked Bone Wall [Medium]

>>Military Units:

>2 Skeleton warriors (S&S) [Medium]

>2 Skeleton Archers [Medium]

>>Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable];Roc corpse [single]; Pygmy Roc corpses [Some]

>>Magic/Spells: (Necromacy, Basic) (

spells:

Curse Terrain, Simple

Summon Wights, Simple

Raise Zombies, Basic

>>Technology: (Stone, Wood, Copper, Iron)

>>Territory: (3)

>>Bonuses:

>1. Perfectionist: Your nation has a well developed methodology for magical usage, development, and training; it also prizes new ideas and talent in magic usage. For every roll that uses magic exclusively, you may re-roll once.

>2. Undead: Your nation is resilient to attacks and effects that would harm living creatures; your nation also does not reproduce in a typical fashion. This usually applies in combat, but it can also impact world events.

>>Eccentricities:

>1. Power-oriented: Extremely powerful magical units (Very Strong+) in your nation may occasionally disrupt stability or assert their authority to the detriment of your nation.

1. Raise the birds all of them that we currently have. They will be very useful.

2.Claim the area around the large birds nesting areas we will establish a small colony here and claim the freshly dead ones as they come available. No need to kill them ourselves for now. let them continue growing to full strength and size naturally.

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306b3f No.10493

>>10461

[Circus]

1. You attempt to raise the dead caravaneers as jesters. It works, and you gain some understanding of necromacy. (add spell: Raise Zombie Jesters, Good)

2.You have drawn Harlennelrah's gaze. Research on the scroll stops because the Jester in question explodes. Harlennelrah is deeply amused by this, possibly more than he should be. He sends you a unit: [Harlennelrian Chaos Jester, Very Strong] as a replacement. The scroll is destroyed.

Add eccentricity: Honk Honk: Harlennelrah reacts to extremely bad rolls, and this may draw his interest, even in combat. Further, any Harlennelrian Jester in combat will also impact dice rolls in strange ways

>>10462

[Stella]

1. The quarry completes without much effort. The stone stocks you have should go a long way, now. (Revise resource: (Stone) to [Sustainable])

2.You soon master a limited projection of direct damage attacks. Additional crystals and other special materials are theorized to increase the overall effectiveness of such attacks, but the mage-artificier reports that there's none available. (Add spell: Starbolts, Simple)

>>10463

[Draconians]

1) Expansion sweeps north, and quickly. The draconians now occupy the cavern network and are clearing it of small bugs, bats, and other natural creatures. Soon thereafter the first loads of treasure are moved in. (Expansion 9/10)

2) The Kobolds implement a good deal of procedure to candles and begin research. After some time, they think they've got a basic understanding of regeneration magic, but they claim that dragons just aren't very good at utilizing magic of this sort. (Add spell: Regeneration, Mediocre)

>>10466

[Kaldor]

1. The training begins and the wurms feel better about the new job. Deathgaze also approves of the new arrangement and doesn't obstruct work and training. (Add technology: Exotic Creature Training, Simple)

2. Your hunters check around, and soon find a relatively stable supply of beetles corpses that are deposited by their fellows after they die. (set resource: Beetle Chitin to [Stable]

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306b3f No.10494

>>10467

[Sky Dwarves]

1. Your integrated expedition begin to explore the caverns. They are exceedingly massive in scale, and seem to house large coal deposits in the upper reaches, while in the lower reaches there are odd creatures that you haven't seen before. The caverns seem to be endless. The coal doesn't seem to be enough for both nations, however.

2. The integrated crews start to excavate the ruins indicated by the patchwork. Despite some initial effort and the common sense to bring supplies with the airship, progress is slowed periodically by high winds. The expedition airship breaks moorings a few times, and this causes disruptions. (Excavation, 5/10)

Your cavern-leader and dig-leader both indicate that they need to know what to do with anything they find; do they share it with the patchwork, or do they do something else?

>>10471

[The Colony]

1. The expansion concludes and your soon have small colonies in the jungles as Sovereign directed. Sovereign gives a small speech that claims that future efforts to expand the nation will be easier, and that it was poor luck that halted their work. The crowd doesn't applaud very much and seems sour about the speech. (add 4 hex, bonus of 1 hex; total 5 hex; +1 culture)

2. In a second incident, the would-be alchemy lab explodes again. On the bright side, nobody is injured and there's just a lack of progress. The lead researcher states that they've figured out the problem and that it won't happen again.

>>10472

[Golden Republic]

1-2. Construction on more jewelry production facilities begins, but the producer-general states that rare gems and other materials would be useful. Despite this, it doesn't take much effort to set up the facilities. (+2 industry; +2 currency/turn)

3-4. Mining crews locate additional coal deposits after fighting off some small spiders and large vampiric bats. They manage to begin extraction with a small mine, but they don't find anything else of interest. (set resource: Coal to [Sustainable])

5-6. The agri-general makes a good deal of headway on the farming project given the large amount of resources allotted to him. He is soon able to increase the food supply with a new strain of underground fungi that seem to be brewable into a variety of liqueors. (set food: Very Good)

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306b3f No.10495

>>10480

[Patchwork]

1. Your integrated expedition begin to explore the caverns. They are exceedingly massive in scale, and seem to house large coal deposits in the upper reaches, while in the lower reaches there are odd creatures that you haven't seen before. The caverns seem to be endless, but the explorators keep their bearings. The coal doesn't seem to be enough for both nations, however.

2. The integrated crews start to excavate the ruins indicated by the patchwork. Despite some initial effort and the common sense to bring supplies with the airship, progress is slowed periodically by high winds. The expedition airship breaks moorings a few times, and this causes disruptions. (Excavation, 5/10)

Your explorators need to know: how should they handle things they find? Should they share with the dwarves evenly, or something else?

>>10482

[Sculpted]

1.2: You manage to set a mine to extract the aluminium, but the iron mine remains incomplete; a small fire has caused disruptions and some of the timber boning collapsed. No sculpted were injured because they are slightly more resilient to heat than mere mortals. As an addendum, you will need heavy smelting facilities to handle these metals. (Set resource: Aluminium to [Sustainable]) (Iron Mine 1/2)

1.2: Your crews works overtime to extract the granite. You eventually manage to succeed, but you think that you're going to need better tools to work the granite – it's just too dense and has a tendency to break your current set of tools. However, the sculptor-general notes that this density will translate into extremely effective sculpted that can be used for combat. (Add resource: Granite, [Sustainable]; +1 industry)

>>10487

[Brood]

1, 2, 3: The workers begin scurrying down to the lower tunnels and begin digging. Within the week they find some silver, gold, and gems. They also find some iron. Overall it's a pretty impressive haul, but the workers need some direction as to what to do with all of it.

4, 5, 6: The Broodmother begins to practice her psionics alone. After a week, she gets a better handle on moving objects – she can levitate a few workers at once or push them to the ground. However, as she practices she's realized to project her psionic abilities through brood that are particularly well trained and fed in a certain way. (Set magic: Psi to Average) (Add spell: Telekenesis, Simple) (Add technology: Psionic Intermediaries, Basic)

7, 8: Your scouts begin to look around beyond the lower tunnels and above ground. They find a small town of humanoids, a cavern network that isn't linked to The Brood, and an odd monument.

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306b3f No.10496

>>10489

[Dominion]

1/2/3: The Vilonian Curiosity-Mistress begins her work on spells that will aid the capacity to mobilize. Following some consultation between the sisters and the guidance of the stars and heart, she makes some progress; a spell that will effectively double the population by summoning intra-planar avatars to assist our mobilization efforts in such a crisis. She suspects the ritual will be extremely taxing, and will destabilize (and possibly injure) the chair; as such it should only be used in emergencies. Her research is nearly complete, however. (9/10)

4/5/6: The ritual research begins in another segment of the Throne Sanctum. The directions provided by The Chair didn't appear clear to the Curiosity-Mistress, and so she begins to work on ways to bring the sad mortals of this world to see the light. According to her research, certain spells and incantations can be used to assist in expansion – towns and cities, if located, can be converted without utilizing force of arms. She notes that more..unclean individuals can still be brought the chair personally. (+3 culture; add spell: Holy Conversion, Simple)

78 The Vilonians quickly locate a source of wood and begin to extract it. (Set resouce: Wood to [Sustainable])

>>10491

[Necro Imperialis]

1. You liches begin their work on the resurrection. The Roc soon begins to move and joins your pool of standing units, while the Pygmy Rocs do the same. (add units: 1 Zombie Roc Epic, Epic; 3 Pygmy Zombie Rocs, Strong]

Your liches inform you that the Zombie Roc is slightly intelligent and can speak clearly enough.

2. You set up a small collection are where birds seem to go to die. You think the big Roc is somewhat rare, though. (set resource: Roc Corpses [Sustainable]

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306b3f No.10497

>>World Event: Harlennelrah's laugh can be heard quite distinctly.

[meta: I will be posting a revised map soon.]

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306b3f No.10498

>>Name: The Colony

>>Race: Myconid (Mushroom People)

>>Color: : Black with a Green trim

>>Fluff: http://pastebin.com/itEHLQxY

>>Government Type: Elective Monarchy, in which a Sovereign is elected by a consensus. Usually, the oldest and the largest Myconid in the Colony are major canditates– but it could potentially be any Myconid.

>>Economy Type: A traditional barter economy. Myconid are strict in their belief that currency is pointless and unneeded.

>>Religion: Shamanism, surrounding The Meld and the dream world.

>>Location: Northeastern Gul

——————————————————————–

>>Population: (10.7) (1.3/turn)

>>Food: (Very Good)

>>Raw Currency: (9) (+1/turn)

>>Legitimacy: (Unshakeable)

>>Culture: (8)

>>Industry: (5)

>>Unique Buildings:

1 Sovereign Tower

1 Breeding Ground

>>Defenses:

Briarthorn Wall (Medium)

>>Military Units:

3 Withdrawn Monk Squads (Medium)

3 Withdrawn Savage Packs (Weak)

>Resources/Quantity:

Stone [Sustainable]

Wood [Sustainable]

Basic Animals [Sustainable]

Copper [Sustainable]

>>Magic/Spells: (Growth/Nature, Simple)

Summon Animals (Simple)

Bless Land (Simple)

>Technology:

(Stone, Wood, Gemworking)

>Territory: (8)

>Bonuses:

1. Spores: Your nation expands with spores in addition to usual expansion methods. Roll 1d4 to figure how how many additional hexes you gain during an allocation of territory/hexes. If all the hexes are used up, you get a population bonus.

2. Stoic & Fatalist: Legitimacy is extremely difficult to reduce, as your people seem to remain resilient from the meld. This also makes psychical attacks against you difficult and political violence is extremely unheard of.

>Eccentricities:

1. Pacifist: Due to the nature of your people, you can only mobilize defensively. However, if the capacity to meld is threatened, you may behave in an uncharacteristic fashion.

2. Monkish: You do not use currency. Standing upkeep is instead tied to food.

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306b3f No.10500

Dice rollRolled 36, 1 = 37 (2d100)

>>10493

>Name: The Circus del Necro

>Race (Determines bonuses): Undead (Jesters)

>Color: (Determined map color):Red star

>Fluff (Determines bonuses): Once upon the time a kingdom got bored. This kingdom got so bored even when the local peasants are killing themselves the holy men decided to keep reading their little sermons until they drown themselves in the wells. However there lived the Old King and his Young Queen they demanded the jester to entertain them. They kept on demanding and demanding until he killed himself by making them laugh forever by the little silly ropes that they wear as a necklace.

The Jester however has now became leader of this boring kingdom and he has found himself in a predicament on his own boredom. However he found as he gets bored Harlennelrah speaks to him in random intervals and in riddled sights. The Jester wants to keep him talking so he studied the words and the madding sights. One by one hordes of jesters risen from their little holes and swinging from the trees. More poured out of the wells and out of the castles behind the church. As more and more jesters had came the one who had arisen them called himself the Ringmaster.

The Ringmaster keep seeing the madding sights on the jesters face. However the sights stopped and the random voices lay silent once more. The Ringmaster became dreadfully bored and dreadfully mad. So in order to cure his boredom and to keep listening to Harlennelrah's whispers and to keep seeing the sights they must spread his random word in form of the circus to insure new sights and sounds.

>Government Type (Determines some stats):Very loose revolves around the ringmaster

>Economy Type (Determines some stats): Cooperative revolving around the circus

>Religion (Determines magic): Harlennelrah the laughing god of harlequins and jesters

>Location: Where you are on the map. The GM has the final say on location.

>Population: (8.2) (.8/turn)

>Food: N/A

>Raw Currency: (25) (5/turn)

>Legitimacy: Chaotic

>Culture: (7)

>Industry: (5)

>Unique Buildings:The Tent & Rubbled Jester Palace

>Defenses: (Traps, Basic)

>Military Units: 3 (Punch, Judy, and Mr. Gater) Strong, (Harlennelrian Chaos Jester{King Honk}) Very Strong

>Resources/Quantity: (Stone) [Sustainable], Wood [Sustainable], Iron [Sustainable]

>Magic/Spells: (Harlennelrian Black Magic, Basic) (spells: Summon Chaos Jesters, Summon Disease Jesters, Minor Raise Zombie Jesters, Good)

>Technology: (Stone, Wood, Iron, Trapping:Average, Subterfuge:Simple)

>Territories: (3)

>Bonuses:1. Coalition of Madness: You can summon or recruit clowns of all forms and types, allowing a variety of options against opposition. 2. Undead: You do not consume food or reproduce in a typical fashion. You are also resistant to disease, curses, inclement weather, and effects that might otherwise seem ineffective against the undead. This usually translates into bonuses in combat, but also world events.

>Eccentricities:1.Bedlam: For all intents and purposes, the legitimacy of the nation is inverted. More chaos and instability in the The Circus will generate different effects and does not seem to penalize in the same way traditional legitimacy does, and more stability does not seem to provide bonuses. However, this makes conquest and occupation more difficult; it might be better to simply kill everyone. 2.Honk Honk: Harlennelrah reacts to extremely bad rolls, and this may draw his interest, even in combat. Further, any Harlennelrian Jester in combat will also impact dice rolls in strange ways

1. Clean up the rubble and make sure the parts for traps are sustained

2.Our lord laughs once more we must entertain him and spread the word of fun how by expanding of course we need more land to bring more fun it'll be ingenus.

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306b3f No.10501

Dice rollRolled 78, 27 = 105 (2d100)

>>10494

Name: The Sky Dwarves

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: (7.4) (.8/turn)

Food: (Stable)

Raw Currency: (27) (7/turn)

Legitimacy: (Stable)

Culture: (5)

Industry: (5)

Unique Buildings: 1 King's Palace

Defenses: (Stone Traps, Good)

Military Units: 2 Dwarven Frigates, Strong; 2 Arquebusier Medium

Resources/Quantity: Iron, [Sustainable], Copper [Sustainable], Stone [Sustainable], Gems [Good]

Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple)

Technology: (Copper, Iron, Stone) [Airships, Primitive] [Aerial Warfare, Simple]

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.

1. Of course we'll share our finds with them. We dwarves are true to our word. If its technology, it should be replicable, and any artifacts that aren't we'll be able to come to an agreement on what is to be done with them.

Just put them in a centralized pile, we'll divide it up as we go along. 5/10

2. If it isn't enough for both of us, I suppose it would be prudent to ask the Patchwork if they have a desire for coal. If they do, it would make sense to give it to them as this is their island after all. We'll find coal somewhere else, or we aren't dwarves that can dig.

Let's investigate these creatures and further reaches of the caverns.

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306b3f No.10502

Dice rollRolled 47, 52 = 99 (2d100)

>>10498

1. *GROAN* (Try -again- to research alchemy)

2. The call of Harlennelrah rings, and times of danger may be approaching for Myconkind. The success of our expansion brings joy, but yet they still lie–defenseless against the wilds of Soren. The time for defense is nigh

(Begin growing defenses around the newly claimed Colony territory.)

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306b3f No.10503

Dice rollRolled 24, 52 = 76 (2d100)

>>10496

>>[Necro Imperialis]

>>Population: (10.4) (1.1/turn)

>>Food: N/A

>>Raw Currency: (17) (+3/turn)

>>Legitimacy: (Semi-Stable)

>>Culture: (3)

>>Industry: (5)

>>Unique Buildings:

>1 Council Tower

>>Defenses:

>Interlocked Bone Wall [Medium]

>>Military Units:

>2 Skeleton warriors (S&S) [Medium]

>2 Skeleton Archers [Medium]

>1 Zombie Roc Epic, Epic

>3 Pygmy Zombie Rocs

>>Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable];Roc Corpses [Sustainable]

>>Magic/Spells:

>Necromancy, Basic spells:

Curse Terrain, Simple

Summon Wights, Simple

Raise Zombies, Basic

>>Technology: (Stone, Wood, Copper, Iron)

>>Territory: (3)

>>Bonuses:

>1. Perfectionist: Your nation has a well developed methodology for magical usage, development, and training; it also prizes new ideas and talent in magic usage. For every roll that uses magic exclusively, you may re-roll once.

>2. Undead: Your nation is resilient to attacks and effects that would harm living creatures; your nation also does not reproduce in a typical fashion. This usually applies in combat, but it can also impact world events.

>>Eccentricities:

>1. Power-oriented: Extremely powerful magical units (Very Strong+) in your nation may occasionally disrupt stability or assert their authority to the detriment of your nation.

1&2. Harlennelrah's laughter peals through the sky. He is a god of chaos and undead. A good god for us (probably…..maybe….I hope) but a dangerous one. He represents instability in its purest form the circus. Our people need to know that the council and our glorious Emperor (in one form or another) will always be here to protect and guide them we must erect a massive statue of iron and stone and imbue it with necromantic magic to stop it from ever deteriorating. It will be an eternal symbol of our power. No one will question our reign for a long time coming no matter what trouble the jester god brews.

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306b3f No.10504

http://pastebin.com/9kPTjV14

The Broodmother is pleased with her bounty. Many treasures now fill her chamber. In addition, the discovery of a mysterious shrine is within her land. While there are creatures above, they cause no immediate harm. The Broodmother decides it would be best to study the shrine, trying to activate it however possible.

1+2. [Activate] the shrine.

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306b3f No.10505

Dice rollRolled 48, 36 = 84 (2d100)

>>10504

Forgot rolls.

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306b3f No.10506

Reserving a spot as requested. Not gonna have time to post properly for a few hours.

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306b3f No.10507

Dice rollRolled 1, 90 = 91 (2d100)

>>10493

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (7.8) (1/turn)

Food: (Stable)

Raw Currency: (15) (3/turn)

Legitimacy: (Stable)

Culture: (8)

Industry: (5)

Unique Buildings: [Temple, Hunter's Calling]

[Government building, Warrior's Hall]

Defenses: (Elaborate Wooden Fortifications, Strong)

Military Units: 3 [Leonan Warriors], Strong;

1 [Huntmaster] Very Strong

2 [Saboteur] Sapper; Medium

Resources/Quantity:

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

Magic/Spells: (Elemental, Simple) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple]

Technology: (Stone, Copper, Wood, Hideworking, Exotic Creature Training[simple])

Territory: (3)

Bonuses:

1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

Eccentricity:

1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted.

1. Get the hideworker to begin making some armor from the chitin we have

2. Begin training some of the hunters and warriors to Hunt with the Wurms, they shall be the Packhunters and Packmasters and they shall be the very backbone of our army

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306b3f No.10508

File: 1444579869989.png (3.33 MB,2229x2066,2229:2066,Soren- Latest.png)

Here is the latest map.

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306b3f No.10509

Dice rollRolled 99, 96 = 195 (2d100)

>>10495

>FluffnStuff: >>10350

Population: 11 (1/turn)

Raw Currency: 6 (2/turn)

Legitimacy: (Stable)

Culture: (8)

Industry: (8)

Unique Buildings: [Council Headquarters], Aeroport [Primitive], [Temple of the Traveler]

Defenses: (Stone Defense Towers, medium)

Military: 3 Patchwork Clansguard (Strong)

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable]

Magic/Spells: (Air, Simple) (spells: Summon Tseyarian Birds, Simple) (Research 1-4)

Technology: (Stone, Wood, Iron) [Airships, Basic] [Aerial Navigation, Primitive]

Territories: (3)

>Bonuses:

[Intrepid]

[Pluralistic]

>Eccentricities:

[Skittish Economy]

1) Continue the excavation of the ruins. True to our word, we'll share everything with the dwarves- they seem nice enough, and only the most evil deserve a dragon raid. (5/10) [Intrepid]

2) If the dwarves want the coal, let them have it. Further explore the cave with them. [Intrepid]

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306b3f No.10510

File: 1444581396930.png (819.22 KB,995x712,995:712,ember_dragon_by_isismasshi….png)

Dice rollRolled 27, 96 = 123 (2d100)

1) The dragonlords want their new areas and push for finishing the expansion.

2) Yet another dragonlord is put on retainer for the council's army. It shall gain great glory and wealth in the service (recruit another dragonlord)

[The Draconian Supremacy]

Population: (9) (.6/turn)

Food: (Stable)

Raw Currency: (72) (+3/turn) +2 from tribute.

Legitimacy: (Very Stable)

Culture: (12)

Industry: (4)

Unique Buildings: The great council-eyrie,

Defenses: None

Military Units: 1 (Dragonlord)(exhausted 1 turns), Epic; 2 (Dragonkin platoon), Medium,2 Green Kobold Warmages, Weak)

Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable]

Magic/Spells: (Eclectic, Simple) (spells: Transmute Material, Simple; Locate Dragonkin, Simple) Deflect Projectiles, Simple. Regeneration, Mediocre

Technology: (Stone, Wood, Copper, Iron)

Territory: (3)

Bonuses:

1. Venerable: You have access you a large library of research that spans millenia. You can allocate researchers in a clear direction to develop technology, magic, and other things with a bonus (+15 to research rolls).

2. Natural Fliers: Many of the nation are adept fliers and have developed sophisticated tactics and techniques for usage in the skies. Add an extra 2 to every combat roll for naturally flying units engaging other flying units.

Eccentricities:

1. Arrogant: You sometimes have difficult engaging with the PATHETIC and PITIFUL child races in a fashion that is equitable. Other ancient races are, in contrast, treated reasonably. They are few in number.

2. Hoarding: The dragonlords prefer to lounge in massive piles of gold and gems. The nation cannot spend over 20% of the existing treasury without incurring discord. However, as gold stocks grow larger, it becomes easier to placate the dragonlords and the chance for intra-council strife decreases.”

9/10 expansion,

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306b3f No.10512

>>10501

Name: The Sky Dwarves

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: (7.4) (.8/turn)

Food: (Stable)

Raw Currency: (27) (7/turn)

Legitimacy: (Stable)

Culture: (5)

Industry: (10)

Unique Buildings: 1 King's Palace

Defenses: (Stone Traps, Good)

Military Units: 2 Dwarven Frigates, Strong; 2 Arquebusier Medium

Resources/Quantity: Iron, [Sustainable], Copper [Sustainable], Stone [Sustainable], Gems [Good]

Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple)

Technology: (Copper, Iron, Stone) [Airships, Primitive] [Aerial Warfare, Simple]

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.

Corrected Stats

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306b3f No.10513

>>10503

also forgot to say. use currency to speed up the building process. we need it fast lol.

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306b3f No.10514

>>10493

>>10507

because I was misinformed I would like to remove the 2 points from culture and 3 from industry and put it all into military

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306b3f No.10515

Dice rollRolled 1, 96 = 97 (2d100)

1. Iron mine (1/2)

2. To work metal tougher then copper will will need better ways of doing things. Research how to properly refine and work aluminum and iron.

http://pastebin.com/AKD7Tva1

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306b3f No.10516

Dice rollRolled 75, 85 = 160 (2d100)

>>10496

http://pastebin.com/TX046C2x

Summon Ideal Forms; Avatars (9/10)

1 Expansion. The rest of Shezeb must be made Holy, so sayeth The Chair. The Vilon in their fashion of preparing land by building an estate capable of housing their sisters. Around this estate will be outcropping circles of pillars and pedestals encircling gardens, these topped with statues, sofas or objects of someone's fancy.

2 Holy, Simple; Summon Ideal Forms; Avatars. Drawing greatly from The Chair to bring out the shining avatars their willingness to fight for their ideals a force in their own realm brought forth that their strength is made manifest.

How much these shining avatars can affect this realm with their presence and their will could lead our research into battle-scaping spells. Essentially; if so many intra-planar being are brought into a single space, what kind of effects can we predict or plan around.

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306b3f No.10523

Dice rollRolled 94, 63 = 157 (2d100)

>>10494

Name: Golden Republic of Khazan

Race: Dwarves

Color: White Star Black Background

Fluff:

For many long years the Golden Republic of Khazan has existed within the dark mountains of Gul, it's inhabitants shut off from the rest of the world. Generations spent in solidarity have not seen the Dwarves grow idle rather than renounce their former warring ways and commit themselves to the finer aspects of life.

Within the Republic of Khazan fine metal crafting is valued above all else, many spending centuries to perfect the art of making necklaces, rings and rare metal embroyded clothing as well as other trinkets which are sometimes even imbuned with magical properties.

In the unbelievably long time spent in solidarity the Dwarves have learned to appreciate all company and news from the world and while they are unwilling to leave behind their cozy mountain homes which have been crafted with the utmost devotion to masonry they are still reknown by adventurers for their generous and hospitable nature.

Government Type: Representative Democracy with a Constitutional Monarchy

Economy Type: State Capitalism (best economy)

Religion: Ancestral

Location: Within the Mountains of Gul not to far away from shades.

>Population: (7,8) (.8/turn)

>Food: (Very Good)

>Raw Currency: (15) (9/turn) (-2/turn for Subvention)

>Legitimacy: (Stable)

>Culture: (3)

>Industry: (10)

>Unique Buildings:

+ Khazan Parlaiment

>Defenses: (Underfortifications, Elaborate)

>Military Units:

+ 4 (Khazan Honorary Guard), Strong;

+ 2 (Khazan Republican Guard), Medium;

>Resources/Quantity:

+ Iron [Sustainable],

+ Stone [Sustainable],

+ Magma [Sustainable],

+ Coal [Sustainable]

>Magic/Spells: (Magical Artifice) (Spells: Imbue Equipment, Simple)

>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Simple]

>Territory: (generated by GM)

>Bonuses/Eccentricities:

1. Turtlers: You can fabricate underground constructions easily. You may reroll constructions made underground once.

2. Gift of Artifice: Add an additional +15 to every roll to construct weapons or equipment.

>Eccentrictiy:

Agoraphobic: You aren't very good at going outside. Actions outside the underground suffer a -15 penalty to every roll. This excludes combat, which the dwarves actually find fun.

Clannish: You don't greet visitors very well, generally, unless they have something nice for you.

1. Gems and gold of course! Iron trinkets are one thing but those valuable resources would no doubt benefit the desirability of our fine artworks! Culture and wealth demand we construct mines to find gold, gems or even both!

2. Bats found while mining? Truly curious. The animals should be trained as pets and could live alongside the Dwarves, certainly purposes for their use in other aspects of life could be found.

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306b3f No.10524

>>10523

Corrected Stats

Name: Golden Republic of Khazan

Race: Dwarves

Color: White Star Black Background

Fluff:

For many long years the Golden Republic of Khazan has existed within the dark mountains of Gul, it's inhabitants shut off from the rest of the world. Generations spent in solidarity have not seen the Dwarves grow idle rather than renounce their former warring ways and commit themselves to the finer aspects of life.

Within the Republic of Khazan fine metal crafting is valued above all else, many spending centuries to perfect the art of making necklaces, rings and rare metal embroyded clothing as well as other trinkets which are sometimes even imbuned with magical properties.

In the unbelievably long time spent in solidarity the Dwarves have learned to appreciate all company and news from the world and while they are unwilling to leave behind their cozy mountain homes which have been crafted with the utmost devotion to masonry they are still reknown by adventurers for their generous and hospitable nature.

Government Type: Representative Democracy with a Constitutional Monarchy

Economy Type: State Capitalism (best economy)

Religion: Ancestral

Location: Within the Mountains of Gul not to far away from shades.

>Population: (7,8) (.8/turn)

>Food: (Very Good)

>Raw Currency: (19) (9/turn)

>Legitimacy: (Stable)

>Culture: (3)

>Industry: (10)

>Unique Buildings:

+ Khazan Parlaiment

>Defenses: (Underfortifications, Elaborate)

>Military Units:

+ 4 (Khazan Honorary Guard), Strong;

+ 2 (Khazan Republican Guard), Medium;

>Resources/Quantity:

+ Iron [Sustainable],

+ Stone [Sustainable],

+ Magma [Sustainable],

+ Coal [Sustainable]

>Magic/Spells: (Magical Artifice) (Spells: Imbue Equipment, Simple)

>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Simple]

>Territory: (generated by GM)

>Bonuses/Eccentricities:

1. Turtlers: You can fabricate underground constructions easily. You may reroll constructions made underground once.

2. Gift of Artifice: Add an additional +15 to every roll to construct weapons or equipment.

>Eccentrictiy:

Agoraphobic: You aren't very good at going outside. Actions outside the underground suffer a -15 penalty to every roll. This excludes combat, which the dwarves actually find fun.

Clannish: You don't greet visitors very well, generally, unless they have something nice for you.

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306b3f No.10528

File: 1444613938687.jpg (85.04 KB,900x506,450:253,airship_by_mrainbowwj-d5k1….jpg)

>>10462

A flying airship floats above the lands of the fae, its sailors looking down below.

"This feels of thick magic, be cautious. wonder if there's anything down below."

>>10524

A flying airship floats above the Golden Republic

"Do you smell that?"

"Yes, smells like. . . dwarven-kin! There are dwarves down there below!"

Some dwarves landed to investigate.

>>10476

A flying airship flies nearby the dominion of Throne, the sailors having spotted strange flying birds, one swearing it looked like a human women with wings.

>>10502

A flying airship flew over the Colony.

"Look at those giant mushrooms on the ground. We're gonna eat tonight boys!"

"Hang on a second, don't be sure. I swear, I saw one of them move."

"Gods, look at that big one it IS moving!"

"I don't think normal mushrooms should be looking at us either. . .or have eyes."

"Alright you idiots, get a closer look. And whatever you do don't touch or hurt ANYTHING."

>>10500

A flying airship approaches the Fell Chain island. The crew see's its shores line up with hungry monsters and other morbidities waiting for them.

The airship abruptly stops, turns around, and leaves the island. The crew do not look back until the island is well out of sight.

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306b3f No.10531

Dice rollRolled 67, 100 = 167 (2d100)

>>10528

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: (11.8) (.6/turn)

Food: (Great)

Raw Currency: (17) (4/turn)

Legitimacy: (Great)

Culture: (12)

Industry: (5)

Unique Buildings: 1 Celestial Tower, [Stellata Observatory]; +3 culture, +1 industry)

Defenses: (Illusions, Good)

Military Units: 2 Wardens, Strong; 3 Sentinels , Weak; 4 Astral Bird Flocks, Medium

Resources/Quantity: (Glass) [Sustainable]; (Wood) [Sustainable]; (Iron) [Sustainable]; (Stone) [Sustainable]

Magic/Spells: (Astral, Basic) (spells: Celestial Guidance; Basic; Summon Astral Birds, Basic; Starbolts, Simple)

Technology: (Stone, Wood, Copper, Iron)

Territory: (3)

Bonuses/Eccentricities:

1. Elder: Elves are generally good at everything; frustratingly so. As such, you gain +10 to all rolls.

2. Magically Inclined: Rolls to cast spells may be re-rolled 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.

1. Use the accumulated Stone, Wood, glass and Iron to sink Astral wells in our lands, to increase the flow and power of our casters and the stars when manifested here. Cast Celestial guidance for advice and help.

+Elder

+Magically inclined

2.Use our force to expand our territory. We need the resources and land for various things. Summon more Astral birds to assist.

+Elder

+Magically Inclined

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306b3f No.10534

File: 1444615266840.jpg (331.94 KB,498x965,498:965,mushroom_men_sage_3.jpg)

>>10528

Myconid shuffle about within their villages, plodding along the ground with little care about their surroundings. Some of the mushroom creatures shuffle past each other, hauling bundles of resources into small storage huts.

Others seem to stare at each other, seemingly communicating without words.

Groups of Myconid seem to sit in little circles with their "eyes" closed, their bodies unmoving and releasing puffs of spores every now and then. Some sort of meditation?

The presence of the airship seems to disrupt the creatures, like shaking up a hive of insects. Myconid look up in terror and quickly waddle off into their small fungi huts and crannies, others simply hide behind objects and some of the Myconid even just fall on the ground and play dead.

As the airship crosses over what looks like the capital of their nation– a stunning view of a beautiful rain forest teeming with fungus of all shapes and sizes, almost like a city. The largest and tallest of the structures– a colossal tree with thousands of small fungus doorways leading into the wing-like branches – stands out to the dwarves. On the very tip of the tree tower, a single figure stands staring up at the airship. A large wooden staff gripped in its large, fungus-like left arm and various druidic implements danging from its right. Royal robes woven from leaf and cotton and necklaces fashioned from wood and stone adorn the figure. Its plump helmet-like head tips upward to reveal a pair of glowing beady eyes staring up at the dwarves.

The figure is none other than the Sovereign– the benevolent ruler of The Colony and, as of now, myconkind itself. He doesn't look happy to see the dwarves.

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306b3f No.10535

>>World event: There is a loud honking noise. It stops eventually after about a minute. Nothing else seems to happen. You hear Harlennelrah's giggle. You feel nervous.

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306b3f No.10537

File: 1444617043048.jpg (68.8 KB,736x1041,736:1041,1427845901998.jpg)

Dice rollRolled 13, 67, 34, 42, 27, 67 = 250 (6d100)

>>10458

Stats and Fluff:

http://pastebin.com/6p6Vzu8A

1-2; Send 2 Elf Death Runners to investigate the cave, and send 1 Elf Death Runner to scout south along the river

3-4; Research more War Magic

5-6; Construct an institute of magic near The Citadel to improve our connection with The Mother Tiamat and expedite magic research and new ways to tame and corrupt

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306b3f No.10539

>>10493

>>10531

this goes to you

>>10528

Several Astral Birds surround the ship. They very much want you to leave.

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306b3f No.10540

File: 1444620845122.jpg (22.36 KB,236x328,59:82,90236f0c387cf0ebf4fee14bba….jpg)

>>10539

Sensing a distinct sensation of hostility and forboding, the captain decides to turn the ship around and leave, almost as fast as they departed the Fell Chains.

>>10534

The ragged crew of the vessel gazed upon the magnificent structure, the greatest shroom any of them had ever seen in their lives, over the greatest jungle that was the greatest they had ever seen as well. One of them noticed upon closer inspection the Sovereign with his staff, gazing back at them.

"Santa Ella, look it's a mushroom man! I told you these weren't normal."

"It's looking right at us. Does anyone know anything about mushrooms."

"Well for breakfast I-

"All of you SHUT the fuck up." the ship captain raised a gloved hand and silenced his crew. "Madre Cristina! Do you want to turn this into a disaster Not another word from any of you you." The captain sighs, and decides to take matters into his own hands.

The ship stopped at a close distance to the platform of the great tree, as its crew used magical runes and crystals within to "anchor" and moor her. A gangplanck was lowered, from which the captain slowly, carefully treaded, and stood some distance before the Sovereign.

Praying that the priests were right that "Common Tongue" had been taught to all the creatures on the world by the gods, he spoke.

"I am Captain Federico Fezarre, soldier and servant of King Bolivar VI of the Dwarven Kingdom.

We come in peace. I bring tidings of goodwill and faith to all those who would share in words of understanding and benefit between our nations."

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306b3f No.10541

>>10528

Deep within the mountainous exterior through heavy stone doors and corridors the expedition traveled and found a city of stone and iron. Countless dwarves in simple clothing going about their daily duties forging new trinkets made from iron. All in all it seemed like a rather bland existence void of all glamour.

The Dwarves were however greeted with curious looks and lead towards a large construction within the center of town where they were formally introduced to the elected representatives of the dwarven population.

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306b3f No.10542

>>10539

Of the conquistadors and sailors assembled from the airship crew, the Captain stood forward, to speak to the assembled leaders there.

"I am Captain Juan Delnadez, soldier and servant of his majesty King Bilovar VI, of the Dwarven Kingdom. On behalf of his majesty and the Kingdom, I bring tidings of goodwill and faith to those who would listen and share in words of reason and understanding between us. Such is that I hope that we might endeavor to profit from our kindred dwarven blood, in a mutually beneficial and holistic relationship between our nations.

It is in peace we come, and a hope for a greater cooperation and friendship we bring."

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306b3f No.10543

>>10540

The being before you stares deeply, its strange eyes shifting between the dwarves. It tilts its head, remaining deathly silent. It is by now that you notice that Sovereign lacks any facial features beyond a pair of beady eyes– similar to the rest of its species. It is safe to assume that the priests were lying– the common tongue cannot be taught to beings who lack any tounges.

After an uncomfortable moment of the myconid shaman-king staring between the group of dwarves, it finally makes a movement. Resting the shaman tools on the ground next to it, the mushroom man raises large right arm upwards.

It holds out its arm to captain– almost as if it is requesting a handshake. The arm is white and wrinkly, composed of a spongy fungus material. It is also stained slightly with dirt– these creatures seem to lack any resemblance of hygiene. Not surprising, since they seem to live in a jungle.

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306b3f No.10544

>>World Event: The honking starts again, louder than before. It begins to vibrate everything, and the world seems to spin.

>>Harlennelrah voice, barely visible over the noise of collapsing buildings, says: “It's FALL, ISNT IT? HAHAHAHAHAH”. The sonic boom of honking seems to deafen everything.

>>Fate's Reach has been totally destroyed by unknown magic.

>>10500

[Jesters]

[After the noise ends, you notice you are miraculously unharmed. You suspect your constant attempts to please the Harlennelrah have made him very happy.]

>>Set legititmacy: TOTAL. CHAOS.

1. All of the Jesters stop for a moment and start dancing around. They pretty much completely ignore what you say and begin constructing an altar of some sort. You don't dare stop them, and they complete it. (Add unique building: Massive Altar to Harlennelrah, +15 Culture)

2. King Honk feels much stronger; he can also cast spells. He demonstrates by blowing up a small town, which rains corpses over the main tent. Everyone's pretty impressed. (Revise unit: King Honk to Epic; Fear) (Neutral town of Fate's Reach totally destroyed)

>>10501

[Everything is interrupted by roar of laughter and noise from Harlennelrah. You hear large explosions in the distance and you are hit by the sonic honking.]

>>Panicked mobs are attempting to flee numerous fires caused by Harlennelrah's wrath.

>>Set legititmacy: Riotous.

>>Lose 1 population.

1. The crews are interrupted by the noise as large segments of the ruins collapse and the dig crew barely manages to get to safety. You're lucky nobody was killed, but the site remains capable of excavation. (4/10)

2. The sonic honk causes the cavern to collapse and most of the crew is entirely stranded in the lower caverns. You think you might be able to rescue them, but all the progress made so far is lost. (1/10)

>>10502

[Everything is interrupted by roar of laughter and noise from Harlennelrah. You are hit with the sonic honk, but the nature of your nation mitigates the impact.]

>>Set legititmacy to: Nervous

>>Myconids flee from the noise into their small homes and residences. The are otherwise unmoved and keep orderly.

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306b3f No.10545

>>10502

[Everything is interrupted by roar of laughter and noise from Harlennelrah. You are hit with the sonic honk, but the nature of your nation mitigates the impact.]

>>Set legititmacy to: Nervous

>>Myconids flee from the noise into their small homes and residences. The are otherwise unmoved and keep orderly.

>>The Sovereign Tower is heavily damaged by the honk.

1. The would-be alchemist explodes after his beakers rupture from the sonic honk.

2. Patrols of mycon civil peacemakers patrol the streets. They manage to limit the panic from spreading.

>>10503

[Everything is interrupted by roar of laughter and noise from Harlennelrah. You are hit with the sonic honk.]

>>The Council Tower has been heavily damaged; it lists to one side.

>>Set legitimacy to: Chaotic

1/2. Skeleton Warriors begin to patrol the streets following the honks. Hearing commotion, they arrive to find the zombie roc in a rage and attacking the general population. The Roc destroys most of downtown before regaining any form of sanity; it destroys two of your infantry units that attempt to recapture it. Once calmed down, the remaining units go on to try to control rioting. (Lose 2 pop, disband 2 Skeleton Warriors)

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306b3f No.10546

>>10504

[Everything is interrupted by roar of laughter and noise from Harlennelrah. You are hit with the sonic honk.]

>>The Broodmother is injured by falling rocks. Set legitimacy to: “unstable”

>>The honks cause no other injuries.

1/2: Right as the first units attempt to investigate the shrine, it explodes and kills a few workers. A few scouts convey they heard a small honk.

>>10507

[Everything is interrupted by roar of laughter and noise from Harlennelrah. You are hit with the sonic honk.]

>>Set legititmacy to: Chaotic.

1. The hideworker begins to work on the hide, but as he bends over, he explodes, his house explodes, and a good portion of the capital is lit ablaze by burning flying timber, flying Kaldorians, and flying beetle shells. (Lose 1 pop)

2. The Wurms become agitated by the noise. Thankfully, Deathgaze manages to keep his calm and maintain order among the wurms. You get the feeling this could have been much worse.

>>10509

[Everything is interrupted by roar of laughter and noise from Harlennelrah. You are hit with the sonic honk.]

>>Set legititmacy: Wobbly. The capital remains partially aflame, but your luck manages to minimize damage; the clans manage to keep order and actively patrol the streets to prevent rioting. Your civil defense has improved since the dragon disaster. (Add technology: Civil Defense, Basic)

1. The crews are interrupted by the noise as large segments of the ruins collapse and the dig crew barely manages to get to safety. You're lucky nobody was killed, but the site remains capable of excavation. (4/10)

2. The sonic honk causes the cavern to collapse and most of the crew is entirely stranded in the lower caverns. You think you might be able to rescue them, but all the progress made so far is lost. (1/10)

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306b3f No.10547

>>10510

[Everything is interrupted by roar of laughter and noise from Harlennelrah. You are hit with the sonic honk.]

>>Set legititmacy: Nervous, but Stable

1) The expansion totally halts. Several of the caverns set to be occupied collapse under the massive defeaning blast of Harlennelrah. (9/10)

2) The Dragonlords stop whatever they were doing and attempt to keep order among their lesser, more cowardly brethern. Thankfully they succeed, and minimize damage.

>>10514

Add: 3 [player name units, very strong]

>>10515

[Everything is interrupted by roar of laughter and noise from Harlennelrah. You are hit with the sonic honk.]

>>Set legititmacy: Annoyed.

1. The Iron Mine totally collapses from the honk. It will need to be restarted.

2. Research is halted by the chaos, and patrols of sculpted are called into the streets to keep order. Luckily, the fear that would normally be caused by the disaster has been minimized because of the relatively unemotional nature of the Sculpted; none of the major governmental buildings are damaged, either.

>>10516

[Everything is interrupted by roar of laughter and noise from Harlennelrah. You are hit with the sonic honk.]

>>The Throne Sancum is damaged.

>>The Chair seems annoyed; you aren't sure how you can deduce this.

>>Set legititmacy: Unshakeable, but Annoyed.

1. Expansion stops dead as several outriders are called home to deal with the crisis within the Dominion proper. Several buildings have collapsed, but nobody is injured.

2. Research halts as Vilonian Orderguards begin to patrol the streets. Vilonians are not riotous by nature, but several fires have broken out – including inside the research lab. Thankfully it is put out before too much damage occuts.

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306b3f No.10548

>>10523

[Everything is interrupted by roar of laughter and noise from Harlennelrah. You are hit with the sonic honk.]

>>The underground shakes from the noise. You are afforded some shielding thanks to the massive and deep constructions.

>>The Underfortifications are slightly damaged.

>> Set legititmacy: Rioting.

1. The shaking and noise stops all efforts to do anything; small fires start and the halls are choked with smoke. The Honorary guard are mobilized and move into the street to suppress rioters and looters. Worse, political dissidents, angry about the recent dealing with the scaled ones, have begun throwing firebombs at the Honor guard. (lose 1 pop)

2. More Honor guard are called into the streets as the political violence intensifies. Soon Dwarven blood is flowing; the apparent wealth gap in the society has finally boiled over.

>>10531

[Everything is interrupted by roar of laughter and noise from Harlennelrah. You are hit with the sonic honk.]

>>The Celestial Tower is heavily damaged.

>>Set legititimacy: Wobbly.

>>Harlennelrah's voice speaks to you and says: “Think you're good huh? HAH”

1. The force of the honk causes the storehouse foundation to rupture; it tilts slightly and starts to burn. Several elves attempt to control the blaze, and they partially succeed. No resources are lost.

2. As you summon more astral birds, your existing astral birds simple explode. After that, there are a series of explosions. Your wardens hear a honking noise as they move down the streets attempting to keep order. (disband all astral bird flocks)

>>10537

[Everything is interrupted by roar of laughter and noise from Harlennelrah. You are hit with the sonic honk.]

>>Weirdly, you seem to be unaffected by Harlennelrah. The noise strikes you as annoying, but little else. Everything is fine.

1.2. Inside the cave you find some coal; your minions suspect you would want it, so they begin construction of a mine. Your smiths state clearly that you can make steel with coal. (1/2)

3.4 : The war magic research completes. (Add technology: War Magic, Simple)

5.6: You begin construction on the institute and make reasonable progress. (2/6)

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306b3f No.10549

>>10543

Admittedly the state of Dwarven hygiene was only so much better, living either in underground conditions, or holed up in fetid ship hulls for weeks on end.

The Captain sees the gesture, and is cautious, unsure, but hopes that his gut instinct that this /is/ a handshake is right.

Remembering how fragile actual mushrooms are, he slowly, carefully raises a hand and almost tiptoes toward the Sovereign, mimicing the gesture. With trepidation he moves to touch and shake the hand gently.

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306b3f No.10550

>>10500

The young member of the brood approached the large tent to the north,the source of the laughing, the oh so horrendous laughing that had gone so far as to injure the queen. The sun burned her eyes, it was far brighter from what little light is filtered through the silk of the nest. The young broodling had traveled far north to find this tent. Finally, she had reached the entrance, she stood and waited for someone to approach her.

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306b3f No.10551

Dice rollRolled 70, 39 = 109 (2d100)

The Broodmother Attempts to recover quickly are restore legitimacy to her people.

1+2: [Heal] The Broodmother

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306b3f No.10552

Dice rollRolled 34, 20 = 54 (2d100)

>>10544

>Name: The Circus del Necro

>Race (Determines bonuses): Undead (Jesters)

>Color: (Determined map color):Red star

>Fluff (Determines bonuses): Once upon the time a kingdom got bored. This kingdom got so bored even when the local peasants are killing themselves the holy men decided to keep reading their little sermons until they drown themselves in the wells. However there lived the Old King and his Young Queen they demanded the jester to entertain them. They kept on demanding and demanding until he killed himself by making them laugh forever by the little silly ropes that they wear as a necklace.

The Jester however has now became leader of this boring kingdom and he has found himself in a predicament on his own boredom. However he found as he gets bored Harlennelrah speaks to him in random intervals and in riddled sights. The Jester wants to keep him talking so he studied the words and the madding sights. One by one hordes of jesters risen from their little holes and swinging from the trees. More poured out of the wells and out of the castles behind the church. As more and more jesters had came the one who had arisen them called himself the Ringmaster.

The Ringmaster keep seeing the madding sights on the jesters face. However the sights stopped and the random voices lay silent once more. The Ringmaster became dreadfully bored and dreadfully mad. So in order to cure his boredom and to keep listening to Harlennelrah's whispers and to keep seeing the sights they must spread his random word in form of the circus to insure new sights and sounds.

>Government Type (Determines some stats):Very loose revolves around the ringmaster

>Economy Type (Determines some stats): Cooperative revolving around the circus

>Religion (Determines magic): Harlennelrah the laughing god of harlequins and jesters

>Location: Where you are on the map. The GM has the final say on location.

>Population: (9) (.8/turn)

>Food: N/A

>Raw Currency: (30) (5/turn)

>Legitimacy: TOTAL Chaos

>Culture: (22)

>Industry: (5)

>Unique Buildings:The Tent, Massive Altar to Harlennelrah, & Rubbled Jester Palace

>Defenses: (Traps, Basic)

>Military Units: 3 (Punch, Judy, and Mr. Gater) Strong, (Harlennelrian Chaos Jester{King Honk}) Epic; Fear

>Resources/Quantity: (Stone) [Sustainable], Wood [Sustainable], Iron [Sustainable]

>Magic/Spells: (Harlennelrian Black Magic, Basic) (spells: Summon Chaos Jesters, Summon Disease Jesters, Minor Raise Zombie Jesters, Good)

>Technology: (Stone, Wood, Iron, Trapping:Average, Subterfuge:Simple)

>Territories: (3)

>Bonuses:1. Coalition of Madness: You can summon or recruit clowns of all forms and types, allowing a variety of options against opposition. 2. Undead: You do not consume food or reproduce in a typical fashion. You are also resistant to disease, curses, inclement weather, and effects that might otherwise seem ineffective against the undead. This usually translates into bonuses in combat, but also world events.

>Eccentricities:1.Bedlam: For all intents and purposes, the legitimacy of the nation is inverted. More chaos and instability in the The Circus will generate different effects and does not seem to penalize in the same way traditional legitimacy does, and more stability does not seem to provide bonuses. However, this makes conquest and occupation more difficult; it might be better to simply kill everyone. 2.Honk Honk: Harlennelrah reacts to extremely bad rolls, and this may draw his interest, even in combat. Further, any Harlennelrian Jester in combat will also impact dice rolls in strange ways

>>10550 AW IT'S A CUTE BUG HMMMMM TELL YOU WHAT HOW ABOUT I SEND PUNCH AND JUDY TO WHERE YOU COME FROM AND MAYBE HARLENNELRAH WILL SMILE UPON YOU TELL YA WHAT HAVE THEM FOLLOW YOU AND THEY'LL PROTECT YOU YOU CUTE LITTLE THING

1-2 THAT WAS GLORIOUS GET HIM TO LAUGH SOME MORE WE NEED ALL THE FUN WE CAN HAVE ASK HIM TO SPARE THE CUTEBUGS THEN GET HIM TO LAUGH SOME MORE FOR IT'LL BE TIME FOR THE PRUDES TO DIE

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306b3f No.10553

Dice rollRolled 16, 42 = 58 (2d100)

>>10548

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: (12.4) (.6/turn)

Food: (Great)

Raw Currency: (21) (4/turn)

Legitimacy: (wobbly)

Culture: (12)

Industry: (5)

Unique Buildings: 1 Celestial Tower,[Heavily Damaged] [Stellata Observatory]; +3 culture, +1 industry)

Defenses: (Illusions, Good)

Military Units: 2 Wardens, Strong; 3 Sentinels , Weak;

Resources/Quantity: (Glass) [Sustainable]; (Wood) [Sustainable]; (Iron) [Sustainable]; (Stone) [Sustainable]

Magic/Spells: (Astral, Basic) (spells: Celestial Guidance; Basic; Summon Astral Birds, Basic; Starbolts, Simple)

Technology: (Stone, Wood, Copper, Iron)

Territory: (3)

Bonuses/Eccentricities:

1. Elder: Elves are generally good at everything; frustratingly so. As such, you gain +10 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.

1. Attempt to repair the Celestial Tower using the supplies we've gathered. Make sure to strengthen the foundation.

+Elder

2. Entreat the star spirits and ask their council on what the fuck just happened and what we should do next.

+Elder

+Magically inclined

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306b3f No.10554

Dice rollRolled 91 (1d100)

>>10553

invoking magically inclined

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306b3f No.10555

File: 1444624702768.jpg (100.02 KB,643x750,643:750,1341511836_DeNA_DwarvenKin….jpg)

Dice rollRolled 82, 87 = 169 (2d100)

>>10543

>tl;dr the meeting is interrupted do to a disastrous circumstance, and somehow the captain does his best to convey a desire to meet up in a separate place, having gotten the feeling that they weren't all to invited directly into the Colony in the first place

>>10544

Name: The Sky Dwarves

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: (7.2) (.8/turn)

Food: (Stable)

Raw Currency: (27) (7/turn)

Legitimacy: (Riotous)

Culture: (5)

Industry: (5)

Unique Buildings: 1 King's Palace

Defenses: (Stone Traps, Good)

Military Units: 2 Dwarven Frigates, Strong; 2 Arquebusier Medium

Resources/Quantity: Iron, [Sustainable], Copper [Sustainable], Stone [Sustainable], Gems [Good]

Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple)

Technology: (Copper, Iron, Stone) [Airships, Primitive] [Aerial Warfare, Simple]

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.

1. Of course we'll share our finds with them. We dwarves are true to our word. If its technology, it should be replicable, and any artifacts that aren't we'll be able to come to an agreement on what is to be done with them.

—-

1. King Bolivar is absolutely FURIOUS at this treacherous attack by those vile creatures from the Fell Chain Islands.

He goes forth atop the highest balcony, where such was it designed long ago by great architechts that whoever spoke loudly here his voice would echo and reverberate thorughout the entire capital.

"DWARVES OF THE KINGDOM. THIS TREACHEROUS ATTACK WILL NOT STAND.

NOW IS THE TIME FOR ANGER, NOT AGAINST ONE ANOTHER BUT AGAINST THOSE WHO WOULD ATTEMPT TO SHATTER THE WORLD WITH DARK MAGIC. DRAGONS FLY AND BURN THE EARTH, AND NOW UNDEAD HORDES AND SORCERY WOULD PERVERT IT.

WE DWARVES STAND FIRST AND FOREMOST AGAINST THIS THREAT. NOW IS NOT THE TIME FOR DIVISION. NOW IS THE TIME FOR UNITY AGAINST A COMMON THREAT. NOT JUST FOR DWARVES, BUT ALL THAT IS GOOD AND LIVING ON THIS WORLD.

DWARVES. . .WE ARE AT WAR!"

>Rally the populace and stabilize them/legitimacy

>Sail our Two Frigates and Two Arquebusier units to the Fell Chains and begin a siege/assault on the Jesters

A transcript of this speech is sent to the following

>>10541

>>10543

>>10516

>>10509

2. Finish up the Drydock. We need to build bigger ships to support the fleet already on the way 1.5/2>>10553

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306b3f No.10556

>>10555

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: (7.2) (.8/turn)

Food: (Stable)

Raw Currency: (34) (7/turn)

Legitimacy: (Riotous)

Culture: (5)

Industry: (5)

Unique Buildings: 1 King's Palace

Defenses: (Stone Traps, Good)

Military Units: 2 Dwarven Frigates, Strong; 2 Arquebusier Medium

Resources/Quantity: Iron, [Sustainable], Copper [Sustainable], Stone [Sustainable], Gems [Good]

Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple)

Technology: (Copper, Iron, Stone) [Airships, Primitive] [Aerial Warfare, Simple]

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.

1. Of course we'll share our finds with them. We dwarves are true to our word. If its technology, it should be replicable, and any artifacts that aren't we'll be able to come to an agreement on what is to be done with them.

Corrected stats

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306b3f No.10557

>>10549

BUT THEN A LOUD ASS LAUGH SOUNDED AND EVERYTHING FUCKED UP.

The horrifying laugh resounds through the jungle, causing the entire structure they are standing on to shake violently. Large pieces of fungus and bark drop from the trees and smash into the ground bellow. A stampede of stubby footsteps could be sound as Myconids quickly find safety against the sound.

The Sovereign looks in distress as it drops its hand and views the chaos around. It gives a rather salty glare at the Dwarves before turning around and stomping through the entrance it had originally come from. The fungus door slams behind it, and it doesn't look like it is coming back out.

You should leave.

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306b3f No.10558

Dice rollRolled 59, 58 = 117 (2d100)

>>10548

Name: Golden Republic of Khazan

Race: Dwarves

Color: White Star Black Background

Fluff:

For many long years the Golden Republic of Khazan has existed within the dark mountains of Gul, it's inhabitants shut off from the rest of the world. Generations spent in solidarity have not seen the Dwarves grow idle rather than renounce their former warring ways and commit themselves to the finer aspects of life.

Within the Republic of Khazan fine metal crafting is valued above all else, many spending centuries to perfect the art of making necklaces, rings and rare metal embroyded clothing as well as other trinkets which are sometimes even imbuned with magical properties.

In the unbelievably long time spent in solidarity the Dwarves have learned to appreciate all company and news from the world and while they are unwilling to leave behind their cozy mountain homes which have been crafted with the utmost devotion to masonry they are still reknown by adventurers for their generous and hospitable nature.

Government Type: Representative Democracy with a Constitutional Monarchy

Economy Type: State Capitalism (best economy)

Religion: Ancestral

Location: Within the Mountains of Gul not to far away from shades.

>Population: (7,6) (.8/turn)

>Food: (Very Good)

>Raw Currency: (29) (9/turn)

>Legitimacy: (Rioting)

>Culture: (3)

>Industry: (10)

>Unique Buildings:

+ Khazan Parlaiment

>Defenses: (Underfortifications, Elaborate, Slightly Damaged)

>Military Units:

+ 4 (Khazan Honorary Guard), Strong;

+ 2 (Khazan Republican Guard), Medium;

>Resources/Quantity:

+ Iron [Sustainable],

+ Stone [Sustainable],

+ Magma [Sustainable],

+ Coal [Sustainable]

>Magic/Spells: (Magical Artifice) (Spells: Imbue Equipment, Simple)

>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Simple]

>Territory: (generated by GM)

>Bonuses/Eccentricities:

1. Turtlers: You can fabricate underground constructions easily. You may reroll constructions made underground once.

2. Gift of Artifice: Add an additional +15 to every roll to construct weapons or equipment.

>Eccentrictiy:

Agoraphobic: You aren't very good at going outside. Actions outside the underground suffer a -15 penalty to every roll. This excludes combat, which the dwarves actually find fun.

Clannish: You don't greet visitors very well, generally, unless they have something nice for you.

1. Establish a minimum wage as well as wealth dependent income tax. Set up a welfare system for the ill and those too old to work, luckily this amount of time should be rather small in a dwarven population. The welfare system will be backed up by the state treasury. (Invest up to 15 Currency)

2. Begin mobilizing the population and spend up to 10 currency recruiting further mercenaries, moving them to join up with other dwarf forces to lay siege to and assault the Jesters. Cooperation with other coalition members is most important.

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306b3f No.10559

File: 1444625071648.png (637.24 KB,761x574,761:574,giant-drum.png)

>>10546

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (7.8) (1/turn)

Food: (Stable)

Raw Currency: (18) (3/turn)

Legitimacy: (Chaotic)

Culture: (8)

Industry: (5)

Unique Buildings: [Temple, Hunter's Calling]

[Government building, Warrior's Hall]

Defenses: (Elaborate Wooden Fortifications, Strong)

Military Units: 3 [Leonan Warriors], Strong;

1 [Huntmaster] Very Strong

3 [WARDRUMMERS] Very Strong

2 [Saboteur] Sapper; Medium

Resources/Quantity:

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

Magic/Spells: (Elemental, Simple) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple]

Technology: (Stone, Copper, Wood, Hideworking, Exotic Creature Training[simple])

Territory: (3)

Bonuses:

1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

Eccentricity:

1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted.

1.2. This so called sonic Honk offends both Galgoroth, and Eliara, DROWN IT OUT WITH THE DRUMS OF WAR! Bring Galgoroth's fury down upon the sound and inspire our warriors into a frenzy that will allow us to destroy entire armies.

https://www.youtube.com/watch?v=N4BKRHPKE1I

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306b3f No.10560

Dice rollRolled 9, 38 = 47 (2d100)

>>10559

aaaand completely forgot rolls

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306b3f No.10561

>>10552

The young broodling, rather giggly and focused on her looks, juts a hip out to one side and says, "Like what you see? I know I'm nice and shapely, but you should see The Broodmother. She's got hips that can kill." The young broodling stands up straight as The Broodmother takes control of her body; The Broodmother is more interested in the use of names and the actual diplomatic interaction than petty compliments. She cocks her head to one side and asks, "Punch? Judy? Is this a whole community of hiveminds? My hive only runs off a singular hivemind. This system interests me. Inquiries aside, I suppose introductions are in order." The young broodling outstretches a hand. "I am The Broodmother of my nest." She looks up at the large tent and adds, "Your nest is rather odd, is it the technique you use spin your silks? And you mentioned the shriek, so it was your doing. I am intrigued by this power."

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306b3f No.10562

>>10561

"No our tent is special it's not built by silk it has to be put up." Punch said

"And Missy the laugh was Harlennelrah's doing he makes the boring go away and the prudes smile." Judy remarked

"Everyone does what they want for the clown god for chaos is everywhere even in the heads of prudes." Punch grunted

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306b3f No.10563

File: 1444625948709.jpg (78.71 KB,500x568,125:142,1436595451033.jpg)

Dice rollRolled 97, 64 = 161 (2d100)

>>10548

Stats and Fluff:

http://pastebin.com/6p6Vzu8A

1; Finish mine in cave

2; Send 2 Elven Death Runners south along the river to scout for towns or villages

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306b3f No.10564

>>10562

The young broodmother cocks her head. "Your ways are interesting to me. You function without a hivemind. This is difficult for me to grasp. We shall make haste to my hive I suppose, you have much to tell me about your 'god'. My people have only looked to me for worship." The young broodmother motions to Judy and Punch to follow. "So explain this 'tent' as well."

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306b3f No.10565

Dice rollRolled 16, 66 = 82 (2d100)

>>10555

>FluffnStuff: >>10350

Population: 12 (1/turn)

Raw Currency: 10 (2/turn)

Legitimacy: Wobbly

Culture: (8)

Industry: (8)

Unique Buildings: [Council Headquarters], Aeroport [Primitive], [Temple of the Traveler]

Defenses: (Stone Defense Towers, medium)

Military: 3 Patchwork Clansguard (Strong)

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable]

Magic/Spells: (Air, Simple) (spells: Summon Tseyarian Birds, Simple) (Research 1-4)

Technology: (Stone, Wood, Iron) [Airships, Basic] [Aerial Navigation, Primitive] [Civil Defense, Basic]

Territories: (3)

>Bonuses:

[Intrepid]

[Pluralistic]

>Eccentricities:

[Skittish Economy]

>>10555

Amidst the death and destruction, Sigvar the Giant walks, completely stunned. Totally silent, his sorrow is interrupted by a note being thrust into his hands. Reading it, he immediately responds to the Republic's Dwarven allies:

Of course we will join you, friends! This evil shall not stand. However, our only airship was destroyed in the dragon attack, and our soldiers will need to be picked up. Please respond as soon as possible.

1) Finish our Air mage's training, so he can join in the coming battle.

2) Battle stations! Mobilize the entire army, and wait for our Dwarven allies to pick us up. Spend all the gold we have to speed the process along.

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306b3f No.10566

>>10564

"The Tent is our center of work and how we do everything." Judy said while doing a fantastic trick

"Harlennelrah brings joy to the prudish and fun to the bored as he laughed we celebrated he's a real god like you except he gets bored easily we believe he can tell us many things by doing chaotic stuff. He was amused when one of our own red a scroll and exploded then that's how King Honk appeared." Punch grunted

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306b3f No.10567

>>10566

"So your tent is your hive. Very interesting." The broodmother within the young broodling's body leads them through a mountain pass on the journey home. "Thank you for protecting me from the laughter. I was… Quite shaken up after the last little batch. My nest is in some level of disarray, but I'll have it fixed soon. To show there are no hard feelings, I would like to give you a gift. There are humans above my hive and I may be farming them soon. Perhaps you'd need a few for whatever intents you have." The Broodmother releases her grasp on the young broodling. "So yeah, we should reach The Broodnest soon!"

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306b3f No.10568

>>10555

>>10555

>>10555

Lmao Baz. The jesters aren't in the fell chain. They are east of it.

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306b3f No.10569

>>10555

>>10556

Edit:

Specifically attacking Jester NOT the Fell Chains, which was a mistake on my part.

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306b3f No.10570

Dice rollRolled 42, 72 = 114 (2d100)

>>10545

updated stats for last turn as well forgot to update them last time.

>>[Necro Imperialis]

>>Population: (10.6) (1.1/turn)

>>Food: N/A

>>Raw Currency: (23) (+3/turn)

>>Legitimacy: (Chaotic)

>>Culture: (3)

>>Industry: (5)

>>Unique Buildings:

>1 Council Tower [Damaged]

>>Defenses:

>Interlocked Bone Wall [Medium]

>>Military Units:

>2 Skeleton Archers [Medium]

>1 Zombie Roc Epic, Epic

>3 Pygmy Zombie Rocs

>>Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable];Roc Corpses [Sustainable]

>>Magic/Spells:

>Necromancy, Basic spells:

Curse Terrain, Simple

Summon Wights, Simple

Raise Zombies, Basic

>>Technology: (Stone, Wood, Copper, Iron)

>>Territory: (3)

>>Bonuses:

>1. Perfectionist: Your nation has a well developed methodology for magical usage, development, and training; it also prizes new ideas and talent in magic usage. For every roll that uses magic exclusively, you may re-roll once.

>2. Undead: Your nation is resilient to attacks and effects that would harm living creatures; your nation also does not reproduce in a typical fashion. This usually applies in combat, but it can also impact world events.

>>Eccentricities:

>1. Power-oriented: Extremely powerful magical units (Very Strong+) in your nation may occasionally disrupt stability or assert their authority to the detriment of your nation.

1. Use magic to reign in the damn birds. fucking things are causing alot of problems make sure it doesn't happen again.

2. Repair the council tower if the people view us as weak it will end badly. Pezar protect us from the damn jester god.

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306b3f No.10571

Dice rollRolled 30 (1d100)

>>10570

Perfectionist re-roll on controlling the birds

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306b3f No.10572

Dice rollRolled 68, 2 = 70 (2d100)

1. Set the Stone Lions to the streets so that they may help restore faith in the government through their strong and majestic presence.

2. Restart the Iron Mine

pastebin.com/AKD7Tva1

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306b3f No.10573

File: 1444639410210-0.jpg (453.64 KB,658x924,47:66,1313553176_by_ruanjia-d6j7….jpg)

File: 1444639410210-1.jpg (153.83 KB,441x500,441:500,1381358635565.jpg)

Dice rollRolled 65, 97 = 162 (2d100)

>>10547

http://pastebin.com/XcGK38yr

A great host of angels assembles in the courtyard before the sanctum. The Throne has taken leave of the damaged Sanctum and floats ominously in the air surrounded by a sphere of thunderous clouds edges clearly defined as though its annoyance is has manifested in this realm. While Octavia herself looks pleadingly to The Throne the most prominent angel warriors come forward and kneel taking off their helmets to speak clearly.

"Oh Mighty God, a great evil threatens the entire world! Destruction in its wake, devastation in its path our duty to destroy them evident! Please give the call for a Crusade! We will vanquish the evil purify the land and bring peace to the world out of this chaos! We beseech you Lord!" So emphasizing their pleading by bodily groveling on the soft green terrace.

The Chair's orb of storm is pierced by brilliant light as though from the sunsets of antiquity that would envelop all things in its majesty and speaks "So it is, The Vilon will go to war to Crusade the evil comedian menace totally and with the aid of other goodly peoples that will join us in our great duty. There can be no misreading here that they are truly evil and must be destroyed. Go forth with my blessing"

>>10555

All this is spoken through an angel given voice of The Throne so that you may hear the decree of our Lord. Our herald a beautiful and awesome sight with her armor equal in elegance to her divine presence.

1 Summon Ideal Forms; Avatars (9/10). The time has come, the Avatars will be brought from the holy planes between worlds and supplement our mobilization upon completion

2 Mobilization. The great host of angels will form and once the avatars of His Righteousness are birthed into our world we will have a truly awesome army, this worldwide threat we will destroy. Let the world known that His Magnificence has called for a Crusade.

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306b3f No.10574

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306b3f No.10575

>>Name: The Colony

>>Race: Myconid (Mushroom People)

>>Color: : Black with a Green trim

>>Fluff: http://pastebin.com/itEHLQxY

>>Government Type: Elective Monarchy, in which a Sovereign is elected by a consensus. Usually, the oldest and the largest Myconid in the Colony are major canditates– but it could potentially be any Myconid.

>>Economy Type: A traditional barter economy. Myconid are strict in their belief that currency is pointless and unneeded.

>>Religion: Shamanism, surrounding The Meld and the dream world.

>>Location: Northeastern Gul

——————————————————————–

>>Population: (12) (1.3/turn)

>>Food: (Very Good)

>>Raw Currency: (10) (+1/turn)

>>Legitimacy: (Nervous)

>>Culture: (8)

>>Industry: (5)

>>Unique Buildings:

1 Sovereign Tower

1 Breeding Ground

>>Defenses:

Briarthorn Wall (Medium)

>>Military Units:

3 Withdrawn Monk Squads (Medium)

3 Withdrawn Savage Packs (Weak)

>Resources/Quantity:

Stone [Sustainable]

Wood [Sustainable]

Basic Animals [Sustainable]

Copper [Sustainable]

>>Magic/Spells: (Growth/Nature, Simple)

Summon Animals (Simple)

Bless Land (Simple)

>Technology:

(Stone, Wood, Gemworking)

>Territory: (8)

>Bonuses:

1. Spores: Your nation expands with spores in addition to usual expansion methods. Roll 1d4 to figure how how many additional hexes you gain during an allocation of territory/hexes. If all the hexes are used up, you get a population bonus.

2. Stoic & Fatalist: Legitimacy is extremely difficult to reduce, as your people seem to remain resilient from the meld. This also makes psychical attacks against you difficult and political violence is extremely unheard of.

>Eccentricities:

1. Pacifist: Due to the nature of your people, you can only mobilize defensively. However, if the capacity to meld is threatened, you may behave in an uncharacteristic fashion.

2. Monkish: You do not use currency. Standing upkeep is instead tied to food.

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306b3f No.10576

Dice rollRolled 46, 12 = 58 (2d100)

>>10575

1. … (Research alchemy. Please.)

2. Outsiders have visited the homes of myconkind, but in turn much of our homes have been struck by the wrath of the jester god. A mistake for letting outsiders tread our lands– but it is no matter. Hope is our only tool in repairing this tragedy, and we remain passive and tempered against all odds. We are not savages, we are better than the jester god and his chaotic subjects. The Colony prevails through all– for it is our birthright to survive under all circumstances.

(The Sovereign delivers a spore message all across the Colony to reassure the Myconid and instill hope.)

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306b3f No.10577

>>10551

Also I'm putting my remaining 3 points into defense.

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306b3f No.10579

>>World Event – Civil War Among Dragons: In the chaos of what has become known as “The Big Honk”, the Draconians have experienced more political turmoil than previously thought. Many dragonkin, silently resentful of their larger bretheran, attempt to orchestrate a coup; during council session heavily armed and organized troopers attack the council and catch them entirely by surprise. They are led by a junior black dragon council member named Morgaz The Reprehensible – his notoriety and fame from burning towns apparently had allowed him enough popular support among the lesser kin. Subsequently, a civil war for the Draconian nation rages; in the distance dragons duel and dragonkin are seen engaging in in midair fighting. It is unclear what will happen; Morgaz appears to have an advantage over the council, but fighting continues on.

>>10551

[Brood]

[Point allocation: Revise Toxin Traps to Large]

1.2: Workers frantically try to heal the broodmother. As it turns out, she isn't terribly injured – there's some small cracks in her carapace – but her injurious state is sometimes felt by the wider brood. Fortunately, some of the workers and scouts manage to find some healing grass that seems to help. They seem to get a good handle on metal treatment as well. (add technology: Medical, Primitive) (add resource: Healing Grass, [Some]) (Set legitimacy to: Stable, Recovering)

>>10552

[Necro]

1.2. The orders don't seem to be very clear to the Jesters, so they attempt to beseech Harlennelrah at the new altar. After some time, Harlennelrah speaks and says:

>>“Bub, you're about to get honked in the honk. Why are you talking about those unfunny bug things? Stop bothering me about stuff like that. It's BORING.”

Following that, the altar is silent. King Honk seems pleased, but then again he always seems pleased these days. (+2 culture)

>>10553

[Stella]

1. You attempt to repair the foundation of the Celestial Tower. It's not as bad as previously thought, and you are able to see where some design errors crept in during construction. The chief architect reports that he's gained some knowledge about building construction that can be applied to buildings (this is mostly the doing of the stars). (Set Celestial Tower normal) (add technology: Sturdy Construction [Simple])

2. The Stars spirits respond quickly. They state that Harlennelrah's power is strong, but that he grows rapidly bored with mortal events. They suggest continuing with repairs and show you how to make some key repairs. Following that, they seem they think that things will simply calm down and things will return to normal relatively quickly. They are apparently right, and soon the nation seems to recover from the trauma. (Set stability: Very Good)

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306b3f No.10580

>>10555

[Sky Dwarves]

1. Civil chaos abates slightly as the nation begins rally to attack the Jesters with standing armies. The speech is taken fairly well by the population and is sufficiently impressed; your warmaster states that a full mobilization is possible, but that it will be slowed by the current political situation. Your military units begin to head out and attack the Jesters; this is seen as risky. (Set stability: Semi-Stable) [[Next turn: specify tactics by units; you must use clear single action to attack. Please note that your allies are still mobilizing.]]

2. The drydock is complete, finally, and the crews begin to make repairs to areas afflicted by the honk; they learn a thing or two. (Set technology: Airships, Basic) (Add technology: Civil Defense, Primitive)

>>10558

>>Reset currency income; Draconian nation is in turmoil. Treaties are voided.

1. The new social policy is deployed and is taken relatively well. Quickly a bureucracy is developed and the poorer dwarves get tired and bored enough to go home; the money seems to have helped speed the effort along. (Set stability: Stable) (Add technology: Bureacracy, Primitive)

2. Mobilization begins and new weapons begin to be stamped out by the industrial-forges of the nation. Early reports from the mobilization-commanders seems to indicate that the mobilization will meet targets, but won't be able to exceed them by very much. You aren't sure if you will be able to mobilize your units in time to join the initial attack on the Jesters, but you could send your standing units. (Special status: Mobilization, Active) [[this will take 2 turns – including this turn – and does not need any more action from you]]

>>10559

[Kaldorians]

1.2: Research on drumming completes. While it was thought that it would be difficult, it comes naturally to your people. This will likely make them resistant to fear or other disruptions to your armies. (Add technology: War Drums, Simple; +1 culture)

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306b3f No.10581

>>10563

[Chaos]

1. The mine in the cave is soon completed. Your smithy begins work and soon gets a good handle on flux. (Set resource: Coal to [Sustainable]) (Add technology: Flux, Simple)

2:. Your death runners move quickly and soon locate a small town. It's not very big, but it appears to be defended and on edge from the great honk. Even further down the river they find a larger town that's heavily defended; it has high castle walls and appears paranoid.

>>10565

[Patchwork]

1) The air mage starts his training, but it doesn't go very well initially. He's still shaken up by the honk – which is reasonable, you suppose. He claims that he's not competent enough for field combat, but you could probably push him into it untested. (Research 1/6)

2) The mobilization starts in earnest, with the forges and facilities of the nation stamping out weapons in good quantity and number. The currency applied to the mobilization has clearly helped; private craft are hired on to provide transport if the dwarves experience political issues. The mobilization-general seems to think that we're in okay shape. (Special Status: Mobilization, Active) (remove all currency) [[this will take 2 turns – including this turn – and does not need any more action from you]]

>>10570

[Necro]

1. Your necromancer attempts to control the Zombie Roc, which has the effect of also calming down the local civilian population. It might be trouble in future, however, as it gives you a good deal of lip. (Set legitimacy to Semi-Stable)

2. The council tower repairs complete in good order. (Set council tower to normal) The bone-architect in charge has been fired, and a new team of architects has been drafted on. They have some new ideas. (Add technology: Sturdy Construction, Primitive)

>>10572

1. The Stone Lions begin their patrols. The population seems impressed, as they are particularly well crafted and very handsome. (Set stability: Good)

2. The iron mine construction takes longer than expected. It's entirely caved in, and the foreman calls more crews to assist. Heavy rigging and larger sculted are required to move some of the rock.

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306b3f No.10582

>>10573

[Dominion]

1. The Curiosity-Mistress (named Pini) speaks: “Like, the research into the ideal forms provides the capacity to mobilize in a non-traditional way. Like, tapping into beneficient intra-planar creatures, we can spare utilizing our people for most tasks involved in war. ANYWAY, this will allow us to keep parity with the sad nations and also be usable in combat. It's totally awesome.” (Add technology: Alternative Mobilization, Very Simple) (Add spell: Ideal Forms, Avatars, Very Simple)

2. Mobilization begins. The industrial facilities of the nation begin to churn out additional equipment, weapons, and prepare drilling the general population. Vilon also start drilling with the first of the avatars to be summmoned; they are quickly organized and sent to do assorted tasks. The Vilon generally seem excited about the situation and share gossipy rumors. (+2 industry)

[[This will take 2 turns – including this turn – and does not need any more action from you]]

>>10576

[Colony]

1. Alchemy research starts. The Mycon are somewhat nervous, as the reputation of this sort of thing has gotten around. A few Withdrawn volunteer – at the request Sovereign – and they soon make some reasonable headway. (Research: 3/6)

2. The spore-messages drift of course slightly, and few actually reach Mycons who are at their homes. On the bright side, the population begins to settle down anyway. (Set legitimacy: Very Stable, Improving)

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306b3f No.10583

A map update is forthcoming.

