[ / / / / / / / / / / / / / ] [ dir / random / 93 / biohzrd / hkacade / hkpnd / tct / utd / uy / yebalnia ]

/builders/ - Hero and Nation Builders!

A board for forum-based wargaming, collaborative storytelling, and salt.
Name
Email
Subject
REC
STOP
Comment *
File
Password (Randomized for file and post deletion; you may also set your own.)
Archive
* = required field[▶Show post options & limits]
Confused? See the FAQ.
Embed
(replaces files and can be used instead)
Options
dicesidesmodifier

Allowed file types:jpg, jpeg, gif, png, webp,webm, mp4, mov, swf, pdf
Max filesize is16 MB.
Max image dimensions are15000 x15000.
You may upload3 per post.


The King Is Dead; Long Live The King!

File: 1445452630435.jpg (1.1 MB,2229x2066,2229:2066,Soren- Latest.jpg)

d64347 No.11428 [Last50 Posts]

Welcome to Søren, the World of Clouds! It's the latest magical nation building game from me, red_philosophy.

This is the second thread, as the first as reached a post limit.

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

Previous Thread: https://8ch.net/builders/res/10348.html#q10348

____________________________
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11429

>>World Event: Trade has stabilized as the major wars have concluded. (Revert to previous trade status; +2 currency/turn)

>>11405

[Morgaz]

Morgaz's diplomat bows graciously. "Of course. Such considerations are of primacy. Morgaz bids you a fond farewell." [Morgaz's ambassador seemed relatively pleased with the exchange. You may build an embassy next turn for 1 action slot.]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11430

>>GM note: I will be updating later tonight due to some outstanding life considerations.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11431

Dice rollRolled 76, 60, 80 = 216 (3d100)

1. The war is finally over, we may finally [demobilize].

2. Food has become scarce since the war began. Perhaps it is time to [upgrade] our [farms].

3. Convert the town of [Moel] into a military base for better military unit production.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11432

>>11428

Zed's breathing was heavy as he reached the final step, after a short pause he walked past the black archway lead outside.

He shielded his eyes with a wrinkled hand as the morning sun greeted him warmly. He still wasn't used to that, apart of him knew he never would.

Two young men bowed as Zed began to make his way down the ziggurate. After about two minutes of methodical decent another pair of men once again, bowed.

"Oh get up for the sake of the nine." They were quick to obey, their dirty red robes hung loosely from their thing frames. "You are to search for the blood thirsty strangers of the surface. One will go north, the other west. Pack light, and make haste!" "Yes master Zed."

The two newly appointed emissaries were quick to depart.

[Send two emissaries, one north and another west. This is a free action as I understand it, yes?]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11434

>>11432

An emissary from the south is heralded. A broodling comes from the ground to heed them. "Hello traveler, welcome to The Brood, and how may I help you today?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11435

>>11432

[GM: All diplomacy not involving resource exchange is free and can be done with impunity, correct]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11436

>>11435

((Red what resources/tech/currency/pop do I take from the now defeated Chaos?))

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11437

>>11434

The ragged man didn't say anything towards the creature for some time, picking his words 'carefully'. "My name Violac. What is yours?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11438

>>11437

"I don't have a name, I am simply a drone and a facet for The Broodmother," the broodling says without any real thought to it. "There are some humans that live within the brood. I'm fairly sure they still use names."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11439

>>11438

He raises an eyebrow to this reply, despite his best efforts otherwise. "Who is Broodmother? She birthed you?" He grew closer to the creature, curiosity getting the best of him. "What are you made of? How many human slaves do you keep?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11440

>>11439

"So many questions. Would you like to come inside?" The broodling motions to the hole in the ground before continuing. "You're a new group to Soren I presume. The Broodmother is the queen of the hive, yes, but she is also the conceptual connection between all members of the brood. I'm the broodmother as much as any other member of the hive. She does have a material body, but it is hidden well away through many many chambers. I'm made of all the essentials that other species are made of." The broodling flexes their four arms. "Slaves? No. Humans have become a part of my hive. So did some killer apes, but I'm not sure how intelligent they actually are."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11441

>>11440

Violac follows, allowing the creature to speak. Some words it used he didn't quite understand, but he was sure not to show that. "New to..surface as most call it? Have lived within mountains for..centuries? See you live in caves too" The thin man ducks a lower ceiling as they continue, a smile creeping across his narrow face at the thought of other cave dwellers. He watches as the thing moves four arms at once. " Your mother is you too, I see… And these humans…? They come from caves too yes?" He rubbed his nose our of habit, the darkness feeling comforting almost. " Who is your god? They are dead like the others yes?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11442

>>11428

Star Colonel Alaric Kessler, decapitated another skeletal soldier. He and his men were stuck on the walls, guarding the entrance to the pulse tower. The battle was going poorly, the elves were selling themselves dearly to defend the city, but they were slowly being overwhelmed. Zombie rocs dove at the troops in the towers, reaving them and sending them plummeting to an ignomius doom. Airships blasted at them with cannons from the skies, scattering men in giblets of meat and bone.

Indeed the pulse tower, jury rigged by some enterprising mages, was nearly the only thing holding the defense together. It shot out astral energy again and again, scything through troops, ships and even the agile rocs themselves. He looked up in time to see it discharge another purple-blue lance of energy, ripping an airship in twain as it fell to earth. It was a glorious sight, if futile. For every elf new the battle was lost. They were too few to combat the legion of the undead at their door, and they were warned too late. Still every minute they endured was another minute of time they saved for everyone else.

Alaric looked back down to the corridor that was his field of battle. More skeletons, and several zombies, some in elven armor. Fallen friends and allies. He swung his sword again as the closed, slashing into a zombie's head, and kicking it back, catching a skeleton's bloodied axe on his shield before he bashed it away and slashed it from clavicle to pelvis, felling it.

Hack, slash, block, parry, hack, slash block, parry, hack, slash, block, parry. That became his entire world as his men slowly fell, one by one under the ever surging weight of the treacherous undead horde. He shoed a zombie child off his blade, during a lull in the combat and heard something off. There was a keening note coming from the pulse tower. That couldn't be good. Thinking quickly he urged his men out of the tower base and into the city itself. He guessed correctly as not more than thirty second slater the tower detonated, killing the roc trying to get into it.

"Alright boys, that was the last real defensive option for the city that just blew up. This place is going to fall, we need to secure as much time for any civilians to escape as possible. Who ready to make some noise?" he queried. He lead his soldiers to one of the markets, where they saw a grizzly scene.

Inside the market there were zombies, skeletons and necromancers. Alaric felt vaguely ill and he saw what was once a former elven woman's jaw open impossibly wide and crunch down into the face and head of her child, even as the poor boy was screaming and crying at her. Next to that pitiful scene was an elven shop keep pinned to the wall of his own shops with iron knives, as skeleton threw knives at the defenseless man, laughing and jeering at his pain. Further down a necromancer in his tattered black robes could be seen, clearly flaying an elven woman alive in some sort of ritual with a black knife. He chants and he does so and her blood reaches the ground black as night and dark as sin.

Alaric takes all this in at a glance in but a second, and utters one word, in a voice colder than the undeath come to claim his home, "Charge"

————————————————–

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11443

>>11442

Alaric hurt, his left arm was chained to right leg. His right arm's stump was still dripping blood, and the burns on what was left of his left leg stung. The fucking skeletons hadn't seen fit to bind or treat his wounds, and now they're making him stand for this farce of a trial. They blathered on and on about how the leadership of the Imperium sacrificed their people for eldritch power, and endangered everyone with its use. The condemned him and his actions of defending the city as "Killing, wounding and delaying of the necessary peacekeeping forces to keep the people of the Stella Imperium safe from their own leadership." Alaric spat at that, and got his leg kicked out from under him by a guard for his trouble. Once they were done breaking his ribs with their feet, he was dragged back up to a standing position.

The "judge" glared down at him and said, "We the people of the righteous and just Necro Imperialis, do find you Alaric Kessler, guilty of all charges. However all is not lost for you astral touched monster, repent you ways and renounce the spirits you venerate, and we in our benevolence may raise you after your execution, to be a worker in our grand empire."

Alaric just looked back at the "man" who presumed to judge not only him but his entire race. "You know nothing skeleton, our magic was harmless and peaceful, you attacked us lie the treacherous snakes you are, urk", Alaric stopped as a sword was run through him from behind at the judges signal, then a second, and a third. Alaric despite blood coming up from his mouth had enough left to say one word as his left arms raised itself into a fist and pounded his chest over his heart, "Nova."

The courtroom shook as the astral energy inherent in his body detonated, taking the 3 guards with him in a purple explosion of power. The "judge" simply looked at the scorched marks of the makeshift courtroom and declared, "Next case!"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11444

>>11428

Angels wearing helmets to resist mind reading arrive at every coalition member and the undead speaking only to their leader once privacy had been established to invite their leaders to a gathering of nations at the gnome air city as neutral ground where The Treaty and its points will be discussed as well as other important points concerning the nations of soren and Morgaz will join us and offer psionic scattering equipment to ensure that no unwelcome parties may listen in or read the minds of the leaders, you are of course welcome to bring your own measures against mind reading. One guard may accompany a leader or your representative if you so chose to send someone in your place, this is a matter of the highest importance in these turbulent times so security is important so we ask you do not release the nature of this gathering or who else will be in the meeting.

(respond parties invited that will be joining)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11445

>>11444

[Morgaz]

Morgaz arrives on time with another dragon. Both of them are huge, but Morgaz himself lacks any armor aside from a set of glowing bangles. He has massive visible scars that range up and down his torso, a milky white eye. The second dragon stays in a circling pattern around the area but is visible. Morgaz rubs his remaining good eye and yawns, then he begins. "Yes, I am of course honored to be met by the other great nations. I trust these…things won't be needed." [he shakes one of the bangles]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11446

The Pure Heart of The Chosen of Tiamat

The Vilon Field Commanders after depositing the survivors onto the dwarven airships find the exhausted warmaster, seeing her only as a ragged tattooed little girl who seemed to have a mantle of considerable power about her on their way back to shezeb and tracks indicating to have been heading westward. they brought her before Him and sensing the conflicting natures within her decides that she could be saved and her inner goodness prevail within her. After many hours of struggle to sever the magical bonds and purify the malicious spell on her she appears little different still bearing the strange tattoos but her aura that was so malevolent is now almost motherly in its light "Have her cleaned up Octavia, treat her gently"

When she is brought forthe clean as the day she came into this world and dressed in finery she explains her experiences of the past as Warmaster of Chaos and tears fall down as she expresses her gratefulness to The Throne and every Vilon looking on is visibly moved.

"Tiamat's chosen am I still and the Great Mother is happy for this one to have found her way" she lowers herself onto her knees and bows "Please allow me to follow you, I know the Great Mother will look well on our match. The Tome of Tiamat is all that I require to raise good children for you" She turns the pages reading words in some forgotten language and three kirins appear, tame as new born kittens to their mother and the curious vilon any other onlooker can see their strength and appreciate her powers. "You will be safe here, pure as you are and possessing such a gentle and caring soul. Turbulent times are ahead so I may rely on you and your children, forgive me." Tears flowing freely from every pretty vilonian face overcome with happiness at such magnanimity.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11447

>>11441

"Well, they aren't exactly caves. While a lot are reinforced from stone I understand the mistake. They're really burrows from digging. Humans are the most common species really. They aren't really honed into magic and the like. Religion has always been an interesting thing for us. Originally The Broodmother was in a sense, our god, but now we've been studying the ancients. Not entirely sure about their god, but we know that they were powerful."

>>11444

Noticing the angel's arrival, the broodling walks the cave-dweller back to the entrance and tells them to depart.

A broodling arrives to the meeting accompanied by "The Experiment". The Experiment follows closely behind the intermediary as they approach the group. "I hope I have arrived on time, I was showing guests around our hive. I imagine The Broodmother will be channeling herself through me later in the meeting. I will answer for the brood to the best of my ability until that time."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11448

Dice rollRolled 62, 5, 12 = 79 (3d100)

>>11428

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: (16) (1/turn)

Food: (Very Stable)

Raw Currency: (12) (13/turn)

Legitimacy: (Stable)

Culture: (9)

Industry: (12)

Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz]

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 [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], Gravity Construction [Basic], Magi-Storm Propulsion [Basic], Magi-Storm Theory [Average], Counter-Espionage [Primitive]

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 deal and make the engine for the Morgaz. Accept the tech as payment.

2. Upgrade our anti-espionage so it isn't terrible.

3. Send some humanitarian aid to the elves. Try to save as many refugees as possible and drop them off wherever they wish. Give them supplies and anything they need to set up their new lives, hopefully away from the undead. There was the island of Pegul that seems to be fairly safe at the moment. Spend 20 gold on this.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11449

Dice rollRolled 49, 72, 54 = 175 (3d100)

>>11428

>>11375

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (16.8) (1/turn)

Food: (Stable)

Raw Currency: (33) (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:

Copper [Sustainable][x2]

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

[Prisoners, some]

[Iron, Sustainable][x2]

Mildly-Burnt Freak-troll hide [some]

Freak Troll Minors [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]

+Composite-Material Armors [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. Well let's not dally with these freak trolls, strap some waterbags to them and send them at Mare, hopefully they'll cause some chaos

2. Have our shamans cast scry-animal, let us find this elusive monster we know is here.

3. Let the prisoners take a break, no need to work them into the ground, reward the hardest workers with better quarters and food, let them realize that hard work equals more benefits.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11450

>>11445

The Throne itself has appeared floating and dim light coming off its golden surface with Octavia looking over the meeting point above them. "I think not, but the option will put others at ease and if there possible I want everyone to feel the issues can be discussed without reservation."

>>11447

"Very well, give her my welcome in advance. I trust that we will all find some answers and protections are available if you choose. Perhaps we can arrange for a tour of the place while we wait for the rest?"

>>11448

"Would you show us around your city while we wait? The others please direct to join us in time"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11451

>>11447

>>11450

[Morgaz]

Morgaz visible sneers and mutters to himself at the sight of The Brood. You didn't think dragons could mutter, but apparently they can.

Suddenly, he straightens up and his eyes go wide when he views the experiment.

He crosses over to the experiment and leans in.

He starts low, but builds in volume. "This one… seems to make constantly bad errors in judgement. I've seen Mericon Blood Magic before. This is a hack job worthy of a rank strain lord, but it is such a thing. Tell me insect, do you know what you are doing?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11452

>>11447

Violac listened, the thing rattle on about their fake caves. Another thing, it seems that humans are apparently everywhere on the surface, and that they are blunt to the ways of magic. The mention of ancients peaks his interest however before he has time to ask…

A woman with wings appears, Violac rubs his eyes in disbelief. His host begins to lead him to the exit of their fake caves and says something..He doesn't pay attention. Maybe humans can move up in the space above…does that mean they would live there? Violac climbs higher and waits for what seems about an hour, before watching the human fly away- somewhere to the west. His jaw hangs in disbelief for a good while. A woman that flies.

He had much to tell.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11454

>>11451

>>11453

[Morgaz]

He goes on, flippantly ignorant the rebuttal. "The archives…are pretty clear about this." He pauses. "Every time you use it you run the risk of calling those things here. It's their method. Theirs. Not ours. Every time you use it it's like trying to light a fire with the wind against you." He pauses again. "Or, to use a particularly valid humanoid expression, to piss against the wind."

He goes quiet and tilts his head toward The Chair. "You know this one tried to dominate one of my ambassadors, yes? It's the reason why we are wearing this atrocious damnable jewelry. Do you think I like this garish trash? I assure you, I don't. And now it stumbles in here with a …some sort of clown-freak horror that would be best reserved for a lower plane or some damnable god of the jesters." He rolls his eyes.

After the snide remarks, Morgaz seems to go silent after this and returns to his original position.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11455

>>11450

"A tour would be nice, however it seems I have pressing matters to tend to first," the broodling says to the angel before shifting attention to Morgaz. "Basic study has been put into the research and we are studying the scrolls we have. Information on it is minimal. I'm sure your knowledge and assistance would be accepted without hesitation. This reminds me, I carry a message. The Broodmother sends a thousand pardons for the previous discrepancies that occurred between us. An explanation is offered for the irreparable actions of the broodlings who have come to an end since the time of your emissary's visit. During the time of war on Chaos, we were pressed thin and The Broodmother began to destabilize in condition. The aggression that resulted was due to the hive mentality becoming malicious. It was an order sent to the wrong drones. Perhaps we can work past this terrible tragedy. Although we lack any more parts for you device, we can pay you what little currency that is in our coffer to better our relations. It is the hope of the brood that a mutual alliance between our nations may be sustained, and once again we give our greatest apologies." The broodling extends one of its four arms weakly, expecting rejection from the towering figure.