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306b3f No.10584

Dice rollRolled 26, 85 = 111 (2d100)

1.2. Iron Mine.

http://pastebin.com/AKD7Tva1

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306b3f No.10586

Dice rollRolled 11, 96 = 107 (2d100)

>>10570

>>[Necro Imperialis]

>>Population: (11.7) (1.1/turn)

>>Food: N/A

>>Raw Currency: (26) (+3/turn)

>>Legitimacy: (Semi-Stable)

>>Culture: (3)

>>Industry: (5)

>>Unique Buildings:

>1 Council Tower

>>Defenses:

>Interlocked Bone Wall [Medium]

>>Military Units:

>2 Skeleton Archers [Medium]

>1 Zombie Roc Epic, Epic

>3 Pygmy Zombie Rocs

>>Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable];Roc Corpses [Sustainable]

>>Magic/Spells:

>Necromancy, Basic spells:

Curse Terrain, Simple

Summon Wights, Simple

Raise Zombies, Basic

>>Technology: (Stone, Wood, Copper, Iron)

>Sturdy Construction, Primitive

>>Territory: (3)

>>Bonuses:

>1. Perfectionist: Your nation has a well developed methodology for magical usage, development, and training; it also prizes new ideas and talent in magic usage. For every roll that uses magic exclusively, you may re-roll once.

>2. Undead: Your nation is resilient to attacks and effects that would harm living creatures; your nation also does not reproduce in a typical fashion. This usually applies in combat, but it can also impact world events.

>>Eccentricities:

>1. Power-oriented: Extremely powerful magical units (Very Strong+) in your nation may occasionally disrupt stability or assert their authority to the detriment of your nation.

1. Expand. As our population grows we need to make space for them claim more land in the name of the emperor and the council.

2.Research Magic based semi-sentient control techniques. This epic roc should be controllable despite being extremely powerful simply due to it not being fully sentient. We should be able to control it fully with Advanced necromantic control Even if only our emperor the strongest among us can do so. Praise Pezar may he bless us with his gifts of knowledge.

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306b3f No.10587

Dice rollRolled 50, 40 = 90 (2d100)

http://pastebin.com/9kPTjV14

I am expecting guests from the large Tent-Nest soon! I must prepare with a grand invention! The metals I have found shall be mixed, we shall invent a new material!

1+2: Mix iron and copper to [Create] Bronze!

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306b3f No.10588

>>Name: The Colony

>>Race: Myconid (Mushroom People)

>>Color: : Black with a Green trim

>>Fluff: http://pastebin.com/itEHLQxY

>>Government Type: Elective Monarchy, in which a Sovereign is elected by a consensus. Usually, the oldest and the largest Myconid in the Colony are major canditates– but it could potentially be any Myconid.

>>Economy Type: A traditional barter economy. Myconid are strict in their belief that currency is pointless and unneeded.

>>Religion: Shamanism, surrounding The Meld and the dream world.

>>Location: Northeastern Gul

——————————————————————–

>>Population: (13.3) (1.3/turn)

>>Food: (Very Good)

>>Raw Currency: (11) (+1/turn)

>>Legitimacy: (Very Stable, Improving)

>>Culture: (8)

>>Industry: (5)

>>Unique Buildings:

1 Sovereign Tower (Damaged)

1 Breeding Ground

>>Defenses:

Briarthorn Wall (Medium)

>>Military Units:

3 Withdrawn Monk Squads (Medium)

3 Withdrawn Savage Packs (Weak)

>Resources/Quantity:

Stone [Sustainable]

Wood [Sustainable]

Basic Animals [Sustainable]

Copper [Sustainable]

>>Magic/Spells: (Growth/Nature, Simple)

Summon Animals (Simple)

Bless Land (Simple)

>Technology:

(Stone, Wood, Gemworking)

>Territory: (8)

>Bonuses:

1. Spores: Your nation expands with spores in addition to usual expansion methods. Roll 1d4 to figure how how many additional hexes you gain during an allocation of territory/hexes. If all the hexes are used up, you get a population bonus.

2. Stoic & Fatalist: Legitimacy is extremely difficult to reduce, as your people seem to remain resilient from the meld. This also makes psychical attacks against you difficult and political violence is extremely unheard of.

>Eccentricities:

1. Pacifist: Due to the nature of your people, you can only mobilize defensively. However, if the capacity to meld is threatened, you may behave in an uncharacteristic fashion.

2. Monkish: You do not use currency. Standing upkeep is instead tied to food.

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306b3f No.10589

>>10587

Tin and copper I'm retarded.

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306b3f No.10590

Dice rollRolled 64, 97 = 161 (2d100)

>>10588

>ALCHEMY 3/6

1. It is a joyous day when the sacrifices of the past make way for the progress of the future. May those Myconkind who faced the wrath of luck rest easy within the earth, for the service they made to The Colony will be remembered for generations to come. (Continue research)

2. At a time when the gods themselves begin to cast down their wrath against the mortal realm, now would be the time to reinforce the Meld. Through the Meld, we find sanctuary in the dream world. And with the dream world, may we bring forth a tithe of creatures unto the earth, who may serve The Colony in our quest to heaven.

(Using the Meld, improve the "Summon Animals" spell, so it can summon more exotic and helpful creatures– like mounts)

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306b3f No.10591

>>10587

(Changing action, rolls stand)

The Brood now in control again, The Broodmother orders the study of the shrine be resumed.

1+2. [Activate] the shrine's remains in order to awaken the shrine for a technology of the old world.

(Looking for some sort of ancient tech. Probably magic based. Looking for a tech that would relate to old world lore/mythos.)

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306b3f No.10592

>>10580

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: (8) (.8/turn)

Food: (Stable)

Raw Currency: (41) (7/turn)

Legitimacy: (Riotous)

Culture: (5)

Industry: (5)

Unique Buildings: 1 King's Palace

Defenses: (Stone Traps, Good)

Military Units: 2 Dwarven Frigates, Strong; 2 Arquebusier Medium

Resources/Quantity: Iron, [Sustainable], Copper [Sustainable], Stone [Sustainable], Gems [Good]

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]

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.

1. Of course we'll share our finds with them. We dwarves are true to our word. If its technology, it should be replicable, and any artifacts that aren't we'll be able to come to an agreement on what is to be done with them.

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306b3f No.10593

GM addendum: Usually when I say "stability" I mean "legitimacy".

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306b3f No.10594

Dice rollRolled 71, 66 = 137 (2d100)

>>10592

1. The Fleet will make moves to bombard and lay a mobile siege upon the great demonic Tent. It is suspected that they have significant ground forces, but unknown if they have aerial units, so the Arquebusiers will remain on the ship for additional defense, rather than be deployed on the ground.

The Frigates will fire their cannons at the tent and lay a continued siege, and ensure they fly away and fire at range against any ground or ranged units that target them. Arquebusiers will remain on guard to shoot anything that gets in a secondary range.

2. Coal can be used as a fuel source and several dwarven engineers believe they can harness it to power even greater, larger ships. Ships that may not even need the wind or can sail against it!

The Patchwork has given us the green light to use their coal mines. Start mining the coal, and preparing steam engines for production into larger ships, faster ships.

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306b3f No.10595

Dice rollRolled 55, 26 = 81 (2d100)

>>10580

Name: Golden Republic of Khazan

Race: Dwarves

Color: White Star Black Background

Fluff:

For many long years the Golden Republic of Khazan has existed within the dark mountains of Gul, it's inhabitants shut off from the rest of the world. Generations spent in solidarity have not seen the Dwarves grow idle rather than renounce their former warring ways and commit themselves to the finer aspects of life.

Within the Republic of Khazan fine metal crafting is valued above all else, many spending centuries to perfect the art of making necklaces, rings and rare metal embroyded clothing as well as other trinkets which are sometimes even imbuned with magical properties.

In the unbelievably long time spent in solidarity the Dwarves have learned to appreciate all company and news from the world and while they are unwilling to leave behind their cozy mountain homes which have been crafted with the utmost devotion to masonry they are still reknown by adventurers for their generous and hospitable nature.

Government Type: Representative Democracy with a Constitutional Monarchy

Economy Type: State Capitalism (best economy)

Religion: Ancestral

Location: Within the Mountains of Gul not to far away from shades.

>Population: (8,4) (.8/turn)

>Food: (Very Good)

>Raw Currency: (25) (9/turn)

>Legitimacy: (Stable)

>Culture: (3)

>Industry: (10)

>Unique Buildings:

+ Khazan Parlaiment

>Defenses: (Underfortifications, Elaborate, Slightly Damaged)

>Military Units:

+ 4 (Khazan Honorary Guard), Strong;

+ 2 (Khazan Republican Guard), Medium;

>Resources/Quantity:

+ Iron [Sustainable],

+ Stone [Sustainable],

+ Magma [Sustainable],

+ Coal [Sustainable]

>Magic/Spells: (Magical Artifice) (Spells: Imbue Equipment, Simple)

>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Simple], Bureacracy [Primitive]

>Territory: (generated by GM)

>Bonuses/Eccentricities:

(Special status: Mobilization, Active) [[this will take 2 turns – including this turn – and does not need any more action from you]]

1. Turtlers: You can fabricate underground constructions easily. You may reroll constructions made underground once.

2. Gift of Artifice: Add an additional +15 to every roll to construct weapons or equipment.

>Eccentrictiy:

Agoraphobic: You aren't very good at going outside. Actions outside the underground suffer a -15 penalty to every roll. This excludes combat, which the dwarves actually find fun.

Clannish: You don't greet visitors very well, generally, unless they have something nice for you.

1. On the first full moon in the year of the Granite, two hundred and first cycle of King Grimbart's rule the calm serenety that was peace amongst the free peole of Sören was disturbed by what could only be described as a vicious attack on the very fabric on Dwarven society. All obtained evidence suggests that the culprit to be held responsible for this unprovoked act of aggression was no other than the leader of the Necromatic Circus.

There can be no doubt that the Dictator who is King Honk is harboring weapons of Mass Destruction, posing a threat to every sovereign nation in the free world. All attempts of establishing contact and solving this crisis in a diplomatic matter have failed. The Axis of Evil that has formed on our very doorstep can not be ignored for any longer. I am sad to report that as of this this moment the Golden Republic of Khazan has effectively entered a State of War.

It is our duty as Dwarves to ensure that the world we leave behind for coming generations is a safe one. We will end King Honk's tyranny once and for all, so our children may never have to experience the horrors we will face in the coming years on the battlefield.

May the Ancestors bless our Brave Soldiers. May our Ancestors bless the Golden Republic of Khazan.

(Begin Mass Producing high quality weaponry with offensive and high quality armor with defensive runes, use as much money as necessary to further the production)

+ Gift of Artifice: Add an additional +15 to every roll to construct weapons or equipment.)

2. Conduct some research on improving the magical imbuning of items.

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306b3f No.10596

>>10594

[[Please roll 1d10 for each unit combat. Please note that I am treating this as a raid; the units in question have ranged capacity but not the range/tech for sustained bombardment.]]

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306b3f No.10597

Dice rollRolled 8, 80 = 88 (2d100)

>>10580

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (7.8) (1/turn)

Food: (Stable)

Raw Currency: (18) (3/turn)

Legitimacy: (Chaotic)

Culture: (9)

Industry: (5)

Unique Buildings: [Temple, Hunter's Calling]

[Government building, Warrior's Hall]

Defenses: (Elaborate Wooden Fortifications, Strong)

Military Units: 3 [Leonan Warriors], Strong;

1 [Huntmaster] Very Strong

3 [WARDRUMMERS] Very Strong

2 [Saboteur] Sapper; Medium

Resources/Quantity:

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

Magic/Spells: (Elemental, Simple) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple]

Technology: (Stone, Copper, Wood, Hideworking, Exotic Creature Training[simple], War Drums [simple] )

Territory: (3)

Bonuses:

1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

Eccentricity:

1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted.

1. Continue to work on the wardrums, a simple understanding is NOT enough!

2. While we're at it let's work on training those Packmasters now, the Wurms shall be excellent hunting companions

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306b3f No.10598

Dice rollRolled 7, 2, 5, 2 = 16 (4d10)

>>10596

Got it.

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306b3f No.10599

>>10552

[[Circus del Necro: You are being attacked by raiders. Please allocate defenders and roll 1d10 per defender.]]

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306b3f No.10600

>>10592

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: (8) (.8/turn)

Food: (Stable)

Raw Currency: (41) (7/turn)

Legitimacy: (Riotous)

Culture: (5)

Industry: (10)

Unique Buildings: 1 King's Palace

Defenses: (Stone Traps, Good)

Military Units: 2 Dwarven Frigates, Strong; 2 Arquebusier Medium

Resources/Quantity: Iron, [Sustainable], Copper [Sustainable], Stone [Sustainable], Gems [Good]

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]

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.

1. Of course we'll share our finds with them. We dwarves are true to our word. If its technology, it should be replicable, and any artifacts that aren't we'll be able to come to an agreement on what is to be done with them.

Corrected stats again.

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306b3f No.10603

Dice rollRolled 4, 3, 2, 1 = 10 (4d10)

>>10599

1-2-3 Punch Judy and Mr.Gator do some acrobatics on the attackers

4. KING HONK SHALL USE HIS MAGIC TO BRING THE SHIP DOWN

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306b3f No.10604

Dice rollRolled 3, 95 = 98 (2d100)

>>10581

>FluffnStuff: >>10350

Population: 12 (1/turn)

Raw Currency: 7 (7/turn)

Legitimacy: Wobbly

Culture: (8)

Industry: (8)

Unique Buildings: [Council Headquarters], Aeroport [Primitive], [Temple of the Traveler]

Defenses: (Stone Defense Towers, medium)

Military: 3 Patchwork Clansguard (Strong), Tseyarian Air Mage (1/6)

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable]

Magic/Spells: (Air, Simple) (spells: Summon Tseyarian Birds, Simple)

Technology: (Stone, Wood, Iron) [Airships, Basic] [Aerial Navigation, Primitive] [Civil Defense, Basic]

Territories: (3)

>Bonuses:

[Intrepid]

[Pluralistic]

>Eccentricities:

[Skittish Economy]

1) Shortly after mobilizing the army, Sigvar the Giant goes to the town square and gathers his people. He gives a speech, great and full of passion to try and calm his people down.

2) Continue the air mage's training. Have him summon some Tseyarian birds and send them after the fleet.

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306b3f No.10606

Dice rollRolled 52, 54 = 106 (2d100)

>>10579

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: (13) (.6/turn)

Food: (Great)

Raw Currency: (25) (4/turn)

Legitimacy: (Very Good)

Culture: (12)

Industry: (5)

Unique Buildings: 1 Celestial Tower [Stellata Observatory]; +3 culture, +1 industry)

Defenses: (Illusions, Good)

Military Units: 2 Wardens, Strong; 3 Sentinels , Weak;

Resources/Quantity: (Glass) [Sustainable]; (Wood) [Sustainable]; (Iron) [Sustainable]; (Stone) [Sustainable]

Magic/Spells: (Astral, Basic) (spells: Celestial Guidance; Basic; Summon Astral Birds, Basic; Starbolts, Simple)

Technology: (Stone, Wood, Copper, Iron, Sturdy Construction [Simple] )

Territory: (3)

Bonuses/Eccentricities:

1. Elder: Elves are generally good at everything; frustratingly so. As such, you gain +10 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.

1. Well with that out of the way. Sink an Astral energy well using the stone, wood, iron and glass we have access too. It will serve 3 purposes. One, to collect the energies of the stars so that we may draw from them more easily with our magic. Two that we may call the Spirits more easily and that they will have a greater point of manifestation here with the abundance of energy available. Three to collect the energy so that we may study it's uses and manipulation more easily. We shall of course ask the spirits for Guidance in this matter of import.

+Elder

+magically Inclined

2. We shall summon up as many astral birds as possible. They will be needed to deal with Harlennelrah's ilk. They will be our eyes and ears as well as our vanguard.

>>10600

You there, short man, We of the Stella imperium have a taken issue with Harlennelrah's spawn as I imagine have you from The noisome honk. We note you are mobilizing for an offensive. We will be too, after the damage that was done is corrected. however there is an issue. We currently lack the means to reach them. You however, do not. We will lend you our superior spellcraft in exchange for transport when the time is right.

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306b3f No.10607

>>10606

"This is agreeable, we will see that your transport issues are solved immediately.

We too lack magical protection, and would greatly desire it."

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306b3f No.10609

Dice rollRolled 20, 7 = 27 (2d100)

>>10582

http://pastebin.com/JRnG9BA6

1 Fix [Throne Sanctum].

2 Technology [Emergency Medical Treatment]. "Helloooooooooooo Nurse!" This outburst is heard though barely audible it seems to come from The Throne as though from a galaxy far far away. If the Vilon are trained in emergency medical treatment they can heal each other and our allies more readily and efficiently reducing our casualties taking the wounded off the field of battle like valy

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306b3f No.10615

>>10603

Lol king honk got a 1 I dunno if that's really good or really bad honestly.

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306b3f No.10616

Dice rollRolled 10, 21 = 31 (2d100)

>>10581

Stats and Fluff: http://pastebin.com/6p6Vzu8A

1; Continue construction of Institute of Magic

2; Send all units to Pillage and Raid the small town

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306b3f No.10618

>>10615

It's counting down too………

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306b3f No.10621

>>10618

You should post your turn. Combat is handled outside turns.

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306b3f No.10622

Dice rollRolled 46, 79 = 125 (2d100)

>Name: The Circus del Necro

>Race (Determines bonuses): Undead (Jesters)

>Color: (Determined map color):Red star

>Fluff (Determines bonuses): Once upon the time a kingdom got bored. This kingdom got so bored even when the local peasants are killing themselves the holy men decided to keep reading their little sermons until they drown themselves in the wells. However there lived the Old King and his Young Queen they demanded the jester to entertain them. They kept on demanding and demanding until he killed himself by making them laugh forever by the little silly ropes that they wear as a necklace.

The Jester however has now became leader of this boring kingdom and he has found himself in a predicament on his own boredom. However he found as he gets bored Harlennelrah speaks to him in random intervals and in riddled sights. The Jester wants to keep him talking so he studied the words and the madding sights. One by one hordes of jesters risen from their little holes and swinging from the trees. More poured out of the wells and out of the castles behind the church. As more and more jesters had came the one who had arisen them called himself the Ringmaster.

The Ringmaster keep seeing the madding sights on the jesters face. However the sights stopped and the random voices lay silent once more. The Ringmaster became dreadfully bored and dreadfully mad. So in order to cure his boredom and to keep listening to Harlennelrah's whispers and to keep seeing the sights they must spread his random word in form of the circus to insure new sights and sounds.

>Government Type (Determines some stats):Very loose revolves around the ringmaster

>Economy Type (Determines some stats): Cooperative revolving around the circus

>Religion (Determines magic): Harlennelrah the laughing god of harlequins and jesters

>Location: Where you are on the map. The GM has the final say on location.

>Population: (9.8) (.8/turn)

>Food: N/A

>Raw Currency: (35) (5/turn)

>Legitimacy: TOTAL Chaos

>Culture: (24)

>Industry: (5)

>Unique Buildings:The Tent, Massive Altar to Harlennelrah, & Rubbled Jester Palace

>Defenses: (Traps, Basic)

>Military Units: 3 (Punch, Judy, and Mr. Gater) Strong, (Harlennelrian Chaos Jester{King Honk}) Epic; Fear

>Resources/Quantity: (Stone) [Sustainable], Wood [Sustainable], Iron [Sustainable]

>Magic/Spells: (Harlennelrian Black Magic, Basic) (spells: Summon Chaos Jesters, Summon Disease Jesters, Minor Raise Zombie Jesters, Good)

>Technology: (Stone, Wood, Iron, Trapping:Average, Subterfuge:Simple)

>Territories: (3)

>Bonuses:1. Coalition of Madness: You can summon or recruit clowns of all forms and types, allowing a variety of options against opposition. 2. Undead: You do not consume food or reproduce in a typical fashion. You are also resistant to disease, curses, inclement weather, and effects that might otherwise seem ineffective against the undead. This usually translates into bonuses in combat, but also world events.

>Eccentricities:1.Bedlam: For all intents and purposes, the legitimacy of the nation is inverted. More chaos and instability in the The Circus will generate different effects and does not seem to penalize in the same way traditional legitimacy does, and more stability does not seem to provide bonuses. However, this makes conquest and occupation more difficult; it might be better to simply kill everyone. 2.Honk Honk: Harlennelrah reacts to extremely bad rolls, and this may draw his interest, even in combat. Further, any Harlennelrian Jester in combat will also impact dice rolls in strange ways

1-2 OUR GOD'S RIGHT WE WILL GET HONKED IN THE HONK KING HONK READY THE TROOPS TO HONK THE GUYS READY TO HONK US TO THE HONK FOR HARLENNELRAH TO BE ENTERTAINED WE MUST SURVIVE TO PROVIDE THE FUN NOW CAUSE THE HONKING OF ALL HONKS DEATH TO EVERY PRUDE

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306b3f No.10624

>>10618

Oh shit son. Hadn't even realized that.

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306b3f No.10627

>>10584

[Sculpted]

The iron mine is soon completed in good order and your smiths begin experimenting with it in crude forges and facilities. The think this will provide some basic knowledge on metals generally. Moreover, they think they might be able to make it into some variety of paint? (Set resource: Iron to [Sustainable]; Metallurgy Research 2/4)

>>10586

[Necro Imperialis]

1. The local troop commander gets the order and heads out with his expedition. Despite his confidence, they don't make very much progress; several porters are crushed by falling rocks, another is abducted by a mid-sized bird, and the remainder fall off a cliff. The commander stays optimistic about the situation and seems like a nice ghoul. (1/10)

2. The liches in charge of research comment that they can't really figure out how to manage to control the Roc – which has taken to calling itself Rotwing. They comment that he's simply too smart and will always be a problem for some reason. One of the dissenting liches, a sociologist, claims it's the nature of the society. He is soon heckled out of the lab. The remaining liches think that they can get around the problem by utilizing magical crowns of command around larger and more intelligent creatures, and that the crowns will allow effective military deployment of larger, disagreeable, creatures. (Research 5/10)

>>10591

[Brood]

1.2: The scouts approach the ruins of the shrine and don't find very much. After some digging, they locate a few old scrolls which are brought to the broodmother. The scrolls seem to state something about intra-planar physicality and the limits of a pluralistic metaphysical structure. They further go on to note the non-circular nature of the universe, how metaphysical structures collide at a macro level, and other things. You discard that scroll. The next scroll you read is more useful. It exclusively deals with the mutagenic properties of certain metals and magic types. Apparently, according to the scroll, there's raw magic that exists, and if it can be found in certain areas. It doesn't explain much beyond that. The next scroll is about an intra-planar entity called Palantine; it seems like pomp and aggrandizement. It mentions the destruction of many worlds, and the fact that this world is largely stitched together out of many worlds; you hold onto this one for more study. The last scroll shows where to find a large vault. The scouts seem to think they can find it relatively easily, as it's all very clearly labeled.

>>10590

[Colony]

1. Much to everyone's surprise, the Withdrawn researchers manage to complete their work on alchemy. Sovereign still remains absent from the opening of the facility – the Colony's peacekeepers seem to insist for some reason. (Add technology: Alchemy, Basic)

2. The meld-priests begin their knowledge on summoning animals. Eventually they make headway, and they think they can summon some most of normal creatures that exist on the isles. This includes some large birds, skyturtles, and megarabbits. You aren't sure what a megarabbit is, but the priests claim they're really very beautiful. (Revise spell: Summon Animals to Summon Animals, Good)

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306b3f No.10628

>>10594

[Sky Dwarves]

>>The onset of the war has depleted the reserves of gems as they are frantically expended to feed the growing war industry; the commodities market has distorted recently.

>>The nobles aren't pleased. They think they keep getting ignored, and soon they begin to withdraw their troop commitments. This doesn't have an impact, yet, but you need to think of something: placate them, cajole them, or think of something else.

[[Set resource: Gems to [Medium, Falling.]]

1. [[See combat results below]]

2. You begin research on coal-fired boilers. You make a good deal of progress, as the pressure and motivation of the mobilization has made resources available for such concerns. You suspect this is groundbreaking research, and it will impact many technologies you have. (Research: 3/10)

>>10595

[Khazan]

[Mobilization time: 1 Turn]

1. Mass fabrication begins and the superior Khazanian industrial forges begin to produce at greater and greater speeds. Additional money thrown into the effort aids the mitigation of bureucratic incompetence that initially slows production. The forgelords state that the raw amount of arms being produced is causing quality to fall, but, they are meeting their targets. The priests appear overworked blessing everything. (Set research: Bureucracy to Simple) (Add technology: Mass-Fabricated Rune Equipment, Primitive)

2. Research into magical imbuement moves forward, but the researchers make only mediocre progress; the runepriests are completely exhausted from blessing equipment and doze off during research colloquiems. The trainee priests are quite embarassed. (Imbue Equipment Research, 1/6)

>>10597

[Kaldor]

1. Research on wardrumming comes to an abrupt halt; apparently the drumleader's family was killed in The Big Honk and the funeral was just held today (it took many weeks to find the bodies). He remained depressed and not very much got done.

2. The chaos in the streets slows training down, but it moves forward. A few intrepid Kaldorians take some semi-trained wurms for a stroll and this seems to calm things down, generally. You think this is a big deal, as the wurms used to act poorly around crowds previously; Deathgaze also seems more willing to help. (Set stability: Semi-Stable) (Set research: Exotic Animal Training 1/3) (add resource: Wurms [Some])

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306b3f No.10629

>>10604

[Mobilization time: 1 Turn]]

1) The speech isn't very well rehearsed. Although passionate, Sigvar winds up knocking a lamp over and a nearby stall catches fire. It's embarassing and you need to pay the poor shopkeeper for damages. (-2 currency)

2) The junior mage completes his training in record time. He seems nervous, but he manages to summon some birds. You get the feeling you've lucked out with this guy, he's a prodigy. (Add technology: War Mages, Improvised; Add 1 Patchwork Warmage, Medium; Add 4 Tseyarian Birds, Medium) [[meta by GM: movement of the birds would require another discrete action]]

>>10606

[Stella]

1. You begin work on the astral well. It goes quickly, as proper guidance is afforded by the stars; progress starts and stops periodically because key rare materials need to be found or bought. It's actually a very complex thing, you know, astral wells. (3/6)

2. Your mages manage to conjure up five or so astral birds. The mages report that they're developing proficiency with summons, but continued summoning will exhaust the summoners. (set spell: Astral Birds to [Average]) (add technology: Summoning [Primitive])

>>10609

[Dominion]

[Mobilization time: 1 Turn]

1. The throne is still annoyed despite a small group of relatively young (in Vilonian terms) artifiers polishing it. You get the feeling it will cooldown if you leave it aloe.

2. A few Vilonians begin training in medicine and first aid. It only gets very far before some of the material is found by a few of the Vilonians to be exceedingly sexist; the outfits the Vilonian nurses wear is exceedingly vulgar, with low cut blouses and too much cleavage. A few Vilonian archmistresses begin to complain to The Chair. She scowls, huffs, and wags her finger at it.

The Chair just sits there.

It's going to be like this forever, isn't it, it thinks. (Research: Combat Healing 1/6)

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306b3f No.10630

[Chaos]

1. Construction on the institute slows to a crawl after crews observe aerial battles between dragons engaged in war against each other to the south. They gawk and lollygag at the sight of it until the construction-lord whips a few of them. (3/6)

2. Your units move to the town, but are spotted by the town guard; they are at a minor disadvantage. Roll 5d10.

>>10622

[Circus]

1-2. The Jesters begin their mobilization, and what little industrial power they have is spent fashioning crude pungees, traps, spears, slings, arrows, and bows. Their fury seems amplified by the apparent chaos in the tent; at all hours the jesters frantically fashion insidious traps and plot in their insidious (but sometimes funny) way. Their cunning is truly impressive for such haste, and they furiously continue to prepare for war; they implement their brutal cunning as best they can. (Special status: Mobilization. This will be complete in two turns and requires no actions by you; +3 industry)

—-

>>10594

>>10622

Combat Report: [Circus v. The Sky Dwarves]

Type: Raid

[Jesters]

3 (Punch, Judy, and Mr. Gater) Strong, (Harlennelrian Chaos Jester{King Honk}) Epic; Fear

4x2, 3x2, 2x2, 1x8 = 10

Total: 8+6+4+8: 26

[Traps: No effect]

[Special Modifier: Honk Honk: Harlennelrah reacts to extremely bad rolls, and this may draw his interest, even in combat. Further, any Harlennelrian Jester in combat will also impact dice rolls in strange ways]

[ The Sky Dwarves]

[2 Dwarven Frigates, Strong; 2 Arquebusier Medium]

7x2, 2x2, 5x1, 2x1 = 16

Total: 14+4+5+2: 25 (Aerial War Modifier: 1.1)

Report:

The Dwarves approach the Circus territory by air and attain reasonable [dice 71] advantage by virtue of their initial disposition. They manage to breach the initial territory perimeter and the Circus traps are ineffective; the Dwarves draw on their aerial warfare experience and arrange gunlines aboard their frigates and begin discharging limited musketfire at the Circus tent. The tent is made of a material that is surprisingly resilient, and the Dwarves sweep in close and drop improvised incenaries, and explosive on the circus tent. Further, they soon find that the cannons they have are of insufficient size to damage the tent. During the firing, Jesters emerge from the tent in the confusion and begin their attack, but they find that they don't have much in the way of ranged weapons and so they fire crude bows and rocks at the airships. The exchange is ineffective on the Jester's end, but the tent suffers slight damage and fire breaks out; Judy catches fire and burns to ashes from a well-thrown molotov from the aircrew.

As the airships close in low to strafe again, King Honk appears. Being a magic user of power (Epic), he begins to summon disease jesters directly onto the bow of both ships; at the wrong time he trips and falls onto some feces on the ground. This triggers laughter from the god of the Jesters, and the spell completes; a massive horde of diseased zombified Jesters appear on both frigates. The horde engages in close range fighting with both crews; the second airship is caught particularly off guard, and the rudder is let fly – it slams into the ground and is set upon by the Jesters on the ground, who burn the wreckage and massacre the surviving crew. The first frigate manages to fare better – it limps away from battle with plumes of smoke following it. A fifeen minute hand-to-hand fight between the jesters and the crew leaves the crew with a narrow victory, and they limp home. What's left of the squad on the frigate can't be reconstituted; there are too few dwarves left left.

[Dwarves: Disband 1 Frigate, 2 Arbequesier; set 1 Frigate to damaged]

[Jesters: Set tent to barely damaged, disband Judy]

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306b3f No.10631

Dice rollRolled 6, 1, 9, 8, 6 = 30 (5d10)

>>10630

Rolling for Chaos

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306b3f No.10632

Dice rollRolled 50, 53 = 103 (2d100)

Although the discovery of the vault was exciting news for The Broodmother, she contemplated the war to the north. Her allies, the clowns, were in clear distress. Her armies, however, were not strong enough. She decides that it is best to prepare her troops. She decides that food production could be better, and the humans above are an easy commodity and source of food.

1&2: Start farming humans like cattle as a food source and slave species.

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306b3f No.10633

Dice rollRolled 14, 13 = 27 (2d100)

>>10627

>One of the dissenting liches, a sociologist, claims it's the nature of the society.

>He is soon heckled out of the lab.

Kek

>>[Necro Imperialis]

>>Population: (11.7) (1.1/turn)

>>Food: N/A

>>Raw Currency: (26) (+3/turn)

>>Legitimacy: (Semi-Stable)

>>Culture: (3)

>>Industry: (5)

>>Unique Buildings:

>1 Council Tower

>>Defenses:

>Interlocked Bone Wall [Medium]

>>Military Units:

>2 Skeleton Archers [Medium]

>1 Zombie Roc Epic, Epic

>3 Pygmy Zombie Rocs

>>Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable];Roc Corpses [Sustainable]

>>Magic/Spells:

>Necromancy, Basic spells:

Curse Terrain, Simple

Summon Wights, Simple

Raise Zombies, Basic

>>Technology: (Stone, Wood, Copper, Iron)

>Sturdy Construction, Primitive

>>Territory: (3)

>>Bonuses:

>1. Perfectionist: Your nation has a well developed methodology for magical usage, development, and training; it also prizes new ideas and talent in magic usage. For every roll that uses magic exclusively, you may re-roll once.

>2. Undead: Your nation is resilient to attacks and effects that would harm living creatures; your nation also does not reproduce in a typical fashion. This usually applies in combat, but it can also impact world events.

>>Eccentricities:

>1. Power-oriented: Extremely powerful magical units (Very Strong+) in your nation may occasionally disrupt stability or assert their authority to the detriment of your nation.

1.Continue the expansion (1/10). The commander knows what to do. A few setbacks will not stop us.

2.Crowns of command Research 5/10. Yesss a genius idea these should help immensely. Continue researching.

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306b3f No.10635

Dice rollRolled 27 (1d100)

>>10633

Jesus that roll sucked.

Rerolling magical research

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306b3f No.10636

Dice rollRolled 5, 6, 9, 4, 7, 8, 1 = 40 (7d10)

>>10631

[Combat]

[The Town of Moel]

1 Veteran Squad, Very Strong, 2 City Guard Squads, Medium, 4 Militia Squads, Weak

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306b3f No.10637

Dice rollRolled 87, 3 = 90 (2d100)

>Name: The Circus del Necro

>Race (Determines bonuses): Undead (Jesters)

>Color: (Determined map color):Red star

>Fluff (Determines bonuses): Once upon the time a kingdom got bored. This kingdom got so bored even when the local peasants are killing themselves the holy men decided to keep reading their little sermons until they drown themselves in the wells. However there lived the Old King and his Young Queen they demanded the jester to entertain them. They kept on demanding and demanding until he killed himself by making them laugh forever by the little silly ropes that they wear as a necklace.

The Jester however has now became leader of this boring kingdom and he has found himself in a predicament on his own boredom. However he found as he gets bored Harlennelrah speaks to him in random intervals and in riddled sights. The Jester wants to keep him talking so he studied the words and the madding sights. One by one hordes of jesters risen from their little holes and swinging from the trees. More poured out of the wells and out of the castles behind the church. As more and more jesters had came the one who had arisen them called himself the Ringmaster.

The Ringmaster keep seeing the madding sights on the jesters face. However the sights stopped and the random voices lay silent once more. The Ringmaster became dreadfully bored and dreadfully mad. So in order to cure his boredom and to keep listening to Harlennelrah's whispers and to keep seeing the sights they must spread his random word in form of the circus to insure new sights and sounds.

>Government Type (Determines some stats):Very loose revolves around the ringmaster

>Economy Type (Determines some stats): Cooperative revolving around the circus

>Religion (Determines magic): Harlennelrah the laughing god of harlequins and jesters

>Location: Where you are on the map. The GM has the final say on location.

>Population: 10.6) (.8/turn)

>Food: N/A

>Raw Currency: (20) (5/turn)

>Legitimacy: TOTAL Chaos

>Culture: (24)

>Industry: (5)

>Unique Buildings:The Tent (barely damaged), Massive Altar to Harlennelrah, & Rubbled Jester Palace

>Defenses: (Traps, Basic)

>Military Units: 2 (Punch and Mr. Gater) Strong, (Harlennelrian Chaos Jester{King Honk}) Epic; Fear

>Resources/Quantity: (Stone) [Sustainable], Wood [Sustainable], Iron [Sustainable]

>Magic/Spells: (Harlennelrian Black Magic, Basic) (spells: Summon Chaos Jesters, Summon Disease Jesters, Minor Raise Zombie Jesters, Good)

>Technology: (Stone, Wood, Iron, Trapping:Average, Subterfuge:Simple)

>Territories: (3)

>Bonuses:1. Coalition of Madness: You can summon or recruit clowns of all forms and types, allowing a variety of options against opposition. 2. Undead: You do not consume food or reproduce in a typical fashion. You are also resistant to disease, curses, inclement weather, and effects that might otherwise seem ineffective against the undead. This usually translates into bonuses in combat, but also world events.

>Eccentricities:1.Bedlam: For all intents and purposes, the legitimacy of the nation is inverted. More chaos and instability in the The Circus will generate different effects and does not seem to penalize in the same way traditional legitimacy does, and more stability does not seem to provide bonuses. However, this makes conquest and occupation more difficult; it might be better to simply kill everyone. 2.Honk Honk: Harlennelrah reacts to extremely bad rolls, and this may draw his interest, even in combat. Further, any Harlennelrian Jester in combat will also impact dice rolls in strange ways

(Special status: Mobilization. This will be complete in two turns and requires no actions by you; +3 industry)

1.SEE THESE MIDGETS LETS RAISE THEM HOPEFULLY THEY CAN HELP US BRING MORE FUN TO OTHERS RAISE THE MIDGETS AND MAYBE WE CAN BUILD A SHIP THAT BOMBS OTHERS USING THE SICK JESTERS

2. REBUILD THE AERIAL WARSHIP AFTER ALL MAYBE WE CAN BRING MORE FUN TO THEM -20 currency

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306b3f No.10638

Dice rollRolled 81, 71 = 152 (2d100)

>>10628

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (7.8) (1/turn)

Food: (Stable)

Raw Currency: (18) (3/turn)

Legitimacy: (Semi-Stable)

Culture: (9)

Industry: (5)

Unique Buildings: [Temple, Hunter's Calling]

[Government building, Warrior's Hall]

Defenses: (Elaborate Wooden Fortifications, Strong)

Military Units: 3 [Leonan Warriors], Strong;

1 [Huntmaster] Very Strong

3 [WARDRUMMERS] Very Strong

2 [Saboteur] Sapper; Medium

Resources/Quantity:

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

Magic/Spells: (Elemental, Simple) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple]

Technology: (Stone, Copper, Wood, Hideworking, Exotic Creature Training[simple 1/3], War Drums [simple] )

Territory: (3)

Bonuses:

1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

Eccentricity:

1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted.

1. Yes let the drumleader grieve for a while and then get back to improving those drums

2. Continue to train with the Wurms, we shall have glorious hunts together! 1/3

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306b3f No.10639

Dice rollRolled 91, 19, 45 = 155 (3d100)

>>10629

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: (8.8) (.8/turn)

Food: (Stable)

Raw Currency: (48) (7/turn)

Legitimacy: (Riotous)

Culture: (5)

Industry: (10)

Unique Buildings: 1 King's Palace

Defenses: (Stone Traps, Good)

Military Units: 1 Dwarven Frigates (damaged)

Resources/Quantity: Iron, [Sustainable], Copper [Sustainable], Stone [Sustainable], Gems [Falling]

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]

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.

1. Of course we'll share our finds with them. We dwarves are true to our word. If its technology, it should be replicable, and any artifacts that aren't we'll be able to come to an agreement on what is to be done with them.

1. Start the workings of a military industrial complex by promotion of several war industries and linking of other industries to the war. Try to convince the nobles that prolonged war can be profitable through investment in weapons companies and defense contractors.

Preparing our nation for indefinite mobilization is best before we actually begin to mobilize. War can be profitable.

2. Continue steam engine research as well as coal mining. And to placate the nobles, somebody invents warmed baths which use coal fired boilers to release small amounts of hot water from faucets. This should keep them calm. 3/10

3. Nobity Roll

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306b3f No.10640

>>10631

[Combat]

[The Town of Moel]

5x4 (20) 6x1 (6) 9x1 (9) 4x.5 7x.5 8x.5 1x.5: 44

1 Veteran Squad, Very Strong, 2 City Guard Squads, Medium, 4 Militia Squads, Weak

[Chaos]

6, 1, 9, 8, 6 = 30

6x4 (24) 1x4 (4) 9x2 (18) 8x2 (16) 6x2 (12): 74

2 (Chimera-Girls), Very Strong; 3 (Elfhen Death Runners), Strong

– Combat Report –

The Chaos units close on the down without a major advantage, and this raises the guards in alarm. After Chaos units begin attacking farmers and burning surrounding villages, town attempts to meet in open field; the walls had been only partially completed. Though initially the town's veterans hold their ground, they are soon encircled and destroyed; the poor performance of some units within the ranks of chaos doesn't mean anything. The rest flee to the larger fortified town.

[Chaos]

[set resources: Slaves, Some]

[add currency: 25]]

[Decide the fate of the town. A variety of options are available.]

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306b3f No.10641

Dice rollRolled 25, 91 = 116 (2d100)

1. With a steady supply of iron and aluminum we can once again look into how to successfully mold these materials into something useful. Metallurgy Research (2/4)

2. Whatever caused that awful noise must still be around. We cannot stand complacent should it upset everyone again. Go to the Temple of Gaia and pray to her so we may protect ourselves from demons and gods that would upset her children.

http://pastebin.com/AKD7Tva1

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306b3f No.10642

Dice rollRolled 5 (1d100)

>>10633

Updated stats. Fixed pygmy roc status (didn't have strength identifier)

>>[Necro Imperialis]

>>Population: (12.8) (1.1/turn)

>>Food: N/A

>>Raw Currency: (29) (+3/turn)

>>Legitimacy: (Semi-Stable)

>>Culture: (3)

>>Industry: (5)

>>Unique Buildings:

>1 Council Tower

>>Defenses:

>Interlocked Bone Wall [Medium]

>>Military Units:

>2 Skeleton Archers [Medium]

>1 Zombie Roc Epic, Epic

>3 Pygmy Zombie Rocs, Strong

>>Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable];Roc Corpses [Sustainable]

>>Magic/Spells:

>Necromancy, Basic spells:

Curse Terrain, Simple

Summon Wights, Simple

Raise Zombies, Basic

>>Technology: (Stone, Wood, Copper, Iron)

>Sturdy Construction, Primitive

>>Territory: (3)

>>Bonuses:

>1. Perfectionist: Your nation has a well developed methodology for magical usage, development, and training; it also prizes new ideas and talent in magic usage. For every roll that uses magic exclusively, you may re-roll once.

>2. Undead: Your nation is resilient to attacks and effects that would harm living creatures; your nation also does not reproduce in a typical fashion. This usually applies in combat, but it can also impact world events.

>>Eccentricities:

>1. Power-oriented: Extremely powerful magical units (Very Strong+) in your nation may occasionally disrupt stability or assert their authority to the detriment of your nation.

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306b3f No.10643

>>10595

>>Nation Event: There is something amiss in the research lab. Some of the forge crews hear an odd noise and swear they're being watched.

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306b3f No.10647

Dice rollRolled 41, 45 = 86 (2d100)

>>10629

http://pastebin.com/ryp8m0Hr

(Research: Combat Healing 1/6)

[Mobilization time: 1 Turn]

12 Research: Combat Healing. Whether its bandaging, setting a broken arm or providing holy healing magic to our holy beings we should be disciplined in the teachings and traditions of nursing, all the traditions.

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306b3f No.10649

File: 1444712273133.png (3.32 MB,2229x2066,2229:2066,Soren- Latest.png)

>>World Event: The Draconian Civil War is now conclusively being won by Morgaz. The council edges toward defeat, and Morgaz has declared a tyranny. Many dragons have been slain.

>>World Event: Monsters have begun to attack the fortifications in the Fell Chain.

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306b3f No.10651

>>10632

A small host of three angels approaches The Brood elegant and free from the obstacles of the land, one is clearly enchanted by a majestic force and speaking from her mouth is a voice that comes as if from a distance.

"The Heralds of The Throne greet thee, The Brood." Seeing the barbarians tribes of the land, men who are more hair and savagery then men and certainty not elegant and civilized like the angels who seem to have entered the Brood society at the lowest level the two angels are clearly distressed.

"I have sent my servants here that you may hear my words and appreciate my stance. I am able to recognize your strength and right to dominate the defeated sentient races you encounter. I am curious if you would consider granting them basic rights, it is more troublesome to raise rebellious livestock then devoted property. That a brood may rise by their merits to the collective family is evident to me so I ask you grant other sentient species, no matter how limited, the same opportunity and develop a tier in your culture and society for the humans in your care"

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306b3f No.10652

>>10651

A broodling psion crawls from a hole in the ground, their shell parted in the back where two large dragonfly wings extend. The broodling extends his two right arms in an attempt to shake the angels' hands. The Broodmother takes control of the broodling and begins to speak, "I see you have an interest in my developing farms. They are unnecessarily separate from me. Should I find a way to integrate them, I will happily allow them to meld with me and join the colony that is me. You speak as if you are higher than my people, I'm not sure I approve of your command over me."

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306b3f No.10653

>>10652

"Having traveled abroad" the angel points towards the sky, but you feel she may be pointing even further out "and coming to this world, I feel I have a unique view to offer I would also say that from my experience the squalor of sentient life is contagious and respects no traditional borders reaching even the heavens, on this you have my word. Power and words and willingness, when given my views on a subject it is not my command life respects but its own power that when empowered by my purpose reaches the heights they sought with my outstretched hand…appendage rather."

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306b3f No.10654

>>10653

"I will respect your ways I suppose. I assume in your 'respect for life' you will not be harming my brood? Perhaps you could coax me into your system of order." The broodling/broodmother eyes the angels up and down, noticing their armors. "Perhaps you can teach me about the shells you have crafted for yourselves."

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306b3f No.10655

>>10654

{(Equipment Making) [Simple] for [Healing Grass, Scarce] and Brood acceptance of equal rights to sentient life. Brood will please confirm.}

"This…is acceptable. It is most comforting to find your Brood ready to step forward and may we have continued solicitations and good luck"

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306b3f No.10656

>>10655

{Confirming trade for (Equipment Making)[Simple] for my [Healing Grass, Scarce]}

"I thank you for your willingness to teach us of your ways, and we will happily pursue mutual interests should we have them in the future."

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306b3f No.10657

>>10639

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: (10.4) (.8/turn)

Food: (Stable)

Raw Currency: (62) (7/turn)

Legitimacy: (Riotous)

Culture: (5)

Industry: (10)

Unique Buildings: 1 King's Palace

Defenses: (Stone Traps, Good)

Military Units: 1 Dwarven Frigates (damaged)

Resources/Quantity: Iron, [Sustainable], Copper [Sustainable], Stone [Sustainable], Gems [Falling]

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]

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.

1. Of course we'll share our finds with them. We dwarves are true to our word. If its technology, it should be replicable, and any artifacts that aren't we'll be able to come to an agreement on what is to be done with them.

Corrected Stats

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306b3f No.10658

File: 1444745687193.gif (471.52 KB,500x314,250:157,1382713266856.gif)

Dice rollRolled 94, 58, 23 = 175 (3d100)

>>10630

Stats and Fluff:

http://pastebin.com/6p6Vzu8A

1; Build the Institute of Magic

2; Head towards the Dragon kingdom with all forces and kill or enslave any of the little dragonkin peons. The Dragons will likely thank us and we can begin parley

3; Vassalize the town. Tell them they will provide us with surplus food, supplies, and gold in exchange for our protection.

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306b3f No.10660

>>10655

Once again, the dwarves attempt to parley and trade with the Angels, hoping that perhaps that they both share the same common enemy with the Clowns they will listen.

Rather than intrude, a letter is sent, asking for a meetup to discuss a trade deal.

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306b3f No.10663

>>10660

A tablet is readied to write the response, red light gathers in a single point in front of The Throne and burns letters into the tablet with a beam of light. A small host of three angels arrives to deliver the tablet one being clearly enchanted with a majestic light with the tablet that bears several hundred words describing His titles and accomplishments before ending with a single word, Howdy.

The letter bearing the dwarven seal lets them pass the patrols in the sky and they descend to greet the Sky Dwarves "Our Host gathers and the first of our great crusaders will be ready with the new moon and together with the other goodly peoples I hope for victory over the Clowns. The bow of your sky ships piercing the clouds was most majestic and having seen your skirmish with the Clowns I believe we should discuss further action, joint action against them and their chaotic overlord"

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306b3f No.10664

Dice rollRolled 10, 62 = 72 (2d100)

>>10629

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: (13.6) (.6/turn)

Food: (Great)

Raw Currency: (29) (4/turn)

Legitimacy: (Very Good)

Culture: (12)

Industry: (5)

Unique Buildings: 1 Celestial Tower, [Stellata Observatory]; +3 culture, +1 industry), Astral well 3/6

Defenses: (Illusions, Good)

Military Units: 2 Wardens, Strong; 3 Sentinels , Weak; 5 Astral Bird flocks, Medium

Resources/Quantity: (Glass) [Sustainable]; (Wood) [Sustainable]; (Iron) [Sustainable]; (Stone) [Sustainable]

Magic/Spells: (Astral, Basic) (spells: Celestial Guidance; Basic; Summon Astral Birds, Average; Starbolts, Simple)

Technology: (Stone, Wood, Copper, Iron, Sturdy Construction [Simple],Summoning [Primitive])

Territory: (3)

1. It is time to mobilize, The enemy has struck out at us via their God's hideous laughter, cracking our tower and defiling our home. This will not go unpunished. They will pay as we bring down the power of the stars onto their heads. Ready the magi, ready the Arbiters, ready the Wardens and Sentinels. It is time for WAR!

+elder

2. Continue working on the Astral well with Star guidance. Once it's done we will be in much better shape. Able to draw from a vast pool of mana and better able to hear the spirits as well as research magic.

+Elder

+Magically Inclined

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306b3f No.10665

Dice rollRolled 37, 75 = 112 (2d100)

>>10628

Name: Golden Republic of Khazan

Race: Dwarves

Color: White Star Black Background

Fluff:

For many long years the Golden Republic of Khazan has existed within the dark mountains of Gul, it's inhabitants shut off from the rest of the world. Generations spent in solidarity have not seen the Dwarves grow idle rather than renounce their former warring ways and commit themselves to the finer aspects of life.

Within the Republic of Khazan fine metal crafting is valued above all else, many spending centuries to perfect the art of making necklaces, rings and rare metal embroyded clothing as well as other trinkets which are sometimes even imbuned with magical properties.

In the unbelievably long time spent in solidarity the Dwarves have learned to appreciate all company and news from the world and while they are unwilling to leave behind their cozy mountain homes which have been crafted with the utmost devotion to masonry they are still reknown by adventurers for their generous and hospitable nature.

Government Type: Representative Democracy with a Constitutional Monarchy

Economy Type: State Capitalism (best economy)

Religion: Ancestral

Location: Within the Mountains of Gul not to far away from shades.

>Population: (9,2) (.8/turn)

>Food: (Very Good)

>Raw Currency: (34) (9/turn)

>Legitimacy: (Stable)

>Culture: (3)

>Industry: (10)

>Unique Buildings:

+ Khazan Parlaiment

>Defenses: (Underfortifications, Elaborate, Slightly Damaged)

>Military Units:

+ 4 (Khazan Honorary Guard), Strong;

+ 2 (Khazan Republican Guard), Medium;

>Resources/Quantity:

+ Iron [Sustainable],

+ Stone [Sustainable],

+ Magma [Sustainable],

+ Coal [Sustainable]

>Magic/Spells: (Magical Artifice) (Spells: Imbue Equipment, Simple)

>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Simple], Bureacracy [Primitive]

>Territory: (generated by GM)

>Bonuses/Eccentricities:

(Special status: Mobilization, Active) [[this will take 1 turns – including this turn – and does not need any more action from you]]

1. Turtlers: You can fabricate underground constructions easily. You may reroll constructions made underground once.

2. Gift of Artifice: Add an additional +15 to every roll to construct weapons or equipment.

>Eccentrictiy:

Agoraphobic: You aren't very good at going outside. Actions outside the underground suffer a -15 penalty to every roll. This excludes combat, which the dwarves actually find fun.

Clannish: You don't greet visitors very well, generally, unless they have something nice for you.

Imbune Equipment Research 1/6

1. The only thing any spies could have stolen from the research labs would have been very very very early stages of what would be considered equipment imbuning research. Still the prospect of hostile scouts is something that should not be taken lightly. Find the source watching and arrest whomever is responsible for it assuming of course all of this does not turn out to be some sort of misunderstanding.

2. Raise more professional regiments for war, the vast wealth will surely be an efficient way to support recruitment. Should recruitment not be possible because of mobilization utilize the money to hire mercenaries instead.

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306b3f No.10667

File: 1444761808624.gif (75.12 KB,348x349,348:349,1388354288196.gif)

Dice rollRolled 6 (1d10)

>>10665

Because everyone is evil

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306b3f No.10668

>>10663

Correspondence between the dwarves and the angels would continue, now that it was known both sides were eager to continue the war against the dark clowns.

"We dwarves are proud to have been the first to bloody the enemy. We have killed one of them, but our fleet has been much damaged in the fight. For now, the Sky Dwarves must rebuild its forces, and when we ready we look forward to working alongside the Dominion.

If you would be so interested, we would offer you and the other allied nations to join [spoier]via actions[/spoiler] a cooperative training exercise, where we might asses each others skills and how to best use them in cooperation and coordination.

There is one more matter we would like to discuss. In order to bolster our ability to rejoin the fight, we need equipment, and are interested in aquiring your equipment making technology. Might there be some exchange that can be proposed?"

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306b3f No.10669

>>10632

[Colony]

1&2: The “farming” has mixed results, but nothing goes catastrophically wrong. Also, you manage to capture a few humans and you try to get them to breed. It doesn't go very well; they seem too smart and they constantly try to escape. They also start crying and get depressed pretty easily even when being compelled to reproduce. In contrast, you seem to have way more luck with the small quadrapeds also brought in my the brood capture teams; the quadrapeds reproduce quickly, eat pretty much anything, and are pretty stupid. Some of the brood seem to think the quadrapeds are a better option, with the humans being used for other things. The Hivemaster in charge states that it would likely take generations of internally raised humans to get them to the point where such a farm could be feasible – barring some sort of way to mentally dominate them (like a crown or psionics or something). (Add technology: Livestock, Simple)(set food: Good)

>>10633

[Necro Imperialis]

1. The commander heads out the gate again and seems positive. After another rock fall, an attack by a megamoth, and several broken ankles, the commander reports mediocre success. He suggests we keep trying; he keeps blaming “the fates” and “the dice”. You aren't sure what he means about dice. (2/10)

2.The crown of command project moves along, slowly – there's been some drama in the lich-research community as of recent and several of the team refuse to speak to each other for some reason. Frankly you find it all kind of ridiculous and you wish they would just hurry up. (7/10)

>>10637

[Circus]

>>You are mobilizing. You will fully mobilize in 1 turn.

>>Set eccentricity 2.Honk Honk Omega: Harlennelrah reacts to really bad rolls (5 and below), and this may draw his interest, even in combat (rolls of 1). Further, any Harlennelrian Jester in combat will also impact dice rolls in strange ways. Really “good” rolls (95+) will also draw his interest – in a VERY bad way.

1.King Honk resurrects what's left of the crew; many of them have beent entirely torn apart by the Jesters in a rage following the battle. After some time and effort (with thread), you manage to resurrect them; they have their weapons. (Add unit: 1 Jester Zombi-quesiers; Very Strong) (Set spell: Minor Raise Zombie Jesters to Raise Zombie Jesters, Good)

2. Your draw the gaze of Harlennelrah, again. He speaks:

>>That thing is totaled my boy, you're going to need something else. Here's some trampolines in case those unfunny guys come back. It should be funny. Thanks for the money though, I'm gonna buy beer with it. [[there is a honking noise]]

(add technology: Trampolines, Simple)

>>10638

[Kaldor]

1. The drumleader continues to grieve. The Kaldorians under his command decide help with the Wurm training; much to everyone's surprise the drums seem to calm the worms and make them more pliable and less anxious. The drumleader will be be better in another week or so, you suspect.

2. You manage to train the worms correctly and soon they can be found doing laps around the capital. Deathgaze seems increasingly willing to help you now, and things seem to go swimmingly. (Add unit: Deathgaze, [Very Strong] [Clever]; Add unit: 1 Wurmrider Squad, Very Strong) (Add technology: War Animal Training, Basic)

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306b3f No.10670

>>10639

[Sky Dwarves]

>>You have started mobilization. You will mobilize in 2 turns.

1. Your Warmaster, a dwarf named Gundwald, gives his analysis to the nobles. The charts he provides makes it pretty clear that the nobility has much to benefit from a prolonged war; they will recieve the most subsidies, gain the most power, and they have the chance to earn enormous profits. The nobles seem relatively impressed by the presentation – for now – but the prolonged issues with the king seem to remain; the nobles order their personal guard into the street to keep civil order and to assist the efforts generally. Perhaps a change in government is in order after the war – these limp-wristed nobles are getting in the way. (set legitimacy to Wobbly) (add technology: Military-Industrial Integration, Primitive) (Set special status: Mobilization, 2 turns – this does not require further action by you.)

2. While the nobles seem impressed with the boiler idea – there's even a drawing provided by the warmaster – the forge-researchers are increasingly baffled by the properties of steam generally. They continue to practice, and despite some initial hiccups, progress is made. The war is certainly helping their resource pool. 5/10

3. The nobility seems to agree with the recent change in direction. The chart about them getting even more money made them particularly pleased. They're still concerned about the gems stockpile, though. (set gems to: Low)

>>10641

[Sculpted]

1. The research into metallurgy slows somewhat after a large bird gets into the chief metallurgist's smelting room. The sculpted aren't sure what to do about the bird; they spend several days trying to coax it out and waste a good deal of time. Despite that, progress very slowly moves ahead. (3/4)

2. The sculpted go pray to the temple. Much to their surprise, Gaia speaks.

>>Hello, my children. The Jesters are ugly things, but they are … about to be removed. Concern yourself with what survives the Jesters and destroys them; those creatures that emerge from the war in victory will not be the creatures that entered it. They will come for you, and you should be ready. Here.

She goes silent and the altar glows slightly. (Add spell: Petrify, Simple) (Add technology: War Magic, Simple)

>>10658

[Chaos]

1; The institute is complete. Your magi benefit from the new facilities can can pursue increasingly exotic research into the nature of chaos. (add unique building, player's name choice; revise spell type: Chaos, [Simple] to Chaos [Average]; +3 culture)

2: [[meta: confirmation of intervention into the civil war required. You will be siding with the council against the powerful Morgaz the black, who currently commands the lesser dragonkin against the council. If you wish to do this, allocate units and roll 1d10 for each unit. – this combat will occur next turn, as the units will need to travel and assault Morgaz's holdings in the mountains to the south. Additionally, if you do so, a method of attack of attack is required – conquest, raid, or otherwise – or your units will attempt to improvise.]]

3: The vassalization process doesn't go very well. During the first week the local viceroy murders several peasant children in the street for throwing fruit at him; this triggers a small riot with triggers a retaliatory crackdown by the viceroy's military units in the town. Subsequently, military units accidentally kill several of the puppet town council as they sweep through the streets and butcher most of the men of the town. The viceroy reports that the town is pacified, but it won't produce very much aside from slaves and meat for the wars. (add population growth: +.1/turn; set resource: Slaves to [Lots])

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306b3f No.10671

>>10665

>>You are mobilized.

>>Set special status: Mobilized; 1 Turn. [Industrial Effectiveness: 50%, Rising]

>> Lose 1 population.

Mobilized Units Available: 1 Mobilized Khazian Infantry Formation [Very Strong][Plucky]; 3 Khazanian Crossbow Squads [Medium]

1. The captain of the guard sweeps the forges and research areas a few times. They don't find anything really, but the captain seems to think that it's probably a good idea to keep a guard or two around. The war has made dwarves crazy, he says, and nobody can be trusted. (Add technology: Counter-Espionage, Primitive)

2. You begin to train additional professional units and hire mercenaries. You encounter mixed success raising professional armies during the mobilization, but the warmaster is able to cherry-pick a few dwarves here and there for special assignments. The mercenaries have demanded extreme prices now that the war is on, but you manage to find one or two units that are willing to go up against “the clowns from the far side of hell”. (Add unit: 1 Khazanian Shieldbreakers, Very Strong; 1 Dwarf Merc Squad, Strong) (remove 10 currency) (+1 industry)

>>10647

[Dominion]

>>You are mobilized.

>>Set special status: Mobilized; 1 Turn. [Industrial Effectiveness: 50%, Rising]

>>Lose .6 population. Your mobilization technology has diminished the loss in population. The chair is increasingly annoyed, but stable.

Mobilized Units Available: 2 Mobilized Vilon Purifier Squads [Very Strong]; 1 Mobilized Vilon Bowsquads [Medium]

1.2: Your research into combat healing continues. After some initially frustrating sessions in the temple, the curiosity-mistress hits on simply training a few of the Vilon to utilize magical healing. It soon turns out well enough, and a few Vilon are trained in basic procedure. This should minimize casualities, hopefully. (Add technology: War Magic, Simple) (Add unit: 2 Vilonian War Mages, Medium)

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306b3f No.10672

>>GM Note: All players have been allocated an additional dice.

>>The total is now 3d100 from this turn onward.

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306b3f No.10673

Dice rollRolled 83, 62, 43 = 188 (3d100)

>Name: The Circus del Necro

>Race (Determines bonuses): Undead (Jesters)

>Color: (Determined map color):Red star

>Fluff (Determines bonuses): Once upon the time a kingdom got bored. This kingdom got so bored even when the local peasants are killing themselves the holy men decided to keep reading their little sermons until they drown themselves in the wells. However there lived the Old King and his Young Queen they demanded the jester to entertain them. They kept on demanding and demanding until he killed himself by making them laugh forever by the little silly ropes that they wear as a necklace.

The Jester however has now became leader of this boring kingdom and he has found himself in a predicament on his own boredom. However he found as he gets bored Harlennelrah speaks to him in random intervals and in riddled sights. The Jester wants to keep him talking so he studied the words and the madding sights. One by one hordes of jesters risen from their little holes and swinging from the trees. More poured out of the wells and out of the castles behind the church. As more and more jesters had came the one who had arisen them called himself the Ringmaster.

The Ringmaster keep seeing the madding sights on the jesters face. However the sights stopped and the random voices lay silent once more. The Ringmaster became dreadfully bored and dreadfully mad. So in order to cure his boredom and to keep listening to Harlennelrah's whispers and to keep seeing the sights they must spread his random word in form of the circus to insure new sights and sounds.

>Government Type (Determines some stats):Very loose revolves around the ringmaster

>Economy Type (Determines some stats): Cooperative revolving around the circus

>Religion (Determines magic): Harlennelrah the laughing god of harlequins and jesters

>Location: Where you are on the map. The GM has the final say on location.

>Population: 10.6) (.8/turn)

>Food: N/A

>Raw Currency: (20) (5/turn)

>Legitimacy: TOTAL Chaos

>Culture: (24)

>Industry: (5)

>Unique Buildings:The Tent (barely damaged), Massive Altar to Harlennelrah, & Rubbled Jester Palace

>Defenses: (Traps, Basic)

>Military Units: 2 (Punch and Mr. Gater) Strong, 1 Jester Zombi-quesier (Midget Saw)Very Strong, Harlennelrian Chaos Jester{King Honk} Epic; Fear

>Resources/Quantity: (Stone) [Sustainable], Wood [Sustainable], Iron [Sustainable]

>Magic/Spells: (Harlennelrian Black Magic, Basic) (spells: Summon Chaos Jesters, Summon Disease Jesters, Raise Zombie Jesters, Good)

>Technology: (Stone, Wood, Iron, Trapping:Average, Subterfuge:Simple, Trampolines, Simple)

>Territories: (3)

>Bonuses:1. Coalition of Madness: You can summon or recruit clowns of all forms and types, allowing a variety of options against opposition. 2. Undead: You do not consume food or reproduce in a typical fashion. You are also resistant to disease, curses, inclement weather, and effects that might otherwise seem ineffective against the undead. This usually translates into bonuses in combat, but also world events.

>Eccentricities:1.Bedlam: For all intents and purposes, the legitimacy of the nation is inverted. More chaos and instability in the The Circus will generate different effects and does not seem to penalize in the same way traditional legitimacy does, and more stability does not seem to provide bonuses. However, this makes conquest and occupation more difficult; it might be better to simply kill everyone. 2.Honk Honk Omega: Harlennelrah reacts to really bad rolls (5 and below), and this may draw his interest, even in combat (rolls of 1). Further, any Harlennelrian Jester in combat will also impact dice rolls in strange ways. Really “good” rolls (95+) will also draw his interest – in a VERY bad way.

(Special status: Mobilization. This will be complete in one turns and requires no actions by you; +3 industry)

1-2 WE NEED TO PRAY TO HARLENNELRAH TO GIVE MIDGET SAW THE SAME POWERS AS KING HONK TO HELP US BESIEGE THE PRUDES

3. If the airship is totaled we must find a way to rebuild it I know WE MUST KILL A GIANT CREATURE KING HONK FIND A GIANT CREATURE AND KILL IT THEN WE CAN THINK OF SOMETHING ELSE FOR THE HELLSHIP

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306b3f No.10674

>Population: 11.4) (.8/turn)

>Raw Currency: (25) (5/turn)

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306b3f No.10675

>>10672

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: (9.6) (.8/turn)

Food: (Stable)

Raw Currency: (55) (7/turn)

Legitimacy: (Wobbly)

Culture: (5)

Industry: (10)

Unique Buildings: 1 King's Palace

Defenses: (Stone Traps, Good)

Military Units: 1 Dwarven Frigates (damaged)

Resources/Quantity: Iron, [Sustainable], Copper [Sustainable], Stone [Sustainable], Gems [Low]

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]

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.

1. Of course we'll share our finds with them. We dwarves are true to our word. If its technology, it should be replicable, and any artifacts that aren't we'll be able to come to an agreement on what is to be done with them.

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306b3f No.10676

File: 1444768654950-0.gif (125.96 KB,600x436,150:109,musketeers-b&w.gif)

File: 1444768654950-1.jpg (87.22 KB,519x777,173:259,Warmaster.jpg)

>>10675

1. Anticipating a state of prolonged mobilization, and that this means a greater number of Dwarves will be called to war, a need to increase the population to keep up with military recruitment is discovered.

To promote greater population growth, and in preparation for war, it is decided that a system of population promotion would be devised.

Tax ememptions, would be given to large families, who deliver three or more males, and pledge to send them to either a military academy or industrial vocational school. Further government boons would be given to families whose offspring become soldiers or industrial workers in adulthood.

To deal with the increased food supply meanwhile, royal decrees would be made to subsidize farms and officially incentivize quantity of food. Those farmers or land owners which could not meet given quotas would face repercussions or even confiscation of property.

2. Other anticipations are less public, as the Monarchy grows more and more weary of these pesky nobles.

Riding on the wave of patriotism after engaging in the war, and calling on a need for loyal men, recruitment is carried out.

These dwarves are screened for their loyalty to the crown above all things, dubbed as "Cavaliers", and later regiments of these men are indoctrinated through harsh training, and sworn to protect the king with their lives.

In the guise of personal bodyguards and patriotism, the King raises troops with a near fanatical loyalty to the crown.

>Raise units of King's Musketeers

3. Another scheme is hatched to deal with the Gem crisis. Getting more gems is never a bad thing, but the rate at which these nobles continue to ask for it can be maddening.

The Warmaster proposed another idea. The first National Bank.

The Nobles can deposit their gems here, and recieve bank notes detailing the amount of gems owed to them. They encouraged to deposit their gems through promotions of the assurance Vault security over home stores, the dangers of Gem thievery, and the ease of access with which they can make monetary exchanges of gemstones as currency with bank notes rather than heavy bags of stones.

Behind closed curtains, the creation of a Central bank is deemed a very useful tool for the Government, as it opens up to them many, many options with which to deal with the nobles and the economy in general.

Mobilization in two turns

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306b3f No.10677

Dice rollRolled 91, 75, 50 = 216 (3d100)

>>10675

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306b3f No.10678

File: 1444771337978.jpg (193.88 KB,600x420,10:7,George Dwarvenew Bush.jpg)

>>10675

My fellow Dwarves, we salute your unwavering bravery and loyalty to the cause of justice! Your sacrifice shall not be in vain! As of this very moment our experts are doing their utmost to ensure that the reign of the Mad King Honk will not last a day longer than absolutely necessary.

If you were to provide transportation for our determined soldiers this would be a sign of continued good faith and your visionary support of our so much needed intervention.

>>10638

>>10633

>>10641

>>10647

And to you, the brave, the just and the strong. The good and free leaders of Gul. I ask of you to join us in this brave military coalition, to silence the burning fires of hatred the Clowns have ignited the day they attacked our nations. I know that you too have suffered at their hands, you too have seen what destructive force lurks behind the serene undead facade!

As a fellow leader of sovereign nations I ask of you to stand by my side as we take the fight to the enemy! To put an end to the Axis of evil that has festered and gained a hold on our very island! As of now it may seem like they are not your concern, a single incident, nothing to worry about. However I ask of you to consider how far the Clowns have come in such a short amount of time. Only united we may stand against the forces of evil and divided we will fall.

After the first line of defense has fallen the free nations will continue to crumble until Terror has found it's way to your doorstep as well. We cannot allow this to happen. So when my armies march to battle for our freedom and the independence of our great nations I hope I can count on you, the wise leaders of the free world, to make the right decision.

May our Ancestors Bless the Golden Republic of Khazan. May our Ancestors Bless the Free Nations of Gul.

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306b3f No.10680

>>10678

"The Sky Dwarves pledge to support the transport of not only the Dwarves but ANYONE who requests to join the war against these clowns!"

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306b3f No.10681

Dice rollRolled 41, 58, 91 = 190 (3d100)

http://pastebin.com/9kPTjV14

The Broodmother smiles with delight at the sight of her new farms. She notes that the humans are more intelligent than initially believed, and must be studied further, and perhaps integrated into the hivemind. News of the rise of Morgaz comes to The Broodmother's attention, and she decides it would be best to send forth a diplomat to befriend the powerful ally. Next she turns her focus to the vault map that was previously dismissed. Clearly the vault marked will contain many technologies that will forward our nation in these troubling times of coming war.

1: Pursue [Diplomacy] with Morgaz. In an attempt to forward relations, gifts of [Gold, Scarce], [Silver, Scarce], [Silk, Scarce] and [Gems, Scarce] are brought as signs of good will. (I'll let you initiate fluff because I lack information about Morgaz)

2&3: The Broodmother sends scouts to [Find] the vault. Use [Psionic Coordination] to better organize searches. It should be easy to find using the [Map].

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306b3f No.10682

Dice rollRolled 93, 75, 38 = 206 (3d100)

>>10669

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (7.8) (1/turn)

Food: (Stable)

Raw Currency: (18) (3/turn)

Legitimacy: (Semi-Stable)

Culture: (9)

Industry: (5)

Unique Buildings: [Temple, Hunter's Calling]

[Government building, Warrior's Hall]

Defenses: (Elaborate Wooden Fortifications, Strong)

Military Units: 3 [Leonan Warriors], Strong;

1 [Huntmaster] Very Strong

3 [WARDRUMMERS] Very Strong

2 [Saboteur] Sapper; Medium

1 [Wurmrider Squad] Very Strong

[Deathgaze] Very Strong, Clever

Resources/Quantity:

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

Magic/Spells: (Elemental, Simple) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple]

Technology: (Stone, Copper, Wood, Hideworking, Exotic Creature Training[simple], War Drums [simple] War Animal Training, Basic)

Territory: (3)

Bonuses:

1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

Eccentricity:

1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted.

1.2. Train up the Wurm Riders we require more of them.

3. Take advantage of the monsters attacking the fortress, strike at the fortress and take as many slaves as we can! If they think we can control the beasts of the island even better.

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306b3f No.10686

Dice rollRolled 89, 14, 34 = 137 (3d100)

>>10671

http://pastebin.com/MQxNHFUg

1 Send diplomats to contact Morgaz. This Morgaz is a powerful being with the common dragonkin on his side. If we can ascertain the cut of his cloth, if his views align with The Throne then their civil war and change in regime could be seen in new light.

2 Send an angel capable of [Holy Conversion, simple] to the town southwest of our trade partners The Brood and see if they are interested in the worship of The Throne

3 Advance [Holy]. The blessings and magics bestowed by The Throne.

>>10681

A stone tablet has been delivered by an angel and describes what The Throne seeks in a mountain settlement of humans nearby to enlighten them to the level where they can participate in the betterment and trade to come. Blessings and well wishes, Dominion.

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306b3f No.10687

>>Name: The Colony

>>Race: Myconid (Mushroom People)

>>Color: : Black with a Green trim

>>Fluff: http://pastebin.com/itEHLQxY

>>Government Type: Elective Monarchy, in which a Sovereign is elected by a consensus. Usually, the oldest and the largest Myconid in the Colony are major canditates– but it could potentially be any Myconid.

>>Economy Type: A traditional barter economy. Myconid are strict in their belief that currency is pointless and unneeded.

>>Religion: Shamanism, surrounding The Meld and the dream world.

>>Location: Northeastern Gul

——————————————————————–

>>Population: (15.9) (1.3/turn)

>>Food: (Very Good)

>>Raw Currency: (13) (+1/turn)

>>Legitimacy: (Very Stable, Improving)

>>Culture: (8)

>>Industry: (5)

>>Unique Buildings:

1 Sovereign Tower (Damaged)

1 Breeding Ground

>>Defenses:

Briarthorn Wall (Medium)

>>Military Units:

3 Withdrawn Monk Squads (Medium)

3 Withdrawn Savage Packs (Weak)

>Resources/Quantity:

Stone [Sustainable]

Wood [Sustainable]

Basic Animals [Sustainable]

Copper [Sustainable]

>>Magic/Spells: (Growth/Nature, Simple)

Summon Animals (Good)

Bless Land (Simple)

>Technology:

(Stone, Wood, Gemworking, Simple Alchemy)

>Territory: (8)

>Bonuses:

1. Spores: Your nation expands with spores in addition to usual expansion methods. Roll 1d4 to figure how how many additional hexes you gain during an allocation of territory/hexes. If all the hexes are used up, you get a population bonus.

2. Stoic & Fatalist: Legitimacy is extremely difficult to reduce, as your people seem to remain resilient from the meld. This also makes psychical attacks against you difficult and political violence is extremely unheard of.

>Eccentricities:

1. Pacifist: Due to the nature of your people, you can only mobilize defensively. However, if the capacity to meld is threatened, you may behave in an uncharacteristic fashion.

2. Monkish: You do not use currency. Standing upkeep is instead tied to food.

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306b3f No.10688

File: 1444775917696.jpg (91.89 KB,1191x670,1191:670,giant_toad_by_schkabb-d7y9….jpg)

Dice rollRolled 14, 27, 33, 62, 16 = 152 (5d100)

>>10687

>MISSED TURN– +2 ACTIONS

1-2. The labs of science shall huff and puff in glee at our victory this day– and now the next phase of our objective as a species and as a nation shall come into play. May we bring the failures of the past– the brown metals of unweathiness – and conjure the power of nature and the natural sciences to turn such waste…into something valuable!

(Using Alchemy, begin transmuting what little Copper we have into Iron)

3-4. The Meld is successful, may our shamans be praised. Our communal power shall be brought to be bear, for the progress of myconkind as a whole. The whole is one, and the one needs faster ground transportation in the form of domesticated mounts! From the illusive viel of the dream world, mixed with mother natures energy…we bring forth…MEGATOADS!

(Summon Megatoads– gigantic amphibian creatures capable of being mounted by a Withdrawn soldier. They are very good at jumping, and double as battle animals with their powerful tounges and even more powerful stomach)

5. If all goes well with our venture into the natural sciences, we shall discern the true properties of this solid material. Stronger than stone and wood…we shall name it…IRON!

(Research Iron [if we get any])

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306b3f No.10689

>>10686

As a response, The Broodmother sends a winged broodling to the home of the angels with a response carved into stone, asking why Dominion believes that they are the masters over The Broodnest.

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306b3f No.10691

Dice rollRolled 31, 23, 10 = 64 (3d100)

>>10669

>>[Necro Imperialis]

>>Population: (12.8) (1.1/turn)

>>Food: N/A

>>Raw Currency: (29) (+3/turn)

>>Legitimacy: (Semi-Stable)

>>Culture: (3)

>>Industry: (5)

>>Unique Buildings:

>1 Council Tower

>>Defenses:

>Interlocked Bone Wall [Medium]

>>Military Units:

>2 Skeleton Archers [Medium]

>1 Zombie Roc Epic, Epic

>3 Pygmy Zombie Rocs, Strong

>>Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable];Roc Corpses [Sustainable]

>>Magic/Spells:

>Necromancy, Basic spells:

Curse Terrain, Simple

Summon Wights, Simple

Raise Zombies, Basic

>>Technology: (Stone, Wood, Copper, Iron)

>Sturdy Construction, Primitive

>>Territory: (3)

>>Bonuses:

>1. Perfectionist: Your nation has a well developed methodology for magical usage, development, and training; it also prizes new ideas and talent in magic usage. For every roll that uses magic exclusively, you may re-roll once.

>2. Undead: Your nation is resilient to attacks and effects that would harm living creatures; your nation also does not reproduce in a typical fashion. This usually applies in combat, but it can also impact world events.

>>Eccentricities:

>1. Power-oriented: Extremely powerful magical units (Very Strong+) in your nation may occasionally disrupt stability or assert their authority to the detriment of your nation.

1. Continue expanding 2/10

2.continue research on the crowns 7/10

3. research roc riding 0/??. We need to be able to use our rocs to transport ourselves over to the mainland.

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306b3f No.10692

Dice rollRolled 85, 12 = 97 (2d100)

>>10691

Rerolling research

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306b3f No.10693

Dice rollRolled 37, 40 = 77 (2d100)

>>10692

Was meant to be 1d100 only the crowns can be reroll ed due to magic research. Doesn't apply to non magic like roc riding.

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306b3f No.10694

>>10664

[GM Note: Missed Stella]

1. You begin the mobilization. The initial hours are a scene of prolonged chaos, but the magocracy is able to initiate mobilization after the initial panic subsides. (Set special status: Mobilizing. This will take 2 turns and requires no other action from you.)

2. The astral well is completed; the flush of resources from the war had aided construction. In theory, the stars should be less bothered about being bothered less. (Add unique building: Astral Well.) (Add technology: Magic Specialization, Simple) (Add technology: Astral Conversation, Primitive)

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306b3f No.10695

Dice rollRolled 91, 88, 82 = 261 (3d100)

>>10694

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: (14.2) (.6/turn)

Food: (Great)

Raw Currency: (33) (4/turn)

Legitimacy: (Very Good)

Culture: (12)

Industry: (5)

Unique Buildings: 1 Celestial Tower, [Stellata Observatory]; +3 culture, +1 industry), Astral well,

Defenses: (Illusions, Good)

Military Units: 2 Wardens, Strong; 3 Sentinels , Weak; 5 Astral Bird flocks, Medium

Resources/Quantity: (Glass) [Sustainable]; (Wood) [Sustainable]; (Iron) [Sustainable]; (Stone) [Sustainable]

Magic/Spells: (Astral, Basic) (spells: Celestial Guidance; Basic; Summon Astral Birds, Average; Starbolts, Simple)

Technology: (Stone, Wood, Copper, Iron, Sturdy Construction [Simple],Summoning][Primitive], Magic Specialization [Simple], Astral Conversation [Primitive])

Territory: (3)

Status: Mobilizing 2 turns

1.Start training War Magi, with our mastery of magic we should be able to turn the tide. Really this has been an egregious oversight that we've not had any trained so far. Beseech the spirits for the aid, since the magi will need their blessings to be a true instrument of the will of the stars.

+Elder

+Magic specialization [simple]

+Astral Well draw bonus buffing Astral basic

+Magically Inclined

2. Start researching a way to rapidly counter or dispel enemy magic. The clowns are obviously blessed by their twisted false god. We must negate their magic with our own.

+Elder

+Magic specialization [simple]

3. Begin leveraging our culture to peacefully expand into territories adjacent to ours. Tell them of the wonders we have built, and the magic we have worked. Show them how much better their lives would be under our rule.

+elder

+12 culture

-smug

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306b3f No.10697

>>10667

>>Khazan nation event: Your forgecrews no longer feel like they are being watched for some reason. They're not sure why.

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306b3f No.10699

>>10695

>>Revise eccentricity: Elder. The bonus is now +5. This does not apply retroactively.

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306b3f No.10701

>>10348

Name: Vyriah

Race (Determines bonuses): Gnome

Color: (Determined map color): Blue

Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?

Government Type (Determines some stats): Merchant Republic

Economy Type (Determines some stats): Free Market

Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.

Location: The Open Sky

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306b3f No.10703

>>10701

Population: (6) (1/turn)

Food: (Stable)

Raw Currency: (5) (7/turn)

Legitimacy: (Stable)

Culture: (5)

Industry: (7)

Unique Buildings: Vyriah [Floating]

Defenses: Tower Network [Very Large]

Military Units: 3 (Played named flying units) [Strong]; 3 (Player Named Units) [Medium]

Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Lots]

Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])

Technology: (Stone, Wood, Gems, Iron) Aerial Warfare,[Basic] Aerial Defense, [Basic]

Territory: (1)

Bonuses:

1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist.

2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.

Eccentricities:

1. Everyone Hates Gnomes: Gnomes are physically weak in combat, and are easily kicked, punched, or abused. All of your combat rolls in melee suffer a -1 penalty.

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306b3f No.10705

Dice rollRolled 41, 29 = 70 (2d100)

1. Metellurgy (3/4)

2. Our Great Mother Gaia has cautioned us to expect enemies. We must prepare. Set the Sculptors to creating a new Sculpted to be our vanguard. We lack crafted weapons so once again we shall take inspiration from beast and legend.

They will look as if woman and bear have been merged into one unholy being. Shaggy obsidian glass fur which cuts and shreds flesh. A heavy stone body, and clawed hands. Gleaming red onyx eyes.

We shall call them Night Grizzlies for the color of the stone and they shall strike terror into those who attack us.

http://pastebin.com/AKD7Tva1

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306b3f No.10712

Dice rollRolled 53, 67, 55, 73, 50 = 298 (5d100)

>>10629

>FluffnStuff: >>10350

Population: 13 (1/turn)

Raw Currency: 12 (7/turn)

Legitimacy: Wobbly

Culture: (8)

Industry: (8)

Unique Buildings: [Council Headquarters], Aeroport [Primitive], [Temple of the Traveler]

Defenses: (Stone Defense Towers, medium)

Military: 3 Patchwork Clansguard (Strong), Tseyarian Air Mage (Medium), 4 Tseyarian Birds (Medium

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable]

Magic/Spells: (Air, Simple) (spells: Summon Tseyarian Birds, Simple)

Technology: (Stone, Wood, Iron) [Airships, Basic] [Aerial Navigation, Primitive] [Civil Defense, Basic]

Territories: (3)

>Bonuses:

[Intrepid]

[Pluralistic]

>Eccentricities:

[Skittish Economy]

1/2) Have our Mage summon more flocks of birds; this war will probably be a prolonged one, and we need all the help we can get.

3) Build another Flagship as well.

4/5) Mobilize the mage, the birds, and hopefully the airship.

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306b3f No.10713

File: 1444801828865.jpg (2.14 MB,2480x2896,155:181,1425568826397.jpg)

Dice rollRolled 61, 5, 86 = 152 (3d100)

>>10670

Stats and Fluff:

http://pastebin.com/6p6Vzu8A

1; Begin training Humans to become Doom Knights, utilizing strong Black Steel equipment and incurring dread and mania in the enemies with Chaos Magic

2-3; Build up the small town to its former glory and construct walls and towers around the town. This shall be a fort against any enemies to the south and a forward base for our war against the dragonkin

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306b3f No.10714

Dice rollRolled 1, 9, 1, 7, 9 = 27 (5d10)

>>10670

http://pastebin.com/6p6Vzu8A

I send all units for a raid, focusing on their supplies and any units that the dragons couldn't reach because they're too big

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306b3f No.10715

Dice rollRolled 6, 6, 4, 5, 4, 2, 9, 1, 2, 3 = 42 (10d10)

>>10714

4 Juvenile Dragons [Very Strong]; 2 Morgazian Kin-Mage Squads [Strong]; 4 Mobilized Morgazian Militia (Medium).

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306b3f No.10716

>>10714

[[Combat report summarized: Given the difference in units and rolls, you rout and lose half of your units.]]

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306b3f No.10717

>>10673

[Circus]

>>You are mobilized.

>>Set resource: Iron to [Wobbly]

>>Lose 1 population.

Mobilized Units Availabile: 2 Mobilized Jester Bow Formations, [Very Strong]; 1 Mobilized Jester Guerilla Squad [Strong]

1.2: Your pray to Harlennelrah. He seems annoyed, but responds:

>>WHAT IS IT. YOU AREN'T DOING ANYTHING FUNNY. FINE. HERE. STOP BOTHERING ME. GOD. OH, THAT'S ME. HAH. OH. HONK. IT'S YOU. QUITE THE MESS YOU'VE GOT THERE. HERE, I GUESS. MAKE MY CREATURE GROWWWW HONK HONK.

(set King Honk [Epic][Fear] to King Honk [Epic][Fear][Huge][Clever])

3. Your Jesters prowl the forests near the tent for anything that can fly. You find some birds, kill them, and bring them back to the tent where you re-animate them. They're not very big, but…maybe if you had something that could ignite them you could do something fun? [Add resource: Zombified Birds; Some]

>>10676

[Air Dwarves]

>>You are mobilizing. You will mobilize in 1 turn.

>>Set resource: copper to [Wobbly]

1. Despite efforts to incentivize the growth rate, it doesn't really work very well; the onset of the war hasn't put people in the mood. On the bright side, the agricultural minister reports that the food supply has been increased reasonably, however. (Set food: Excellent) (set population growth: +.1/turn)(+1 industry)

2. A group of particularly young dwarves are drafted into a hand-picked unit of elite dwarves. They begin their training and the results seem to impress the king, who comes by for a visit. You could keep training them. (Add 1 fluff unit, player's name, [Very strong] [Fearless][Clever]; +2 culture)

3. The National Bank idea moves forward. It may serve to placate the nobles, but you aren't sure for how long – they are stupid and greedy creatures. Construction begins, but efforts are hampered by the utilization of war materials by the army. (National Bank 1/5)

>>10681

[Brood]

1: You send your diplomat to Morgaz. Approaching the massive fortress-cavern, you can clearly see the damage from massive exchanges of fire, claw marks, and repeated sieges. It is, however, much larger than the old draconian fortifications – Morgaz has improved the design enormously, and it seems to rival even the dwarves in complexity. From the massive fortress cavern doors – you note that the doors are solid darksteel of good manufacture – Morgaz's emissary approaches. Morgaz's emissary greets your diplomat on even terms, and seem gregarious enough, though he does not shake hands. He (a draconian) speaks: “Salutations from the realm of Morgaz. I am the benefactor's representative. We take your offerings with great kindness and offer you an embassy within the realm. I would like to discuss possible diplomatic avenues and the vision that great Morgaz has for this continent and the world at large; great Morgaz means well for all.” [[Morgaz has offered an embassy exchange. This will remove the action cost of diplomacy with Morgaz – if you accept, simply respond in fluff and add Unique Building: Morgazian Embassy.]]

2&3: The vault is easily found, as the map is correct. It's large. Extremely large. The explorer-brood crack open the huge iron doors, but large brood are required to move the interior doors. After about a day, the interior vault is reached: it is gargantuan; it overflows with antiquarian armor, swords, and old scrolls that appear to be historical. Interestingly, you notice that there is glowing suit of armor that seems to hover off the ground slightly; as the Brood approach it comes to life and says “Psions. I didn't expect to ever see psions again…. my name is… I don't remember. Take me out of here to wherever you live. I don't want to be in the cold darkness forever.” [add resource: Odd scrolls, Historical Scrolls, Antique Armor, Antique Weapons][Add unit: The Armor; Weak]

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306b3f No.10718

>>10682

[Kaldorians]

1.2. You begin training more Wurm-riders. It goes alarmingly well – so well that the commander in charge thinks it's a miracle. (Add 2 Wurm Rider Squads; [Very Strong])(Set War animal training: Average)(Set Exotic Animal training: Average)(Note: You may need to pay upkeep for units beyond your standing six.)

3. [[Declare units to attack, their methods, and roll dice. This will occur next turn]

>>10686

[Dominion]

>>You are mobilized.

>>Set special status: Mobilized; 2 Turns. [Industrial Effectiveness: 100%, Rising]

>> Lose .6 population. The effects of mobilization have been mitigated by your procedures.

>>Set resource: Iron to [Wobbly]

Add mobilized units: 4 Mobilized Vilon Purifier Squads [Very Strong]; 2 Mobilized Vilon Clerics [Medium]

1 . You send your diplomat to Morgaz and she arrives in record time. Approaching the massive fortress-cavern from the air, she can clearly see the damage from massive exchanges of fire, claw marks, and repeated sieges. It is, however, much larger than the old draconian fortifications – Morgaz has improved the design enormously, and it seems to rival even the dwarves in complexity. From the massive fortress cavern doors – she notes that the doors are solid darksteel of good manufacture – Morgaz's emissary step out and walks a good distance; following that, it signals to her to land. Your diplomat does so, and the emissary begins. “Salutations from the realms of Morgaz. I am his ..chosen instrument to welcome you. Morgaz sents bright and glorious greetings, as he is currently busy with pressing matters of the realm.” (it pauses) “I see you are a being from another realm and place, and Morgaz welcomes you to Soren. He hopes to establish a long standing diplomatic relationship with all the world's peoples – unlike the vile council that preceded him.” [[Morgaz has offered an embassy exchange. This will remove the action cost of diplomacy with Morgaz – if you accept, simply respond in fluff and add Unique Building: Morgazian Embassy.]]

2. Some of your units begin flying south, but they are blown off course and lose their way. They return home after getting lost, and one begins crying. Apparently it had been her first real mission outside of throne sanctum guard duty. How sad.

3. The Curiosity-Mistress begins her work on refining magical capacity. Her students make some progress, but it's slow for reasons that aren't terribly clear. (2/5)

>>10688

[Colony]

1-2. The transmutation seems to work, though you seem surprised because an explosion rocks the lab. Still, the head alchemist reports that he's managed to pull it off, partially. [Set resource: Copper to Iron; set quantity to Some] (Add spell: Transmutation, Primitive)

3-4. The Meld calls forth the mysterious and impressive Megatoad. You're quite surprised you are able to find one this easily – they're generally very rare. You think it's the only one of its kind; you should give it a name. (Add unit: [player fluff name][Epic]). You might be able to summon lesser supertoads, however, in the future.

5. You begin research into iron but it goes slowly. The megatoad stepped on the mycon lead researcher; he survived, but he had to be bedridded for a few weeks.

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306b3f No.10719

>>10691

[Necro]

1. The ghoul commander – his name is Phil – has managed to make some headway clearing the frontier. Progress is being made, finally, and everyone is really very excited. (6/10)

2. The Crown research moves ahead, but it hits a snag when one of the liches in charge begins abusing an early prototype to abuse his female subordinates. Research is start and stop, but lurches onward after an investigation starts. After the investigation, research completes. (Add technology: Command Crowns, Simple)

3. Several of the rocs prove surprisingly disagreeable, and a few of the trainers are bitten. One of the trainers eventually gets the idea to just put a damn basket on one of the rocs and use that. (Add technology: Air Transport, Improvised)

>>10695

[Stella]

>>You are mobilizing. You will be mobilized in 1 Turn.

1. You begin training a series of war mages. They're fairly well dressed, handsome, and deadly. [

2. You begin research into silencing and spell defeaning. For all intents and purposes, the research speeds along and you soon have some relatively simple magic to defeat lesser spellcasters. (Add spell: Counterspell, Simple)

3. Your attempt to win over the population goes pretty well, and the locals seem pretty impressed with the fancy paintings and tapestries you have. It's all very well executed and worthy of your kind. (Expansion 6/10)

>>10705

[Sculpted]

1. You finish your research into metallurgy. (Add technology: Metallurgy, Basic)

2. You utilize the varied resources you have to craft some military units. The initial production is mediocre, but the sculptor-general seems to think that the rain is to blame. (Add 1 fluffy military unit, [Very Strong])

>>10712

[Patchwork]

>>You are mobilized.

>>Set special status: Mobilized; 1 Turns. [Industrial Effectiveness: 50%, Rising]

>>Lose 1 population.

Add mobilized units: 1 Mobilized Clanguard Infantry Formation [Very Strong]; 1 Mobilized Private Air-Frigate [Strong]; 1 Mobilized Patchwork Spellmage [Weak]

Set special Status: Mobilized, 1 Turn.

1/2) You summon a reasonably large size of birds to assist with the war effort. (Add 8 Tseyarian Birds, Medium)

3) You build another flagship; it's of decent size, larger than the previous one. (Add 1 Airship, Very Strong) (Set technology: Airships, Average)

4/5) Unsure of what to do, the warmaster throws his efforts into the summoning and the production of the airship. The mobilization is ongoing. (+2 industry)

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306b3f No.10720

>>10713

[Chaos]

1; You begin work on knights that wear blacksteel armor. While you don't know the process of steel yet, the smith figures it out easily enough. The unit is completed rather easily. (Add unit: [player named unit]; Very Strong)(Add technology: Steel)

2-3; You begin to build up the town defensively, with large entrenched ballistas and reinforced walls. (Add unique building: Moel [Town] [Heavily Fortified].)

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306b3f No.10721

>>GM Note: Reflecting long standing political and cultural entrenchment, all nations have acquired 4 hexes.

>>The map will be updated.

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306b3f No.10722

Dice rollRolled 94, 18, 72 = 184 (3d100)

Fixed for two turns

>>[Necro Imperialis]

>>Population: (15.0) (1.1/turn)

>>Food: N/A

>>Raw Currency: (35) (+3/turn)

>>Legitimacy: (Semi-Stable)

>>Culture: (3)

>>Industry: (5)

>>Unique Buildings:

>1 Council Tower

>>Defenses:

>Interlocked Bone Wall [Medium]

>>Military Units:

>2 Skeleton Archers [Medium]

>1 Zombie Roc Epic, Epic

>3 Pygmy Zombie Rocs, Strong

>ghoul commander Phil,????? world ending

>>Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable];Roc Corpses [Sustainable]

>>Magic/Spells:

>Necromancy, Basic spells:

Curse Terrain, Simple

Summon Wights, Simple

Raise Zombies, Basic

>>Technology: (Stone, Wood, Copper, Iron)

>Sturdy Construction, Primitive

>Command Crowns, Simple

>Air Transport, Improvised

>>Territory: (3)

>>Bonuses:

>1. Perfectionist: Your nation has a well developed methodology for magical usage, development, and training; it also prizes new ideas and talent in magic usage. For every roll that uses magic exclusively, you may re-roll once.

>2. Undead: Your nation is resilient to attacks and effects that would harm living creatures; your nation also does not reproduce in a typical fashion. This usually applies in combat, but it can also impact world events.

>>Eccentricities:

>1. Power-oriented: Extremely powerful magical units (Very Strong+) in your nation may occasionally disrupt stability or assert their authority to the detriment of your nation.

1. Continue expanding 6/10. You go Phil. A truer hero of the Empire has never been seen.

2. Refine the crowns into a sub technology mercenary control crowns so that my erstwhile friends can use them at a certain cost of course.

3. Send out scouts on the pygmy rocs look for resources/towns/battlefields/graveyards, etc. Hopefully they can refine the ability to ride while they are doing so. Pezar willing.

Send emissaries to the sky dwarves, the spiders, chaos, the patchwork Republic,

and kaldorians

>>10713

>>10712

>>10682

>>10681

>>10676

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306b3f No.10724

Dice rollRolled 9 (1d100)

>>10722

Re rolling refine crowns because it's magical research.

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306b3f No.10725

Dice rollRolled 20, 13, 53, 35 = 121 (4d100)

>>10717

The diplomat smiles and nods. "It would be an honor to create a peace between our people. Relay to Morgaz that an embassy for your people will created in our hive." The diplomat stares at the various bits of battle damage. "So is the fighting over? I assumed Morgaz was still at war with The Council. We would be happy to supply troops in the future should you need them. We're actually about to make an attack on Chaos, due to their immediately rampant nature. Perhaps you will assist in the slaughter. I realize we are newly allies, but others are preoccupied by the Clowns."

The Broodmother crouches over her new treasure horde, occasionally eyeing the armor that now lived within her brood. "Explain your existence, oh ancient one. You appear to be quite frail, even as a warrior armor, I'm interested in learning more about you. We will need to give you strength with more power for coming battles. I am about to make a march on an enemy. While I work on my attack using these new weapons and armours, I would like you to improve your strength. I'm sure you're got hidden power you can unlock. I'll also have some researchers study the scrolls we've found."

1. Attack Chaos. (Combat Buffs): [Collective][Psionic Coordination][Antique Armour][Antique Weapons][Induce Fury, Simple][Telekinesis, Simple]

2+3: Attempt to Awaken Living Armour Potential

4: Study Scrolls found in vault.

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306b3f No.10726

Dice rollRolled 32, 13, 5 = 50 (3d100)

>>10719

>FluffnStuff: >>10350

Population: 13 (1/turn)

Raw Currency: 19 (7/turn)

Legitimacy: Wobbly

Culture: (8)

Industry: (10)

Unique Buildings: [Council Headquarters], Aeroport [Primitive], [Temple of the Traveler]

Defenses: (Stone Defense Towers, medium)

Professional Military: 3 Patchwork Clansguard (Strong), Tseyarian Air Mage (Medium), 12 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Very Strong)

>Mobilized Reserve: Clansguard Infantry formation [Very Strong], Private Air-Frigate [Strong], Patchwork Spellmage [Weak]

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable]

Magic/Spells: (Air, Simple) (spells: Summon Tseyarian Birds, Simple)

Technology: (Stone, Wood, Iron) [Airships, Average] [Aerial Navigation, Primitive] [Civil Defense, Basic]

Territories: (3)

>Bonuses:

[Intrepid]

[Pluralistic]

>Eccentricities:

[Skittish Economy]

1) Board our ship to sail the Great Gas Sea, looking for others to join our coalition against the mad clowns! (Intrepid) (Pluralistic?)

2/3) Have our standing, professional army start drilling and training with our mobilized reserve.

>>10676

You receive a letter, emblazoned with the sigil of the Patchwork Republic

>Greetings, esteemed dwarven allies!

>As you know, the Republic is behind you in this war, one hundred percent. We have mobilized our reserves, and are training them with our standing army. Just say the word, friends, and we will travel with you to put the psychotic undead down!

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306b3f No.10728

File: 1444810058605.png (3.32 MB,2229x2066,2229:2066,Soren- Latest.png)

>>World Event: Morgaz has emerged victorious against the vile council of the old aristocracy. He has declared a tyranny – a tyranny of freedom against despotism. The council have been found guilty of their crimes, deposed, and judged in a swift and merciless fashion. Justice will have no alternative, and Morgaz urges all the nations of the world to follow the example he sets in his administration of the merciless laws of justice against the greedy, the vicious, and the vile.

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306b3f No.10729

Dice rollRolled 24, 62, 85 = 171 (3d100)

>>10718

http://pastebin.com/dKR2epCy

1 Advance [Holy] 2/5.

2 Look for more [Iron].

3 Angel to attempt [Holy conversion, Simple] on the town to the west of Morgaz. "What, no you were supposed to go for This one. Don't worry honey everyone messes up sometimes, now go and convert some innocents to the cause!"

>>10728

"Congratulations Morgaz, a benevolent king is what people adore. Now with their council gone they will look to you elsewhere for purpose in life. Those with less courage and self worth need something someone to look up to but never hesitate to ask for the council of The Throne.

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306b3f No.10730

>>10722

Reroute the one that was going to chaos and send it to underground dwarves instead

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306b3f No.10732

Dice rollRolled 98, 33 = 131 (2d100)

1. Iron tools are certainly bound to be better then copper or stone. Set about crafting some.

2. With our new understanding of metal task the Sculptors with learning how to apply their own skills to it. Research how to make Iron and Aluminum Sculpted.

http://pastebin.com/AKD7Tva1

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306b3f No.10733

>>10726

"This is great news! But I fear, such was the devastation of our army, and such is the ability of these clowns to grow in darkness and might, the Sky Dwarves will not be participating in this war until we have gathered enough strength for some time.

>>10730

>>10722

At first, the Dwarves sounded the alarm, but when it was discovered these were not the Clown undead but those of a different breed, caution was taken. Emissaries were sent, guarded but for caution, but willing to speak.

"You are in the land of the Sky Dwarves, who are you? Is it good, or ill you bring our lands."

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306b3f No.10735

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: (10.5) (.9/turn)

Food: (Excellent)

Raw Currency: (62) (7/turn)

Legitimacy: (Wobbly)

Culture: (7)

Industry: (11)

Unique Buildings: 1 King's Palace

Defenses: (Stone Traps, Good)

Military Units: 1 Dwarven Frigates (damaged), 1 King's Musketeers [Very strong] [Fearless][Clever]

Resources/Quantity: Iron, [Sustainable], Copper [Wobbly], Stone [Sustainable], Gems [Low]

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]

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.

1. Of course we'll share our finds with them. We dwarves are true to our word. If its technology, it should be replicable, and any artifacts that aren't we'll be able to come to an agreement on what is to be done with them.

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306b3f No.10736

Dice rollRolled 20, 6, 54, 77 = 157 (4d100)

>>10735

1. Realizing that relying on dwarven population to grow in perpetuum with war mobilization, another idea is drawn. Perhaps we could supplement future mobilization with troops that do not draw on our own population?

An inventor has come up with a design of "Clockworkmen". These large hulking things are strong enough to carry a cannon in one arm, made of thick metal to easily deflect iron or pass through fire, and can bash structures or other monsters.

Every other turn, so that we do not deplete our own population, we could produce units of these clockworkmen.

The other upshot of which is like the Royal Mukseteers, these automatons should be loyal to their creator, namely, the crown.

This will do good in the days to come.

The order to research and produce these things are given the green light.

2. Steam Engine research will be pressed forward too, as when they are completed they will allow us to produce factories that shall make the mass production of these automatons and other weapons easier, as well as the production of ship parts. 5/10

3. The First National Bank must be completed with haste. It will allow us to fund the war, and give us some leverage with the nobles in due time, so any delay is unacceptable. 1/5

4. Nobility Roll

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306b3f No.10738

File: 1444832551183.jpg (62.77 KB,422x620,211:310,Clockworkman.jpg)

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306b3f No.10740

File: 1444834579443.jpg (6.46 KB,188x261,188:261,index.jpg)

>>10733

Why my young dwarven friend I bring the regards of the emperor and wish you well in your war against the jesters and their chaotic god. However the primary reason I am here is to benefit both of us with trade.

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306b3f No.10741

>>10722

A brooding crawls from the ground, giving a loud "Hello!" to the emissary. "Is there any way I can help you today? I'm assuming you've come to create a treaty between your people and the nest? Tell me about yourselves."

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306b3f No.10742

Dice rollRolled 41, 51, 24 = 116 (3d100)

>>10718

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (10.8) (1/turn)

Food: (Stable)

Raw Currency: (27) (3/turn)

Legitimacy: (Semi-Stable)

Culture: (9)

Industry: (5)

Unique Buildings: [Temple, Hunter's Calling]

[Government building, Warrior's Hall]

Defenses: (Elaborate Wooden Fortifications, Strong)

Military Units:

3 [Leonan Warriors], Strong;

1 [Huntmaster] Very Strong

3 [WARDRUMMERS] Very Strong

2 [Saboteur] Sapper; Medium

2 [Wurmrider Squad] Very Strong

[Deathgaze] Very Strong, Clever

Resources/Quantity:

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

Magic/Spells: (Elemental, Simple) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple]

Technology:

+Stone

+Copper

+Wood

+Hideworking

+Exotic Creature Training[simple],

+War Drums [simple]

+War Animal Training, Average)

Territory: (3)

Bonuses:

1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

Eccentricity:

1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted.

1.2. Use our raw currency and Improve our drums.

3. Begin improving our temple

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306b3f No.10743

>>10742

should be 3 Wurm Riders, woops

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306b3f No.10744

File: 1444836539105.jpg (85.04 KB,625x352,625:352,3qfms2.jpg)

Dice rollRolled 29, 96, 86 = 211 (3d100)

>>10720

1-2; Raise more Chimera Girls

3; Send an Envoy of Elves and Goblins conveying our sincerest apologies for attacking them. We were under the assumption they were going to form a dictator ship and enslave their former dragon overlords. Their chose of Republic is refreshing in this day and age.

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306b3f No.10745

Dice rollRolled 4, 3, 2, 10, 5, 5, 8, 3, 9, 2, 2, 2, 10 = 65 (13d10)

>>10718

Combat:

https://www.youtube.com/watch?v=7iRxthfjf0c

Send the Saboteurs, Wurm Riders, the Warriors the Wardrummers, The Huntmaster, and Deathgaze

The Saboteurs shall blow holes in the fortress under the cover of the Wurm Riders and the Wardrummers, try to make them big enough for the bigger monsters to get in.

The Wurm Riders shall dart between the other monsters, attempting not to get hit by them, and strike at the guards outside.

The Wardrummers shall cause general noise, attempting to demoralize the defenders of the fortress and inspire our own troops.

The Warriors shall lie in wait for the fortress to be compromised and then pour in trying to take as many slaves as we can.

The Huntmaster and Deathgaze shall attempt to goad the monsters on into attacking the fortress and leaving our armies alone.

1.2. Saboteurs

3.4.5. Wurm Riders

6.7.8. War Drummers

9.10.11. Leonan Warriors

12. Huntmaster

13. Deathgaze

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306b3f No.10746

>>10722

Your Emissary is greeted by the Warlord as the Huntmistress is currently out. He is a Tall and surly-looking Leonan and seems to be annoyed by your presence. He looks at you and snaps out, "What have you come for, we are busy with war preparations so make it quick."

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306b3f No.10747

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306b3f No.10748

>>10746

Great beast tamer I have come to establish relations between our peoples and to offer trades. You have technology we are interested in and we have technology/items I believe you would be interested in. We are also very interested in the beasts of this region or more accurately their corpses. Aside from any agreement we reach now we will be interested in purchasing any fresh corpses of large beasts from this area. Back to the main topic though here is a scroll detailing what we can offer you and what we want in return. We will leave the first trade offer to you and can negotiate from there.

What we want from you:

Technology:

War Animal Training, Average

Exotic Creature Training[simple

Hideworking

Resources:

Wurms

Things I can offer to you:

Items/services

Mercenary Command Crowns (these will bind creatures to follow your will once bound to the crown. Whoever holds the crown controls the creature.

various undead mercenary units (will need time to make them depending on what you would like)

Technology:

Sturdy Construction, Primitive

Iron forging

Resources:

Iron

(can also probably provide some live rocs though this may take some time)

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306b3f No.10749

>>10740

"Ah!"

The Dwarf exhales in a distinct note of relief and satisfaction.

"At last, persons after our own heart. We Sky Dwarves are always eager to trade. Pray tell, what perhaps might your people be interested of aquiring, and of course, we are sure you have something that will of interest to us."

>>10726

Another letter is sent to the Patchwork Republic.

"It has come to our attention that you have developed superior advances in the field of airship technology and sky navigation. Such tech would greatly aid us in preparing to return to engage in war with the Clowns, and we are interested in what it would take to aquire them."

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306b3f No.10750

>>10748

The Warlord hmmms for a moment before stating, "We can not afford to lose any of the Wurms at this moment, but I believe we can help you with the others, all we ask for is the techniques of iron and the resources for it to start off, once you have the ability a live Roc or two would be perfect, and at the time we may be able to spare some wurms. I see no reason to sell corpses we have no further use of, however I should inform you that we take almost everything from most beasts leaving very little left."

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306b3f No.10751

Dice rollRolled 39, 39, 20, 50, 90, 15, 82, 8, 91 = 434 (9d100)

>>10745

[[Combat]]

You are engaging the following units a three way fight. You find that the two monsters that had been attacking the fortress is only a single monster, but it is extremely large.

1 Marean Fortress-Lord [Very Strong]

2 Marean Fortress Guardians [Very Strong]

2 Marean Bow Formations [Very Strong]

4 Marean Scratch Units [Weak]

and

1 Freak-Troll Hybrid [Epic][Raging]

[[Please note these units are not allied.]]

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306b3f No.10752

Dice rollRolled 3, 5, 9, 4, 3, 3, 4, 6, 8 = 45 (9d10)

>>10751

Woops, I misrolled.

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306b3f No.10755

Dice rollRolled 9 (1d10)

>>1075

For freak troll.

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306b3f No.10756

>>10749

Of course lord dwarf. We have a scroll prepared for you. Please also note in addition to the things listed on this scroll we are always interested in fresh corpses as disgusting as it may seem it is important for our culture. If you are willing to trade your own dead or even better prisoners and criminals to us we will pay well for them.

Things I want from you

Tech:

[Airships, Basic]

[Aerial Warfare, Simple]

Units:

Airships (particularly cargo and troop transports (though those are the same to us since it is non sentient we are transporting)

Things I can offer to you:

Items/services

Mercenary Command Crowns (these will bind creatures to follow your will once bound to the crown. Whoever holds the crown controls the creature.)

various undead mercenary units (will need time to make them depending on what you would like)

Technology:

Sturdy Construction, Primitive

Resources:

Iron

Wood

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306b3f No.10758

>>10750

Final proposal

from the Kaldorians

Technology:

War Animal Training, Average

Exotic Creature Training, Average

Hideworking

From the Empire

Technology:

Iron forging

Resources

Iron (high?) dunno how transferring a sustainable resource works I assume I just transfer a big amount to him and run dry for a few turns.

1 Live roc (to be delived in the future)

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306b3f No.10759

>>10758

accepted

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306b3f No.10760

>>10756

Acceptable on the condition that iron be deposited later after your stocks are no longer depleted, as well as giving us time to produce cargo ships.

One more thing, we would like to open up the ability to cooperate with your researchers and develop your crowns into a form we might be able to use.

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306b3f No.10761

>>10760

Bill of trade:

Research Bill:

The Dwarves will refine airships into cargo ships.

The undead will refine crowns to be used on sentients.

Future trade:

The dwarves will supply cargo.troop transports.

The undead will provide advanced merc crowns.

Immediate trade:

from the dwarves:

Tech:

[Airships, Basic]

[Aerial Warfare, Simple]

from the undead:

Tech:

Sturdy Construction, Primitive

Resources:

Iron, medium (to be delivered in the future)

Wood, medium

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306b3f No.10762

>>10761

Accepted

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306b3f No.10763

File: 1444844649824.jpg (720.38 KB,1620x2288,405:572,1444751125239.jpg)

>>10762

Wonderful

>>10728

Red I'll pm you later on mibbit to discuss how this research can go. And what the details are.

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306b3f No.10764

>>10742

>>10745

[[Combat Report: Kaldorians vs. Marean Defenders v. Freak-Troll Hybrid

[Kaldor]

1.2. Saboteurs; Sapper; Medium; 3.4.5. Wurm Riders Very Strong; 6.7.8. War Drummers Very Strong; 9.10.11. Leonan Warriors; 12. Huntmaster Very Strong; 13. Deathgaze Very Strong, Clever

4x1, 3x1 (7); 2x4, 10x4, 5x4 (68); 5x2, 8x2, 3x2 (32); 9x4 2x2 2x2 (44); 2x4 10x4 (48) (199)

[Mareans]

1 Marean Fortress-Lord [Very Strong]; 2 Marean Fortress Guardians [Very Strong]; 2 Marean Bow Formations [Very Strong]; 4 Marean Scratch Units [Weak]

3x4, 5x4, 9x4, 4x4, 3x4, 3x.5, 4x.5, 6x.5, 8x.5 (106.5)(defensive multiplier: 1.4)(148.4)

[Other:]

Freak-Troll [Epic][Raging](72)

[Combat Results]

[Your roll of 38 does not impact the disposition of your forces.

The Kaldorian armies begin their seige of the Marean Fortress. The scouts report that the fortress has been heavily damaged by the Freak-Troll, and has massive holes in it. Marean Infantry and Bowman continue to clash with the troll, but they soon notice your forces arriving. They are unable to coordinate their lines, as the Freak-Troll tears into their ranks; the destroyed walls soon collapse into the moat, filling it. Continued arrowfire sends the troll into a rage, and it continues to dismember the Marean infantry. Deathgaze, noticing this, overrides several of the wurmriders and calls a halt; the sappers cancel their orders as they notice the status of the wall. The troll, enraged, continues to destroy Marean infantry and bowman in a heightened fury, but is eventually overwhelmed by the raw numbers and is slain; the massive corpse begins to burn from salvos of incendiary arrows that continue to hit the corpse for nearly five minutes. The Marean forces are exhausted by the time your force begins to move into the breach, but they re-adjust their forces to resist.

The Wurm Riders clear the breach first and manage to dislodge infantry formations attempting to create a choke in the ruined wall; their massive size and training gives them an advantage and the wurms themselves seem to keep their calm as the fortress guardians, massive mechanical automota, begin to counterattack. Several riders are slain, but the guardians are soon overmatched by the Kaldorians, who soon begin to flood the fortress. The Fortress-Lord attempts to rally his forces, but by now the Marean defenders have exhausted most of their arrow supplies and many of the scratch units have been cut to pieces. As he rallies his forces, the Fortress-Lord is slain in single combat against Deathgaze and this conclusively breaks the defense. The Mareans start to surrender and beg for mercy; a few flee south to Mare proper.

Results: Kaldor disbands 1 Wurm Rider Squad [Very Strong]; 2 Leonine Warriors [Medium]; 1 War Drummer [Very Strong]; Add resource: Prisoners [Some]; Add resource: Mildly-Burnt Freak-Troll Hide [Some]. [Acquire Hex of Fortress] [Add unique building: Northern Fell Chain Fortress [Heavily Damaged]

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306b3f No.10765

Dice rollRolled 61, 97, 67 = 225 (3d100)

>>10717

>Name: The Circus del Necro

>Race (Determines bonuses): Undead (Jesters)

>Color: (Determined map color):Red star

>Fluff (Determines bonuses): Once upon the time a kingdom got bored. This kingdom got so bored even when the local peasants are killing themselves the holy men decided to keep reading their little sermons until they drown themselves in the wells. However there lived the Old King and his Young Queen they demanded the jester to entertain them. They kept on demanding and demanding until he killed himself by making them laugh forever by the little silly ropes that they wear as a necklace.

The Jester however has now became leader of this boring kingdom and he has found himself in a predicament on his own boredom. However he found as he gets bored Harlennelrah speaks to him in random intervals and in riddled sights. The Jester wants to keep him talking so he studied the words and the madding sights. One by one hordes of jesters risen from their little holes and swinging from the trees. More poured out of the wells and out of the castles behind the church. As more and more jesters had came the one who had arisen them called himself the Ringmaster.

The Ringmaster keep seeing the madding sights on the jesters face. However the sights stopped and the random voices lay silent once more. The Ringmaster became dreadfully bored and dreadfully mad. So in order to cure his boredom and to keep listening to Harlennelrah's whispers and to keep seeing the sights they must spread his random word in form of the circus to insure new sights and sounds.

>Government Type (Determines some stats):Very loose revolves around the ringmaster

>Economy Type (Determines some stats): Cooperative revolving around the circus

>Religion (Determines magic): Harlennelrah the laughing god of harlequins and jesters

>Location: Where you are on the map. The GM has the final say on location.

>Population: 11.2 (.8/turn)

>Food: N/A

>Raw Currency: (30) (5/turn)

>Legitimacy: TOTAL Chaos

>Culture: (24)

>Industry: (8)

>Unique Buildings:The Tent (barely damaged), Massive Altar to Harlennelrah, & Rubbled Jester Palace

>Defenses: (Traps, Basic)

>Military Units: 2 (Punch and Mr. Gater) Strong, 1 Mobilized Jester Guerilla Squad [Strong], 2 Mobilized Jester Bow Formations, [Very Strong]; 1 Jester Zombi-quesier (Midget Saw)Very Strong, Harlennelrian Chaos Jester{King Honk} Epic; Fear, Huge, Clever

>>Resources/Quantity: (Stone) [Sustainable], Wood [Sustainable], Iron [Wobbly] [Zombified Birds; Some]

>>Magic/Spells: (Harlennelrian Black Magic, Basic) (spells: Summon Chaos Jesters, Summon Disease Jesters, Raise Zombie Jesters, Good)

>Technology: (Stone, Wood, Iron, Trapping:Average, Subterfuge:Simple, Trampolines, Simple)

>Territories: (3)

>Bonuses:1. Coalition of Madness: You can summon or recruit clowns of all forms and types, allowing a variety of options against opposition. 2. Undead: You do not consume food or reproduce in a typical fashion. You are also resistant to disease, curses, inclement weather, and effects that might otherwise seem ineffective against the undead. This usually translates into bonuses in combat, but also world events.

>Eccentricities:1.Bedlam: For all intents and purposes, the legitimacy of the nation is inverted. More chaos and instability in the The Circus will generate different effects and does not seem to penalize in the same way traditional legitimacy does, and more stability does not seem to provide bonuses. However, this makes conquest and occupation more difficult; it might be better to simply kill everyone. 2.Honk Honk Omega: Harlennelrah reacts to really bad rolls (5 and below), and this may draw his interest, even in combat (rolls of 1). Further, any Harlennelrian Jester in combat will also impact dice rolls in strange ways. Really “good” rolls (95+) will also draw his interest – in a VERY bad way.

1-2 Try to build a Abandoned village it'll be fun later

3. Try to look for some people to…..entertain

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306b3f No.10769

>>Name: The Colony

>>Race: Myconid (Mushroom People)

>>Color: : Black with a Green trim

>>Fluff: http://pastebin.com/itEHLQxY

>>Government Type: Elective Monarchy, in which a Sovereign is elected by a consensus. Usually, the oldest and the largest Myconid in the Colony are major canditates– but it could potentially be any Myconid.

>>Economy Type: A traditional barter economy. Myconid are strict in their belief that currency is pointless and unneeded.

>>Religion: Shamanism, surrounding The Meld and the dream world.

>>Location: Northeastern Gul

——————————————————————–

>>Population: (17.2) (1.3/turn)

>>Food: (Very Good)

>>Raw Currency: (14) (+1/turn)

>>Legitimacy: (Very Stable, Improving)

>>Culture: (8)

>>Industry: (5)

>>Unique Buildings:

1 Sovereign Tower (Damaged)

1 Breeding Ground

>>Defenses:

Briarthorn Wall (Medium)

>>Military Units:

3 Withdrawn Monk Squads (Medium)

3 Withdrawn Savage Packs (Weak)

1 Beelzebuffo The Wise (Epic)

>Resources/Quantity:

Stone [Sustainable]

Wood [Sustainable]

Basic Animals [Sustainable]

Iron [Some]

>>Magic/Spells: (Growth/Nature, Simple)

Summon Animals (Good)

Bless Land (Simple)

Alchemical Transmution (Primitive)

>Technology:

(Stone, Wood, Gemworking, Simple Alchemy)

>Territory: (8)

>Bonuses:

1. Spores: Your nation expands with spores in addition to usual expansion methods. Roll 1d4 to figure how how many additional hexes you gain during an allocation of territory/hexes. If all the hexes are used up, you get a population bonus.

2. Stoic & Fatalist: Legitimacy is extremely difficult to reduce, as your people seem to remain resilient from the meld. This also makes psychical attacks against you difficult and political violence is extremely unheard of.

>Eccentricities:

1. Pacifist: Due to the nature of your people, you can only mobilize defensively. However, if the capacity to meld is threatened, you may behave in an uncharacteristic fashion.

2. Monkish: You do not use currency. Standing upkeep is instead tied to food.

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306b3f No.10770

Dice rollRolled 23, 34, 84 = 141 (3d100)

>>10769

>IRON ?/?

1. Blessed be the Wise Megatoad, Beezlebuffo– a summon of the Meld and the product of the many. Such an accomplishment proves our progress into achieving the fated Ultimate Meld comes fruitfully. Our journey still lies ahead, and progress comes in the form of the Iron…

(Continue researching Iron)

2-3 The Meld continues to bless us, and the products of the many is a symbol of The Colony and the one. Now comes the time of iron– and with it, we must learn how to use such a gift in an optimal and progressive way. The path of the engine begins

(Do more research/shamanist into using the raw shamanic Meld power generated by meditating Myconid, in way that The Colony can use it as an energy source– possibly even make an engine around)

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306b3f No.10774

>>10726

A diplomat approaches The Patchwork Republic, a previously unreached group by The Brood. "Hello!" the [Psionic Intermediary] says to the first diplomat-seeming figure they can find.

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306b3f No.10775

>>10774

The man, a simple merchant, eyes the odd spider creature curiously.

"Hello there… how may I help you?"

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306b3f No.10777

>>10775

"I am searching for a diplomat to discuss important actions with. A group, The Chaos, is rising to the west of my people and I need additional support to stop this menace." The broodling eyes the merchant again, "You don't happen to be a diplomat, do you?"

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306b3f No.10778

>>10777

The merchant in question just so happens to have had his stall destroyed in the wake of the Honk. He greatly sympathizes with the creature, and tells it to follow him. He leads it to Sigvar the Giant, who listens quietly to the situation, then stands to speak.

"Of course we will send some of our army to help you defend against The Chaos," He pauses. "Although maybe you can help us in return. We are currently preparing for a war against the Clowns of Ghul. Can we count on you to help us in our own fight when we call?

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306b3f No.10779

>>10719

[Addendum]

1. Add 2 War Magi Squads [Very Strong][Clever]

(Add resource: Astral Energy [Strained])

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306b3f No.10780

>>10778

"Of course," says the broodling, bowing, "We raise massive swarms at The Broodmother's command. After we share the spoils of war, our people will destroy the clowns."

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306b3f No.10781

>>10780

The Giant raises his hands.

"Do not be so hasty, friend. We ourselves are part of a coalition to destroy the clowns, and our leader will call an attack."

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306b3f No.10782

Dice rollRolled 89, 69, 9, 96, 33, 3 = 299 (6d100)

>>10703

Name: Vyriah

Race (Determines bonuses): Gnome

Color: (Determined map color): Blue

Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?

Government Type (Determines some stats): Merchant Republic

Economy Type (Determines some stats): Free Market

Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.

Location: The Open Sky

Population: (7) (1/turn)

Food: (Stable)

Raw Currency: (12) (7/turn)

Legitimacy: (Stable)

Culture: (5)

Industry: (7)

Unique Buildings: Vyriah [Floating]

Defenses: Tower Network [Very Large]

Military Units: 3 Vyriah'n Airships(flying units) [Strong]; 3 Vyriah'n Guard (Ground Units) [Medium]

Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Lots]

Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])

Technology: (Stone, Wood, Gems, Iron) Aerial Warfare,[Basic] Aerial Defense, [Basic]

Territory: (1)

Bonuses:

1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist.

2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.

1&2. Buy some dirt for some dirt cheap prices. Haha, jokes. But seriously we are buying a ton of dirt.

3&4. Research a spell to just bring rain and not a hard storm.

5&6. Begin construction of a dry-dock.

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306b3f No.10783

Dice rollRolled 20, 70, 3 = 93 (3d100)

>>10719

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: (14.8) (.6/turn)

Food: (Great)

Raw Currency: (37) (4/turn)

Legitimacy: (Very Good)

Culture: (12)

Industry: (5)

Unique Buildings: 1 Celestial Tower, [Stellata Observatory]; +3 culture, +1 industry), Astral well,

Defenses: (Illusions, Good)

Military Units: 2 Wardens, Strong; 3 Sentinels , Weak; 5 Astral Bird flocks, Medium; 2 War Magi Squads [Very Strong][Clever]

Resources/Quantity: (Glass) [Sustainable]; (Wood) [Sustainable]; (Iron) [Sustainable]; (Stone) [Sustainable]; (Astral Energy) [Strained]

Magic/Spells: (Astral, Basic) (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])

Territory: (7)(Cultural expansion 6/10)

Status: Mobilizing 1 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.

1. Research Astral Energy and magic. Use our Astral well to help and provide samples. With it we can strengthen all our magic and mages.

+Elder

+Astral Simple

+Astral Well

+Stellata Observatory

+Magic Specialization simple

2.Continue our campaign of cultural expansion! Soon they will join us willingly! For we are the best!

+Elder

+12 Culture

-smug

3. Look for a vein of Gems and other magic reactive stones. We will need them to create more efficient magic wells and store houses. Additionally they're pretty and worth a fair bit too. Never can have too many trade goods! Call on the Spirits to help, I have a feeling they'd enjoy seeing them as much as we would.

+Magic specialization simple

+Spiritual conversation simple

+Elder

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306b3f No.10784

Dice rollRolled 23 (1d100)

>>10783

invoking magically inclined on third roll

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306b3f No.10786

The air snaps, crackles, then with a truly thunderous boom tears asunder. Waves of pure energy emanate from the planar tear, flattening trees and smashing rocks around the epicenter of the rift. After several long minutes the light, and the rift, have disappeared. In the mile radius of flattened earth, foliage, and detrius, stand over a thousand shapes, locked into a tight circular formation, weapons at the ready. In the center of the circle are more shapes, and a truly vast amount of supplies and equipment. As the long moments drag on it becomes clear to the assembled mass that there is no cause for alarm. Weapons are lowered, the circle because to radiate outward like ripples on water. A figure clearly emerges as the leader. All of the shapes wear bulky armor and face-covering helmets, but just by posture and the way that this individual moves it is clear that it is the leader. It points and gesticulates and shapes move in response to its demands.

The mass of shapes form up into something immediately noticeable - ranks. The commanding figure stands at the front of the assembled group. "Battalion Commanders, report!" For the next several minutes the lines ripple with slight movement, the air full of numbered cries. At the end, seven individuals step forward from the ranks.

"Detachment 2702, all members present and accounted for, ma'am!" They speak in unison snapping off smart salutes before turning about to face their soldiers. Another steps forward now, this one not wearing armor but a long dark coat that brushes her ankles. "Preliminary astral-planar reports tell that we are in the right location, Pioneer-General. Atmosphere optimal for Primus life, gravity nominal. Perfect conditions for Protocol 42." She gives a shallow nod of her head before stepping back to her place.

"Engineering!"

"Ma'am! We're running as count of stocks. We've lost a lot in transit, I'll have an accurate count within the hour." The Engineer replies shakily.

"Fifteen minutes."

"By your leave, General!" He steps back with a salute.

"Detachment 2702, initiate Protocol 42! Lets get this done and get off this rock before Big Day. Dismissed!"

The clank of metal and the singular clack of boots on earth rings into the air and is followed almost immediately by complete and utter chaos.

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306b3f No.10788

>>10786

Population: (5) (1/turn)

Food: (Stable)

Raw Currency: (5) (5/turn)

Legitimacy: (Robust)

Culture: (3)

Industry: (3)

Unique Buildings: (1 fluff player building; government)

Defenses: 1 (fluff defensive building), [Simple]

Military Units: 3 (player fluff units) [Very Strong]; 3 (player fluff units) [Strong]

Resources/Quantity: Iron [Sustainble], Copper [Sustainable], Stone [Sustainable], Elsian Equipment Caches [Nearly Exhausted]

Magic/Spells: (Elsian) (spells: Incinerate, [Simple]; Psychokinesis, [Simple])

Technology: (Stone, Wood, Iron, Arcano-Alchemy)

Territory: (3)

Bonuses:

1. Specialists: This particular detachment inherits a specialization in arcane-alchemic manipulation. [You may reroll research in this field if you roll below 50, once.]

2. Planar: This world is merely one on a strategic chart. You are supremely confident of victory. [All units gain +1 to all rolls in combat if the opposition force is numerically superior.]

Eccentricities:

1. Single Minded: You do not care for other paths of magic or psionics, and they will not be investigated.

2. The Cheese Stands Alone: Total victory is required. The other nations seem to know this, and will react with some trepidation.

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306b3f No.10790

File: 1444872703711.jpg (39.43 KB,736x490,368:245,ee363412420fe8a7371ba2cdd0….jpg)

Dice rollRolled 46, 25, 12 = 83 (3d100)

>>10788

Pioneer-General Dahlia Ironbranch settled into her new quarters. They were smaller than those found in Magebrook. But then, Magebrook wasn't half way across the Astral Sea. This was no University of Magebrook, but it would do. Here she had command of fifteen hundred of the best and brightest soldiers and arcano-alchemists that could be spared. Here in exactly two minutes, Chief Engineer Bloodstone was going to walk into her office and deliver a report on the state of their supplies. The sinking feeling she had in the pit of her stomach was not a good one.

Sure enough Chief Engineer Bloodstone walked in with a Lieutenant she recognized as the head Quartermaster. Typically supplies were his detail, but right now it was equally important for both parties to have an accurate count of the stocks.

"I take it by those long drawn expressions you have bad news for me, gentlemen?" She steepled her fingers. The sinking feeling because straight nausea but it didn't crease her face.

"Our original supplies are extremely low. We've got enough food for maybe three months with some rationing. We have enough construction supplies to expand the base to provide proper barracks but we've lost all of our spare psilocks, artillery, about two thirds of our powder supply, all but six of our psi-stones, three power pylons, seventeen crates of foodstuffs, six crates of seeds, twleve crates of vitamins, all of our spare exo-suits, two-thirds of the total spare Manifesters, twenty Psycho-Pass barriers, and thirty-two crates of building materials. We seem to have the good fortune of being a place with plenty of stone, and iron. In short - it could be worse. But not by much."

"I would like an explanation on how the gate managed to suck so much of our equipment into the Astral but it hardly makes any difference. Until we can build a Gate Generator we're on our own and will need to work with what little Corellian has seen fit to bless us with." The last bit comes off with a distinct tone of irony, and the engineer chuckles. The Hobgoblin looks as though he is preparing to report and her eyes shift to him.

"We lack the proper industry to make any of our lost military equipment, and we don't have the psi-stones carrying the artillery knowledge anymore. We can probably make more psilocks given time, but we'll have to completely redevelop our artillery." The Lieutenant delivered his report with the perfect stoniness of any Hobgoblin. A credit to his race.

"Very well, this is the general outline for you two. I want sustainable food production by the end of the month. No exceptions, no excuses. Get it done. Put the colonists to the task of getting functional stone dwellings into place immediately. Figure it out." The pair snapped salutes which she returned from her desk. Dismissing them then with a wave of her hand the next pair of individuals walked in.

1-2. Using one of the power pylons, stone, and a chunk of the remaining building supplies work is started on producing a more stable food source.

3. Teams of Pioneers are sent out to the surrounding area to scout it out. We need to know what's out here.

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306b3f No.10792

>>10722

[Necro]

1. The expansion completes. Phill reports that the new areas are effectively under our administration and that our bureucracy has gotten much better. (Add 4 hex; Add technology: Bureucracy [Primitive])

2. You begin to work on the crowns, but more time is needed. The revisions are..complex. (1/3)

3. You find a small town to the west and a larger one to the north. The northern town is well defended, but the western down is much smaller and would likely surrender.

>>10725

[Brood]

1. Your forces depart.

2/3: The living armor doesn't say very much. Perhaps you should leave it alone for some time; it seems to be acclimating to the chamber afforded to it.

4: You study the scrolls of the vault. It seems to be talking about psions, from what you can gather. (1/3)

>>10726

[Patchwork]

>>You are mobilized.

>>Set special status: Mobilized; 2 Turns. [Industrial Effectiveness: 100%]

>>Lose 1 population.

Add mobilized units: 2 Mobilized Clanguard Bow Formations [Very Strong]; 2 Mobilized Private Air-Frigates [Strong]; 2 Mobilized Patchwork Spellmage [Weak]

>>Eccentricity – Skittish Economy: Set currency income to 3/currency a turn; the war has conclusively spooked the private sector. Revert income when war concludes.

1) You begin to seach the great gas sea for more town and cities willing to join the coalition. You head north and locate a few towns, but they don't seem to be keen on any wars. You might be able to hire mercenaries from them, however, or establish trade routes for vital materials, though.

2/3) Your professional units begin drilling with the reserves, but it doesn't go very well after several of the professional warriors call the reserves a bunch of “womanish Arcadian potters”; this triggers a large brawl in which a few of the reservists are killed (lose .1 pop). On the bright side, you seem to be developing better organizational skills. (Add technology: Bureaucracy [Primitive])

>>10729

[Dominion]

>>You are mobilized.

>>Set special status: Mobilized; 3 Turns. [Industrial Effectiveness: 100%, Stalled]

>> Lose .8 population. The effects of mobilization have been mitigated by your procedures. The chair is increasingly taxed by the mobilization, but is still firm.

Add mobilized units: 4 Mobilized Vilon Liberators [Very Strong]; 2 Mobilized Vilon Clerics [Medium]

1. Research into magic continues. The Curiosity-Mistress reports that it's fairly slow going, but that they can expect some real progress soon. (Research: 3/5).

2. The Vilon manage to secure a few small iron deposits, and an effort is underway to secure more iron by requisition. The Mobilization-Mistress comments that “we're like, you know really stripping all the iron off everything that we can find and replacing everything that's metal with wood.” (Set resource: Iron to [Sustainable (2x)] (Set resource: Wood to [Wobbly]

3. The angel in charge – her name is Samantha – manages to convert a few of the townspeople to the Dominion; their fear of Morgaz is profound. She reports that more time will be needed, but that progress is moving along. She's going to need directions, however, as the town is fairly far away from Dominion holdings proper. (Expansion? 5/10)

Along the way back from the town, Samantha notices something. From the air, it appears to be large spikes coming from the ground. As she draws closer, she notices that they are no ordinary spikes: full grown dragons, juvenile dragons, and a few draconians have all been impaled, flayed, and put on massive spikes through their nether regions. The spiked-corpses seem to stretch for miles, and the amount of insects feeding on the carrion produces a large cloud that seems to stretch on fire miles. She is in tears from the sight as she blubbers her report to The Chair. The Chair seems unmoved.

Morgaz's diplomatic telegram arrives at The Chair shortly thereafter. It thanks The Dominion for their gracious attitude and hopes for a long and cooperative venture together.

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306b3f No.10793

>>10732

[Sculpted]

1. You quickly develop iron tools. You think you can more easily work on denser forms of stone, now, and that the results will be more impressive. (Add technology: Tools, Basic)

2. Your fabricators begin their work. After some time, they deduce that they can cast and layer sculpted with layers of metallic armor, or, they can try to manufacture purely metallic sculpted. However, the fabricators note that metal sculpted are much more the route of the smith, and it would take a fairly large change in research and industrial direction to pull off – large forging facilities, for starters. (Research 2/6)

>>YOU HAVE MISSED A DICE.

>>10736

[Sky Dwarves]

>>You are mobilized.

>>Set special status: Mobilized; 1 Turns. [Industrial Effectiveness: 50%, Rising]

>> Lose 1 population.

Add mobilized units: 1 Sky Dwarf Shock Formations [Very Strong]; 3 Pressganged Air-Frigate [Medium]

1. The research onto the “clockwork men” project begins, but it means stiff resistence from more conservative dwarves – in particular some elements of the nobility. Indeed, the mores of the Dwarves pull in a different direction: the idea is shouted down and heckled during a meeting of the estates; the nobles see it as a cynical power grab by the crown [Legitimacy:“Wobbly”]. In a different realm of objection, more conservative dwarves see the war as a way to “make us great again”. They insist that actual combat is good for all young dwarves, as it allows them to express themselves. If research were to move forward, it would move extremely slowly, and it would need to be pursued in a clandestine way. (1/20)

2. A boiler explosion kills some of the researchers. They are back at it toward the end of the day. (lose .2 pop; 6/10)

3. The bank construction moves ahead. It's nearly done, and seems to require only paint to finish. 4.5/5

4. Barring the disagreements over the clockwork men, the nobles stay silent. The war has their interest and the reserve has their attention.

>>10742

[Kaldorians]

1.2. You spent a good deal of your currency buying exotic hides for drum production. After a good deal of testing, you feel confident that you can make better drums that amplify magical powers. You don't think other nations can do this, even if you were to teach them. (Add technology: Drum Amplifiers [Simple])

3. You begin working on the temple, but the architect doesn't have a clear idea of what he wants to do yet. He just sort of sits in his hut thinking about it. You try to interrupt him and compel him to start, but it doens't really work.

>>10744

[Chaos]

1.2: You raise more Chimera-Girls; these ones are equipped with wings and are generally better able to battle aerial units. (Add 2 fluffy units; Very Strong)

3. Your diplomatic team arrives at the Morgazian gates. You seem to have lucked out: Morgaz's soldiers didn't understand the banner under which your forces flew; apparently Morgaz believed mercenaries had been hired by the council. Morgaz's emissary greets you and offers to establish an embassy. [[If you accept, add a unique building: Morgazian Embassy. This will make future diplomacy with Morgaz action-free.]]

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306b3f No.10794

>>10765

[Circus]

>>You are mobilized.

>>Set special status: Mobilized; 2 Turns. [Industrial Effectiveness: 100%]

>> Lose 1 population.

>>Set resource: Iron to [Buckling]

Add mobilized units: 2 Mobilized Jester Suicide Squads [Very Strong]; 2 Jester Ambushers [Very strong]

1-2. You quickly manage to build an abandoned village. It looks like a real village, and frankly it's sort of frightening that you've managed such consstruction. You even have dummies and realistic smoke coming from the buildings. [Set research: Subterfuge, Average][Add unique building: Realistic-looking village]

3. You manage to find some people to “entertain” in a town nearby. You're not sure what to do from here, but you found them. Good job.

>>10770

[Colony]

1. You manage to finish your understanding of iron. You're not sure you have the facilities to smelt it, really, but the transmat

2-3. You manage to figure out a way to transmute the Meld's energy into a glasslike substance that is highly energetic. It's the first step, and the meld seems to produce it as an exhaust. It's thought this will be a major advance. [Research: 3/10]

>>10782

[Vyriah]

1&2. You manage to negotiate a nearly unlimited supply of dirt for nearly nothing. Overall, it's a killer deal. (Lose 2 currency) (Add resource: Dirt [Massive])

3&4. Your spellmages manage to figure out how to make a weaker version of the storm spell. Overall they think they did a pretty good job. (Add spell: Rain [Good])

5&6. You begin construction on the dock, but it doesn't get very far. You blame the spellcasters constantly causing the building site to rain. (1/3)

>>10783

[Stella]

>>You are mobilized.

>>Set special status: Mobilized; 1 Turns. [Industrial Effectiveness: 50%]

>> Lose .8 population.

>>Set resource: Iron to [Buckling]

Add mobilized unit: 1 Mobilized Astral Mage Formation [Very Strong]

1. Despite your proficiency with astral magic, there are a series of accidents and some of the astral energy is lost in a series of accidents. No progress is made and the council has called for an investigation. Hopefully it doesn't turn into a big long investigation.

2.You manage to expand by submerging the surrounding areas with interesting novel trinkets and goods. They're not even kitschy, either. (Add 4 hex)

3. You aren't able to contact the spirits for some reason; it's possible magical discharges from the various wars are causing some disruption at the metaphysical level. Undeterred, the scouts head out, but they aren't able to find any gems that meet the very finicky criteria of the council.

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306b3f No.10795

>>10794

Stella Revision: Strike "Iron".

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306b3f No.10796

>>10790

[2702] [make up]

1/2. You manage to make headway stabilizing the food supply. You've manage to locate local flora that is partially edible, as well as few herbivores that might also be edible. They look very nice, anyway. [Set food to: Semi-Stable]

3. Your pioneers head out, but there's something wrong with their navigation systems. They continue to loop around the perimeter and don't get anything accomplished.

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306b3f No.10797

>>10794

[Jesters]

1/2. While initially construction was looking good, right as you lay the final brick on the final building, the entire village explodes. There is a brief snort, and then silence. Try again.

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306b3f No.10798

>>10793

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: (9.3) (.9/turn)

Food: (Excellent)

Raw Currency: (69) (7/turn)

Legitimacy: ("Wobbly")

Culture: (7)

Industry: (11)

Unique Buildings: 1 King's Palace

Defenses: (Stone Traps, Good)

Military Units: 1 Dwarven Frigates (damaged), 1 King's Musketeers [Very strong] [Fearless][Clever], 1 Sky Dwarf Shock Formations [Very Strong], Pressganged Frigates [Medium]

Resources/Quantity: Iron, [Sustainable], Copper [Wobbly], Stone [Sustainable], Gems [Low]

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]

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.

1. Of course we'll share our finds with them. We dwarves are true to our word. If its technology, it should be replicable, and any artifacts that aren't we'll be able to come to an agreement on what is to be done with them.

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306b3f No.10799

>>10794

[Circus]

1.2. Following the explosion at the town, another series of explosions rock the tent. It kills more jesters, and the fire damages the stocks of material you have. Great. Just great. Honk. (remove resource: Wood, Zombified Birds)(Lose 2 pop)

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306b3f No.10800

Dice rollRolled 96, 28, 23 = 147 (3d100)

>Name: The Circus del Necro

>Race (Determines bonuses): Undead (Jesters)

>Color: (Determined map color):Red star

>Fluff (Determines bonuses): Once upon the time a kingdom got bored. This kingdom got so bored even when the local peasants are killing themselves the holy men decided to keep reading their little sermons until they drown themselves in the wells. However there lived the Old King and his Young Queen they demanded the jester to entertain them. They kept on demanding and demanding until he killed himself by making them laugh forever by the little silly ropes that they wear as a necklace.

The Jester however has now became leader of this boring kingdom and he has found himself in a predicament on his own boredom. However he found as he gets bored Harlennelrah speaks to him in random intervals and in riddled sights. The Jester wants to keep him talking so he studied the words and the madding sights. One by one hordes of jesters risen from their little holes and swinging from the trees. More poured out of the wells and out of the castles behind the church. As more and more jesters had came the one who had arisen them called himself the Ringmaster.

The Ringmaster keep seeing the madding sights on the jesters face. However the sights stopped and the random voices lay silent once more. The Ringmaster became dreadfully bored and dreadfully mad. So in order to cure his boredom and to keep listening to Harlennelrah's whispers and to keep seeing the sights they must spread his random word in form of the circus to insure new sights and sounds.

>Government Type (Determines some stats):Very loose revolves around the ringmaster

>Economy Type (Determines some stats): Cooperative revolving around the circus

>Religion (Determines magic): Harlennelrah the laughing god of harlequins and jesters

>Location: Where you are on the map. The GM has the final say on location.

>Population: 11 (.8/turn)

>Food: N/A

>Raw Currency: (35) (5/turn)

>Legitimacy: TOTAL Chaos

>Culture: (24)

>Industry: (8)

>Unique Buildings:The Tent (barely damaged), Massive Altar to Harlennelrah, & Rubbled Jester Palace

>Defenses: (Traps, Basic)

>Military Units: 2 (Punch and Mr. Gater) Strong, 1 Mobilized Jester Guerilla Squad [Strong], 2 Mobilized Jester Bow Formations, [Very Strong], 2 Mobilized Jester Suicide Squads [Very Strong], 2 Jester Ambushers [Very strong], 1 Jester Zombi-quesier (Midget Saw)Very Strong, Harlennelrian Chaos Jester{King Honk} Epic; Fear, Huge, Clever

>>Resources/Quantity: (Stone) [Sustainable], Iron [Buckling]

>>Magic/Spells: (Harlennelrian Black Magic, Basic) (spells: Summon Chaos Jesters, Summon Disease Jesters, Raise Zombie Jesters, Good)

>Technology: (Stone, Wood, Iron, Trapping:Average, Subterfuge:Simple, Trampolines, Simple)

>Territories: (3)

>Bonuses:1. Coalition of Madness: You can summon or recruit clowns of all forms and types, allowing a variety of options against opposition. 2. Undead: You do not consume food or reproduce in a typical fashion. You are also resistant to disease, curses, inclement weather, and effects that might otherwise seem ineffective against the undead. This usually translates into bonuses in combat, but also world events.

>Eccentricities:1.Bedlam: For all intents and purposes, the legitimacy of the nation is inverted. More chaos and instability in the The Circus will generate different effects and does not seem to penalize in the same way traditional legitimacy does, and more stability does not seem to provide bonuses. However, this makes conquest and occupation more difficult; it might be better to simply kill everyone. 2.Honk Honk Omega: Harlennelrah reacts to really bad rolls (5 and below), and this may draw his interest, even in combat (rolls of 1). Further, any Harlennelrian Jester in combat will also impact dice rolls in strange ways. Really “good” rolls (95+) will also draw his interest – in a VERY bad way.

1-2-3 MEN THE TIME OF FUN NEARS THE MIDGETS OF THE AIR ARE DOWNED BY US SO LETS SUMMON OUR JESTERS OF CHAOS TO BRING MORE FUN AND MAKE HARLENNELRAH LAUGH AGAIN WITH MUCH FEVOR

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306b3f No.10801

Dice rollRolled 10, 1, 4, 6, 2, 2 = 25 (6d10)

COMBAT ROLLS! Let our forces march on the chaos, the armies that are the enemy of the people, not just ours, but all. We will attack will all of our might to ensure they stand no longer. The psychic warriors of The Brood swarm the Chaos from the sky, their wings a flutter as they brandish their psychic powers. They travel in coordinated packs, striking individuals before retreating to strike in waves once more. The large creatures of the enemy are to be attacked from all sides, and weak points exploited. The Broodmother will see through all eyes, controlling all forces with maximum efficiency. They brandish the tools of the vault, powerful weapons from an ancient race. STRIKE THEM DOWN!

We preform an attack with:

-4 Hiveguard Swarm (Strong)

-2 Hivemaster Swarm (Very Strong)

Combat Buffing Tech/Magic/Resources/Bonuses: [Collective][Psionic Coordination][Antique Armour][Antique Weapons][Induce Fury, Simple][Telekinesis, Simple]

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306b3f No.10802

Dice rollRolled 56 (1d100)

>>10798

1. The three pres-ganged frigates along with 1 formation of Shock Troops move to join the so called "Coalition Fleet", to await its entire assembly, before moving onto the dark clowns.

>other two actions will happen later once I square away some trade stuff, this way we can do tactical stuff earlier.

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306b3f No.10803

Dice rollRolled 52, 80, 27 = 159 (3d100)

>>10792

http://pastebin.com/3RZ4dKv8

1 Finish the holy research 3/5. Have Pini rewarded with compliments of The Throne.

2 Continue [Holy Conversion] on the town, ill talk to Morgaz about cleanliness

>>10726

>>10783

"Goodly allies, the time has come to spill the blood of the devils that the innocent do not become stained with blood. March now with us

3 Gather the Crusaders. All standing and mobilized units will gather for the assault with the coalition fleet

>>10802

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306b3f No.10804

File: 1444876159537.jpg (150.28 KB,500x686,250:343,1437924230885.jpg)

Dice rollRolled 58, 63, 60 = 181 (3d100)

>>10790

Ranker Ismit Kodurab did not like this place. He did not like it at all. The Chief Arcano-Alchemist may have said that the atmosphere was breathable, but he didn't trust it. He doesn't trust anything on new Planes. No one should. Planar travel was unnatural after all. He looked up at the pale blue sky. The base camp was bustling with activity and as he and his team passed by the towering glowing crystals that made up the Psycho-Pass Automated Defense System he felt the familiar tingle cross his mind that told him he was safely through. Mark I's, they weren't even good defense systems. He shook his head, a movement that caused the scout next to him to ask if he was alright. How could he be alright? He was in the middle of Muradin only knew where, preparing to fight Muradin only knew what. He moved to scratch his hairless chin, then realized her couldn't halfway into the motion. Stupid exohelmets. Stupid Planes. Stupid stupid stupid. See new places my ass.

>>10796

Rationing around the camp eases as the food supply increases. More work has to be done, but the engineering team splits off a section to deal specifically with the housing crisis. While temporary housing in the form of Exotents was acceptable, it would not do for the long-term and that's exactly what the detachment was here for. Long term. The long haul. Engineers and Arcano-alchemists alike sent to work no constructing new buildings of stone.

There is a knock at the metallic door to the Pioneer-General's office. Dahlia glanced up, pressing a button at her desk to cause the door to slide open with a pneumatic hiss. "General," the attractive dark skinned woman said. She was a Human, and by the long coat she wore she was one of the Arcano-Alchemists. Good. Just who she needed to see. Dahlia waved her in. The taller woman came to stand before the woman's desk then sat when motioned toward the chair.

"I've come to deliver the laboratory's report." She slid the psi-stone across Dahlia's desk. Letters projected into the empty air a few inches from it. "Right now I have to agree with the Chief Engineer. We'll need to construct additional pylons to get any working equipment running in the laboratory. Once that's done we can design some tools for the production of Psilocks and Manifesters. Until then our forces are somewhat crippled. They'll be forced to reply on their own psionic reserves to manifest powers."

"What about a communicator?" Dahlia asks, her eyes quickly glancing down the long list in the psi-stone.

"That's more complicated, ma'am." She replies, moving a notepad to the desk. "Our only Telepath is burned out. We'll have to preform psychic surgery before we can get back communications with the Consortium. Unit-to Unit and base camp communications are easier. We'll have to develop and produce the psi-stones for it though and for that we'll need lots of quartz. Frankly we're going to need Quartz for all of this."

Dahlia lets out a gusty sigh.

1. Construct some automated farming systems using seeds from Primus. The foodstuffs here are inadequate in comparison to the stuff cooked up by the Alchemists University in Commonwealth Bay.

2. Send out more groups of scouts. Search for crystals specifically, but anything they find out could be useful.

3. Assign a group of Arcano-Alchemists to work on communication psi-stones using some of the quartz from the vitamin cache.

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306b3f No.10805

Dice rollRolled 84, 18, 67, 89 = 258 (4d100)

Missed Dice from last turn

1. Construct more Night Grizzlies

This turn

2.3.4. Research the Forged (2/6)

http://pastebin.com/AKD7Tva1

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306b3f No.10806

Dice rollRolled 97, 97, 12 = 206 (3d100)

>>10792

>>10722

>>[Necro Imperialis]

>>Population: (16.1) (1.1/turn)

>>Food: N/A

>>Raw Currency: (38) (+3/turn)

>>Legitimacy: (Semi-Stable)

>>Culture: (3)

>>Industry: (5)

>>Unique Buildings:

>1 Council Tower

>>Defenses:

>Interlocked Bone Wall [Medium]

>>Military Units:

>2 Skeleton Archers [Medium]

>1 Zombie Roc Epic, Epic

>3 Pygmy Zombie Rocs, Strong

>ghoul commander Phil,????? He gets shit done.

>>Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable];Roc Corpses [Sustainable]

>>Magic/Spells:

>Necromancy, Basic spells:

Curse Terrain, Simple

Summon Wights, Simple

Raise Zombies, Basic

>>Technology: (Stone, Wood, Copper, Iron)

>Sturdy Construction, Primitive

>Command Crowns, Simple

>Air Transport, Improvised

>>Territory: (3)

>>Bonuses:

>1. Perfectionist: Your nation has a well developed methodology for magical usage, development, and training; it also prizes new ideas and talent in magic usage. For every roll that uses magic exclusively, you may re-roll once.

>2. Undead: Your nation is resilient to attacks and effects that would harm living creatures; your nation also does not reproduce in a typical fashion. This usually applies in combat, but it can also impact world events.

>>Eccentricities:

>1. Power-oriented: Extremely powerful magical units (Very Strong+) in your nation may occasionally disrupt stability or assert their authority to the detriment of your nation.

1. Begin the transfer of resources and tech to the kaldorians.

2. Continue work on the merc crowns. 1/3 this is honoring the Dwarven agreement.

3. Send Phil to the Western town with skeleton archers and, 3 pygmy rocs. Once we find out what race they are and how friendly they are we can define the terms of their surrender or wipe them out as needed.

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306b3f No.10807

Dice rollRolled 77, 62, 15 = 154 (3d100)

>>10794

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: (14.6) (.6/turn)

Food: (Great)

Raw Currency: (41) (4/turn)

Legitimacy: (Very Good)

Culture: (12)

Industry: (5)

Unique Buildings: 1 Celestial Tower, [Stellata Observatory]; +3 culture, +1 industry), Astral well,

Defenses: (Illusions, Good)

Military Units: 2 Wardens, Strong; 3 Sentinels , Weak; 5 Astral Bird flocks, Medium; 2 War Magi Squads [Very Strong][Clever]; 1 Mobilized Astral Mage Formation [Very Strong]

Resources/Quantity: (Glass) [Sustainable]; (Wood) [Sustainable]; (Iron) [Sustainable]; (Stone) [Sustainable]; (Astral Energy) [Strained]

Magic/Spells: (Astral, Basic) (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])

Territory: (11))

Status: Mobilized 1 turns [Industrial Effectiveness: 50%]

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.

1. The elves commit 5 Astral birds swarms, 3 warden groups, the mobilized Astral mage formation, and both war magi squads to the "Coalition fleet." The sentinels will stay here for home defense and because they are ill suited to mass combat. Call upon the spirits for aid and logistical advice. We cannot afford to fail.

+Elder

+Magically inclined

+Astral basic

+Magic Specialization

+Astral Conversation

2. Search for a suitable vein of gems, we have a large swath of territory, we must be able to find SOMETHING we can use for magical circuits and astral reinforcement.

+Elder

3. Start creation of a Astral Academy, for research,dissemination and storage of magical knowledge. Make sure it is built upon a sturdy foundation and strong.

+Elder

+Sturdy Construction [simple]

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306b3f No.10808

Dice rollRolled 49, 90, 13 = 152 (3d100)

>>10806

Forgot to update tech

>>[Necro Imperialis]

>>Population: (16.1) (1.1/turn)

>>Food: N/A

>>Raw Currency: (38) (+3/turn)

>>Legitimacy: (Semi-Stable)

>>Culture: (3)

>>Industry: (5)

>>Unique Buildings:

>1 Council Tower

>>Defenses:

>Interlocked Bone Wall [Medium]

>>Military Units:

>2 Skeleton Archers [Medium]

>1 Zombie Roc Epic, Epic

>3 Pygmy Zombie Rocs, Strong

>ghoul commander Phil,????? He gets shit done.