>>11453

"We have little knowledge of any such thing. We have found a way that our powers may impact the makeup of broodlings. This was simply an initial test to understand such functionality."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11456

>>11451

>>11447

The Throne moves bodily to face the experiment

"Blood magic?, I wasn't aware you two had such interests. I thought it was produced by some deviant ape and a brood, I almost find it preferable that it isn't natural in creation, almost."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11457

>>11455

[Morgaz]

Morgaz starts laughing to himself after he returns to his position. "This is totally ridiculous." He trails off, ignoring The Brood ambassador. "As for my interest in blood magic, it happens to be because I earned my doctorate in planar metaphysics nine decades ago. After awhile the theoreticals lead to metaphysics, and there's a rather large school of thought dealing with the properties of "Blood" magic, which is a relatively…vulgar term for a variety of "magic" with peculiar properties. After you study planar theory for about five minutes the issue of the Mericon swarms comes, hence blood magic. By the scales, I sometimes think I'm talking to plebians here." He turns to the chair. "You've seen enough nonsense around the planes, surely, to understand."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11458

>>11444

Sigvar the Giant and a lone escort step onto the gnomish airship, and head to the meeting hall.

"Greetings. While the Republic represents itself here today, I want to be clear on one issue: The Republic protects the Republic and the peoples that inhabit it. We have no stake in the fight between the Stella Imperium and the Necro Imperialis, though we will sign the peace treaty if the Republic can go about it's business unmolested." The big man turns to Morgaz and his escort, bowing to them both* I am, however, very curious about what you have to say, your highness.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11459

>>11450

The dockworkers mainly ignore you, moving on with carrying their cargo either to or from the ships in the docks.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11460

>>11452

The vilon angel sees the emissary in fine robes, "A new nation among soren's folk?" Seeing him nod the winged woman seems to think but then decides on something "Well, like, if your leader can be suuuuuper careful and find her way to a flying city that way" the angel points towards the sky northwards "Then she can bring one guard and join the nation meeting. But no gossiping to anyone else promise?" She descends and stick out her pinkie making him pinkie swear "Bye bye!"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11461

>>11457

The Broodmother takes full control of the broodling. "Morgaz, I have offered you my apology and am actively searching for the material you request without questioning your intents. The point of this meeting is to bring peace between nations, and I publicly admit to my momentary lack of control of my nation during your emissary's visit, but surely we can achieve some level of peace between our people, as intended by by this meeting."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11462

>>11458

[Morgaz]

Morgaz registers the giant. He turns to him with his entire head but keeps his eyes focused on the experiment.

"Yes, it is very much as I have said. This plane is some damn fool errand from being obliterated into tiny pieces. The constant wars haven't helped matters."

Eventually Morgaz corrects his postures and stands at attention properly. He mutters again and continues himself "I swear if the council hadn't been so childish about their gems and other trash we'd be in a much better position right now." He visibly sighs, as only a dragon can.

>>11461

Morgaz looks at The Brood ambassador for a moment and clearly registers the statement. He snorts and rolls his eyes. "Yes yes, that's what they all say."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11463

>>11457

"Yes, though one never likes to assume it might be 'that' magic and just a very very unfortunate natural catastrophe in reproduction. Still, the encounters of my travels did have recurrences such as this one and I find one falls much like the next, yet I had thought their prevalent research was in psionic energies rather then more fleshy manipulations."

>>11458

"Very well. I will have words on this issue with you later when the formal discussion begins when the point arises"

>>11462

>>11461

The Throne rises and falls to strike the ground with a thump

"The personal grievances of your two nations will be brought up in good time if there is more to say, and what others have to say and ask about it"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11464

>>11462

>>11463

The broodling cringes at the sound of the thump, "It is what we mean, not just say. It seems this will be discussed later, anyways. Did you come across the rubicite you were searching for? I will be finding it shortly and want to make sure my search will not be moot."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11465

>>11460

He just stares as she flies off, her skin was soft- almost unnaturally so. A minute passes before Violac begins his trek back to the capital. Much, much to tell indeed. Zed would be pleased.

And so the political process began, Violac informed a watcher of what he learned, whom passed it onto Zed one of the prophets closet advisers and former chieftain of their people. The information was met with little reaction.

"Very well. I shall depart immediately." The small figure made its way out of the sanctuary. Zed stood there wondering what was yet to come. Out of the corner of his eye the face of chaos winks. Or he could of sworn it had…

The small woman was easily missed among the coming and goings of the airship. It had taken a couple of minutes to convince the pilot that indeed, she had been invited to this gather.

With a light feet Hannah stepped onto the dock of the meeting hall. Her simple white cloak covered her short and thin frame. She dusted the filthy thing off a few times and pulled her hood back. Black hair covered her eyes, and a large burn scar covered her right cheek. A plain looking face looked out into the clouds before turning to the door.

Without a word she passed through, and gently shut the door behind her. A look of surprise flashed across her face as many alien things sat among the meeting hall. Hannah took her seat, and began watching…

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11466

>>11463

[Morgaz]

Morgaz smiles to himself. "If it would please…the chair …of the meeting…I will hold my commentary." He begins smirking to himself. You didn't know they could do that.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11467

>>11466

A gnome flanked by two guards approaches the group. "Oh no, please your grace, please go on. Also, would you, or one of the others please tell me why there was apparently going to be a meeting in my city without my knowledge? I only learned about it because of complaints of your transport ships blocking the docking space for a recent shipment of Ioun by the Caritelli family." The gnome taps his foot while waiting. The gnome is average height, even for a gnome, with short cut black hair and light blue eyes. He wears a heavy purple suit and pants lined with fur and has a noticeable gold pocket watch.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11468

>>11467

She leans forward a bit, trying to catch a glimpse at the little person. What strange creatures they were. "It is a meeting," She began, softly tracing a scarred finger on her knee "A meeting of nations, pink fashka."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11469

>>11467

"Hmmm didnt you receive my memo?" The Throne rises and turns in a number of directions before spotting a large tablet rock with writing on it decorating the lawn outside the window >> http://pastebin.com/ZszHPQA3 "There it is my good fellow, no need to fret"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11470

>>11467

[Morgaz]

Morgaz roars with laughter. "The traders! Ah, they have all the chutzpah…ah..if the lower orders only had their..confidence the world would be a free place." Morgaz wipes a tear from one of his eyes; apparently the pun and the gnome have really helped his mood.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11471

>>11468

The broodling surveys the room. The number of people within had easily more than doubled in the time she had entered. She notices the cave dweller previously visiting her nation. and slides to a position behind her. "So you ended up here," she says, grinning. "The business I was attending to is just about finished for now. So you're here too? I assumed your people had yet to make a name for themselves in this sort of circle."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11472

>>11444

A single skeleton shows up on a roc too small for anything other than a single rider. He is ushered into the hall and quietly introduces himself as Bill head of foreign relations and direct representative of the undead as a whole.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11473

>>11444

As typical, the Dwarves send forth a skilled diplomat with some manner of basic guardian. Not that they had these in abundance, but there was a distinct courage in being an explorer or a diplomat, and this was one of those instances.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11474

>>11471

She turned the chair to regard the strange voice. Her eyes sizing up the as they were called 'broodling'. "Yes I am here, and have heard of your being from the emissary." With a smooth motion she got to her feet, looking up at the four armed thing a bit closer, almost whispering. "You smell like blood four armed one."

She glanced to the side as two more things entered, one the remains of a man which walked upright. The other an alien a bit taller than the pink fashkas. She returned her attention to the broodling. "The walking remains smell like blood too…"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11475

>>11465

The Throne moves over the crowd of people now inhabiting the hall, grand by the standards of its people it gives just enough room for the throne to maneuver and on his way to the head of the table he turns to greet the new leader "Welcome mon cher, my diplomat said another would come, and fate seems to have favored you to find your way here. There will be time for formal introduction but I am The Throne of The Dominion, and I have called this meeting to discuss the concerns of all Soren. By what may I call you?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11476

>>11475

She looks at the being on the throne, he was very handsome. "Hannah." She replies with a small bow, before returning her attention to the insect.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11477

>>11474

"The stench of the once foul lands now clean," the broodling said, eyeing herself for blood stains. "And they," she motions to Bill, "are from Necro Imperialis. I'm fairly certain they're a prime topic of debate in tonight's discussion."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11478

>>11468

"Yes I know that now, but I don't know who you represent." The gnome then gives a slight bow. "Doge Vasirinii DoJone, leader of this city of Vyriah."

>>11469

The Doge then turns to the Throne then points to the multiple other large rock tablets that decorate the lawn of the mansion it pointed at. (You fuckers never got a place, so I am saying you are still at the docks). "Also that isn't even my home, or the capital building. Your messenger tossed it on the Vesserini's lawn and they didn't notice."

"Now, is this everyone meeting?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11479

>>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: (26.3) (1.3/turn)

>>Food: (Very Good)

>>Raw Currency: (20) (+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, Meld Power, Fungineering)

>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.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11480

>>11472

"Be seated across from the the lady and next to the seat Republic's Sigvar the Giant"

>>11473

The Throne rises for the entrance of the dwarven ambassador "Please take the seat to my right across from Morgaz if you please, though we are missing a certain member then we can begin in earnest"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11481

>>11478

(Angels can fly and so can The Throne short stuff) "Well the architecture of other folk is strange to the vilon yours especially perhaps. Almost my good Doge, but if he is much tardier we will begin shortly"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11482

>>11478

Greetings young gnome leader. Depending on today's outcome I am very interested in meeting with you after this meeting. I believe our nation's could have a beautify trading partnership. But for now I must take my seat and await today's proceedings.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11483

>>11477

"You have pleased the idol of murder, blood and terror…as well as the one of chaos." She attempts to touch the creatures torso if allowed to. "You have my thanks."

>>11478

She approaches the little one. "I represent my people, let them be known as Santerians…" She crouches as to be at eye level. "My name is Hannah, let this not be seen as an insult, but your kind remind me of one of the beasts we used to fight against in the underground." A small smile creeps on her pale face, the first since she had arrived.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11484

File: 1445474915132.jpg (161.39 KB,712x800,89:100,Image.jpg)

>>11480

"Thank you for your hospitality my Lord Doge, and for your invitation most esteemed Angelic host.

Forgive us for being late, we have missed much of whatever discussion might have already happened. We are willing to listen, and see what the purpose of this meeting will bring, and what new information should be told to our King and the Dwarves."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11485

>>11483

Unsure how to react, the broodling allows her torso to be touched. "You're… you're welcome." The broodling then proceeds to take a seat adjacent to Sigvar the Giant.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11486

>>11428

Name: The Lost

Race: Elves

Color: Blue with brown backing

Fluff : The Lost are the last fragments of the once proud Stella Imperium. Their cities sacked, their labs destroyed, their people tortured and killed. They are all that's left. The Dwarves and Dominion, who came too late to aid in the battle, came in and swept them away even as the Necro Imperialis butchered scores more under their heel in a fit of overzealous rage and fury. Every elf remembers that day.

The astral light inborn in every elf still burns, but the principals of their magic has, shifted. Where once it was artful and filled with beauty, it is now cold and Spartan. Where once the luminous purple light of the astral plain was clearly apparent in all who saw and elf cast, the color and aura are hidden and subdued. Less powerful perhaps, even likely, but so much harder to detect by an order of magnitude. Indeed their magic and eyes give off no light or warmth or beauty anymore, it just is.

Government Type: Elder Council, who answer to the dwarf king alone. His nobles can go sit on an iron spike.

Economy Type: Capitalism as per our short bearded friends.

Religion: The star spirits are still venerated by the lost, but the open worship and asking of questions has ceased. The stars did not or could not help them then, and are unlikely too now. The elves must help themselves first.

Location: Ribwall

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11487

>>11481

"That is no excuse, nor is it a good messaging system."

>>11482

"Your going to have to wait a bit longer as the angelic bastard decided to invade someone's home."

>>11483

"You must be talking about goblins. Annoying bastards those, like dark places and explosives. Also don't like paying."

>>11484

"The first time I heard I was hosting was when the others showed up."

"Now then, would you people stop invading these poor people's home before I have to remove you from my lands for breaking and entering? I have heard my set-up for you all is ready. Follow me." The Doge begins walking, and more guards start piling in.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11488

A clap seems to come from The Throne trying to gain the attention of the lords and ladies of the table. "First let me congratulate you that have come for arriving and morgaz for the protections he has offered to make available. Now if we may formally introduce ourselves and then the guest on my left would be so kind to speak of 'instability' in the realm." A faint image of a man in princely garb atop the throne seems to manifest with the clap looking quite pleased "I am The Throne of The Dominion, Overlord of the Vilon"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11489

Dice rollRolled 93, 4, 10, 68, 3, 72, 33, 95, 23, 82, 100, 89, 17, 76, 66 = 831 (15d100)

>>11479

>MISSED ALOT OF SHIT

>GETTING ALOT OF SHIT DONE

>+15 ACTIONS

1-3- It is at a time when our path comes to an end. Our trek has come to a crossroads, a sign pointing to two directions. Left and right– such simplicity. Such a way that we..in all of our greatness as observed by how far we have come…may defy it. We have strived against fate and reality itself, our struggles to leave this wretched life and ascend to a higher form of conciousness, to achieve true happiness. The life of myconkind is hell, and our only escape was the dream world. Such determination across an entire species…it shall be honored on this day. For on this day, we shall defy the ground. We have forged a way to manipulate our own flesh and soul, a step towards ascension.

Today, we go -UP-

(Begin researching/building [Spore Ships]– giant floating structures composed of engineered fungus, iron and wood; all powered by the Meld. They essentially resemble giant air balloons– with inflated and meld-enchanted fungus working as the balloon. The fungus is designed to, by command via telepathy from the pilots, release a large amount of Myconid spores over a large area. These spores can range in various types chosen by the pilots– from standard reproduction spores to toxic miasma spores. The base of the ship, built with wood and iron, is used for transportation and "piloting"– the ship pilots itself but the meld engine requires atleast two Myconid engineers to maintain.)

4-6 - And with this step…we use it to bring forth an age of expansion. On this day, my kin, we finally leave our shelves. Such wisdom we have acquired, such greatness…it must be shown by our ability to survive out of our own habitats. We leave the brush and meet with the sun, and perhaps we will encounter outsiders on our way. We shall speak kind words and messages of neutrality to them..but when they try to fight us? We leave such brutality to the hands of the Withdrawn Ones.

(EXPAND. EXPAND EVERYWHERE! EXPAND NORTH, SOUTH, EAST, WEST– EXPAND THE FUCKING DONG. Use a combination of spore ships and ground myconid to go full manifest destiny on everything. No restrictions on territory– go up the mountain if we need too)

7-9 - ….we are with drawn

we no meld

we kill for colony

is good

fun

fun

(Begin "training" more Withdrawn Myconid soldiers, creating a substantial defensive force. Allow for some Myconid to go through the process– and -force- any of our criminals to the process aswell)

10-13 - The time has come once more for the Meld to grant us its gifts– may our shamans be kind. Beezlebuffo The Wise speaks in his strange tounge, asking for the emergence of the supertoads– the children of Beelzebuffo. While the Wise One may be large and heeds only the words of the Sovereign…the Supertoads shall be our replacement for such primitive creatures like horses

(Begin improving the Summon Animals spells once more, using the "leftovers" of the megatoad Beelzebuffo to try and learn how to summon smaller supertoads– which are much more smaller and can be used as personal mounts. A substitute for horses)

14-15 - wall

wall

wall

walllll

(The Withdrawn want more defenses– so we will give them more defenses! Using Fungineering and our own spells, begin growing more defenses like the Briarthorn wall around any new territory we may have gained)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11490

File: 1445475646936.jpg (67.11 KB,694x944,347:472,lw_rhoc_385_large.jpg)

>>11487

The Diplomat follows, while the guards remain on the small flying ship.

>>11488

"I am Viceroy Valanquois, representative of his Majesty King Bolivar the VI of the Kingdom of Dwarves."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11491

>>11487

She follows the little person, at an almost invading like close pace. "I've never heard of such things, I speak of the fashka. They are green, have hollow holes for eyes and walk around naked. The fashka throws stones, some as large as my head, but the sure sign that you face one is their child like laughter. And their hatred of water." She continues describing the beasts at length, including their lack of clothes and glowing green blood.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11492

[Morgaz]

"Very well, let's go where the Doge has seating for…well, some of us. I am beyond the carriage of most of this."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11493

[[GM: Everyone is led to the Doge's assigned area.]]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11494

>>11493

The Doge leads them to an open air platform that looks to have been made to be a private garden. A table and chairs have been laid out, with enough seats on each side for every representative and then some. The Doge sits at the head of the table with his guards flanking behind him and says "So, what is this meeting about?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11495

>>11494

[Morgaz]

"Yes, so, as the chair was saying before we were so gracefully escorted by the Doge…"

"This mostly pertains to the basic substructure of our fine world, here. Specifically, my research seems to indicate it is…particularly unstable. That is to say, the peculiar qualities of this place are such that it seems to be extremely fragile. As more time goes on, the plane will begin to rip and tear more clearly, and I am unsure of the long term ramifications. The plane could simply bifurcate, or, it could atomize into a slurry. Several types of magic have a tendency to exacerbate this…issue. I have not established a way to solve the problem, but I saw…fit to let the other nations of the world know about the issue."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11496

[Morgaz]

Morgaz continues. "Anyway, as I've said, the research is highly theoretical. Most of it is my original work; I am studied in such matters but I am devoid of…the knowledge of the council given their….reticence. My general analysis is that if another large bridge to this plane is established, something ….disagreeable will happen. However, there stands a chance that I am in error, and that the properties of this plane are…unique."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11497

>>11495

>>11496

"If I might ask, o Dragon, what kind of magic poses such a threat to this world?

We have heard of such statements on the dangers of a magic before, but /that/ came from the Necro Imperialis.