>>Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable]; Iron [Sustainable];Roc Corpses [Sustainable]

>>Magic/Spells:

>Necromancy, Basic spells:

Curse Terrain, Simple

Summon Wights, Simple

Raise Zombies, Basic

>>Technology: (Stone, Wood, Copper, Iron)

>Sturdy Construction, Primitive

>Command Crowns, Simple

>Air Transport, Improvised

> Bureucracy [Primitive])

>subtle means

>>Territory: (11)

>>Bonuses:

>1. Perfectionist: Your nation has a well developed methodology for magical usage, development, and training; it also prizes new ideas and talent in magic usage. For every roll that uses magic exclusively, you may re-roll once.

>2. Undead: Your nation is resilient to attacks and effects that would harm living creatures; your nation also does not reproduce in a typical fashion. This usually applies in combat, but it can also impact world events.

>>Eccentricities:

>1. Power-oriented: Extremely powerful magical units (Very Strong+) in your nation may occasionally disrupt stability or assert their authority to the detriment of your nation.

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306b3f No.10810

Dice rollRolled 69, 45, 84 = 198 (3d100)

http://pastebin.com/9kPTjV14

1. Continue deciphering the scrolls. We are so class to the knowledge within them! [Decipher Scrolls 1/3]

2. The ruins to the south have existed for quite some time. There is surely vast sums of unexplored treasure within them. [Explore Giant Ruins in hunt of Tech or Vaults or Supplies]

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306b3f No.10811

>>10770

[[GM correction: add technology, Iron]]

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306b3f No.10812

>>10794

>>10803

A lone angel departs for the keep of Morgaz enchanted with a nimbus of cloud circling around her head. Waits for a representative and inquires if Morgaz is ready for an audience to receive the Voice of the Throne.

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306b3f No.10813

Dice rollRolled 64, 20, 9 = 93 (3d100)

>FluffnStuff: >>10350

Population: 12.9 (1/turn)

Raw Currency: 26 (3/turn)

Legitimacy: Wobbly

Culture: (8)

Industry: (10)

Unique Buildings: [Council Headquarters], Aeroport [Primitive], [Temple of the Traveler]

Defenses: (Stone Defense Towers, medium)

Professional Military: 3 Patchwork Clansguard (Strong), Tseyarian Air Mage (Medium), 12 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Very Strong)

>Mobilized Reserve: Clansguard Infantry formation [Very Strong], 2 Clanguard Bow Formations [Very Strong], 3 Private Air-Frigate [Strong], 3 Patchwork Spellmage [Weak]

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable]

Magic/Spells: (Air, Simple) (spells: Summon Tseyarian Birds, Simple)

Technology: (Stone, Wood, Iron) [Airships, Average] [Aerial Navigation, Primitive] [Civil Defense, Basic] [Bureaucracy, primitive]

Territories: (3)

>Bonuses:

[Intrepid]

[Pluralistic]

>Eccentricities:

[Skittish Economy]

1) The Sky Dwarves receive a note with the Sigil of the Patchwork Republic.

"Normally we'd ask for a significant trade, but in the interest of the welfare of the coalition, we have made an exception. Here are our blueprints…. Though if you could, we are in dire economic need." Rolled up inside of the note, are the Patchwork's instructions for better airships.

2) We'll keep our promises to the spider-people. Send 4 of our [Tseyarian Birds] to their aid, as well as a short apology of not being able to provide more troops. Spend 10 gold to make sure the mobilization is smooth.

3) Have the rest of our units, both the reserve and the standing army, converge onto the Coalition Meeting Point. Spend another 10 gold to help the process go smoother.

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306b3f No.10814

>>10810

The Dwarves assist in carrying the Spiders to the Coalition army.

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306b3f No.10815

>>10812

[Morgaz Diplomacy]

At the gates of the fortress, Morgaz receives the visitor. Morgaz's ambassador stands ready to discuss issues pertinent to The Dominion. There is a slight stench of rotting carrion.

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306b3f No.10816

>>10814

A group of (Psionic Intermediaries, Simple) load onto the ship, ready to provide their abilities to tracking the battlefield and relaying orders. One will be places with each army to relay orders via hivemind.

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306b3f No.10819

File: 1444881438459-0.jpg (262.15 KB,1500x960,25:16,e37dc6234253b07510a264bdf0….jpg)

File: 1444881438479-1.jpg (205.81 KB,620x260,31:13,48895-musketeers02bship.jpg)

>Red gives the greenlight for Dialgoue

The forces of the Coalition meet up in a central location in preparation for the onslaught of the clown menace.

These are the forces currently gathered.

The Sky Dwarves are lead by Captain Federico Fezzare, and bring:

1 Sky Dwarf Shock Formations [Very Strong]

1 King's Musketeers

3 Pressganged Frigates [Medium]

The Patchwork Republic are commanded by Sigvar the Giant, and bring:

1 Clansguard Infantry formation [Very Strong]

2 Clanguard Bow Formations [Very Strong]

3 Private Air-Frigate [Strong]

3 Patchwork Spellmage [Weak]

3 Patchwork Clansguard [Strong]

1 Tseyarian Air Mage [Medium]

8 Tseyarian Birds [Medium]

1 Patchwork Flagship Mk. II [Very Strong]

The Broodnest, such as they are, are one and commanded by the hivemind. They bring:

Psionic Intermediaries, as non-combatants to help in coordination.

The Stella Imperium are commanded by Taellus Vinair

5 Astral birds swarms [medium]

3 warden groups [strong]

1 mobilized Astral mage formation [very strong]

2 war magi squads [very strong][clever]

The Dominion of Throne are commanded by Octavia The Viceroy of the Vilon

They bring to the field:

3 Throne Guardians [Very Strong]

2 Vilonian Forerunner [Strong]

2 Vilonian War Mages [Medium

10 Mobilized Vilon Purifier Squads [Very Strong]

1 Mobilized Vilon Bowsquads [Medium]

4 Mobilized Vilon Clerics [Medium]

Khazan alas appears to be late, and it is hoped they might arrive later during the fight.

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306b3f No.10820

File: 1444882073667-0.jpg (22.71 KB,240x340,12:17,img-06.jpg)

File: 1444882073668-1.jpg (161.06 KB,700x283,700:283,resize_Cardinals_Airship_S….jpg)

>>10819

"Gentlemen, welcome."

Captain Federico welcomes his crew abord the mighty Patchwork flagship, as they meet to discuss the strategies that will carry the army to victory against the Clown evil.

"We all know why we are here today, and now we must make sure we thoroughly prepare to carry out the Gods-given duty that is before us. Our army is mighty and assembled, but is a dulled blade if we do not organize and plan our mode of attack.

It is perhaps the most controversial, but important subject first and foremost that we must decide who will be responsible for leading the army. We need this army to be commanded by someone able to make a decision, especially in light of changing scenarios, and over a great diverse force. The worst thing we can do is have a disunified army with no adherence to any signle order, each acting of the own accord, rather than one.

A fist is mightier than the five fingers that compose it. Therefore, I propose our leader be none other than Octavia. She herself and her angels are capable of independant flight, and are arguably one of the strongest of forces among us, and would prove apt to be the commander of the War Host."

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306b3f No.10821

>>10820

Sigvar raises his fist in agreement, bringing a mug of ale to his mouth with the other.

"Here, Here!"

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306b3f No.10822

>>10821

>>10820

"I believe that in a battle where we have decided upon a good and evil, those that are supported by a righteous power should lead. I support this decision," The Broodmother says through the mouths of the broodlings in unison.

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306b3f No.10823

>>10820

Taellus has a sour look cross his face, but it quickly dissipates.

"While I would say I am a much better tactician, she is not a bad choice, and indeed the majority of the forces committed are hers. I can accept her leading the army."

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306b3f No.10825

File: 1444883010133.jpg (398 KB,1574x1001,1574:1001,1381355094023.jpg)

>>10820

>>10821

>>10823

The Host reaches the Coalition Fleet great rank upon rank of purifiers flying in steady approach and stops at a short distance from the patchwork vessel where she and a few Vilon officers descend onto the deck.

An exceedingly handsome woman in a tall suit of armor strides forward with her wings catching the air and shimmering in the light of the sun when she reaches the circle of leaders committed to this war she salutes them.

"The Day is finally here and The Host has gathered as was promised, we all know the evil that has damaged us all in no small way. When the war is won and the coalition victorious I hope to find we all win the peace of Gul."

"If you all see the Dominion leading the fight then I will accept in the name of Him. Then to business" plans begin to form around the circle as it is decided who will hold the ground, the sky and the position of the Brood companions.

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306b3f No.10826

File: 1444883107517-0.jpg (161.06 KB,700x283,700:283,resize_Cardinals_Airship_S….jpg)

File: 1444883107517-1.jpg (60.28 KB,720x405,16:9,ARJHr.jpg)

"If those of us assembled today are prepared, we must discuss the tactics we will use against the enemy.

I can divise several tactics of which we should impelemnt.

I - Domination of the Air

Our greatest and strongest advantage is our air superiority. We should harness and protect this, a shield and sword of the skies in one.

Dwarven and Patchwork Airships, including Frigates and the new Flagship, will move in close formation to support each other and provide Air Artillery support via our numerous cannons and gunners.

During the last battle, we were able to outgun the enemy and bomb them out, but it was their magic that proved fatal. As such, I recommend whatever Clerics and Mages you are willing to spare be diverted onto the Airships.

The Clerics and Mages can bless the cannonballs and musketballs, and provide divine providence to gunner coordination to fire accurate shots on the enemy, and blast them with blessed shots, while they are provided magical protection from the enemies cursed magic. As an afterthought, I will have my Musketeers on guard in the skies. Well trained, they'll be able to hop between the ships via the rigging and deal with interlopers as necessary.

Meanwhile, the Dominion's Angels will be paramount to our Aerial melee capability. Their flying angels can swoop through the skies, both providing additional air reconaissance, coordination of actions, and most of all, the ability to fight on air and ground, straffing and thrusting their spears and weapons into the foe from above.

The Angels will surround our fleet as interceptors and fighters, to combat anything that tries to engage the Ships, as well as attack gronud positions.

The whole of our assembled Air Force will fly above the ground forces, and act as their shield and eyes in the skies.

>Con't

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306b3f No.10829

File: 1444883985025-0.jpg (32.83 KB,600x240,5:2,2015-FEB-MIlitary-Battles-….jpg)

File: 1444883985025-1.jpg (117 KB,640x427,640:427,20140716044339a0du7hyhpm38….jpg)

>>10826

The Air Forces will fly above the Ground troops. Airships will bomb the earth ahead of the army in Creeping Barrages, while "Fighter" support will strafe and pick off the ground for any enemy survivors.

II - Ground assault

Ground Forces will be assembled as an organized fist, the sword beneath he shield of our air support.

Any melee troops not capable of flight, and not devoted to the protection of the airships will be here.

The mightest of Dominion, Stellar, and Patchwork War Mages will form near the center of the army, to blast foes from a distance and over the heads of our men, and to coordinate magical adepts and defenses to protect against the Clown Magic. Their job is to target enemy magical strongpoints, and act as ground artillery. If they sense there is a powerful magic at work, they will target and counter it.

Dwarven Shock Troops will remain in reserve near these powerful casters.

Medium and Weaker Casters, as well as clerics and purifiers will be interspersed, among the ground forces. These cleansers and battle clerics will protect our ground assault troops from further enemy magic that tries to harm them, and purge any infestations or corruptions that pop up between them.

Actual troop formations will be logically structured. Line troops and infantry formations will form a strong line, in front of ranged forces such as the various bowmen being currently fielded.

The whole of our army will move its way toward the tent like a fiery sword, where once in range ALL artillery, mages, and every scrap of force we have will send it to oblivion! Every single gun and blast of magic shall wipe it from the face of the earth.

This is the plan I have drawn up, and the plan I pray is adequate, for if it is not, I ask that the leaders assembled here today voice such, and we shall modify or alter it as so."

The Dwarven Captain finishes speaking, for now.

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306b3f No.10831

Dice rollRolled 100 + 5 (1d100)

Coordination roll

+5 from elder

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306b3f No.10832

Dice rollRolled 58 (1d100)

Coordination roll for Octavia Supreme Commander of the Coalition forces

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306b3f No.10833

Coordination Roll from Captain Federico

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306b3f No.10834

Dice rollRolled 75 (1d100)

>>10833

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306b3f No.10835

Dice rollRolled 74 (1d100)

Rollan

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306b3f No.10836

Dice rollRolled 45 (1d100)

Coordination Roll for Hivemind

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306b3f No.10838

Dice rollRolled 26, 8, 20 = 54 (3d100)

>>10793

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (11.8) (1/turn)

Food: (Stable)

Raw Currency: (15) (3/turn)

Legitimacy: (Semi-Stable)

Culture: (9)

Industry: (5)

Unique Buildings: [Temple, Hunter's Calling]

[Government building, Warrior's Hall]

[Northern Fell Chain Fortress, Heavily Damaged]

Defenses: (Elaborate Wooden Fortifications, Strong)

Military Units:

1 [Leonan Warriors], Strong;

1 [Huntmaster] Very Strong

2 [WARDRUMMERS] Very Strong

2 [Saboteur] Sapper; Medium

2 [Wurmrider Squad] Very Strong

[Deathgaze] Very Strong, Clever

Resources/Quantity:

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

[Prisoners, some]

Mildly-Burnt Freak-troll hide [some]

Magic/Spells: (Elemental, Simple) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple]

Technology:

+Stone

+Copper

+Wood

+Hideworking

+Exotic Creature Training[Average],

+War Drums [simple]

+War Animal Training, Average)

+Drum Amplifiers [simple]

Territory: (3)

Bonuses:

1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

Eccentricity:

1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted.

1. Trade the Necro Imperialis the Exotic creature training [Average]

2. Trade the Necro Imperialis the War Animal Training [Average]

3. Work on repairing the Fortress, have the prisoners help with this, but keep a close eye on them.

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306b3f No.10839

>>10800

[Circus]

You are being attacked. Your mobilized units this turn have been rushed into service at 80% strength. Add: 3 Mobilized Harlennelrian Black Magic Gangs [Very Strong][Clever]; Add: 2 Mobilized Bowjester Formations [Very Strong].

Choose the units you you with to defend with and their tactics. The enemy has arrived at the frontier of your nation and has crossed the border with a large host.

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306b3f No.10840

File: 1444885844333-0.jpg (36.97 KB,370x368,185:184,star manvideo g.jpg)

File: 1444885844334-1.jpg (446.8 KB,1500x734,750:367,1500x734_1427_Polar_Colony….jpg)

Pioneer-General Ironbranch takes a tour of the base camp. In one of the buildings a hastily constructed pre-fab had been put to use as an armory and training center. Outside of it she could see a gaggle of civvies standing in front of a grey-haired one-eyed sergeant, the triple bars proudly displayed on the shoulder over his uniform coverall. In his hand he holds one of the most precious resources available to the Pioneer detachment. With an idle smirk crossing her face she leans against the wall near the entrance, silently observing and casting the occasional lazy salute toward passing soldiers that notice her there.

"This is the Taniel Mk II Psilock. It is about three feet long, weighs four pounds, and contains within it a smaller psi-crystal that acts as a power conduit and battery. In the hands of any trained psychic warrior it is a devastating weapon capable of putting a pin-point blast of raw kinetic energy out to a hundred yards." He hefts the weapon up into the numerous firing positions. "It isn't the only weapon in the arsenal of a psychic warrior, but the other weapons they have access to you won't be able to use. Once we've constructed additional pylons we'll be able to give these a steady charge of the psionic energy they need to be active and from that point you will all become emergency militia." Some groans and murmurs through the audience. The sergeant raises a hand to silence them. "Don't worry about it," he begins reassuringly. "This detachment has access to three hundred veterans of the psychic wars. They're more than capable of handling anything this Plane has to throw at them. It's strictly an emergency precaution. Thisi s a hostile Plane among hostile environments and we need everyone to be prepared." He gestures for the group in stand and with another gestures for them to form lines. "Now I want all of you to come up one at a time and handle this. Get a feel for it. It may save your life one day."

Dahlia had seen enough. She stalks away as unnoticed as she had arrived. It doesn't take her long before she finds herself in the small prefab that had been set aside to form the foundation of the laboratory. At the moment it was little more than a grey featureless slab of rockcrete. The guard posted at the door snapped a salute which she quickly returned and he stepped aside to allow her access to the building.

Stepping inside she was immediately greeted by two things: the rush of cool temperature controlled air, and the tingling in her head that told her a Psycho-Pass was active and monitoring the building. She moved through the halls of black coated Alchemists working at stations and Metacreationists hard at work over what few crystals still remained, fashioning them into the proper shape for communications devices and imbuing them with the psionic imprint they needed to function on this Plane. She didn't speak to either group, knowing that they needed all their focus and concentration to complete their tasks. Instead she moved through the hallways to the small alcove set aside for the Chief Arcano-Alchemist, the same ebony skinned woman that had arrived earlier that week to her office. She knocked twice rapidly, waited for a heartbeat, then tapped again. The door slid open almost immediately and Dahlia stepped inside. The door slipped closed behind her.

"Can I help you, General?" The woman asked, looked up at the elven officer through a clear piece of crystal placed over one eye. It gave her a comical look.

"Yes, I need your opinion, Charlyse."

"I gathered that otherwise it would be me at your office and hardly the other way around." They both grinned. Dahlia took a seat. Charlyse took the crystal from her eye and have Dahlia a look that said 'Get on with it.'

"Where -are- we?" Dahlia asked after a brief pause. Charlyse returned with a quizzical look.

"Well, I'm no astrologer, so I'm going to say very very far away from home."

"Thanks," quipped Dahlia. The General sullenly stuffed her chin into her palm, drumming her fingers along the table until Charlyse put her hand over the fingers to stop it.

"You know I hate that noise." A pause. "What's on your mind?"

"I serve the Mortal Queen. I have for over a hundred years, long before she even had that name. I know what we're up against. Out there." She motioned up toward the Astral. "And I don't like our odds. This… Pioneer program. It reeks of a last ditch effort to find the Queen someplace ELSE to rule because she bit off more than she could chew. I can't shake the feeling that we've gone straight from the pan and into the fire."

Charlyse gave her friend a concerned look, but didn't disagree with her grim assessment. Things were going to get worse before they got better and they'd both need to be ready for it.

"We've got confirmation that the Gate link has been severed. No more stragglers. No more vitamins." Dahlia looked into the dark eyes of Charlyse. "We're on our own now."

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306b3f No.10841

File: 1444886172729.png (285.65 KB,1404x1102,702:551,Battle Formation.png)

Over 9000 hours in MS Paint

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306b3f No.10842

"You know, I may be more inclined to care if I could actually build it."

"What do you mean you can't build it? You're an Arcano-Engineer, this is your bread and butter!"

"First of all we don't have any butter here. Or bread. Secondly, I'm not an arcano-engineer." She stresses the 'not' while giving the ranker a severe look in the process. "I never passed the exam to get my Arcanist badge or qualification."

"Come on, Sylvia. We all know that second to the Chief Engineer you're the second best engineer in the whole detachment. Look, I just want to know if it's possible."

"That's distinctly not what you asked me." Again she stressed the not, turning her attention back to fixing the busted set of gears that turned the enormous centrifuge used to mix alchemical concoctions. "You asked me if I could build it. I said no. Because I'm not an Arcano-Engineer. Go bother someone else, Ranker." There was a long moment of silence and Sylvia shifted from behind the hulking machine blocking her view to the suddenly very close and very sullen face of Ranker Ignstead. She yelped and scampered back a step, her heavy wrench held aloft to pummel him. He immediately held his hands up in a placating gesture. "Mortal Queen preserve my mind you're not going to leave me alone about this are you?"

"Look, I just want to know if it's possible to build a powered glider." He gave the engineer a lopsided grin. He was missing a front tooth. "Please?"

Sylvia sighed. Glancing away she rubbed the back of her neck with one hand, letting the wrench hang idly in the other. "Fine, I'll look into it. No promises though. Now get out of my workstation before I go and get your Lance."

"Thanks, Syl. You're the best!" The Ranker scurried off with Sylvia looking along after him with a mixture of exasperation, exhaustion, and smolder. Boys in uniform she though with a shake of her head.

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306b3f No.10843

File: 1444889020424.jpg (81.91 KB,535x652,535:652,Clockwork_Man (1).jpg)

Dice rollRolled 66, 18 = 84 (2d100)

>>10813

2. The Crown goes quiet for a while, hoping to placate the nobles. In private, several research and weapons firms are contacted, and granted exuberants amount of Government funding, as the crown absolutely pushes forward with Clockwork production in sercet. The projects are cleverly hidden within the corporate buearcratic system, and labeled as innocuous devices such as parts for carts, airships, and draw bridges.

1/20

Spend 59 Raw Currency

3. Trade

>>10813

In exchange for Patchworks:

[Airships, Average] [Aerial Navigation, Primitive]

The Sky Dwarvs will pay

10 Raw Curre

to help with financial obligations.

>>10722

As part of another Research Trade pact, several loyalist scientists are sent to the Necro Imperialis, to help with Project "Eden Scepter", involving a crown for use not by an undead, but by a Dwarf.

A particular royal Dwarf.

In addition to this, other elements of the deal are carried forward, such as supplying the Necro with transport ships. Further research into specific cargo haulers will be carried out if necessary, but giving the undead the ability to move over the clouds is performed.

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306b3f No.10846

File: 1444890860947.png (343 KB,484x280,121:70,stromtrooper13.PNG)

Commander Iulius Heartspear took great pride in his military career. He'd fought on two different Planes, four continents, and over twenty countries. Then, he'd been promoted from Captain-Lieutenant to Commander given command of the 247th Psilockeer Battalion. Then he was sent here. Now he stood in front of the polished metal surface of General Ironbranch's door staring into the battle scarred reflection. He didn't see his reflection much. He wasn't a fan. Half his jaw was missing and had been replaced with a good replica, but it was still noticable in his eyes. Eyes that didn't match anymore. The left one wasn't his. The half a remaining ear could've been fixed but he kept it. Thought it made him look fierce. They couldn't do anything about the scarring. He'd be left with that. As a result it looked like he had an erratic pattern of gnarled tattoos across his face. He was snapped out of his reverie by the door sliding open. Stepping into the room he snapped a salute to the Elf behind the desk and the other three Commanders in the room. He joined them at the desk.

"I've assembled you here to discuss protocols." Began Dahlia, pouring elderberry wine into four different diamond glasses. Diamonds were a dime a dozen on Primus.

"Protocols?" Asked Commander Bernadotte. She was one of the few Dwarves outside the Engineering Corps. The two stars at her lapel brooked no argument about her position. She earned that rank, he knew. Everyone here did. "What bloody reason do we have to talk about protocols?"

"I want to talk about Protocol Nine and Seventy-six." Dahlia continued unabated. Now it was Heartseeker's turn to be confused.

"Protocols for Dealing with Intelligent Life and Protocol for Handling Extraplanars?" He asked incredulously. "There are no reports of any such things on this Plane."

"Yet." Finished Commander Silverleaf. The Elven Commander sipped at his wine which the other two had yet to touch. "That we've found yet." He stresses yet, glancing around at the other Commanders. Dahlia nods her head in his direction.

"It has come to my attention that there is a slight possibility we may run into other lifeforms here that may or may not be compatible with our own. You three are in charge of the veteran companies. You're leading the scouting for the time being and you're going to be the vanguard of any operations that we need to handle while we become fully operational here." She took a long sip of the wine. The other two Commanders followed suit. "In regard to Protocol Nine we do not have any diplomats on site which means that it's going to be done on a centralized basis. You are not to make contact under any circumstances until communications are active. After we get communications up all reports of intelligent life will be routed through Central Command directly to me. Understood?" They assented.

"If we are ambushed?"

"Kill them. Track them back to where they came from and report their position. Do not fire unless fired upon, do not engage unless engaged. Clear?"

"Crystal, General."

"As for Protocol twenty-six," she paused, taking a long gulp. "Aside from the highly obvious 'pray they don't find us here' the same procedures from Protocol nine are in place here as well. We don't have the forces to expend on outright combat right now. Play conservative, stay safe, stay frosty. Slow is smooth and smooth is slow." She paused to take another drink before setting the crystal down on the polished metal table. "That said, if you do see an opportunity to preform sabotage on Extraplanars, take it. They don't have the same Gate issues we do, so anything we can do to slow them from catching onto us or from finding us we need to do."

"Understood, ma'am." They reply.

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306b3f No.10853

>>10829

Octavia is about to depart, when she seems to remember something and motions for someone. Something approaches which has the shape of an angel but it is shining and seemingly made of light is carrying crates of something with ease though they smack down onto the deck with some weightiness "We had acquired some 'Healing Grass' that may be of use and there can be no better time then now to use them."

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306b3f No.10854

>>10853

"Indeed. they will be dispersed where they are needed."

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306b3f No.10855

Dice rollRolled 38, 71, 1 = 110 (3d100)

>>10794

Name: Vyriah

Race (Determines bonuses): Gnome

Color: (Determined map color): Blue

Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?

Government Type (Determines some stats): Merchant Republic

Economy Type (Determines some stats): Free Market

Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.

Location: The Open Sky

Population: (8) (1/turn)

Food: (Stable)

Raw Currency: (17) (7/turn)

Legitimacy: (Stable)

Culture: (5)

Industry: (7)

Unique Buildings: Vyriah [Floating]

Defenses: Tower Network [Very Large]

Military Units: 3 Vyriah'n Airships(flying units) [Strong]; 3 Vyriah'n Guard (Ground Units) [Medium]

Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Lots]; Dirt [Massive]

Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])

Technology: (Stone, Wood, Gems, Iron) Aerial Warfare,[Basic] Aerial Defense, [Basic]

Territory: (1)

Bonuses:

1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist.

2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.

1. Continue dock construction 1/3

2&3. Also begin construction of a new platform. This time it will be a farm. Create a wide open platform using the normal methods but with some indent in it to add the dirt. Use the create food spell to get seeds. Then have the mages use the rain spell to water every now and again.

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306b3f No.10857

File: 1444922511773.png (3.32 MB,2229x2066,2229:2066,Soren- Latest.png)

>>Latest map revision

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306b3f No.10858

>>10857

Hey red can I do my town event now? or do i have to wait till turn rolls over

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306b3f No.10859

>>10858

Waiting for the remainder players to finish out.

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306b3f No.10862

>>10855

[[GM Note: Forgot. Add technology: Proprietary Airships [Average]]

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306b3f No.10863

>>10862

[[Addendum: Revise – 1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but trade may be impacted.]]

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306b3f No.10866

Oh my fucking god, I'm finally, FINALLY caught up. Gonna finish proofing my race and post, then get back to packing. Nothing in life goes as planned :/

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306b3f No.10867

File: 1444936886778.jpg (14.33 KB,236x315,236:315,gear-woman.jpg)

Name: The Machine Men

Race: Mostly living constructs. Other intelligent races welcome.

Color: Silver/gray with white trim.

Fluff: Soren is a world made from scraps of broken places. Some things remain from before whatever cataclysm created this sundering - or at least, their creations do. The machine-men were made by some civilization that came before, some young and capable culture that lived in the bright morning of this world - or perhaps another. Those ancient people are dead. Their creations, their servants, they left behind.

The machine men are of another age - the afternoon, when the sun was falling toward the horizon and the zenith of exploration and capacity had passed by. They were made to feel, and could hew more of themselves out of most anything and imbue it with life, given sufficient time. But they had fallen to slumber, suspended for whatever reason in a half-buried and broken walking castle, it's locomotive engines grown still and cold in some former era, it's joints buckled.

In the time of their heydey, the machines were a culture of explorers and wanderers, warriors and artists - they spread themselves across their world. But they were a race brought into the world by artifice to serve a myriad of purposes for the benefit of their creators, and got far more meaning from being able to measurably help knit together nations of organics, being able to raise cities and build fleets and follow knowledge past the furthest bound of recorded thought - it was this their masters had quickened them for, and ever since the first machine shifted from dumb, crude matter into a thing of Mind they had worked to make this their legacy. And so it was that when the first of them came to his senses and roused his brothers, they first sought for a sign of others outside their fortress, even before they checked their supplies and found their home to be a broken wreck, even before their stroke of luck with the scout bay and it's working flight of unarmed courier craft regained them the air, however tenuously.

They found…descendants. Wretched perhaps compared to their ancestors, but descendants nonetheless of the metal-less crew of their fort - and living half in squalor, descended into tribal bickering and clan wars, ignorant of their origins - some even unlettered and so backward that the machines had to fall back on their limited telepathy to speak with the tribals. But in some small time they were aided, and councils established, and more machines woken to take on work. Once roused, the machines did not sleep or tire, and soon the locals lived less like savages. This was good.

The first of the metal men to wake was Terrin, and he smiled on his work. There was an ensorcelled stone or crystal in every machine-brother that housed their life-force - Ioun was it's name in the times before - and in time they would find more and wake the others, or fully rouse the mind of the great library in the buried fortress - a great rock of Ioun, taller by far than a man, wider than a man with arms outstretched - to recall what they could. But for now, it was enough that the afternoon had not yet turned to dusk. There was much work to be done, and old acquaintances to find. After all, what's a thousand years in the pitiless gaze of a dragon or a god - or a machine, for that matter?

Continued in next post.

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306b3f No.10868

File: 1444936968793.jpg (93.86 KB,450x675,2:3,false skin.jpg)

>>10867

Government Type: The current population is more or less a meritocracy, but expansion may change this. Whoever has the relevant experience takes on tasks. There is not yet for a single leader with unbounded executive power.

Economy Type: Arguably command for now, though likely to shift frequently (to tribal gift economics, market economy, etc) as new territory is integrated.

Religion: The machines venerate a pantheon of half-forgotten gods lead by a deity of reason. Their scripture reads like an existentialist analysis of life with a heap of practical advice about binding socetyu together thrown in for good measure, and their organized religion is mainly about helping others feel a degree of spiritual interconnection and empathy for each other. Church sermons tend to recall the accomplishments of great and capable mortals and beseech the audience to work in their memory or from their perspective. It's all very Auguste Comte, but with less whining.

Location: Ribwall, on or along the small river, please.

If approved, allocating five points to resources.

Suggestions/requests:

Benefit: To Shine in Use: Roll bonuses can be broadly influenced with the populace's feelings on their government, if that government is mostly machines. These creations feel good enough to increase productivity when they're managing to do well by others.

Eccentricity: Dream Chasers: Legitimacy is strongly affected by how much this nation is creating a decent government for intelligent races, though the lives of its own citizens are worth more to it than those of others. Providing a means to survive for others gives meaning to the state's existence and to every machine within it, but failing to be capable and engaged will result in serious problems, fast. Eudaimonia or bust.

Given recent changes to actions per turn and etc, I'm a bit confused how many actions, if any, I'm to make up.

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306b3f No.10869

Dice rollRolled 4, 5, 6, 4, 3, 2, 9, 5, 7 = 45 (9d10)

>>10839

>Military Units: 2 (Punch and Mr. Gater) Strong, 1 Mobilized Jester Guerilla Squad [Strong], 4 Mobilized Jester Bow Formations, [Very Strong], 2 Mobilized Jester Suicide Squads [Very Strong], 2 Jester Ambushers [Very strong], 1 Jester Zombi-quesier (Midget Saw)Very Strong, : 3 Mobilized Harlennelrian Black Magic Gangs [Very Strong][Clever], Harlennelrian Chaos Jester{King Honk} Epic; Fear, Huge, Clever

1-2 PUNCH AND MR.GATOR USE THE TRAMPOLINE TO BOUNCE TO THE MIDGET'S AIRSHIP

3-4 Guerillas led the ground troops to traps and ambushers help the guerillas

5-6 BOW AND MAGIC JESTERS BRING DOWN THE AERIAL TROOPS

7. Suicide squads charge at the ground troops

8. KING HONK SOW CHAOS AMONGST THE TROOPS OF THE ASSHOLES

9. Midget Saw attack the ground troops

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306b3f No.10873

>>Name: The Colony

>>Race: Myconid (Mushroom People)

>>Color: : Black with a Green trim

>>Fluff: http://pastebin.com/itEHLQxY

>>Government Type: Elective Monarchy, in which a Sovereign is elected by a consensus. Usually, the oldest and the largest Myconid in the Colony are major canditates– but it could potentially be any Myconid.

>>Economy Type: A traditional barter economy. Myconid are strict in their belief that currency is pointless and unneeded.

>>Religion: Shamanism, surrounding The Meld and the dream world.

>>Location: Northeastern Gul

——————————————————————–

>>Population: (18.5) (1.3/turn)

>>Food: (Very Good)

>>Raw Currency: (15) (+1/turn)

>>Legitimacy: (Very Stable, Improving)

>>Culture: (8)

>>Industry: (5)

>>Unique Buildings:

1 Sovereign Tower (Damaged)

1 Breeding Ground

>>Defenses:

Briarthorn Wall (Medium)

>>Military Units:

3 Withdrawn Monk Squads (Medium)

3 Withdrawn Savage Packs (Weak)

1 Beelzebuffo The Wise (Epic)

>Resources/Quantity:

Stone [Sustainable]

Wood [Sustainable]

Basic Animals [Sustainable]

Iron [Some]

>>Magic/Spells: (Growth/Nature, Simple)

Summon Animals (Good)

Bless Land (Simple)

Alchemical Transmution (Primitive)

>Technology:

(Stone, Wood, Iron, Gemworking, Simple Alchemy)

>Territory: (8)

>Bonuses:

1. Spores: Your nation expands with spores in addition to usual expansion methods. Roll 1d4 to figure how how many additional hexes you gain during an allocation of territory/hexes. If all the hexes are used up, you get a population bonus.

2. Stoic & Fatalist: Legitimacy is extremely difficult to reduce, as your people seem to remain resilient from the meld. This also makes psychical attacks against you difficult and political violence is extremely unheard of.

>Eccentricities:

1. Pacifist: Due to the nature of your people, you can only mobilize defensively. However, if the capacity to meld is threatened, you may behave in an uncharacteristic fashion.

2. Monkish: You do not use currency. Standing upkeep is instead tied to food.

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306b3f No.10875

Dice rollRolled 6, 75, 97 = 178 (3d100)

>>10873

1-2. The Meld brings us results, as expected. We march onward..to progress!

(Continue researching Meld Power)

3. It is now that we formally realize our next step– the path that lies..in the sky. We live upon the floating islands of Soren– we are to adapt and change to accomodate for its aptitude with the sky and wind. We are Myconid– we adapt. We change. We grow. We must learn the sky before we may conquer in our quest for freedom from this rotting reality..

[Begin researching/investigating Air Concepts–essentially studying to sky to see how we can put things up in the sky and have them stay in the sky– flying! The research teams use non-breeding spores, wind currents and other implements to study the concept of flying]

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306b3f No.10879

Dice rollRolled 6, 2, 3, 5 = 16 (4d10)

>>10829

>>10841

Rolling for 5 Astral Bird Swarms(medium) 3 Warden groups(strong) 2 Warmagi groups(very strong)(clever) 1moblized mage formation(very strong)

War magi group 1 will cast star bolt or counterspell as necessary, WArmagi group 2 will be casting counterspell to deny the enemy their magic

Mobilized magic group will be cast star bolts continuously

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306b3f No.10882

Dice rollRolled 80, 39, 73, 18, 87, 80, 31, 40 = 448 (8d100)

>>10869

3 Patchwork Clansguard (Very Strong)

Tseyarian Airmage (Medium)

8 Tseyarian Birds (Medium)

Patchwork Flagship MK. II (Very Strong)

Clansguard infantry formation (Very Strong)

2 Clanguard Bow Formations (Very Strong)

3 Private Air-Frigate (Strong)

3 Patchwork Spellmage (Weak)

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306b3f No.10883

Dice rollRolled 7, 8, 7, 6, 7, 9, 9, 4 = 57 (8d10)

>>10882

wrong die

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306b3f No.10884

>>10867

>>10868

Population: (5) (.6/turn)

Food: (N/A)

Raw Currency: (5) (5/turn)

Legitimacy: (Stable)

Culture: (8)

Industry: (3)

Unique Buildings: (1 player fluff government building)

Defenses: None.

Military Units: 3 (Player fluff units) [Very Strong]; 3 (Player fluff units) [Strong]

Resources/Quantity: Dark Iron [Limited]; Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable] Gems [Lots]; Rubicite [Limited]; Odd Scrolls [Single]

Magic/Spells: (Pataphysics) (Spells: Voidal Banishment, Simple)

Technology: (Metallurgy, Basic; Gemworking, )

Territory: (3)

Bonuses:

To Shine in Use: Roll bonuses can be broadly influenced with the populace's feelings on their government, if that government is mostly machines. These creations feel good enough to increase productivity when they're managing to do well by others.

Machine-life: Broadly speaking, you are mechanical and do not reproduce in the usual fashion. You are also afforded resistance or immunity to a wide variety of problems that plague the organic nations of the world.

Eccentricity:

Dream Chasers: Legitimacy is strongly affected by how much this nation is creating a decent government for intelligent races, though the lives of its own citizens are worth more to it than those of others. Providing a means to survive for others gives meaning to the state's existence and to every machine within it, but failing to be capable and engaged will result in serious problems, fast. Eudaimonia or bust.

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306b3f No.10886

>>10744

You are being attacked by The Brood. Please allocate defenders and your strategy. Doll 1d10 per defender.

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306b3f No.10887

File: 1444953910291.jpg (524.3 KB,707x1000,707:1000,1432400321186.jpg)

Dice rollRolled 72, 67, 26 = 165 (3d100)

>>10793

http://pastebin.com/6p6Vzu8A

1-2; Train War Magi Tech

3; Recruit and Train more Elfhen Death Runners

I accept Embassy

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306b3f No.10890

Dice rollRolled 56, 3, 99 = 158 (3d100)

Name: The Machine Men

Race: Mostly living constructs. Other intelligent races welcome.

Color: Silver/gray with white trim.

Fluff: Machines from a bygone age. Will format properly later.

Government Type:Meritocracy.

Economy Type: Command?

Religion: Deity of Reason.

Population: (5) (.6/turn)

Food: (N/A)

Raw Currency: (5) (5/turn)

Legitimacy: (Stable)

Culture: (8)

Industry: (3)

Unique Buildings: (1 player fluff government building)

Defenses: None.

Military Units: 3 (Player fluff units) [Very Strong]; 3 (Player fluff units) [Strong]

Resources:

[UNIQUE]: Odd Scroll

[LIMITED]: Dark Iron, Rubicite

[SOME]: Ioun

[SUSTAINABLE]: Iron, Copper, Wood

[LOTS]:Gems

Magic/Spells: (Pataphysics) (Spells: Voidal Banishment, Simple)

Technology: (Metallurgy, Basic; Gemworking, )

Territory: (3)

Bonuses:

-To Shine in Use: Roll bonuses can be broadly influenced with the populace's feelings on their government, if that government is mostly machines. These creations feel good enough to increase productivity when they're managing to do well by others.

-Machine-life: Broadly speaking, you are mechanical and do not reproduce in the usual fashion. You are also afforded resistance or immunity to a wide variety of problems that plague the organic nations of the world.

Eccentricity:

-Dream Chasers: Legitimacy is strongly affected by how much this nation is creating a decent government for intelligent races, though the lives of its own citizens are worth more to it than those of others. Providing a means to survive for others gives meaning to the state's existence and to every machine within it, but failing to be capable and engaged will result in serious problems, fast. Eudaimonia or bust.

-Arcane dependency: Require Ioun to reproduce.

Actions:

1. Given the lack of functional equipment, we're going to need to ensure we have tools. Construct a FOUNDRY. This should benefit industry and allow us to manufacture TOOLS from raw materials like WOOD and IRON. Maybe steel down the line.

2. Scout for a supply of IOUN ORE. We need to either find or alchemically create enough to sustain us.

3. Assess the damage to the walking castle in more detail. Knowing it's half-buried in sand and smashed in a few places isn't really enough. More importantly, assess the GREAT MINDSTONE - it had records of many useful things, and may be damaged or merely dormant.

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306b3f No.10891

Dice rollRolled 9, 10, 3, 9, 5, 7 = 43 (6d10)

>>10887

[[GM Note to Chaos: I am allocating defenders because you haven't.]]

2 (Pre-Teen Chimera Girls)[Very Strong], 1 (Chimera-Girls), Very Strong; 1 (Human Dread Knight), Very Strong; 1 (Elfhen Death Runners), Strong

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306b3f No.10892

Yukaria Zaota moved low through the bushes. She could hear the sounds of five others creeping through similar foliage nearby her. The display in her exosuit told her their position in relation to hers but even without the display she'd know. She was a Hobgoblin, a race bred and built for war and conquest by the god of War, Bane. Her race was ideally suited to exactly this sort of combat. The stealthy, sneaking, distance kind of combat that Primus had transitioned to after the invention of the first spellslinger. She hadn't been there for those early days, but she knew that the Hobgoblins were the favored race of the Mortal Queen. Every Hobgoblin knew it. Kitakura had been the first nation to bend the knee to her indomitable will. Queen Elsa knew that of all the races on Primus the Hobgoblins were the best fighters, tacticians, strategists, and conquerers. Not like Humans or Dwarves. They were clever, but they were slow, clumsy, loud. There had only been a few of those that could match her infiltration skills. Yukaria had only been in the army for fifty years, since the start of the First Astral War against the Gith and their Illithid masters. They'd sought to take the Crown from the Mortal Queen, and after ten years of war in which she'd fought on half a dozen Planes, they'd lost. The Army had utterly annihilated the Illithid home Plane. They'd turned it to glass. Of course, that only caused more problems. They'd had to rename the military from the Queen's Army to the Primus Astral Armed Forces, or simply PAAF. Turns out that it doesn't make much sense to call yourself an Army when half of your combat is done in the Astral Sea. Back then they'd had the Astra Psychonautica - of which she was a privilege member. Before the days of psionic resonance technology that could allow everyone limited use of arcanotech. She still wore her old Psychonaut tab on her dress blacks. It was a point of pride for the old Senior Lieutenant.

That was what she liked about her platoon. Like most veterans they were kept together as much as possible. The links were stronger between them than if they'd have to be completely reforged. She knew these five. She'd known them from the First Psychic War straight through the Third. To call them hardened veterans would be an understatement. Their formation was standard. They were fanned out in a slight convex shape with Yukaria at tip of the arch. There was a measured gap of ten feet between each member of the squadron and their movements were slow with each footstep measured in heartbeats and put down in unison. There was a shuffle and they came to a stop. There was a warning across her link.

There was a tap on her shoulder and a brief glance told her it was Parn. He motioned ahead down into the valley below. She followed his direction and the mental whispers he projected to her through the squad's psionic link. She peered into the area with her third eye and gasped.

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306b3f No.10893

>>10891

[[Combat Report: Brood v. Chaos]]

[Brood]

10x2, 1x2, 4x2, 6x2, 2x4, 2x4 = 25 (6d10) [58][Disadvantage: x.8]

Forces: 4 Hiveguard Swarm (Strong); 2 Hivemaster Swarm (Very Strong)

[Chaos]

9x4, 10x4, 3x4, 9x4, 5x2 [134] [Defensive Multiplier:x1.2] [160.8]

Forces: 2 (Pre-Teen Chimera Girls)[Very Strong], 1 (Chimera-Girls), Very Strong; 1 (Human Dread Knight), Very Strong; 1 (Elfhen Death Runners), Strong

[Result:]

Despite the collective coordination of the Brood, a scout manages to locate the Brood forces as it crosses into the Chaos borderlands. The Brood, apparently ignorant of Chaos sigils, blunter badly and several Hiveguard swarmlings are destroyed; the force manages to re-coordinate itself before it is ambushed by several Chimera-Girls, who decimate the swarms with a frenzy of attacks. Surprised and now reeling, the force is flanked and gives ground to the frontal attack of another squad of Chimera Girls. Buckling and now partially in retreat, the Brood is hardly able to withdraw given the capacity of the Chimera-girls to execute short flights; the entire force is harried out of the territory in tatters.

[Brood]

Disband: 4 Hivemaster Swarms; 1 Hiveguard Swarms

[Chaos]

Add technology: Defense-in-Depth [Primitive]

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306b3f No.10895

Dice rollRolled 2, 3, 6, 7, 5, 5 = 28 (6d10)

>>10841

3 Throne Guardians [Very Strong]

2 Vilonian Forerunner [Strong]

2 Vilonian War Mages [Medium

10 Mobilized Vilon Purifier Squads [Very Strong]

1 Mobilized Vilon Bowsquads [Medium]

4 Mobilized Vilon Clerics [Medium]

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306b3f No.10897

Dice rollRolled 4, 1, 2 = 7 (3d10)

[Sky Dwarves Absentee Roll]

1 Sky Dwarf Shock Formations [Very Strong] 1 King's Musketeers [Very Strong] 3 Pressganged Frigates [Medium]

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306b3f No.10898

File: 1444962730957.jpg (72.38 KB,300x222,50:37,Draconius.jpg)

Dice rollRolled 69, 79, 100 = 248 (3d100)

Name: Golden Republic of Khazan

Race: Dwarves

Color: White Star Black Background

Fluff:

For many long years the Golden Republic of Khazan has existed within the dark mountains of Gul, it's inhabitants shut off from the rest of the world. Generations spent in solidarity have not seen the Dwarves grow idle rather than renounce their former warring ways and commit themselves to the finer aspects of life.

Within the Republic of Khazan fine metal crafting is valued above all else, many spending centuries to perfect the art of making necklaces, rings and rare metal embroyded clothing as well as other trinkets which are sometimes even imbuned with magical properties.

In the unbelievably long time spent in solidarity the Dwarves have learned to appreciate all company and news from the world and while they are unwilling to leave behind their cozy mountain homes which have been crafted with the utmost devotion to masonry they are still reknown by adventurers for their generous and hospitable nature.

Government Type: Representative Democracy with a Constitutional Monarchy

Economy Type: State Capitalism (best economy)

Religion: Ancestral

Location: Within the Mountains of Gul not to far away from shades.

>Population: (9) (.8/turn)

>Food: (Very Good)

>Raw Currency: (32) (9/turn)

>Legitimacy: (Stable)

>Culture: (3)

>Industry: (11)

>Unique Buildings:

+ Khazan Parlaiment

>Defenses: (Underfortifications, Elaborate, Slightly Damaged)

>Military Units:

+ 4 (Khazan Honorary Guard), Strong;

+ 2 (Khazan Republican Guard), Medium;

+ 1 (Khazanian Shieldbreakers), Very Strong

+ 1 (Dwarf Merc Squad), Strong

>Mobilized Units:

+ 1 Mobilized Khazian Infantry Formation [Very Strong][Plucky]

+ 3 Khazanian Crossbow Squads [Medium]

>Resources/Quantity:

+ Iron [Sustainable],

+ Stone [Sustainable],

+ Magma [Sustainable],

+ Coal [Sustainable]

>Magic/Spells: (Magical Artifice) (Spells: Imbue Equipment, Simple)

>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Simple], Bureacracy [Primitive], Counter-Espionage, [Primitive]

>Territory: (generated by GM)

>Bonuses/Eccentricities:

(Special status: Mobilized; 1 Turn. [Industrial Effectiveness: 50%, Rising] )

1. Turtlers: You can fabricate underground constructions easily. You may reroll constructions made underground once.

2. Gift of Artifice: Add an additional +15 to every roll to construct weapons or equipment.

>Eccentrictiy:

Agoraphobic: You aren't very good at going outside. Actions outside the underground suffer a -15 penalty to every roll. This excludes combat, which the dwarves actually find fun.

Clannish: You don't greet visitors very well, generally, unless they have something nice for you.

Imbune Equipment Research 1/6

1-3. Draconius Buttslave was a Khazan hero and certianly the right man for the job. During a secret mission he had been captured by Dragon Territorists and held as a Draconian Buttslave for almost a century. Killing his captors and escaping just in time to foil their evil plot Draconius is an expert in all things considered part of warfare.

While naysayers may pretend this war is already won Draconius will swiftly lead the Khazan Army to the transports and eliminate the Clown threat once and for all, snatching victory from the fingers of Khazan's allies to once more uphold Khazan as the true savior of freedom!

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306b3f No.10899

Dice rollRolled 84 (1d100)

>>10898

Those Doctors without borders had it coming.

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306b3f No.10900

Dice rollRolled 3, 6, 6, 1, 5, 10, 8, 2, 10, 5, 3, 5, 7 = 71 (13d10)

>>10899

Rolls 1-4:

+ 4 (Khazan Honorary Guard), Strong;

Rolls 5-6:

+ 2 (Khazan Republican Guard), Medium;

Roll 7:

+ 1 (Khazanian Shieldbreakers), Very Strong

Roll 8:

+ 1 (Dwarf Merc Squad), Strong

Roll 9:

+ 1 Mobilized Khazian Infantry Formation [Very Strong][Plucky]

Roll 10-12:

+ 3 Khazanian Crossbow Squads [Medium]

Coordinate battle tactics with the other coalition forces according to the Elite Infantry buildup, barrages by secure ranged units etc. Baz explained the drill.

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306b3f No.10902

[[Combat Report: Circus v. Coalition]]

[Patchwork]

(3)7x4, (1)8x1, (1)7x1, (1)6x4, (1)7x4, (2)9x4, (3)9x2, (3)4x.5 84 8 7 24 28 72 108 36 6 [373]

3 Patchwork Clansguard (Very Strong) Tseyarian Airmage (Medium) 8 Tseyarian Birds (Medium) Patchwork Flagship MK. II (Very Strong) Clansguard infantry formation (Very Strong) 2 Clanguard Bow Formations (Very Strong) 3 Private Air-Frigate (Strong) 3 Patchwork Spellmage (Weak)

[Stella]

(5)6x1, (3)2x2, (2)3x4, (1)5x4 30 12 24 20 [86]

5 Astral Bird Swarms(medium) 3 Warden groups(strong) 2 Warmagi groups(very strong)(clever) 1moblized mage formation(very strong)

[Dominion]

(3)4x4, (2)5x2, (2)8x1, (10)9x4, (1)7x1, (4)7x1 [+2] 48 20 16 360 7 28 [513]

3 Throne Guardians [Very Strong] 2 Vilonian Forerunner [Strong] 2 Vilonian War Mages [Medium 10 Mobilized Vilon Purifier Squads [Very Strong] 1 Mobilized Vilon Bowsquads [Medium] 4 Mobilized Vilon Clerics [Medium]

[Air Dwarves]

4x4, 1x4, (3)2x1 16 4 6 [26]

1 Sky Dwarf Shock Formations [Very Strong] 1 King's Musketeers [Very Strong] 3 Pressganged Frigates [Medium]

[Khazan]

3x2, 6x2, 6x2, 1x2, 5x1, 10x1, 8x2, 2x2, 10x4, 5x1, 3x1, 5x1, 7x1 [127]

4 (Khazan Honorary Guard), Strong; 2 (Khazan Republican Guard), Medium; 1 (Khazanian Shieldbreakers), Very Strong, 1 (Dwarf Merc Squad), Strong 1 Mobilized Khazian Infantry Formation [Very Strong][Plucky],3 Khazanian Crossbow Squads [Medium]

[Brood]

[Other Units]

Coalition Total: [1125]

[Circus]

(2)4x2, (1)5x4, (1)6x4, (2)4x4, (4)4x4 (3)2x4, (2)9x4, (1)5x8, (1)7x4 [Defensive mult: 1.2] 16 20 24 32 64 24 72 40 28 [384] [Last Stand Bonus: 1.2] [460.8]

Military Units: 2 (Punch and Mr. Gater) Strong, 1 Mobilized Jester Guerilla Squad [Strong], 4 Mobilized Jester Bow Formations, [Very Strong], 2 Mobilized Jester Suicide Squads [Very Strong], 2 Jester Ambushers [Very strong], 1 Jester Zombi-quesier (Midget Saw)Very Strong, : 3 Mobilized Harlennelrian Black Magic Gangs [Very Strong][Clever], Harlennelrian Chaos Jester{King Honk} Epic; Fear, Huge, Clever

Disposition of Player: [Punch/Gator] [Guerillas/Ambushers] [Bow - Magic] [Suicide] [King] [Midget]

[Circus Total: 460.8]

[[Report:]]

The advance host of the coalition enters Jester territory unopposed and in good order [58], but quickly encounters large amounts of traps and a guerilla force placed by the Jesters. The host is too large to simply avoids the traps, and so suffers some disruption as they advance. From the air, spotting the traps is hopeless and scrying spells have a limited effet. The Clowns are prepared for the engagement, and their whole nation seems to be awash in chaos; this provides them a [Last Stand] bonus and their [Subterfuge] skill makes location of guerillas difficult. Constant attacks harry the main force, but the Jester guerillas are insufficiently organized to slow or stop the force; whenever the guerillas make a maneuver they are attacked from the air by Dominion purifier squads. The general destruction is total as the host marches: they lay waste to vast swaths of territory as they move, killing every Jester and burning everything they can find. The airships move slugglishly behind the purifier squads, as they are totally overloaded with a variety of bowmen from the coalition nations. They do not see much combat initially.

The host is lulled into a sense of confidence as it advances. However, it is caught off guard: several Jester suicide squads have been well positioned, and explode in the middle of massed host. The casualities are relatively large given the disparate size: the coalition outnumbers the Jesters by nearly 4 to 1, but the Jesters continue to inflict painful loses. As the coalition approaches the tent, the Jesters finally give battle: King Honk appears and rallies the Jesters; he is massive, some 40 feet tall.

The Jesters are no match for the host. There is a massive hail of arrows, thrown javelins, magical blasts, and other projectiles from the amassed coalition, and the Jesters wither under the assault; the black magic squads of the Jesters summoning disease Jesters into the ranks of the infantry magic-users, and King Honk makesn effort to break the center of the advancing Dwarven infantry: surging forward, he briefly manages to throw back the dwarves and buckle the line, but the raw numbers and sustained attacks from Dominion purifier squads cause him to fall back; he flails and screams as his hat burns. The hat, weighing some several tons, is thrown into the sea of massed infantry and crushes many of them. From afar, the god Harlennel watches the battle with grim amusement, but otherwise does not move; it is all rather the same to him today.

(1/2)

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306b3f No.10903

(2/2)

With King Honk in flight, the host advances again: The Jesters know this is probably the end, and they mass near the entrance of the tent to produce a choke. The host advances, bombing the tent from afar and attempting to enter, but are thrown back repeatedly. Eventually, a patchwork frigate catches fire in mid flight from salvos being fired from the top of the tent; burning, it spins out of control and directly into the line held by the Jester formations. The tent, burning and now crumbling under the constant salvos fired from the coalition, collapses. The Jesters frantically retreat to the altar of Harlennel, where King Honk engages in a fight to the death: flames and concentrated astral bolts cause the entire edifice to collapse.

In the rubble, the coalition searches for every Jester: they leave nothing, burning every single corpse and destroying every single building. King Honk's burning corpse can be seen for miles, and leaves a vile stench that never seems to leave the area.

Somewhere in the distance, there is a slight, sad honk that seems to fade away.

[Coalition Losses]

[Patchwork]

1 Tseyarian Airmage (Medium)

6 Tseyarian Birds (Medium)

2 Private Air-Frigate (Strong)

3 Patchwork Clansguard (Very Strong)

[Stella]

3 Warden Groups [Strong]

[Dominion]

2 Throne Guardians [Very Strong]

4 Purifier Squads [Very Strong]

2 Vilonian Forerunner [Strong]

2 Vilonian War Mages [Medium]

[Air Dwarves]

1 [King's Musketeers]

[Dwarves]

1 (Dwarf Merc Squad), Strong 1 Mobilized Khazian Infantry Formation [Very Strong][Plucky] 3 Khazanian Crossbow Squads [Medium]

[Circus Losses]

[Your nation has been destroyed.]

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306b3f No.10904

>>10903

>Khazanian President George Dwarvenew Bush quickly takes credit for the successful military intervention

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306b3f No.10905

>>10839

Name: The HonkSpider

Race (Determines bonuses): The Brood. Spider-like Humanoids that share a hivemind with their Broodmother. Each has four arms and a light chitinous armor on their body. Certain variants of the species that assist in caring for the queen have four clear wings not unlike those of dragonflies to assist in maneuverability. Other, "workers," have the ability to create a sort of silk which is used in expanding the hive. Their mouths are lined with eighty thin, sharp teeth. The Broodmother herself holds a more spiderlike appearance, taking the form of a large black widow with a human face.

Color: (Determined map color): Purple

Fluff (Determines bonuses): "That foolish spider my ringleader is slain my god is almost giggling at grim amusement. That fool spider wanted a meal hehehehehhehehhhehehehheheheh silly spider all things has souls even pests like you. My god shall laugh again or my name isn't King Honk." King Honk said as he tries to moves his arms "Wait this isn't my form in fact I'm not sure why I have four arms has my god changed me into this what's going on. Harlennelrah must be laughing his ass off he'll like this indeed. Well even the former King Honk shall make do with this form. Perhaps I should follow these pests after all I want Harlennelrah to laugh not mourn my comrades."

Government Type (Determines some stats): Hivemind system where all members of The Broodnest share the mind of the Broodmother. Monarchy under The Broodmother.

Economy Type (Determines some stats): Raw material based system that is used for outside trade. Due to the broodmother being able to directly control any one member of The Brood, there is no reason for an internal economy, thus all currency is owned by The Broodmother with the intent to further The Broodnest.

Religion (Determines magic): Still following Harlennelrah

Location: With the brood

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306b3f No.10906

>>10890

[[NOT A TURN UPDATE]

1. You start work on a foundry. It moves along at a reasonable pace and you can see the outline coming into shape. (1/3)

2. You scout around the area for more Ioun, but you aren't able to find any. Your stock stays stable, however.

3. You check the Mindstone records. Some of the records appear to be non-functional, but you think you might be able to repair them over time if the right resources are located. The available records are pretty numerous: you pull up some schemata on Ioun dowsing techniques and rationing strategies from the database. (Add spell: Resource Dowsing [Simple]; Add technology: Rationing, [Simple])

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306b3f No.10907

Dice rollRolled 49, 66, 55, 45 = 215 (4d100)

>>10906

Alright, I gotta go soon so:

1: Use RESOURCE DOWSING SPELL (hopefully an explicit roll bonus?) to find IOUN ORE.

2 & 3: Finish the FOUNDRY.

I assume we have metalworking tools in sufficient quality to not have to make a stone anvil and stone hammer and start from copper ore? If that's the case, I'd like to know so I can into flint pickaxes.

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306b3f No.10908

>>10907

ignore that last die, rolled an extra.

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306b3f No.10910

>>10804

[You are a courtier]

[You use the same statistics as the main nation.]

[You have been allocated 2 mountain hexes]

[You have been allocated: 3 player fluff units; Strong]

Bonuses:

1. Collective: It is very hard to surprise or get the drop on a collective organism. Attackers never get any advantage in rolls during an attack and can never surprise you. Tactics against you are also generally less effective.

2. Psionic Coordination: As a collective insect organism, your units do not experience fear and do not retreat from combat. They fight to the death and are resistant to all forms of suggestion. They also might be able to exploit certain combat situations unlike other races.

3. Clownspiders: You are clownspiders, a variation of The Brood that has been infected with a rare and ancient bacteria and cursed by the god Harlennelrah. The bacteria is non-transmissable except to certain brood. Inexplicably, you have a tendency to cause [Fear] in many units.

Eccentricities:

1. Fire Bad: The Brood severely dislike fire. If fire is deployed in combat, the Brood behaves oddly and suffers a combat penalty of -1 to every roll. Larger Brood are sometimes resistant to this.

2.He Who Has The Last Honk: In combat, you gain a combat advantage against those who have slain clowns in the past. This translates into +2 to every combat roll, but only applies to clownspiders.

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306b3f No.10911

>>10910

[[GM Revision: Revise combat roll to +1]]

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306b3f No.10913

File: 1444970655872.jpg (522.3 KB,640x732,160:183,640x732_13451_Emergency_2d….jpg)

Yukaria Zaota stood before Pioneer-General Ironbranch. The pair had both swapped their exo uniforms for the standard one-piece coverall that was ubiquitous of the pioneers around the base camp. Her yellow cat eyes were fixed on Dahlia's expression, the pupil slits narrowed because of the bright lights of the room. She watched the General's large blue eyes run down the projected after action report. The letters and colors of the psi-stone's projection covered her mouth but Yukaria could see the noticeable frown through the opaque screen. Once she had finished scanning over the report she swept her thumb across the psi-stone then pushed it across the metal desk.

"Does anyone other than your survery team know about this?" She asks. Her eyes were dark and focused completely on Yukaria. The Hobgoblin was forced to break eye contact.

"No, General. We've not told anyone what we saw." She replies solemnly.

Dahlia nods, pressing a button on her desk a small red light begins to pulse slowly. "Keep it under wraps for now. You're dismissed," she said, her fingers still holding down the button. Yukaria nodded, snapping a salute followed by a perfect about-face. She marched out of the room and down the hallway toward the courtyard and the rest of Base Camp 2702.

Dahlia let out a deep breath, her finger still on the red button. Sitting up straight she composed herself, released the button, and began to speak. "All Officers please report to the briefing room. I repeat, all officers to the briefing room. Immediately." With that she stood up and pulled her coat from her chair and wrapped it around her shoulders. She fished about in the drawer under her desk for a moment before pulling out a small paper tube. With her index finger she lit it and put the stick between her lips. Her chest rose and fell deeply while she listened to the sound of a silence so complete it made her long ears ring and twitch.

Several minutes later she stood outside the chrome sliding door that led into the briefing room. Walking inside she heard the call "Officer in the room, attention!" and the shuffle of a hundred feet. She took her place in front of a small psi-stone facing a white background. She took a moment to look over the crowd. Most of the faces were a mixture of confused, solemn, and interested.

"I've called you all here to discuss a breaking development that could not wait." She paused to activate the psi-stone. Images flicked onto the white background, stark images of a small town. There were immediate murmurs, a few gasps, some nervous shuffling of feet. No one interrupted the General when she began speaking again. "I've just received a report from a scouting party that there is a small settlement of various humanoid races. Senior Sergeant Yukaria Zaota's squad made the discovery and she hastened back to deliver a report on what they observed. The technology level here is primitive to say the least, but we don't know what sort of magic level we're dealing with here either. As it stands we do not know if this settlement is owned by a larger empire or if it is a solitary political entity. Regardless, this confirms the preliminary reports that we were given about the Planes in this sector of Astral Sea." A hand rose in the audience. She acknowledged it with a gesture of her hand. "Go ahead."

"Have we made contact with this humanoids?" Asks one Captain, the single bar marking him as a Junior.

Dahlia shook her head. "No, I've made it clear to the survey commanders that Protocol nine is in place. No survey teams are to make contact with intelligent life." The captain sat down. Another took his place.

"What is our plan of action, General?" He asks before taking his seat.

"Simple. We're going to try to negotiate. Failing that, we subjugate them the hard way."

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306b3f No.10915

>>10803

[Dominion]

>>[[You are demobilizing. Your mobilized units will disband next turn.]]

1. Your research into Holy magic completes. You now have a generally better understanding of the discpline. (Set magic: Holy to Average)

2. You continue with the conversion. Most of the town seems to be with you. You still aren't sure what you're going to do with it. (9/10)

3. Your units move as ordered.

>>10804

[2702]

1. You partially construct a hydroponics lab, but the seeds are found to not grow so well in this environment for some reason. Your arcano-botanist can't make much sense of it and he seems to think something about the translation into this particular planar space did something to them. Instead, some local seeds are improvised and the farm construction continues. (1/2)

2. Your scouts manage to locate a small down nearby. It's not very impressive and seems exceedingly cosmopolitan; there appears to be a large deal of damage from some sort of seismic event. Your scouts keep a good distance and note that the arms and equipment are relatively primitive – melee weapons, spears, and some crossbows.

3.The Arcano-Alchemists begin working on the psi-stones. They make a good deal of progress and they have partially functioning prototypes available. (1/2)

>>10805

[Sculpted]

1. Your sculpting goes fairly well. You think that additional directions with specific mineral will produce clear results and unique units; the sculptor-general did a great job this time. Add 2 (Fluff unit); Very Strong [Resilient] [Notice: You may need to pay upkeep for additional standing units: this will approach the cap.]

2.3.4. You managed to complete research on the forged. (Revise technology: Magical Sculpture-Forging). You think you might be able to integrate to two methodologies, now, and that low rolls will likely still produce a unit that is still worthwhile.

>>10806

[Necro]

1. [Please specify. Single technologies may be sent, but each technology or resource requires one discrete action per item.]

2. You complete the crowns. They meet the requirements you have specified. (Add technology: Specialized Modification [Simple])

3. Surprisingly, Phil gets lost. Nothing bad happens, but he gets lost. After nearly a week he manages to find his way back, and he doesn't find the town. He's ready to go again, though.

>>10807

[Stella]

>>[[You are demobilizing. Your mobilized units will disband next turn.]]

1. You move your forces.

2. You manage to find some gems after a sustained search. They're sort of puny, though, and probably only suited for basicenergy transmission. [Add resource: Mediocre Gems [Some]]

3. The construction starts, but the war has taken a good deal of resources away from construction generally. When the foreman tries to submit the invoice to the quartermaster for wood stocks, he is simply laughed at and told to come back another time.

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306b3f No.10916

>>10810

[Brood]

1. The scrolls are fairly clear after you study them. It concerns psionic amplifiers, and you are able to understand some of the basic theoretical components – it mostly functions around the utilization of certain gems. It's going to need more work to understand them, though, and lots of gems. (Add technology: Psionic Amplifiers, Primitive)

2. The ruins to the south have existed for quite some time. There is surely vast sums of unexplored treasure within them. [Explore Giant Ruins in hunt of Tech or Vaults or Supplies]

>>10813

[Patchwork]

>>[[You are demobilizing. Your mobilized units will disband next turn.]]

1) [[Confirmation of blueprints to Sky Dwarves required]][[Airships, Average]]

2) You dispatched your units. The currency didn't help, as it turns out.

3) You dispatched your units. You keep the currency as it wasn't needed.

>>10843

[Airdwarves]

>>[[You are demobilizing. Your mobilized units will disband next turn]]

1. The research moves ahead, with the hidden earmarks and research teams being appropriated. The nobles are largely unaware, for now, and have been more concerned with the war. The expense of money has helped the progress; bribes and selective murders have been valuable. [Clockworks 5/20]

2/3?. [[META: Trade invalid. A single technologies may be exchanged in an action. Please renegotiate the trade.]]

>>10855

[Vyriah]

1. The dock construction continues, but's depressingly slow. You think the construction crew leader is a drunk, but you don't have any evidence. 2/3

2&3. Initially the production of a new farm goes very well, but some last minute issues during the setting of the foundation causes a large piece of it to fall off into the gas sea. It's pretty embarassing, really, but you think it's going to provide a good deal of food when it doesn't fall off. (3/4)

>>10875

[Colony]

1-2. The research starts going well, but then stops entirely. Then it starts again, inexplicably – you can't really put your finger on it. You've almost made a major breakthrough, though. Research: (7/10)

3. You begin your work on aviation. It goes amazingly well, and you soon figure out what's required to modify and coax fungal growths into odd shapes that can be inflated – bladders and so on. You thought you would need magic, but apparently some fungus, if properly treated with alchemy, can take on unusual properties. (Fungineering: 7/10)

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306b3f No.10917

>>10887

[Chaos]

1-2; Your mages practice their drilling and spellcasting routines. Overall, you're pretty impressed and there's clearly been a good deal of progress. (Set technology: War Mages to [Average])

3; While you attempt to train more runners, the recent attack has thrown off the production capacity of military units for some reason. You manage to produce some basic units, however. [Add 1 (fluffy units) [Strong]]

>>10898

[Khazan]

>>[[You are demobilizing. Your mobilized units will disband next turn.]]

1-3. Draconius arrives just as the war ends; apparently he had been fighting the clown scourge in guerilla operations but you weren't aware of it – many of the explosions that damaged the clown infrastructure were his doing. He offers to join you, but he doesn't like to be reminded of his hard times, and so he eschews the surname “Buttslave”. Add unit: Draconius of Khazania [Epic][Resilient][Slayer]

>>10907

[Machine Men]

1: You manage to dowse for some ore to the north. The collection goes unremarkably, and the stock seems a bit more robust, now. [Add resource: Ioun [Good]]

2 & 3: You manage to finish the foundry in good order – this should allow you smelt most traditional metals and fabricate specific units to your specifications. (Add unique building: Basic National Foundry; +3 industry)

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306b3f No.10918

>>10916

>[[Confirmation of blueprints to Sky Dwarves required]][[Airships, Average]]

If you mean me, I confirm to accept this gift.

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306b3f No.10919

>>10915

>1. [Please specify. Single technologies may be sent, but each technology or resource requires one discrete action per item.]

Send him the iron first. Can't teach him to use something If he doesn't have any of it.

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306b3f No.10920

[Brood]

Correction: 2. [Brood] You send scouts to the ruins, but it's crawling with monsters of some sort. They're extremely large – you suspect they're some sort of shaggy humanoids of some sort similar to apes. They seem very strong, and quite numerous. On the bright side, on the way back to the lair you find some gemstone. [Add resource: Gems[Some]]

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306b3f No.10921

Dice rollRolled 53, 24, 37 = 114 (3d100)

http://pastebin.com/JucWqx3F

"I don't like this plan, General."

"I know, Charlyse."

"They're not ready. They're prototypes and that's being generous."

"I've read the reports, Arcanist. But we need them."

"What happens if they malfunction? If something goes wrong?"

"You know the answer to that." Dahlia stood hovering over a psi-stone that was feeding her raw mental data. It explained part of why she was so absent-minded in this discussion. She was focusing on the stone, on seeing what the away team saw.

Several hours earlier a single platoon of fifty five Psychic Warriors, fully armed and armored with their most baseline of equipment stood at attention in the courtyard of the base camp. There was also a fairly large chest of diamonds, silver, and other trinkets that had historical value to the nations of Primus pre-Unification. It was the best sort of diplomatic gift they could scrounge up in a pinch.

"Your task is simple. Using these communication stones you will initiate contact with the native town in sector C5. Protocol nine, with the obvious exception of subprotocol a1 remains in effect. Senior Lieutenant Zaota has tactical command. Central will monitor the AO. Accompanying this team is Engineer Sylvia Brightstone. Please do not lose her. It's hard to dig up new engineers." A few laughs. "This operation is of critical success to our mission on this Plane as Pioneers. Don't fuck it up. Dismissed."

And now she was looking through the eyes of Senior Lieutenant Zaota as her platoon fanned out and waited near the gate of the township, weapons at low-ready. Zaota and Brightstone moved forward toward the town guard. Brightstone on point with her hands up in a placating way and Zaota carrying the heavy chest. Her lips mouthed a silent prayer toward any Gods nearby that this wouldn't go to the Nine Hells in a hand basket.

1. Farms!

2. Diplomacy with the town. Try to convince them to join the Pioneer Detachment as an allied force. Use 15 currency on the task.

3. Continue working on the rest of the communication stones.

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306b3f No.10922

>>10838

[Kaldor] [not a new turn cycle]

1. The trade completed without incident.

2. The trade completed without incident.

3. The prisoners start work on repairs. The damage isn't very bad. (1/4)

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306b3f No.10923

>>10806

[Trade result][Necro Imperialist]

You received the following items from Kaldor:

Exotic creature training [Average]

War Animal Training [Average]

They translate into:

Exotic creature training [Simple]

War Animal Training [Average]

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306b3f No.10924

>>10843

[Trade Result][Air Dwarves]

You received [[Airships, Average]] from The Patchwork Republic. This translates correctly.

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306b3f No.10925

[Trade Result][Kaldor]

Iron [Sustainable] arrives from Necro Imperialis as part of their trade deal.

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306b3f No.10926

Dice rollRolled 49, 77, 73 = 199 (3d100)

>>10917

Name: Golden Republic of Khazan

Race: Dwarves

Color: White Star Black Background

Fluff:

For many long years the Golden Republic of Khazan has existed within the dark mountains of Gul, it's inhabitants shut off from the rest of the world. Generations spent in solidarity have not seen the Dwarves grow idle rather than renounce their former warring ways and commit themselves to the finer aspects of life.

Within the Republic of Khazan fine metal crafting is valued above all else, many spending centuries to perfect the art of making necklaces, rings and rare metal embroyded clothing as well as other trinkets which are sometimes even imbuned with magical properties.

In the unbelievably long time spent in solidarity the Dwarves have learned to appreciate all company and news from the world and while they are unwilling to leave behind their cozy mountain homes which have been crafted with the utmost devotion to masonry they are still reknown by adventurers for their generous and hospitable nature.

Government Type: Representative Democracy with a Constitutional Monarchy

Economy Type: State Capitalism (best economy)

Religion: Ancestral

Location: Within the Mountains of Gul not to far away from shades.

>Population: (9,8) (.8/turn)

>Food: (Very Good)

>Raw Currency: (41) (9/turn)

>Legitimacy: (Stable)

>Culture: (3)

>Industry: (11)

>Unique Buildings:

+ Khazan Parlaiment

>Defenses: (Underfortifications, Elaborate, Slightly Damaged)

>Military Units:

+ Draconius of Khazania [Epic] [Resilient] [Slayer]

+ 4 (Khazan Honorary Guard), Strong;

+ 2 (Khazan Republican Guard), Medium;

+ 1 (Khazanian Shieldbreakers), Very Strong

>Resources/Quantity:

+ Iron [Sustainable],

+ Stone [Sustainable],

+ Magma [Sustainable],

+ Coal [Sustainable]

>Magic/Spells: (Magical Artifice) (Spells: Imbue Equipment, Simple)

>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Simple], Bureacracy [Primitive], Counter-Espionage, [Primitive]

>Territory: (generated by GM)

>Bonuses/Eccentricities:

(Special status: Mobilized; 1 Turn. [Industrial Effectiveness: 50%, Rising] )

1. Turtlers: You can fabricate underground constructions easily. You may reroll constructions made underground once.

2. Gift of Artifice: Add an additional +15 to every roll to construct weapons or equipment.

>Eccentrictiy:

Agoraphobic: You aren't very good at going outside. Actions outside the underground suffer a -15 penalty to every roll. This excludes combat, which the dwarves actually find fun.

Clannish: You don't greet visitors very well, generally, unless they have something nice for you.

Imbune Equipment Research 1/6

1. Now back to the more important parts of life. In the Terror attack by the now gladly passed away clowns the Underfortifications had been slightly damaged. It was about time they were repaired and enhanced for the matter, creating additional jobs for any dwarves who may be in need for more work. That said if adding Raw Currency to the mix would help progression 10 currency would be invested.

(I didn't substract the currency yet so just tell me whether to do it in the update)

2. Before this entire horrible affair mines were being dug in order to add gold and gems to the production of beautiful jewlery. This project will be taken up once more in order to enhance the potential of Khazan's experienced craftsmen!

3. War had been unavoidable in the past and the Golden Republic needed to be ready to defend itself should the circumstances require it. Under the leadership of Draconius of Khazania the current Combat units would be trained and refitted with the best weaponry available, new recruits would be drawn in as well. In order to achieve the goal of a professionally trained and maintained army Draconius is awarded 30 Raw Currency.

(I didn't substract the currency yet so just tell me whether to do it in the update)

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306b3f No.10927

[Trade Result]

The Patchwork Republic received 10 Raw Currency from The Air Dwarves as part of their trade deal.

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306b3f No.10928

Dice rollRolled 51, 37, 82 = 170 (3d100)

http://pastebin.com/9kPTjV14

1. Mobilize! At the previous battle against Chaos we were shown as weaklings at their mercy. It is now that we will raise an army to strike them down!

2. Check in with our armored friend. Hopefully he has recovered on some level. To ensure he makes a steadier recovery, we spend 30 currency.

3. Attempt to learn a new psion magic to absorb outsiders into The Brood. (Don't know what the name for the spell would be. Assimilate I guess.)

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306b3f No.10929

Dice rollRolled 82, 15, 56 = 153 (3d100)

>>10915

http://pastebin.com/2CJHdfZS

12 Learn, bonus to further research on mobilization tech. Reflect on the lack of intelligence from divination spells, the tactics we used to combat the clown suicide formations made our casualties all the worse even with spider's near instant communication and if lack of experience our allies them made it less effective. Look to the elves in how coordinated they were and capable of tactical flexibility. Most of all the we need to make more efficient use of the avatars and think of sophisticated measures the burdens they shoulder so they can provide more aid and function to operate as agents that we lacked for this incursion. The chair absorbs all of these observations from every Vilon that returns and consoles the tender hearts of my special ladies with Pini's help.

3 Expansion (9/10). The people once having accepted Him will be relocated to Holy Shezeb out of harm's way where they will be provided for.