However, your excellency has opted to warn us of this danger, rather than take actions into your own hands. For that, you can be assured we are grateful.

And if I may ask again, are there any current threats of bridges from another realm to this one?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11498

>>11497

[Morgaz]

Morgaz pauses for a moment. "Nearly every form of magic being deployed can form a bridge by overloading the local fabric. It would require nearly every race to stop using magic. As you can see, it is …unlikely."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11499

[Morgaz]

Morgaz concludes. "With that I have nothing else to say. I must depart, as I have pressing matters of state to attend to." Morgaz departs the room at an even pace.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11500

>>11499

>>11498

"Hold dragon!"

Whether or not the Dragon left, the Ambassedor would speak.

"Gentlemen, this is a grave news indeed.

So many of our fellow races have some degree of magical inclinedment. Indeed, beings such as Elf, Undead, and Angels are magical by their very nature even before practicing such an art?

This is a grave news indeed."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11502

>>11500

>>11499

The Viceroy strikes to the heart of the matter, and thanks to Morgaz we few now know the truth of things as can be deciphered by perhaps the foremost expert alive. With these being the foremost reasons I called you all here I hope you appreciate the circumstances we live in and that should such become public is could cause mass panic, witch hunts and worse"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11503

Hannah leans back in her seat, having long slipped of her boots and embraced the garden with her feet. The winged chameleon brought up some interesting ideas, but she held doubts that it would change anything. The heart was a fickle thing, that once set on something little could stop it lest is was torn from the chest.

"What does this change though?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11504

"Well there is surely some way to solve this problem. Adversely we may find that there is no singular solution, and that we are all just slowly awaiting the destruction of the plane. I suggest a research team be put together in neutral territory dedicated to solving this crisis."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11505

>>11504

"Furthermore, a crusade against magic is not the solution here. As has been stated, several races rely on magic for existence. It is my belief that the ancients of this land found some way to sustain themselves despite magic use. It is for this reason I believe that the study of their ways be made the primary source of identifying whether these theoretic concepts are true."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11506

>>11505

"I would like to close my statement by stating that Morgaz should be invited to said location to lead research, seeing as he clearly has made the most advancement in it. It is best that he assist us all in finding the solution as we assist him."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11507

File: 1445478297608-0.png (1.94 MB,1730x1055,346:211,composure___concept_art___….png)

File: 1445478297643-1.jpg (63.61 KB,280x426,140:213,Goliath_exterior.jpg)

>>11504

>>11505

"Gentlemen, if I might interject.

The Dragon's advice holds true, as does the fact that a mere campaign against magic is not feasible, and while tapering or limiting magic is possible, it might only delay such a thing, even supposing we get ALL individuals on the planet to adhere to it. Which is not likely possible.

The idea of a unified, international research team is sound.

I believe, that the key to understanding how magic is destroying the fabric of our reality. And developing some sort of counter measure to it.

A [Stabilization Theory] could be developed via a large international effort, where we attempt to harmonize the fabric of space and time with magic, or find ways to reverse the entropic effects damaging it, perhaps through a large device capable of holding our world together.

Alas, while such an idea is noble, I fear that the political situation we Dwarves find ourselves in limits our ability to contribute to such a project.

We, like the Elves, recently encountered a strange force, unknown to most of us. Their tactics where to use subterfuge and sabotage to instil damage and terror to our forces. Our nation is already mobilizing as a precaution.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11508

>>11507

"That would be the detachment. While I understand a portion of the meeting is to discuss the actions of the undead, I would like to state that they have informed me of a group of strange psi-users that seem to show violent tendencies towards the nation of Soren. It is absolutely key that these… Terrorists are stopped before any more harm is done. While I digress from the topic of the meeting, you must understand that such a faction would be detrimental to any research towards the salvation of the plane."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11509

>>11506

"Though he has already left so his side can not be changed as of now, I believe you have antagonized him to the point where it would be smoother to provide him with the resources and talent to establish this team and find a more concrete theory to stabilizing this plane"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11510

>>11509

"Such antagonism was not intentional, of course, and I have tried to make this clear. During war I was pushed into heavy mobilization which made control of the hive unstable. I have tried to make that clear to him. Regardless, the team should still be founded in attempting to discover the plane's unique properties. If he sees the study is successful he will hopefully return to assist in our cause."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11511

>>11509

"Who says the chameleon wouldn't simply receive the gifts and provide your nothing in return? You place much faith in the flying black one."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11512

>>11511

"That is the purpose of a neutral research center."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11513

>>11512

She giggles softly and returns her attention to the garden.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11514

"These arrangements and more we must prepare and work on together. The materials and experts to study and develop our own theory, and on the disturbing matter of this 'Detachment' mentioned by the Broodmother is concerning. I will call a recess here so that we can reconvene at a later date and begin preparations"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11515

>Maybe we should each contribute at least one action to the research center next turn? as a simple, common stepping stone to begin

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11516

>>11431

[Brood]

>>You are demobilizing. It will take 4 turns for the Broodmother to feel better (or so). You will demobilize in 1 turn.

>>Set food stocks to Very Good+

>>You have conquered Chaos.

>>You are administrating a relatively large occupation space (100% of current territory). You will need to assign three [very strong] (or equivelent) units to the task.

Note: You have seized the following:

Buildings acquired: 1 (Iron) [Sustainable], Wood [Sustainable], Coal [Sustainable] (if stock exists, set to 2x)

Territory acquired: 8 Hex; 1 Town [Moen][Heavily Fortified]

Add technology: Urban Warfare [Simple]

Items acquired from the occupation: Chaos Prisoners [Massive – 3]; 20 Currency

Slaves [Lots]; Industry +1

Note: The Chaos Capital is totally ruined. You may attempt to rebuild it, but it will take some time. Over the course of three major battles any resources the city has remaining have been destroyed. You can also attempt to plunder the remains; this will take additional actions.

1. You begin the demobiliztion. The Brood from the battlefields begin to return home. [You will receive the appropriate population back next turn.]

2. You begin upgrading your farm networks. The Brood think they have figured out some better farming methodologies that can work in times of great stress or labor shortages. (Food 1/2)

3. You begin evicting the residents from the town and purifying it. The thing was heavily fortified before the war and the conversion is easy enough; you use your hordes of human slaves and prisoners to do the fine work. [Fortress 9/10]

[Necro Imperialis]

[automatically generated by GM]

>>You have conquered Stella Imperial.

>>You are administrating a relatively large occupation space (110% of current territory); you will need to assign four [very strong] units to the task.

Note: The Stella Imperium capital is ruined. You may attempt to rebuild it, but it will take some time. It also houses considerable magical resources that could be plundered, but the vast majority have been destroyed in the fighting. This will take additional actions.

You have seized the following:

IItems acquired from the occupation: Elf Prisoners [Massive – 6]

Territory acquired: 13 Hex; Oakwell [Town] Orgul Bridge, North [Fortress]);

Buildings acquired: Road Network [Simple]; Industry: +3 ; (Wood) [Sustainable]; (Iron) [Sustainable]; (Stone) [Sustainable]; Mediocre Gems [Some]; Ioun [Sustainable]; +3 currency/turn; (if stock exists, set to 2x)

Technology Acquired: Projected Energy Theory [Primitive]

>>11387

[Patchwork]

1.2.3: The historian kills it and he pours through the first of the logs. The first is mostly a series of airship drill instructions and aerial maneuvers. (Revise techs: to [Aerial Navigation, Average])

The second mostly pertains to the first age of a world you've never even heard of. You discard it as it doesn't have any really useful information. The third is largely a series of stories about great “aeromancers”; you think you've got something here. (Add spell: Haste [Simple])(Add spell: Summon Air Elemental [Simple]) You think you've exhausted the scrolls of worth, frankly. (Remove scrolls)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11517

>>11515

>where do we want to put it? I'm game to do so.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11518

>>11388

[2702]

1. You begin working on a series of gliders. You suspect they will help you with…certain important things. (Research 3/6)

2. The first Spider Tank rolls out of the production facility. The facilities are having trouble with the metal and some of the components have been improvised, but it moves forward. The engineering crews cheer and report that future units will benefit from materials that can be alloyed. [Add technology: Improvised Elsian Proprietary Armor [Improvised])(Add unit: [player named unit][Very Strong+++][Armored]; (Set resource: Iron to [Strained])

3. The cloaking research manages to finish, barely. It should provide us with at least some capacity to avoid detection, but the engineers aren't too sure about scrying. Everything about this awful plane is broken and stupid, but it will provide us with the ability to build a cloaking defense network and also to improvise smaller backpack units. (Add technology: Cloaking [Very Simple])[[Meta: This will slow down the assault of opposition forces as their scouts will be unable to find you; more skill will slow it down more.]]

>>11402

[Air Dwarves]

1. You manage to rescue a [Massive; 5 pop] amount of Stella Imperialis citizens. [You may dictate what is to be done with them. This does not cost an action.][Set civil defense to: Very Simple]

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

3. The initial clockwork testing for combat is…underwhelming. Several clockworks malfunction and misfire. The money is enough to muzzle the press, but it's not enough to make any real progress. (Combat Clockworks 1/8)

4. [Nobility] The nobility, are, quite unsurprisingly, pissed off. Nothing happens though, because they seem to be busy managing their colonial holdings. Whew!

[Dominion]

1.2: Your rescue teams manage to save [lots; 3 pop] of the fleeing residents from Stella Imperium. [You may dictate what is to be done with them. This does not cost an action.][Set civil defense to: Simple]

3. Vilon outriders continue on clearing and taming the island. It's going very well. (9/10)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11519

[Sculpted]

1.2.3.4.5.6: The Combined Forge-Quarry is completed in good Order. It adds new research options and you can probably construct larger sculpted more easily. Possibly. (unique building: Forge-Quarry; +5 industry +2/currency/turn)(Add technology: Scaled Construction [Simple])

789. You start work on trying to figure out how to create new sculpted out of diamonds. Subsequently, you lack a base of research diamonds and so you find those. After that, proper research starts and moves forward. (Diamond-Fabrication [Very Simple])

10 You manage to complete the mine in good order. (set resource: Granite [Sustainable][x2] Aluminium [Sustainable][x2])

11. You scry for some diamonds, but it only provides a limited amount. The spell just isn't that powerful. (Add Diamonds [Some])

12. You begin working on a better currency system. Currency/Coinage: 5/6

>>11417

[Santeria]

1) You manage to expand into the surrounding mountains. It's going quite well, frankly, and your experience in hard terrain is paying off. (Add 4 hex; +.2/pop/turn)

2) The Ziggurat is under construction. It will take some time, but it will yield benefits to you that are..considerable. (Ziggurat 6/10)

3) Your hunting parties head out. While they don't find very much in the mountains, they do find that bird eggs are edible and relatively reliable. You make a note of this. (Set food to [Very Stable])

>>11448

[Vyriah]

1. One of Morgaz's generals arrives to give you the general methodology. It's weird, but it seems to improve combat efficiency of pretty much all flying units. [Add technology: Morgazian Air-War [Simple]]

2. Upgrade our anti-espionage so it isn't terrible.

3. While well meaning, your airships arrive late due to an engine failure. You manage to save [Some; 1 pop] citizens of Stella Imperium, though, and they seem happy. [You can decide their fate without an action.] [Add technology: Civil Defense [Primitive])

>>11449

[Kaldor]

1. You sent some of the Freak-Trolls to Mare. I guess you just need to see what happens…

2. You begin scrying for the last beast on the island. It's…quite large. You think it's a ..gryphon of some sort. A big one.

3. While your orders are vague, it seems to help the overall efficiency of industrial production (+2 to industry).

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11520

>>11489

[Colony]

1-3- You finish your research on Sporeships. They're pretty solid, actually. [Add technology: Sporeships [Mediocre])

4-6: You expand and your spores seem to land pretty much on target – that is to say, everywhere. Things are going pretty well, honestly. [Add 4 hex; +.1/pop/turn; add resource: Healing Grass [Unfarmed] [GM: clarify direction?][Please roll 1d4]

7-9:You train a group of Withdrawn. They're ready for battle and look pretty tough, really. (Add 8 units [player's name choice][Strong])(Set food to: Average)

10-13 – The research goes extremely well and Beezlebuffo speaks to you in a slow ponderous nature typical of his kind. You think that you can train most of your Mycon to utilize the new supertoads that are summoned by Beezlebuffo. (Set spell: Summon Animals to: Good)(Add technology: Mobile Infantry [Basic])(Add unit: 2 Toad-Mounted Withdrawn [Very Strong][Quick]

14-15: You begin to upgrade the wall. The next wall is going to be really very big and will cover the whole nation! Great. (Briarthorn Wall 8/10)

>>11486

[Stella Refugees]

[You are a courtier]

[You use the same statistics your main nation, the Air Dwarves.]

[You have been allocated 1 Town on Ribwall. You may rename the town.]

[You have been allocated: 2 player fluff units; [Very Strong][Clever]]

[You are assigned 2 dice.]

Bonuses:

1. Spoiling For Revenge: You get a combat bonus against the undead. (+1 to all combat rolls against undead.)

2. Elder: You gain +5 to all rolls.

Eccentricities:

1. Smug but humbled: Everyone's smug until they get punched in the mouth. You're still smug, but you tolerate dwarves.

2. Operating From Memory: You can conduct research in astral magic awkwardly, and the Dwarves can't really 'get it'.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11521

>>11517

>Ribwall

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11522

>>11518

The Elves are to be given status as legal refugees with the option for naturalization and citizenship, and are to be moved onto the colony in Ribwall, where they like the rest of the colonists will have access to colonial job and housing opportunities.

Legal refugees recieve the same basic rights as actual citizens, save the ability to vote on higher authoritative matters. However they will be heard for any petitions concerning food, security, living conditions, as well as the right autonomous self-governing of themselves under the King in a designated [Special Administrative Zone].

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: (16.5) (.9/turn)

5 Elves

Food: (Excellent)

Raw Currency: (10) (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.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11523

Dice rollRolled 58, 24, 2 = 84 (3d100)

>>11519

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: (17) (1/turn)

Food: (Very Stable)

Raw Currency: (25) (13/turn)

Legitimacy: (Stable)

Culture: (9)

Industry: (12)

Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz]

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 [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], Gravity Construction [Basic], Magi-Storm Propulsion [Basic], Magi-Storm Theory [Average], Counter-Espionage [Primitive], Morgazian Air-War [Simple], Civil Defense [Primitive]

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.

Free: Drop the one pop of saved elves form the Stella Imperium at their new home, unless they wish to stay in Vyriah. Either way split the 20 gold of resources spent between them so as to ease their rebuilding.

1. Politely ask Morgaz for more information about the entropic failing of the plane so that we may conduct our own research about it. Proper compensation can be discussed if needed.

2. Upgrade Anti-Espionage tech

3. Begin researching a type of weapon that will compress air into a reservoir to be used as the force behind a lead or other type of metal projectile. If done correctly it should be quieter that powder weapons and use no magic but the Magi-storm engine pump to create the compressed air.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11524

Dice rollRolled 12, 27, 21 = 60 (3d100)

>>11519

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (17.8) (1/turn)

Food: (Stable)

Raw Currency: (36) (3/turn)

Legitimacy: (Semi-Stable)

Culture: (13)

Industry: (8)

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:

Copper [Sustainable][x2]

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

[Prisoners, some]

[Iron, Sustainable][x2]

Mildly-Burnt Freak-troll hide [some]

Freak Troll Minors [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]

+Composite-Material Armors [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. Send scouts to the large beast, depending on the size and ferocity of the beast we may capture and train it instead of killing it, a flying beast would be of great use to us.

3. Begin crafting better weapons with the iron and copper we have.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11525

>>11508

For what it's worth the undead delegation fully supports a joint research facility in ribwall.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11526

Dice rollRolled 80, 20, 47 = 147 (3d100)

Allocate: Punchy, Judy, Gatorspidy, Very Strong+ [Slow][Bushwhacker] for administration of newly acquired territory.

1. Assist on building neutral lab in Ribwall; Take charge by being the first to start on the lab

2. Complete fortress military-base construction (9/10)

3. In the deepest chambers of the broodnest, attempt to pull the parts from the failed dragonbrood and attach them to a different broodling. (Psi-Biology, Very Simple) (3/10)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11528

>>11508

For what it's worth the undead delegation fully supports a joint research facility in ribwall.

If I may point something out. Our religion has studies the nature of magic a long time. Not just the dangers of Astral magic. Our problem might be that the world is leaking magic somehow. Generally it is impossible to actually completely destroy magic. It is inherent to the world. Even when used it is simply recycled back into the planet and it's associated planes eventually. Our problem may be as simple as finding a hole and patching it.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11529

>>11526

Reallocate: “The Experiment”[Epic][Psi][Bushwacker]; Gatorspidy, Very Strong+ [Slow][Bushwhacker]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11530

>>11522

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: Curlo's Chain

Population: (16.5) (.9/turn)

5 Elves

Food: (Excellent)

Raw Currency: (10) (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: (8)

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

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11531

1.2.Secure the elven people. Disseminate priests and what doctor's we have to see to any wounds they may have. While doing so offer the gift of undead to them. Immortality and access to necromancy should tempt quite a few. Especially after they just saw it utterly destroy their evil Astral magic. As an aside I'm aware of the plague going around but there isn't really anything I can do about it now.