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306b3f No.10930

>>10929

>>GM correction: Set legitimacy to "Unshakeable"

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306b3f No.10931

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306b3f No.10932

File: 1444981873841.jpg (265.49 KB,1440x1080,4:3,1437628481362.jpg)

Dice rollRolled 75, 26, 55 = 156 (3d100)

>>10917

http://pastebin.com/6p6Vzu8A

1; Train Elfhen Death Runners

2-3; Replace and Upgrade Chaos Sigils

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306b3f No.10933

File: 1444982673354.jpg (317.31 KB,650x2600,1:4,1444011184826.jpg)

Dice rollRolled 76, 79, 81 = 236 (3d100)

>>10915

>>[Necro Imperialis]

>>Population: (17.2) (1.1/turn)

>>Food: N/A

>>Raw Currency: (41) (+3/turn)

>>Legitimacy: (Semi-Stable)

>>Culture: (3)

>>Industry: (5)

>>Unique Buildings:

>1 Council Tower

>>Defenses:

>Interlocked Bone Wall [Medium]

>>Military Units:

>2 Skeleton Archers [Medium]

>1 Zombie Roc Epic, Epic

>3 Pygmy Zombie Rocs, Strong

>ghoul commander Phil,????? He gets shit done.

>>Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable ]; Iron [Strained] ;Roc Corpses [Sustainable]

>>Magic/Spells:

>Necromancy, Basic spells:

Curse Terrain, Simple

Summon Wights, Simple

Raise Zombies, Basic

Conjure command crowns,????

Conjure mercenary command crowns,????

>>Technology: (Stone, Wood, Copper, Iron)

>Sturdy Construction, Primitive

>Command Crowns, Simple

>Air Transport, Improvised

>Exotic creature training [Simple]

>War Animal Training [Average]

>Specialized Modification [Simple])

>>Territory: (11)

>>Bonuses:

>1. Perfectionist:

>2. Undead:

>>Eccentricities:

>1. Power-oriented:

1. Conjure as many mercenary command crowns as we can. To be useable by the dwarves.

2 . Raise more zombie rocs.

3. Send ghoul commander Phil to the west town. That fucker better not get lost again. Damn ghouls always losing their minds.

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306b3f No.10934

Dice rollRolled 43, 15, 88 = 146 (3d100)

>>10916

Name: Vyriah

Race (Determines bonuses): Gnome

Color: (Determined map color): Blue

Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?

Government Type (Determines some stats): Merchant Republic

Economy Type (Determines some stats): Free Market

Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.

Location: The Open Sky

Population: (9) (1/turn)

Food: (Stable)

Raw Currency: (24) (7/turn)

Legitimacy: (Stable)

Culture: (5)

Industry: (7)

Unique Buildings: Vyriah [Floating]

Defenses: Tower Network [Very Large]

Military Units: 3 Vyriah'n Airships(flying units) [Strong]; 3 Vyriah'n Guard (Ground Units) [Medium]

Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Lots]; Dirt [Massive]

Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])

Technology: (Stone, Wood, Gems, Iron) Aerial Warfare,[Basic] Aerial Defense, [Basic]

Territory: (1)

Bonuses:

1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist.

2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.

1. Docks 2/3

2&3. Farm 3/4

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306b3f No.10935

>>10929

Fixed*

Learn, bonus to further research on mobilization tech. Reflect on the lack of intelligence from divination spells, the tactics we used to combat the clown suicide formations made our casualties all the worse even with spider's near instant communication and the lack of experience among ourselves and our allies them may have made it less effective. Look to the elves in how coordinated they were and capable of tactical flexibility under the same circumstances. Most of all the we need to make more efficient use of the avatars with more sophisticated measures and thought in allocating the burdens in mobilized units so they can provide more aid and function as agents that we lacked for this incursion; scouts capable of detecting traps, hidden enemies and dangerous abilities among combatants, offering effective and secure communication to make the avatars a greater utility. The chair absorbs all of these observations from every Vilon that returns and consoles the tender hearts of my special ladies with Pini's help.

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306b3f No.10936

Dice rollRolled 72, 82, 13, 12 = 179 (4d100)

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: (10.2) (.9/turn)

Food: (Excellent)

Raw Currency: (7) (7/turn)

Legitimacy: ("Wobbly")

Culture: (7)

Industry: (11)

Unique Buildings: 1 King's Palace

Defenses: (Stone Traps, Good)

Military Units: 1 Dwarven Frigates (damaged), 1 Sky Dwarf Shock Formations [Very Strong], 3 Pressganged Frigates [Medium]

Resources/Quantity: Iron, [Sustainable], Copper [Wobbly], Stone [Sustainable], Gems [Low]

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]

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.

1. Of course we'll share our finds with them. We dwarves are true to our word. If its technology, it should be replicable, and any artifacts that aren't we'll be able to come to an agreement on what is to be done with them.

1. Steam Engine research continues, this time with the express orders to prepare to load them up into fast transport ships, which will be part of a later trade deal. 6/10

2. The National Bank is ordered to be completed, a fine time to finish it after the war, so that we might pay our war victors and soldiers who so bravely defeated the clown menace.

And to ensure the Gem issue remains in control, for the while. 4.5/5

3. The Clockwork men continue to be pursued, as the desire for soldiers, miners, and workers that do not eat, do not fear, do not sleep, and most of all, are 100% loyal to the crown are needed 5/20

4. Nobility Roll

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306b3f No.10937

>>10936

Edit. Pay 7 Currency this turn on damage control to placate any issues from actions 3-4

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306b3f No.10938

File: 1445004423076.jpg (123.91 KB,1024x507,1024:507,pirates_airship_by_min_ngu….jpg)

>>10934

A dwarven skyship see's the floating city, and that it is inhabited by beings similar to them. Indeed, building a sky dock.

No reports that the Patchwork have a flying city, so they decide to investigate, and are suprised to see the sophistication of the Gnomes working here.

The ship approaches, and requests to dock within their existing sky dock.

"Greetings, we are sailors from the Kingdom of Dwarves.

We come in peace!"

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306b3f No.10939

Dice rollRolled 9, 27, 46 = 82 (3d100)

1. Locate source of precious metals like GOLD or SILVER to be used in currency. Dowsing bonus applies.

2. Retrieve information on FINANCE from the mindstone. Maybe we won't get more than the base knowledge, like banking or running a market, but let's get something going here.

3. Begin construction of a MINT.

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306b3f No.10941

>>Name: The Colony

>>Race: Myconid (Mushroom People)

>>Color: : Black with a Green trim

>>Fluff: http://pastebin.com/itEHLQxY

>>Government Type: Elective Monarchy, in which a Sovereign is elected by a consensus. Usually, the oldest and the largest Myconid in the Colony are major canditates– but it could potentially be any Myconid.

>>Economy Type: A traditional barter economy. Myconid are strict in their belief that currency is pointless and unneeded.

>>Religion: Shamanism, surrounding The Meld and the dream world.

>>Location: Northeastern Gul

——————————————————————–

>>Population: (19.8) (1.3/turn)

>>Food: (Very Good)

>>Raw Currency: (15) (+1/turn)

>>Legitimacy: (Very Stable, Improving)

>>Culture: (8)

>>Industry: (5)

>>Unique Buildings:

1 Sovereign Tower (Damaged)

1 Breeding Ground

>>Defenses:

Briarthorn Wall (Medium)

>>Military Units:

3 Withdrawn Monk Squads (Medium)

3 Withdrawn Savage Packs (Weak)

1 Beelzebuffo The Wise (Epic)

>Resources/Quantity:

Stone [Sustainable]

Wood [Sustainable]

Basic Animals [Sustainable]

Iron [Some]

>>Magic/Spells: (Growth/Nature, Simple)

Summon Animals (Good)

Bless Land (Simple)

Alchemical Transmution (Primitive)

>Technology:

(Stone, Wood, Iron, Gemworking, Simple Alchemy)

>Territory: (8)

>Bonuses:

1. Spores: Your nation expands with spores in addition to usual expansion methods. Roll 1d4 to figure how how many additional hexes you gain during an allocation of territory/hexes. If all the hexes are used up, you get a population bonus.

2. Stoic & Fatalist: Legitimacy is extremely difficult to reduce, as your people seem to remain resilient from the meld. This also makes psychical attacks against you difficult and political violence is extremely unheard of.

>Eccentricities:

1. Pacifist: Due to the nature of your people, you can only mobilize defensively. However, if the capacity to meld is threatened, you may behave in an uncharacteristic fashion.

2. Monkish: You do not use currency. Standing upkeep is instead tied to food.

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306b3f No.10942

>>10939

The ever curious and exploratory Sky Dwarves, always either in the pursuit of gems or trading partners, flies about in the sky.

"Hear that sound?"

"Yeah, sounds like. . .mining.And machines. And a love of gold. Let's go investigate."

A Dwarven Airship hovers over the land of the Machine Men, and sees the constructs working hard below.

"lookit that, machine miners. But where's their manager?"

"Call me daft, but I think they ARE their manager."

"Living machines? don't be silly, well, might as well go down and investigate."

A dwarven Airship peacefully approaches the land of the Machine Men.

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306b3f No.10943

Dice rollRolled 65, 81, 71 = 217 (3d100)

>>10941

MELD POWER - 7/10

FUNGAL SMITHING - 7/10

1. Our venture into the depths of Meld comes to a close– a flawless mixture of science and magic had proved to be fruitful. The dream realm draws closer unto Myconkind, a blessing for our victories this day.

(Finish Meld Power research)

2-3 The secrets of the sky are revealed through the shrooms of our home. Blessed be them– for a new idea has been proposed by the research ones. The proposition to create the perfect material…not wood or the iron…but an organic material that is hard as steel yet organic and malleable. This idea shall dawn later..

(Finish Fungal Smithing research)

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306b3f No.10944

File: 1445009817796.png (108.54 KB,574x396,287:198,Terrin.png)

>>10942

The machines use signals to wave down the dwarves, and they're curiously close to your own standard communications signals. A few of the officers report headaches, and then one of them has an intuitive feeling that they'll be made welcome.

Following the signals leads the dwarves to a clear mooring site, and soon enough they're shown to a recently constructed wooden building - something like a tavern, it looks like, though the metal men are still putting in the bar. There's nothing better to drink than water, but a sweet smoke fills the building.

A machine in strange, well-cut clothes waves the dwarven dignitaries to his table. "Welcome," he says, lighting a pipe full of some sort of fibrous substance and smoking it somehow. "I am Terrin, first-risen of those awakened here." The pipe-smoke curls up over the metal man's round face, a blank, impassive thing of black glass. Where's his mouth? Strange. "What is it I can do for you?"

The machine leans back in his chair and blows a smoke ring. Somehow. Weird. Nobody else in the place looks much like him, every single one of the mechanical men oddly unique.

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306b3f No.10945

File: 1445010525149.jpg (152.09 KB,900x1162,450:581,conquistador_by_gorec-d31a….jpg)

>>10944

All dwarven captains were selected for their courage, not merely out of tradition but also of necessity. They were expected to greet and any all races that did not seem overtly dark or evil with civility and warmness, no matter how peculiar.

Now that these particular machines brought too much caution. In fact, dwarven love of all things mechanical seemed to be at play here, and the sight of him smoking actually helped the good captain feel more at ease.

"I am Captain Federico Fezzare, soldier and servant of his majesty King Bolivar VI, of the Kingdom of Sky Dwarves.

We consider ourselves explorers and uniters. Many nations we have sought to encounter, and meet with with open arms and the idea of the spreading of understanding and knowledge, and we were the first to bring the fight to the clown menace when they threatened the world with dark magic.

We are also an industrious, and mechanically oriented peoples, and are pleased to find the sophistication of your mechanical constructs here. And that you endeavor to mine and finance, which is especially wonderful in our eyes, as we too are nearly completed with our own banking reformation.

On behalf of our Kingdom, I bring tidings and greetings of goodwill and faith and the eagerness to open and welcome all forms of trade and exchange for the benefit of our nations.

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306b3f No.10946

>>10945

"Yes, I see. Well, that's all very well and good. Clown menace?"

He gets the story out of you, whatever you'll tell him of it, and then you actually get to see the metal man put his hand over his face and groan. "Sounds…difficult."

There are mechanical noises of agreement and nods of assent from all through the building.

"As for formally initiating trade and diplomatic relations, we've no problem there."

The machine-men have offered an embassy exchange. This will remove the action cost of diplomacy with them - if you accept, simply respond in fluff and add Unique Building: Embassy to the Machine-Men.

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306b3f No.10947

>>10946

"An Embassy?"

The realization dawns upon the dwarves like men struck with lightningbolts.

As. . .that would have saved up a lot of trouble earlier.

"Why didn't we consider that earlier?" wonders the captain.

"We would be more than eager to accept an Embassy to . . ., ah, I don't believe you've introduced the name of your nation. Or yourselves for that matter, we are of course interested to learn what manner of society and beings is within your civilization.

As to your question, of course, we wholly welcome an embassy."

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306b3f No.10948

>>10916

confirming trade deal with the dwarves.

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306b3f No.10949

>>10936

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: (10.2) (.9/turn)

Food: (Excellent)

Raw Currency: (7) (7/turn)

Legitimacy: ("Wobbly")

Culture: (7)

Industry: (11)

Unique Buildings: 1 King's Palace

Defenses: (Stone Traps, Good)

Military Units: 1 Dwarven Frigates (damaged), 1 Sky Dwarf Shock Formations [Very Strong], 3 Pressganged Frigates [Medium]

Resources/Quantity: Iron, [Sustainable], Copper [Wobbly], Stone [Sustainable], Gems [Low]

Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple)

Technology: (Copper, Iron, Stone) [Airships, Average] [Aerial Warfare, Simple] [Civil Defense, 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.

1. Of course we'll share our finds with them. We dwarves are true to our word. If its technology, it should be replicable, and any artifacts that aren't we'll be able to come to an agreement on what is to be done with them.

Corrected Stats

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306b3f No.10950

File: 1445013471826.jpg (50.54 KB,900x588,75:49,6a0148c8319d00970c016760da….jpg)

>>10947

"Oh, we're just regular folk like you. And our people don't really have a name for themselves except what you see here - we're machine-men. Of Ribwall, as I'm led to believe this area's known. I'm not about to attempt to distill the values of my kind into a short statement, but I expect we can come to understand one another over time. Your ambassador will likely inform the home territories as to the content of our character."

The metal man interlaces his fingers and cracks his knuckles, then blows a smoke ring. He offers you the pipe.

"It is apparent you have diplomatic contact with others. I am curious to know who these contacts might be. As such, it is in my power to offer a small exchange of knowledge - I'll make you aware of the existence of a material lighter than iron, but stronger - fit for airship construction - if you give me a list of the powers that be in the region. I am sure you will put this materials knowledge to good use in your fleet just as we will put the diplomatic knowledge to use ourselves. That is all I can offer you at this time."

He tosses an ingot of Rubicite to the captain. It's…definitely lighter than a comparable amount of iron.

(I don't remember if it's dark iron or rubicite that has these properties. It's one of them, though.)

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306b3f No.10951

>>10950

"Knowledge for knowledge, and such is fair and just. You r actions speak louder as to the manner of your people, truly."

The Dwarves speak of the manner of people they have met, from their strong friends in the Patchwork Republic, to the curious yet shy Myconids who are not to be disturbed without warning, the Mighty Dominion of throne and the Angelic host that held the day in the great battle against the clowns, and the wise and cunning elves of the Stella Imperium, to the mysterious yet friendly living Spiders of the Broodnest, and of course their fellow dwarven kin at Khazan.

"And if you have any more of these wonderful gifts, we would be more than welcome to introduce you to them."

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306b3f No.10952

>>10951

"Ah, and of course, how could we forget.

Not all undead are evil, certainly no, for those at Necro Imperialis have proven otherwise. They are welcome to trade such as us, and you could meet them should you wish."

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306b3f No.10953

File: 1445014358199.png (124.19 KB,342x319,342:319,robot bar.png)

>>10951

>>10952

"Thanks. Well, it was a pleasure meeting you but we don't really…eat, so as a consequence getting our agricultural system up to speed isn't high priority, so…we don't have any real means to offer you longer-term hospitality. As such, we're going to have to get your embassy built and provision it before we'll be able to entertain any longer visits. We trust you'll get that sample analyzed in due time."

The machines seem eager to conclude the visit and get back to…whatever they're doing, but they tell you to come again after they've built some farms.

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306b3f No.10959

Dice rollRolled 99, 13, 60 = 172 (3d100)

>>10915

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: (15.2) (.6/turn)

Food: (Great)

Raw Currency: (45) (4/turn)

Legitimacy: (Very Good)

Culture: (12)

Industry: (5)

Unique Buildings: 1 Celestial Tower, [Stellata Observatory]; +3 culture, +1 industry), Astral well,

Defenses: (Illusions, Good)

Military Units: 2 Wardens, Strong; 3 Sentinels , Weak; 5 Astral Bird flocks, Medium; 2 War Magi Squads [Very Strong][Clever]; 1 Mobilized Astral Mage Formation [Very Strong]

Resources/Quantity: (Glass) [Sustainable]; (Wood) [Sustainable]; (Iron) [Sustainable]; (Stone) [Sustainable]; (Astral Energy) [Strained]; Mediocre Gems [Some]

Magic/Spells: (Astral, Basic) (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])

Territory: (11))

Status:[[You are demobilizing. Your mobilized units will disband next turn.]]

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.

1. Summon some more astral birds and use them in conjunction with our scouts to scout out the surrounding lands, in all directions.

+elder

+Magically inclined

+Summoning [primitive]

+Magic Specialization [Simple]

2.Use our new source of mediocre gems to bolster and reinforce the astral well, allowing it to have a greater draw and reserve. Ask the spirits help in this because it's tricky. Also I doubt the want us blowing it up.

+elder

+magically inclined

+Magic Specialization [Simple]

+Sturdy Construction [Simple]

+Astral Conversation [Primitive]

3.Continue construction on the Astral academy. Spend 30 coin on it to make sure it done quickly, efficiently and in a timely manner.

+Elder

+Sturdy Construction [simple]

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306b3f No.10960

Dice rollRolled 16 (1d100)

>>10959

invoking magically inclined on 2nd roll

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306b3f No.10961

Dice rollRolled 60, 84, 72 = 216 (3d100)

>>10922

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (11.8) (1/turn)

Food: (Stable)

Raw Currency: (15) (3/turn)

Legitimacy: (Semi-Stable)

Culture: (9)

Industry: (5)

Unique Buildings: [Temple, Hunter's Calling]

[Government building, Warrior's Hall]

[Northern Fell Chain Fortress, Heavily Damaged]

Defenses: (Elaborate Wooden Fortifications, Strong)

Military Units:

1 [Leonan Warriors], Strong;

1 [Huntmaster] Very Strong

2 [WARDRUMMERS] Very Strong

2 [Saboteur] Sapper; Medium

2 [Wurmrider Squad] Very Strong

[Deathgaze] Very Strong, Clever

Resources/Quantity:

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

[Prisoners, some]

[Iron, Sustainable]

Mildly-Burnt Freak-troll hide [some]

Magic/Spells: (Elemental, Simple) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple]

Technology:

+Stone

+Copper

+Wood

+Hideworking

+Exotic Creature Training[Average],

+War Drums [simple]

+War Animal Training, Average)

+Drum Amplifiers [simple]

Territory: (3)

Bonuses:

1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

Eccentricity:

1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted

1.2. continue work on the fortress 1/4

3. Prepare a grand hunt to celebrate our victory.

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306b3f No.10966

Dice rollRolled 32, 78, 65 = 175 (3d100)

1.2. Our Sculptors are now skilled with working with both Metal and Stone. It is time to attempt to construct something which uses both.

We shall dip into mythology and look to the Gryphon for inspiration. Head and wings of an eagle. Aluminum, light and swift. Torso and paws of a lion, made of granite and tipped with iron claws sharpened and black.

3. There is little need for money among the Sculpted and the Forged given the only needs we have are the stone and metal provided to us by Gaia. However we have been made aware of the wider world. Scry for gems and metals that the other races out there might value.

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306b3f No.10967

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306b3f No.10970

File: 1445034272832.png (3.32 MB,2229x2066,2229:2066,Soren- Latest.png)

>>Map Update [1/2]

>>World Event: The Second Epoch has begun. The First Epoch has been generally been agreed to be called "The Epoch of The Clown War" by historians.

>>[[The Nations of the New Era]]

>>A new epoch dawns. In the northern part of Gul, the war against the Circus Del Necro has ended, and that entire nation has been laid to waste. For many kilometers, fires rage as the withdrawing armies destroy and purify the tainted and unholy regions the Jesters once called home. All the islands can see the massive flumes emitted from the burning of forests, and most areas of Gul see some ashfall as the great northern forests and swamps are incinerated by a massive firestorm.

>>In the central part of Gul, a strange variation of The Brood have appeared. The Broodmother, uncertain of what to do, has tentatively accepted them under her protection. Perhaps the strange clown-creatures will indeed have the last honk. The Brood are perhaps glad to have this new edition – they have begun to spawn the units they will need to prosecute sustained war against the forces Chaos.

>>In the south, mysterious planar visitor have graced this plane. The Elsians of detachment 2702 bring their professionalism, their strategies, and their equipment. They have seen many campaigns, many people, and many victories, but will it be enough for a world such as Soren? Time will tell, as it always does.

>>In the north, the strange Machine Men have awakened and have begun the struggles that all life suffers: a regime of confusion, uncertainty, and endless questions. Their quest is no simple issue of conquest: their trials are constant, as they are the questions that are eternal.

>>On Shezeb, the Dominion continues to expand with the heroism of the Vilon apparent to all who look briefly at events or the facts of far. Indeed, during The Clown war recognized by all. Now, with the immediate world threat defeated, The Chair retires to his original goals, of which only he knows.

>>In the south of Gul, The Sculpted spread quietly and marshal their strength. Their consistently conservative but pragmatic behavior has earned them a secure place; they are master of both stone and metal, and their works are among the great beatitudes of the world.

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306b3f No.10972

>>10970

>>[2/2]

>>In the west, The Necro Imperialis expands and makes massive progress; a local ghoul commander ranks among the new heroes that carry that nation to glory and power. Who knows what strange things await the great liches?

>>In the northern part of Orgul, the Stella Imperium expands as the elves deploy their cultural power against the feeble barbarians that challenge them. Direct force is not required: the magocratic Elves are too clever and their manner is too smug for such things; they, perhaps wisely, left the issue of the Clowns to the child races in the primary, and guarded their strength as their priority.

>>In the deep skies, the Gnomish nation of Vyriah has been sighted floating high above the clouds. The Gnomes, working frantically, have made inroads with the other races and have deployed their capacity to haggle to great effect. The Gnomes are young, and it is unclear what fate awaits them.

>>In the far south of Loen, the Patchwork Republic has begun to recover from the war and the attack by the dragons of the first age. The Republic heroically shouldered a large force during The Clown War, second only to The Dominion. Now the veterans return home, and The Republic's dark days are set to be days of quiet and steady progress.

>>In the north, The Sky Dwarves stream home from their victory over the clowns. Bloodied but victorious, they hope to enjoy the fruits of peace, but, is there dissent within their government? To what end will such things result?

>>In the great forests and plains of eastern Gul, The Colony continues to expand and grow in both size and wisdom. The Colony, the most numerous of all the nations, now also houses a great new project: fungineering, the selective edition and alteration of all things fungus. What goal do the peaceful Mycon have in mind? It is for time to tell, and for us to watch.

>>In the land of Chaos, war has begun against The Brood, and open combat has begun. The Chaos forces, much to the surprise of the other nations and spectators soundly defeated The Brood in the first engagement. It is unclear what the grand strategy of Chaos is, but it seems clear that expansion is their goal – a small town has been sacked and occupied and they have probed the realm of the great black dragon Morgaz.

>>But what of the dwarves in their traditional halls? That is the tale of Khazan and the great fortress cities of the Nightcrag mountains; in those great halls the dwarves labor furiously at artifice and summon their great heroes. Now at peace, it is unclear what the plans of the Khazan are.

>>And in The Fell Chain, The Kaldorians assert their strength against the cosmpolitan city-state of Mare. In a tactical coup of reasonable cleverness, The Kaldorians seized a massive fortress against the odds by deploying their wit and their considerable strength. Now the nation stands at a crossroads: The great city of Mare stands before them, and they stand equipped with one of the strongest standing armies in the world. What route will the Kaldor take?

>>Lastly, in the sleepy mountains of the western Nightcrag mountains, Morgaz the Tyrant solidifies his control over the former nation of the Draconians: his lack of pity, smooth tounge, and generally gregarious nature has carried him far: he has stabilized his government, emancipated the lower orders, and destroyed the crude aristocracy that opposed him: their bodies now decorate the pikes that haunt the miles surrounding his main fortress of Ash Mountain. Behind the massive darksteel doors of Morgaz's fortress, the great dragon has begun to draw his plans for a better world: a world without sin and without hate. Though promising fine things to all, it is unclear what his long term goals are, and such a question is left in the minds of the nations that talk to Morgaz's well-trained and well-educated diplomats. At very minimum, Morgaz is careful, calculating, and uneager to raise issues – an anxiety-producing combination of traits.

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306b3f No.10985

>>10926

[Khazan]

You begin work on the underfortifications as an attempt to defray social tensions as well as to defend the nation better. It's a coherent and well reasoned plan, and seems to move forward reasonably. You think that the fortifications will be even better than before when they're done. (1/3)(Set Stability: More Stable)

[Lose 10 currency]

2. You begin to dig for gems. Eventually you find a good deal of them and you add them to your resource pool. (Add resource: Gems [Some])

3. You begin training, and the addition of currency speeds up the process. Overall the results are pretty good, and Draconius greatly helps with general training methodology. Add 2 (player fluff units), [Very Strong][Brave] [Lose 30 currency]

>>10928

[Brood]

[[You are mobilizing. Your reserves will be ready in 2 turns.]]

1. You mobilize your army.

2. You check in with the armor – this time you bring in a brood carefully rigged together as a vaguely humanoid puppet. The armor claims that he has been adrift in spaces-between-the-planes for an unknown amount of time; he goes on to talk to you a bit about his life as a warrior on his planet. According to him, his (which is not named) world was set upon by a planar race called the “Mericon”; the attempts to repel the creatures caused an explosion which tore his planar realm. He goes on to tell you some of the ways planar realms can be destroyed; apparently they are fairly numerous and you grow nervous as he goes through the list. (1/3) [Lose 30 currency]

3. You attempt to find a way to integrate non-brood into the brood. With the addition of the Clownbrood, it's been proven feasible. After some effort and a few test subjects, you've managed to force your psionic will upon others, effectively dominating them into the brood so long as an intermediary is present. Currently you can influence small mice, but little else. More time and practice is needed. (5/8)

>>10929

[Dominion]

12. You begin research on mobilization after the the numbers from the war come back. You begin to ask each of the squads, one by one, what their experiences were during the war and issues they encountered. The issues are catalogued, and are eventually submitted to The Chair. Eventually the mobilization-mistress states that while the planar avatars can't be called with any more efficiency currently, the overall speed and quality of the mobilization can be improved. (1/8) [Add technology: Bureaucracy [Primitive])

3. You manage to expand the realms of The Dominion over Shezeb. Most of the island is empty, but numerous hamlets and other microscopic groups seem happy with your administration. One shows you to an odd metal. (Add 4 hex; Resource: Odium [Unmined])

>>10932

[Chaos]

1; You manage to train up several well-trained death runners. Add 2 (Player fluff units), [Very Strong]

2-3; You begin upgrading the sigils. The new sigils are harder to find, more elaborate, and more disorienting to attackers. You've also manage to fix the glow so that they're kind of ominous looking. (Set defense: Chaos Sigils [Reasonable])

>>10933

[Necro Imperialis]

1. You begin construction on some command crowns. You need to buy some gems and odd materials to complete the construction, but it goes pretty well. You can probably produce more crowns easily if you have gems – it's a bottleneck. (lose 10 currency) Add resource: Mercenary Command Crowns [A Few]

2 . You manage to raise a few smaller rocs. They're kind of puny and rather unimpressive, really. (Add units: 2 Pygmy Rocs [Medium])

3. Phil heads to the town – he manages to find it after a week. Even better, Phil meets with them on even terms. The town aren't particularly keen on the undead, but they are at least willing to paylay. You get the feeling that they like Stella Imperial more than you, as they are wearing Stella Imperial goods – kitschy knicknacks that the living seem to like. He seems to think they value their autonomy and wouldn't really want to join us unless there was a threat from Stella Imperial of some sort. On the bright side, Phil got better at diplomacy. (Add technology: Undead-Living Diplomacy [Primitive])

>>10934

[Gnomes]

1. The dock is completed. It's very nice looking, and you can dock large craft with it. Also helps you facilitate commerce, generally. Add 1 [fluff unique docks] (Add +2 currency/turn; +1 industry)

2&3. The farms are completed. Add 1 [fluff farms] (Set food: Very Stable)

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306b3f No.10986

>>10936

[Sky Dwarves]

1. The research moves ahead. It's nearing completion, with prototype boilers being produced in small amounts. Pretty soon you should have one that is deployable in the field or aboard ship. 9/10

2. The National Bank is completed. It allows for direct intervention in the economy and can be utilized to intervene in special circumstances; it is currently propping up the gem market. This requires a roll, and something bad might happen. (Add technology: Bureaucracy [Primitive]) (Add unique player fluff National Bank)(+1 currency/turn)(Set: Gems [Low; Splinted]

3. The research has halted, as several of the dwarves have been arrested. [see below] 5/20

4. The Nobility has heard word that the Clockwork men project has moved ahead. Several of them submit the issue directly to the estates-general and a shouting match begins; punches are thrown and soon a fight breaks out in the upper chambers. Following the fight, the nobility demands the arrest of several of your lead researchers despite their clandestine nature; apparently there had been a mole within the group and the king has been implicated directly. At the last minute, a few strategic assasinations manage to quiet your researchers who were arrested – the money was well spent. (Set stability: Wobbly, Dropping)

>>10939

[Machine-Men]

1. You begin dowsing for gold and silver, but it's not very effective for some reason. You suspect it's something to do with the weather, but you aren't really sure.

2. You pull up some information on basic financial systems and economic structures in settler societies. Eventually you do manage to find something, but it's more of a history of financial of financial theory rather than a-nuts and bolts manual. You study it and it seems partially applicable, though. (Research: 1/6)

3. You begin constructing a mint. It's actually a good idea, and you make some headway because of the foundry being in place already. (3/6)

>>10943

[Colony]

1. You finish the Meld Power research and it proves effective (Add technology: Meld Power/Fuel [Simple])(Add resource: Meld Fuel [Sustainable])

2-3. You finish the fungal engineering research. It's a major breakthrough and will open up a variety of options for your military, civil society, and possibly diplomacy. (Add technology: Fungineering [Simple]

>>10959

[Stella]

1. Your scouts find pretty much everything on Orgul; Orgul Major seems larger and will require more work. Your scouts find 2 towns (a larger defended town and a smaller town), a ruined fortification near a bridge, and some odd material in your territory. [add resource]: Ioun [Unmined]

2. The spirits try to advice you on making modifications to the well, but they find that the gems are just too mediocre to use in such a high-energy task. Eventually it's agreed that purer gems will need to be found or bought.

3.You begin work on the Astral Academy. It's a large building and will take some time – but you make some reasonable progress. The currency seems to mitigate the odds and ends required for such an institution – strange creatures, niche minerals, and other construction oddities. (6/8) [Lose 30 currency]

>>10961

[Kaldor]

1.2: You finish the fortress repairs in good order and even make some modifications. It should be more resilient to aerial attacks, and will be more difficult to get around. Set: Northern Fell Chain Fortress [Large][Imposing]

3. You lead a major hunt in the Fell Chain. With the largest beasts largely dead, you manage to find several Planar Birds of Paradise strategically roosting behind the former lair of the Freak-Troll – you collect their plumage as they fly away to another plane of existence. Hunting them would be a crime. On the bright side, their plumage is extremely potent but expendable – it can be used on weapons or armor, or buildings. You aren't sure about the effects – maybe you could test small amounts? (Add resource: Magical Plumage [Some])

>>10966

[Sculpted]

1.2. You begin to work on the Gryphon. It quickly turns into a large project that will produce a unit of epic proportions – it will have the capacity to fly and will be fairly effective in combat. It quickly taxes the resources of the nation, though. (1.5/3) [Obsidian, [Strained] [Aluminum, [Strained]]

You get the idea that sustained construction of these sorts of units would be difficult during a mobilization with the current resource pool.

3. You begin to scry, and it's successful. You notice that some of the other nations have Rubicite, and Odium. One or two have Dark Steel and Dark Iron. You note that most of the other nations seem to eschew resource collection generally, and you furher note that they are relatively primitive compared to your knowledge. You could attempt to scry for a few of these, but it would take more time.

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306b3f No.10987

>>10921

[2702]

1. You finish up the farms. They work reasonably well, but aren't quite up to the design specifications and the spacing is completely wrong. (Set food to: Stable)

2. Diplomacy with the town doesn't go very well. The town is paranoid, perhaps rightly, at passing armies. Your attempt to offer currency is seen as blatantly obvious, and the farmers soon form a crowd. You disengage before they get violent, but you have your money. Some of them claim to have angels on their side?

3. You manage to get the communications units working. This will help with small unit coordination, but more powerful and refined units will be needed for masses of units. (Add technology: Psi-Comms, Very Simple)(Set Quartz: [exhausted])

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306b3f No.10992

Dice rollRolled 70, 35, 46 = 151 (3d100)

>>10986

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: (16.6) (.6/turn)

Food: (Great)

Raw Currency: (19) (4/turn)

Legitimacy: (Very Good)

Culture: (12)

Industry: (5)

Unique Buildings: 1 Celestial Tower, [Stellata Observatory]; +3 culture, +1 industry), Astral well; Astral Academy(6/8)

Defenses: (Illusions, Good)

Military Units: 2 Wardens, Strong; 3 Sentinels , Weak; 5 Astral Bird flocks, Medium; 2 War Magi Squads [Very Strong][Clever];

Resources/Quantity: (Glass) [Sustainable]; (Wood) [Sustainable]; (Iron) [Sustainable]; (Stone) [Sustainable]; (Astral Energy) [Strained]; Mediocre Gems [Some]; Ioun [Unmined]

Magic/Spells: (Astral, Basic) (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])

Territory: (11))

Status

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.

1. Work on the astral academy, it's almost done. Soon we will have a true place of learning and enrichment!

+Elder

+Sturdy Construction [Simple]

+Magic Specialization [Simple]

2. Mine the Ioun we found, and start cataloguing it, as well as identifying it's uses. If our scholars are stumped they may petition the mages for Spiritual aid.

+Elder

+Magic Specialization [Simple]

+Magically Inclined

3.Start a dialogue with the 2 towns we found start making cultural and trade advances on them. Hopefully they will see it's to both of our benefits if they work well and trade well with us.

+Culture 12

+Elder

-smug

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306b3f No.10993

Dice rollRolled 19 (1d100)

>>10992

invoking Magically inclined re roll

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306b3f No.10996

Dice rollRolled 89, 54, 1 = 144 (3d100)

1.2. Gryphon. (1.5/3)

3. Continue to scry the other nations for what they consider valuable.

http://pastebin.com/AKD7Tva1

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306b3f No.10997

Dice rollRolled 39, 94, 16, 59, 77, 29 = 314 (6d100)

>>10970

>Apparently I missed a turn

>FluffnStuff: >>10350

Population: 13.9 (1/turn)

Raw Currency: 39 (3/turn)

Legitimacy: Wobbly

Culture: (8)

Industry: (10)

Unique Buildings: [Council Headquarters], Aeroport [Primitive], [Temple of the Traveler]

Defenses: (Stone Defense Towers, medium)

Professional Military: 6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Very Strong)

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable]

Magic/Spells: (Air, Simple) (spells: Summon Tseyarian Birds, Simple)

Technology: (Stone, Wood, Iron) [Airships, Average] [Aerial Navigation, Primitive] [Civil Defense, Basic] [Bureaucracy, primitive]

Territories: (3)

>Bonuses:

[Intrepid]

[Pluralistic]

>Eccentricities:

[Skittish Economy]

1/3) The Clown menace is gone, their king lies dead at the hands of the coalition! Throw a festival to celebrate. Funerals for the honored dead, and medals for those still living that fought bravely. Approach the men and women who distinguished themselves and offer them positions in the standing army, as well.

>And actual turn

Because of the war, projects have been put off. It's time to resume them.

1) Continue the Temple's research (1/6 I believe)

2/3) Have our remaining birds scout the cave to the south and the ruins to the west, so we can just go in and get what we need, and not waste time.

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306b3f No.10998

Dice rollRolled 76, 3, 50 = 129 (3d100)

>>10985

>>[Necro Imperialis]

>>Population: (18.3) (1.1/turn)

>>Food: N/A

>>Raw Currency: (44) (+3/turn)

>>Legitimacy: (Semi-Stable)

>>Culture: (3)

>>Industry: (5)

>>Unique Buildings:

>1 Council Tower

>>Defenses:

>Interlocked Bone Wall [Medium]

>>Military Units:

>2 Skeleton Archers [Medium]

>1 Zombie Roc Epic, Epic

>3 Pygmy Zombie Rocs, Strong

>ghoul commander Phil,????? He gets shit done.

> 2 Pygmy Rocs [Medium]

>>Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable ]; Iron [Strained] ;Roc Corpses [Sustainable]

Mercenary Command Crowns [A Few]

>>Magic/Spells:

>Necromancy, Basic spells:

Curse Terrain, Simple

Summon Wights, Simple

Raise Zombies, Basic

>>Technology: (Stone, Wood, Copper, Iron)

>Sturdy Construction, Primitive

>Command Crowns, Simple (can create mercenary command crowns of the same level) requires necromancy.

>Air Transport, Improvised

>Exotic creature training [Simple]

>War Animal Training [Average]

>Specialized Modification [Simple])

>Undead-Living Diplomacy [Primitive]

>>Territory: (11)

>>Bonuses:

>1. Perfectionist:

>2. Undead:

>>Eccentricities:

>1. Power-oriented:

From now on I'll just put (()) around what the actual action I'm trying to take is.

1. We have received word of extreme problems for the sky dwarves. ((Send a delegation (including 1 council member) of liches to them (sky dwarves) with the Mercenary Command Crowns [A Few])) and have them remain there to bind as many nobles as they can at the kings directions. A council member will be accompanying the delegation to ensure proper decorum and that the nobles think this a gift from a friendly empire and aren't as suspicious of why random liches showed up in their Kingdom. They can pay us back for them later. It's much more important to make sure our partners remain stable and happy than it is to exact immediate payment.

2 . ((Teach the kaldorians iron tech)) to finish out our side of the deal.

3. A major part of our culture is the creation of new types of undead and showing off control power and other such displays. We must build something to be used as a common area to exhibit these things. Let the liches and necromancers intermingle, have fun and maybe even learn a few tricks from each other.

((build a massive amphitheatre/stadium as a kind of cultural/academic exchange center))

>Sturdy Construction, Primitive

Use

> Stone, and Wood

Also use 25 coins to help get it done as fast as possible.

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306b3f No.10999

Dice rollRolled 31, 66, 79 = 176 (3d100)

>>10985

>>10986

Do I get to dialogue with the town? Or was it just purely automatic?

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306b3f No.11000

>>10999

[[meta: I usually don't do dialogue with small towns; nations, yes.]]

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306b3f No.11002

>>10986

>>10986

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: (11.1) (.9/turn)

Food: (Excellent)

Raw Currency: (8) (8/turn)

Legitimacy: ("Wobbly" Falling)

Culture: (7)

Industry: (11)

Unique Buildings: 1 King's Palace, 1 National Bank

Defenses: (Stone Traps, Good)

Military Units: 1 Dwarven Frigates (damaged), 1 Sky Dwarf Shock Formations [Very Strong], 3 Pressganged Frigates [Medium]

Resources/Quantity: Iron, [Sustainable], Copper [Wobbly], Stone [Sustainable], Gems [Low; Splinted], Rubicite [Tiny Sample]

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]

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.

1. Of course we'll share our finds with them. We dwarves are true to our word. If its technology, it should be replicable, and any artifacts that aren't we'll be able to come to an agreement on what is to be done with them.

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306b3f No.11003

Dice rollRolled 61, 37, 21 = 119 (3d100)

>>10985

Stats and Fluff:

http://pastebin.com/6p6Vzu8A

1-2; Research stronger Chaos Magic

3; Begin construction of 5 Medium Towers around the City Limits where ranged units can defend with ease without having to worry too much from getting attacked

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306b3f No.11004

Dice rollRolled 15, 83, 81 = 179 (3d100)

>>11002

1. The nobility Crisis is rapidly approaching a boiling point, and the Crowns plans are not yet completed. In order to placate the Nobles and buy precious more time, additional Gem sources are sought after.

2. On the sidelines, the first steamship is set to be launched. This newest innovation will allowed hugely increased load capacities of ships through added propulsion, and far faster and much more powerful engines. 9/10

>>10999

3. Simultaneously, trade deals are exchanged, as the first Steam Airships, which will make excellent basis for Cargo transport of all things, are exchanged to the Necro Imperialis. Secret channels secure these command crowns and ensure non but the King himself will have access to them when the time is right.

TRADE:

Sky Dwarves will give:

Steam Airships

for

Command Crowns

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306b3f No.11005

Dice rollRolled 87, 44, 50 = 181 (3d100)

1. Mobilization upkeep.

2. Further interrogate our armored friend.

3. Continue developing assimilate spell.

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306b3f No.11006

>>11004

Once again, spend 7 Currency to mitigate the noble crisis.

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306b3f No.11007

Dice rollRolled 73, 83, 29 = 185 (3d100)

>>11004

TRADE:

Sky Dwarves will give:

Steam Airships

for

Command Crowns

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306b3f No.11012

>>11005

[[GM Note: You do not need to allocate additional actions for mobilization. You may add this dice to your next turn.]]

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306b3f No.11015

Dice rollRolled 6 (1d100)

>>11004

>It allows for direct intervention in the economy and can be utilized to intervene in special circumstances; it is currently propping up the gem market. This requires a roll, and something bad might happen.

I'm not sure if you mean I specifically need to roll for this now, or only if I wanted to further implement bank emergency contingencies. So here's a roll anyway.

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306b3f No.11016

>>11015

Baz, get on IRC if you can.

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306b3f No.11017

>>11012

Hey Red, next turn, may Enoch and I build our Embassy's to each other msimilar to how Morgaz has them? Can they function to make trade not cost an action too?

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306b3f No.11018

>>11017

I'd like to know the answer to this as well.

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306b3f No.11019

>>10998

>>10986

>>10921

Send an emmisary to the outlanders in the north this detachment 2702 seem an interesting people. And while they appear to have come from the astral plane they do not appear to be summoning things from it. refugees maybe?

either way let the empire be the first to greet them and extend a hand of friendship and trade.

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306b3f No.11020

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306b3f No.11021

>>11017

>>11018

>>11020

[[GM Note: I'd allow it to mitigate negative effects or increase transfer efficiency to 2 [items] per action.]]

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306b3f No.11022

>>11021

Thanks.

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306b3f No.11023

>>11021

Does this mean we can interact as a free action without building a unique building specifically for the purpose of doing so? In that case, thanks.

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306b3f No.11024

>>11023

Interaction is almost universally free unless resource transaction is involved.

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306b3f No.11027

Dice rollRolled 16, 97, 16 = 129 (3d100)

>>10986

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (11.8) (1/turn)

Food: (Stable)

Raw Currency: (15) (3/turn)

Legitimacy: (Semi-Stable)

Culture: (9)

Industry: (5)

Unique Buildings: [Temple, Hunter's Calling]

[Government building, Warrior's Hall]

[Northern Fell Chain Fortress, [Large] [Imposing]]

Defenses: (Elaborate Wooden Fortifications, Strong)

Military Units:

1 [Leonan Warriors], Strong;

1 [Huntmaster] Very Strong

2 [WARDRUMMERS] Very Strong

2 [Saboteur] Sapper; Medium

2 [Wurmrider Squad] Very Strong

[Deathgaze] Very Strong, Clever

Resources/Quantity:

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

[Prisoners, some]

[Iron, Sustainable]

Mildly-Burnt Freak-troll hide [some]

Magical Plumage [Some]

Magic/Spells: (Elemental, Simple) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple]

Technology:

+Stone

+Copper

+Wood

+Hideworking

+Exotic Creature Training[Average],

+War Drums [simple]

+War Animal Training, Average)

+Drum Amplifiers [simple]

Territory: (3)

Bonuses:

1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

Eccentricity:

1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted

1. send some scouts to the last monster spot

2. Send scouts past the Fortress into the mainland, discover what is there

3. Begin work on improving the temple.

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306b3f No.11028

File: 1445100228562.jpg (144.18 KB,1280x637,1280:637,Air_Force_Briefing.JPG)

Dice rollRolled 85, 77, 65 = 227 (3d100)

For the second time in as many days the officers of Detachment 2702 find themselves crammed into the briefing room, listening to Senior Lieutenant Zaota reports. As she begins to conclude the looks of the assembled officers morphs from curious and irritated to apprehensive, scared, and greatly concerned. It is a testament to the discipline of her soldiers that they did not immediately jump to their feet asking questions and demanding answers. Senior Lieutenant Zaota concludes her report to the dead silence of the briefing room. She returns to her seat and General Ironbranch takes over from her junior. She spares a glance around, letting the pause impregnate their minds with the implications. Her fellow officers have grim faces. They all know what this meant.

"We do not have visual confirmation of the Celestial threat, but we cannot discount its existence either." She begins. The psi-stone flicks to life, showing a topographical map of the area surrounding the township. Using a small laser pointer she marks out areas of the map. "But at the same time it unfortunately doesn't matter. We're going to have to obliterate this township. Even if they only have a tenuous link to a celestial in the form of prayers or sacrifices we can't afford to have our operations here discovered by the Host." She points to two hills overlooking the town. "Lieutenant Zaota and her platoon will approach the town again tomorrow in an effort to get them to open the walls for negotiations. It will be their last chance to solve this peacefully. In the meantime the three companies of Psilockeers will move in to surround the town, sticking to the foliage. Once night falls if the codeword "Salt" isn't given or if violence between Zaota's platoon and the town breaks out the Psilockeers will eliminate the threats on the outside of and on the walls. Once their guard presence is eliminated 87th and 63rd Company will scale the walls using whatever means the company commander sees fit, then and use blasting charges to destroy the gates." She's been motioning with the laser pointer throughout this speech, pointing to areas and making small diagrams of plans of movement and attack which stick to the white background, clearly visible in red.

"Ideally they negotiate and we all stand down. If they do not but there is no outright violence we will wait until nightfall, then scale the walls. In either case the objectives here for 10th Company is going to be to secure the walls and gatehouse. 63rd Company will move into the town to secure the whatever armory and barracks the town has. 87th Company will secure their meeting places and intelligence. Lieutenant Zaota's platoon will follow into the town and secure the Mayor and his family, as well as any priests or holy persons, then detonate charges on holy places."

"If the hostages put up a struggle?"

"You're veterans. Figure it out and take them alive. I don't want a bloodbath if it can be avoided." She pauses. The screen changes. "If a Celestial presence is verified, that changes. The code-phrase for celestial presence is "Bird in the cage." I will respond with a "Set it free." if it appears that the Celestial has tyrannical rule. If it does not and these people tolerate its presence willingly, "Let it be." That is your cue to execute Protocol Twenty-seven subprotocol c9."

"Salt and burn, ma'am?"Interrupts a human Captain looking a little green.

"Salt and burn, Captain. Nothing living in that town survives the night. Not a man, not a woman, not a cat, not a mouse. Everything dies by morning. No exceptions."

1. Search for Quartz. Without it we're helpless out here.

2. Train and equip the Psilockeer companies for infiltration and sabotage tactics.

3. Research the ability to manifest Psi-Shields.

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306b3f No.11029

>>11028

[I'm actually quite dumb and forgot that the 3rd roll should be to subjugate the town]

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306b3f No.11030

>>11019

The emissary has a hard time finding the base camp. It bends in rather well, despite the enormous opaque bubble that hides everything inside of it with a vague fog that appears to make whatever is inside move like mist. His approach is eventually stopped by narrow blue walls emanating from a pair on crystals situated on the north and south facing sides of the wall respectively. The crystal seems to rotate freely on a solid metal base - as if it were artwork or precious stones levitating above a cushioned pedestal. Someone materializes in the entrance.

"State your business," a male voice says. The envoy can feel a tickling at the back of his mind. The pressure increases for a moment as he steps closer to the crystal which pulses with an eerie pink light.

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306b3f No.11031

>>11030

"Greetings I assume I have the pleasure of speaking with the outlanders recently arrived to our world of Soren. I do apologize if I have entered territory not meant to be entered it seems your cloaking skills are much higher than my observational ones. But that aside I am the envoy of Necro Imperialis an empire to the east of you on a separate continent. We had detected your entry into our world and so I was sent to offer greetings as well as open trading relations if you wish. Our people somewhat specialize in trading. To be honest I was also sent to ascertain you are not using astral magic. Something held in disdain by our people."

The envoy steps back and waits for a reply silently hoping its open honesty has encouraged the host to be welcoming instead of distrustful.

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306b3f No.11033

File: 1445102527220.jpg (455 KB,1000x1214,500:607,2014-04-23-16.37.16.jpg)

>>11031

"Hold here," He replies. There is a very long pause while the guard just stands there holding what appears to be a long metal tube. "I've informed the Captain. She'll be here shortly. Don't cross this line without her permission." The guard steps back and sure enough a minute later a new figure steps into view. If it's a woman it's impossible to tell. She's covered in the same armor and face-concealing helmet that the guard was.

"I'm here to detain you, sir." She says shortly, looking between the other guard and the new arrival once. She settles her featureless gaze on the envoy. "How did you find us?" She asks while she steps forward past the shimmering barrier with a strange set of goggles. "I'm going to need you to wear these while we go through decon and move about the site." It wasn't a request, that much was obvious when she wrapped them around his head and settled them over his eyes. She was strong, whatever she was. He can feel himself led past the barrier. There's a subtle prick that he can feel in his head, but nothing harmful as he passes through it. Then, a chamber in which air is blown all over him, rather violently if the state of his clothes are any indication. They feel worn and disheveled. Before long he's sat down in a chair and the goggles are removed.

A beautiful young blonde with short pulled back hair, large blue eyes, and long pointed ears sits at one end of the table he finds himself seated in. A long lazy curl of smoke comes up from the stick held between in her lips. She'd clad in a rather nice chocolate brown blazer, with a white undershirt and a neat black tie. He can't see the rest of her dress. At her breast are several dozen various ribbons, medals, and other flair. Between them in the center of the table a clear piece of quartz sits with a faint light in the enter. It pulses every time she speaks. "Sorry for the precautions," she begins. Her lips move but there is very clearly no sound coming from those lips. "We don't know who you are or how you found our base camp. Safety first." She says with a mock cheer. Her face is drawn and grim, like she's had too many decisions and too little sleep. There's a faint tap as she flicks ash from the end of the stick into a small dish. "How can the Primus Astral Armed Forces Pioneer Detachment 2702 help you today?"

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306b3f No.11035

Dice rollRolled 23, 13, 80 = 116 (3d100)

>>10985

Name: Golden Republic of Khazan

Race: Dwarves

Color: White Star Black Background

Fluff:

For many long years the Golden Republic of Khazan has existed within the dark mountains of Gul, it's inhabitants shut off from the rest of the world. Generations spent in solidarity have not seen the Dwarves grow idle rather than renounce their former warring ways and commit themselves to the finer aspects of life.

Within the Republic of Khazan fine metal crafting is valued above all else, many spending centuries to perfect the art of making necklaces, rings and rare metal embroyded clothing as well as other trinkets which are sometimes even imbuned with magical properties.

In the unbelievably long time spent in solidarity the Dwarves have learned to appreciate all company and news from the world and while they are unwilling to leave behind their cozy mountain homes which have been crafted with the utmost devotion to masonry they are still reknown by adventurers for their generous and hospitable nature.

Government Type: Representative Democracy with a Constitutional Monarchy

Economy Type: State Capitalism (best economy)

Religion: Ancestral

Location: Within the Mountains of Gul not to far away from shades.

>Population: (10,6) (.8/turn)

>Food: (Very Good)

>Raw Currency: (10) (9/turn)

>Legitimacy: (More Stable)

>Culture: (3)

>Industry: (11)

>Unique Buildings:

+ Khazan Parliament

>Defenses: (Underfortifications, Elaborate, Slightly Damaged)

>Military Units:

+ Draconius of Khazania [Epic] [Resilient] [Slayer]

+ 2 (Khazanian Protective Echelon) [Very Strong] [Brave]

+ 1 (Khazanian Shieldbreakers), [Very Strong]

+ 4 (Khazan Honorary Guard), [Strong]

+ 2 (Khazan Republican Guard), [Medium]

>Resources/Quantity:

+ Iron [Sustainable]

+ Stone [Sustainable]

+ Magma [Sustainable]

+ Coal [Sustainable]

+ Gems [Some]

>Magic/Spells: (Magical Artifice) (Spells: Imbue Equipment, Simple)

>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Simple], Bureacracy [Primitive], Counter-Espionage, [Primitive]

>Territory: (generated by GM)

>Bonuses/Eccentricities:

(Special status: Mobilized; 1 Turn. [Industrial Effectiveness: 50%, Rising] )

1. Turtlers: You can fabricate underground constructions easily. You may reroll constructions made underground once.

2. Gift of Artifice: Add an additional +15 to every roll to construct weapons or equipment.

>Eccentrictiy:

Agoraphobic: You aren't very good at going outside. Actions outside the underground suffer a -15 penalty to every roll. This excludes combat, which the dwarves actually find fun.

Clannish: You don't greet visitors very well, generally, unless they have something nice for you.

Imbune Equipment Research 1/6

Improved Underfortifications 1/3

1. The Khazanian Protective Echelon is a force to be feared! However in order to protect this great Golden Republic from it's enemies near and far they will need to be more than fearsome warriors. They will need to be the best of the best. Men of unwavering discipline and extraordinary training. Unwavering in battle and ready to fight down to the last men, trained to last under the most horrible of conditions and to withstand even the most sophisticated enemy charge. A rally point and source of inspiration for all allied forces, a unit to bring terror to those who sought to challenge the reign of the rightful free leaders. No matter how long it would take, the Khazanian Protective Echelon would be formed into the most Elite Military Force Gul had seen in over five centuries.

https://www.youtube.com/watch?v=lTs6a0ORdQU

2. Continue the reparations of the improved underfortifications. It is essential to the Dwarven cause of action and the protection of our civilian population!

Improved Underfortifications 1/3

3. Introduce the Khazanian Conscription initiative aiming to shorten the amount of time required to mobilize troops.

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306b3f No.11037

Dice rollRolled 12, 33, 97 = 142 (3d100)

>>10985

Name: Vyriah

Race (Determines bonuses): Gnome

Color: (Determined map color): Blue

Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?

Government Type (Determines some stats): Merchant Republic

Economy Type (Determines some stats): Free Market

Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.

Location: The Open Sky

Population: (9) (1/turn)

Food: (Very Stable)

Raw Currency: (33) (9/turn)

Legitimacy: (Stable)

Culture: (5)

Industry: (8)

Unique Buildings: Vyriah [Floating], [fluff unique docks], [fluff farms]

Defenses: Tower Network [Very Large]

Military Units: 3 Vyriah'n Airships(flying units) [Strong]; 3 Vyriah'n Guard (Ground Units) [Medium]

Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Lots]; Dirt [Massive]

Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])

Technology: (Stone, Wood, Gems, Iron) Aerial Warfare,[Basic] Aerial Defense, [Basic]

Territory: (1)

Bonuses:

1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist.

2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.

1-3. Great. Now then, I know there are quite a few unique things that come and go through the merchants but usually get sold quickly. See if we can't get some knowledge on those unique resources for possible mass purchases later on.

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306b3f No.11038

File: 1445105974835.png (7.91 KB,188x268,47:67,5343453.png)

>>11033

The skeleton settles into the chair having held his tongue while trying to figure out why she was using a crystal to speak. It dawned on him shortly after that it must me some type of magical translator and that she doesn't even speak common. A feeling of disgust that this hadn't even been considered when deciding to make contact arises in him.

But what is done is done and so he begins his speech and own questions.

"Do not worry about the handling I don't bruise easily and my own people were refugees at one point in the past so I can understand you need for security and precaution. For your first question as to how we found you it wasn't that difficult at least not as a general concept. Anyone with magical sensitivity would have detected the astral portal that brought you here. I was brought by roc to this general area and from there simply wandered around searching for any sign of what came through. My people don't tire from such petty means so I was able to search endlessly until I found you. We determined that it was a sentient race and not an astral abomination due to the precision of the magic used though rough compared to any other form of magic it was rather tame and controlled for astral. That's why I was sent and not the military."

The skeleton leans forward putting his arms on the table and resting his skull on his intertwined fingers.

"However now it's my turn I must inquire as to what you mean when you say "Primus Astral Armed Forces" Are you actually from the astral realm or did you simply use it for transport from another world? Judging by this crystal you use psi magic not astral. To head off the question we have had dealings with another race with psi capabilities that's how I recognized the energy signature emitted from the crystal"

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306b3f No.11039

Dice rollRolled 2, 4, 18 = 24 (3d100)

>>10985

http://pastebin.com/EHgbDx9W

1 Begin construction of Overfell (Town). North of the capital where people and angels will gather to organize their passion and will to contribute to The Throne, In honor of the glory over the slain foe we will call this Town Overfell and the service of those that flock here will be treasured. Encouraging the Vilon to make buildings not simply designed for great vistas but for industrial purpose, inner reflection and organization.

2 Odium. Let us learn the Properties of this metal before devoting to its mining; hard and unyielding or soft and pliant? Is it of use as an alloy? Let the curiosity mistress handle it and then we can start the mining when she reports her findings.

3 Wood. Unless we want to make Overfell out of lots of metal and coaches out of stone finding some wood would be ideal, have our new additions to the Dominion revealed any unique grooves?

>>10815

The Voice of The Throne is gladdened she is not the Nose of The Throne

"Hail Morgaz, Benevolent Lord of the Dragons, Dragonkin and Dragonfolk. The Crusade Master, The Slayer of Clowns, The Throne greets you. The Second Epoch has begun or so say the scholars and now the evil of nations is burned and turned to ash wholly cleansed from this world. In honor of this I would hope you would burn the bodies of those impaled councilors and their supporters in whatever fire you deem suitable. Some among us had expressed interest in dragon scale and bone as a material of quality, even having alchemical properties and would like to propose a trade of [Healing Grass] for [Dragon Bone] in the interest of science and friendship

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306b3f No.11041

>>10992

[Stella]

1. The academy is done and opens. It's fairly large, and will allow for larger – perhaps more experimental – usages of magic. (add 1 player named astral academy; +1 culture +1 industry) (Set Astral to Average)

2. You begin work on the mine, but there are some issues with the foundation and it needs to be re-poured. The crews work overtime but it's dissapointing – the spirits seem to be floored by the Ioun, also. They haven't seen anything like it; it's possibly very rare. It's probably useless to you except as some sort of fuel for constructs – which you don't have.

3. You begin trading and engaging in dialogue with the two towns. Your diplomats are sometimes annoying, but the townspeople think they prefer the goods and the annoyance to being without the goods they recieve. If you keep this up you get the feeling you might be able to install a friendly authority in one or both towns? (Expansion? 5/10)

>>10996

[Sculpted]

1.2: You complete the Gryphon in good order. It's an extremely powerful unit, but it seems to require a steady supply of iron or metals to sustain itself; you've never really seen anything like it. The aluminium usage allows for it to fly, and the other materials add resistance to basic elemental attacks. (Add 1 fluffy unit, flying) [Epic+] [Elem.Resist] [set upkeep to 2/currency a turn or a metal stock of your choice]

3. The scrying turns into a disaster; you've encountered a counterspell set by an unknown nation and it triggers an explosion – the temple of Gaia is slightly damaged. (lose .2 pop; set temple of Gaia to: slightly damaged)

>>10997

[Patchwork]

>>The war is over. Reset your currency to pre-war levels. The market has been to normalize.

[Turn 1]

1/3) You recruitment efforts go very well. You aren't able to pull together the original units, but you manage to reorganize the volunteers into entirely new units. The quality is relatively reasonable. (Add units: 3 (player units); Very Strong, 3 (player named units) Medium

[Turn 2]

1) You restart research, which has been languishing for a time. The director wants some clarification as to the direction of the research; some theoretical progress is made, however. (4/6)

2/3) Your birds scout the caves and the ruins. The ruins are full of goblins; large amounts can be seen building or otherwise establishing themselves there. You notice that they have seem to have some sort of odd materials and large forges – for goblins, anyway. They seem friendly, which is kind of a change of pace. Some of them feed the birds.

The cave is large and mysterious. As the birds enter the cave on foot – hopping slightly as the cave is small – they encounter a massive group of cavern-dwelling humanoids. Several of the birds are snatched, but the overall strength of the units remains unaffected.

>>10998

[Necro Imperialis]

1. Your trade completed. [It was judged to have been part of a package-resource deal and valid.]

[[You received: technology: Steam [Basic] from the Air Dwarves. This translates into Steam [Very Simple] given the difficulty of the technology and your lack of coal.]]

2 . [[You sent the technology of Iron working to Kaldor]

3. The construction of the stadium-ampitheater starts. It moves forward at an okay, but not super great, pace. It's a large project, but will assuredly impress the living. (Construction 3/10)

>>11003

[Chaos]

1-2: You research new magic for utilization in battle. Your sorcerers aren't clear of which way to proceed, so they move toward a utility-focus. Right now there's a clear path toward direct-damage or summoning, or, they could try for something else. (Research 4/6)

3: You begin to construct the towers, but there's a shortage of labor within the city limits. Construction is rather slow, but you feel good about the end result. [Defenses 1/4]

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306b3f No.11042

>>11038

Dahlia Ironbranch leaned back in her chair. A troubled expression crossed her serene face then settled into the wrinkles around her eyes. folding her arms under her chest. She didn't say anything for a long moment. "We travel through the Astral, yes. Everyone does. It's the only way to get from Plane to Plane. A long time ago we were the Queen's Army, but that designation fell by the wayside as the Army spent more and more of its time fighting away from Primus on other Planes and in the Sea itself." she pauses to take a great lungful of smoke, then breathed it out her nose in a gusty sigh. "This poses a major security risk for my operation though. If anyone could feel our arrival and evidently anyone can find our base camp we're in a very awkward situation. But, while you're here, I would like any information that you could give us about this Plane. We've run into various humanoids, and now we've run into awakened humanoid skeletons. I've heard," She pauses, searching for the right words, "rumors of angels. But I haven't found any. I'm inferring by your statement that there's both an Astral presence here and another psionic presence on this Plane. Am I correct in my assumptions, Mister?" She leaves the honorific empty, clearly inviting him to fill it in.

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306b3f No.11043

>>11004

[Sky Dwarves]

1. The nobles continue to be incensed. In the capital, small riots have broken out between supporters of the nobility and supporters of the king. The gems aren't doing much to salve the issue; it will probably take an enormous amount to shut them up. Blood flows on the streets, but the money seems to keep the issue from boiling over – another round of strategic murders keeps things from getting worse. (lose .3 pop)

2. The first mass-grade steam-engine is ready. The model is still relatively crude, but it provides relatively good mobility in exchange for consuming good amounts of coal. Ships won't be as fast as a dragon, but they will be a major step up from the lumbering mast-driven airships of the old days. Celebrations break out in the capital as the first steamship begins to make circles in the sky. (Add technology: Steam [Basic])[[meta: this integrates with existing technology at no major cost]]

3. You received: Command Crowns [Some] from Necro Imperialis. A small detachment of liches has come with the crowns and instructs you on their usage. You feel confident that they will meet your needs.

Special Roll: National Bank. The National bank tries to take some efforts to stabilize the gem market more, but it doesn't work. It probably could have gone worse, though.

>>11007

[Brood]

[You will mobilize in 1 turn.]

1. [You may reroll this dice next turn as additional rolls are not needed for mobilization.]

2. The armor continues on with his story. He speaks of edritch horrors that haunt the space-between the planes and “the great outside”. You think he's coming to something of interest about the Mericon: apparently they had begun to deploy massive blood-mutants; creatures of enormous size – against their opposition. He claims that they were terrifying in combat – some were as tall as 60 feet. The theory begin the mutation process seems partially applicable to you, and you continue to listen – while you don't have usage of blood magic or the skill of the Mericon, you think you might be be able to adapt your psionic abilities to generate a similar change in the brood. You don't think it's a good idea to tamper with blood magic anyway; according to the armor the Mericon had to lose nine of ten trainees to make headway with it. (2/3)

3. Practice by the brood mother continues. You are now able to dominate single targets. This may be useful in making spies, but is difficult to achieve in combat. (Add spell: Dominate [Simple])

>>11027

[Kaldor]

[You received technology: Iron from Necro Imperialis]

1. You sent out your scouts, but they didn't find anything of interest, really. They think that there's only one monster left on the island. It's proving difficult to locate, but you know it's here…

2. The scouts head south, toward Mare. Eventually they encounter the great city ahead of them: It is massive – possibly the largest city in Soren – and heavily defended by swarms of infantry, redoubts, walls, and overlapping layered defenses. It seems to have mobilized for a sustained defense.

3. The temple improvements start, but they're kind of mediocre and aren't seen as very good. They are torn down and restarted after the current round of artists are removed. (1/6)

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306b3f No.11044

>>11028

[2702]

1. Your scouting parties manage to locate a good deal of quartz on an outcopping to the south. It should provide for your needs for a good while, and you you can probably dig for more of it. (Add resource: Quartz [Lots])

2. You manage to train and drill several squads of Psilockeers. Your training methodologies and procedures appear to have been well-taken by this batch of recruits, and they seem very eager. (Add 3 fluffy units)[Strong][Infiltrate]

3. Your forces approach the town and demand the surrender of it to your forces. While the units in question were ordered to purge the town entirely, the captain in charge – having never seen hard combat – didn't have the heart to do it. A mob forms, but the town lacks a coherent defense and is more of a rabble than a coherent force; a few discharges of weaponfire disperses the mob, and your your units quickly arrest several of the prominent town luminaries. Apparently someone had simply left the door to the town wide open. The town stands at your mercy. [

>>11035

[Khazan]

1. The Echelon techniques and procedures continue to be refined, but it doesn't look like they can be improved by very much currently. (Set: 2 (Khazanian Protective Echelon) [Very Strong] [Brave] to 2 (Khazanian Protective Echelon) [Very Strong+] [Brave]

2. The Underfortification improvement stars, but the chief architect is apparently ill from the flu and too much drinking. As such it doens't really move forward.

3. You begin to develop procedures that increase the speed of mobilization. While you aren't sure you can increase the initial mobilization table speed given the volume of materials, you think you might be able to get the production of units to quicken partially with additional bureucratic power. (4/6)

>>11037

[Gnomes]

[[meta: 'fluff farms' and 'fluff docks' are names you can enter.]]

1-3. Your merchants quickly begin to bogart strategic resources such as coal, gems. Eventually you manage to corner the market entirely, as there is relatively little resistance. You get the feeling these resources will be extremely valuable, as the current trends of the market predict their demand. (Add 2 currency/turn; +1 industry) (Add resource: Coal [Sustainable][Market] and Gems [Sustainable][Market]

>>11039

[Dominion]

1. Construction on the town starts, but it proves exceedingly difficult to draw up initial plans; apparently the Vilon in charge “hasn't actually built a town before” and “doesn't actually know anything about who's going to live in these rooms”. When asked to continue she says “whatever, fine.”

(Construction 1/10)

2. Several of the Vilon metallurgists begin their analysis of the Odium, but don't make any progress – all they say is that it's “really extremely light” and “has properties of a mediocre iron”. More time is needed, you suppose.

3. You try to find some wood on Shezeb but it's actually proving more difficult than you thought. Several squads find unsuitable soft woods, but not hardwood or any timber that can be used in a loadbearing capacity. (1/2)

Diplomacy:

Morgaz's diplomat responds graciously. “Morgaz greatly appreciates the effort and kindness of the Great Dominion, Slayer of Jesters.” He continues: “These …. displays [he gestures] are merely political theater. Surely The Great Chair can …understand the demands of his constituents and the viciousness of evil in such a world as ours? And, while it may be of course a constant demand for draconic parts for the poultices and items of the new races, great Mogaz has forbidden their export. Activities such as these are seen as criminal, and within the realm it is a great crime.” He pauses and continues. “Great Morgaz intends to destroy these bodies and render them to ash when he feels that his political vision is dominant and the institutions of the past are dead in the ground – resistance and treachery still sometimes plague our realm, and so long as they do these corpses must stand to prove to the oppressed that all tyrants can die, no matter how aged, thick their scales, or large their fangs.”

[Morgaz has politely declined your trade offer but seems receptive to other offers.]

>>Demobilization yields:

Khazan gains: .5 population

Dominion gains: 1.3 population

Patchwork gains: 1 population

Sky Dwarves gain: .5 population

Stella Imperial gains: .4 population

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306b3f No.11045

[2702]

Correction: Revise: to 3 Pioneer Psilockeers [Strong+][Infiltrate][Sapper] (strike new unit production)

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306b3f No.11046

Dice rollRolled 74, 65, 63, 3, 85, 64 = 354 (6d100)

Making up a turn.

Actions: The rolls for these

1) Build a CONSULATE to the Sky Dwaves. This should enable an upgrade in relations and actions per turn, IIRC.

2) Retrieve knowledge of POLITICAL THEORY from the mindstone.

3) Offer the sky dwarves a deal: we'll give them a loan of gems large enough to bolster their bank reserves at a very favorable percentage if they secure the loan by giving us airship tech as collateral. We probably have better airship tech in the mindstone anyway, but it'll take time to retrieve. No roll necessary, IIRC.

4) Send diplomatic representatives to the dwarven king and have them offer a plan to assist in stabilizing his kingdom. (Fluff incoming for this.) Again, no roll necessary for this I expect.

After that's done, additional rolls can go to:

5) Locating a source of gold and silver (+dowsing)

6) Finish the MINT.

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306b3f No.11047

Dice rollRolled 11, 9, 83 = 103 (3d100)

Commander Bernadotte walks before the arrested luminaries. They're held at gunpoint but by a respectable distance. They had moved everyone into the town square, taking great care to be polite, but firm. The demonstration of power, precision, and overwhelming technological and tactical superiority cowed the inhabitants rather quickly. "I'm not going to kill you," Bernadotte yes, her stock form coming to stop in front of the mayor. "But I am going to make some things very clear to you. We are a detachment of the Primus Astral Armed Forces. We are here to protect you, although that may not seem to be clearly obvious now. Both the Celestials and Astral Horrors from beyond our knowledge of Planar physics are coming to consume this world and everyone on it. We've been sent by Her Most Powerful Highness the Mortal Queen Elsa, to ensure that this does not happen." She continues down the line, not pausing in her speech. Her hands are clasped behind her as she patrols. The address is only half issued to the dignitaries before her, the other half is really for the crowd. "To that end we are establishing official control over this town and its surrounding areas. Your political body - provided it is willing to work within the confines of the PAAF - will function as usual. We will share our supplies with you and our technology provided that you serve loyally to our efforts of peacekeeping in the area." She stops and nods to two of the psilockeers standing nearby. They remove the kinetic bonds holding the wrists of the dignitaries one by one.

"We'll leave a few soldiers here to look over things and take inventory to find out what you need. Unfortunately because of the sensitive nature of our operation we can't have anyone speaking or praying to Celestial forces. Believe me, you don't want to. Angels are monsters who think of you as much as you think of maggots. Pests to be killed."

1. Begin integrating the town into the Detachment. Take thorough inventory, scan the residents for psi-sensitives, and inoculate them from Primus diseases.

2. With access to greater amounts of Quartz we can begin base expansion. Build a few power pylons to provide power to the laboratories so we can get automated foundries working again.

3. Resume scouting operations.

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306b3f No.11048

Dice rollRolled 59, 63, 31 = 153 (3d100)

>>11044

Name: Golden Republic of Khazan

Race: Dwarves

Color: White Star Black Background

Fluff:

For many long years the Golden Republic of Khazan has existed within the dark mountains of Gul, it's inhabitants shut off from the rest of the world. Generations spent in solidarity have not seen the Dwarves grow idle rather than renounce their former warring ways and commit themselves to the finer aspects of life.

Within the Republic of Khazan fine metal crafting is valued above all else, many spending centuries to perfect the art of making necklaces, rings and rare metal embroyded clothing as well as other trinkets which are sometimes even imbuned with magical properties.

In the unbelievably long time spent in solidarity the Dwarves have learned to appreciate all company and news from the world and while they are unwilling to leave behind their cozy mountain homes which have been crafted with the utmost devotion to masonry they are still reknown by adventurers for their generous and hospitable nature.

Government Type: Representative Democracy with a Constitutional Monarchy

Economy Type: State Capitalism (best economy)

Religion: Ancestral

Location: Within the Mountains of Gul not to far away from shades.

>Population: (11,9) (.8/turn)

>Food: (Very Good)

>Raw Currency: (19) (9/turn)

>Legitimacy: (More Stable)

>Culture: (3)

>Industry: (11)

>Unique Buildings:

+ Khazan Parliament

>Defenses: (Underfortifications, Elaborate, Slightly Damaged)

>Military Units:

+ Draconius of Khazania [Epic] [Resilient] [Slayer]

+ 2 (Khazanian Protective Echelon) [Very Strong+] [Brave]

+ 1 (Khazanian Shieldbreakers), [Very Strong]

+ 4 (Khazan Honorary Guard), [Strong]

+ 2 (Khazan Republican Guard), [Medium]

>Resources/Quantity:

+ Iron [Sustainable]

+ Stone [Sustainable]

+ Magma [Sustainable]

+ Coal [Sustainable]

+ Gems [Some]

>Magic/Spells: (Magical Artifice) (Spells: Imbue Equipment, Simple)

>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Simple], Bureacracy [Primitive], Counter-Espionage, [Primitive]

>Territory: (generated by GM)

>Bonuses/Eccentricities:

1. Turtlers: You can fabricate underground constructions easily. You may reroll constructions made underground once.

2. Gift of Artifice: Add an additional +15 to every roll to construct weapons or equipment.

>Eccentrictiy:

Agoraphobic: You aren't very good at going outside. Actions outside the underground suffer a -15 penalty to every roll. This excludes combat, which the dwarves actually find fun.

Clannish: You don't greet visitors very well, generally, unless they have something nice for you.

Imbune Equipment Research 1/6

Improved Underfortifications 1/3

1. Loose lips sink ships! Our bureaucracy has already been adapted in order to counter espionage attempts, now our armies too shall be trained in awareness techniques in order to counter ambushes, spot traps and keep the Republic safe against enemies both internal and external.

2. Rapid Deployment Techniques are an essential part of future warfare as well. To arm the population means to defend the nation. Every dwarf young or old should be able and willing to defend his homeland from those who wish to take their freedom. 4/6

3. Progress on the improved underfortifications had been stalled for now, however dwarven ingenuity and their capability to work while under the influence of copious amounts of alcohol made them the perfect candidates for the job. 1/3

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306b3f No.11049

Dice rollRolled 22 (1d100)

>>11047

Specialists reroll for 2.

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306b3f No.11050

Dice rollRolled 44 (1d100)

>>11048

Underfortifications Reroll go

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306b3f No.11051

File: 1445110425403.jpg (85 KB,400x550,8:11,1409062393288.jpg)

>>11046

A sleek launch glimmers over the buried fortress of the machine-men, having just left its dock for the first time in their long years of sleep and completed its shakedown cruise. A gangplank extends, and a party of dignitaries board. The craft seals its portals and lifts, banking in the sun, before accelerating so forcefully no being of flesh could take the shift in momentum. It's a good thing there are only lives of the mechanical variety aboard.

The vessel wails through the air, land shifting below it until it comes into dwarven lands. It advances under a flag of diplomatic truce, entering the capital and coming to hover over the palace district, the portal opening to allow the passengers to hail the palace guard. The lead machine asks to be shown into the presence of the king and his ministers, offering indication that the party is a group of dignitaries. In a voice like a rumbling engine, the lead machine makes its official statement.

"I am sent here by request of Terrin, first awakened among us, for my faculty of reason, and with me is another brought for her persuasive tongue. We seek to represent our people to yours, and thus we offer a letter of credence from the Machine-Men of Ribwall, and seek that Bolivar VI, King of the Dwarves, will affix his signature and seal and hereby declare us to be Ambassadors Extraordinary and Plenipotentiary."

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306b3f No.11052

File: 1445110600972.jpg (36.32 KB,250x410,25:41,roboren5.jpg)

>>11051

The ambassadors are an odd pair - a large, thunderous-sounding clanking man that speaks of complex measures and governmental theory, soon coming to be known as the Grey Eminence, and a machine that for all the world moves with the grace and appeal of a woman, bearing a gift of the fruits of the land and a bottomless charm, who is soon called the Iron Muse. Both bear on their forms the sort of fine, delicate metalwork the dwarves value, and are quick to pick up the customs of the stout people.