3.4. Repair the elven capital. Focus on the homes and cleaning the streets of dead bodies.

5. Raise their dead as regular civilians for now. If an emergency comes we can reallocate them as necessary hopefully peace prevails though. Not the bodies of their leaders. Anyone that was in a government position gets cremated and spit on the ashes.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11532

Dice rollRolled 27, 20, 5 = 52 (3d100)

>>11516

>FluffnStuff: >>10350

Population: 20.1 (1.2/turn)

Raw Currency: 65 (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; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)

Technology: (Stone, Wood, Iron) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive]

Territories: (13)

1/2) Expand towards the towns to the east. Offer them positions in the Republic, as well as the protection that it entails.

3) Begin research into steel production

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11533

File: 1445482887098.jpg (11.15 KB,236x364,59:91,71b1e1d3c7a4fee953f89297b3….jpg)

>>11494

After the meeting, the Diplomat see's the Doge head off, almost in a grim tone. With a concern for the wellbeing of foreign relations, he approaches, and starts to make some inferences.

If he wasn't told about this ahead of time. . .was the Doge?

"My Lord Doge, if I may humble myself before you and ask your audience.

I think at the formost for the wellbeing of our relations between us, for my people are still interested in the goodwill and meritous trade between our two peoples, and pray that things are doing well with your excellency.

But it has occured to me that this meeting was very abrupt in its display, and you mentioned you were not even informed of it being in your lands until it happened. If that were the case, this is a grievous offense indeed! And I must humbly beseech your forgivness for it.

We too were not aware of this, and I was sent merely to attend a meeting we had been told of without warning."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11534

>>11533

"Yes, yes. All is forgiven between our people. It seems the main perpetrators were the angels. If there is any other business you wish to conduct please come back tomorrow as I need a strong drink and a good rest to get over this incident."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11535

>>11534

"Thank you my Lord."

The Diplomat ponders, and takes a gamble.

"And I pray you also consider if you might look beyond the grievance caused by the Angels haste, and consider the danger of the situation presented by the Dragon.

That this offense might not get in the way of true work in preventing a danger to us all."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11536

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.

-Lore etc post.-

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11537

Dice rollRolled 37, 30 = 67 (2d100)

>>11520

Name: The Lost(Courtier)

Race: Elves

Color: Blue with brown backing

Fluff : The Lost are the last fragments of the once proud Stella Imperium. Their cities sacked, their labs destroyed, their people tortured and killed. They are all that's left. The Dwarves and Dominion, who came too late to aid in the battle, came in and swept them away even as the Necro Imperialis butchered scores more under their heel in a fit of overzealous rage and fury. Every elf remembers that day.

The astral light inborn in every elf still burns, but the principals of their magic has, shifted. Where once it was artful and filled with beauty, it is now cold and Spartan. Where once the luminous purple light of the astral plain was clearly apparent in all who saw and elf cast, the color and aura are hidden and subdued. Less powerful perhaps, even likely, but so much harder to detect by an order of magnitude. Indeed their magic and eyes give off no light or warmth or beauty anymore, it just is.

Government Type: Elder Council, who answer to the dwarf king alone. His nobles can go sit on an iron spike.

Economy Type: Capitalism as per our short bearded friends.

Religion: The star spirits are still venerated by the lost, but the open worship and asking of questions has ceased. The stars did not or could not help them then, and are unlikely too now. The elves must help themselves first.

Location: Ribwall

Population: (21.5) (.9/turn)

Food: (Excellent)

Raw Currency: (10) (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), 2 Elven Bladedancers; [Very Strong][Clever]]

Resources/Quantity: Iron, [Sustainable], Copper [Wobbly], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample]

>Colonies

[Lost Light] [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: (8)

1. Spoiling For Revenge: You get a combat bonus against the undead. (+1 to all combat rolls against undead.)

2. Elder: You gain +5 to all rolls.

Eccentricities:

1. Smug but humbled: Everyone's smug until they get punched in the mouth. You're still smug, but you tolerate dwarves.

2. Operating From Memory: You can conduct research in astral magic awkwardly, and the Dwarves can't really 'get it'.

1-2. Work on recreating the massive and encompassing illusions that encompassed the Stella Imperium in the past. It is a useful field of magic and can defend us with set up if need be.

+elder

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11538

>>11526

2nd edit. Research center is in northern part of Curlo's Chain.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11539

Dice rollRolled 4, 33, 94 = 131 (3d100)

Population: 3.2 (+1.2/turn)

Food: (Very Stable)

Raw Currency:7 (+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) Their growth satisfied for now, the council turned to internal matters. A list of things were discussed, from the lack of rare materials to the weak industry sector. Their meeting was extended half a day in the absence of the Prophet. When they had finished feelings were hurt, and even a few bones. [Construct a lumber camp, in an attempt to exploit the woods and improve industry]

2-3) Construction of the temple goes along smoothly, without their queen the people see little else to do. [Finish the temple, use 4 gold to rush it again]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11541

File: 1445484282450.jpg (1.07 MB,1920x1080,16:9,X-8_research_center.jpg)

Dice rollRolled 95, 39, 81, 32 = 247 (4d100)

>>11533

1. They built the facility, learned how to work with each other, and took a system out of the minds of theory and into reality.

All they need to do now is learn how to run an Iron Mill. For that, we can rely on good old Dwarven mastery of smithy and forge. 11/12

2. The original clockworkmen were not built in a day, and comparatively speaking the situation now is so much more better than it was before.

We will continue to develop our Combat Clockworkmen, especially the Armor-Piercing units. 1/8

>>11538

3. As part of an international effort, within an as of yet undisclosed location in the northern part of Curlo's Chain, the Dwarves begin to commit their industry and intellectuals to building a great and grand [Coalition Research Facility]. Where the answer to the problem of the degredation of the fabric of reality might be devised.

Dwarven scienitsts, wizards, and engineers from the Academy of Arts are contracted to work with researchers from around the world on this great task.

4. Nobility Roll>>11538

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11542

>>11539

[Forgive me, the raven temple is currently at 6/10]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11543

>>11541

>Here's hoping I managed to get [Dwarf-Clockwork Integration] down with the Grand Iron Forge

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11544

>>World Event: The world begins to shake, slightly. It…doesn't appear to be geologic. In the sky, you see a small fissure. Dragons, likely Morgazian in origin, make all speed to it and are seen circling the fissure. They have odd bags or containers. The fissure – which looks tiny – appears to collapse. It's unclear what is happening. The shaking soon stops and everything appears normal.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11545

>>11539

The meeting had ended almost as quickly as it had begun. Without as much as a word Hannah followed the walking corpse around for a few minutes before making an approach.

"There you are," she said with a smile, her voice sounded something like music within the sky. "I've been wondering about you ever since I lay my eyes upon you… namely how you are able to keep your form without assistance?"

She then leaned forward, almost standing on the tips of her toes as if it would allow her to speak softer. Within a whisper she said, "You slaughtered them all did you not? Even the woman and children. Yet no one even mentioned it…. are all on the surface so indifferent to suffering?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11546

>>11545

is directed at,

>>11528

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11547

Dice rollRolled 63, 43, 47 = 153 (3d100)

>>11518

http://pastebin.com/tVJmF97u

1 Expansion 9/10. Bringing the rest of Shezeb under our control should lead us to some good resources that are undiscovered and perhaps let us find a good place to build out first city.

2 Counter-espionage 3/6. When the protective practices are established we should have some rudimentary techniques to stop infiltrators.

3 [Coalition Research Facility]. Sending some of the brighter and magically inclined vilon, not including Pini, to aid the facility. If we can learn more about the magic's effect on the fabric of the plain and which magics are more benign and which are dangerous.

Diplomacy: Morgaz

The Voice lands, occasionally looking up at where the fissure was wanting to know what would have come out, what did the dragons see in the fissure what metals did they use to close it all this she would ask and more running through her mind as she approached Morgaz's border the first "Is Morgaz available?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11549

>>11547

[Morgaz]

Morgaz himself was among the dragons on the flight. He lands near The Voice, apparently quite excited.

"Greetings. A fine day, isn't it? It's not often that one's theories can prove to be absolutely correct, or that one's methods can be validated categorically. Come here, I will show you something."

You peer into the bag that Morgaz holds. Whatever it is… it's…semitranslucent… and vaguely colorful? It seems to change every way you look at it. You've never seen anything like it before.

"Raw magic. It's the first I've seen of it on this plane. It exists elsewhere of course – dead planes, planes fragmented. But here, now, too. There is also raw order and raw chaos to be found. Perhaps the…edifice will be begin leaking that too. This place, I sometimes castigate it for killing my wife, but it has mysteries to it."

He sees you are agawk. "Oh, don't worry. It's quite safe. Assertions otherwise are mostly the yammering of fool. Raw magic is…powerful, mostly because it is immensely mutable. It can assume nearly any property. It is the abstraction that binds everything together." He pauses. "Let us hope such material does not become a …gold rush."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11550

>>11549

A dwarf ship arrives as well, havnig been alerted to the issue by several communication channels from the Angels.

Updated on the situation, one of the dwarven diplomats ponders.

"We're developing a research laboratory to help you find a cure for the Astral Magic that is threatening the world.

If raw magic is "Safe", studying and understanding it could help in bringing an end to the global threat of Astral Magic."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11551

>>11549

>>11550

A pack of broodlings fly to the scene to watch. One steps forwards as the group leader, "The dwarves are right, the research center is well under development. Our goal is to study the problem of the plane's destabilization in a controlled environment."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11552

>>11549

Dip cont.

"Morgaz, we are beginning construction of facilities and if this material is 'safe' then our research should try to make it the priority of our magic theory which seeks to understand the dangers of our magic. This could be the stroke of fortune we need…or as they often appear 'elsewhere' is it a sign of worse things to come?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11553

>>11552

"Indeed, the fact that 'Raw Magic' is abundant in dead or fragmented planes leads to some fearful inferences."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11554

>>11552

>>11549

>>11550

>>11547

[Morgaz]

Morgaz's voice changes and he slowly retracts his bag. He has seen something.

"I knew this would happen. It always has to be like this, doesn't it. It can't be any other way. It is the nature of things. My wife tried to make me see what is good in others, but it is the nature of power to ruin the heart of what is good in life. " He pauses and he seems to choke up, but then his facial expression grows fierce and his voice changes. It becomes harsh.

"And she is dead because of it. I am not seeing visitors today. I will be happy to receive you through proper channels. I wish you both good day."

With that, Morgaz heads back into his fortress. Guards immediately arrive, but they take no action except to escort him inside.

You are with the wind.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11555

>>11554

The Dragon flies off, as the assembled those are left to themselves.

"I sense a lack of trust gentlemen. It seems the Dragon believes we are in this for profit rather than the good of the world.

This is most unfortunate, but does make me ponder. If the Dragon truly wished us to help with all our means and stop the danger to the planet, and trusted the information to us, why now does he show us trepidation?

I know this, you cannot ask one thing, and then proceed to do the opposit. If the Dragon means for us to stop the threat to the world, he would trust us capable of doing so."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11556

>>11555

>Trips Chek'd

The broodling leader begins to speak, "It's relating to the Mericon. You may have briefly heard Morgaz instructing us on them before the meeting began. To my understanding they're a parasitic race that consumes and shatters planes. I have a working theory Morgaz may be from another plane where such creatures exist. I have someone that may be able to provide answers, but I will wait for the neutral territory of the lab to be completed. As for Morgaz's plans, I believe he is going to try sealing the plane together using raw magic, which may also be a mistake." The broodling has clearly digressed and begins to mumble about uncertainties towards the Mericon.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11557

>>11556

"Whatever Morgaz does, are any of us in a position to stop him?

More and more we dwarves feel less and less in positions of power. But a few decades ago, the thought of the Stella Empire falling was so far away. And look where we our now?

If you believe you have something that will be of help to us all, please tell us and we will use every available means at our disposal."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11558

>>11557

"None of us can stop Morgaz individually and he'd prepare for us if we show any sign of making a group stand. It's a dilemma I cannot immediately face or stop. What is key for now is the completion of the research. As I stated, we may be able to forego the research once we finish the laboratory and I may put my… informant to work. The best thing to do now is wait, as painful as it is to say."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11559

>>11545

The skeleton whispers back

"We slaughtered every last one of their government, their soldiers, and their mages be they men or women. The children were not directly harmed though many will die from plague undoubtedly. This is not good. Both for international relations and because children's corpses are sacrosanct we can't raise them and use them. It's a waste. And you should be thanking us we removed a threat that would have destroyed the world just as much as these new developments might. As for no one mentioning it. This is bad my goal was to come here and establish the treaty not have it ignored. No response is a bad response it leaves us requiring to be ready to defend instead of focusing on rebuilding. I will likely be punished for my failure. For you my vile little man who whispers his words instead of speaking boldly if your nation attempts to use the raw Astral magic we will come for you as well. The next time you speak to a diplomat I advise you don't attempt to incriminate and insult them from the start we are more forgiving of it. Other nations might not be."

The skeleton then walks away and proceeds to address the host.

>>11494

My sincerest apologies. I was not aware no one had bothered asking if the meeting could be held here. If I had know I would have asked your permission before entering your capital first. Please visit us in our capital sometime. I would very much enjoy a chance to speak with you further. You have so many beautiful things it has been a pleasure just to see them. Marvels really. We have many things to trade if you are ever in need of something please do not hesitate to call on us as friends.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11560

Dice rollRolled 55, 30, 13, 76, 8 = 182 (5d100)

1.Secure the elven people. Disseminate priests and what doctor's we have to see to any wounds they may have. While doing so offer the gift of undead to them. Immortality and access to necromancy should tempt quite a few. Especially after they just saw it utterly destroy their evil Astral magic. As an aside I'm aware of the plague going around but there isn't really anything I can do about it now.

2.3. Repair the elven capital. Focus on the homes and cleaning the streets of dead bodies this should help the plague to abate. The dead bodies will be collected, sorted and stored outside the city.

4. Raise their dead soldiers as Wights they will serve us now. And the sooner we fix our standing army the sooner we can demobilize. DO NOT raise the bodies of their leaders. Anyone that was in a government position gets cremated and spit on the ashes while you are at it.

5. Due to the long mobilization we need to district the citizens so we can remain stable. ((continue work on the statues 1/2)) . A happy populace is one that doesn't question their leadership. Since I'm in a generous mood . once the masons are done Use 7 currency to hire the best painters you can find. Make them look as lifelike as they can to better improve faith and morale.

As for the occupation problems I assign 6 Mobilized Skeletal Hordes [Very Strong] to patrols and handling occupational problems.

https://docs.google.com/document/d/10O-9ogQVm7t8c_YxMO1jLbw_8VaoAGUqUh9zu-ZZ9G4/edit?usp=docslist_api

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11561

>>11559

The figure stood their for a moment as the diplomat turned on their heel and left. With two hands of determination they firmly located two small breasts. "I'm a woman!" She yelled to the corpses back, "I'm not a man I'm a woman a woman!!!"

How rude. No wonder they didn't have eyes.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11562

Dice rollRolled 78, 29, 37 = 144 (3d100)

The 10th Company had returned a week ago after some light skirmishing with the undead and a few daring rescues, but ultimately the sky dwarves left with the majority of the Elven population. Still a victory in the eyes of General Ironbranch. The 10th returned to the cheers of their comrades. Even Heartspear was pleased that everyone returned safely, though his scarred face revealed little more than a slightly less hostile glower.

1. Begin production of the Comms Array.

2. Glider Research

3. Operation Chandelier

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11563

Dice rollRolled 8 (1d100)

>>11562

Specialist reroll on the glider.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11564

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11565

There is no (hardset) post limit, you mong.

Don't create extra, unnecessary threads.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11566

Dice rollRolled 97, 52, 84, 96, 89 = 418 (5d100)

>>11565

But you are wrong. There is. Go try post in the other one tardbucket.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11567

>>11566

…… Those rolls……. I am so mad right now

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11568

Dice rollRolled 1 (1d4)

>>11520

[Player: Ah, fine. Focus expansion to the south. EVERYWHERE in the south]

>The spores begin to spread further…

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11571

[META: Looked over new rule set. Not entirely sure how trade functions. I can sustainably trade resources with someone now?]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11572

>>11571

{{GM: It will not increase the overall supply of resources, but it is possible..}}

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11573

>>11572

[META][Could I for example, run a trade route of [Gems, Scarce] for Baz's [Rubicite, Scarce]? Or is it purely for currency increase?]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11574

File: 1445524110899.jpg (137.02 KB,812x620,203:155,Grovetenders.jpg)

Dice rollRolled 74, 22, 69 = 165 (3d100)

1/2 - Something stirs in the air. On the wind, the smell of burning stone and wood, the fleck of ash, the stench of faint, distant death. It causes the army to briefly halt, turning towards the source. With an unspoken command that every member understands, new and old, the Herald guides them in that direction. As far as first tastes of the world go, it isn't a promising one.

[Scouting and expandin, yo.]

3 - Once again, the Tunak Tuarum attempts to hone their control of Quake magic. Now that they can swim through the earth and crush it in their wake, their mastery over it must surely have grown.

>>11428

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: (15.4) (1.2/turn)

Food: (N/A)

Raw Currency: (21) (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]; 1 [Titan of Rage][Very Strong]; 2 [Thrungradi][Strong]; 3 [Earthbore Conscripts][Medium][Infiltrate]; 2 [Sylpharen][Medium][Infiltrate]; 2 [Dryad Grovespeakers][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: (Variable)

>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

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.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11575

>>11574

[GM: You have made effective contact with The Brood occupied territories of Chaos. Would you like to move south, around them?]

>>11573

[GM: Yes. Both resources would be effectively bridged, and there would be a currency increase as well as other benefits. Effectively both sides would be, so to speak, attached at the hip insofar as resources.]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11576

Dice rollRolled 99, 80, 81 = 260 (3d100)

1. Continue with developing a proper banking system (1/2)

2.3. We must get our ability to Sculpt Diamonds up to par. Continue research efforts in the newly created Forge-Quarry.

http://pastebin.com/AKD7Tva1

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11577

Dice rollRolled 39, 44, 16 = 99 (3d100)

>>11575

[Towards Moen, and the scene of the battle.]

[Also, do I get an extra 3 dice for makeup turn?]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11578

>>11577

[You gotta go around. You can't Koolaid Man through my space]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11579

>>11577

[GM: You get makeup dice, yes.]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11580

>>11578

>>11579

["Expanding" around to the south, but sending an emissary party to investigate the matter. Will that need a roll, or shall I fluff it?]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11581

>>11580

[GM: Diplomacy is always free unless resources are exchanged.]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11582

Dice rollRolled 32, 36, 60 = 128 (3d100)

>>11574

4 - Practice the improvement of the Firestorm spell as well.

5/6 - MEANWHILE BACK AT THE FORTRESS OF SOLITUDE…

The Fists of the Herald raise their heads to the sky. They look to the east, as though listening for some distant call. Suddenly they jerk to attention, at the ready. The Herald has new orders for them. Immediately setting to work, the Fists and the lesser elementals that populate the Thrakun begin clearing out a large, circular area in the valley, making a deep depression and adorning it in the detritus of their work. Rubble to rubble. Ruin to ruin. The Demiurge slumbers, but not for long.

[Begin construction of 1 of 2 Ritual Circles for the Great Awakening at the Thrakun Tuuman]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11584

File: 1445527240639-0.jpg (74.91 KB,418x305,418:305,Tunak Emissary.jpg)

File: 1445527240640-1.jpg (210.15 KB,1920x1350,64:45,The OTHER Tunak Emissary.jpg)

>>11578

The city of Moen; a war-wracked, smoldering ruin of a city. The hosts of Chaos have been sundered and scattered, and indeed it would seem that the worst of the Brood's present troubles are over. New issues are ever at hand.

Over the hills, a dim rumbling shakes the ground. At first it sounds like an earthquake, but the earth is not shaking. It is walking. A great stone elemental rumbles down the hillside, its stony surface broken with veins and bursts of flame in places. It seems for a moment like the Brood has yet one more enemy to fight, one larger and more ancient than the last.

But the elemental stops. It stands outside the city, standing stalwart and menacing, grumbling like a volcano ready to erupt. In its wake walks a group of four smaller, more humanoid beings. Their skin is also black stone, interspersed with flames, but they show no signs of anger or might. The foremost approaches the Brood, head held high as it inspects the scene of carnage. In a voice like crackling fire and grinding stones, it calls out.

"Who among you claims rule to this place?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11587

>>11584

(Moen wasn't the capital or destroyed. The capital was. Moen is super fine and getting fortified.)

A brooding flies upwards to the large elemental. "Well, all of us are to some degree. 'The Experiment' assists in keeping and maintaining order, but the clownspider also has some level of influence."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11588

>>11587

(Close enough.)

"All of you claim to rule? It is better than one man claiming all, to be true." The larger behemoth remains still, but the smaller humanoid continues speaking as though it had heard what the former did. "You are an oddly-shaped people, nothing like What Was. I am Dulsea Valley, and Emissary of the Herald, It That Speaks As God, which is All and Eternal, it which Slumbers. What are you?" It seems to be asking not the broodling, but the race as a whole.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11589

>>11588

The brooding pokes out her chest, trying to make themselves sound important as the giant, "A brooding. Manifestation of the broodmother's will, keeper of order and virtue. Basically we've transcended individuality to form a multifaceted society. No war or hatred. So where is it your people are heading? You came awful close to our town here. Yeah, we had to clean out the world-threatening Chaos in the name of order."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11590

>>11589

"Keepers of order, hmm?" The emissary smiles. Rather, it makes a face that one who's never seen or heard of a smile might make if they were asked to express satisfaction. "Order is our common interest, then. This land is unfinished, disorderly, corrupted by evil influence. We feel it in our bones of earth, it drives our march and fuels our anger." its tone is monotone, not showing a hint of emotion. The fire that wreaths its head flares slightly.

"Stamping out disorder is our birthright, settling imbalance our one purpose in existence. We are the land, the Living Plane Manifest in Multitudes. The Tunak Tuarum, for that is our title, makes for the Spine of the Demiurge, the Cradle of It Which Slumbers. That is our sacred home. But the earth changes slowly. We have time. Tell us all you know of this world as it is, for we know little, only recently Awakened as we be."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11591

>>11590

"A problem. A group of many nations tries to discover the problems of the world. Little is known currently." The brooding crosses her four arms.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11592

>>11591

"Problems?" the elemental laughs. Rather, it makes a grating, cacophonous noise of rumbling boulders and flashing sparks that could be roughly construed as laughter if you'd never actually heard it before. "The problem is simple: this world is incomplete. It is imbalanced, the Divine Creation is skewed and tainted by… outside forces acting upon it." the emissary describes the world's problems as though it were a physics equation. "Once these forces are counteracted, set to neutral, then the plane will stabilize, the troubles will cease, and the Shaper can finally complete its work. Will your group help bring the balance, or do they act against it?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11596

>>11592

"We will act in your favor to the extent we can allow. Understand that the plane is collapsing. The time you wished to create it has passed, I regret to inform you. The purpose of our study is to stabilize the plane. If you wish to endorse these actions, I request you continue your march south. Beyond the dragons you will meet, there is a colony now hidden. When you find it, I humbly request you smash it for me. They have been committing acts of… Terror, against the plane. It would be in both our interests you stop them."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11597

>>11596

"Interlopers, infesting the Holiest of Holies?" For the first time, a hint of real anger invades the emissary's voice. It makes a growl that sounds like roiling, howling winds and deep popping cinders. "We will wipe them from existence. Your aid is appreciated, may It Which Slumbers see you close to completion."

With those cryptic words the emissary departs, and the colossal titan lumbers behind it, leaving small craters in its wake. Despite the carnage surrounding the capitol, flowers start to bloom where its feet fall.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11601

Dice rollRolled 5 (1d10)

Bardin stood, hunched over the card table with the rest of Regal Team. They were still his friends, even in his entombed state. In the small manipulators shaped to look like hands he held seven cards, holding them up closely to the tiny set of crystal disks that served as his various optics.

"Go fish." He said in his mechanical voice, slapping the cards down on the table. He put them down a little too hand, splintering the cheap plyboard table and sending cards, beers, and half-eaten bread flying across the yard.

"Sorry, mates." Came the voice. A whirring noise as the giant machine turned slightly, collecting cards with a speed that not even the Knight sitting at the table could match. "I'm still learning my own strength."

"It's alright, Bardin." Said a female Elf. The Knight. She gave the spider tank a smirk. "But I'm noyl going to forgive you if you let me ride inside of you tonight."

"I couldn't stop you anyway, Liliana." The mechanical voice replied. The mechanical laugh was a little awkward but everyone else found that just as amusing.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11602

>>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: (27.7) (1.4/turn)

>>Food: (Average)

>>Raw Currency: (21) (+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)

8 Withdrawn Berserker Squads (Strong)

3 Withdrawn Savage Packs (Weak)

2 Withdrawn Toad Riders (Very Strong)

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]

[Alchemy] (Simple)

[Meld Power]

[Fungineering]

[Spore Ships] (Mediocre)

[Mobile Infantry] (Basic)

>Territory: (13)

>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.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11603

>>11523

[Vyriah]

1. Morgaz's ambassador claims to have informed you of everything that Morgaz knows about the situation. He goes on to state that, as a positive sign, that Magi-Storm engines and Strato-magic deployed by the Gnomes has a “relatively low footprint”. Morgaz instead offers you some revisions to your drive systems, which has has managed to improve. You get the idea Morgaz is trying to get you to drop the issue. (set Magi-Storm Propulsion to [Average])

2. Anti-espionage research starts following some confusion by multiple departments over resources. This slows progress, it must crawls forward. (2/6)

3. You begin working on Magi-Propellant; a powderless compressed substance produced by the running of the Magi-Storm engines. The theory is problematic, but it starts. The researchers aren't sure how they're going to pull this one off (but they will). (1/6)

>>11524

[Kaldor]

1.2. The scouts find the creature. It's intelligent and speaks to you, but, more specifically, it tells you to leave it alone. It seems particularly annoyed and is alone – no nest, no nothing.

3. You start trying to apply your composite armor-making techniques to weapons. Some headway…but not much…is made. (2/6)

>>11526

[Brood]

>>You are demobilized. It will take 3 turns for the Broodmother to feel better (or so).

>>Disband all mobilized units. Add 5 pop.

>>You are administrating a relatively large occupation space (100% of current territory). Assigned: “The Experiment”[Epic][Psi][Bushwacker]; Gatorspidy, Very Strong+ [Slow][Bushwhacker].

>>Occupation news: The Thing of Chaos has been sighted at night around the perimeter of the territory, but has not attacked.

1. You commit your resources to the lab. There's nothing else to be done from here except wait. (Add unique building: [Coalition Research Facility])

2. The fortress completes. (revise: Moen to [Fortress])

3. Your efforts are in vain; the few pieces are still unstable, and now you've lost what remaining bits you've had. You're very slowly getting better, though. (PsiBi Research: 6/10)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11604

>>11532

[Patchwork]

1/2) Returns on your offers are mediocre, but your [pluralism] seems to help matters. The new towns and hamlets are generally good natured. (Expansion: 7/10)

3) You start steel production but it's…just not going very well. There have been several accidents in the forging facilities. (lose .2 pop)(research: 0/5)

>>11537

[Lost]

1-2. You begin working on more advanced illusion techniques. It's making some basic headway and you see some returns; the disaster has motivated the research forward. [Add defense: Stellan Illusions [Simple])(add spell: Stellan Obscurantism [Simple])

>>11539

[Santa]

>>Revise population: Add +7 population. Current standing number appears incorrect.

1) The lumber camp starts, but there are some timber falls and relatively little gets done. No progress.

2-3) You manage to finish the temple in good order. [Add unique building: (Player's name choice); +2 industry, +4 culture.](revise magic: Santerian to [Good])

>>11541

[Air Dwarves]

1. The forge completes. It's a marvel of production and rationalization. (Add rechnology: [Dwarf-Clockwork Integration [Very Simple](add unique building: player's name choice; +3 industry)(Set Rationalization to: Simple)

2. More testing is undertaken for the combat clockworks. The clockworks can now move around relatively easily and don't fall down as much. (4/8)

3. You commit your resources to the lab. There's nothing else to be done from here except wait. (Add unique building: [Coalition Research Facility]).

4. The Nobles are pissed off again. Great. They don't do anything, really, but they want more gems. (Set gems to: Low)

>>11547

[Dominion]

1. Expansion completes; some small villages have been integrated. A few Vilon scouts report that they've found some caverns. It will need some work to get into, but they seem deep. (Add 4 hex; +.1/pop/turn)

2. The research into anti-spy methods completes in good order. (Add technology: Counter-Espionage [Simple])

3. You commit your resources to the lab. There's nothing else to be done from here except wait. (Add unique building: [Coalition Research Facility]).

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11605

>>11560

[Necro]

>>You are partially mobilized. The monarchy is feeling some political strain, but it is managed.

>>Set mobilization status: 4 turns; unit production has halted.

>>You are administrating a relatively large occupation space (110% of current territory). Assigned: 6 Mobilized Skeletal Hordes [Very Strong]

>>The following units have become available from the occupation: 3 Undead Warmages [Strong]; 3 Zombie Hordes [Medium][Infectious]

1.You slowly start to convert the population. Many decide to agree to the change, but there are many remaining. Plague ravages the camps. (Add 3 pop; set Elf Prisoners to 3)

2.3.You begin repairing the capital. The damage is extremely severe. (3/20)

4. You raise wights of good quality and number. (Add units: 2 Wightswarms [Very Strong][Fear])

5. The status remain incomplete. The guy hired for it took the money and ran. Son of a bitch. (lose 7 currency; statues 1/2)

>>11562

[2702]

>>Morgaz has personally appeared to you. It's not sure how he knows you have scouts at the local towns. He is wearing massive black armor and stays at a slight distance. He bellows (loudly) “that I would like to speak to the commander in charge AT THIS FINE TOWN. I know you are here.” You may respond without an action and without cost. He has a small retinue, but they stand at attention rather than in a combat posture.

>>Nation event: 2702. You have noticed an odd insect around the base. A few of the psilockeers manage to hit it with a rolled up document. Think think it's Brood in origin, but they're not certain. You have the corpse.

1. You begin working on the communications array. It moves ahead thanks to some very innovative technicians. (5/7) [GM: Clarify what you want from this?]

2. Glider research is hampered at the last minute by a few errors in the design schematics. No progress is made.

3. The operation has begun as per your orders.

>>11576

[Sculpted]

1. The banking system is active and your now have a relatively effective economic structure. (Add technology: Economics [Simple])(+4 currency/turn)

2.3: The research on the diamond-sculpting moves forward. It's specialized research, and so it requires additional tools. (Research

>>11574

[Tunak]

1. You continue rolling south. There is slightly harder terrain, and this seems to slow the force down slighty. (Expansion 8/10)

2.3: Your elementals now are able to cast quake magic in battle. This isn't quite what you were hoping for, but is seems to be useful. (Add technology: War Magic [Simple])

4 – You start working on the firestorm spell. It's slow going, as several of the elementals are still awakening and appear groggy. (Research 3/6)

5/6 – The construction of the first circle begins. It's a relatively massive project and will take a good deal of time. (3/20)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11606

Dice rollRolled 24, 86, 96 = 206 (3d100)

>>11602

>CORRECTION: ADD RESOURCE

Healing Grass [Unfarmed]

>BRIARTHORN WALL 8/10

1. wall wall wall wall wallll

(Finish the Briarthorn Wall)

2-3 Fate smiles on Myconkind, for our first ventures out of the safety of the brush have proven to be fruitfull– the grass of healing blesses our feet! Mycenae heals at a quickened pace, but with this new resource at our disposal, the Withdrawn Ones will atleast remain victorious in the tragic event of conflict..

(Begin farming and cultivating Healing Grass)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11607

>>11606

[Colony]

1. The Briarthorn network is nearly complete. (9.5/10)

2.3: You manage to cultivate large volumes of healing grass. It goes great. (set healing grass to: Sustainable)

>>+1 Hex from spores

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11608

Dice rollRolled 26, 29 = 55 (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

Psi-Biology to [Very Simple] “The Experiment”[Epic][Psi][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: Wobbly)

>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 KEEP STUDYING PSI BIOLOGY WE WANT OUR LITTLE EXPERIMENT TO BE STRONGER AND BETTER SO LETS FUSE CHIMERAS UNTIL HE'S STRONG

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11609

>>11608

[Honkspider catch up]

1.2: You keep working on the psi-biology. It's…really slow, and you wind up killing a good portion of the material. (Revise: Chaos Prisoners [Massive – 2]) (Research 2/10)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11610

Dice rollRolled 19, 31, 60 = 110 (3d100)

1. Operation PRISM (10 currency)

2. Glider research

3. Comms Array

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11611

>>11605

Several dozen people mill about the Lowenthal gates. They look at the dragons in confusion. It's clear that these people feel secure as they don't even flee from the armed soldiers. Eventually one of the people returns, the town mayor in tow.

"Can I help you, your grace?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11612

Dice rollRolled 32 (1d100)

>>11610

Specialist reroll on the gliders.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11613

>>11611

[Morgaz]

"I know the Elsians are here. Bring one of them to me, farmer. I haven't much time. It is in their interest to speak to me. This is merely expedient; I haven't the resources to spare currently."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11614

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: (17) (.9/turn)

5.4 Elves

Food: (Excellent)

Raw Currency: (18) (8/turn)

Legitimacy: (Stable)

Culture: (7)

Industry: (17)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility]

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 [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], Steam [Basic], Command Crowns [Some], Standardization [Primitive], Clockwork Fabrication [Simple], Rationalization [Simple], Mobilization [Primitive], [Dwarf-Clockwork Integration [Very 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.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11615

>>11613

Several people look at each other with visible confusion. Even the Mayor appears confused. Morgaz can tell that this isn't just an act, he legitimately has no idea who or what Morgaz is talking about. Mercifully someone actually does. A human man who had been standing behind a stall smiles. Suddenly in a deadzone between townspeople and dragons a very pretty Elven woman sitting behind a desk appears. She looks up, then down, directly at Morgaz.