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306b3f No.11053

Dice rollRolled 92, 4, 19 = 115 (3d100)

>>11044

http://pastebin.com/RSJhVWeu

1 Overfell Construction (1/10). "I understand that it may be somewhat unreasonable, but I hope you will take this town and make it your own. Planning out a town suitable to house 10000 angels or whatever number you feel suitable with additional landscaping to allow for clean expansion. Take your time and think of this as what you would want in a model town and if you discover that something is amiss or out of line I encourage you to knock it down in pursuit of a more perfect layout and buildings devoid of mean squalor. Go with my blessing"

2 Wood (1/2). "Mmmm well I wonder if anyone has checked the underside of Shezeb for upsidedown trees? Hahahaha" The clear laughter echoes from The Throne and from the Vilon even though it wasnt a very good joke, the luxuries of being leader.

3 Repair Sanctum. Now that the war is won I can feel the wounds of the past closing so let the Sanctum be repaired and memory of their evil be gone.

Diplomacy:

"If in support of these new institutions The Throne…Voiced his support from one nation to another Morgaz would show that in death these tyrants are equal to those they oppressed in being deprived of their, large fangs, thick scales and splendor and in his magnanimity would gift these to those worthies that can call themselves your friends and see them put to better use. Would this be in line with his political vision?"

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306b3f No.11055

File: 1445111637654-0.jpg (85.56 KB,505x736,505:736,RoyalistOfficers.jpg)

File: 1445111637656-1.jpg (93.77 KB,515x700,103:140,large_orig_musketeer_6.jpg)

>>11052

>>11051

There are officials and diplomats to greet the Ambassedor's of the machine men, and bring them into the chamber of the Court itself.

Under normal circumstances, there would concern over choosing to hover directly onto the palace rather than the docks, but even now in these days this is by far and wide the safer of options.

Indeed the very streets and corners around the palace itself are filled with royalist soldiers and Kings musketeers, ever on watch for the trouble that now plagued the city.

As they are greeted and escorted to the court, those with better hearing than mortal men might here whispers, wondering if these are the supposed Clockworkmen the Crown had secretly built.

Thanks to the adept machine ambassedors, learning the necessary greetings to enter the Kings presence came with relative ease. They were announced by a courtier, and bowed thrice upon entering the throne room, and were sure to avert their gaze to his own eyes.

His Grey Eminence repeated his request to his majesty, who took upon himself the letter to read. Whereby he motioned to his aide to hand him a pen and ink, and a waxen seal, thereby signing the letter of credence and officiating the start of relations between Dwarves and Machine Men.

>con't

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306b3f No.11056

Dice rollRolled 50, 80, 25 = 155 (3d100)

>>11049

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: (16.8) (.6/turn)

Food: (Great)

Raw Currency: (23) (4/turn)

Legitimacy: (Very Good)

Culture: (13)

Industry: (6)

Unique Buildings: 1 Celestial Tower, [Stellata Observatory]; +3 culture, +1 industry), Astral well; (Ista's Light Astral Academy;+1 culture +1 industry)

Defenses: (Illusions, Good)

Military Units: 3 Sentinels , Weak; 5 Astral Bird flocks, Medium; 2 War Magi Squads [Very Strong][Clever];

Resources/Quantity: (Glass) [Sustainable]; (Wood) [Sustainable]; (Iron) [Sustainable]; (Stone) [Sustainable]; (Astral Energy) [Strained]; Mediocre Gems [Some]; Ioun [Unmined]

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])

Territory: (11))

Status

1. Try to mine the Ioun again. It's rare and that alone makes it valuable for trade. We are sure the academy and the Imperium can find a use for it eventually.

+Elder

+Magic Specialization [Simple]

+Sturdy Construction [Simple]

2.Continue making diplomatic inroads and trade routes. Soon we will get somewhere with them. The extra revenue of the towns as well as the territory will be most helpful and useful. A discretionary fund of five gold is given to the diplomats in order to grease palms and order trinkets and goods necessary to impress the locals (5/10)

+13 culture

+elder

+smug

3. Start setting up a forge that can use magic and mana to reinforce and refine minerals and metals into stronger, more resilient and magic bearing materials. Ask the Spirits for Advice in this rather complicated endeavor.Also have academy staff on hand to assist in the efforts and catalogue the effects. Put 10 gold on it to streamline construction.

+Elder

+Magic Specialization [Simple]

+Magically Inclined

+Sturdy Construction [Simple

+Astral Conversation [Primitive]

+Industry 6

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306b3f No.11057

Dice rollRolled 89, 99, 87 = 275 (3d100)

>>11041

>FluffnStuff: >>10350

Population: 14.9 (1/turn)

Raw Currency: 46 (7/turn)

Legitimacy: Wobbly

Culture: (8)

Industry: (10)

Unique Buildings: [Council Headquarters], Aeroport [Primitive], [Temple of the Traveler]

Defenses: (Stone Defense Towers, medium)

Professional Military: 6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Very Strong), 3 Patchwork Clansguard (Very Strong), 3 Air Mages (Medium)

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable]

Magic/Spells: (Air, Simple) (spells: Summon Tseyarian Birds, Simple)

Technology: (Stone, Wood, Iron) [Airships, Average] [Aerial Navigation, Primitive] [Civil Defense, Basic] [Bureaucracy, primitive]

Territories: (3)

>Bonuses:

[Intrepid]

[Pluralistic]

>Eccentricities:

[Skittish Economy]

1) A final celebration, a parade to commemorate the ending of the war, and our victory. (increase stability)

2) Go to the goblins in the ruins. Diplomatically, of course. We come in peace. (Pluralistic)

3) Continue research at the temple. (4/6)

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306b3f No.11058

>>11055

>>11051

The short, stout king stood up, and spoke before the large machine and his smaller feminine compatriot.

"We welcome the mechanical people of the Machine-Men to our realm, and announce our desire to display our utmost hospitality and good will.

Much have we heard from you, and been treated fairly and just by the race of Machine-Men, that we pledge to treat them in the same manner, and seek to understand and befriend those of machine race.

However, we find it most unfortunate that it has fallen upon these times that we must greet you, for our lands are not blessed by the same peace they once where. For our lands are set with troubles. Nevertheless, we vow that so long as the Gods watch over our lands, that we will endeavor to bring about the friendship and charity between our peoples that surely the fates have ordained this day."

The King having spoken a royal welcome, now turns to matters of business, and asks if there is any more the Machine-men might speak or request of the crown while this audience is assembled.

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306b3f No.11059

Dice rollRolled 90 (1d100)

>>11056

Invoking magically inclined on third roll

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306b3f No.11060

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306b3f No.11063

File: 1445112922740.jpg (63.07 KB,700x541,700:541,h_06.jpg)

>>11055

The machines offer counsel to the king of the dwarves with all due deference, suggesting that the crown accept the deal offered by their bretheren - a loan of gems for the vaults of the national bank, to secure the finances of the kingdom - and most importantly, to pay the armies for their campaigns - in exchange for their airship technology, perhaps not the most modern variety but surely His Majesty can see from their launch that they are not so far behind, and that the exchange would be more of goodwill than aught else.

They make it known to his closer advisors that they might want a private conference, and behind closed doors suggest that first, payments be made to the army to secure the loyalty of the troops and keep them on retainer for the time being, and second that a time of celebration be held due to the victory, and third, that the troops be on hand for a triumphal march of the generals into the capital wherein the king and the nobles can bestow honors and rewards on the victors. A general amnesty for the recent riots can be announced at this time in order to calm the populace.

Furthermore, provision of food and drink for feasting will keep the commoners' minds steady, and announcements of a programme of loans from the royal bank to those commoners and soldiers that wish to start businesses will have the people thinking of their futures - and certainly, the royal bank will need officers trusted by the people - perhaps some of the nobility the whole nation sees as heroic, ones trusted by the king, can be entrusted with such work?

In addition, the programme of research into mechanical men should be made public: a trusted noble beloved by all should be appointed minister of public safety so that if there are problems he will share responsibility and not the king alone, which is frankly unfair to the crown, and so that the connections among the nobility may work for the nation rather than against it. In peacetime, responsibility in managing peace in the streets will be this minister's priority, as will maintaining the clockwork troops.

In addition, the nobles must be approached in meetings and told that the king may be willing to share power and entrust them with control of portions of the clockwork forces, as befits their noble houses, because in a feudal system all members are expected to contribute to the defense of the nation - it just needs to be made clear that the whole thing depends on the continued existence of good relations between the nobility and the crown. In addition, it is time the nobility was given the job of patrolling the borders as is their due, and awarded honors for their parts in the war - some were most likely officers, others contributed in arming the troops, still others did more - and it is time they were inducted into newly created orders to reflect this. No doubt this will please the nobility a great deal.

They say a great deal more, but this is all they suggest for now - and most of all they say not to do too much, too quickly, and to start with amnesty and truth about the clockwork men, and to benefit the people and give them a rest from bloodshed.

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306b3f No.11064

>>11043

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: (11.7) (.9/turn)

Food: (Excellent)

Raw Currency: (9) (8/turn)

Legitimacy: ("Wobbly" Falling)

Culture: (7)

Industry: (11)

Unique Buildings: 1 King's Palace, 1 National Bank

Defenses: (Stone Traps, Good)

Military Units: 1 Dwarven Frigates (damaged), 1 Sky Dwarf Shock Formations [Very Strong], 3 Pressganged Frigates [Medium]

Resources/Quantity: Iron, [Sustainable], Copper [Wobbly], Stone [Sustainable], Gems [Low; Splinted], Rubicite [Tiny Sample]

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]

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.

1. Of course we'll share our finds with them. We dwarves are true to our word. If its technology, it should be replicable, and any artifacts that aren't we'll be able to come to an agreement on what is to be done with them.

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306b3f No.11066

File: 1445115527214-0.jpg (190.86 KB,394x480,197:240,DEA-S-001106-6057.jpg)

File: 1445115527215-1.jpg (22.56 KB,480x360,4:3,hqdefault (3).jpg)

Dice rollRolled 9 (1d100)

>>11064

The Crown, having been advised by the the wise Machine-Men, decides to take proactive action to restore the stability of the nation, and return the peoples faith in the monarchy.

Quietly, King Bolivar looks upon his new royal scepter, as its simple, innocuous polished hull would never reveal the crowns that lay within it.

1. First and foremost, the official end of the "Clown Wars" and the de-mobilization of the forces, now that peace is restored.

The official decree is announced that the war is over, and that a parade will be held. Implicitly, an amnesty is spoken in the undertext of the message.

To enforce this, great feasts are held throughout the land, as thanks to the quick and decisive end to the war there is no need for any further stockpiling of food.

All soldiers are to march in the parade before the palace, allowed the chance to glory and bask in the cheers of their families finally welcoming the war heroes home.

https://www.youtube.com/watch?v=WkxW0Dbf5qA

The King himself presides over this, wielding his scepter as it shines in the sun, as he inspires the people with speeches of victory and glory to the heroes present both alive and dead.

Several heroes are given medallions, and to the generals themselves, the King enobles them, as they bend knee before him he raises his scepter and proclaims them members of the higher peerage, and calls upon the nobles to accept, in the traditional cheering by the peerage of "Yes, yes, yes!"

Simultaneous to this, a more bolder, public announcement.

The King speaks in particular to the families of the fallen, to those posthumously awarded and honored, that the bloodshed encountered in this war was justified, necessary, but a grave tribulation that the nation ought not to face again.

In a stunning display, he announces publicly that a new army will be made to stop the bloodshed, and that mothers and fathers need not fear the loss of their sons, as a new Mechanical army will be created.

Not held by King alone but by all peoples, and the nobles.

At the end of his speech, the King announces the disbandment and demobilization of current war forces.

"Gentlemen, you have served your nation faithfully and honorably. Now return home to your nation and your wives."

>con't

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306b3f No.11067

Dice rollRolled 72, 43, 82 = 197 (3d100)

>>11066

2. Create a ministry of trusted nobles to announce general amnesty and the bank status and loan program in light of accepting my diplomatic offer to borrow gems in exchange for giving me airship tech.

It is hoped that giving more power to the nobles and extending the Crowns hand to them, hearing their words and desires, and ensuring they have a say in these matters, is given. The ministry of nobles will provide an additional voice to the nobility

3. Trade Action:

The Dwarves will give Airship design to the Machine Men

The Machine Men will give Gems on loan to the Dwarves

4. Nobility Roll

ALL of the money that is both stored, and that will be collected next cycle, is spent towards these programs by the crown to reach the nation, to a total of 17 units of raw currency, to pay for all things from food supplies, to troop payments, to celebrations, and so on.

Priority is to soldier payments. Then celebratory things.

Since we are no longer mobilized, a large stockpile of food isn't required atm. We can afford to spare some of the food stores for the celebrations, and then rebuild them passively over time thanks to government regulated farming.

Break out some of the [Excellent] stocks of food to placate the commoners. Spend 17 money on action #1.

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306b3f No.11068

Dice rollRolled 50, 91, 55 = 196 (3d100)

1.2. We have to repair Gaia's Temple immediately. Even if it costs us minerals such as granite or marble.

3. Scry for valuable gems and precious metals like gold nearby. Even if the other races do not value such. We will. If it comes down to it we believe they shall make a powerful focus to channel magic and Mother Gaia's will in her priesthood among us.

http://pastebin.com/AKD7Tva1

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306b3f No.11072

Dice rollRolled 26, 43, 62 = 131 (3d100)

>>11044

Name: Vyriah

Race (Determines bonuses): Gnome

Color: (Determined map color): Blue

Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?

Government Type (Determines some stats): Merchant Republic

Economy Type (Determines some stats): Free Market

Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.

Location: The Open Sky

Population: (10) (1/turn)

Food: (Very Stable)

Raw Currency: (44) (11/turn)

Legitimacy: (Stable)

Culture: (5)

Industry: (9)

Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform]

Defenses: Tower Network [Very Large]

Military Units: 3 Vyriah'n Airships(flying units) [Strong]; 3 Vyriah'n Guard (Ground Units) [Medium]

Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Lots]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market]

Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])

Technology: (Stone, Wood, Gems, Iron) Aerial Warfare [Basic], Aerial Defense [Basic], Proprietary Airships [Average]]

Territory: (1)

Bonuses:

1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but trade may be impacted.

2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.

1. Begin building a shipyard for the easier construction of ships.

2. Begin building an academic platform for the advancement of the scientific, magical, and artsy arts. Because for a mercantile city state falling behind in technology or magic is an invitation for conquest.

3. Begin researching better enchantment and artifice, just looking at the city we stand on shows that we have much to learn.

>>10938

There seems to be no bar to entry but a tariff on trade goods and an official needs to check your goods to make sure the right amount of tariff is paid and no illegal goods are brought in. Otherwise you are free to dock whenever.

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306b3f No.11073

Dice rollRolled 22, 99, 85, 65 = 271 (4d100)

1. Continue listening to The Living Armor's story. (2/3)

2,3. Further develop Dominate spell. Invest a large amount of currency (30) into it. We need to develop it for adding large, non-hostile group assimilation.

4. Attempt to create a giant Psionic Amplifier to increase The Broodmother's psi power.

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306b3f No.11074

>>11046

[Machine-Men]

1) You build a consulate with the Sky Dwarves. You can now increase your efficiency of item transfers. (add unique building: Embassy, Sky Dwarves)

2) You pull up some information on political theory, specifically related to the nature poststructural power system and crowd psychology. After perusing them, you think you understand the basics. (Add technology: Statecraft [Simple])

3) [You sent some of your gems to the Sky Dwarves] [You recieve Airship technology from the Sky Dwarves. This translates into: Airships [Simple]]

4) You send your diplomatic team to the Sky Dwarves. You aren't sure it's really helping; the recent fear of clockwork men results in your diplomats getting pelted with fruit.

5) Using your dowsing skill, you manage to locate an extremely large vein of silver to the east. You're the first one into the market, and there's a killing to be had. (Add +1 currency/turn) (Add resource: Silver [Unmined])

6) You finish the mint. The silver, once mined, will provide silver currency which has a variety of positive effects on governance – at least according to the file on statecraft. (Add technology: Coingage [Simple])(+1 currency/turn)

>>11047

[2702]

1. You begin searching for psi-sensitives inside the town. You don't find any – they're all blunt as stones. There are some scattered altercations as the between your troops and the locals as they suspect the worst as you drag some in of their daughters for testing – it causes still more resentment, but nothing bad seems to happen immediately. [[meta: at this point it might be good to figure out what to do with the town. This does not cost an action.]]

2. You begin working on a foundry to provide a baseline capacity to process metals. While the blueprints are found and your engineers manage to get some pieces of the frame up, rain sets in and the entire construction stalls. (1/4)

3. You continue scouting and have a good deal of success – this time your scouts range far to the north, locating another town. This town appears grotesque and partially overgrown with organic material and strange magical runes with overlapping guard towers. It's heavily fortified. To the northwest you find impaled dragons on poles – the signs are in some variation of draconic, which one of your scouts studied during her years as a linguist. The signs say: “I WAS A MURDERER” and “I WAS GREEDY” and “I WAS UNJUST”. There are others, but the general statements are political; there is a massive fortress with an odd type of metal. The last team heads east, and manages still another town – this one is extremely large and well defended, possibly as much as the first town. All of the teams return home in good order, and they suspect there's nothing else of note in the immediate area.

>>11048

[Khazan]

1. You begin working on new counter-espionage techniques. These should generally cover the army as well as the civil areas of society. Your new spymaster looks really cool and has an amazing flame red cape and black hat. (Counter-Espionage research: 2/5)

2. You finish developing the tactics and methods for mobilizing more rapidly. While this doesn't impact the initial time to mobilize[2 turns], your industrial efficiency will rise farther and faster. (Add technology: Mobilization [Simple])

3. You continue work on the forfitications. They're almost done, but you get the idea that additional revisions and additions will require new materials or a particularly crafty architect. (clear fortifications damage) (2.5/3)

>>11053

[Dominion]

1. Stacy feels much better about herself today and begins working on the town. A good deal of progress gets done, and the first houses are already being occupied by inhabitants of The Dominion – Vilon or otherwise. The town will be located to the north and can hold a good deal of people – it can also be upgraded to a city. (8/10)

2. More search teams are dispatched – they take the joke literally and try to check underneath the island for trees. As you can expect, they didn't find anything.

3. You repair the sanctum. It wasn't a very big job, and despite some of the Vilon laughing and goofing off, they complete it. (remove sanctum damage)

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306b3f No.11075

>>11056

[Elves]

1. You start construction on the mine. This time you get a better grip on the properties of it. (1/2)

2.Your efforts have paid off, and one of the towns has taken a vote to join your nation. Apparently they think they can more easily get trade and other commodities, as they currently have to deal with tariffs. The other town remains pliable, but autonomous. (Add unique building: Oakwell [Town])(+1 hex)(+2/currency a turn)

3. Your head theorist in the materials section of the magocracy has some interesting leads insofar as magical infusion. Specifically, he thinks that he might be able to use astral energy to increase the magical power of staves and wands, but, interestingly, he also thinks that he might be able to develop simple battle wands that fire projectiles at a steady rate – similar to a projectile weapon. These might be good for infantry. With the initial money, he begins work – it's still theoretical and he needs direction. (2/8) [[Meta: this is basic research, not a pure spell.]]

>>11057

[Patchwork]

1) The celebration goes extremely well, and everyone has a good time. Everyone just needed a good party. (Set legitimacy to: Good)

2) Your diplomatic mission to the Goblins goes really very well. As it turns out, it's a small town of goblins and they've offered to join you – your diplomat actually has a cousin who is a goblin (?) and he knows a few dialects. You can now recruit goblins to your armies – they're not very advanced but they are pretty numerous and sneaky. (Add unique building: Gobtown [Town]; Add 1 hex; +.1/pop turn)

3) You research on the temple completes and it has increased your capacity to utilize Air Magic. (Set Air magic to [Basic]) [meta: I am unsure what you were going for.]

>>11066

[Air Dwarves]

>>11067

1. The ennoblement ceremony completes, but the aristocracy goes into a rage. A few walk out as the ceremony starts, while others hoot and yell. The new nobles quickly development a resentment for the older nobles – it's not clear how this will wash out.

2. Following the farce of the initial ceremony, the nobles welcome an increase in their power, and so settle down. For now. (Set legitimacy to Stable-ish)

3. Trade Action: You recieve Gems [Lots] from The Machine Men. (set resource: Gems to [Lots])

4. The nobles, seeing the gem stocks increased, remain quiet. The new nobles are jeered and mocked, but little else occurs. They see you are conspiring with the Machine-Men, though, and some of them whisper in the shadows.

>>11068

[Sculpted]

1.2. You repair the temple. The temple repairs go so well that some of the remaining crew add on some upgrades. (+1 industry +2 culture)(remove damage from temple)

3. You begin to scry for diamonds, as you suspect you can use them to carry large conduits of energy. After some time, you locate a small amount of relatively pure diamonds. (Add resource: Diamonds [Some])

>>11072

[Gnomes]

1. Your shipyard begins construction, but some odd winds cause the influx of materials to stop and start. Progress moves forward awkwardly. (2/6)

2. Construction of a university starts. The university – which is just currently named GnomU – intends to rival all the other academies in the world in both opulence and the research of unintentionally deadly things. (Construction: 2/5)

3. You begin looking at the basic methods of enchantment and artifice, particularly as it pertains to gravity and aeronauts. After some time at the dartboard and a good many idea bubbles, the team now has a clear direction: gravity building. By reducing the effective weight of objects, we can increase our efficiency of flight, construction, and other things – so long as we have the right materials. The team seems ready to start, barring objections. (Research: 2/8)

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306b3f No.11076

>>11073

[Brood]

>>You are mobilized.

>>Set special status: Mobilized; 1 Turn. [Industrial Effectiveness: 50%, Rising]

>>Lose 2 population.

Add mobilized unit: 2 Mobilized War Swarms [Very Strong]

1. The armor continues on about the war. He was a volunteer for testing – a piece of armor forged in the late war to be deployed against the now overwhelming boils of Mericon as they overran a good portion of the planet. The last attempt to defeat the Mericon conclusively failed, and the Mericon boils had defeated the last major nations as they mobilized their final reserves. The nation – the armor doesn't name it – deployed an experimental weapon that was thought to fundamentally undermine the properties under which the Mericon operated. That is to say: it attempted to unravel the Mericon swarms entirely by removing their capacity to utilize magic. It backfired, and destroyed the plane. After this he goes silent; he mumurs that he has cursed thousands of planes with the Mericon.

He doesn't mention much more about the functional nature of the Mericon's biological manipulation; you will need to practice utilizing the basic methods that you've manage to extract. (Add technology: Psibiology [Crude])

2,3. You increase the effectivess of the dominate spell. You now think you can handle small humanoid children outside of combat if you are properly prepared. (Set spell: Dominate to Average)

4. Your broodworkers begin to build an amplifier. The principles are baffling; you'd need an engineer or a specialist to be brought in. Further, the brood aren't even sure where to start – they say they would need more rubies, diamonds, gems and possibly other materials. The project is quite the undertaking. (1/20)

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306b3f No.11077

File: 1445124116326.png (3.32 MB,2229x2066,2229:2066,Soren- Latest.png)

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306b3f No.11078

Note: there have been some town constructions and acquisitions that are not reflected on the map.

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306b3f No.11079

>>11074

[2072] Clarification:

You assume nominal control of the town. Some of the townspeople are willing to join your forces, but they're generally cowardly. You sense some policies might be required to make them more docile; they had been relatively used to their autonomy. (+.2pop/turn; +1 pop)(+1 hex)

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306b3f No.11080

>>11079

Oh: add unique building: Lowenthal [Town]

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306b3f No.11081

Dice rollRolled 35, 44, 26 = 105 (3d100)

>>11075

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: (17.4) (.6/turn)

Food: (Great)

Raw Currency: (14) (6/turn)

Legitimacy: (Very Good)

Culture: (13)

Industry: (6)

Unique Buildings: 1 Celestial Tower, [Stellata Observatory]; +3 culture, +1 industry), Astral well; (Ista's Light Astral Academy;+1 culture +1 industry);Oakwell [Town])(+1 hex)(+2/currency a turn)

Defenses: (Illusions, Good)

Military Units: 3 Sentinels , Weak; 5 Astral Bird flocks, Medium; 2 War Magi Squads [Very Strong][Clever];

Resources/Quantity: (Glass) [Sustainable]; (Wood) [Sustainable]; (Iron) [Sustainable]; (Stone) [Sustainable]; (Astral Energy) [Strained]; Mediocre Gems [Some]; Ioun [Unmined](1/2)

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], Mana Infusion [2/8])

Territory: (11))

Status

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.

1. Continue working on the Ioun mine. We've almost made a breakthrough.

+Elder

+Magic Specialization [Simple]

+Sturdy Construction [Simple]

+Industry 6

+(Ista's Light Astral Academy for identification

2. Continue the Mana infusion research. Those repeater wands would increase our military might be a wide margin, should war ever come to pass. Have the academy help his research along as best as possible.

+Elder

+Magic Specialization [Simple]

+(Ista's Light Astral Academy;

3. Claim the Abandoned Fortress at the tail end of the bridge. Rebuild it to Elven specifications.

+Elder

+Sturdy Construction [Simple]

+Industry 6

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306b3f No.11083

Dice rollRolled 14, 41, 30 = 85 (3d100)

Dahlia examines the map again. She's been staring at the strategic map now for three hours, ever since the last scouting team returned and delivered their reports. The tired look around her eyes and her pinched face made it clear that she was tired and frustrated in equal measure. "Three towns, possibly a fourth, with dragons no less. This is not a lightly population Plane. This is a heavily populated Plane. We weren't given a quarter as many troops as I'd need to pacify this damn region."

Outside she could hear some of the new arrivals getting settled in and spared a glance out the thick ecto-glass. Townspeople, quasi-citizens of the Primus Astral Prosperity Zone. Fuck that was a stupid name. Which moronic bureaucrat that that up? She shook her head but was brought out of her thoughts by a knock on the door. "Enter." She says and the door slides open to reveal Junior Lieutenant Oyrx. He salutes then takes a seat once it's offered to him. The door shuts behind him.

"You called, ma'am?" His face is impassive and his bearing is ramrod straight. The perfect human soldiers.

"I did. You led the survey team that discovered the town to the east. I'm sending you back there with two squads under your command. The town is humanoid, with a human majority according to your report. I want you to approach them out of exo - you'll be inoculated we've been using the new arrivals to make proper resistances - and open a channel of communication. If it goes well and they seem willing to work with us then simply report back here. If they are not willing to work with us take your squad and infiltrate the town. Destroy food stocks, political leaders, armories, and defenses with explosives, then report back here. Under no circumstances is anyone to be captured. Shoot your way out if you have to, but leave none of your Psilockeers behind."

"Yes, ma'am. Consider it done."

"Dismissed, Lieutenant." The two exchange salutes and he leaves the room. Chief Engineer Bloodstone walks in after him. "Chief, good to see you." He nods at her and takes a seat. "I need to know about the autofoundry."

"It's a standard feature in our prefab kit, General. I suspect we'll be able to output some useful equipment once it's set up."

"Like?"

"Psilocks, Atlas systems, possibly Tachis but I'm unsure if we have enough mithrite for something like that and none of our survey teams have found stocks of mithril or adamantine to make more. I could possibly make them out of psionically charged iron plates but they would be crude and would require constant maintenance."

"What other issues are there with the prefab autofoundries?" She asks curiously.

"Well, we can only produce one type of good at a time before we'd need to retool the machinery. We can produce psilocks, or Tachis, or manifesters, or prefab parts, but we can't do it all at once. We'll have to pick and choose what we need when we need it and tool the foundry accordingly. Secondly prefab foundries are small. We're not on Primus where I could visit an autofoundry putting out a hundred thousand psilocks a day. These will give us maybe a hundred over the course of a twenty four hour period."

"That's a troublesome assessment." She says sullenly. She spins the strategic map around so he can look at it. "This is just the preliminary. There's a lot of ground to cover and we've already found towns at this level of sophistication. We've been visited by the emissary of a functioning "empire" or whatever passes for one on this Plane. We're going to need a lot of 'locks, and we're going to need to put a lot of bodies into boots."

1. Resume construction of the Autofoundry. Let some of the smarter townsfolk sit in and observe so they can get an idea for how we do things on an engineering level.

2. Begin training the new recruits into civilian roles as engineers, farmers, laborers, and for those with the aptitude, arcano-alchemists.

3. Begin Operation Torch - the mission given to Junior Lieutenant Oryx to bring the eastern town under heel.

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306b3f No.11084

Dice rollRolled 16 (1d100)

>>11083

Specialist reroll for #1

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306b3f No.11085

Dice rollRolled 81, 42, 67 = 190 (3d100)

>>11074

http://pastebin.com/7gGv6k4k

1 Overfell construction (8/10). With the construction near completion we should prepare some finery for everyone to wear with scissors and ribbon to cut for the ceremony where it will be dubbed 'Overfell' and my gift to the Vilon for a crushing victory where ours led the coalition as the Supreme Commander and won.

As a forum of law and discussion is completed and everyone gathers to discuss how fine everyone looks on the walk to the government building where The Throne has been waiting wearing a golden chain of office bearing a large coin with the letters IMPERATOR as a smooth voice and music sounds as if from all around the stage and Octavia wearing a sash inscribed 'Miss Overfell' walks over to the Throne with an oversized pair of scissors.

https://youtu.be/LSm4kp-uJoE

2 Wood (1/2). Consoling the Vilon for their good hustle under the field "There there, maybe they fell out before we got to them. Best just search top side of Shezeb"

3 Odium. Pini, our resident curiosity mistress might have a few ideas for what this metal is good for and if it reacts with any of our magic. Though being very light perhaps it could be a suitable metal alloy for armor or weapons if mixed with iron?

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306b3f No.11086

>>11083

Spend 20 currency on action 3 and 10 currency on action 2.

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306b3f No.11114

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: (12.6) (.9/turn)

Food: (Excellent)

Raw Currency: (0) (8/turn)

Legitimacy: (Stablish)

Culture: (7)

Industry: (11)

Unique Buildings: 1 King's Palace, 1 National Bank

Defenses: (Stone Traps, Good)

Military Units: 1 Dwarven Frigates (damaged)

Resources/Quantity: Iron, [Sustainable], Copper [Wobbly], Stone [Sustainable], Gems [Lots], Rubicite [Tiny Sample]

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]

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.11116

File: 1445132105865-0.jpg (12.13 KB,300x188,75:47,Flying-ship-steampunk-wall….jpg)

File: 1445132105866-1.jpg (763.98 KB,3264x1840,204:115,armored ship.jpg)

Dice rollRolled 11, 52, 24 = 87 (3d100)

>>11114

1. As previously stated, Clockwork Man production will continue, not in clandestine or secrecy, but in public and under public scrutiny.

But it will continue.

Per the Kings promise, a Noble is selected to supervise the research operation, and make full reports. And as promised, an expected quota of Clockworkmen will be set aside and allowed to be purchased by the Nobles, to aleviate fears of the Crown monopilizing on them. While certainly not to the proportion of the Imperial army, it wasn't expected none but the tycoon elite would be able to purchase a significant amount in any case, let alone match the nation. But upon completion, nobles would gain their own personal clockworkmen as well.

As an afterthought, an effort was made to show the usefulness of said automatons, how they could substitute for just about any animal on a field, carry heavy loads with the greatest of ease, and of course protect their master. 5/10

2. With the onset of peace, but a determination to fuel the industry of war and expansion, and therefore the nation,

Naval Engineers are tasked with desgining new types of ships for a "New Model Fleet". As evident from our friends in the patchwork republic, the days of the frigate are numbered.

New ships would be needed. New ships capable of carrying out the will and profit of the nation.

In war, they would serve as the defense and sword of the nation.

In peace, their heavy payloads, troop numbers, and ability to ferry supplies, cargo, and passengers would facilitate greater expansion. Ships that would build the nation.

These new vessels would explore the skies, the boundless frontier, and boldy go where no dwarf has gone before!

These new designs would be written in template format, so that when they were finished, could be easily manufactured based on a standard. Thus did the Engineers get to work fullfilling these design parameters on paper and pen.

Steam Frigate - (Strong)

Steam Destroyer - (Very Strong)

Steam Cruiser - (Epic)

Steam Battleship - (Epic+)

3. This new Rubicite is a FANTASTIC material.

The thought occurs that such a lightweight, yet strong material, could be used in bulk to armor the hulls of ships, perhaps to save some cost alloyed with regular iron, or as pure.

However, our entire stock consists of one tiny metal bar given by the Machine-Men as a sample.

Explorers were gathered, and called forth on behalf of the nation to find this new holy grail that arguably may be just as valuable as any gem.

To find Rubicite Mines!

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306b3f No.11118

File: 1445132244836-0.jpg (12.13 KB,300x188,75:47,Flying-ship-steampunk-wall….jpg)

File: 1445132244836-1.jpg (763.98 KB,3264x1840,204:115,armored ship.jpg)

Dice rollRolled 2, 90, 22 = 114 (3d100)

>>11114

>>11114

1. As previously stated, Clockwork Man production will continue, not in clandestine or secrecy, but in public and under public scrutiny.

But it will continue.

Per the Kings promise, a Noble is selected to supervise the research operation, and make full reports. And as promised, an expected quota of Clockworkmen will be set aside and allowed to be purchased by the Nobles, to aleviate fears of the Crown monopilizing on them. While certainly not to the proportion of the Imperial army, it wasn't expected none but the tycoon elite would be able to purchase a significant amount in any case, let alone match the nation. But upon completion, nobles would gain their own personal clockworkmen as well.

As an afterthought, an effort was made to show the usefulness of said automatons, how they could substitute for just about any animal on a field, carry heavy loads with the greatest of ease, and of course protect their master. 5/10

2. With the onset of peace, but a determination to fuel the industry of war and expansion, and therefore the nation,

Naval Engineers are tasked with desgining new types of ships for a "New Model Fleet". As evident from our friends in the patchwork republic, the days of the frigate are numbered.

New ships would be needed. New ships capable of carrying out the will and profit of the nation.

In war, they would serve as the defense and sword of the nation.

In peace, their heavy payloads, troop numbers, and ability to ferry supplies, cargo, and passengers would facilitate greater expansion. Ships that would build the nation.

These new vessels would explore the skies, the boundless frontier, and boldy go where no dwarf has gone before!

These new designs would be written in template format, so that when they were finished, could be easily manufactured based on a standard. Thus did the Engineers get to work fullfilling these design parameters on paper and pen.

Steam Frigate - (Strong)

Steam Destroyer - (Very Strong)

Steam Cruiser - (Epic)

Steam Battleship - (Epic+)

3. This new Rubicite is a FANTASTIC material.

The thought occurs that such a lightweight, yet strong material, could be used in bulk to armor the hulls of ships, perhaps to save some cost alloyed with regular iron, or as pure.

However, our entire stock consists of one tiny metal bar given by the Machine-Men as a sample.

Explorers were gathered, and called forth on behalf of the nation to find this new holy grail that arguably may be just as valuable as any gem.

To find Rubicite Mines!

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306b3f No.11121

>>11118

#2>. Aerial Fabricators: Sky Dwarves are keen on airship construction, and gain a bonus to rolls to construct airships or other large aerial constructions (+15).

#3

(spells: Scry Sky-Ores, Simple)

>>11118

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306b3f No.11122

Dice rollRolled 45, 73, 73 = 191 (3d100)

>>11074

Name: Golden Republic of Khazan

Race: Dwarves

Color: White Star Black Background

Fluff:

For many long years the Golden Republic of Khazan has existed within the dark mountains of Gul, it's inhabitants shut off from the rest of the world. Generations spent in solidarity have not seen the Dwarves grow idle rather than renounce their former warring ways and commit themselves to the finer aspects of life.

Within the Republic of Khazan fine metal crafting is valued above all else, many spending centuries to perfect the art of making necklaces, rings and rare metal embroyded clothing as well as other trinkets which are sometimes even imbuned with magical properties.

In the unbelievably long time spent in solidarity the Dwarves have learned to appreciate all company and news from the world and while they are unwilling to leave behind their cozy mountain homes which have been crafted with the utmost devotion to masonry they are still reknown by adventurers for their generous and hospitable nature.

Government Type: Representative Democracy with a Constitutional Monarchy

Economy Type: State Capitalism (best economy)

Religion: Ancestral

Location: Within the Mountains of Gul not to far away from shades.

>Population: (12,7) (.8/turn)

>Food: (Very Good)

>Raw Currency: (28) (9/turn)

>Legitimacy: (More Stable)

>Culture: (3)

>Industry: (11)

>Unique Buildings:

+ Khazan Parliament

>Defenses: (Underfortifications, Elaborate, Slightly Damaged)

>Military Units:

+ Draconius of Khazania [Epic] [Resilient] [Slayer]

+ 2 (Khazanian Protective Echelon) [Very Strong+] [Brave]

+ 1 (Khazanian Shieldbreakers), [Very Strong]

+ 4 (Khazan Honorary Guard), [Strong]

+ 2 (Khazan Republican Guard), [Medium]

>Resources/Quantity:

+ Iron [Sustainable]

+ Stone [Sustainable]

+ Magma [Sustainable]

+ Coal [Sustainable]

+ Gems [Some]

>Magic/Spells: (Magical Artifice) (Spells: Imbue Equipment, Simple)

>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Simple], Bureacracy [Primitive], Counter-Espionage, [Primitive], Mobilization [Simple]

>Territory: (generated by GM)

>Bonuses/Eccentricities:

1. Turtlers: You can fabricate underground constructions easily. You may reroll constructions made underground once.

2. Gift of Artifice: Add an additional +15 to every roll to construct weapons or equipment.

>Eccentrictiy:

Agoraphobic: You aren't very good at going outside. Actions outside the underground suffer a -15 penalty to every roll. This excludes combat, which the dwarves actually find fun.

Clannish: You don't greet visitors very well, generally, unless they have something nice for you.

Imbune Equipment Research 1/6

Improved Underfortifications 1/3

1. Continue to work on counter espionage techniques and general awareness training. 2/5

2. The fortifications were almost completed. Merely a bit more time would required to reach a new advanced stage of underground defenses. 2.5/3

3. Technology had been put aside for some time now in favor of military advances to protect the nation. Once more the initial intentions of a development would need to applied to military matters. With the rise of magic and and psychic warfare the imbunements in the armor would need to be refined to efficiently protect against them as well as physical damage.

Imbune Equipment Research 1/6

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306b3f No.11123

Dice rollRolled 19, 17, 22 = 58 (3d100)

>>11075

Name: Vyriah

Race (Determines bonuses): Gnome

Color: (Determined map color): Blue

Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?

Government Type (Determines some stats): Merchant Republic

Economy Type (Determines some stats): Free Market

Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.

Location: The Open Sky

Population: (10) (1/turn)

Food: (Very Stable)

Raw Currency: (44) (11/turn)

Legitimacy: (Stable)

Culture: (5)

Industry: (9)

Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform]

Defenses: Tower Network [Very Large]

Military Units: 3 Vyriah'n Airships(flying units) [Strong]; 3 Vyriah'n Guard (Ground Units) [Medium]

Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Lots]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market]

Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])

Technology: (Stone, Wood, Gems, Iron) Aerial Warfare [Basic], Aerial Defense [Basic], Proprietary Airships [Average]]

Territory: (1)

Bonuses:

1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but trade may be impacted.

2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.

1. Shipyard 2/6

2. GnomU 2/5

3. No objections whatsoever. Research 2/8

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306b3f No.11124

>>11123

forgot: Currency is at 55 and Pop 11

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306b3f No.11125

>>11124

Also need to add

Eccentricities:

1. Everyone Hates Gnomes: Gnomes are physically weak in combat, and are easily kicked, punched, or abused. All of your combat rolls in melee suffer a -1 penalty.

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306b3f No.11126

File: 1445136466664.jpg (266.71 KB,1200x776,150:97,1273398025602.jpg)

Dice rollRolled 5, 78, 19, 42, 47, 21 = 212 (6d100)

>>10998

>>11041

>>>[Necro Imperialis]

>>>Population: (20.5) (1.1/turn)

>>>Food: N/A

>>>Raw Currency: (50) (+3/turn)

>>>Legitimacy: (Semi-Stable)

>>>Culture: (3)

>>>Industry: (5)

>>>Unique Buildings:

>>1 Council Tower

>>>Defenses:

>>Interlocked Bone Wall [Medium]

>>>Military Units:

>>2 Skeleton Archers [Medium]

>>1 Zombie Roc Epic, Epic

>>3 Pygmy Zombie Rocs, Strong

>>ghoul commander Phil,????? He gets shit done.

>> 2 Pygmy Rocs [Medium]

>>>Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable ]; Iron [Strained] ;Roc Corpses [Sustainable]; Star Metal [Some]

> Mercenary Command Crowns [A Few]

>>>Magic/Spells:

>>Necromancy, Basic spells:

>Curse Terrain, Simple

>Summon Wights, Simple

>Raise Zombies, Basic

>>Technology: (Stone, Wood, Copper, Iron)

>Sturdy Construction, Primitive

>Command Crowns, Simple (can create mercenary command crowns of the same level) requires necromancy.

>Air Transport, Improvised

>Exotic creature training [Simple]

>War Animal Training [Average]

>Specialized Modification [Simple])

>Undead-Living Diplomacy [Primitive]

>Steam [Very Simple]

>>Territory: (11)

>>Bonuses:

>1. Perfectionist:

>2. Undead:

>>Eccentricities:

>1. Power-oriented:

1.Mobilize.

2. ((The construction of the stadium-ampitheater Continues on)). It's a large project, but will assuredly impress the living. (Construction 3/10) Use coins if necessary

3.Summon Wights

4.5.Summon zombies

6. Build an embassy at the Air dwarves capital

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306b3f No.11127

>>11126

This embassy is welcomed, as are those who would built it.

It reminds us that we too must build one in the Necro Imperialis

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306b3f No.11129

Dice rollRolled 82, 89, 13, 12, 62, 9 = 267 (6d100)

>>11126

>>11126

>>>>Industry: (6)

reallocated a point.

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306b3f No.11130

>>11085

Diplomacy:

"Your fortress leaves an impression of utmost strength, tell me, did your rivals on the council have the audacity to strike at it? If this fortress has a story to tell I would be interested and if the arts of making such a monument such a testament to strength could be made available to me we would be eager to offer a technology in trade or a resource, this 'Gold' Ive heard is much coveted though we have had little contact with such a metal. Finally The Throne is curious if you would be interested in a defensive pact between our nations and before you answer please listen to the story of when He lived on a world far far away and went by the name of Dragon Emperor."

"A prince with the flag of his people, a winged and scaled symbol of power, left to find his purpose and fulfill the wishes of his ancestors in leading men to slay a demon of greed that was devastating the lands of his people for it had no mercy or civilization in it was only malevolent desire. Making great machines of war with brave men at his side he roused the beast from his lair and slew it making off with its skin and teeth. Making armor and weapons resembling scales and claws returned with his new honor guard to claim his crown as King of the Mongoths. He lead them to the center of the continent and found a mighty lone peak towering in the sky where he began work on his Grande Fortress Capital (Nat 100) and it housed all his people and he gathered power, mighty Rocs as big as dragons and bought technologies of mighty nations with weapons that could spit fire and metal with bursts louder then thunder and more piercing then the sharpest blade. The Kingdom's greatest artificers gave made it their life's work to craft a mighty golden Seat of Power that would seat the King. With it he commanded immense arcane energies granting him long life able to summon storms of fire and impenetrable shields and this would be tested as a horde of giant insects some as big as the Rocs that perched on the mountain top would descend upon the mighty fortress. Upon scrying this our King put to work the entire people to sealing any holes and preparing our people to fight for their lives arming even the majestic Rocs with 'machine guns' and calling on the nation that was our ally in the land but greatest of all he summoned a champion of war (a dead player), a being with wings of lightning and fire from some divine plane." The Voice of The Throne pauses a few breathes

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306b3f No.11131

File: 1445140676333.jpg (58.07 KB,400x424,50:53,warforged_viceroy_by_miste….jpg)

His Eminence, the machine advisor to Bolivar VI, once again takes counsel with the dwarven king and his ministry.

"I feel it may be best to suggest that your majesty cease public discourse on the wonders of the clockwork men - the clanks, to use colloquial speech - that your nation is developing. The people will not see their uses until the lives are saved, but in time you may do much good by winning over the military." The machine's voice is like thunder, like ore being ground into pellets for refining.

"For now, we would advise this: Officially create a roster of Orders of Merit, to recognize and promote those ingenious minds that seek to elevate your nation. A Royal Academy of Arts and Sciences perhaps, to offer fellowships to great artists, scholars, craftsmen, and inventors of the realm - that will cement your gains in knowledge and fine work." The metal man paces on the carpet of the throne room, thinking aloud. "And possibly an Honorable Company of Patricians to enlist merchants, guild officers, and captains of industry of note. Most importantly, an Order of the Dreamforge for those courageous dwarves living and dead who give themselves for the nation in war - this begins to tie the armed forces and church together, which will be to your benefit in that it pulls the armies away from the noble's traditional control and diversifies it - there will still be noble houses in the military, but more common soldiers and junior officers will seek divine grace in the form of entry to the Order. It will cause a stabler throne and kingdom, in the long run."

The machine stops, considering. "One need not be of noble birth to be a member of any such order of merit, merely of noble and honorable deed - and thus is born a new aristocracy, though plenty of its members will still be members of the old nobility and add its merits to their own in time. There will perhaps be some displeasure to begin with, but eventually your problems will be an overflow of applicants - and the crown can later establish a patent office and charge, well, royal fees on the use of Academy inventions, giving a proceed to the Academy fellow whose genius secured the item - or take a portion of the speaking fees when one who bears the Hammer of the Dreamforged Order speaks at some gathering of society for arranging the matter. Details for later, though - the first step is in creating room for those with merit to rise in society. Incidentally, initial membership in the Academy can be awarded to whoever finishes your current research"

"Secondly, I would send the Iron Muse to confer with the nobility on the creation of a great Company of Merchant Mariners - to engage in long-distance trade, and be chartered by the Crown as a whole but allow Noble Houses to own sections of the fleet, and speculate on the profit garnered by this trade. Certainly the new aristocracy could be involved as well, and both the nobility and aristocrats would serve on your civil fleet's governing council, but as she may be seen as a neutral party and is a…charming machine, you might do well to let her speak on your behalf."

"Aside from this, your majesty - do all within your power to strengthen the lower classes and make them into gentry and aristocracy, and you will find them competing against the nobility - and looking to the throne as their natural ally, thus creating a balance of forces you can later exploit to build an institution that keeps things perpetually arrayed such that the throne is forever appealed to in hopes of support against another group. These, sire, are my humble offerings."

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306b3f No.11132

File: 1445141503112-0.jpg (48.78 KB,447x707,447:707,needle_by_wyvernletdie-d84….jpg)

File: 1445141503113-1.jpg (92.54 KB,674x720,337:360,WarforgedDarkPactWarlock2.jpg)

>>11129

Another launch is sent to the undead powers of the Necro Imperialis, the vessel stopping at the outskirts of the capital. When the gangplank extends, the machines that descend it are grim, robed in tatters, and carry symbols of office with a dark cast.

One wears rust on his shell and the tatters of a red robe, creaking as he moves and appearing to be quite archaic, and the other carries a great sledgehammer, a tool as closely associated with the machine-men's idea of death as the scythe is for flesh races - the Soul of Rust and the Grim Hammerer.

They address those that receive them and present their credentials, informing the lich councils that they seek to represent their people to the undead nation and offer a letter of credence from the Machine-Men of Ribwall, and seek that the Lich King affix his signature and seal and thereby declare them to be Ambassadors Extraordinary and Plenipotentiary. They feel the machine-men and the lich council have much to discuss.

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306b3f No.11133

Meanwhile, the machines begin to see to the maintenance of their own territories.

1) We have a means to produce money out of precious metals. Now we need goods, after that we can start getting somewhere with the locals. Organics require farms to thrive.

We should begin creating an agricultural base. Clear land for farming. Build fish-farms in our riverine territory. Begin development of irrigation agriculture. Cultivate local grains deemed useful to the natives. Let's get this cornucopia thing going. AGRICULTURAL PRODUCTION setup roll.

2) Money needs to be truly useful to be adopted over whatever the locals are stamping out. Design ADVANCED COINAGE in silver for civil exchange - we'll worry about trade coins later when we find stable gold supplies. These coins will be ADVANCED because they'll have four square holes in them to allow them to be mounted on a set of rods for easy milling and the like, as well as quatrefoil grooves in them to allow division into quarters for an easy way to make change if you want to pay three and a half silver for something or whatever. The holes should be spaced in the center of each quadrant, allowing coins to be carried on a string for ease of transport both before and after division. Clever, eh? Now they'll have a reason to switch to our system.

The coins may bear a gear over two crossed hammers on one side, and a wreath and the denomination on the other, and the inscription 'CREDO ANIMUS MACHINA."

+metalworking knowledge, if we have any

3) All around us live the human (and possibly nonhuman) descendants of the crew of our half-buried fortress, in debased savagery barely above medieval sophistication. We will be lucky if they remember us at all, or perhaps as agents of the gods they worshipped or the faith they held. It's time to send scouts into these lands and see what sort of welcome we find. DIPLOMACY & SCOUTING roll.

+Statecraft

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306b3f No.11134

Dice rollRolled 33, 37, 53 = 123 (3d100)

>>11133

Aaaad rolling.

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306b3f No.11135

>>11130

"Striking as we could from the safety of our fortress for many volleys while the insects struck at every facet with little consideration for their own well being with broken stingers and mandibles covering walls. Rocs with these metal fire spitting weapons buffeted the insects with great gusts of wind, fire and metal reducing what seemed like an endless number while our King sat his gold throne building up the magics within to unleash fire and death. The Rocs were overwhelmed as their weapons failed them, the gate falling to their now concentrated assault the summoned champion sallied forth striking many and letting our standing army and honor guard hold while the people fled to the inner sanctums and corridors the champion would fight valiantly insect creatures falling with every swing of her weapon until it vanished into the sky its power spent. The army held the choke and our Dragon Emperor unleashed twisting towers of flame to sweep through and consume the invaders the energies ravaging his body in the push to hold them back that the army could regroup and the allies a chance to arrive, but they never did."

"When they finally entered the Capital they abandoned mercy slaughtering my people to the last woman and child before my very eyes only the divine powers of my Golden Throne holding them back from finishing my kingdom once and for all. The Insect Queen would reveal herself while her soldiers feasted on my people to mock me and send diggers to try and reach me, they would die, for all who sought to harm The Throne would die foul horrible deaths as not only was the throne protected but the stone too was covered in runes. Though angered she took great pleasure it setting her workers to converting my glorious fortress into a HIVE for her children my anger was great and I prayed for vengeance, soon I would have it in a way I had not expected."

"Scrying on the events of the world I found myself lost in people that had little chance of accomplishing anything of worth and the ally had been bogged down by lack of troops from their distant kingdom that would spell their end, the insects were coming for them. Yet in the storm of war, for reasons I had not been able to uncover The End, Ragnorak, The Apocalypse had come and the horns of war were sounded. Even today I do not know why these beings invaded from their realm or why for a pause peace seemed to descend only for them to return all the more bitter. They slaughtered everyone the insects included and some left through portals to unknown places but I choose to stay and wait out our The End in the regal form of a true dragon encircling my Throne in slumber. After countless years I had become bones and the chair's power painted in my essence accepted my soul and I would enter the astral plane to fine myself drawn to this world. To a new beginning." Finished and parched The Voice motions for some refreshments.

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306b3f No.11136

>>11134

>>11133

Guess I could add my finance knowledge to that second roll. Maybe. Gonna post stats, soon.

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306b3f No.11137

Name: The Machine Men

Race: Mostly living constructs. Other intelligent races welcome.

Color: Silver/gray with white trim.

Fluff: Machines from a bygone age. Will format properly later.

Government Type:Meritocracy.

Economy Type: Command?

Religion: Deity of Reason.

Population: (8) (.6/turn)

Food: (N/A)

Raw Currency: (30) (6/turn)

Legitimacy: (Stable)

Culture: (8)

Industry: (6)

Unique Buildings: Halls of the Created (player government building, houses Mindstone), Basic National Foundry (industry +3), Mint, Consulate to the Sky-Dwarves (mitigates negative effects, allows transfer of two items per action)

Defenses: None.

Military Units: 3 (Player fluff units) [Very Strong]; 3 (Player fluff units) [Strong]

Resources:

[UNIQUE]: Odd Scroll, Silver (Unmined)

[LIMITED]: Dark Iron, Rubicite

[SOME]:

[SUSTAINABLE]: Iron, Copper, Wood

[GOOD]:Ioun

[LOTS]:Gems

Magic/Spells: (Pataphysics)

[SIMPLE] Voidal Banishment

Technology:

[BASIC] Metallurgy

[SIMPLE] Airships, Coinage, Statecraft

[OTHER] Gemworking

[RESEARCH] Finance (1/6)

Territory: (3)

Bonuses:

-To Shine in Use: Roll bonuses can be broadly influenced with the populace's feelings on their government, if that government is mostly machines. These creations feel good enough to increase productivity when they're managing to do well by others.

-Machine-life: Broadly speaking, you are mechanical and do not reproduce in the usual fashion. You are also afforded resistance or immunity to a wide variety of problems that plague the organic nations of the world.

Eccentricities:

-Dream Chasers: Legitimacy is strongly affected by how much this nation is creating a decent government for intelligent races, though the lives of its own citizens are worth more to it than those of others. Providing a means to survive for others gives meaning to the state's existence and to every machine within it, but failing to be capable and engaged will result in serious problems, fast. Eudaimonia or bust.

-Arcane dependency: Require Ioun to reproduce.

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306b3f No.11138

>>11137

Gems should be marked [SOME] abundance.

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306b3f No.11139

File: 1445145935213.gif (2.89 MB,640x360,16:9,1380656042264.gif)

Dice rollRolled 79, 25, 13 = 117 (3d100)

>>11041

Stats and Fluff:

http://pastebin.com/6p6Vzu8A

1-2; Continue researching stronger magic. We need power!

3; Build the towers, bring in more slaves if need be

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306b3f No.11141

Dice rollRolled 5, 41, 40 = 86 (3d100)

>>11043

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (11.8) (1/turn)

Food: (Stable)

Raw Currency: (15) (3/turn)

Legitimacy: (Semi-Stable)

Culture: (9)

Industry: (5)

Unique Buildings: [Temple, Hunter's Calling]

[Government building, Warrior's Hall]

[Northern Fell Chain Fortress, Heavily Damaged]

Defenses: (Elaborate Wooden Fortifications, Strong)

Military Units:

1 [Leonan Warriors], Strong;

1 [Huntmaster] Very Strong

2 [WARDRUMMERS] Very Strong

2 [Saboteur] Sapper; Medium

2 [Wurmrider Squad] Very Strong

[Deathgaze] Very Strong, Clever

Resources/Quantity:

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

[Prisoners, some]

[Iron, Sustainable]

Mildly-Burnt Freak-troll hide [some]

Magic/Spells: (Elemental, Simple) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple]

Technology:

+Iron

+Stone

+Copper

+Wood

+Hideworking

+Exotic Creature Training[Average],

+War Drums [simple]

+War Animal Training, Average)

+Drum Amplifiers [simple]

Territory: (3)

Bonuses:

1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

Eccentricity:

1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted

1. Work on the iron and make better weapons than we have.

2. go on a hunt for more beetlechitin

3. Get to work on that temple improvement 1/6

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306b3f No.11142

Dice rollRolled 95, 9, 82 = 186 (3d100)

1,2,3. While we wait for our army to rise, we continue to enhance our dominate spell. We must reach a point where we can assimilate the humans above into the Brood, for it is their destiny to join our hive.

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306b3f No.11143

File: 1445151614104-0.jpg (16.47 KB,236x300,59:75,21d70ddadc1b9f8bff700a828a….jpg)

File: 1445151614104-1.jpg (720.38 KB,1620x2288,405:572,1444751125239.jpg)

Dice rollRolled 33, 56 = 89 (2d100)

>>11129

# 3 summon wights re roll

#4 summon zombies re roll

>>11141

I still owe you a live rock you still owe me Hideworking. Just a reminder so we don't both forget.

>>11132

You are greeted by a single skeleton draped in an odd cloth with an even odder hat on his head.

"Yes of course. The emperor himself rarely greets guests directly his very busy schedule of researching, handling various state matters and simply controlling his personal servants leaves him little to no time for direct diplomacy and even less time for proper manners. The council has been alerted and the council chamber prepared when we first spotted your ship. You are in luck though councilor Vesarius will be handling you personally he is the head of the trade ministry. Enough babbling on my part please follow me."

The skeleton leads your party up and into the council tower after multiple staircases and hallways passing many silent guards. You arrive at a set of grand double doors made entirely from bones and gold, one of which are promptly opened and you are ushered through into a small room with a crescent shaped desk. Another skeleton (this one a full blown lich is your guess due to the raw magical energy seeming to almost radiate from it) in fully gold regalia addresses you and asks you to sit. She apologizes for any abruptness or rude behavior but the empire has been in an uproar lately due to the mobilization. Her time is short and so she asks you directly

"what have you come for? What exactly are you. You are undead in appearance but machinery in fact an amalgamation of fire and earth magic given sentience by life magic would be my guess. Yes I know you call yourselves machine-men but that doesn't really clarify anything. Are you machines that gained sentience or men that transformed themselves?"

>>11042

"Apologies madam, You can call me Phil. And us" He leans forward you feel he would be grinning if he had any muscles or flesh to do so "We will do fine together. To answer your question about the various other races there are ones we have not contacted directly for reasons but know of (The astral magic using elves, and the astral abomination angels), ones we have business or have at least talked with (the spiders, sky dwarves, kandorians, subterranean dwarves, Machine-men, and patchwork) and ones we have only rumors of (some kind of floating castle, dragons, and myconids), and then there is chaos they attempted to kill or otherwise harm an emmisary we sent to them the moment they saw it. I would not advise having any dealing with them. There were also jester undead but (gives a quick summary of the klown war).

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306b3f No.11149

>>11143

General Ironbranch listens rather impassively to him recount the tales. Every now and then she glances down to the softly glowing crystal but the look is very brief. It's easy to assume she's just checking to make sure that it's still working. On occasion she'll nod her head to something that he's said, but she provides very little input and refuses to interrupt him while he speaks. At last the skeleton finishes recounting his tales. "Our first order of business is that you aren't going to put the location of this installation on a map or discuss of it with anyone but your head of state. I speak with the full authority of the PAAF on this Plane, so all official communications and requests will come to me." She shifts in her seat, resting her palms on the table. "We also have nothing that we can trade with you. Any sort of items we have you don't use, virtually nothing you have could possibly be of any use to us." There is a pause as she looks to the two guards at the door for a brief moment, then turns back to Phil. "That being said, Mr. Phil, the PAAF would be more than happy to trade you information. I would like to know where these Celestials and Astral Elves are. In exchange I suppose that I can give you some diamonds. We were given a large crate of them and have nothing to use them on here. Is your relationship with these groups a tad frosty, so to say?" She reaches down to a stone on the table, then pauses. "I just realized that I can't formalize these terms on written record. We don't have any -" she pauses, clearly searching for the right word. "Parchment? You people use parchment, yes? We have none. Stopped using it decades ago."

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306b3f No.11150

>>11041

>>11042

Actually please pm me on mibbit before you calculate turn please red.

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306b3f No.11152

Dice rollRolled 95, 92, 49 = 236 (3d100)

>>11075

>FluffnStuff: >>10350

Population: 16 (1/turn)

Raw Currency: 53 (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 (Very Strong), 3 Patchwork Clansguard (Very Strong), 3 Air Mages (Medium)

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable]

Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Simple)

Technology: (Stone, Wood, Iron) [Airships, Average] [Aerial Navigation, Primitive] [Civil Defense, Basic] [Bureaucracy, primitive]

Territories: (5)

>Bonuses:

[Intrepid]

[Pluralistic]

>Eccentricities:

[Skittish Economy]

1) Send an envoy to the cave-dwellers in the south. Perhaps they were just frightened by our birds. (Pluralistic)

2) Further improve our flagship.

3) Expand across Loen!

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306b3f No.11154

Dice rollRolled 95, 73, 40 = 208 (3d100)

1. Scry for more granite and aluminum.

2. While we cannot yet shape diamond itself into a Sculpted being it is perhaps the rarest material we've encountered thus far. Small chips can be used for currency among the Scultped for exchange of pretty trinkets or animal type Sculpted we keep as pets and companions.

3. With the repair and renovations of the temple done we should hold a grand festival to celebrate her generosity over the years. Without her the First Sculptor's only legacy would be lifeless statues standing in the halls of kings and we would not exist.

http://pastebin.com/AKD7Tva1

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306b3f No.11158

Dice rollRolled 22, 6 = 28 (2d100)

>>11126

>>11126

(fixed stats)

>>>[Necro Imperialis]

>>>Population: (20.5) (1.1/turn)

>>>Food: N/A

>>>Raw Currency: (50) (+3/turn)

>>>Legitimacy: (Semi-Stable)

>>>Culture: (3)

>>>Industry: (9)

>>>Unique Buildings:

>>1 Council Tower

>>>Defenses:

>>Interlocked Bone Wall [Medium]

>>>Military Units:

>>2 Skeleton Archers [Medium]

>>1 Zombie Roc Epic, Epic

>>3 Pygmy Zombie Rocs, Strong

>>ghoul commander Phil,????? He gets shit done.

>> 2 Pygmy Rocs [Medium]

>>>Resources/Quantity: Stone, [Sustainable]; Wood, [Sustainable ]; Iron [Strained] ;Roc Corpses [Sustainable];

Mercenary Command Crowns [A Few]

>>>Magic/Spells:

>>Necromancy, Basic spells:

>Curse Terrain, Simple

>Summon Wights, Simple

>Raise Zombies, Basic

>>Technology: (Stone, Wood, Copper, Iron)

>Sturdy Construction, Primitive

>Command Crowns, Simple (can create mercenary command crowns of the same level) requires necromancy.

>Air Transport, Improvised

>Exotic creature training [Simple]

>War Animal Training [Average]

>Specialized Modification [Simple])

>Undead-Living Diplomacy [Primitive]

>Steam [Very Simple]

>>Territory: (11)

>>Bonuses:

>1. Perfectionist:

>2. Undead:

>>Eccentricities:

>1. Power-oriented:

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306b3f No.11159

>>11081

[Stella]

1. You finish up the mine. The Ioun supply is not as great as you expected; you think it might be useful for some elements of machine life to function for long periods? (Add respource: Ioun [Strained])

2. You continue on with the repeating wands. It moves forward at a mediocre pace, but moves forward. (Research: 4/8)

3. You take over the abandoned fortress. It's abandoned, so there's no real problem occupying it. What is a problem is the rotting timber and general construction: you're going to need to bring in all the stone and materials to render an overhaul.

>>11083

[2702]

1. The autofoundry construction starts again. However, some of the equipment starts to malfunction and the entire effort crawls to a halt (in a fashion similar to the farm). It's not clear what is causing all the problems with the prefab equipment – some of the engineers think that it's related the metaphysics of this plane.

2. You begin training some of the new recruits. It goes reasonably well – you pay them for the time spent training. Admittedly, there are some odd cultural differences and some of the farmers seem slow. (add population growth +.1/turn)(Add technology: Cultural Competence [Primitive])

3. Operation Torch begins. The infiltrators manage to get into the down and destroy several of the strategic objectives – food, walls, and a bridge – without incident; their infiltration skills have carried them through what could have ordinarily been a disaster. You get the feeling the town is pliable for whatever comes next – there's a big hole in the wall and everything. Your infiltrators report that the currency really helped them strategically bribe certain individuals. (Add technology: Espionage [Simple])(lose 20 currency)

>>11085

[Dominion]

1. Overfell is completed and the ceremony goes extremely well; the Vilon are in a good mood and generally ignore the sexism. Further, the crowd – which has many human male volunteers from the mainland – like the Vilon in cute outfits. During a few of the afterparty you notice that some of the Vilon are a bit…affectionate with some of the crowd. You get the idea there might be some half-Vilonian children coming here soon – which is probably good. (+.1/pop a turn) (add unique building: Overfell [Town])

2. You finally manage to find some wood. It's a large amount and manages to alleviate the current stock. The lumber yard is constructed immediately without issue. (Set resource: Wood to [Sustainable][x2]

3. Pini gives you the lowdown on Odium. Odium is the lightest metal to exist on Soren, probably. Odium is also relatively strong – a bit better than bronze – and suitable to flying units, generally. It's also relatively easy to smelt, requiring only simply facilities. Further, it's resistant to certain magics generally – star, holy, and astral magic are simply dispersed when it makes contact with odium. Pini thinks that you can alloy it with iron to increase the strength, but also the weight. It's your call.

Diplomacy

>>11130

Morgaz's diplomat, after hearing the story, begins to shudder for a moment. An intermediary spell of some sort has been dispelled, and the massive darksteel gate behind the diplomat opens. The diplomat steps to the side as Morgaz personally appears and walks carefully toward your diplomat.

Morgaz is much larger than you expected and looks to have seen war. His left eye is milky-white from a clawmark, he walks with a slight limp in his front left leg, and he is covered in overlapping scaled plates of an unknown manufacture. His head is entirely encased in a massive helmet that is ajar.

Morgaz moves toward your diplomat gracefully (even with the limp) and speaks as he closes to reasonable speaking distance. “Greetings.” He purrs. “I am Morgaz. My diplomat here…” He gestures to the diplomat – a draconian in a regal gown. “…is not always able to communicate my mannerisms in a way as to articulate how I feel. Your story is very touching, and the sorrows we have all endured to bring us to the azure crossroads are…unique and strange. Now, while I am unable to formally commit to any defensive arrangement currently…” He pauses. “… I would like you to know that I understand the burdens of power; the suffering you endure. They are not an alien thing to me.” He visibly, and with a good deal of effort, blinks with his cloudy eye. “I will confer with my advisors. No doubt there is still some sort of agreement we can make; in either trade or otherwise.” Morgaz, bows slightly, and then turns slowly and heads back into his lair. The diplomat bows, and then heads back to the lair.

A short while later, a letter arrives via a small faerie dragon. It suggests a trade agreement that will yield you 2/currency a turn. While you don't use currency, you note that the new town you have built might benefit from it.

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306b3f No.11160

>>11116

[Sky Dwarves]

1. Your announcement is well worded but is met with some blowback at the estates general. The nobility is increasingly paranoid about the “robots” with an embassy and that “they're trying to take us over”. The King manages to calm them down, but you sense there's some serious anti-technology and anti “robot” backlash brewing. The fact that you've promised the nobles control doesn't seem to concern them – it's irrational, paranoid, and quixotic. Research starts again, however. (6/20)

2. Your researchers begin work on standardization – or, the application of rationalized production techniques to the fabrication of large volumes of material. It goes reasonably well, but you're extremely far from fleets of battleships. This is going to take some time, as it is a major breakthrough in production. (4/20)

3. You begin to look for Rubicite, but quickly realize that it's an extremely rare metal. There's literally none on the market, and worldwide there doesn't seem to be a single functional mine. Even Darksteel is more common. Still, you scouts begin to ply the islands for any lead on such a mine – you might have to dig for it or scout caves. (1/???)

>>11122

[Khazan]

1. You now have a good handle on anti-spy procedures and methodologies. Your spymaster now attends meetings of parliament and makes dramatic and interesting speeches about dramatic escapes, running through the streets, and saucy women. He has an even better hat now – it's black with a flame red trim and a red feather in it. Seriously. (set technology: Counter-Espionage [Basic])

2. The fortifications are completed. The chief engineer reports that they're as good as they can get with our current technology, frankly, and that he can't think of a clear avenue to pursue. (set defense: Underfortifications [Huge, Elaborate][remove damage])

3. You begin working on equipment imbuement. The smith-priests soon have a few new ideas and begin working on them – before you know it they've made stellar progress. You think that you might be able to custom-make batches of equipment for certain needs, sooon. (5/6)

>>11123

[Gnomes]

1.The shipyard construction crawls along. You're not sure what the deal is – you blame it on a storm that has blankets the capital in rain. (3/6)

2. The university also crawls along because of the rain. It moves forward in a slightly quicker way, as the foreman doesn't care. (3/5)

3. Research on the gravity construction moves ahead, but the research labs are shoddy and there's some leaks – a few beakers are contaminated with rainwater. You're going to be happy when GnomU is done. (gravity construction 3/8)

>>11126

[Necro Imperialis]

>>You are mobilizing. You will be mobilized in 2 turns.

1.You begin your mobilization. This requires no further actions from you.

2. The construction of the stadium-ampitheater moves ahead. You throw some money at it and provides some additional leverage in buying materials. Construction is almost completed and the opening ceremony is being planned. (9/10)

3.You manage to summon some basic wights. They're sort of mediocre. (Add 2 Wights [Strong] to standing units).

4.5.You summon a good amount of zombies and arrange them into hordes. They're slow, but they can turn people into zombies. (Add 5 Zombie Hordes [Medium][Infectious] to standing units)(set spell: Summon Zombies to Average).

6. You build an embassy to the air dwarves. (Add unique building: [Embassy] Air Dwarves)

>>11133

[Machine Men]

1) You begin constructing some “farms” but you don't have very much experience in the matter. The initial farms are more aesthetically pleasing than they are practically efficiency. (1/3)

2) You begin working on more advanced forms of coinage – in addition to being more easy to exchange, they will be more easy to counterfeit, cheaper to manufacture, and generally more effective. This should help the economic base a good deal. (research: 2/6)

3) The scouts prowl around the island looking for anything of interest. They find a town of gnolls – which are relatively advanced for gnolls – a cave, and a ruin of some variety. The ruin appears to be full of gnolls from the town. The island is still mostly unexplored, and your scouts inform you of this being the case.

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306b3f No.11161

>>11139

[Chaos]

1-2; You manage to develop a basic projectile attack: Chaos bolt. While relatively primitive, it's still better than what you had previously. The researcher also joins the ranks. (Add spell: Chaos Bolt [Basic])(Add 1 Chaos Sorcerer [Strong][Clever])

3: The slaves, chafing under the new labor and constant work, riot. Construction halts.

>>11141

[Kaldor]

1. You start working on better equipment for the soldiers generally, but is stalled because of late shipments of iron. It's nobody's fault, really. You think your knowledge of iron will translate into broadly better equipment and a more robust knowledge of how to mobilize large amounts of equipment during wars.

2. There was apparently a large nest of beetles nearby that you had missed entirely. You now can reliably hunt that nest, and so your supply of beetle chitin is sustainable. Set resource: [Beetle Chitin to [Sustainable]]

3. Construction on the temple moves along at a relatively substandard but reasonable pace – it's nearly done. (5/6)

>>11142

[Brood]

>>You are mobilized.

>>Set special status: Mobilized; 2 Turns. [Industrial Effectiveness: 100%]

>>Lose 2.2 population.

Add mobilized unit: 4 Mobilized War Swarms [Very Strong]

1.2.3: Research on the dominate spell makes major improvements. You're now pretty good at it: you can probably take control of higher forms of life in combat, and groups of suggestible people outside of combat. (set spell: Dominate to Good)

>>11152

[Patchwork]

1) The birds check the caves to the south again. They're full of albino troglodytes who are cannibalistic; the birds flee when they are spotted. They notice some odd metals, though, and the cave is extremely deep.

2) You improve the flagship. It's now extremely large; you manage to buy a boiler from the market and install it, along with some armored plates. It's pretty improvised, but it seems to work. (Set Flagship Mk.2) to [Epic-])

3) You begin to expand and clear new territory. It goes reasonably well, and soon small villages and hamlets start to appear. (4/10)

>>11154

[Sculpted]

1. You manage to find more granite and some limited amounts of alumium in your territory. A mine could be built to cover both of the veins, as they are reasonably close.

2. You begin work on currency; you get the idea of diamonds as a base currency is a pretty good one, given their general rarity. It makes some excellent progress and you get a basic handle on the entire process. (Add technology: Coinage [Simple]) (+1 currency/turn)

3. You hold a grand festival at the temple. It proves to be a popular event, and the attendence is reasonable. It makes some money, too. (+2 culture)(+1 currency/turn))

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306b3f No.11162

Dice rollRolled 66, 98, 61 = 225 (3d100)

>>11160

Name: Vyriah

Race (Determines bonuses): Gnome

Color: (Determined map color): Blue

Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?

Government Type (Determines some stats): Merchant Republic

Economy Type (Determines some stats): Free Market

Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.

Location: The Open Sky

Population: (12) (1/turn)

Food: (Very Stable)

Raw Currency: (36) (11/turn)

Legitimacy: (Stable)

Culture: (5)

Industry: (9)

Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform]

Defenses: Tower Network [Very Large]

Military Units: 3 Vyriah'n Airships(flying units) [Strong]; 3 Vyriah'n Guard (Ground Units) [Medium]

Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Lots]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market]

Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])

Technology: (Stone, Wood, Gems, Iron) Aerial Warfare [Basic], Aerial Defense [Basic], Proprietary Airships [Average]]

Territory: (1)

Bonuses:

1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but trade may be impacted.

2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.

Eccentricities:

1. Everyone Hates Gnomes: Gnomes are physically weak in combat, and are easily kicked, punched, or abused. All of your combat rolls in melee suffer a -1 penalty.

1. Shipyard 3/6 spend 10 gold to speed up

2. GnomU 3/5 spend 10 gold to speed up

3. Gravity construction Research 3/8 spend 10 gold to speed up

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306b3f No.11164

>>11159

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: (13.5) (.9/turn)

Food: (Excellent)

Raw Currency: (8) (8/turn)

Legitimacy: (Stablish)

Culture: (7)

Industry: (11)

Unique Buildings: 1 King's Palace, 1 National Bank

Defenses: (Stone Traps, Good)

Military Units: 1 Dwarven Frigates (damaged)

Resources/Quantity: Iron, [Sustainable], Copper [Wobbly], Stone [Sustainable], Gems [Lots], Rubicite [Tiny Sample]

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]

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.11165

>>11160

How much currency did I spend?

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306b3f No.11166

>>11165

[[-10]]

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306b3f No.11167

Dice rollRolled 86, 15, 36 = 137 (3d100)

>>11160

https://docs.google.com/document/d/1BCa5hJHfN0I9_XSkYqusYJRgRoBED49vqmVuqBKgFRA/edit?usp=sharing

1. ((Finish construction on the stadium-amphitheater 9/10)) . The opening ceremony shall be a grand event. We will even have a few of the councilors exhibit some of their servants and favorite creations even a live demonstration or two of how a master of the arts performs their raising ceremony. The people will rejoice in a closer community and like every good lich they will love the chance to learn.

2.3.((Scout the island)). Leave no rock unturned no hill unchecked for barrows no mountain unchecked for caves. The emperor wants a map so detailed and a list of resources,unique areas, towns, and fortresses so complete that Pezar himself could not give more information. Ghoul commander Phil will be leading the scouts. Now there is a man who can be trusted to do as told and do a damn fine job of it.

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306b3f No.11168

>>11167

2.3. offer a bonus of 3 currency for each special thing found that hasn't been found previously. Have Phil try to personally verify claims where possible. Hopefully the money will encourage the scouts in a big way. Lord knows our past scouting attempts haven't been great

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306b3f No.11169

Dice rollRolled 24, 69, 67 = 160 (3d100)

>>11159

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: (18) (.6/turn)

Food: (Great)

Raw Currency: (20) (6/turn)

Legitimacy: (Very Good)

Culture: (13)

Industry: (6)

Unique Buildings: 1 Celestial Tower, [Stellata Observatory]; +3 culture, +1 industry), Astral well; (Ista's Light Astral Academy;+1 culture +1 industry);Oakwell [Town])(+1 hex)(+2/currency a turn)

Defenses: (Illusions, Good)

Military Units: 3 Sentinels , Weak; 5 Astral Bird flocks, Medium; 2 War Magi Squads [Very Strong][Clever];

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], Mana Infusion [4/8])

Territory: (11))

Status

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.

1. Continue the work of mana infusion research. We should finish it shortly and use it to overhaul our armed forces. The applications are astonishingly easy to figure out. (4/8) Put 10 gold on it help them finish quickly.

+Elder

+Magic Specialization [Simple]

+(Ista's Light Astral Academy;

2.Of course the fort is a ruined wreck. No one builds these things to last any more. Start brining in the materials from our home an d overhauling it. We'll make it last.

+elder

+Sturdy Construction [Simple]

+(Wood) [Sustainable];

+(Iron) [Sustainable];

+(Stone) [Sustainable];

+Industry 6

3. Roads properly built to Elven specifications would help trade and troop movement along immeasurably. Furthermore it would solidify our hold on both Oak well and the fortress, as well as help nudge the other town in the right direction. Start building a road network, and include the non subservient town in it if they accept. Pay 4 gold on it to deal with unforeseen expenditures.

+elder

+Sturdy Construction [Simple]

+(Stone) [Sustainable];

+Industry 6

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306b3f No.11170

File: 1445184361876-0.jpg (42.18 KB,256x256,1:1,Logo_eitc_emblem.jpg)

File: 1445184361877-1.jpg (333.64 KB,660x439,660:439,Beckett&Swann.jpg)

Dice rollRolled 41, 20 = 61 (2d100)

>>11164

Seeing that political tensions have subsided, and the nobles are content to grumble rather than fight, the King decides that now is the time to implement even more major reforms to the nation.