"Well, isn't this a surprise." She says coyly, a smirk tugging at her lips. The Elf is dressed in a brown coverall that bears little more than a patch on the breast and a name: Ironbranch. At her collar are three stars in a triangular formation. "How can I help you?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11616

Dice rollRolled 62, 34, 65 = 161 (3d100)

>>11603

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: (17) (1/turn)

Food: (Very Stable)

Raw Currency: (28) (13/turn)

Legitimacy: (Stable)

Culture: (9)

Industry: (12)

Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz]

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 [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], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Average], Counter-Espionage [Primitive], Morgazian Air-War [Simple], Civil Defense [Primitive]

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. Get that resource issue sorted out and get the eggheads on fixing how open to spying we are. 2/6

2. Well it is basically just compressed air that will be used to push a bullet out of a gun, so start there I guess. 1/6

3. Start setting up a market for metals of all sorts that we can get our hands on. Spend 10 gold on this.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11617

>>11614

The King awakens from a long peaceful slumbers to a chilly room. His window had been left open! How odd! He closes it easily enough, but looking down he notices a small pink stone with a note on it that says "Rub me" in clear dwarven script.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11618

>>11615

[Morgaz]

Morgaz is off put for a moment but recovers. Eventually he smirks, slowly. "You know, you are very clever. If I hadn't known about your arrival with my instruments I wouldn't have known where to look. Energy signatures are a funny thing, as they are like…footprints." He stops for a moment and then continues.

"I am Morgaz and I am sovereign of the nation to the north of here. I bring…ill tidings, mostly because I what I am about to say." He pauses again.

"The farmers are quite well trained, aren't they? They do it themselves. Very impressive." He trails off. "So. I am here on…diplomatic business. It has become..clear to me that you have…been…making several….gestures toward certain nations. That is not my concern. My concern is mostly that I require engineers for finish my project. This discussion concerns the solicitation of those engineers. I would ask what you would require for their expertise. It would be…piecework, mostly a few small items."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11619

>>11618

[Morgaz]

He continues. "You are diplomatically isolated. And soon you will be dead. I can offer some…palliative to this."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11620

>>11617

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: (17) (.9/turn)

5.4 Elves

Food: (Excellent)

Raw Currency: (18) (8/turn)

Legitimacy: (Stable)

Culture: (7)

Industry: (17)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility]

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 [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], Steam [Basic], Command Crowns [Some], Standardization [Primitive], Clockwork Fabrication [Simple], Rationalization [Simple], Mobilization [Primitive], [Dwarf-Clockwork Integration [Very Simple]

Territory: (8)

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

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11621

Broodlings begin to appear at the capitals of each nation formerly in the coalition as well as that of Morgaz, Necro Imperialis, Vyriah, and Santerians. Scrolls are delivered requesting the presence of each of these nations at the laboratory newly created for the group referred to as the "ICSP".

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11622

>>11618

>>11619

Dahlia raises an eyebrow. High-definition picture is a truly glorious thing. "I'm not terribly concerned about the attempts of primitives to find us. We are prepared for that eventuality, but you have done a great deal to intrigue me. First, you have instruments capable of reading our signatures, which means you aren't like the other savage nations on this Plane. These townsfolk have been well-trained indeed, they're also quasi-citizens of Primus so it's to be expected." Dahlia leans forward, both her elbows on her desk. The smirk falls away to reveal an expression that is all business. "It means that you're capable of reading highly advanced and encrypted psionic signatures. That makes you useful, or a major threat. What sort of items are the talking and for what sort of work?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11623

>>11621

a polite refusal is sent back with the broodling. From the handwriting it seems the Doge tried very hard to be the bare minimum of polite.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11624

>>11622

[Morgaz]

Morgaz laughs. "Oh, I can't actually read them. I can register them and correlate them. The rules of this plane are…. a little strange. As for how, documentation is quite extensive; there's only about three other planar-going entities – that I am aware of – that have your signature. One is a plane-going blob, the other causes planar-tears of catastrophic proportion. You do not look like a blob to me, nor some damnable eldritch horror!" He laughs once.

Suddenly, he changes the subject. "The work is simple. I require fine hands and fine skills to make revisions to a proprietary device I have constructed. The device is only the size of a fist, but is partially uses some psionics to make some of the principles function. However, my people, though they are..skilled in many things, are not psions." He pauses. "This is where you come in. Two engineers for two days, or so. They will be well kept. In exchange, I will send several of my best soldiers to train you in guerilla warfare techniques. I have fine skills after fighting the previous administration in the god-forsaken mountains north of here."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11625

File: 1445561514366-0.png (239.33 KB,284x284,1:1,SteampunkAirship_thumbnail….png)

File: 1445561514381-1.jpg (116.04 KB,800x477,800:477,city_in_the_clouds_l.jpg)

Dice rollRolled 14 (1d100)

>>11620

1. With the Grand Iron Forge completed, and a sheer abundance of Iron, dwarves trained alongside a supply of clockworkmen, the time has come at last!

The time when we begin the completion of the greatest engineering undertaking any civilization has done in known history!

The Pride of Dwarven might! And the centerpiece of all fleets from now on.

Not a Cruiser, not even a battleship, nay, but this construct will service and dock battleships within itself.

The Super Sky Fortress Dreadnought.

20km in length (12 mi, and 12KM (7.2mi) at its width, its surface size alone would be equivalent to the size of several known cities in the world put together (or roughly 3/5 of the state of Rhode Island)

Complete with its own internal farming and food supply system, as well as the ability to store a small islands worth of both Fuel and Cargo Materials, it is a literal floating fortress city in the sky manned by thousands upon thousands of Dwarves and Clockworkmen, and bristling with the hieaviest pieces of artillery and bombs concieved yet.

Numerous and redundnant propellors and propulsion lift combined with emergency engines both manned and automated, as well as flight enchantments, even in the event of total catastrophic failure it is designed to fall slowly and land upon any concievable continent. With labrynthine blast doors, security compartments, and space for entire armies and fleets, it will be the mightest undertaking ever seen, as only possible through the power and industry of the Dwarves!

>con't

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11626

Dice rollRolled 35, 10 = 45 (2d100)

>>11615

Name: The Lost(Courtier)

Race: Elves

Color: Blue with brown backing

Fluff : The Lost are the last fragments of the once proud Stella Imperium. Their cities sacked, their labs destroyed, their people tortured and killed. They are all that's left. The Dwarves and Dominion, who came too late to aid in the battle, came in and swept them away even as the Necro Imperialis butchered scores more under their heel in a fit of overzealous rage and fury. Every elf remembers that day.

The astral light inborn in every elf still burns, but the principals of their magic has, shifted. Where once it was artful and filled with beauty, it is now cold and Spartan. Where once the luminous purple light of the astral plain was clearly apparent in all who saw and elf cast, the color and aura are hidden and subdued. Less powerful perhaps, even likely, but so much harder to detect by an order of magnitude. Indeed their magic and eyes give off no light or warmth or beauty anymore, it just is.

Government Type: Elder Council, who answer to the dwarf king alone. His nobles can go sit on an iron spike.

Economy Type: Capitalism as per our short bearded friends.

Religion: The star spirits are still venerated by the lost, but the open worship and asking of questions has ceased. The stars did not or could not help them then, and are unlikely too now. The elves must help themselves first.

Location: Ribwall

Population: (22.4) (.9/turn)

Food: (Excellent)

Raw Currency: (18) (8/turn)

Legitimacy: (Stable)

Culture: (7)

Industry: (17)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit)

Defenses: [Add defense: Stellan Illusions [Simple]

Military Units: 1 Eastwinds .Co Destroyer, 1 Dwarven Frigates (damaged), 2 Elven Bladedancers; [Very Strong][Clever]]

Resources/Quantity: Iron, [Sustainable], Copper [Wobbly], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample]

>Colonies

[Lost Light] [Town]: Iron [Sustainable]; Gems [Average]

Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple);(Stellan Obscurantism [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: (8)

1. Spoiling For Revenge: You get a combat bonus against the undead. (+1 to all combat rolls against undead.)

2. Elder: You gain +5 to all rolls.

Eccentricities:

1. Smug but humbled: Everyone's smug until they get punched in the mouth. You're still smug, but you tolerate dwarves.

2. Operating From Memory: You can conduct research in astral magic awkwardly, and the Dwarves can't really 'get it'.

1. Continue working on Illusions. Simple illusions are unhelpful in the long run. They need to be large, complex and convincing.

+Elder

2.Build a theatre so that what happened to us may be properly portrayed to the world. Also so we may spread ourselves to the world should the worst occur.

+Elder

+Shape rock spells of the dwarves.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11627

Dice rollRolled 39, 69, 83 = 191 (3d100)

>>11604

>FluffnStuff: >>10350

Population: 21.1 (1.2/turn)

Raw Currency: 72 (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; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)

Technology: (Stone, Wood, Iron) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive]

Territories: (13)

1) Continue expanding the borders of the Republic, going to the different border towns and offering the protection of the Republic (Pluralism)

2) Start steel production.

3) That meeting seemed… tense. The Republic should shore up it's defenses. Strong, sturdy walls connecting it's towers will make a good start. (10 gold

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11628

File: 1445561982916-0.jpg (54.55 KB,480x272,30:17,Sister_Ray-Crisis_Core (1).jpg)

File: 1445561983015-1.jpg (23.31 KB,236x349,236:349,bc8bbc3a980746ac3e069485b2….jpg)

>>11625

>continued

However, it's true strength will lie within its massive super weapon.

A gigantic, axial Super Cannon, mounted at the bow of the ship, capable of firing the greatest shells of high explosives ever built, about the size (and weight) of a well to do house Something designed to rip through the Clown Tent with ease.

It will be meant for enemy capital ships, or the strongest fortifications, and include several special "Earthquake Shells" designed to crack the very ground of islands itself to destabilize large fortifications, or perhaps even be used in deep island mining.

Bonuses:

Aerial Fabricators: Sky Dwarves are keen on airship construction, and gain a bonus to rolls to construct airships or other large aerial constructions (+15)

Iron, [Sustainable]x2

[Airships, Basic]

[Civil Defense, Primitive]

Steam [Basic]

Standardization [Primitive]

Clockwork Fabrication [Simple]

Rationalization [Simple]

[Dwarf-Clockwork Integration [Very Simple]

Spend 18 Cash

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11629

>>11624

Dahlia looks suitably unimpressed. "I regret to inform you that we already have training in guerrilla warfare and don't need further instructors for that task." She shrugs half-heartedly. "But, you do have something that I want. You have detailed readings and examinations of the metaphysics of this Plane? I want them. Give me your documentation on the metaphysics here for analysis and I'll give you two engineers for your work. Information for information. The stupid metaphysics of this Plane are causing all sorts of issues with my equipment." As if to punctuate that the picture suddenly vanishes. The human let out a curse under his breath. The picture flashed back into being a few seconds later. "Like that." She says with a frown.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11631

File: 1445562479130-0.jpg (1.13 MB,2229x2066,2229:2066,Railroad.jpg)

File: 1445562479174-1.jpg (52.25 KB,400x417,400:417,HSExpress.jpg)

Dice rollRolled 73 (1d100)

>>11628

2. The Dwarves look upon the recent success of the Necro Imperialis, how their massive expansion of territory gains have alloted them great national action capacity.

The Dwarves decide the time has come to fully utilize the entirety of Curlo's chain, and set about in extremely rapid expansion.

Gone are the days of mere wagons and settlers, no, this is truly industrialized expansion.

Using the Grand Iron Forge, steam locomotives and miles of railway are churned out, as airships transport and lift crews of dwarves and clockworkmen to begin constructing a long railway across the breadth and width of the island, ensuring fast and rapid movement of troops and logistics across the whole island, and setting up of towns and outposts along the way.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11632

>>11623

Hannah had wondered the streets of the flying city for nearly a day now, eating garbage and obtain liquid in other 'interesting' ways. However her she could afford to procrastinate much longer. After about half an hour of searching she found what she hoped was the residence of the 'doge' as they called him. She approached the nearest guard and requested an audience. Insisting she's the leader of a nation when met with 'understandable' doubt.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11633

>>11629

[Morgaz]

Morgaz is slightly put off, but he senses a deal is near. "Very well, I will send you the data I have collected. It is in draconic, mostly, and it will need to be copied. I will provide a translator as I'm afraid some of my terminology is somewhat unclear. As such the translation will be somewhat imperfect, but I suspect you are quite used to that so far." He pauses. "Additionally, I would like to make you aware of growing…paranoia and power-mongering of nations of this plane. They are…exceedingly irrational. I will provide a faerie dragon to you if you wish you contact me in the future. It will dwell in the hills near this particular town and will easy to find. Expect the documentation in two days; you know where to send the engineers." With that, Morgaz flies away.

After the meeting he mutters to his aide: "they are all the same."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11634

>>11632

Hearing the name and the description the woman is let in to meet the same gnome from before, this time wearing a red suit with a gold trim. "What's your business? Also, why haven't you left my city yet?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11635

File: 1445563037443.jpg (924.92 KB,1200x642,200:107,underground_palace_by_pbar….jpg)

Dice rollRolled 39 (1d100)

>>11631

3. With the construction for new and larger fleets being upscaled, the Dwarves continue their search for a vein of Rubicite, and continue the exploration of the map leading to a new vein, digging deeper and deeper into the earth 1/2

>>11617

Thinking himself clever, the agent who delivered the stone departed, presumably via out the window and through the air.

Surely this being the tower of the most grandois structure would be the royal palace.

Alas, it seems this time, the incursion into Dwarven lands was yet again fraught with a failure of information.

For their exploration of the Sky, the Dwarves are and always will be creatures of the earth, whence they were born, and when all dwarves begin.

As for the King's Palace, it's other name, "The Underground Palace", is not given without reason. For one of the many benefits and securities of the great underground city is the protection of the safe earth around them, their home city secure within its myriad of tunnels few beings, even native dwarves know the full extent of. And wherever the King's bedroom is, it has no need of windows underground.

What became of the individual who found the stone? Few know. No word of it was ever found.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11636

Dahlia closes the connect. Her frown deepens. The report she was reading was preliminary analysis of the bug they'd found wandering around the base. They don't estimate it saw much given how early it got squashed, but any amount was too much. They needed that Gate open, and they needed it open fast. She pressed her communicator, opening up a voice channel with the Chief Eingeer. She could hear drilling and hammering in the background along with muffled voices.

"Yes, General?" He asks into the communicator.

"I need two Engineers sent to Morgaz. Don't worry, it's for diplomatic reasons. He's more advanced than we gave him credit for and I want him on our side until we get the Gate open."

"Will do, General." The connection went dead. Bloodstone was a busy man after all. Dahlia went back to reading her reports.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11637

>>11628

>>11631

>>11635

Industry is 17 btw

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11638

Dice rollRolled 22, 70, 75 = 167 (3d100)

1, 2, 3. The Broodmother calls the armor to Hivecore. "We are in times of dire consequence. The plane may in fact be collapsing and I do not believe anyone has any interest to stop it. I tried to begin research on a way to save the plane, but it is not a successful plan. No one has shown the desire to help. I need multiple things from you. First, Morgaz is centuries old, and may be inter-planar. Speak if you know of this. Second, I desire your knowledge of military science. I desire you to take all of my resources, all of them, and build me a weapon so powerful it will protect us in the coming times of war. Third, I wish to add you to the hivemind. I will attempt to place you into a body once absorbed, but success cannot be assured. Perhaps your weapon will be a new body for you to rule from. I wish for you to lead my people alongside me, as I know you will be able to lead us to salvation.

Ultimate Weapon Resources Available: Silk [Sustainable]; Copper [Sustainable]; Spiderlings [Sustainable]; Healing Grass [Scarce]; Gems [Lots]; Silver [Some]; Gold [Some]; Iron [Sustainable x2];[Odd scrolls, Historical Scrolls, Antique Armor, Antique Weapons];[Large Psi-Inert Power Conduits]; Wood [Sustainable]; Coal [Sustainable];Chaos Prisoners [Massive – 2];Slaves [Lots]

Currency: [50]

>This is totally a good idea.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11639

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11640

>>11634

She walks into the room, her eyes wander across various well crafted pieces of art for a few moments. "I must admit with embarrassment, that I have never dreamed people living in the clouds possible.. let alone an entire city flying…" She giggles at the absurdity of it all before focusing on her host. Hey eyes traced the suit, it was a deep red. "I like your cloak a lot, red looks nice on you."

She gives a small smile, then crouches near a seat across from the sitting leader of the gnomes. "Right, I'll be frank Sir Doge, we have little to offer and no military to speak of… so we are of no threat to you.." She pauses a bit, "I doubt we would prove one with an army, but this is besides the point."

"We will be soon be investing our resources into the field of medicine, hopefully one day we shall be able to offer you physicians and doctors as sign of token. For alliance yes? It is good deal, or if not good enough we also make advances in magic of manipulation of the body so to speak…What do you think?"

A moment pauses. "Also it is long way down."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11641

>>11640

"We have yet to find a bottom, if there is one. Fall and you quite possibly will only die from old age or starvation more likely. As for the actual business proposal, if I understand, you want to give us medical personnel as tribute. If so that will not be necessary, Vyriah is a nation of merchants. We believe in equal trade. If you need anything you can come to us and we can usually get it to you, for a price."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11642

Dice rollRolled 2, 19, 44 = 65 (3d100)

>>11604

Population: 11.4 (+1.2/turn)

Food: (Very Stable)

Raw Currency:13 - 12 [this turn] (+5/turn)

Legitimacy:(Great)

Culture: 12

Industry: 7

Unique Buildings: Black Ziggurat, [Temple of the Raven +2 industry, +4 culture.]

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 [Good]; (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) They send an architect to instruct people on how not to cut tress BEFORE the lumber mill is construed, (Construct lumber mill, rush with 2 gold)

2) Another project is agreed on, with the temple complete the visions of Eusoch, the quite dead one of healing easily penetrates the minds of all those whom are opened to receive her. The ground work of an academy of medicine and anatomy is laid out, there would soon hopefully be doctors among the Santerians. [Begin construction of a medical university, rush with 10 gold]

3) Within the temple the practice of magic begins, however it doesn't belong in combat at all. In fact it's about as indirect you can get… The walk of the shadowlands would be explored more..the concept of reincarnation.. no longer a concept for those who follow the path…who have suffered enough… Ten priests commit ritual suicide, if everything goes well they will all appear on the horizon within a week, their wounds healed and their minds expanded. [Improve shadow walking magic]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11643

>>11641

She claps her hands and stands up. "Perfect! Is there way to contact you at later date?" She scratches the back of her head, you swear an insect taps the floor and skitters away. "Can I ask you for a ride down as well?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11644

>>11643

"Yes yes, you'll have a ride back to the continent. As well, just send a message if you need me or send a diplomat."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11645

>>11644

"Thank you grand Doge, I will pray for your safety in these strange times." She turns and waves, "Farewell for now!"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11646

>>11645

As the woman leaves the Doge pulls out a crystal glass and some brandy. Pouring some he mutters to himself "Nice girl. I hope to the winds she isn't crazy."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11647

>>11621

The leader of the Santerians arrives at the lab, unsure what to do she lets herself inside. This was the meeting place right? Where is everyone?

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11649

Dice rollRolled 1 (1d10)

>>11603

rolling for the freak trolls

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11650

>>11647

The broodling is now sitting in a chair, slouched. "Cancelled. It seems the building of the lab was a cause not worth the effort. I may convert it into something else in time with the consent of others. This was supposed to be a rallying point for Soren, but we're more estranged than ever. Had Morgaz shown, the world would follow. It has become clear he is the singular controller of the land at this point. Fighting it would be 'unwise,' as he would put it."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11651

>>11650

She tilted her head, everyone seemed to really like these slanted tables. "Oh..Morgaz is that dragon right?" She sits herself in a chair and unhooks her cloak. A filthy white dress underneath, as well as a thin necklace. "Why do you figure he rules these lands? Because he is large?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11652

Dice rollRolled 57, 10, 25 = 92 (3d100)

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (17.8) (1/turn)

Food: (Stable)

Raw Currency: (36) (3/turn)

Legitimacy: (Semi-Stable)

Culture: (13)

Industry: (8)

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:

Copper [Sustainable][x2]

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

[Prisoners, some]

[Iron, Sustainable][x2]

Mildly-Burnt Freak-troll hide [some]

Freak Troll Minors [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]

+Composite-Material Armors [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 a delegation to the Gryphon attempt to parlay with it and find out why it seems so upset, perhaps we can help.

2. Continue the work on the weapon techniques

3. Begin improving the training of the Wardrummers.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11653

>>11651

"And powerful. He's clearly scheming to become even stronger. He may have an army like no other, and everyone is afraid of it. Everyone wants to protect themselves, but no one is foolish enough to stand up to Morgaz, and no one is brave enough to follow."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11654

>>11653

Hannah gives a slight chuckle, "Everyone is trying to become more powerful though. And if he can fly his army most likely fly yes?" She stands and starts pacing the room, observing the items scattered about. "Have you ever tried talking to him? To see what he would like?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11655

>>11654

"Oh how I've tried, but if you give him what he wants–Power, he only has the right to more."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11656

>>11655

"You've gone to talk to him directly?" She stares into a globe like object filly with fluid, with a light shake small white flakes float around it. "Like knock on his door?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11657

>>11656

"Once. It was my first meeting. I was at war then and one of his was… accidentally harmed."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11658

Dice rollRolled 42, 63, 89 = 194 (3d100)

>>11605

1.transport the still living elves to our two towns. They can join the other Living there. They can teach the elves how to be productive members of society. Do not take ones infected with plague. We don't know how to cure it. It may seem brutal but the only course available that doesn't damn them all to death is to allow it to burn itself out.

2. Focus on rebuilding the new secondary capital. Make it stronger and more beautiful than ever.

3. Finish the God damn statues. Find a new painter 8 currency. And find the old one and kill him. Thievery is a crime. Stealing from the emperor is a death sentence. We need these damn statues to restore full faith in the emperor.

https://docs.google.com/document/d/10O-9ogQVm7t8c_YxMO1jLbw_8VaoAGUqUh9zu-ZZ9G4/edit?usp=docslist_api

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11659

>>11657

>>11657

She returns to her seat with the orb and places it in front of her, leaning onto the table and watching the little flakes dance. "Did you drop something on one of his chameleon friends? And is there anything to drink around here?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11660

>>11659

"I accidentally tried… stealing his mind. Look in some cabinets around. I'm sure someone brought some food stocks." The broodling exits to find some barreled water, pouring a glass and returning with it for the cave-dweller.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11661

[2702]

>>Nation Event: The first documentation from Morgaz has arrived. It's helped you calibrate some of your equipment much better. His documentation is …extremely thorough. It even has footnotes…

1. The operation moves forward, barely. The money helped.

2. Glider research is complete. This should help you with certain actions. (Set technology: Expionage to [Excellent])

3. The communications array is done. Your engineers are finally managing to get the equipment working in a way that isn't atrocious. (Add [player unique fluff building]; +3 industry)

>>11616

[Vyriah]

1. The espionage research completes. You now have a good handle on how not to get garroted. (Add technology: Counter-Espionage [Simple])

2. The researchers take up your analysis and make some headway. It's…moving, at least. (Magi-Storm Projectiles 4/6)

3. You begin setting up a market. It's going to be fantastic. (1/2)[GM: Clarification on what player wants?]

[Air Dwarves]

1. The first dreadnaught construction takes place. It consumes vast resources. (2/10)[set 1x iron to: [Strained]

2. The expansion takes off. The first primitive steam-rail systems have managed to vastly decrease the time for expansion. Soon crews are out hammering spikes and clockworks begin their long work of laying planks. (Expansion 4/6)

3. You dig into the earth. After awhile, you find a small rubicite deposit. Jackpot. (Add resource: Rubicite [unmined])

[Lost]

1. Your research on illusions move forward. When cast, this should blot out or obscure most invasive methods…you suspect(Research Obscurantism: 5/6)

2. The theater doesn't make much progress. Dwarven paperwork is improperly filed and translated; the chaos leads to a total stoppage.

>>11627

[Patchwork]

1) You expand some more. It's going very well, and you suspect the island will soon be effectively yours. Your expansion is generating a momentum. (Expansion: 4/9)

2) You start production and it's proved to be easy enough. (Add technology: Steel)

3) You begin working on some more complicated walls. A network will cover most of the nation and be slower, while a single group of walls for the capital will be quicker. (5/???)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11662

>>11638

[Brood]

The armor speaks slowly. The currency is useless.

1.2.3:“Morgaz. I do not know what name…is..he a researcher? Scholars of the planes and reality are numerous…I am..sorry, I do not have any knowledge of him. I do..not know about this plane, or if it is ending. I do not even know where I am most days. Why…why am I here? The skies here…this place is near to them. I feel it…you could…push through some places…if you…really wanted to….this place…wobbles…”(Add technology: Planar Tunneling [Primitive; Improvised; Dangerous])[[You suspect you would need massive amounts of rubicite and other materials to build a portal]]

“Battle..what do I know of battle….I know of combat on a vast scale, particularly against the Mericon…I could..show you how to fight them…they move..like this….” (Add technology: Mass Combat [Primitive])(Add technology: Bombardment [Simple])

The armor shudders and suddenly realizes where it is. “You..would absorb me..please destroy me…let me pain end. My failure is total.” There is a weeping noise. {You may absorb the armor or destroy it fo no action. It appears to be useless in the current form.}[this does not take an action]

>>11642

[Santeria]

1) Unfortunately the architect is killed by falling timber. It seems his concerns were valid. No progress.

2)You begin work on a medical university. It crawls along, but the money helps. (MedicalU: 3/6)(-10 currency)

3) The priests are not back yet. More time is required. (Research: Shadowlands 3/6)

>>11652

[Kaldor]

>>The Freak-Troll outbreak seems to be destroying large portions of Mare. Swarms of the creatures have been sighted by your scouts. They will probably destroy most of the city; much of the place seems to be in flames.

1. The Gryphon – his name is Ragebeak – informs you that it would like potatoes and fruits. Lots of them. The scouts report this to you, and you can't really believe it.

2. You begin working on weapons again. It stalls after a fire burns down the smithy where the weapons were produced. Drat. (Weapon research: 2/6)

3. You begin research on trying to improve your wardrummers. (1/2)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11663

>>11658

[Necro Imperialis]

1. You transport the stupid levels to a town where they just don't die. Whatever. (Add technology: Civil Defense: Simple)(remove resource: Elves)(Add 1 pop)

2. The capital is slowly rebuilt. You notice there is some…astral fluid leaking…from somewhere. Your liches aren't sure about it. Maybe you should investigate. (9/20)

3. You finish the statues. They're really very good. (+2 culture +2 industry)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11664

File: 1445569973992.png (3.32 MB,2229x2066,2229:2066,Soren- Latest.png)

>>World Event: A planar tear has been sighted on Pegul. It opens and closes. No dragons have been sighted. You could send military units.

>>World Event: The city of Mare is burning. Freak-Troll swarms flood the streets.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11665

>>11664

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: (17.5) (.9/turn)

5.8 Elves

Food: (Excellent)

Raw Currency: (8) (8/turn)

Legitimacy: (Stable)

Culture: (7)

Industry: (17)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge]

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 [Strained]; 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], Steam [Basic], Command Crowns [Some], Standardization [Primitive], Clockwork Fabrication [Simple], Rationalization [Simple], Mobilization [Primitive], [Dwarf-Clockwork Integration [Very Simple]

Territory: (8)

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.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11666

>>11660

"Oh my." She picks up the glass with a smile and begins sipping it, before giving in and downing the entire thing in a swig. Soon she begins raiding the cabinets. "Well, I plan on visiting him next. Why not come with me? You could say sorry."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11667

Dice rollRolled 23 (1d100)

>>11665

1. Let's start with the nobility roll this time.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11668

>>11666

>You are the devil

"I've tried. I think it would be best if you go alone."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11669

Dice rollRolled 20, 22, 73 = 115 (3d100)

>>11661

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: (18) (1/turn)

Food: (Very Stable)

Raw Currency: (41) (13/turn)

Legitimacy: (Stable)

Culture: (9)

Industry: (12)

Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz]

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 [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], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Average], Counter-Espionage [Simple], Morgazian Air-War [Simple], Civil Defense [Primitive]

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. Magi-Storm projectiles 4/6

2. metal market 1/2

3. Begin using the Magi-Storm engines and Gravity construction to create a parts factory similar to that of the dwarves. It will be useful for ship production.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11670

Dice rollRolled 92, 72 = 164 (2d100)

>>11664

Name: The Lost(Courtier)

Race: Elves

Color: Blue with brown backing

Fluff : The Lost are the last fragments of the once proud Stella Imperium. Their cities sacked, their labs destroyed, their people tortured and killed. They are all that's left. The Dwarves and Dominion, who came too late to aid in the battle, came in and swept them away even as the Necro Imperialis butchered scores more under their heel in a fit of overzealous rage and fury. Every elf remembers that day.

The astral light inborn in every elf still burns, but the principals of their magic has, shifted. Where once it was artful and filled with beauty, it is now cold and Spartan. Where once the luminous purple light of the astral plain was clearly apparent in all who saw and elf cast, the color and aura are hidden and subdued. Less powerful perhaps, even likely, but so much harder to detect by an order of magnitude. Indeed their magic and eyes give off no light or warmth or beauty anymore, it just is.

Government Type: Elder Council, who answer to the dwarf king alone. His nobles can go sit on an iron spike.

Economy Type: Capitalism as per our short bearded friends.

Religion: The star spirits are still venerated by the lost, but the open worship and asking of questions has ceased. The stars did not or could not help them then, and are unlikely too now. The elves must help themselves first.

Location: Ribwall

Population: (23.3) (.9/turn)

Food: (Excellent)

Raw Currency: (8) (8/turn)

Legitimacy: (Stable)

Culture: (7)

Industry: (17)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit)

Defenses: [Add defense: Stellan Illusions [Simple]

Military Units: 1 Eastwinds .Co Destroyer, 1 Dwarven Frigates (damaged), 2 Elven Bladedancers; [Very Strong][Clever]]

Resources/Quantity: Iron, [Sustainable], Copper [Wobbly], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample]

>Colonies

[Lost Light] [Town]: Iron [Sustainable]; Gems [Average]

Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple);(Stellan Obscurantism [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]; (Research Obscurantism: 5/6)

Territory: (8)

1. Spoiling For Revenge: You get a combat bonus against the undead. (+1 to all combat rolls against undead.)

2. Elder: You gain +5 to all rolls.

Eccentricities:

1. Smug but humbled: Everyone's smug until they get punched in the mouth. You're still smug, but you tolerate dwarves.

2. Operating From Memory: You can conduct research in astral magic awkwardly, and the Dwarves can't really 'get it'.

1. Continue working on illusions. We will need them. They need to be strong enough to fool the most stubborn dwarf, complex enough to enwrap even the brood's mind and subtle enough for even the most clear eyed dragon to not notice the difference.(Research Obscurantism: 5/6)

+elder

2. Continue to build that theatre. From there we will trains actors and performers so the world will hear our tale.

+elder

+Shape Rock (simple)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11671

Dice rollRolled 25, 53, 15 = 93 (3d100)

>>11663

1 . investigate the leakage we need to find the source and see about stopping any potential damage to the plane.

2. Continue reconstruction of the city(9/20)

3. We are larger than ever before. However this requires beauricratic oversight on a level not seen before. We will need to research and try new methods. Have Mortisha handle it personally.

https://docs.google.com/document/d/10O-9ogQVm7t8c_YxMO1jLbw_8VaoAGUqUh9zu-ZZ9G4/edit?usp=docslist_api

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11672

The Broodmother hulks over The Armor. "I am sorry that I must do it, but in the name of respect and order I will… meet your wishes." She proceeds to ram a leg through the armor.

[Kill The Armor]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11673

Dice rollRolled 3, 99, 36 = 138 (3d100)

http://pastebin.com/9kPTjV14

1,2,3. Set up a semi-fortified base at the foot of the anomaly. Allow passage to the area, but inform outsiders that research is being conducted on the anomaly.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11674

Dice rollRolled 88, 3, 76 = 167 (3d100)

>>11662

Population: 12.6 (+1.2/turn)

Food: (Very Stable)

Raw Currency:8 (+5/turn)

Legitimacy:(Great)

Culture: 12

Industry: 7

Unique Buildings: Black Ziggurat, [Temple of the Raven +2 industry, +4 culture.]

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 [Good]; (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) Four Berserk Warbands [Very Strong] are sent to investigate the tear, the architects funeral is attended by all the wood workers. (Send four units to investigate the tear)

2) Construction of the medical university continues as almost planned, more money is pumped into it. (Continue MedicalU construction, 3/6, spend 5 gold on it)

3) They wait, it is really all they can do on the mortal plane. (Shadowlands research 3/6)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11675

>>11668

"Very well.." She finally locates something edible and stuffs it in her mouth. A few more of these items are grabbed as she places her cloak over her shoulders once more. "May your travels be well, I shall pray for your safety." And with that Hannah leaves the lab.

>>11664

Hannah attempts to make contact with Morgaz, knocking on the front door usually works yes?

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11676

File: 1445572435046-0.jpg (83.93 KB,1024x722,512:361,Marc-Simonetti-Spaceship-c….jpg)

File: 1445572435070-1.png (85.36 KB,1360x691,1360:691,2 (1).png)

Dice rollRolled 74, 81, 54 = 209 (3d100)

>>11667

2. Rubicite mining is put on a halt, as Miners are immediately diverted to FIND MORE GEMS

3. However, in order to insure more mine systems for additional gems and resources, expansion is pressed forward, as of lines railway track are laid night and day by automotons that never sleep, need no food nor water, and work under any conditions 5/6

3. Elsewhere the Massive Dreadnought continues to take form and shape, the building of the greatest structural achievement by any species on the planet known so far being built, easily dwarfing entire cities in its magnitude.

Miles and miles of metal framework are loaded onto railcars and have to be transported across great distances, as building sized plates of heavy iron are welded, bolted, and affixed together in a structure that stretches from horizon to horizon.

Engineers have to divide entire sections of the gigantic structure as one would when planning a city a city. Indeed, this is like planning the construction of many cities and linking them together, planning barracks and housing, roadworks, utilities, sewage, food distribution, ammunition distribution, and all the logistics to support such a gigantic endeavor.