As unfortunate as it was to halt research again, this time it was done voluntarily, as to increase not only the national innovation ability, but also the money supply, would expedite all development actions in the future.

The Iron is hot. It's time to strike. And increase the nations productivity, economy, and research forever more.

1. The King creates new, honorable Orders of Merit. These include:

The Royal Academy of Arts and Sciences to offer fellowships to great artists, scholars, and inventors.

The Honorable Company of Patricians to enlist merchants, guild officers, and captains of industry.

The Order of the Dreamforge for those courageous dwarves living and dead who give themselves for the nation in war.

One need not be of noblebirth to be a member, merely of noble and honorable deed - and thus is born a new aristocracy, though plenty of its members will still be members of the old nobility and add its merits to their own in time despite initial grumbling..

Initial membership into the Academy will be given to researchers who complete key projects, including the present research on ships.

It was hoped that those involved in the military, in particular the Clown Wars, would have less scruples to potential technology that would save their skins in the next war.

2. Naval Engineers are told to halt current design research to receive new important information that could change the designs of their ships.

Indeed, the crown enters into negotiations with notables from all classes of society on the creation of a civil merchant marine fleet to conduct long-distance trade for the benefit of the entire nation, complete with its own shipyards and industries if need be, as well as access to the Navy for protection and to purchase additional ships, to ensure the economic welfare of all levels of society and progress.

A number of nobles and meritorious men of gentry are sought to fill the control board for this new undertaking, likely with an eye for placating those that seek to make a profit. In particular the War Master is highly enthused.

This new merchant marine fleet is dubbed the "East Winds Trading Company", a homage to the days of sail before steamships, where sailors relied on the traditional direction of the winds which blew from west to east. A Royal Charter is drawn up for the organization, and is signed by a convention of nobles as well.

Naval Engineers are once again informed that the "New Model Fleet" ships should have sufficient cargo hulls for both the transport of armaments and trade goods simultaneously, and serve as both troop transport and passengers and colonists, so that in peace the ships will be used for trade and the expansion of the nation, and easy be used for war purposes as well in defense and attack. Ships equally capable of war or peace at all times.

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306b3f No.11171

Dice rollRolled 78, 24, 37 = 139 (3d100)

>>11159

http://pastebin.com/gaD4rd0p

1 Train a Corps of Sub-Commanders. Though the knowledge from our experience as Supreme Commander in the coalition has not yet come to fruition the lack of proper coordination and leadership tactics which could have prevented losses when faced with the suicide squads and traps is something I wish to remedy today I will gather the surviving veteran leaders from the demobilized and the survivors of reduced units eager to rejoin the standing army to form a group that will function as a standing unit of talented officers ready to lead the next mobilized force. The finer workings of such a structure can come later.

2 Mine the Odium deposit. "Like, Fascinating! When a the light Bounces [excessive hand waving] of something like an illusion and hits either a frame of odium or odium dust in say, glass, then I believe it could, like, pierce the illusion if in line with its natural resistances." This could just be scratching the surface off its uses and alloys.

3 Defensive Fortification Research. "Pini, I have decided to increase the security of our great Shezeb and before our great construction mistress begins I would like us to experiment and brainstorm on some fort designs"

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306b3f No.11172

Dice rollRolled 95, 7, 55 = 157 (3d100)

>>11161

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (11.8) (1/turn)

Food: (Stable)

Raw Currency: (15) (3/turn)

Legitimacy: (Semi-Stable)

Culture: (9)

Industry: (5)

Unique Buildings: [Temple, Hunter's Calling]

[Government building, Warrior's Hall]

[Northern Fell Chain Fortress, Heavily Damaged]

Defenses: (Elaborate Wooden Fortifications, Strong)

Military Units:

1 [Leonan Warriors], Strong;

1 [Huntmaster] Very Strong

2 [WARDRUMMERS] Very Strong

2 [Saboteur] Sapper; Medium

2 [Wurmrider Squad] Very Strong

[Deathgaze] Very Strong, Clever

Resources/Quantity:

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

[Prisoners, some]

[Iron, Sustainable]

Mildly-Burnt Freak-troll hide [some]

Magic/Spells: (Elemental, Simple) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple]

Technology:

+Iron

+Stone

+Copper

+Wood

+Hideworking

+Exotic Creature Training[Average],

+War Drums [simple]

+War Animal Training, Average)

+Drum Amplifiers [simple]

Territory: (3)

Bonuses:

1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

Eccentricity:

1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted

1. Transfer Hideworking to the Necro Imperialis

2. Finish making the improvements to the temple

3. Test the Freak-troll skin for it's properties, only test a small portion so we don't ruin the rest of it.

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306b3f No.11173

Dice rollRolled 1 (1d100)

>>11170

3. In order to increase our [Industrial] capacity, the Crown decides to stimulate the lower classes, and give the common man, who is by far and wide the bulk of this nations populace, much greater ability and standard of living.

A client-patron system is established, and a loan system is developed for those who wish to start new businessness.

New schools, hospitals, and other domestic utilities for the lower classes are funded.

A living wage is instilled, as per previous boons to those families who birth many sons and daughters and send them to military academies or industrial vocational schools, it is understood that with children no longer bringing in additional income, more opportunities will exist for parents to support their families without the work of their children. And for graduating students to find jobs and work opportunities.

Spend 8 Currency on this

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306b3f No.11174

Dice rollRolled 4, 68, 71 = 143 (3d100)

>>11171

Diplomacy: I Accept the Trade Agreement with Morgaz

"Hmmm they have adorable little dragons like this in his service?"

2 Currency on the Sub-Commander Training.

Endorsement for success and mitigation for the first steps to success

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306b3f No.11178

File: 1445185768013.png (3.32 MB,2229x2066,2229:2066,Soren- Latest.png)

>>Map updated

>>Morgaz has expanded his holdings to the north slightly, but appears to be mostly focused on entrenching his claims. He has begun to incinerate the corpses surrounding his hold and soon his realm appears innocuous from the air or by visitors on the ground. Trade increases.

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306b3f No.11179

Dice rollRolled 12, 82, 76 = 170 (3d100)

1,2,3. Attempt to even further increase Dominate spell. For the coming war with Chaos we must be ready to assimilate their remainders after the battle.

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306b3f No.11180

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306b3f No.11182

Dice rollRolled 7 (1d100)

>>11173

4.

Nobility Roll

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306b3f No.11183

File: 1445187889966.jpg (25.92 KB,211x300,211:300,1444962760531.jpg)

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306b3f No.11184

Dice rollRolled 53, 95, 63, 59, 55 = 325 (5d100)

Name: The HonkSpider

Race (Determines bonuses): The Brood. Spider-like Humanoids that share a hivemind with their Broodmother. Each has four arms and a light chitinous armor on their body. Certain variants of the species that assist in caring for the queen have four clear wings not unlike those of dragonflies to assist in maneuverability. Other, "workers," have the ability to create a sort of silk which is used in expanding the hive. Their mouths are lined with eighty thin, sharp teeth. The Broodmother herself holds a more spiderlike appearance, taking the form of a large black widow with a human face.

Color: (Determined map color): Purple

Fluff (Determines bonuses): "That foolish spider my ringleader is slain my god is almost giggling at grim amusement. That fool spider wanted a meal hehehehehhehehhhehehehheheheh silly spider all things has souls even pests like you. My god shall laugh again or my name isn't King Honk." King Honk said as he tries to moves his arms "Wait this isn't my form in fact I'm not sure why I have four arms has my god changed me into this what's going on. Harlennelrah must be laughing his ass off he'll like this indeed. Well even the former King Honk shall make do with this form. Perhaps I should follow these pests after all I want Harlennelrah to laugh not mourn my comrades."

Government Type (Determines some stats): Hivemind system where all members of The Broodnest share the mind of the Broodmother. Monarchy under The Broodmother.

Economy Type (Determines some stats): Raw material based system that is used for outside trade. Due to the broodmother being able to directly control any one member of The Brood, there is no reason for an internal economy, thus all currency is owned by The Broodmother with the intent to further The Broodnest.

Religion (Determines magic): Still following Harlennelrah

Location: With the brood

>>11180 we share stats

[You have been allocated: Itsy, Bitsy, Honk ; Strong]

[You are a courtier]

[You use the same statistics as the main nation.]

[You have been allocated 2 mountain hexes]

Bonuses:

1. Collective: It is very hard to surprise or get the drop on a collective organism. Attackers never get any advantage in rolls during an attack and can never surprise you. Tactics against you are also generally less effective.

2. Psionic Coordination: As a collective insect organism, your units do not experience fear and do not retreat from combat. They fight to the death and are resistant to all forms of suggestion. They also might be able to exploit certain combat situations unlike other races.

3. Clownspiders: You are clownspiders, a variation of The Brood that has been infected with a rare and ancient bacteria and cursed by the god Harlennelrah. The bacteria is non-transmissable except to certain brood. Inexplicably, you have a tendency to cause [Fear] in many units.

Eccentricities:

1. Fire Bad: The Brood severely dislike fire. If fire is deployed in combat, the Brood behaves oddly and suffers a combat penalty of -1 to every roll. Larger Brood are sometimes resistant to this.

2.He Who Has The Last Honk: In combat, you gain a combat advantage against those who have slain clowns in the past. This translates into +2 to every combat roll, but only applies to clownspiders.

1-2 Well the apes in the south could use our influence now we must convert these ape people in the south to Harlennelrah because they need to learn how to laugh

3-4-5 I need more drones to please Harlennelrah so we must incorporate lesser spiders to expand our empire they should be known as the HonkPrincesses and with this we can stop the humans and maybe some part of the brood might recognize the potential of lessers giving birth instead of herself all the time

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306b3f No.11185

File: 1445189206722-0.jpg (358.54 KB,1500x1096,375:274,Evolving Wilds.jpg)

File: 1445189206724-1.jpg (96.82 KB,700x511,100:73,2314346.jpg)

>>10348

Name: Tunak Tuarum - the Elemental Chaos

Race (Determines bonuses): Elementals (Dryads, Oreads, Golems, living lakes, etc etc)

Color: (Determined map color): Bright Red with green trim

Fluff (Determines bonuses):

>In the beginning, the world was empty. Then the Demiurge was. It shaped existence, pulling the world together from the aether and molding it towards a perfect end. But it was not to be. The other gods, jealous of the Demiurge's domain over creation, amassed and struck it down before its great work could be finished. The Demiurge fell into a stupor, and the other gods were left to pick apart his creation like jackals to a corpse. But his children survived: the elementals, the living expressions of creation and raw, natural power. They slumbered too, dreaming of their creator and his demise.

>This is what the Tunak Tuarum believe. It may even be true, but as far as they are concerned it is. The elementals did slumber, this much is true, and for a long time. Some woke early, and stumbled about a strange world, oddities to all who encountered them. But now is the time of Awakening. Now, the Demiurge stirs in his sleep, and a new epoch has begun. The Herald has risen from the center of a roiling volcano, calling the earth around him from its sleep. And so they awoke, and when the earth rises, it rises in anger. The Elemental Chaos has begun, and the world - for better or for worse - will never be the same.

Government Type (Determines some stats): Autocracy. All the elementals are linked to one figure, however disparate their appearance and activity. This is the Herald, a massive and multi-aspect elemental (see second pic) who claims itself to be the voice of the Demiurge and the author of its return. He rules the Elemental Chaos with an iron (and stone, and wood, and fiery, and liquid…) fist, contrary to its name.

Economy Type (Determines some stats): Arbitrary. The Elemental Chaos does not have an economy proper; rather, they ARE the natural resources.

Religion (Determines magic): Demiurgy/Gnosticism. The Elemental Chaos seeks to awaken their master, so he can finish his great work.Violently opposed to other deities, as they see them as the enemies of the Demiurge.

Location: Northern Gul, near the mountains.

To be filled in by GM:

Population: (generated by GM) (+-/turn)

Food: (generated by GM)

Raw Currency: (total) (+-/turn)

Legitimacy: (generated by GM)

Culture: (allows stat allocation, numerical)

Industry: (allows stat allocation, numerical)

Unique Buildings: (generated by GM)

Defenses: (allows stat allocation, generated by GM)

>1 point

Military Units: (allows stat allocation, generated by GM)

>2 points

Resources/Quantity: (allows stat allocation, generated by GM) (amount)

>2 points

Magic/Spells: (type: generated by GM) (spells: abstracted; generated by GM)

Technology: (generated by GM)

Territory: (generated by GM)

Bonuses/Eccentricities: (generated by GM)

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306b3f No.11186

File: 1445189268138.jpg (117.2 KB,602x330,301:165,tinker-tailor-soldier-spy-….jpg)

Dice rollRolled 77, 95, 4 = 176 (3d100)

http://pastebin.com/JucWqx3F

Lieutenant Oryx delivers his report to Pioneer-General Ironbranch personally, handing her his psi-stone. She reads over it quickly, Operation Torch went off without a hitch. Dahlia closes the displays and hands him back his stone. "Fantastic work, Captain," she says with a smile. The Lieutenant is taken aback for a moment. Dahlia motions for him to take a seat and the newly minted junior captain sits down.

"We've discovered some very troubling events, and your operation was a sort of test. Your team is just the sort of lot that I need for this task. You're all intelligent, attractive, you speak four languages, all quality as experts in both hand-to-hand, marksmanship, and meelee weapons combat. I want you and your team of twelve to head up a new unit. I want you twelve to be the Detachment's espionage team."

"Anything that you command, ma'am." Captain Oryx respionds, but Dahlia shakes her head and holds up a hand.

"No, Captain. I want you and your team to accept this position willingly. You'll command your unit just like you do now, but it needs to be a volunteer unit."

"With respect, General," Oryx begins, straightening up a little. "We're all volunteers. We'll do anything that you ask, without question, without hesitation. That's what it means to be a part of Alpha Company." Dahlia nods her head. "Well then, Captain. I'll have some tasks for you and your men shortly. Have them assemble in the briefing room in an hour. In the meantime go get some food."

"Ma'am." He responds, saluting and seeing himself out the door.

1. Resume work on the autofoundry.

2. Give the towns an official offer. the Detachment will not annex them (yet), but merely wants to screen its populace for psionically gifted or intellectually gifted individuals. The towns will be assured of their safety, brought into the regular patrols of the Detachment, fed, and uplifted technologically if they want it. The only other requirement is that they must keep the existence of 2702 a secret and work with it as informants or send it bored young men and women who want to be soldiers. There will be no drafts, no occupation, none of that. It's all done on a volunteer basis in exchange for vitamins.

3. Produce the command structure, protocols, and equipment for Espionage Team no. 001

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306b3f No.11187

>>11185

Population: (10) (1/turn)

Food: (N/A)

Raw Currency: (5) (3/turn)

Legitimacy: (Strong)

Culture: (5)

Industry: (5)

Unique Buildings: [1 player named government building]

Defenses: Elemental Patrols [Average]

Military Units: 1 [played named unit][Epic][Slow]; 2 [player named units][Very Strong]; 2 [player named units][Strong]

Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable]; Star Metal [Average+]

Magic/Spells: (Primal Elemental) (spells: Quake [Simple]; Firestorm [Simple])

Technology: (Stone, Copper, Iron, Wood)(Metallurgy [Good])

Territory: (3)

Bonuses/Eccentricities:

1. The Natural Order: Attacks or spells that utilize the elements against you are wholly or totally ineffective. You also do not eat in the traditional way, and are generally immune to some things (ie: disease) that would hurt the jackal-races.

2. Fever of the World: Generally speaking, clearing the world of those who disturb the balance will produce benefits for you. For every imbalance you purify, you may secure re-rolls which may be banked.

Eccentricity:

1. Totalist: You do not respond very well to worshippers of other deities or gods. The godless powerful are tolerable, to a point.

2. Balancer: Things that excessively disrupt the balance of the world will throw your nation into a rage until the balance is restores.

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306b3f No.11188

>>11187

Name: Tunak Tuarum - the Elemental Chaos

Race (Determines bonuses): Elementals (Dryads, Oreads, Golems, living lakes, etc etc)

Color: (Determined map color): Bright Red with green trim

Fluff (Determines bonuses):

>In the beginning, the world was empty. Then the Demiurge was. It shaped existence, pulling the world together from the aether and molding it towards a perfect end. But it was not to be. The other gods, jealous of the Demiurge's domain over creation, amassed and struck it down before its great work could be finished. The Demiurge fell into a stupor, and the other gods were left to pick apart his creation like jackals to a corpse. But his children survived: the elementals, the living expressions of creation and raw, natural power. They slumbered too, dreaming of their creator and his demise.

>This is what the Tunak Tuarum believe. It may even be true, but as far as they are concerned it is. The elementals did slumber, this much is true, and for a long time. Some woke early, and stumbled about a strange world, oddities to all who encountered them. But now is the time of Awakening. Now, the Demiurge stirs in his sleep, and a new epoch has begun. The Herald has risen from the center of a roiling volcano, calling the earth around him from its sleep. And so they awoke, and when the earth rises, it rises in anger. The Elemental Chaos has begun, and the world - for better or for worse - will never be the same.

Government Type (Determines some stats): Autocracy. All the elementals are linked to one figure, however disparate their appearance and activity. This is the Herald, a massive and multi-aspect elemental (see second pic) who claims itself to be the voice of the Demiurge and the author of its return. He rules the Elemental Chaos with an iron (and stone, and wood, and fiery, and liquid…) fist, contrary to its name.

Economy Type (Determines some stats): Arbitrary. The Elemental Chaos does not have an economy proper; rather, they ARE the natural resources.

Religion (Determines magic): Demiurgy/Gnosticism. The Elemental Chaos seeks to awaken their master, so he can finish his great work.Violently opposed to other deities, as they see them as the enemies of the Demiurge.

Location: Northern Gul, near the mountains.

Population: (10) (1/turn)

Food: (N/A)

Raw Currency: (5) (3/turn)

Legitimacy: (Strong)

Culture: (5)

Industry: (5)

Unique Buildings: [Temple of the Earthly Awakening]

Defenses: Elemental Patrols [Average]

Military Units: 1 [Roilshapers][Epic][Slow]; 2 [Fist of the Herald][Very Strong]; 2 [Thrungradi][Strong]

Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable]; Star Metal [Average+]

Magic/Spells: (Primal Elemental) (spells: Quake [Simple]; Firestorm [Simple])

Technology: (Stone, Copper, Iron, Wood)(Metallurgy [Good])

Territory: (3)

>Bonuses:

1. The Natural Order: Attacks or spells that utilize the elements against you are wholly or totally ineffective. You also do not eat in the traditional way, and are generally immune to some things (ie: disease) that would hurt the jackal-races.

2. Fever of the World: Generally speaking, clearing the world of those who disturb the balance will produce benefits for you. For every imbalance you purify, you may secure re-rolls which may be banked.

>Eccentricity:

1. Totalist: You do not respond very well to worshippers of other deities or gods. The godless powerful are tolerable, to a point.

2. Balancer: Things that excessively disrupt the balance of the world will throw your nation into a rage until the balance is restores.

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306b3f No.11189

File: 1445191604050.jpg (603.82 KB,1200x1634,600:817,EbhDTDN.jpg)

Dice rollRolled 27, 81, 35 = 143 (3d100)

>>11188

1/2 - Hooom… brrrrrooooommmm… the earth stirs. It starts with a low rumble, a massive shaking of stone and plate as the mountains thunder. The Elemental Chaos rises, and the Herald finds its dominion… insufficient. Using its connection to the earth, the the elementals explore, scout out the terrain, grow attuned to the land that changed while they slumbered.

[Scout around]

3 - This world is infested with scavengers. They incite disorder and interfere with the Demiurge's holy Creation. But we are still new, and they would destroy us if they knew of us. So we will wait, extend our power slowly, unseen. These mountains are scarcely inhabited. First, clear out all mortals who remain. Then, we will shape it into a fortress: a monument to the Tunak and its might, and a warning to all who would oppose us. How can you hope to stand against Elemental Chaos, when the very earth bends to our will?

[Begin construction of a colossal mountain-fortress]

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306b3f No.11190

Dice rollRolled 91, 82, 3 = 176 (3d100)

>>11161

>FluffnStuff: >>10350

Population: 17 (1/turn)

Raw Currency: 60 (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)

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable]

Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Simple)

Technology: (Stone, Wood, Iron) [Airships, Average] [Aerial Navigation, Primitive] [Civil Defense, Basic] [Bureaucracy, primitive]

Territories: (5)

>Bonuses:

[Intrepid]

[Pluralistic]

>Eccentricities:

[Skittish Economy]

1) Expand (4/10)

2) Let's leave the cave alone for now and focus on the goblins, the newest addition to the Republic. Give them some things we know in exchange for things they know. A little exchange of knowledge between allies never hurt anybody.

3) Have our mages summon more birds, to replace the ones lost in the Clown War.

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306b3f No.11191

Name: Kharnadia

Race: Djinn

Color: Gold with black trim

Fluff: Eons ago when Gul was swamped with sand, an ancient people ruled the continent with an iron fist. The Kharnadians were the supreme race in the established hierarchy and roamed Gul with freedom. The Kharnadians paid homage to their god Beelzaboot, a giving yet demanding god that demanded respect from all races, but most of all the Kharnadians, as they were the most developed and finest of races he had created. A young Kharnadian prince by the name of Kuebec who was unhappy with being denied the throne started an insurrection, burning shrines to Beelzaboot and sacking the mighty city of Otiwha. These acts of insubordination angered Beelzaboot, who stripped the sand off of Gul, which deeply weakened the power of the Kharnadians.

As a weakened race, the Kharnadians seek to once again to regain respect of their god Beelzaboot and retake their position as rightful rulers of Gul. Despite the lack of sand, the Guls still retained their prowess as fanatic fighters, consumed by their desire to regain the respect they once had over their subjects. The Kharnadians are a proud race, which already once lead to their untimely demise. Their culture is centered around respect Beelzaboot, with a highly rigid social ladder. Only time will tell how this ancient race fares in this new age.

Government Type: Theocracy, ruler is absolute and is determined by Beelzaboot every five to ten years generally

Economy Type: Command economy, some private enterprises

Religion: Hahkeyism

Location: The peninsula to the northwest of Elton

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306b3f No.11192

File: 1445193768649.jpg (944.15 KB,1928x1800,241:225,las_enfield_primary_by_pet….jpg)

Around the drill field a dozen FNGs sit in a circle, watching two psychic warrior dance and duel with their psi-blades extended. The pair of warriors, a Hobgoblin and a Human, repeatedly attack, dodge, parry, and defend. The blades make an enormous thundering sound when they meet each other, but otherwise sizzle and cut through the air like the lasers they appear to be. The four foot blades of shimmering psionic energy move with blinding speed, the eyes seeing their passage like an ethereal trail. Occasionally a blade will pass through the narrow reflexes of a combatant and clatter against the pale blue shield that outlines each psychic warrior. The new guys are fascinated by the display of speed, strength, and unbridled skill. The Hobgoblin male grits his teeth, going in for a lunge. The Human female sees his pattern in the movement of his feet on the dusty earth and pivots, letting him pass in his lunge. She takes a hasty step forward and wrap hershield arm around his neck, then presses the shimmering blade to his throat.

"Hiyte!" Comes the command from the drill instructor and the two combatants part, bow, and embrace. Without their blades. "Those are Psychic Veterans. Senior Sergeant Brightblade and Senior Sergeant Morizhao." They two combatants bow to their audience. "You will not be psychic warriors because you are not Psions." Continues the drill instructor as the pair walks off the field. "But there will be times when close quarters combat is inevitable. Most of the soldiers in the PAAF are latent psions, or not psionically gifted at all. The Consortium has a serum that can be used to give people latent psionics, but it rarely develops into the power to manifest shield and sword like you just saw."

One of the recruits raises her hand. A frail girl with tawny blonde hair and a heart-shaped face stands up. "Sir," she begins in thickly accented Priman. "If we are not psions, how can we help the Mortal Queen?"

"Good question, Recruit. You're going to be Psilockeers. They're the baseline infantry unit of the PAAF. You saw them at your town. The purpose of this was to demonstrate that there are two different types of soldier in the PAAF. Psionic Warriors, or Knights as the official designation calls them, are powerful psions who can manifest their will through equipment known as manifesters." He takes a manifester from the table. The heavy harness straps around him like armor, nay -is- armor, and the thick gauntlets with inlaid quartz. Almost immediately the psionic shield covers him in a faint blue outline, and the long powerful blades eject from his forearms where the quartz is inlaid. "Knights can do anything from hurl boulders with telekinesis to generate firestorms through their manifesters. They can also do these things without them but it is hard and taxes them. Using too much power can cause Burn-out, where the psion loses their power for days, if not permanently. So we take great care to limit our use." He takes the equipment off. "These are the standard exo-suit for the Psilockeers. It is completely self-contained. Food, water is dispensed directly into you depending on blood levels monitored constantly by the psistone in the back of the suit. Like all 2702 equipment is it powered by psionic resonance which all sentient life gives off as a by-product of thought." He gestures to the various tall pieces of hewn quartz that steady hum with power. The suit hangs up on a rack next to the sergeant. "Waste is disposed automatically and turned into reclaimed water or fuel for the suit. You can live your whole life in an exo-suit, but I wouldn't recommend it. It starts to chafe after a few days." He pinches at the coverall around his crotch and makes a face. Several recruits laugh. "This baby is your boomstick."" He says, hefting up the psilock. "It'll punch a fist sized hole through anyone dumb enough to fuck with the PAAF, but it has its limits. Thick armor will be dented, but you'll have a hard time punching through with these. We have heavier weapons to deal with hard targets. It has three fire settings: Burst, Single, and Sustained. The weapon can't target or hit friendlies or anything with a positive psycho-pass reading without unit input from the unit commander so don't worry about friendly fire." He moves closer and shows them the size of the weapon with the three little nubs. "Also, this here," he taps a small display on the top. "Is your battery level. Sustained setting will rapidly drop the power level and leave you helpless unless you swap batteries." He does so deftly popping out one stone and sliding another into the housing. The weapon lights up again. "You're only issued with three stones, so try not to go through them all too quickly."

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306b3f No.11193

>>11191

Population: (10) (.5/turn)

Food: (Reasonable)

Raw Currency: (5) (6/turn)

Legitimacy: (Strong)

Culture: (10)

Industry: (5)

Unique Buildings: [1 player named government building]

Defenses: Magical Traps [Simple]

Military Units: 3 [player named units][Very Strong]; 3 [player named units][Strong]

Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable];

Magic/Spells: (Djinni) (spells: Fireball [Simple]; Summon Rakshasa [Simple])

Technology: (Stone, Copper, Iron, Wood) Diplomacy [Very Good]; Espionage [Average];

Territory: (3)

Bonuses/Eccentricities:

1. Kharnadian Fury: Your warriors are furious fighters, and will never rout; all of your Kharnadian units can also fly.

2. Anamesis: You generally know where everything is on the island of Gul, as well as beyond Gul – ruins and caverns will not be entirely new to you, and you will interact with them more quickly and efficiently. You do not need to scout.

Eccentricity:

1. Beelzaboot's Curse: You must make some effort to placate Beelzaboot every three turns: this can take the form of a ritual, an offering, a new building in his honor, or other actions. Ignoring Beelzaboot would be….costly.

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306b3f No.11194

Dice rollRolled 35, 34, 67 = 136 (3d100)

1. Granite with an aluminum vein. Sounds like a perfect place to build a mine.

2.3. Our primary facilities for producing more Sculpted is geared completely towards those of stone. Artisans must make do with personal forges and all iron and aluminum Sculpted have thus far been military units. Those tasked with protecting the whole. However our culture is primarily concerned with the artistic nature of new subjects and our Sculptors are demanding facilities geared towards producing new Sculpted for their own sake, not built for a specific task. We must build a Grand Forge alongside the Grand Quarry where our new citizens are carefully carved and shaped from Gaia's bounty.

http://pastebin.com/AKD7Tva1

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306b3f No.11195

Dice rollRolled 11, 67, 26 = 104 (3d100)

>>11160

Name: Golden Republic of Khazan

Race: Dwarves

Color: White Star Black Background

Fluff:

For many long years the Golden Republic of Khazan has existed within the dark mountains of Gul, it's inhabitants shut off from the rest of the world. Generations spent in solidarity have not seen the Dwarves grow idle rather than renounce their former warring ways and commit themselves to the finer aspects of life.

Within the Republic of Khazan fine metal crafting is valued above all else, many spending centuries to perfect the art of making necklaces, rings and rare metal embroyded clothing as well as other trinkets which are sometimes even imbuned with magical properties.

In the unbelievably long time spent in solidarity the Dwarves have learned to appreciate all company and news from the world and while they are unwilling to leave behind their cozy mountain homes which have been crafted with the utmost devotion to masonry they are still reknown by adventurers for their generous and hospitable nature.

Government Type: Representative Democracy with a Constitutional Monarchy

Economy Type: State Capitalism (best economy)

Religion: Ancestral

Location: Within the Mountains of Gul not to far away from shades.

>Population: (13,5) (.8/turn)

>Food: (Very Good)

>Raw Currency: (37) (9/turn)

>Legitimacy: (More Stable)

>Culture: (3)

>Industry: (11)

>Unique Buildings:

+ Khazan Parliament

>Defenses: (Underfortifications, Huge Elaborate)

>Military Units:

+ Draconius of Khazania [Epic] [Resilient] [Slayer]

+ 2 (Khazanian Protective Echelon) [Very Strong+] [Brave]

+ 1 (Khazanian Shieldbreakers), [Very Strong]

+ 4 (Khazan Honorary Guard), [Strong]

+ 2 (Khazan Republican Guard), [Medium]

>Resources/Quantity:

+ Iron [Sustainable]

+ Stone [Sustainable]

+ Magma [Sustainable]

+ Coal [Sustainable]

+ Gems [Some]

>Magic/Spells: (Magical Artifice) (Spells: Imbue Equipment, Simple)

>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Simple], Bureacracy [Primitive], Counter-Espionage, [Basic], Mobilization [Simple]

>Territory: (generated by GM)

>Bonuses/Eccentricities:

1. Turtlers: You can fabricate underground constructions easily. You may reroll constructions made underground once.

2. Gift of Artifice: Add an additional +15 to every roll to construct weapons or equipment.

>Eccentrictiy:

Agoraphobic: You aren't very good at going outside. Actions outside the underground suffer a -15 penalty to every roll. This excludes combat, which the dwarves actually find fun.

Clannish: You don't greet visitors very well, generally, unless they have something nice for you.

Imbune Equipment Research 5/6

1. Excellent work on the Imbuning Equipment front! Customized batches would no doubt be great progress and would support the army excellently, after all there was need for all sorts of defensive and offensive imbunements in the army as well as other perhaps more basic things like sheer luck. 5/6

2. Trapping knowledge in stone wood and iron was nice but hardly sufficient to fend off a dedicated charge. With a lot of close passageways that were easy to defend some enemies would mistakenly try to dig into dwarven cities in order to conquer them. While one could presume that dwarves who spent all their life mining would be able to spot such an attempt from a mile away it was better to be safe than sorry, building pockets of magma which would flow into the tunnels of those created trying to dig into the city unnoticed.

3. The ability to move and shape rock to swiftly open and close entire passageways would be a truly awesome power to behold in an underground city. Gaining it was a major priority for the Republic of Khazan as it would allow for a plethora of new options.

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306b3f No.11198

>>11195

Use 10 currency to upgrade action 1 in hopes of at least getting he 1 progress required, namely by funding research institutes and encourage more younger dwarves to commit to researching these very important technologies.

Use 20 currency to upgrade action 3 to make some progress, an expensive sacrifice to the ancestors in order to gain their favor in this undertaking.

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306b3f No.11200

Dice rollRolled 30, 16, 99 = 145 (3d100)

http://pastebin.com/PNkQeRqh

I allocate 4 points into Industry and 1 into Technology

1. Search for nearby vaults

2. Mine iron

3. Build Holy Crusaders

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306b3f No.11201

*** Meant 1 point into Military, didn't know tech was non-numerical lol

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306b3f No.11204

File: 1445199577527.jpg (560.52 KB,723x1016,723:1016,1428251134692.jpg)

Dice rollRolled 84, 19, 50 = 153 (3d101)

>>11161

Stats and Fluff:

http://pastebin.com/6p6Vzu8A

(Pic related is Chaos sorceress)

1-2; Create a stronger Chaos Bolt

3; Pacify the slaves, obviously, if they work hard enough and show their worth, they'll be released from their bonds. Continue construction

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306b3f No.11210

File: 1445203781278.png (3.32 MB,2229x2066,2229:2066,Soren- Latest.png)

Here is the latest Baader map. I will try to push a turn cycle through later tonight. New nations have been added, but their color may be off.

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306b3f No.11215

>>11161

>>11204

I want to use 5 monies for the watchtower construction roll

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306b3f No.11219

File: 1445222462433.jpg (13 KB,323x455,323:455,images (10).jpg)

Sending 2 emissaries.

1 to the machine men and 1 to the patchwork Republic.

>>11190

An skeleton envoy was dispatched to you. Dropped off just outside your territory by roc and then walked in to the capital peacefully showing now arms or armor only his odd clothing.

He has come with a letter from the council bearing a seal giving him the rights to engage in diplomacy and trade deals in the name of the emperor.

He has presented himself to the guards outside your [Council Headquarters]. And is currently waiting to be seen. His name is Bill.

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306b3f No.11220

>>11133

(Assuming your envoys got pissed at the trade lich and stormed out)

An envoy has arrived in your capital. He bears two parchments one the dropped letter of credence you left on the floor, it now has a second seal attached by the emperor himself. The second a letter of credence almost identical to your own but modified to be coming from the undead instead of yourselves. He also wished to express the sincerest apologies from the council and emperor as a whole year trade minister had be under immense pressure and stress lately attempting to balance the books after some recent rather large trades. He was still disciplined accordingly for losing he bearing and causing the problems with him your initial diplomats. The envoy is currently waiting just outside your territory. Not wishing to enter without permission.

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306b3f No.11231

>>11220

I realize I contradicted myself there. -. - in the capital. Outside your territory….. Fuck lol.

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306b3f No.11232

The Commanders, town leaders, and the Chiefs of both "civilian" groups sat together in the large briefing room. Unlike usual a large rectangular metal table had been brought in and that's where everyone sat. Dahlia was seated at the head of the table and the town leaders were situated at the bottom. They looked uncomfortable. The town leaders of Lowenthal distrusted the Detachment, for good reason. The town leaders of Krell, they were simply thankful for the assistance.

"I've brought you all here today to discuss the future of our relationship." Dahlia starts, shooting a glance at the Lowenthal elder who looked as though he was going to start talking. He meekly shut his mouth. "The PAAF doesn't want to occupy, or annex, or control, or interfere with your lives here. There are threats that loom outside of this Plane that we need to prepare for and we can't prepare for them if we're fighting with you for petty reasons like land or control." Dahlia folded her hands in front of herself. Commander Bernadotte shifted in her seat uncomfortably, put on a surly face, and stared sullenly at the Lowenthal delegation.

"I'm suggesting we work together instead. What comes this was is wicked and cares little for political affiliation. It is the task of this detachment to prepare this Plane's defense against these invaders who are being called here by the 'Stella Imperium', a nation of misguided Elves." She uses air quotes around the name of the elven empire and rolls her eyes. "We want to work with you, and we want you to work peacefully with us. I'm proposing a symbiotic relationship. We will not interfere with your politics or your development. We will provide food, medical assistance, and protection when necessary as that is our job here. In exchange we ask for two things: Access to your population, and a vow of secrecy." She hold up a hand to forestall the worried comments that were sure to proceed and the two town dignitaries stay silent. It is now their turn to look uncomfortable.

"Allow me to elaborate. What I mean by access to your population is thus. Every town has a population of people who want to get out and adventure, to see the world and experience life outside of the wall of your township. I want to give them that opportunity. Instead of sending them off to become mercenaries I want them to join us here. I also want to screen your population for potential psionically gifted individual and hire them if they're willing to come with us. We're short on manpower here. As for the vow of secrecy we would rather no one know that we are here. Ideally, you won't know that we're here watching over you either."

"If you're here to help then why did you invade our town? Why did you arrest us and destroy some of our buildings?" The Lowenthal mayor blurts. He jumps to his feet and Commander Silverleaf is on his just as quickly, hand resting on his sidearm. Dahlia's hand rests over the Commander's, restraining him from drawing his weapon.

"I apologize for that," Dahlia says, giving him a sincere look. "But we thought that you might've been in league with one of the powers that wants to consume this Plane. I had bad intelligence when I started the operation. We've since helped you rebuild your town and no one was killed." She moves her gaze to the Krell mayor. "And we've been searching for the bandits that raided your town as well. We've yet to find them though. If you work with us here as I've laid out we can prevent further such happenings though."

The Krell mayor holds up his hand. "What of other empires. What will we do if they seek to take us over? What will you do?"

"We'll oppose them, naturally. But you will not. You will be our eyes and our ears, and a thorn in their side that they can never dig out. An open battle over your town would destroy it and ensure the death of everyone inside. Collaboration with us will spare you that fate and eventually earn back your freedom."

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306b3f No.11233

>>11232

He nods and lowers his hand. Using it as a shield he leans over and begins to speak with one of the men he came here with. That man nods his head a few times, murmurs "It seems reasonable." and the two return their attention to Dahlia.

"These two," Dahlia motions to Bloodstone and Charlyse Utumosia. "Head up our science teams here. They'll be conducting the scans and preparing defenses for your town. They're always in need of intelligent new recruits and we'd be more than happy to share some of the developments of our home plane with you should you wish it." More nods for the town leaders. They seem to be coming to an agreement.

"Krell accepts your proposal, Ishni Ironbranch. Of all the empires in this world yours seems to be the most benevolent of them all. We could all learn a thing or two from you." The Krell delegation stands. Their mayor pointedly looks at the Lowenthal Mayor. The short pudgy Dwarf strokes his beard, shakes his head, and stands too.

"Aye. Lowenthal will join this coalition. It is a better lot than we have now, and it is better for us to be with you like this than under the boot of someone else. Aye, we'll keep your secrets." He gives Bernadotte a pointed look. "And I'll see ye again, lass. An' when I do I'll give you what you deserve for the treatment you did to my family that night."

Bernadotte stands, fists clenched. "We can take this outside if you want, Mayor. I've not had a fist fight in some time."

"Commander! That's enough." Dahlia snaps. Bernadotte looks away, angry, but cowed. She sits. She takes a deep breath to compose herself. "Gentlemen if that is all then I would like you to join me for dinner before you are on your way."

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306b3f No.11234

Dice rollRolled 59, 51, 12 = 122 (3d100)

>>11170

>>11173

>>11182

Welp.

The machine-men notice the sky dwarves floundering in these changes due to their insight into political systems, so they get involved. At least in clandestine fashion, since some elements of sky dwarf society deeply mistrust them.

Targets are suggested to the crown as ideal for persuasion or elimination, and while the latter is left completely in the hands of the dwarves, a troop of machine negotiators and political experts cloaked in false skin that makes them appear more or less human is left at the King's service.

Capital is also given to the dwarves on an as-needed basis to enable the operation to proceed.

The automatons do what they can to aid the king in either soothing or reigning in the nobility as the case requires, supporting the other classes by weeding out institutional problems that will allow in fraudulent lenders and cheats as soon as the reforms are implemented, and working closely with the king and his ministers to alter the charter drafts for the great trading company so the principals won't just make off with the thing lock, stock, and barrel or destroy the kingdom's wealth in some other way.

Allocate up to 30 currency while it is useful. This sets my currency to zero, but what the hell.

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306b3f No.11235

>>11234

Derp. My rolls and actions should benefit from my statecraft tech bonus, I think.

+ statecraft [simple]

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306b3f No.11245

>>11167

[Necro Imperialis]

[[Incoming trade: Your recieve technology: Hideworking from Kaldor.]]

1. You finish the stadium-ampitheater. It's a huge success, and soon you notice that the surrounding towns are wearing fashions more in line with what is fashionable at the capital. (Add unique building: [player named building]; +4 culture; +1 industry)

2.3.Phil heads out. The entire expedition doesn't return very much – there seems to be one other town on the island and Phil manages to find some flux. You can probably make steel with it. (Add resource: Flux [Sustainable]). You are pretty sure that is it for this island, though. (-6 currency)

>>11169

[Stella]

1. The mana infusion research is still bogged down in theoretical disputes. The money helps provide food for the researchers, which salves their mood – eventually some headway is made. (-10 currency). (6/8)

2.Fortress construction begins. The foreman in charge seems to think that it'll be in good shape relatively soon. (Fortress 5/10)

3. You start building a road network across the nation and to surrounding towns (yours are otherwise.)(Road Network: 5/10)

>>11170

[Air Dwarves]

1. The academy is under construction. The various colleges and branches will be constructed to specifications. The initial designs look very good, and the engineers start to work. (2/10)

2. You begin construction on the new fleet. The first few ships stall in their construction, but you manage to get one out of it. (Add technology: Standardization [Primitive]; 1 [player named unit][Very Strong]

3.You start to develop a meritocratic rationalized society. You invest money, but it crawls along slowly – there's a good deal of conservatism that fight the changes at all levels of society. Soon it begins to eat even more money, and the introduction of “wage slavery” meets with some rioting by the peasants; the military intervenes and utilizes primitive grapeshot on the crowds. (lose 1 pop) (lose 10 currency)(Set legitimacy to: Less Stable)(Add technology: Rationalization [Improvised])(+1 industry)

4. The Nobles start grumbling about the changes in society and their hereditary rights, again. Thankfully you have enough gems to shut them up this time. [Set resource: Gems to [Medium])

[certain actions by Machine Men have kept the situation from getting worse.]

>>11171

[Dominion]

[[Trade: You receive 2 currency a turn from trade with Morgaz. Periodically you notice draconian traders and smaller dragons ferrying goods out to Shezeb.]]

1 .You begin work on command elements for a mass army. This translates into a specialized staff, but also some progress in other avenues of research. Your experience in mass combat is also translating into better effectiveness with large amounts of units; the money seems to help a little. (Set Bureaucracy: Average)(Add technology: Mass Warfare [Very Simple])(Add unit: Vilon Field Commander [Clever])

2. You begin trying to mine the Odium deposit, but it's relatively limited and quickly exhausts. Still, the amount of stock you acquired is reasonable. [Set resource: Odium to [Good]]

3. A few fort designs are drafted. They seem to be well formulated, but the curiosioty-mistress in charge (Pini) is (apparently) pregnant and needs to take a few days off for maternity leave. (fortress research 3/8)

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306b3f No.11246

>>11172

[Kaldorians]

1. You transfer hideworking to Necro Imperialis.

2. The improvements to the temple stall temporarily, but complete. Whew. You recieve divine favor which translates to a spell. (+4 culture +1 industry; add spell: Scry Animal [Simple])

3. Testing on the hide seems to indicate it has…peculiar properties. It seems to grow new freak trolls when exposed to water. The smaller freak trolls are hard to train, stupid, and violent. Your military commander immediately hits on a use for the freak troll spawnlings: bio-weapon. [Add resource: Freak Troll Spawnlings [Some])

>>11179

[Brood]

1.2.3: You practice the dominate spell. It's starting to slow down in returns as you increase your skill in it, but it seems to pull the dependent skills with it. It also nets some odd alternative avenues – panic, the opposite of control. (Set magic: Psi to [Good]; set spell: Dominate to [Very Good])(add spell: Induce Panic [Primitive]). Your psionic skills are now to a sufficient power where you can take control of small (mid-range) intelligent groups (such as humans) outside of combat, in combat, or otherwise. Large magical creatures are untested, but you suspect their formidible intellect and power will make them highly resistant. You are unsure how their magical nature will interact with your powers.

>>11184

[HonkSpider]

1-2: You manage to dominate nearly all of the apes and the ruin is cleared. You find some crystalline mounting fixtures that might be of interest among the ruins, but little else. [Add units: 4 Dominated Killer Ape Gangs [Medium][Mindless]; [add resource: Weird fixtures]

3.4.5: Harlenarrah doesn't concern himself with you right now, but you notice several brood are ripe for for the infection. They quickly mutate and grow extremely large; larger than you expected. They are are extremely good at ambush. [Add units: 3[Player named units Clownspiders][Very Strong+][Slow][Bushwacker]

>>11189

[Elemental Chaos]

1/2: You begin a combined campaign of expansion and scouting. It goes very well; the earth rises to greet you and tells you things. Specifically, you learn of the awful things that have transpired and it shocks you. To the north, there is a cavern, to the south there are some ruins. (Expansion 8/10)

3 – You begin working on a massive fortress at the capital, as your territory isn't large enough to warrant another place. (Fortress 4/10)

>>11190

[Patchwork]

1) The expansion goes swimmingly, and you soon find that you have effective control of a good deal of the island. (Add 4 hex +.1pop/turn)

2) The Goblins are a tribe mostly known for their prolific numbers and generally peaceful nature. This seem surprising, but they seem above board. They offer you what they know of the island – there are some ruins to the east. They also offer some of their (admittedly novel) tools and minerals. (Add resource: Aluminium [Sustainable])(Add technology: Tools [Simple])

3) Your magic in charge of the summoning flubbed a few words of the summoning spell. The birds summoned are, frankly, sort of small – really more insectlike – and unsuitable for combat.

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306b3f No.11247

>>11194

[Sculpted]

1. The mine construction begins, but's rather slow and the veins are spaced awkwardly. (1/2)

2.3. You begin work on massive integrated production and fabrication facilities: A Forge-Quarry. This will take some time, but will allow you to forge and produce most Sculpted to your specifications – at least in theory. (construction 4/15)(Set technology: Metallurgy to Average)

>>11195

[Khazan]

1. You finish up your progress with refining the imbuement techniques (barely). You now have procedures and the entire process is rationalized. (Add technology: Rationalization [Primitive])(Set spell: Imbue Equipment to Average)(lose 10 curency)

2. You begin working on magma-traps. The work is extremely dangerous, but the results are extremely deadly. It moves forward slowly, as the crews are careful with the stuff. (Defenses 5/15)(Add technology: Magma utilization [Improvised])

3. While it's thought that more power over stone would help – it's even consensus – the meeting notes get lost and nobody remembers to contact the other interested researchers after the meeting. It's nobody's fault, really, so the progress is stalled for literally weeks. The money you throw at it seems to help, though. (lose 30 currency) (Research 2/6)

>>11200

[Kharnadia]

[point allocation: For your one point you were allocated 2 [Player named][Strong] units.]

1. You search the nearby vaults that you seem to remember. Most of it has been sacked by looters, but you manage to pull trinkets and scrolls from the walls. (Add: Currency [20]; Set resource: Scrolls to [Some]

2. You start construction on the iron mine; it's pretty much where you recall it to be. It's not quite to specifications, though, and produces limited amounts of the stuff. [Add resource: Iron [Strained]]

3. Your first holy crusaders are trained and drilled. This particular group seems to be exceedingly well trained and confident – even their routines are impressive. Overall you feel pleased about it. (Add units: 3 (player named units)[Very Strong+][Brave])(add technology: Infantry Combat [Primitive])

>>11204

[Chaos]

1-2; You manage to perfect a more proper version of the Chaos bolt. It now explodes on contact. (Set spell: Chaos Bolt to Average)

3; You upgrade the town defenses some more – it's almost done. [4/5][Lose five currency] The slave rioting is effectively at an end, you suspect, but the defenses of the town are going to be hard to improve.

>>11234

[Machine-Men]

1.2.3: You attempt to aid the sky dwarves in a variety of ways. It's generally a success – the corrrect individals are bribed, persuaded, or otherwise politically isolated. (Add technology: Espionage [Average])(-30 Currency)(Revise technology: [Statecraft] to Statecraft & Intrigue [Average])

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306b3f No.11248

>>11186

[2702]

1. The autofoundry moves forward, finally. Apparently there was a safety that was left on and everyone simply missed it. It's nearly done. The engineer in charge seems extremely sheepish about the entire situation and apologizes. (4/5)

2. The towns you've met largely agree to the terms, much to your surprise. Soon you begin screening the populations and you notice that a good deal of the populations are, at least under some definition, psionically sensitive. Apparently the configuration for some of the screening devices doesn't seem to evaluate things on this plane very well – they need to be properly re-calibrated. This brings up some philosophical issues of course, but they are ignored. (Add resource: Psi-Sensitives][Good])(+.2/pop a turn)

3. Some initial protocols and methodologies are drawn up, but the meeting ends in failure after a junior 'local' NCO spills her drink over a ranking officer. Thanks to this nothing seems to get done, as the ranking officer was the only one with a copy of the material in question (of course).

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306b3f No.11250

>>World Event: Morgazian traders can now be clearly seen at nearly every market – they barter and trade for one thing: "raw magic". You've never heard of it. Sometimes you try to ask a trader what it is, but they are usually evasive and say "it is merely a material Morgaz requires for the industrial needs of his nation and the free peoples of the world." You are unsure precisely how much material of this sort Morgaz has. Given the extreme rarity of it, you suspect he doesn't have very much, if any.

>>In the north of Gul, two nations have appeared: the Khardarians, and Tunak Tuaram. Who knows what the these nations have in store for the world? Only time will tell.

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306b3f No.11251

>>11245

[Dominion]

[Addendum]

Revise: Vilon Field Commander to [Very Strong][Clever]

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306b3f No.11252

File: 1445272279386.jpg (674.73 KB,900x768,75:64,Roilshaper.jpg)

Dice rollRolled 82, 76, 45 = 203 (3d100)

1 - Ruins… Though monuments of mortal creation hold little concern, it is instinctive that people build their monuments in places of power. Even those who oppose us feel this connection to the land. Continue expanding southwards, towards the ruins.

>Expansion 8/10

2 - Progress is considerable on our defenses. Though the area of our command is small now, it will never want for protection when the other races turn their hands against us. Such a structure will need a fitting name… the Tathsan Tuuman, Fortress of Earthly Awakening. The Thrakun Tuuman is the temple; it is the light. The Tathsan Tuuman is the bulwark; it is our guard against the jackals and their servants. Strike the mountain, shape it as the Herald decrees!

>Fortress 4/10

3 - The Roilshapers, the colossal elementals that warp the very earth beneath their feet and exhort the mana around them to their whims. And they hold whims of anger and might. They shatter armies, ruin cities, amass forces of elemental fury in their wake - or at least, that's the idea. As it stands they've been idling. The problem is twofold: firstly, there aren't any armies to shatter or cities to ruin. Secondly, the Roilshapers are unfathomably slow. The first problem will solve itself in time. The second, we'll need to work on.

[Increase the Speed of Epic Unit - Roilshapers]

>>11246

Name: Tunak Tuarum - the Elemental Chaos

Race (Determines bonuses): Elementals (Dryads, Oreads, Golems, living lakes, etc etc)

Color: (Determined map color): Bright Red with green trim

Fluff (Determines bonuses):

>In the beginning, the world was empty. Then the Demiurge was. It shaped existence, pulling the world together from the aether and molding it towards a perfect end. But it was not to be. The other gods, jealous of the Demiurge's domain over creation, amassed and struck it down before its great work could be finished. The Demiurge fell into a stupor, and the other gods were left to pick apart his creation like jackals to a corpse. But his children survived: the elementals, the living expressions of creation and raw, natural power. They slumbered too, dreaming of their creator and his demise.

>This is what the Tunak Tuarum believe. It may even be true, but as far as they are concerned it is. The elementals did slumber, this much is true, and for a long time. Some woke early, and stumbled about a strange world, oddities to all who encountered them. But now is the time of Awakening. Now, the Demiurge stirs in his sleep, and a new epoch has begun. The Herald has risen from the center of a roiling volcano, calling the earth around him from its sleep. And so they awoke, and when the earth rises, it rises in anger. The Elemental Chaos has begun, and the world - for better or for worse - will never be the same.

Government Type (Determines some stats): Autocracy. All the elementals are linked to one figure, however disparate their appearance and activity. This is the Herald, a massive and multi-aspect elemental (see second pic) who claims itself to be the voice of the Demiurge and the author of its return. He rules the Elemental Chaos with an iron (and stone, and wood, and fiery, and liquid…) fist, contrary to its name.

Economy Type (Determines some stats): Arbitrary. The Elemental Chaos does not have an economy proper; rather, they ARE the natural resources.

Religion (Determines magic): Demiurgy/Gnosticism. The Elemental Chaos seeks to awaken their master, so he can finish his great work.Violently opposed to other deities, as they see them as the enemies of the Demiurge.

Location: Northern Gul, near the mountains.

Population: (10) (1/turn)

Food: (N/A)

Raw Currency: (5) (3/turn)

Legitimacy: (Strong)

Culture: (5)

Industry: (5)

Unique Buildings: [Temple of the Earthly Awakening]

Defenses: Elemental Patrols [Average]

Military Units: 1 [Roilshapers][Epic][Slow]; 2 [Fist of the Herald][Very Strong]; 2 [Thrungradi][Strong]

Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable]; Star Metal [Average+]

Magic/Spells: (Primal Elemental) (spells: Quake [Simple]; Firestorm [Simple])

Technology: (Stone, Copper, Iron, Wood)(Metallurgy [Good])

Territory: (3)

>Bonuses:

1. The Natural Order: Attacks or spells that utilize the elements against you are wholly or totally ineffective. You also do not eat in the traditional way, and are generally immune to some things (ie: disease) that would hurt the jackal-races.

2. Fever of the World: Generally speaking, clearing the world of those who disturb the balance will produce benefits for you. For every imbalance you purify, you may secure re-rolls which may be banked.

>Eccentricity:

1. Totalist: You do not respond very well to worshippers of other deities or gods. The godless powerful are tolerable, to a point.

2. Balancer: Things that excessively disrupt the balance of the world will throw your nation into a rage until the balance is restores

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306b3f No.11253

>>11252

Edit:

Population: 11

Raw Currency: 8

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306b3f No.11254

File: 1445273947363.jpg (160.94 KB,814x1024,407:512,1443250497353.jpg)

Dice rollRolled 34, 55, 26 = 115 (3d100)

>>11245

1. ((Send ghoul commander Phil north to the ruins with some scouts)). The council has decided it is in their best interest to find what is inside.

2. ((Send some envoys and priests of Pezar to the three towns)). Try and spread our faith and culture to them it would be best to take them peacefully. However if necessary we will soon be taking them by force.

3. ((Build some life size statues of Pezar)). Make sure to get the crown and robes correct (pic related). They don’t need to be overly magnificent. But it seems wrong that the faithful of our nation have no symbols of their god to pay homage to. Simple stone will do. Pezar is not a jealous or demanding god all he wants is our loyalty and faith. But the masses should be happy to have their symbols.

https://docs.google.com/document/d/1BCa5hJHfN0I9_XSkYqusYJRgRoBED49vqmVuqBKgFRA/edit?usp=sharing

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306b3f No.11255

>>11245

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: (18.6) (.6/turn)

Food: (Great)

Raw Currency: (12) (6/turn)

Legitimacy: (Very Good)

Culture: (13)

Industry: (6)

Unique Buildings: 1 Celestial Tower, [Stellata Observatory]; +3 culture, +1 industry), Astral well; (Ista's Light Astral Academy;+1 culture +1 industry);Oakwell [Town])(+1 hex)(+2/currency a turn); Fortress overhaul (5/10); Road network (5/10)

Defenses: (Illusions, Good)

Military Units: 3 Sentinels , Weak; 5 Astral Bird flocks, Medium; 2 War Magi Squads [Very Strong][Clever];

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], Mana Infusion [6/8])

Territory: (11))

Status

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.

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306b3f No.11256

Dice rollRolled 90, 42, 92 = 224 (3d100)

>>11245

>>11255

1. General Taellus Vinair rubbed her head. She's had a headache ever since she'd been put in charge of arbitrating the debates and disputes of the bloody scholars working Mana infusion project. The scholars could not seem to get anything done on their own, and she was the only one that could push the fools to actually work, due in no small part to her war record and demeanor. Still at this rate the project would never be finished. She'd rather be ANYWHERE but here, among the intellectuals sitting on their hands not working magic or fighting the barbarous hordes that will ever threaten the imperium.

To make matters worse when she was pushing them to get work done there made passes at her. If she had to listen to one more horrid pick up line, she'd strangle someone with their own entrails. Nearing her whit's end, she called upon the spirits for aid.

"Spirits, guides and protectors of the elven people, hear my plea. I need help, these scientists are driving me insane, and their progress is glacial even by your own standards. Please, help me point them in the right direction, or failing that give me the patience to deal with the trifling stupidity they argue over. I need help, we need the help."

Inwardly she winced at calling the spirits like this. It seemed sacrilegious to her. Still she really had no choice, if the research led to what the magitists promised this research was necessary for the military.(6/8)

+Elder

+Magic Specialization [Simple]

+(Ista's Light Astral Academy;

+Celestial Guidance; Basic;

+Astral Conversation [Primitive]

+Magically inclined.

2. The elves continued working on the Newly claimed fortress. The overhaul was proceeding exceptionally well, the fresh spires being erected looking elegant and pristine, while the walls were rebuilt to be strong and tough. When it was finished it would be a thing of beauty, grace and strength. Frustratingly hard to crack and easy to defend, the narrow choke point turning the entire bridge into a kill zone. (5/10)

+Sturdy Construction [Simple]

+(Wood) [Sustainable];

+(Iron) [Sustainable];

+(Stone) [Sustainable];

+Industry 6

3.An elven Foreman looked out on the stones being pulled into positions for the road. With these paltry scarps of Earth, the Capitol's place as the Heart of Orgul would be assured. Already Oakwell bent the knee in acknowledgement, and the fortress, abandoned so foolishly by it's builders was claimed and put to purpose. With his work all roads would lead home, and all people would know the Imperium's greatness.

+elder

+Sturdy Construction [Simple]

+(Stone) [Sustainable];

+Industry 6

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306b3f No.11257

[[GM Addendums/ Corrections – this does not initiate another turn]]

>>11180

[Brood]

>>You are mobilized.

>>Set special status: Mobilized; 3 Turns. [Industrial Effectiveness: 100%]

>>Lose 2.2 population.

Add mobilized unit: 4 Mobilized War Swarms [Very Strong] 2 Mobilized Brood Intermediaries [Medium]

>>11254

>>[Necro Imperialis: You will mobilize in 1 turn.]]

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306b3f No.11258

>>11245

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: (13.4) (.9/turn)

Food: (Excellent)

Raw Currency: (-2) (8/turn)

Legitimacy: (Less Stable)

Culture: (7)

Industry: (12)

Unique Buildings: 1 King's Palace, 1 National Bank

Defenses: (Stone Traps, Good)

Military Units: 1 Eastwinds .Co Destroyer, 1 Dwarven Frigates (damaged)

Resources/Quantity: Iron, [Sustainable], Copper [Wobbly], Stone [Sustainable], Gems [Medium], Rubicite [Tiny Sample]

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], Rationalization [Improvised]

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.11259

Dice rollRolled 38, 79 = 117 (2d100)

Name: The HonkSpider

Race (Determines bonuses): The Brood. Spider-like Humanoids that share a hivemind with their Broodmother. Each has four arms and a light chitinous armor on their body. Certain variants of the species that assist in caring for the queen have four clear wings not unlike those of dragonflies to assist in maneuverability. Other, "workers," have the ability to create a sort of silk which is used in expanding the hive. Their mouths are lined with eighty thin, sharp teeth. The Broodmother herself holds a more spiderlike appearance, taking the form of a large black widow with a human face.

Color: (Determined map color): Purple

Fluff (Determines bonuses): "That foolish spider my ringleader is slain my god is almost giggling at grim amusement. That fool spider wanted a meal hehehehehhehehhhehehehheheheh silly spider all things has souls even pests like you. My god shall laugh again or my name isn't King Honk." King Honk said as he tries to moves his arms "Wait this isn't my form in fact I'm not sure why I have four arms has my god changed me into this what's going on. Harlennelrah must be laughing his ass off he'll like this indeed. Well even the former King Honk shall make do with this form. Perhaps I should follow these pests after all I want Harlennelrah to laugh not mourn my comrades."

Government Type (Determines some stats): Hivemind system where all members of The Broodnest share the mind of the Broodmother. Monarchy under The Broodmother.

Economy Type (Determines some stats): Raw material based system that is used for outside trade. Due to the broodmother being able to directly control any one member of The Brood, there is no reason for an internal economy, thus all currency is owned by The Broodmother with the intent to further The Broodnest.

Religion (Determines magic): Still following Harlennelrah

Location: With the brood

>>11180 we share stats

[4 Dominated Killer Ape Gangs; Medium & Mindless][ Itsy, Bitsy, Honk; Strong][Punchy, Judith, Gatorspidy Clownspiders; Very Strong+, Slow, Bushwacker]

[You are a courtier]

[You use the same statistics as the main nation.]

[You have been allocated 2 mountain hexes]

[Weird fixtures]

Bonuses:

1. Collective: It is very hard to surprise or get the drop on a collective organism. Attackers never get any advantage in rolls during an attack and can never surprise you. Tactics against you are also generally less effective.

2. Psionic Coordination: As a collective insect organism, your units do not experience fear and do not retreat from combat. They fight to the death and are resistant to all forms of suggestion. They also might be able to exploit certain combat situations unlike other races.

3. Clownspiders: You are clownspiders, a variation of The Brood that has been infected with a rare and ancient bacteria and cursed by the god Harlennelrah. The bacteria is non-transmissable except to certain brood. Inexplicably, you have a tendency to cause [Fear] in many units.

Eccentricities:

1. Fire Bad: The Brood severely dislike fire. If fire is deployed in combat, the Brood behaves oddly and suffers a combat penalty of -1 to every roll. Larger Brood are sometimes resistant to this.

2.He Who Has The Last Honk: In combat, you gain a combat advantage against those who have slain clowns in the past. This translates into +2 to every combat roll, but only applies to clownspiders.

1. Test the weird fixtures by trying to test our psychic powers on it

2. Our ape friends could be useful for some thing oh I know HAVE THEM BUILD A NEST SO THAT THE QUEEN CAN LAY EXTRA EGGS

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306b3f No.11260

Dice rollRolled 55, 57, 46 = 158 (3d100)

>>11246

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (16.8) (1/turn)

Food: (Stable)

Raw Currency: (30) (3/turn)

Legitimacy: (Semi-Stable)

Culture: (13)

Industry: (6)

Unique Buildings: [Temple, Hunter's Calling]

[Government building, Warrior's Hall]

[Northern Fell Chain Fortress, Heavily Damaged]

Defenses: (Elaborate Wooden Fortifications, Strong)

Military Units:

1 [Leonan Warriors], Strong;

1 [Huntmaster] Very Strong

2 [WARDRUMMERS] Very Strong

2 [Saboteur] Sapper; Medium

2 [Wurmrider Squad] Very Strong

[Deathgaze] Very Strong, Clever

Resources/Quantity:

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

[Prisoners, some]

[Iron, Sustainable]

Mildly-Burnt Freak-troll hide [some]

Freak Troll Spawnlings [Some]

Magic/Spells: (Elemental, Simple) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]

Technology:

+Iron

+Stone

+Copper

+Wood

+Hideworking

+Exotic Creature Training[Average],

+War Drums [simple]

+War Animal Training, Average)

+Drum Amplifiers [simple]

Territory: (3)

Bonuses:

1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

Eccentricity:

1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted

1.2. Use our currency to entice the hideworkers to take the beetlechitin, pelts, and iron to make better armor

3. Train up some Wurm Riders to prepare for the invasion of the city.

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306b3f No.11261

Dice rollRolled 91, 43, 14 = 148 (3d100)

>>11246

>FluffnStuff: >>10350

Population: 18.1 (1.1/turn)

Raw Currency: 67 (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)

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable]

Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Simple)

Technology: (Stone, Wood, Iron) [Airships, Average] [Aerial Navigation, Primitive] [Civil Defense, Basic] [Bureaucracy, primitive]

Territories: (9)

>Bonuses:

[Intrepid]

[Pluralistic]

>Eccentricities:

[Skittish Economy]

It is quickly becoming clear that the pale-skinned creatures in the cave are little more then beasts, vermin that need to be put down if we are to explore the cave. But first…

1) More ruins, you say? Explore them! (Intrepid +25)

2) Recruit for the army in Gobtown. Their people should be able to proudly wear the Republic's armor and wield it's weapons, just like any clansman. (Pluralistic?)

3) Expand further still across Loen!

>>11219

Welcome the skeletal envoy with open arms. A trade deal, you say?

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306b3f No.11262

>>11162

[[turn catchup: Vyriah]]

1. The shipyard completes. [Add unique building of player's name choice; +1 industry](Add technology: Advanced Hulls [Simple])

2. GnomU is completed on time and has a really very impressive opening day. The attendance was great and the food was also great. (Add unique building, player's choice)(+4 culture +2 industry)(Add technology: Empiricism [Basic])

3. Gravity construction continues along. The gold helps, but it's not completed yet. (7.5/8)

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306b3f No.11263

Dice rollRolled 74, 96, 92 = 262 (3d100)

>>11247

Stats and Fluff:

http://pastebin.com/6p6Vzu8A

1-2; Train more Chaos Sorceresses

3; Finish Construction of Five Towers

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306b3f No.11264

Dice rollRolled 100, 57, 36 = 193 (3d100)

>>11258

1. Reseach on clockworkmen continues, while PR takes an opportunistic stance. Rather than attempt to directly push or persuade populations that the idea is good, it works on the presumption that the idea is already good or in better words what immediate benefits will be brought during production, rather than just the finished product. Additional job openings and interviews for skilled labor are quietly distributed, detailing the need for workers to construct both the facilities, and then man the machinery for the production of clock-workmen, as well as the maintenance of them, with promised pay wages and boons.

It was hoped these people would be more inclined to support their future job opportunities, than see it quashed. 6/20

2. The various institutions to support the Orders of Merit continue, in particular the construction of the Academy, where the nations brightest minds, not of any bloodline but of true intellect, gather, converse, and cooperate on any number things to promote the nation.

Or themselves. And where new technologies and innovations can take place

2/10

3. The Eastwinds Trading Company has its first ship, and a mighty one at that.

It has its assets, and its organization, but what it truly lacks is both resources and the means of trade, as well as actually putting into practice its self-styled system.

The great Destroyer is loaded up with a vast team, a veritable towns worth of surveyors, explorers, miners, and craftsmen. Their purpose is to go forth in search of suitable locations of valued trade commodities. Gems are always acceptable, but also gold, rubies, and anything else that shines.

In particular, a direct mandate is to prioritize a fairly rare yet valuable commodity and utility resource.

Glowgems. A phosphorescent, literally glowing shiny gem of medium rarity that is used to light the dark underground or houses. Typically used sparingly in favor of torches or lamps (which carry the danger of fumes and gas ignition) these are considered valuable for their shininess and utility as non-flammable light sources.

They are to find and set up a mining colony along any source of this, and then true resource extraction and trade operations between colony and homeland can begin. Even if said resources where not on the island of Curlo's Chain.

Some theories on how an independant colony and city so far from the homeland could function. It was thought that if it were a great distance, the old system of direct control was not feasible, and allowing a degree of autonomy was permissible. A new word crops up, which interests several economic theorists. "Merchantilism."

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306b3f No.11265

Dice rollRolled 69, 75, 27 = 171 (3d100)

>>11245

http://pastebin.com/RQNZQcTS

1 Gold. Trade and interaction with Morgaz and others seems to imply they value gold very highly so we should check our territories on Shezeb for this metal.

2 Fortress Research 3/8. The strength of forts and territory under our control means chances to wear down the opponent while making our position strong

3 Vilon Field Commander. The composition of the standing army will be changed from what it was before with Vilon Commanders who are making preparations and drilling constantly with other Vilon,

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306b3f No.11266

Dice rollRolled 57, 61, 88 = 206 (3d100)

http://pastebin.com/9kPTjV14

"The dragons know of raw magic… THE DRAGONS KNOW OF RAW MAGIC!" The Broodmother hollers from her chamber, knowing that there is much at stake. Previously she had read about raw magic and the power to shape the fabrics of reality it controlled. She had been planning for quite some time to find and utilize it, but it seemed another had grown closer than she had.

1. We begin our march on Chaos. Within a world where a perfect system [The Brood] exists, there cannot exist an evil spreading. While the rest of the coalition has not identified this foe as a threat, the brood easily sees that the evils of the chaos are powerful and growing. The Broodmother will strike down their army and allow the rest to live within the order and purity of the brood. [Attack Chaos]

2. An attempt to control the humans above is made. A human population would allow for a multitude of possibilities. It would be much easier to show diplomacy with a more familiar frame to the other species. [Bring humans into The Brood]

3. Mine for pure magic in the now cleared ruins.

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306b3f No.11268

>>11252

[Tunak Tuarum]

1. You expand southward at a solid pace. At all areas you appear, the forces of nature and the world come to your beck and call. (Add 4 hex; add 3 [player's choice name][Medium] +.1/pop/turn)

2 – The fortress is finished. It integrates the elemental patrols into an effective defensive system. (set defenses: Thrakun Tuuman [Fortress] & Patrols [Average]

3 – The Roilshapers try to get faster. As it turns out, they were just partially dormant and soon gain some of their mobility; they just needed to some practice. (remove [Slow] brand from Roilshapers)

>>11254

[Necro]

>>You are mobilized. [Your legitimacy is minorly impacting mobilization.]

>>Set special status: Mobilized; 1 Turns. [Industrial Effectiveness: 50%]

>>Lose 1 population. Your corpse supply is mitigating your population expenditure.

Set resource: Iron to [Buckling]; set Corpses to [Straining]

Add mobilizd units: 2 Mobilized Skeletal Hordes [Very Strong]

1. Phil investigates the ruin and finds a sealed vault. Apparently the vauled is sealed behind a metallic door of an unknown manufacture and metal – it's nearly immune to damage. Phil tries to pry it open, but it doesn't really work. He's called for more crews to come help him and he thinks there's something worthwhile – you don't guard nothing. (1/2)

2. You send your priests. The the smaller towns is receptive, while the midling town is less so and remains cool. The largest town responds somewhat poorly, but remains respectful. When propositioned, the small down decides to join you – the word of your mobilization has pushed them over. The others appear to be arming. (Add unique building: Xor [Town]; +1 hex; +.1/pop a turn.)(set technology: Undead-Living diplomacy to [simple])

3. You start building some statues to Pezar; it's relatively easy to do and you think this will entertain the public. (1/2)

>>11256

[Stella]

1. The Stars provide some pointers on the process and soon theory gives way to practice. (add technology: Mana Infusion [Simple])(Add technology: Repeating Wands [Simple])

2. You continue work on the fortress. It's coming along and should be done relatively soon, you think. (9/10)

3.You manage to complete the road network in good order. It will allow an easier defence of the nation, generally, and will help commerce and culture, generally. (Add unique building: Road Network [Simple])(+2 culture; +1 industry; +2 currency/turn)

>>11259

[Clownspiders]

1. You test the fixtures. They're….archeotech, that must you can tell. They seem to hold a vast amount of energy. You try to run psionics through them, but you find that they're totally inert. They might be useful for a standard energy transmission conduit, or a magical transmission conduit. Someone building something that uses vast amounts of power could use these for sure. (revise: [Weird fixtures] to [Large Psi-Inert Power Conduits])

2. Production of another few chambers for the clownspiders and main brood starts. It goes relatively well – the dominated killer apes are actually very good tunnelers. This will increase growth rates relatively well, you suspect. Honk. (Brood Chambers 5/8)

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306b3f No.11269

>>11260

[Kaldor]

>[GM note: remove damage from Fell Chain Fortress]

1.2. You start working on composite armor – it's going to probably be a bit better than steel, but not by much. It will use all of your existing resource types to some degree. It's a bit janky, at first, but it seems to work. You're having some good luck integrating wurmscale from dead wurms – Deathgaze doesn't seem to care, apparently. (Composite Armor 5/8)(Add resource: Wurmscale [Strained])

3. You train up some riders, but you find that only the wurms are suitable. They're not great, but they're not awful either. Mid-ranged. (Add units: 3 Wurms [Strong])

>>11261

[Patchwork]

1) You explore the ruins. This one has a vault that's currently sealed. You attempt to open it, but it doesn't budge. Your expedition manages to get some explosives and a mage to work on it – it's moving slowly. Something good in here, you suspect. (1/2)

2) You recruit quite a number of goblins from Gobtown thanks to [Pluralism]. They're pretty good at anything that doesn't involve combat – particularly spying and espionage. Apparently there's also some good archers too, but they're out on a hunting trip today. (Add units: 4 Goblin Blackhat Coteries [Infiltrate][Sapper][Medium]) (Add technology: Espionage [Primitive])

3) The expansion crawls along. Apparently there's some debate over 'correct proportions' and 'procedure'. It's awful slow – the rain also doesn't help. Stupid rain. (2/10)

>>11263

[Chaos]

1-2; You manage to train up an extremely powerful magic user. However, before the ritual completes the magic user is entirely consumed – what remains is more powerful, but it can also use magic. (Add unit: Thing of Chaos [Epic][Fear])(upkeep: 2 currency/turn – or blood slaves)

3; Construction on the town defenses completes. (Set: Moel [Town] [Heavily Fortified] to Moel [Town] [Extremely Fortified & Patrols])

>>11264

[Air Dwarves]

1. The campaign kills. The public relations is well managed, organized, and is handled excellently: broadsides are memorable, newspapers articles are well written, and soon the entire public is on board with the idea. Down in R&D, several major breakthroughs happen back to back: before you know it, you've done it. Spontaneous parties break out in the streets where many researchers live. It's….touching, really. (Add technology: Clockwork Fabrication [Simple]; Alternative Mobilization [Primitive])(Set legitimacy: Stable)[[Note: Depending on the scale of deployment, you may need additional metal stocks]

2. Your efforts to transform the institutions of the nation moves forward. [Reforms 7/10]

3. The ship heads out. It makes good speed and crosses the horizon (1/2).

>>11265

[Dominion]

1. You manage to find some gold after several prospectors stumble upon a shallow vein. (Add resource: Gold [Strained])(+4 currency/turn)

2. The research fortress completes in good order. “Like, they will be most effective against most forces that come from the skies and stuff” the curiosity-mistress pro-temp says. (Add technology: Fortifications [Average])

3. More commanders are trained, but the general crop isn't so great this time around. The next group will be better, you suspect.

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306b3f No.11270

>>11266

[Brood]

>>You are mobilized.

>>The Broodmother feels pags of naseau from the vastly increased psychical stress. It passes, for now.

>>Set special status: Mobilized; 3 Turns. [Industrial Effectiveness: 100%]

>>Lose 2.2 population.

Add mobilized unit: 4 Mobilized War Swarms [Very Strong] 2 Mobilized Brood Intermediaries [Medium]

1. Valid. Declare destination, units, and methodology. Roll appropriate dice. (1d10 per unit)

2. You dominate a good deal of humans – traders and vagabonds, specifically. You now have a good deal in the chamber, and you probe their minds for information. It's hard to get precise technology except from large groups, you find – it needs to be pieced together. (Add technology: Tools [Basic])(Add resource: Dominated Humans [Some])

3. You built the mine correctly.

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306b3f No.11271

File: 1445296857918.png (3.32 MB,2229x2066,2229:2066,Soren- Latest.png)

>>Updated my journal

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306b3f No.11273

Dice rollRolled 20, 45, 71 = 136 (3d100)

Catch up turn, fluff will follow in another post.

1. Complete the autofoundry

2-3. Initiate Operation Candlestick (-20 currency)

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306b3f No.11274

Dice rollRolled 17 (1d100)

>>11273

Specialist reroll on autofoundry

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306b3f No.11275

>>11273

[2702]

1. You manage to finish the autofoundry, barely. (Add unique building, player's name choice; +4 industry)(add technology: Metallurgy [Average])

2/3: The Operation goes without a hitch.

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306b3f No.11276

>>11269

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: (14.3) (.9/turn)

Food: (Excellent)

Raw Currency: (6) (8/turn)

Legitimacy: (Stable)

Culture: (7)

Industry: (12)

Unique Buildings: 1 King's Palace, 1 National Bank

Defenses: (Stone Traps, Good)

Military Units: 1 Eastwinds .Co Destroyer, 1 Dwarven Frigates (damaged)

Resources/Quantity: Iron, [Sustainable], Copper [Wobbly], Stone [Sustainable], Gems [Medium], Rubicite [Tiny Sample]

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.11277

Dice rollRolled 4, 74, 53 = 131 (3d100)

>>11269

>FluffnStuff: >>10350

Population: 19.2 (1.1/turn)

Raw Currency: 74 (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]

Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Simple)

Technology: (Stone, Wood, Iron) [Airships, Average] [Aerial Navigation, Primitive] [Civil Defense, Basic] [Bureaucracy, primitive]

Territories: (9)

1) Get that vault door open! (1/2) (10 Gold)

2) Continue expansion. (2/10)

3) We should work on 'evicting' the pale-skins in the southern cave, but going in there blind is probably suicide. Have our mages and any alchemists in the republic convene to try and figure out a way to flush them out of the cave (Magitech smoke-bombs!) (10 gold)

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306b3f No.11278

Dice rollRolled 8, 10, 6, 8, 5, 6, 1, 1, 6, 7, 5, 10, 10, 6, 3, 4, 3, 1 = 100 (18d10)

http://pastebin.com/9kPTjV14

The brood travels like a wave, covering the land in a swarm as drones from the hive march towards the forces of chaos, forces directed at their capital. The purpose of the swarm is simple, kill all who fight within the armies of Chaos. Those that can be converted from their military are faced by groups of brood intermediaries. While we want to shut down chaos, claiming their powerful warriors would serve as a powerful asset to the hive's purpose. Swarms of soldiers dressed with ancient armors and weapons strike the chaos relentlessly. In addition to the attempts for control, several intermediaries cast induce panic.

Military: 14 Mobilized War Swarm, Very Strong; 4 Mobilized Brood Intermediaries, Medium

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306b3f No.11279

Dice rollRolled 91, 49 = 140 (2d100)

>>11268

>Name: The HonkSpider

>Race (Determines bonuses): The Brood. Spider-like Humanoids that share a hivemind with their Broodmother. Each has four arms and a light chitinous armor on their body. Certain variants of the species that assist in caring for the queen have four clear wings not unlike those of dragonflies to assist in maneuverability. Other, "workers," have the ability to create a sort of silk which is used in expanding the hive. Their mouths are lined with eighty thin, sharp teeth. The Broodmother herself holds a more spiderlike appearance, taking the form of a large black widow with a human face.

>Color: (Determined map color): Purple

>Fluff (Determines bonuses): "That foolish spider my ringleader is slain my god is almost giggling at grim amusement. That fool spider wanted a meal hehehehehhehehhhehehehheheheh silly spider all things has souls even pests like you. My god shall laugh again or my name isn't King Honk." King Honk said as he tries to moves his arms "Wait this isn't my form in fact I'm not sure why I have four arms has my god changed me into this what's going on. Harlennelrah must be laughing his ass off he'll like this indeed. Well even the former King Honk shall make do with this form. Perhaps I should follow these pests after all I want Harlennelrah to laugh not mourn my comrades."

>Government Type (Determines some stats): Hivemind system where all members of The Broodnest share the mind of the Broodmother. Monarchy under The Broodmother.

>Economy Type (Determines some stats): Raw material based system that is used for outside trade. Due to the broodmother being able to directly control any one member of The Brood, there is no reason for an internal economy, thus all currency is owned by The Broodmother with the intent to further The Broodnest.

>Religion (Determines magic): Still following Harlennelrah

>Location: With the brood

>11180 we share stats

>[4 Dominated Killer Ape Gangs; Medium & Mindless][ Itsy, Bitsy, Honk; Strong][Punchy, Judith, Gatorspidy Clownspiders; Very Strong+, Slow, Bushwacker]

>[You are a courtier]

>[You use the same statistics as the main nation.]

>[You have been allocated 2 mountain hexes]

>[Large Psi-Inert Power Conduits]

>Bonuses:

>1. Collective: It is very hard to surprise or get the drop on a collective organism. Attackers never get any advantage in rolls during an attack and can never surprise you. Tactics against you are also generally less effective.

>2. Psionic Coordination: As a collective insect organism, your units do not experience fear and do not retreat from combat. They fight to the death and are resistant to all forms of suggestion. They also might be able to exploit certain combat situations unlike other races.

>3. Clownspiders: You are clownspiders, a variation of The Brood that has been infected with a rare and ancient bacteria and cursed by the god Harlennelrah. The bacteria is non-transmissable except to certain brood. Inexplicably, you have a tendency to cause [Fear] in many units.

>Eccentricities:

>1. Fire Bad: The Brood severely dislike fire. If fire is deployed in combat, the Brood behaves oddly and suffers a combat penalty of -1 to every roll. Larger Brood are sometimes resistant to this.

>2.He Who Has The Last Honk: In combat, you gain a combat advantage against those who have slain clowns in the past. This translates into +2 to every combat roll, but only applies to clownspiders.

1. DAMMIT APES WORK HARDER WE NEED THOSE NESTS OR YOU'LL BE ONLY USED FOR HUNTING AND PILLAGING (Brood Chambers 5/8)

2. Lets dig from the ruins I want to see if we can get more crystals and cool goodies

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306b3f No.11280

>>11268

>>Nation Event: Stella Imperium

>>Infiltrators have sabotaged your research lab and destroyed experimental papers, documents, and anything of value. Their activity was well planned, and your research has been heavily impacted. The Stella Observatory has also been heavily damaged by explosives; many researchers have been killed in a 'double tap' explosion that killed researchers attempting to save their documents from their burning lab.

>>Remove technology: Mana Infusion

>>Remove technology: Repeating wands

>>Set Stella Observatory: Heavily Damaged

>>(lose .5 pop)

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306b3f No.11281

Dice rollRolled 85, 62, 58 = 205 (3d100)

Doctor Charlyse Utumosia barges into Dahlia's quarters waving around a sheafo papers in one hand while a quartz slate is cradled in the crook of her arm. "I've got it!" She exclaims excitedly. Dahlia is startled out of her reading of reports and hastens to make herself look a little less like the tired dishveled unit command that she is. Through tired eyes she gazes at her friend and subordinate.

"Wha-?" She begins but it swiftly cut off by Charlyse slamming the papers down in front of her.

"The metaphysics of this plane aren't compatible with our devices!" She blurts. Her hands hastily spread out a dozen sheets of psychic readings and power level reports. "Look, the metaphysical interference from this sector of the Astral has been wrecking havoc on our finely tuned equipment. We never got any readings for the psychic flows out this far into the Sea and everyone is screwy. That's why it seems like nothing works right! Nothing does!"

Dahlia looks confused for a moment, looks up at Charlyse, opens her mouth to say something, then shuts it with a clack. She snatches up several papers from the table and stares at them wide eyed, rifling through them in her hand.

"By my Gods and my doctorate this really does explain everything." She shakes her head. "How could we miss something this simple? This basic? Why didn't we check the Astral flows when we first got here?" The last question is rhetorical but Charlyse snaps it up as if it were a student in the university.

"Because our readers work off the same wave length as much of our other equipment! It never registered because it wasn't working properly either!" Dahlia planted her face into her palm. "Let me get my coat. I'm coming to the lab."

"But don't you have a Command here?" Charlyse asks with curiousity.

"It can wait. I'm still a Psientist. It's about time I got to have some fun."

1. Examine the psionic resonance of this Plane and attune our gear to properly work with it.

2. Now that the autofoundry is working arcano-engineers begin feeding data from the psi-stones into it to make artillery pieces.

3. Psilockeer training of the current companies expands to cover ambushes and the integration of newer greenhorns into the current companies to have them learn from the veterans.

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306b3f No.11282

File: 1445300856773-0.jpg (439.12 KB,1661x939,1661:939,factory_slum_by_jouey_.jpg)

File: 1445300856800-1.jpg (44.3 KB,500x281,500:281,Steampunk-robot.jpg)

Dice rollRolled 43, 67, 75 = 185 (3d100)

>>11276

1. Toasts are raised within the circles of entrepreneurs and industrialists even while the Academy is being constructed. 1/2

That triumph of innovation, technology, and civilization over superstition and ignorance, with the release of the new Clockworkmen. A shining example of the fruits of their labors, and the living breathing infant of a mighter age of Dwarven kind.

The question is pondered though, how best to use these new clockworkmen within our society? Truly, a thing of revolution could be used for great good, or great ill.

In particular, a clever Dwarf named Avisom comes up with several ideas. . .

>1. Clockworks may not injure Darvenkind, either through action or inaction.

>2. Clockworks may not injure a Dwarf, either through action, or inaction.

>3. Clockworks must obey the orders given to them, except when in violation of the first and/or second law

>4. Clockworks must preserve themselves, except when in violation of the first, second, and/or third law

2. In order to test out these laws in practice, Avisom proposes the creation of a new type of industry, as a "Grand Experiment".

The first Dwaven and Machine integrated workplace. Specifically a new Iron Mine and Mill system.

As previously stated, new jobs WILL be opened up through these machines, but there remained the question of how.

And a solution is devised.

Dwarves would serve as the "Managers and Maintainers" of machine labor. Dwarves would be trained and skilled put in positions of management over various levels of machine labor. There would be Operators in charge of One clockworkman, foremans in charge of Ten Operators and Ten Clockworkmen, and Overseers in charge of 10 Foremen and 100 Clockworkmen.

Operators would directly manage the clockworkmen, walking by them and ordering them to perform specific tasks, and perform direct maintenance and repairs when need be. Foremen would carry down higher orders and goals to the Operators, informing them of the specific tasks they need to complete as a group,and coordinate them. Overseers would be in charge of an entire section of factory and the overall workings and doings of the managers and laborers, getting info of the lower levels from the foremen, and managing overall efficiency.

To facilitate this grand experiment, a new [Grand Iron Forge] would be built, and indeed, a prototype of the test would be carried out in the field of construction and building the structure itself.

[Develop Dwarf-Machine Integration] and test it out in a [Grand Iron Forge]

https://www.youtube.com/watch?v=hM0fiegRbTg

Spend 6 Gold

3. A favorable wind heralds the towering Dwarven Destroyer, as it hops from Island to Island in search of a resource rich location with which to set up the first dwarven Colony. 1/2

>>11250

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306b3f No.11283

>>11250

>>11256

Word reaches the Dwarves of a great calamity in the Stella Imperium, their southern neighbor across the skies, and a small ship with several diplomats arrived.

"We have heard there was some great trouble in your nation, and we have arrived to find out what has befallen our Elven friends, and how we might be of assistance."

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306b3f No.11284

Dice rollRolled 18, 30, 98 = 146 (3d100)

>>11269

http://pastebin.com/mQVLxrh6

The Throne had summoned Pini, having sent a palanquin so as not to trouble her overly to view the progress of her precious condition. His head curiosity-mistress was dressed in a long white dress and cowl to protect against the winds and the bulge of her belly was undeniable.

"I hope you have been well in your leave and not too bored to be away from your research" The Throne could feel the presence of life keenly within her and the warmth of her nurturing she had shown in the care of her research was dwarfed by the emotion she showed for what or rather who she now tended to. The Throne had never had a son or daughter even in his mortal incarnation and the romance of such things was something that he had dreamed of in the distant past toying with the notion of a miniature throne. Some discussion of her temp's progress on works Pini was given leave to return to her home.

After the report of an unknown attacker having sabotaged and killed a number of Stella's researchers and documents in a calculated infiltration. Were circumstances different it could have been an assault on our holdings, on our researchers, on Pini and her unborn child and upon this realization the anger and rumbling force that emanated from the Sanctum was awesome to behold, woe to the beings that would come under His wrath.

1 Dispatch Aid to the Stella Imperium via dwarven diplomats and morgaz's traders hired to ferry the aid supplies, Spend 6 currency. Serious, solemn diplomats reach (>>11283) these small ships enroute and urge all involved to prioritize security and not mention to any save the Stellan coalition representative leader who was so coordinated where these supplies came from.

2 Counter-Espionage. Techniques to secure information, protect borders, let out false information and work out plays to expose potential enemies will be formed and gathered.

3 Begin construction of a Fortress on the southern edge of Shezeb where we will utilize the knowledge and resources we have gathered to secure our natural borders against invaders and spies, patrols will be enacted and trade coming into Shezeb will be stopped here at designated check points.

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306b3f No.11285

>>World Event: Morgaz's dragons have been sighted scouting the world. Two major flights sighted are heavily armored large dragons accompanied by well-drilled squads of dragonkin. These flights have been seen by all nations flying in search patterns. They avoid fighting or engagement, instead preferring to carry on with whatever task they have in mind. When hailed, they respond with simple greeting gestures, but never stay in one place or respond at length. You are pretty sure they are trying to figure out where the new nations are – at very minimum.

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306b3f No.11286

>>11268

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: (18.7) (.6/turn)

Food: (Great)

Raw Currency: (20) (8/turn)

Legitimacy: (Very Good)

Culture: (15)

Industry: (7)

Unique Buildings: 1 Celestial Tower, [Stellata Observatory](heavily damaged); +3 culture, +1 industry), Astral well; (Ista's Light Astral Academy;+1 culture +1 industry);Oakwell [Town])(+1 hex)(+2/currency a turn); Fortress overhaul (9/10);

Road Network [Simple])(+2 culture; +1 industry; +2 currency/turn)

Defenses: (Illusions, Good)

Military Units: 3 Sentinels , Weak; 5 Astral Bird flocks, Medium; 2 War Magi Squads [Very Strong][Clever];

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],

Territory: (11))

Status

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.

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306b3f No.11287

Dice rollRolled 18, 6, 27 = 51 (3d100)

>>11268

>>11280

>>11286

1. General Vinair looked on the burning hulk of the observatory. What a god damn fucking waste. They had JUST finished the project and someone comes in and blows it up in an attack. It had to be an attack because there is no way possible for an explosion to coincidentally go of twice like that. Especially not in the observatory. Whoever did this would pay, but first time to rebuild and recover what we can in the observatory.

She makes note that everyone should keep an eye out for any clues or contexts to be examined throughout the building. The spirits were going to be asked several questions, hopefully they could answer.(Repair and recover what we can.)

+Sturdy Construction [Simple]

+(Wood) [Sustainable];

+(Iron) [Sustainable];

+(Glass) [Sustainable];

+(Stone) [Sustainable];

+Industry 8

2. The Council of the Stella Imperium was in an uproar, someone had infiltrated their lands and attacked them. This was worse then the honk, the honk had at least be an attack made by a deranged god, jealous of elven superiority and grace. This made no sense and was blatantly destructive. This was an act of war, but the cowards didn't have the nerve to show themselves. Soon the conclave was assembled and the spirits were called. Their chosen were attacked and the enemy had gotten away clean. There were no real leads, unless the spirits themselves knew something the elves had missed. Even if the Spirits have nothing to add to the matter, their advice on handling on land, security and the still, for the moment, independent town are welcome.

+Elder

+Magic Specialization [Simple]

+Celestial Guidance; Basic;

+Astral Conversation [Primitive]

+Magically inclined.

3.The workman of the new fortress, dubbed Fort Sanctity, grimaced. The fortress was almost done, but almost doesn't cut it. Someone snuck into the Imperium's lands and bombed the Observatory. Some Cowards, jealous of Elven grace and beauty struck out like the serpents they were and disappeared. This fort needed to be done, and soon, so the borders may be secured and the enemies left no purchase into Orgul undetected.

+elder

+Sturdy Construction [Simple]

+(Wood) [Sustainable];

+(Iron) [Sustainable];

+(Stone) [Sustainable];

+Industry 8

>>11283

The diplomats are greeted, but they and their ship are kept under close guard and scrutiny.

"Yes, one of our research labs which had just made a breakthrough in wand manufacture was attacked and destroyed by some hostile force. There was not one, but two explosions, set up in way to kill researchers and totally destroy all papers and prototypes. The investigation is ongoing. You can assist by compiling a list of nations with a grudge against us and why."

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306b3f No.11288

Dice rollRolled 81 (1d100)

>>11287

2 things typo on Industry, should be 7

second thing magically inclined on roll 2

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306b3f No.11289

>>11287

"We regret to say we have only relations and information current on those nations within the Coalition, and a stated neutrality or friendliness towards Stella.

Even the mighty dragons that once terrorized the lands seem to be peaceful . .for the interm.

We suggest looking to other sources of information, but will inform you upon anything we find out."

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306b3f No.11290

>>11269

[[Chaos]]

You are being attacked. Declare defenders and their methodology.

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306b3f No.11291

>>11290

Addendum: Roll 1d10 per defender.

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306b3f No.11292

Dice rollRolled 66, 60, 88, 91, 63, 95 = 463 (6d100)

>>11247

Name: Golden Republic of Khazan

Race: Dwarves

Color: White Star Black Background

Fluff:

For many long years the Golden Republic of Khazan has existed within the dark mountains of Gul, it's inhabitants shut off from the rest of the world. Generations spent in solidarity have not seen the Dwarves grow idle rather than renounce their former warring ways and commit themselves to the finer aspects of life.

Within the Republic of Khazan fine metal crafting is valued above all else, many spending centuries to perfect the art of making necklaces, rings and rare metal embroyded clothing as well as other trinkets which are sometimes even imbuned with magical properties.

In the unbelievably long time spent in solidarity the Dwarves have learned to appreciate all company and news from the world and while they are unwilling to leave behind their cozy mountain homes which have been crafted with the utmost devotion to masonry they are still reknown by adventurers for their generous and hospitable nature.

Government Type: Representative Democracy with a Constitutional Monarchy

Economy Type: State Capitalism (best economy)

Religion: Ancestral

Location: Within the Mountains of Gul not to far away from shades.

>Population: (15,1) (.8/turn)

>Food: (Very Good)

>Raw Currency: (15) (9/turn)

>Legitimacy: (More Stable)

>Culture: (3)

>Industry: (11)

>Unique Buildings:

+ Khazan Parliament

>Defenses: (Underfortifications, Huge Elaborate)

>Military Units:

+ Draconius of Khazania [Epic] [Resilient] [Slayer]

+ 2 (Khazanian Protective Echelon) [Very Strong+] [Brave]

+ 1 (Khazanian Shieldbreakers), [Very Strong]

+ 4 (Khazan Honorary Guard), [Strong]

+ 2 (Khazan Republican Guard), [Medium]

>Resources/Quantity:

+ Iron [Sustainable]

+ Stone [Sustainable]

+ Magma [Sustainable]

+ Coal [Sustainable]

+ Gems [Some]

>Magic/Spells: (Magical Artifice) (Spells: Imbue Equipment, Average)

>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Simple], Bureacracy [Primitive], Counter-Espionage, [Basic], Mobilization [Simple], Rationalization [Primitive], Magma Utilization [Improvised]

>Territory: (generated by GM)

>Bonuses/Eccentricities:

1. Turtlers: You can fabricate underground constructions easily. You may reroll constructions made underground once.

2. Gift of Artifice: Add an additional +15 to every roll to construct weapons or equipment.

>Eccentrictiy:

Agoraphobic: You aren't very good at going outside. Actions outside the underground suffer a -15 penalty to every roll. This excludes combat, which the dwarves actually find fun.

Clannish: You don't greet visitors very well, generally, unless they have something nice for you.

Research 2/6

Defenses 5/15

1-2. Continue research on Magma Defenses. Certainly they are dangerous and must be handled with utmost caution as experience in this field of study is very limited.

Defenses 5/15

3. It is as they say. Money makes the world go round. While jewlery has been produced even back when there was only iron available now that Khazan has managed to obtain some gems it is time to expand the jewlery sector for money, industry and perhaps their very own take on culture.

4. Conducting research into the matter of shaping rock and earth with help of the ancestral spirits is not a matter to be neglected. It is essential for the defense of Khazan and also some other more fancier purposes.

Research 2/6

5. With this abundance of lava at our disposal we certainly need to find some uses for it. While traps and defenses are one great opportunity one should compare it to water. Very, very hot water. While surely it wouldn't work all too well replacing a water wheel perhaps some research could lead to a use of the hot upstreaming air.

6. While progress on Imbuning Equipment has already been great it needs to be continued further in order to grant our soldiers protection against magical and psychic attacks as well those who rely on brute force.

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306b3f No.11293

Dice rollRolled 4, 95, 68, 44, 38, 30 = 279 (6d100)

>>11262

Name: Vyriah

Race (Determines bonuses): Gnome

Color: (Determined map color): Blue

Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?

Government Type (Determines some stats): Merchant Republic

Economy Type (Determines some stats): Free Market

Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.

Location: The Open Sky

Population: (14) (1/turn)

Food: (Very Stable)

Raw Currency: (28) (11/turn)

Legitimacy: (Stable)

Culture: (9)

Industry: (12)

Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU]

Defenses: Tower Network [Very Large]

Military Units: 3 Vyriah'n Airships(flying units) [Strong]; 3 Vyriah'n Guard (Ground Units) [Medium]

Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Lots]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market]

Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])

Technology: (Stone, Wood, Gems, Iron) Aerial Warfare [Basic], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Basic], Advanced Hulls [Simple]

Territory: (1)

Bonuses:

1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but trade may be impacted.

2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.

Eccentricities:

1. Everyone Hates Gnomes: Gnomes are physically weak in combat, and are easily kicked, punched, or abused. All of your combat rolls in melee suffer a -1 penalty.

1. Finish up the research on gravity construction. 7.5/8

2-6. Our current technology for the powering of our ships and other things is limited to the power of the wind and nothing like what we have seen to cause this city to fly. So here is what we will do. Gems and precious metals are said to be good conductors of magic. We shall harness the power of an endless storm within a gem that we may power the ships and other future magic devices. Create the first Magi-Storm engine. Spend 30 gold on this.

>>11282

A representative of the Doge of Vyriah lands in the docks of the Sky Dwarves Capital. A request is sent to the King for a diplomatic meeting.

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306b3f No.11294

>>11293

The Diplomats are welcomed, and politely asked whether they intend to hold such a meeting here in Dwarven lands, or if the Sky Dwarves should prepare Ambassadors to return with the Gnomes to their lands.

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306b3f No.11295

>>11294

"Here should be fine. I shall make this quick, as the Doge wants me to meet with many more as quickly as I can. The sky dwarves has caught the attention of the Doge and he wishes to make sure we can supply what you need, and maybe trade for unique items you may have. Unfortunately our knowledge lacks in what you may have to trade."

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306b3f No.11296

Dice rollRolled 24 (1d100)

>>11282

Almost forgot.

4. Nobility Roll

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306b3f No.11297

>>11295

>>11295

"Hmmm."

The diplomat looks upon the floating vessel of the Gnome.

"I am, as a necessity, learned in a degree of Dwarven mechanics, and I can certainly say just by looking at your ships they are of an entirely different kind of make than ours.

I would go on a limb, so to speak, and guess that they function on magic?

Ours is a nation of technology and natural effects, though we respect the magical arts. We have our system of rationalism and bureaucracy, the standardization of ship production, and various clockworkmen designs at our disposal. None the least our steam technology is prevalent throughout much of our society.

While we are open to trade, we also believe in the virtue of equal value, and ensure that any technology we do trade is returned with a suitable corresponding item.

We do however have some magical arts, such as the ability to scry for various ores, and the shaping of rocks and materials to suit our needs."

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306b3f No.11298

>>11297

"Hm, I will bring this to the Doge. Are there any specific resources you may be looking for? I have heard many notable families have started dealing in coal if you are ever in need."

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306b3f No.11299

>>11298

"Coal, gems, and Iron. We realize Gems are a prized commodity almost anywhere, but are always looking to increase our Iron and Coal stock, and are willing to pay cash for it.

Whenever we manage to have cash, that is."

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306b3f No.11300

>>11299

"There is a prospering market on Vyriah for coal and gems. Merchants are always free to stop and buy some as well as sell their wares. Not much for iron at the moment unfortunately. If you wish to set up a deal with the Doge's family for a trade in resources I can bring that to him."

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306b3f No.11301

>>11300

"We do indeed, and please ask the Doge to think about what he would want for iron."

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306b3f No.11302

>>11301

The representative bows as the meeting concludes and leaves.

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306b3f No.11303

>>11269

The towers were for my capital, why the fuck would I fortify some pissant vassal town so much? Please Confirm

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306b3f No.11304

>>11303

ash get in chat

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306b3f No.11305

>>11304

I'm still banned

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306b3f No.11306

>>11269

[[Correction: Chaos]]

Revise capital defense: Integrated Towers & Chaos Sigils [Reasonable]

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306b3f No.11307

>>Nation Event: Stella Imperial – A group of undead spies have been found attempting to poison food stocks and poison the water in Stella Imperial. They refuse to declare their allegiance.

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306b3f No.11308

Dice rollRolled 63, 93, 54 = 210 (3d100)

>>11269

Build airships we need as many as we can get for moving people around.

https://docs.google.com/document/d/1-VFI7JfqrgBmk02ur5YaQC5Il0i_dUg4sox1WQz99oE/edit?usp=docslist_api

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306b3f No.11309

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306b3f No.11310

Dice rollRolled 9, 89, 51 = 149 (3d100)

>>11269

Stats and Fluff:

http://pastebin.com/6p6Vzu8A

1-2; Train more Chaos Sorceresses

3; Research Stronger Chaos Bolt

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306b3f No.11311

>>11305

That reminds me. Three days passed just about an hour ago. It's lifted.

[spoiler]don't get another one anytime soon

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306b3f No.11312

>>11310

[[GM Note: Ash I'm going to need you to roll, here.]]

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306b3f No.11313

Dice rollRolled 4, 5, 6, 1, 5, 6, 7, 5, 4, 9 = 52 (10d10)

>>11290

1 Human Dreadknight and Orc Legionnaire will stay at the front , with 3 Elfhen Death Runners behind them with their chain whips to lash from behind the front lines shield. The Chimera Girls will perform flying strafing runs with their fire while the Chaos Sorceresses and Thing of Chaos employ their magic from atop the nearest tower to harry the spider horde even further. When the horde gets nearer, the Thing of Chaos will climb down and fight from behind the lines, forcing his fear down their dicks. The Chimera Girls will alternate between flying and firing at the enemy rear, and landing down to rest and provide physical support for the front line. If the fight starts to look rough, the Chaos Sorceresses will start summoning and binding outsiders to fight against the spider enemy. We pray to Tiamat to deliver us from this orderly foe and bring them to the light.

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306b3f No.11314

File: 1445317939652.gif (996.38 KB,400x225,16:9,1383625593460.gif)

>>11312

>>11313

Such is the will of Chaos

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306b3f No.11315

Chaos v. Brood

4x4, 5x2, 6x2, 1x2, 5x2, 6x4, 7x4, 5x4, 4x4, 9x8= 210 (def1.5x) [Integrated Towers & Chaos Sigils [Reasonable]] =315 [tech modifier: Def. In Depth: 1.2] Total: 378

Mil.: 1 human 1 orc legion, 3 elf death 2 preteen chimera 1 adult chimera 1 chaos sorcer 1 Thing

8x4, 10x4, 6x4, 8x4, 5x4, 6x4, 1x4, 1x4, 6x4, 7x4, 5x4, 10x4, 10x4,x 6x4, 3x1, 4x1, 3x1, 1x1 – Total: 391

Mil.: 14 Mobilized War Swarm, Very Strong; 4 Mobilized Brood Intermediaries, Medium

Combat Report:

The Chaos forces are prepared and entrenched as The Brood cross the border and head to the capital. The Chaos defenses, heavily developed and prepared, begin firing and cut down a good portion of the assaulting blood – Brood who attempt to fly to the top of the fortress are destroyed by overlapping Chaos Sigils. This takes a heavy toll on chaos, who find themselves losing large amounts of units to concentrated blasts of chaos bolt from a Thing of Chaos and several sorcerers. The fear generated by the Thing is mostly ineffective against the swarmlike nature of The Brood.

Eventually several brood manage to undermine the foundations of the defense perimeter of the capital, and it collapse. The Brood storm into the city and begin attacking civilians, burning residences, and causing havoc. The Chaos forces rally and manage to expel the brood from the city at the Thing of Chaos destroys several of the prominent intermediaries with sustained blasts of chaos bolts – this causes some shock in the brood, who fall back slightly from the fires. Repeated counterattacks by Chaos force the Brood off, but a good portion of the force remains. The damage on both sides has been atrocious; the Brood forces are exhausted and good portion of the Chaos capital is being ravaged by fire. The Brood may have won a pyhrric victory, but Chaos yet lives.

Chaos:

>>Set defenses to: Ruined [Burning]

>>Set The Citadel to [Damaged]

>>Reduce population by 6

>>Disband: Deathknight, Orc, Deathrunners, Chimera girls, Chaos Sorcerer; promote Thing of Chaos to Thing of Chaos ++; [Large]

Brood

>>Disband: 8 War Swarms, 2 Intermediaries; set remainder War Swarms to [Exhausted; 1 Turn]

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306b3f No.11316

Dice rollRolled 32, 56, 51 = 139 (3d100)

"It is on this day, we remember those fallen to the chaos. This day, however, is not one of rest. We must strike down the Chaos with all of our might. We will not surrender until order is brought to this plane!" -The Broodmother

1,2. We must prepare for the ultimate and final battle that approaches so soon. The enemy showed a creature that was like nothing the brood had ever seen. The Living armor had mentioned using magic of blood to create fierce monstrosities. The Broodmother no longer fears this strength, using [Psi-Biology] to create a living weapon. Using the parts of both Killer Ape and Broodling, we will find a creature able to stand against the chaos. [Spend 30 Currency] [Attempt to create a powerful (possibly hero) unit to match the strength of Chaos's Monstrosity]

3. Even as we recover from the battle, our army marches forth to finish what we started. [Attack Chaos again]

(Remaining Mobilized)

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306b3f No.11317

Dice rollRolled 37, 34, 55 = 126 (3d100)

>>11269

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (16.8) (1/turn)

Food: (Stable)

Raw Currency: (30) (3/turn)

Legitimacy: (Semi-Stable)

Culture: (13)

Industry: (6)

Unique Buildings: [Temple, Hunter's Calling]

[Government building, Warrior's Hall]

[Northern Fell Chain Fortress, Huge, Imposing]

Defenses: (Elaborate Wooden Fortifications, Strong)

Military Units:

1 [Leonan Warriors], Strong;

1 [Huntmaster] Very Strong

2 [WARDRUMMERS] Very Strong

2 [Saboteur] Sapper; Medium

2 [Wurmrider Squad] Very Strong

[Deathgaze] Very Strong, Clever

3 [Wurms] Strong

Resources/Quantity:

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

[Prisoners, some]

[Iron, Sustainable]

Mildly-Burnt Freak-troll hide [some]

Freak Troll Spawnlings [Some]

Wurmscale [Strained]

Magic/Spells: (Elemental, Simple) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]

Technology:

+Iron

+Stone

+Copper

+Wood

+Hideworking

+Exotic Creature Training[Average],

+War Drums [simple]

+War Animal Training, Average)

+Drum Amplifiers [simple]

Territory: (3)

Bonuses:

1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

Eccentricity:

1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted

1. Continue to work on the armor, let us use the magical plumage on them. 5/8

2. Send scouts to scout out the defenses of Mare

3. Have the prisoners begin digging in the dirt for metals, use our training methods to instill discipline amongst them.

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306b3f No.11318

File: 1445327515622.jpg (70.28 KB,1000x442,500:221,Santerians.jpg)

Name: Santerians

Race (Determines bonuses):'Cave' Humans

Color: (Determined map color): Dark orange with blue trim

Fluff (Determines bonuses): Originally a tribe of humans whom lived within the shadows of Nightcrag Mountains the Santerians lived short and grueling lives against the horrors of the caverns. However things changed the night the elder chieftain was nearly slain by an assassins arrow.In that moment a young priestess stepped in front of the arrow and was pierced in the chest with tears of crimson she slowly died a painful death within the cheiftens arms. The assailant disappeared into the shadows, and the young priestess was laid to rest as a hero in a large sarcophagus deep within the caves. As the priests closed the lid those in attendance watched as the stone walls bleed around them. As disturbing as such a thing was to behold, it was seen as a sign of something. But nobody really knew what it could be.

A month later the priestess appeared to the people again, it seemed to be impossible. But indeed, her tomb was discovered to be vacant. Her name was Hannah, and she was proclaimed the leader of tribe by the elder himself. Hannah proclaimed she had returned from the land of the dead with the assistance of the dead gods that dwindle within the world beyond the living.

It was soon taught that death is not the end, that those who die are sent to the shadowlands- a reflection of our own world. Those who are weak will succumb and pass onto the afterlife- a simplified version of this world created by the weak souls, who will live another mortal life, unaware of their former selves. This will continue until they reach the fifth afterlife. A place of eternal darkness and violence… However strong souls that have suffered in life are able to return after a time, their consciousness and sanity intact. Such 'return trips' becoming only easier the more an individual walks the path in the shadowlands. Even reincarnation into another body is possible, the memories of their former life returning with adulthood…a different body, yet still essentially their original selves.

The Shadowlands are ruled by the nine gods, Veles, Thoth, Armok, Lir, Baccus, Eusoch, Xom , Grosth and Behra. It is thought that these beings were once apart of a higher plane of existence. However it is debated if this plane was one of paradise or one of dread. These beings are neither omnipotent or all powerful, instead they are rotten shadows of what they once might have been. Each eager to receive offerings and sacrifice for their favor.

The Santariens, having witness the undying prophet rallied behind their new leader, seemingly able to pull the very blood out of another man, Hannah lead a crusade of violence and revenge against the other human cave tribes. Within only five months they had all either bent their knees to her or had been put exterminated on the cavern dirt. Now much greater in numbers the Santariens exit the caves for the first time in decades….

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.

To be filled in by GM:

Population: (generated by GM) (+-/turn)

Food: (generated by GM)

Raw Currency: (total) (+-/turn)

Legitimacy: (generated by GM)

Culture: 1

Industry:

Unique Buildings: (generated by GM)

Defenses:

Military Units: 3

Resources/Quantity: 1

Magic/Spells: (type: generated by GM) (spells: abstracted; generated by GM)

Technology: (generated by GM)

Territory: (generated by GM)

Bonuses/Eccentricities: (generated by GM)

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306b3f No.11319

File: 1445343998981.jpg (128.72 KB,1200x550,24:11,Marek Madej - Grovewalkers.jpg)

Dice rollRolled 65, 42, 7 = 114 (3d100)

1/2 - Our ranks grow, our might is risen upon this world at last! The marching earth, the Elemental Chaos, rumbles across forest, hill and plain on its inexorable march. Having left the 2 [Fists of the Herald] to guard the Temple, the rest of the "nation's" bulk roars South and East, and anything in their way would do well to move.

[Continue scouting and moving eastwards]

3 - The earth shakes and roils at our command, but its effect is… lessened. Once there was a might that would topple armies into the yawning pitch of the ground with but a thought! We must return to that strength, reassert our mastery over the forces of the plane.

[Improve the Quake spell]

>>11268

Name: Tunak Tuarum - the Elemental Chaos

Race (Determines bonuses): Elementals (Dryads, Oreads, Golems, living lakes, etc etc)

Color: (Determined map color): Bright Red with green trim

Fluff (Determines bonuses):

>In the beginning, the world was empty. Then the Demiurge was. It shaped existence, pulling the world together from the aether and molding it towards a perfect end. But it was not to be. The other gods, jealous of the Demiurge's domain over creation, amassed and struck it down before its great work could be finished. The Demiurge fell into a stupor, and the other gods were left to pick apart his creation like jackals to a corpse. But his children survived: the elementals, the living expressions of creation and raw, natural power. They slumbered too, dreaming of their creator and his demise.

>This is what the Tunak Tuarum believe. It may even be true, but as far as they are concerned it is. The elementals did slumber, this much is true, and for a long time. Some woke early, and stumbled about a strange world, oddities to all who encountered them. But now is the time of Awakening. Now, the Demiurge stirs in his sleep, and a new epoch has begun. The Herald has risen from the center of a roiling volcano, calling the earth around him from its sleep. And so they awoke, and when the earth rises, it rises in anger. The Elemental Chaos has begun, and the world - for better or for worse - will never be the same.

Government Type (Determines some stats): Autocracy. All the elementals are linked to one figure, however disparate their appearance and activity. This is the Herald, a massive and multi-aspect elemental (see second pic) who claims itself to be the voice of the Demiurge and the author of its return. He rules the Elemental Chaos with an iron (and stone, and wood, and fiery, and liquid…) fist, contrary to its name.

Economy Type (Determines some stats): Arbitrary. The Elemental Chaos does not have an economy proper; rather, they ARE the natural resources.

Religion (Determines magic): Demiurgy/Gnosticism. The Elemental Chaos seeks to awaken their master, so he can finish his great work.Violently opposed to other deities, as they see them as the enemies of the Demiurge.

Location: Northern Gul, near the mountains.

Population: (12) (1.1/turn)

Food: (N/A)

Raw Currency: (12) (3/turn)

Legitimacy: (Strong)

Culture: (5)

Industry: (5)

Unique Buildings: [Temple of the Earthly Awakening]

Defenses: Elemental Patrols [Average], Thrakun Tuuman [Fortress]

Military Units: 1 [Roilshapers][Epic]; 2 [Fist of the Herald][Very Strong]; 2 [Thrungradi][Strong]; 3 [Earthbore Conscripts][Medium]

Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable]; Star Metal [Average+]

Magic/Spells: (Primal Elemental) (spells: Quake [Simple]; Firestorm [Simple])

Technology: (Stone, Copper, Iron, Wood)(Metallurgy [Good])

Territory: (7)

>Bonuses:

1. The Natural Order: Attacks or spells that utilize the elements against you are wholly or totally ineffective. You also do not eat in the traditional way, and are generally immune to some things (ie: disease) that would hurt the jackal-races.

2. Fever of the World: Generally speaking, clearing the world of those who disturb the balance will produce benefits for you. For every imbalance you purify, you may secure re-rolls which may be banked.

>Eccentricity:

1. Totalist: You do not respond very well to worshippers of other deities or gods. The godless powerful are tolerable, to a point.

2. Balancer: Things that excessively disrupt the balance of the world will throw your nation into a rage until the balance is restores

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306b3f No.11321

>>11318

Population: (generated by GM) (+1/turn)

Food: (Stable)

Raw Currency: (5) (+5/turn)

Legitimacy: (Stable)

Culture: 8

Industry: 5

Unique Buildings: [unique player named government building]

Defenses: Tunnel Defenses [Small]

Military Units: 5 [player named units][Very Strong]

Resources/Quantity: (Iron [Sustainable]; Copper [Sustainable]; Stone [Sustainable]; Flux [Sustainable]; Blood Slaves [Lots]

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…

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306b3f No.11324

>>11277

[Patchwork]

1) You buy some basic explosives, but they prove to be duds. The door remains sealed. More crews arrive and they keep at it. (1/2)(lose 10 currency)

2) Expansion continues. Major progress is made after several of the goblins show you were available standing resources are – lakes and rivers, particularly. Construction of small houses already begins in some places. (9/10)

3) You try to smoke out the trogs from the cave, but it doesn't work as well as you'd like. They seem to be adapted to the darkness and so they seem to just move further into the cave. Several of the mages suggest just gassing the entire mess, but you don't have the knowledge of it. Eventually a few soldiers take torches and start clearing the entire thing. You lose a couple, but the entire thing is flushed out eventually. The vein of metal? It's rubicite. Your soldiers are completely floored. (lose .5 pop)(add resource: [Rubicite][unmined]

>>Nation Event: Following the rubicite strike, have been approached by a diplomat from Morgaz. He would like to speak to you about an embassy and an export agreement – word of your rubicite strike has apparently reached him before it has reached you somehow. Setting up an embassy would cost a turn, but would allow fluid diplomacy and some income. You may dialogue with the ambassador at no cost.

>>11293

[Vyriah]

1. Construction, against all odds, finishes. You breath a sigh of relief. Whew. Gravity construction will allow you to make additions or revisions to ships and buildings that would, for most intents and purposes, be difficult for “physics as we know it” according to your lead researcher (with a sneer). (Add spell: Gravity Construction [Basic])

2-6. The Magi-Storm engine research moves along at a good pace, flush with researchers and resources from GnomU. Eventually it completes, and the first prototype engines are deployed to airships – they're charged by lightning and static discharge which feeds a small magi-batter…..oh, who cares, it's really cool. It seems to require Ioun or some other form of magical reagant as a reactant, though. Anything works pretty much so long as it's high energy. (add technology: Magi-Storm Propulsion [Basic])(add resource: Ioun [Some])(add technology: Magi-Storm Theory [Average])

>>Nation event: A dragon has been sighted on the horizon. A dragonkin in full armor – sophisticated armor – moves from it and lands on your market recieving point unarmed. It is a diplomat from Morgaz. According to to the diplomat, Morgaz would like to establish an embassy with you [this would cost an action]. You may dialogue with the ambassador at no cost.

>>11279

[Clownspider]

1. You finish the brood chambers; they seem to function pretty well and even generate a fixed amount of clownspiders. It's all good, honestly, but there seems to be an increasing shortfall in food. (Add 3 units: Clownspiders [Strong][Bushwacker]) (set population growth +.03/turn)(Set food: Stable)

2. You continue to dig. This time you strike Odium. You gather what you can and head home. You think the ruins are picked. [Add resource: Odium [Lots])

>>11281

[2702]

1. You manage to figure how to to fine tune some of the equipment. This results in a general increase in the effectiveness of pretty much everything you do – it's still not perfect, however, and there's still a good deal of malfunctions…there's something definetly wrong with this place. You think your psionic dampners are working, again, though. You get the idea that you can continually try to recalibrate your equipment for more precision in a directed way for better results. Tons of work will be involed, though. (Add technology: Psi-shielding [Simple])

2. You begin making some basic pieces of artillery. Again, the spacing is wrong, but the first pieces are produced. The manual on this particular design is a little strange, but it meets the materials we have available – it's pretty self explanatory, too. (Add 2 [artillery pieces, player named][Strong][Bombard](Add technology: Ranged Attack [Simple])

3. You continue working to upgrade the current companies. It goes pretty well – they are both [Resilient] and gain [Bushwacker].

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306b3f No.11325

>>11282

[Air Dwarves]

1.The academy is completed in good order. It provides training and resource opportunities in the industrial and private sector. (Add unique building [player named]; +2 industry)

2. You begin work on a large forge. It begins, but being a massive industrial facility, it will take some time. (forge 4/12)

3. You find a good spot to establish a colony. It has some gems, but it also has other metals such as iron and copper. It will be located in the north – there are large unoccupied areas of Ribwall. (colony/town – 4/10).

4. The Nobles aren't pleased. They want more gems, as usual. [Set gems to: low]

>>11284

[Dominion]

1. You send your aid efforts to Stella Imperial, but they aren't taken very well at the border – several particularly jumpy border guards turn them back in the ensuing paranoia. On the bright side, you develop your knowledge of civil defense. (Add technology: Civil Defense [Primitive])(lose 6 currency)

2. A few of the Vilon begin working on some way to detect spies. It actually proves fairly complicated – polymorph spells are common, as are mind-controlled subjects, as are extremely small infiltrators. Eventually the team develops a massive working list, but few solutions. (Counter-Espionage 2/6)

3. The Fortress is constructed in the south in record time. Apparently most of the materials are well stocked, and the architect was in a particularly good mood. The new town also apparently provided a good deal of labor. (Fortress 9/10)

>>11287

[Stella Imperial]

1. You start repairs on the observatory. The lens is totally smashed and a good deal of the rotation mechanism has melted from secondary fire. The control console – also complicated – appears to have been specifically targeted, as it is completely missing excepting the mounting point. It's going to take some work. (1/2)

2. The spirits are unable to see who was responsible for the bombing – the captured spies or others. The explosions blotted and confused their sight and they simply aren't sure. They instead offer some basic methods for guarding specific areas. (Add technology: Counter-Espionage [Simple])

3.The fortress is done. It's pretty great. (Add unique building: Orgul Bridge, North [Fortress])(+1 hex)

>>11291

[Khazan]

1-2. The magma defenses continue to move along. They're making good progress. (10/15)

3. The jewelry sector expands enormously; there's a ton of new kitschy things that selling pretty well. (+1 currency/turn; +2 industry)

4. Your research into the shaping of rock is completed. You should a generally easier time tunneling, now. (Add technology: Tunneling [Basic]; add spell: Earthshaping [Basic])

5. You've manage to figure out how to manipulate magma flows to create a reliable source of hot water and steam. You could probably really hurt someone with this… (Set technology:Magma Utilization to [Simple] )(add resource: Steam [Infinite])

6. You begin working on armor that will be more resistant to magical and psionic attack. It comes along – the runes are actually pretty clear on this one,and you soon have a few working models. You hire a few psions to begin testing – so far so good. (research: 7/8)[[meta: I have factored in your bonus]

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306b3f No.11326

>>11317

[Kaldor]

1. You work on the armor. It moves forward, reasonably, and is almost done. The plumage is of insufficient quality to allow for mass fabrication, though. (Research 7.5/8)

2. The scouts head south. They notice a moat, integrated towers and walls, and a massive sprawing suburb outside the city. Apparently the wall only defends certain segments of the city. They estimate that there is a reasonable force in the city proper, but it has not mobilized currently. [meta: 200+ points]

3. The prisoners are on the hunt for metals. Apparently a few of them are good at this, so you let them go to it. (1/2)

>>11319

[Elemental Chaos]

1/2 – You continue to move southward with the bulk of the horde advancing. You pick up more air elementals as you go – they seem eager to join the fight. (Add units: 3 [player named units][Medium][Infilitrate]; [Expansion: 7/10]

3. During downtime you practice the quake spell. It's not very effective – you suppose the long period of rest has dulled you a little? You think you should try again later.

>>11316

[Brood]

>>You are mobilized. You mobilization effectiveness has reached the food limit.

>>The Broodmother feels ill. It passes, for now.

>>Set special status: Mobilized; 5 Turns. [Industrial Effectiveness: 125% – Stalled]

>>Lose 2.5 population.

>>Add +2 industry; add technology: Total Mobilization [Primitive]

Add mobilized units: 4 Mobilized War Swarms [Very Strong]; 1 Mobilized Intermediary Network [Very Large]

1,2. You begin working on a unit that will act as a major locus of psionic energy while also being effective in combat – your skill in psi-biology is limited, and the war is taxing the Broodmother. Still, work begins and makes some progress. You improvise without the availability or skill of blood or Mericon expertise…maybe you can find more about the procedure from them somehow.. (1.5/3)

3. Attack is valid. Declare units and roll.

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306b3f No.11327

>>11324

[[Patchwork]]

GM correction: Morgaz's embassy would cost an action, not a turn.

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306b3f No.11328

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306b3f No.11329

>>11326

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: (15.2) (.9/turn)

Food: (Excellent)

Raw Currency: (14) (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]

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.11330

>>11310

[Chaos catchup]

1. You manage to train up several more groups of Chaos Sorcerers. (Add 3 units: Chaos Sorcerer Coteries [Very Strong][Clever]

3. Research on a still stronger chaos bolt continues. You suspect that without more skill in theoretical magic or larger casters, it just won't be effective. (3/6)

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306b3f No.11331

>>World Event: The clashes between The Brood and Chaos have damage trade routes headed overland as fighting intensifies. Until the war ends, all trade worldwide is reduced by -2 currency/turn; there is a general downturn in the world economy.

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306b3f No.11332

>>11331

Red I didn't get updated

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306b3f No.11333

File: 1445353292953.jpg (87.25 KB,900x835,180:167,Sedeptra - Water Elemental.jpg)

Dice rollRolled 20, 88, 39 = 147 (3d100)

1/2 - The plane shakes as the Tunak Tuarum passes, earth bending and wind whipping about around them. Any in the distance would clearly be able to hear the steady throng: Tum. Tum. Tum. The unified footsteps of an army of the plane itself ignited in anger. They are close to SOMETHING. They can feel it, it draws them closer, to acton.

>Expansion 7/10

3 - The Earthbore Conscripts provide the bulk of our force, stalwart and multitudinous. They are the ground awoken, the golems, the koboulds, the oreads. Ragtag though they seem, they have one thing in common: they are a part of the earth. We just need to enhance that connection, and make them ever more a part of it. Burrowing, digging through the ground as a fish in water, effortlessly. It is their native state, it should be no trouble.

>Develop the [Infiltrate] skill for the Earthbore Conscripts by teaching them to burrow underground

>>11326

Name: Tunak Tuarum - the Elemental Chaos

Race (Determines bonuses): Elementals (Dryads, Oreads, Golems, living lakes, etc etc)

Color: (Determined map color): Bright Red with green trim

Fluff (Determines bonuses):

>In the beginning, the world was empty. Then the Demiurge was. It shaped existence, pulling the world together from the aether and molding it towards a perfect end. But it was not to be. The other gods, jealous of the Demiurge's domain over creation, amassed and struck it down before its great work could be finished. The Demiurge fell into a stupor, and the other gods were left to pick apart his creation like jackals to a corpse. But his children survived: the elementals, the living expressions of creation and raw, natural power. They slumbered too, dreaming of their creator and his demise.

>This is what the Tunak Tuarum believe. It may even be true, but as far as they are concerned it is. The elementals did slumber, this much is true, and for a long time. Some woke early, and stumbled about a strange world, oddities to all who encountered them. But now is the time of Awakening. Now, the Demiurge stirs in his sleep, and a new epoch has begun. The Herald has risen from the center of a roiling volcano, calling the earth around him from its sleep. And so they awoke, and when the earth rises, it rises in anger. The Elemental Chaos has begun, and the world - for better or for worse - will never be the same.

Government Type (Determines some stats): Autocracy. All the elementals are linked to one figure, however disparate their appearance and activity. This is the Herald, a massive and multi-aspect elemental (see second pic) who claims itself to be the voice of the Demiurge and the author of its return. He rules the Elemental Chaos with an iron (and stone, and wood, and fiery, and liquid…) fist, contrary to its name.

Economy Type (Determines some stats): Arbitrary. The Elemental Chaos does not have an economy proper; rather, they ARE the natural resources.

Religion (Determines magic): Demiurgy/Gnosticism. The Elemental Chaos seeks to awaken their master, so he can finish his great work.Violently opposed to other deities, as they see them as the enemies of the Demiurge.

Location: Northern Gul, near the mountains.

Population: (13.1) (1.1/turn)

Food: (N/A)

Raw Currency: (15) (3/turn)

Legitimacy: (Strong)

Culture: (5)

Industry: (5)

Unique Buildings: [Temple of the Earthly Awakening]

Defenses: Elemental Patrols [Average], Thrakun Tuuman [Fortress]

Military Units: 1 [Roilshapers][Epic]; 2 [Fist of the Herald][Very Strong]; 2 [Thrungradi][Strong]; 3 [Earthbore Conscripts][Medium]; 2 [Sylpharen][Medium][Infiltrate]

Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable]; Star Metal [Average+]

Magic/Spells: (Primal Elemental) (spells: Quake [Simple]; Firestorm [Simple])

Technology: (Stone, Copper, Iron, Wood)(Metallurgy [Good])

Territory: (7)

>Bonuses:

1. The Natural Order: Attacks or spells that utilize the elements against you are wholly or totally ineffective. You also do not eat in the traditional way, and are generally immune to some things (ie: disease) that would hurt the jackal-races.

2. Fever of the World: Generally speaking, clearing the world of those who disturb the balance will produce benefits for you. For every imbalance you purify, you may secure re-rolls which may be banked.

>Eccentricity:

1. Totalist: You do not respond very well to worshippers of other deities or gods. The godless powerful are tolerable, to a point.

2. Balancer: Things that excessively disrupt the balance of the world will throw your nation into a rage until the balance is restored

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306b3f No.11334

>>11308

[Necro catchup]

1/2/3: You build a reasonable fleet of airships in a relatively short time. They're sort of slow, though. (Add units: 6 [airships, player named][Very Strong][Slow); Set technology: Airships to [Average])

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306b3f No.11335

>>11334

Thanks boss.

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306b3f No.11336

>>11334

Sorry to bother you again but mobilization stats. 2nd turn mobilized

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306b3f No.11337

>>11334

[Necro catchup #2]

>>You are mobilized. [Your legitimacy is minorly impacting mobilization.]

>>Set special status: Mobilized; 2 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]

[Personal note: The GM apologizes for this.]

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306b3f No.11338

>>11337

Lol you have alot of updates to do. Shit happens. Thanks again man.

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306b3f No.11339

Dice rollRolled 79, 34, 1, 37, 70, 46, 60, 45, 13, 90, 32, 20, 16, 8, 6, 53, 45 = 655 (17d100)

http://pastebin.com/9kPTjV14

"This will end it," The Broodmother mutters to herself as she raises her remaining forces against the Chaos. "This is where we avenge our fallen brethren, my fallen children. A perfect world has no room for disorder or chaos."

The army comes in concentrated waves. First, come the [4 Dominated Killer Ape Gangs, Strong [Mindless]] in a wave to wipe out the front lines. Supporting them is a [Hivemaster Swarm, Strong], ready to strike any enemies that are left undefended. The center of the army is possibly the greatest threat. The spiderclowns, untested in combat, come forth in a deadly waves. [Itsy, Bitsy, Honk, Strong] are the first of the center to strike, followed shortly by [Punchy, Judy, Gatorspidy, Very Strong+ [Slow][Bushwhacker]]. Due to the lower speed of the later 3, the remaining clownspiders [3 Clownspider, Strong [Bushwhacker]] are sent as an additional force. [2 Mobilized Brood Intermediaries [Medium]] Come from the rear as a support group in an attempt to form some battlefield control. Laced throughout the group and battlefield is [Mobilized Intermediary Network [Very Large]], which provides better coordination to the group as well as a stronger battlefield control.

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306b3f No.11340

Dice rollRolled 2, 1, 3, 4, 1, 10, 3, 2, 6, 3, 9, 8, 6, 2, 6, 7, 2 = 75 (17d10)

>>11339

Accidentally rolled 100's. Reroll.

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306b3f No.11341

File: 1445355414103-0.jpg (220.47 KB,900x937,900:937,steampunk_robot_by_matheus….jpg)

File: 1445355414161-1.png (478.37 KB,900x600,3:2,art-miner-steam-punk-bot-6….png)

Dice rollRolled 79, 84, 90 = 253 (3d100)

>>11326

1. Construction of the grand Iron Forge goes well, as does the "Grand Experiment". The Operators grow more and more accustomed to their clockworkmen, treating their robotic charge like a close friend, a care for them sense of pride. The operators have learned how to manipulate robotic commands, while foremen and their operators start to develop a sense of group dynamics, and form names for their gang of workers. A healthy sense of inter work competition is fostered by the Overseer, both among his foremen, and with the other sections, as slowly the work place itself takes on a new vision of dwarven and machine cooperation. 4/12

2. Meanwhile, elsewhere, the new system is put to work in the colonial construction as well, as Dwarves watch over Robots performing heavy lifting of supplies and cargo from the Destroyer, and the construction of new housing, roads, and town facilities. 4/10

3. Even deep underground, the Dwarves find a new friend in the automaton, as the search for the holy grail of airship meterials, Rubicite, continues.

Large clockworkmen with big drills bore into heavy rock, and crush boulders, while dwarven miners pore through the smaller rubble in search of shiny new ores or gems, washing and polishing and refining them.

The Surveyors eagerly look deep and wide for a source of Rubicite. 1/???

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306b3f No.11342

Dice rollRolled 21, 12, 85 = 118 (3d100)

>>11326

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (16.8) (1/turn)

Food: (Stable)

Raw Currency: (30) (3/turn)

Legitimacy: (Semi-Stable)

Culture: (13)

Industry: (6)

Unique Buildings: [Temple, Hunter's Calling]

[Government building, Warrior's Hall]

[Northern Fell Chain Fortress, Huge, Imposing]

Defenses: (Elaborate Wooden Fortifications, Strong)

Military Units:

1 [Leonan Warriors], Strong;

1 [Huntmaster] Very Strong

2 [WARDRUMMERS] Very Strong

2 [Saboteur] Sapper; Medium

2 [Wurmrider Squad] Very Strong

[Deathgaze] Very Strong, Clever

3 [Wurms] Strong

Resources/Quantity:

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

[Prisoners, some]

[Iron, Sustainable]

Mildly-Burnt Freak-troll hide [some]

Freak Troll Spawnlings [Some]

Wurmscale [Strained]

Magic/Spells: (Elemental, Simple) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]

Technology:

+Iron

+Stone

+Copper

+Wood

+Hideworking

+Exotic Creature Training[Average],

+War Drums [simple]

+War Animal Training, Average)

+Drum Amplifiers [simple]

Territory: (3)

Bonuses:

1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

Eccentricity:

1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted

1. Finish the armor, we shall use the plumage on something else. 7.5/8

2. Begin working on a set of armor for the freak-trolls that when struck will shatter and splash the trolls with water, spawning more freak trolls.

3. Continue putting the prisoners to work in the mines 1/2

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306b3f No.11343

Dice rollRolled 21, 9, 71 = 101 (3d100)

>>11325

http://pastebin.com/jUgDbQjE

>>11287

Words are left with the border guards which they feel are best given to the higher-ups "It is past time to prepare your nation, mobilize my dear friend, secure Orgul Minor and may the spirits be with you."

1 Counter-Espionage 2/6. With measures being drawn and order established with Mistresses at the top of their offices who report to the Viceroy Octavia and The Throne we can implement techniques into our bureaucracy to protect our information and ensnare spies.

2 Finish Fortress South Point 9/10, with spare effort put to garrisoning South Point with >>11269 the next hopeful crop of commanders. With the composition of the standing army changing to fit the desire for talent and vision in battle the need for officers to take charge in fortified positions and drill not only their own unit but the surrounding volunteers to be ready for war is great.

3 Expand over Shezeb. Once we have total control over Shezeb we can build up the center with cities and towns then fortify the natural borders against invaders to deny them purchase to land troops we can bring down flying transports and units with the full force of our army and fortifications.

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306b3f No.11344

>>11343

6 currency on second action to finish Fort construction, the town and the proceeds from our recent investments should help us juuuuuust finish this, nice.

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306b3f No.11345

File: 1445359999155.jpg (143.75 KB,600x825,8:11,Azazis.jpg)

>>11325

1. ((Continue working on the vault Phil)) . Work as fast as you can, your services are needed in multiple places and quite a few are things only you can do. (1/2)

2. ((Expand and reinforce the iron mines)) . We can build delve shafts every 15 feet and have them be fairly safe so long as the walls are reinforced every 20 horizontally and every 7 vertically. This will be a remarkable improvement over our current policy of making them every, 30+. In addition I want torches pressed against the walls of the entire mine it is common in our technological level to miss iron sticking out of the wall simply because it is covered in dirt clods. The heat will help to slough off dirt and make the iron more reflective and easily seen. (meta note:Damn you for making me learn. I actually researched this lol)

3. Load up the troops and head out to the lands of chaos.

“It is time my people.”

Azazis the councilor in charge of the military stands before a massive crowd of undead civilian and soldier alike

“We stand now on the brink of war and will set sail this very day for the lands of our enemies. The people of this world don’t know it yet but we will wipe out the chaos that is an everpresent threat to us all. The Emperor has sent me forth by his own declaration and with the blessings of Pezar we march. Now is not the time to look behind us nor is it time to look at the present. But at the future where this world will be clean of the taint. Fear not, weep not, every one of us who dies in this war is a martyr for a cause that will last into eternity. Rejoice my brethren for they shall find in their final deaths a peace and great purpose unmatched by any others. Forward my brethren forward into the future”

The Archlich raises his staff and sends a massive line of black and green flames arching into the sky as the people cheer and scream the name of their Emperor “IBRAGHOR!!!IBRAGHOR!!!IBRAGHOOOOOOOOOOR!!!!!!!!!!!!!!!!!!!!!!”

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306b3f No.11346

Dice rollRolled 13, 36, 2 = 51 (3d100)

>>11345

Dice don't fail me now.

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306b3f No.11347

File: 1445360149219.gif (244.71 KB,400x200,2:1,1445142648339.gif)

Dice rollRolled 63, 46, 65 = 174 (3d100)

>>11346

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306b3f No.11348

>>Nation Event: Stella Imperium – You have noticed airships unloading large amounts of troops to the south. They appear to have bypassed the fortress, but the fortress has afforded you to notice them. They are currently organizing as they disgorge in southern Orgul. They appear to be partially disorganized, but numerous. They are undead.

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306b3f No.11349

File: 1445360944606.jpg (23.6 KB,381x255,127:85,black-ziggurat.jpg)

>>11321

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:1 (+1/turn)

Food: (Stable)

Raw Currency:10 (+5/turn)

Legitimacy:(Stable)

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 [Lots]

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) A figure stood atop the recently constructed ziggurat, below only a few basic buildings had been strung together. Yet for the most part groups had gathered around large bonfires, warmth fighting back the cold of night. Their grasp on the new territory was still not acceptable. They would go forward, and claim more for the glory of the path of now and forever. (Gain territory)

2) Food so far had been taken from forging and hunting in the surrounding region, this too was only temporary. Hail Veles, god of wisdom, for he has granted the visions of pulling nourishment from the very ground itself. (Create farms)

3) The newer members of the tribe might still have doubts in their mind who their ruler is. Put these troubles at ease with a show of power. Summon the blood wraiths, and announce that their submission shall be rewarded. We all stand to benefit by joining our wishes into one. Sacrifice blood slaves as a reminder to what happens when you betray your brothers of the path. May you walk it forever. (Attempt to improve Legitimacy among the people, sacrifice blood slaves to help the roll)

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306b3f No.11350

Dice rollRolled 92, 29, 61 = 182 (3d100)

>>11321

I'm getting the hang of it still, sorry.

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306b3f No.11351

Dice rollRolled 53, 37, 99 = 189 (3d100)

>>11324

Name: Vyriah

Race (Determines bonuses): Gnome

Color: (Determined map color): Blue

Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?

Government Type (Determines some stats): Merchant Republic

Economy Type (Determines some stats): Free Market

Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.

Location: The Open Sky

Population: (15) (1/turn)

Food: (Very Stable)

Raw Currency: (29) (11/turn)

Legitimacy: (Stable)

Culture: (9)

Industry: (12)

Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU]

Defenses: Tower Network [Very Large]

Military Units: 3 Vyriah'n Airships(flying units) [Strong]; 3 Vyriah'n Guard (Ground Units) [Medium]

Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Lots]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market], Ioun [Some]

Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])

Technology: (Stone, Wood, Gems, Iron) Aerial Warfare [Basic], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Basic], Advanced Hulls [Simple], Gravity Construction [Basic], Magi-Storm Propulsion [Basic], Magi-Storm Theory [Average]

Territory: (1)

Bonuses:

1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but trade may be impacted.

2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.

Eccentricities:

1. Everyone Hates Gnomes: Gnomes are physically weak in combat, and are easily kicked, punched, or abused. All of your combat rolls in melee suffer a -1 penalty.

1. Accept the embassy and ask the ambassador why the great Morgaz would want to set up an embassy with a trade state.

2. Begin researching ways to keep our knowledge to ourself and stop spies before they can cause damage.

3. Start setting up a sustainable market of magical reagents that will be needed for the Magi-Storm engines. Spend 10 gold on this.

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306b3f No.11352

Dice rollRolled 53, 41, 20 = 114 (3d100)

>>11325

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: (19.3) (.6/turn)

Food: (Great)

Raw Currency: (28) (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)

Military Units: 3 Sentinels , Weak; 5 Astral Bird flocks, Medium; 2 War Magi Squads [Very Strong][Clever];

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]

Territory: (13))

Status

1. The elves seeing this threat and treachery Start a hasty en mass mobilization, they call the levies, arm anyone willing to take up and blade, and forcibly empty the academy to get as many magi on the field as possible. We face treacherous assault, and it may lead to annihilation if we are not ready for it. We spend 14 gold to make the best of it all.

+Elder

+Industry 7

+Academy

2. More Warmagi and Spell blades are hastily trained and deployed to deal with the enemy scourge. We spend 14 gold to make the training as best we can.

+elder

+Academy

+Industry 7

+Astral average

+Magic Specialization simple

3. The council seeing the army at their door, comes to a decision. The select a small group of the most skilled and powerful of them, and place on the tallest tower with a direct tap into the astral well. From there they will absorb an collect it energy until it is dry and rain death and destruction on the invading force. The well will replenish in time. The Imperium may not if this fight goes poorly. Stars forgive us.

+Elder

+Astral Bolt simple

+Magically inclined

+Magic Specialization simple

+Astral Average

+Astral well

+Astral resource (strained)

>>11343

>>11341

>>11292

>>11277

>>11278

Envoys we sent on Astral birds to the collective members of the Coalition.

"The Necro Imperialis marches on us, they assault us even now. If you have any love for the coalition, or us, please send aid, anything would be welcome"

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306b3f No.11353

Dice rollRolled 59 (1d100)

>>11352

invoking magically inclined on 3rd action

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306b3f No.11354

Dice rollRolled 70, 37, 65 = 172 (3d100)

1-2. Operation Orange

3. Develop base cloaking.

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306b3f No.11355

Dice rollRolled 64, 14 = 78 (2d100)

>>11325

Name: Golden Republic of Khazan

Race: Dwarves

Color: White Star Black Background

Fluff:

For many long years the Golden Republic of Khazan has existed within the dark mountains of Gul, it's inhabitants shut off from the rest of the world. Generations spent in solidarity have not seen the Dwarves grow idle rather than renounce their former warring ways and commit themselves to the finer aspects of life.

Within the Republic of Khazan fine metal crafting is valued above all else, many spending centuries to perfect the art of making necklaces, rings and rare metal embroyded clothing as well as other trinkets which are sometimes even imbuned with magical properties.

In the unbelievably long time spent in solidarity the Dwarves have learned to appreciate all company and news from the world and while they are unwilling to leave behind their cozy mountain homes which have been crafted with the utmost devotion to masonry they are still reknown by adventurers for their generous and hospitable nature.

Government Type: Representative Democracy with a Constitutional Monarchy

Economy Type: State Capitalism (best economy)

Religion: Ancestral

Location: Within the Mountains of Gul not to far away from shades.

>Population: (15,9) (.8/turn)

>Food: (Very Good)

>Raw Currency: (24) (10/turn)

>Legitimacy: (More Stable)

>Culture: (3)

>Industry: (13)

>Unique Buildings:

+ Khazan Parliament

>Defenses: (Underfortifications, Huge Elaborate)

>Military Units:

+ Draconius of Khazania [Epic] [Resilient] [Slayer]

+ 2 (Khazanian Protective Echelon) [Very Strong+] [Brave]

+ 1 (Khazanian Shieldbreakers), [Very Strong]

+ 4 (Khazan Honorary Guard), [Strong]

+ 2 (Khazan Republican Guard), [Medium]

>Resources/Quantity:

+ Iron [Sustainable]

+ Stone [Sustainable]

+ Magma [Sustainable]

+ Coal [Sustainable]

+ Steam [Infinite]

+ Gems [Some]

>Magic/Spells: (Magical Artifice) (Spells: Imbue Equipment, Average; Earthshaping [Basic])

>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Simple], Bureacracy [Primitive], Counter-Espionage [Basic], Mobilization [Simple], Rationalization [Primitive], Magma Utilization [Simple], Tunneling [Basic]

>Territory: (generated by GM)

>Bonuses/Eccentricities:

1. Turtlers: You can fabricate underground constructions easily. You may reroll constructions made underground once.

2. Gift of Artifice: Add an additional +15 to every roll to construct weapons or equipment.

>Eccentrictiy:

Agoraphobic: You aren't very good at going outside. Actions outside the underground suffer a -15 penalty to every roll. This excludes combat, which the dwarves actually find fun.

Clannish: You don't greet visitors very well, generally, unless they have something nice for you.

Defenses 10/15

1. Swiftly finish the anti magical and anti psyonic runes as it will be essential to equip the troops before sending them forth into combat. 7/8

2. Continue working on the defenses. Now with additional knowledge in the area of Magma it will be far less dangerous to set up the defenses. While there will also be a more cultural and far more pleasant application of magma in the future current events sadly delay any such developments. 10/15

3. Not gonna do the third roll yet cause troop movements and gotta write with Baz who isnt here and bla.

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306b3f No.11356

Dice rollRolled 70 (1d100)

>>11355

Use below earth construction reroll on second roll

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306b3f No.11357

>>Nation Event: Air Dwarves

>>Spies have been located attempting enter a clockwork fabrication facility. They used weird guns to escape, killing several guards and causing some havoc as they fled from the capital. The clockwork facility is partially aflame from apparently botched incendiaries, but the damage is relatively minor, all told. You weren't able to recover any of the corpses, but the guards swear they hit a few of them. They looked humanoid and had suits of so sort? (reduce pop: .5)

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306b3f No.11358

Name: Roboczyal Republic

Race (Determines bonuses): Roboczy

Color: (Determined map color): White with grey trim

Fluff (Determines bonuses): The Roboczy are slaves born-and-bred, having only recently been freed by the departure of their magical masters from this plane of existence. These short, strong, alabaster-skinned people were created by a secretive order of wizards for the express purpose of being servants, fieldworkers, or doing anything else that needed doing. But their progenitors have absconded, leaving their steadfast and loyal servants behind.

What would become of them, this race of servitors? Though they could breed, feed, clothe, and maintain themselves, they had no experience in running things without an untouchable hierarchy above them. But some were able to overcome their base nature, and establish the “Republic”. And so things have not changed for the majority of Roboczy. But at last some are the masters of their own destiny, and many others as well.

Government Type (Determines some stats): Oligarchy/Meritocracy. Those select few who have the ability to lead control everything, and they elect a “Great Leader” who serves two-year terms, but can be re-elected indefinitely.

Economy Type (Determines some stats): Command, the government controls the entire economy.

Religion (Determines magic): Nothing so advanced as a pantheon, the rulers of this nation are venerated as direct reincarnations of their ancient masters, who they claim ascended to Godhood and guide their creations even after departure from this world.

Location: The western side of Ribwall

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306b3f No.11359

Dice rollRolled 86, 32, 1 = 119 (3d100)

>>11324

>FluffnStuff: >>10350

Population: 19.8 (1.1/turn)

Raw Currency: 71 (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]

Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Simple)

Technology: (Stone, Wood, Iron) [Airships, Average] [Aerial Navigation, Primitive] [Civil Defense, Basic] [Bureaucracy, primitive]

Territories: (9)

1) Get that door open! (1/2)

2) Finish expansion (9/10)

3) Have our mages work on that smoke bomb idea.

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306b3f No.11360

>>11358

Population: (10) (1/turn)

Food: (Stable)

Raw Currency: (10) (+4/turn)

Legitimacy: (Great)

Culture: (4)

Industry: (6)

Unique Buildings: [player's name government building]

Defenses: [none]

Military Units: 2 [player's name units][Strong]; 4 [player's name units][Medium]

Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Cold Iron [Some]; Wood [Sustainable]

Magic/Spells: (type: Ancestor) (spells: None)

Technology: Metallurgy [Basic]; Wood; Stone; Sturdy Construction [Good]; Rationalization [Very Simple]

Trade Routes: [none]

Territory: (3)

Bonuses:

1. Liberated: Generally, you do not suffer losses to legitimacy easily.

2. Hardworking: You gain +10 to all rolls that involve construction. This does not apply to research or war; it is meant for pure construction. If it needs nails and framing, it counts.

Eccentricities:

1. Fear of a Wizard Planet: Generally speaking, you fear wizards. If the opposition has a humanoid spellcaster, units will be more afraid.

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306b3f No.11361

Dice rollRolled 15, 35, 66 = 116 (3d100)

>>11360

Name: Roboczyal Republic

Race (Determines bonuses): Roboczy

Color: (Determined map color): White with grey trim

Fluff (Determines bonuses): The Roboczy are slaves born-and-bred, having only recently been freed by the departure of their magical masters from this plane of existence. These short, strong, alabaster-skinned people were created by a secretive order of wizards for the express purpose of being servants, fieldworkers, or doing anything else that needed doing. But their progenitors have absconded, leaving their steadfast and loyal servants behind.

What would become of them, this race of servitors? Though they could breed, feed, clothe, and maintain themselves, they had no experience in running things without an untouchable hierarchy above them. But some were able to overcome their base nature, and establish the “Republic”. And so things have not changed for the majority of Roboczy. But at last some are the masters of their own destiny, and many others as well.

Government Type (Determines some stats): Oligarchy/Meritocracy. Those select few who have the ability to lead control everything, and they elect a “Great Leader” who serves two-year terms, but can be re-elected indefinitely.

Economy Type (Determines some stats): Command, the government controls the entire economy.

Religion (Determines magic): Nothing so advanced as a pantheon, the rulers of this nation are venerated as direct reincarnations of their ancient masters, who they claim ascended to Godhood and guide their creations even after departure from this world.

Location: The western side of Ribwall

Population: (10) (1/turn)

Food: (Stable)

Raw Currency: (10) (+4/turn)

Legitimacy: (Great)

Culture: (4)

Industry: (6)

Unique Buildings: Stolica Republiki

Defenses: [none]

Military Units: 2 Strażnik Republiki; 4 Pospolitak [Medium]

Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Cold Iron [Some]; Wood [Sustainable]

Magic/Spells: (type: Ancestor) (spells: None)

Technology: Metallurgy [Basic]; Wood; Stone; Sturdy Construction [Good]; Rationalization [Very Simple]

Trade Routes: [none]

Territory: (3)

Bonuses:

1. Liberated: Generally, you do not suffer losses to legitimacy easily.

2. Hardworking: You gain +10 to all rolls that involve construction. This does not apply to research or war; it is meant for pure construction. If it needs nails and framing, it counts.

Eccentricities:

1. Fear of a Wizard Planet: Generally speaking, you fear wizards. If the opposition has a humanoid spellcaster, units will be more afraid.

1) Scout the areas outside the borders of our current territory. It’s time we establish diplomatic relations with other nations, engaging them as equals.

2) Fortify our capital. Build a wall around the city and surrounding countryside, with waystations and forts, all that jazz.

3) Research better metallurgy. We must have higher-quality weapons, armors, and farming tools for our nation to prosper.

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306b3f No.11363

Dice rollRolled 44, 18 = 62 (2d100)

>>11324

>Name: The HonkSpider

>Race (Determines bonuses): The Brood. Spider-like Humanoids that share a hivemind with their Broodmother. Each has four arms and a light chitinous armor on their body. Certain variants of the species that assist in caring for the queen have four clear wings not unlike those of dragonflies to assist in maneuverability. Other, "workers," have the ability to create a sort of silk which is used in expanding the hive. Their mouths are lined with eighty thin, sharp teeth. The Broodmother herself holds a more spiderlike appearance, taking the form of a large black widow with a human face.

>Color: (Determined map color): Purple

>Fluff (Determines bonuses): "That foolish spider my ringleader is slain my god is almost giggling at grim amusement. That fool spider wanted a meal hehehehehhehehhhehehehheheheh silly spider all things has souls even pests like you. My god shall laugh again or my name isn't King Honk." King Honk said as he tries to moves his arms "Wait this isn't my form in fact I'm not sure why I have four arms has my god changed me into this what's going on. Harlennelrah must be laughing his ass off he'll like this indeed. Well even the former King Honk shall make do with this form. Perhaps I should follow these pests after all I want Harlennelrah to laugh not mourn my comrades."

>Government Type (Determines some stats): Hivemind system where all members of The Broodnest share the mind of the Broodmother. Monarchy under The Broodmother.

>Economy Type (Determines some stats): Raw material based system that is used for outside trade. Due to the broodmother being able to directly control any one member of The Brood, there is no reason for an internal economy, thus all currency is owned by The Broodmother with the intent to further The Broodnest.

>Religion (Determines magic): Still following Harlennelrah

>Location: With the brood

>11180 we share stats

>[4 Dominated Killer Ape Gangs; Medium & Mindless][ Itsy, Bitsy, Honk; Strong][Punchy, Judith, Gatorspidy and 3 other Clownspiders; Very Strong+, Slow, Bushwacker]

>[You are a courtier]

>[You use the same statistics as the main nation.]

>[You have been allocated 2 mountain hexes]

>[Large Psi-Inert Power Conduits]

(population growth +.03/turn)

(food: Stable) Odium [Lots]

>Bonuses:

>1. Collective: It is very hard to surprise or get the drop on a collective organism. Attackers never get any advantage in rolls during an attack and can never surprise you. Tactics against you are also generally less effective.

>2. Psionic Coordination: As a collective insect organism, your units do not experience fear and do not retreat from combat. They fight to the death and are resistant to all forms of suggestion. They also might be able to exploit certain combat situations unlike other races.

>3. Clownspiders: You are clownspiders, a variation of The Brood that has been infected with a rare and ancient bacteria and cursed by the god Harlennelrah. The bacteria is non-transmissable except to certain brood. Inexplicably, you have a tendency to cause [Fear] in many units.

>Eccentricities:

>1. Fire Bad: The Brood severely dislike fire. If fire is deployed in combat, the Brood behaves oddly and suffers a combat penalty of -1 to every roll. Larger Brood are sometimes resistant to this.

>2.He Who Has The Last Honk: In combat, you gain a combat advantage against those who have slain clowns in the past. This translates into +2 to every combat roll, but only applies to clownspiders.

1-2 Lets do a experiment make one Clownspider have psychic powers and implant this Odium in his body try to make him powerful than a giant metal man and also spend about ten coins on it to be safe

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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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

File: 1445403803502.jpg (130.03 KB,1300x866,650:433,17156501-Group-of-young-sc….jpg)

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

File: 1445406850603-0.jpg (79.55 KB,1024x768,4:3,001-1.jpg)

File: 1445406850637-1.gif (18.58 KB,118x320,59:160,apshell_in_14920_sm.gif)

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

File: 1445409143665.gif (2.46 MB,384x288,4:3,[Bears Intensifies].gif)

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 7, 9 = 16 (2d10)

>>11415

War dice

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306b3f No.11417

File: 1445410783245.jpg (382.89 KB,1500x583,1500:583,Temple of the Raven.jpg)

Dice rollRolled 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

Dice rollRolled 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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