Super Sky Fortress Dreadnought 2/10

Iron, [Sustainable]

Iron, [Strained]

[Airships, Basic]

[Civil Defense, Primitive]

Steam [Basic]

Standardization [Primitive]

Clockwork Fabrication [Simple]

Rationalization [Simple]

[Dwarf-Clockwork Integration [Very Simple]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11677

>>11675

[Morgaz]

Morgaz's diplomat appears as the massive darksteel door opens.

"Greetings. Great Morgaz has explicitly banned the association of the nation with those who utilize blood magic. If at such a time you would like to rescind such practices, great Morgaz will of course receive you." With that the diplomat goes inside, and the massive door slams audibly. It slams loudly – so loudly, it causes nearby birds to fly away. You are alone.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11678

>>11677

"Guess that's just how it works sometimes." She turns around and goes home.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11679

Most of the base, sans Regal Team, gather in near the array to watch and observe the first astral communication's link with home. They arrange themselves into neat orderly ranks as if they were on a parade ground and not at all in the rather small confines of the base camp. From the area of communications all clutter and equipment had been cleared away for the event.

Fifteen Telepaths gather together, each on a glowing node of the Array. The the crack of thunder and a sudden smell of Ozone the eyes of the Telepaths open wide to reveal pools of empty swirling darkness. Their mouths open in a silent scream. The manifester crowns circling their heads and the heavy metal gauntlets shimmer and crackle with untold power. The large power pylons that ring the Array pulse and beat with a dark red light - the color of blood. Above the array a dark cloud swirls and loom before exploding with yet another peal of thunder to reveal the area Astral Sea itself, just a small snapshot of its vast expanse. Then it is gone. The energy arcs from the manifestor crowns shoots forward to the center of the contraption. From the center of the array a truly regal figure emerges. A clear pictures, but a hologram of a person. She is tall, lithe, unimaginably beautiful. Clad in a form-fitting red dress that hugs her curves, with a crown upon her head and bejeweled gloves running up her arms the Mortal Queen herself steps forward from the platform.

The entire Detachment - excepting of course the Telepaths holding open communications - kneel in reverence and respect to the woman who alone maintains the same level of communication it takes all this work to do. She comes to Dahlia. Her poise is perfect, straight backed, but not rigid. She moves with all the air and certainty that only one of absolute power could. The Astral Projection of Queen Elsa stands before Dahlia. The Pioneer-General growls lower.

"Rise, General, Dahlia, my beloved Consort. Oh how I've missed you!" Dahlia rises slowly to her feet, her head still bowed. She doesn't even look at Elsa's feet. She looks away entirely, but maintains her stance of attention. "Come, look at me, my dear General." Even through all this distance Dahlia can feel the presence, hear the mental command of her leader. She looks up into Elsa's dark dark eyes. "You're late." Elsa says. Those eyes hold no warmth. Only contempt. "This array needed to be done months ago. Your failure has held back our operations in that zone for months, Dahlia. You must be punished for your failure."

It started as a prick in the back of her mind. Then pain blossomed. Like a rod of fire had been jammed under every nail, and into her eyes. The pain was everywhere, simultaneous, and staggering. Dahlia couldn't even scream for one long moment. She felt consciousness sway, but the mental finger grip of her Queen was strong around her jaw, and no darkness could claim her. She shuddered in pain and finally, after several agonizing heartbeats, was allowed to scream. She collapsed into a writhing seizure. No one looked at her. No one moved from attention. She bucked and clawed and screamed for a good long while before the Queen was satisfied with the woman's punishment. She felt the mental talons leave her but echoes of the pain still caused her to quake and whimper.

"I am not without mercy," She says, smiling now. Her hand gestures out over the Detachment. They could all feel it; the pleasure. Mind-numbing in intensity. Many of the newer or less resilient of the Detachment dropped immediately from the overlord, twitching in much the same way Dahlia was. Many lost control of themselves. The more experienced simply shuddered in place with pure euphoria. Images of paradise, feelings of the most exquisite physical and mental pleasure washed over everyone in the camp. Everyone except for Dahlia.

Rolling onto her side the Elven woman let out a quiet whimper. She squinted her eyes, clearing her vision of tears that way. She needed her hand on the ground before she collapsed again. With intense mental effort she forced herself back to her knees. The pain fled her, replaced with a small amount of the pleasure the others had been given. She shivered.

"Get my Gate open, Dahlia. You have a month. Do not make me respond to this personally again or it will be most unpleasant for you, Consort."

"A-as you will, m-my Queen." Dahlia croaked. She still shuddered occasionally but even her mind could not differentiate between the fear, the awe, the pain, or the pleasure.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11680

File: 1445572913998.jpg (101.33 KB,700x700,1:1,evil_queen_by_nailmeister.jpg)

>>11679

Queen Elsa disappeared from view with a snap of her fingers. One of the Telepaths gave a horrified shout and exploded from the energy backlash of the Queen's sudden disconnection; showering the others in gore. She was replaced with a uniformed gentleman standing with a few Telepaths in a similar state to the ones at the base.

"I see you've had a lovely time, General." The uniformed man quipped. On his collar stood five stars arranged in a pentagram. He was well above her in rank. Dahlia remained on her knees but did look up at the man.

"Yes, General. I was punished for my tardiness."

"Very well, deliver your reports to me so I may take it to Her Most Powerful Majesty. In the mean time we have a few new manifestations that we've cooked up here. I'll have them sent over along with a sitrep of our Pioneer operations. PICOM out."

The connection was cut. The Telepaths halted their manifesting, but it made little difference. Now that both groups had linked together through arrays communications between Pioneer Command and the Detachment would be instantaneous.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11681

Dice rollRolled 73, 30, 13 = 116 (3d100)

None of the Engineers would meet Dahlia's eyes. It wasn't entirely their fault, and they all knew it, but Dahlia was the one punished because they could not work fast enough. Now, they had a deadline. Never before had the term been more apt. Pioneer-General Dahlia looked drawn and exhausted, as if the day's ordeal had sapped all life and strength from her Elven bones. Even her long slender ears seemed to sag.

"General," Bloodstone began to say. He paused, his voice dropping and his tone becoming softer. "Dahlia, I'm sorry. Not just for the array. What the Queen asks of us," He pauses for a long time. He looks between the other Engineers, as if for support. The unsaid words hang heavy in the air. Dahlia nods sadly. "I don't know if we can do." Bloodstone finally finishes.

The door flew open. A lone Engineer stood in the doorway, panting. In her hand was a slate sheet. "I've got a solution!" She cried, rushing to the front. Dahlia lifted her head, eyeing the girl curiously.

"You've got what?" Bloodstone asks, angrily snatching the slate from Sylvia Brightstone.

"The Astral Well! It draws power directly from the Astral. If we could build the Gate on it we could skip the power generation process entirely!"

Bloodstone's dark eyes were glued to the slate. His brow was furrowed, a single hand stroking the fine hairs on his chin. "That would work. But how could we get it? We'd have to break cover in order to take the thing and the territory is occupied by the Dead Empire." Bloodstone handed Sylvia back her slate. He folded his arms over his chest. "But it's pretty much our only shot if we want to get this done before the Mortal Queen flays us alive for being late."

1. Operation PRISM continues! -10 currency

2. Use Morgaz's information to fine-tune our military equipment.

3. Pull the new Implosion manifestation from the Comms Array.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11682

Dice rollRolled 86 (1d100)

Specialist reroll on 3

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11683

Dice rollRolled 99 (1d100)

>>11671

>perfectionist reroll on investigation of the Astral magic.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11684

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11685

Dice rollRolled 6, 93, 76 = 175 (3d100)

>>11662

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (17.8) (1/turn)

Food: (Stable)

Raw Currency: (36) (3/turn)

Legitimacy: (Semi-Stable)

Culture: (13)

Industry: (8)

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:

Copper [Sustainable][x2]

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

[Prisoners, some]

[Iron, Sustainable][x2]

Mildly-Burnt Freak-troll hide [some]

Freak Troll Minors [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]

+Composite-Material Armors [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. Find some potatoes and fruit for the gryphon, because why not.

3. Continue the Wardrummer research 1/2

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11686

>>11682

Also spend 10 currency on roll 2.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11687

Dice rollRolled 49 (1d100)

>>11683

I spend 20 currency on hiring magicians specialized in finding and countering magical problems.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11688

>>11685

I'll spend 30 currency on the finding potatoes & fruit.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11689

>>11676

>I'll spend 30 currency on the finding potatoes

That's some real Irish tier stuff

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11690

>>11689

meant for >>11688

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11691

Dice rollRolled 38, 38, 59 = 135 (3d100)

>>11661

>FluffnStuff: >>10350

Population: 22.3 (1.2/turn)

Raw Currency: 69 (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; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)

Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive]

Territories: (13)

1) Finish the expansion, and Patchwork control of the island. (Pluralism)

2) Start constructing a dedicated steel mill, so we can produce the material quicker and easier. (10 gold)

3) Continue the walls. Build a dedicated network that covers the entire island.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11692

>>11566

No, there isn't. I'm the board admin. It won't bump your thread past the bump limit, but there isn't a post limit. Not bumping doesn't make it a non-viable thread. Do not post unnecessary extra threads.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11693

File: 1445578335318.png (185.88 KB,1347x645,449:215,Post limit.png)

>>11692

Elias, dude. Actually check your facts.

Don't you remember this is why Bello needed a second Thrones thread?

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11694

File: 1445578513708.png (209.58 KB,1600x900,16:9,nomoreposting.png)

>>11692

heh, why not

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11695

>>11693

>>11694

Seems like cripplelord has overriden admin privileges. Option for post limits, which I had disabled, is no longer on the administrative page.

Take your complaints to wheelchair-man.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11696

>>11605

The progress for more advanced diamond crafting was cut off.

Also missed a turn.

123. Continue Diamond Sculpting Research (??/??)

456. Send the Gryphon who will carry the two Resilient Night Grizzles to the now closed Rift over Pegul. They should immediately establish control over the island. Other winged Scultped can accompany them bearing Sculpters and Forgers to establish a base there.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11697

Dice rollRolled 95, 97, 94, 51, 61, 44 = 442 (6d100)

>>11696

>>11696

Dice

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11698

>>11695

We didn't complain. You did.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11700

>>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: (29.1) (1.4/turn)

>>Food: (Average)

>>Raw Currency: (22) (+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)

8 Withdrawn Berserker Squads (Strong)

3 Withdrawn Savage Packs (Weak)

2 Withdrawn Toad Riders (Very Strong)

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]

[Alchemy] (Simple)

[Meld Power]

[Fungineering]

[Spore Ships] (Mediocre)

[Mobile Infantry] (Basic)

>Territory: (13)

>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.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11701

>>11664

Hey red if possible once again. Before turn is crunched pm please on mibbit.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11702

File: 1445604246070.jpg (74.42 KB,785x500,157:100,14537.jpg)

Dice rollRolled 93, 76, 30, 95, 98, 91 = 483 (6d100)

1/2 - Rough terrain? Rough terrain, fah! We ARE the terrain! This should be no issue, we shall simply shape the land to ease our passing, subtle alterations to allow our great horde faster progress. Perhaps this terrain would rather exercise its roughness on the blights of this world.

>Expansion 8/10

3/4 - Work continues on the Ritual Circle. The Shaper must be summoned without fault, any errors may alert the Jackal-gods and empower yet another retribution. This must be as flawless as the Demiurge itself.

>3/20

5 - Continue working on Firestorm magic. If they are groggy, let a wave of heat and anger roil their cores and stir them to haste!

>Firestorm 3/6

6 - Skin of bark and stone and river and flame, the forces of the Elemental Chaos disregard attacks as futile against them. At least, that is how it was. And also how it should be. We must toughen ourselves, strengthen our resistance to regular, physical damage so that no force can topple us!

>>11605

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: (16.6) (1.2/turn)

Food: (N/A)

Raw Currency: (24) (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]; 1 [Titan of Rage][Very Strong]; 2 [Thrungradi][Strong]; 3 [Earthbore Conscripts][Medium][Infiltrate]; 2 [Sylpharen][Medium][Infiltrate]; 2 [Dryad Grovespeakers][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]) (War Magic [Simple])

Territory: (Variable)

>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

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.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11703

File: 1445604342763.gif (1.49 MB,384x288,4:3,1415560663628.gif)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11704

>>11703

>>11702

jesus dude. congrats

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11707

>>Clarification for moving units toward the rift. There may be a finite amount of something valuable and a large amount of competition. How you respond is up to you.

>>11673

Action accepted as clear.

>>11696

[GM: Clarify - how should units behave encountering other units?)

>>11671

[[GM: Can you clarify action 1? Military or otherwise? How should units behave encountering other units?]]

>>11674

[[GM: Clarification on warband posture should they encounter others? how should units behave encountering other units?]]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11708

Dice rollRolled 68, 23, 27, 33, 54, 55 = 260 (6d100)

>>11604

>>11661

http://pastebin.com/y3M7CbMx

12 Avatars. Enhance the power of the avatars, bringing more of them more fully into the world with greater ease to where they can bear more burdens and offer their piercing vision against illusions. The Throne's magic is delivered from the burdens of mortal magic but that does not mean he can not create a more sophisticated engine within himself to better aid mobilization.

34 Mass Warfare. The surviving Throne Guardians are the strongest veterans of the war and having given their views to Octavia she will direct a war-mistress to head exercises and tabletop campaigns to experiment and form new ideas that can be proven on the field.

5 Trade Route with Sky Dwarves. To benefit from their great industry where they produce bars of metal en-mass and the art of our people can be made available, the competition between good crafters and artists should prove beneficial.

6 Mobilize. Have the Vilon Field Commander begin drilling the purifiers and war clerics from South Shezeb [Fortress]. Vilon have only two endeavors in this time, Art and Arms and both can express the intent and majesty of what is to come.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11709

>>11707

We will not interfere with other units as long as they don't interfere with us. I do insist on however that at least a portion of the Island becomes my territory.

**I haven't had an IC reason to interact with anyone else at all beyond the HONK. So this is good for me to start opening diplo channels with a few people.

**

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11710

>>11709

Just don't mess with my base around the portal or the portal I now occupy. You're allowed to look but don't touch. We need to run safety tests. We own the event tile.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11711

>>11710

I could agree to a joint project… but you alone owning the entire tile? No. That counts as interfering.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11712

>>11711

Already spent 3 rolls building the base. I'm perfectly fine with help on the project though. I'm trying to understand interplanar travel better.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11713

>>11712

I also spent 3 rolls establishing a base there. I did say I am fine with a joint project but I will not accept being shoved off to the side.

>>11707

red would combining both our efforts at establishing control over the even area into one larger complex be acceptable?

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11714

>>11713

Oops lost my name for a second

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11715

>>11713

It'd be like doing the laboratory I assume. I'm not sure I want to share. Let's let red decide what happens.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11716

>>11713

It'd be like doing the laboratory I assume. I'm not sure I want to share. Let's let red decide what happens. I rolled a lots higher

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11717

>>11716

>>11714

we can compromise and each take a side of the portal actually. Better to not dispute

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11718

>>11716

Not really. By the rules of the game you had 1 huge success, 1 medium failure and 1 minor success.

I had 2 medium successes and 1 minor success.

I figure that is about equal all told.

>>11717

I can agree with that.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11719

>>11718

We can each take a face of the portal. This is also good for diplomacy between peoples I'm sue. I'd fluff but on phone and sort of busy.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11720

Dice rollRolled 6, 4, 99, 97, 49, 75, 48, 59, 86, 67 = 590 (10d100)

>>11661

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: (18,3) (.8/turn)

>Food: (Very Good)

>Raw Currency: (54) (10/turn)

>Legitimacy: (More Stable)

>Culture: (3)

>Industry: (13)

>Unique Buildings:

+ Khazan Parliament

>Defenses: (Underfortifications, Huge Elaborate), (Magma Pumps [Basic])

>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, Good; Earthshaping [Basic])

>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Simple], Bureacracy [Primitive], Counter-Espionage [Basic], Mobilization [Simple], Rationalization [Primitive], Magma Utilization [Average], Tunneling [Basic], Psi Dampening [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. While large hostile forces remain an existential threat one must look to the more subtle arts of infiltration and one's protection against them. Continue to work on Counter-Espionage by introducing a secret dwarven police!

3. Fortifications technology needs to be improved so that they will be capable of holding off enemies at least until the population has been mobilized.

4-5. As wars continue to rage on in many parts of the world a standing army is of essential need. While many may favor ranged units and air bombardments, down in the halls of the GRK these tactics will prove of no use. Here nothing is worth more than the heavy tower shields, pikes and axes of a sophisticated melee force. Commence training a new breed of Elite Tunnel warriors trained in all forms of attack, ranging from immovable shieldwalls to sudden ambushes employing lava technology and earthshaping.

6-7. The second Undead Nation now has chosen to attack a free nation without reason. They are a dangerous threat and thus must be opposed. Commence with the constructions of especially imbuned Anti-Undead weapons, utilizing our expertise in Imbuning Equipment to cut their Undead ties from this world and turn them to ashes.

8. While many would see a pest in the refugees of war that came from the razed Chaos and Elven lands the Dwarves would make ready to house them in their halls. There needed to be an efficient system of housing and feeding them in order to more easily reap the cultural and technological advantages of housing them.

9. While Psi-Dampening was already part of the GRK's vast armory defense against combat spells such as domination, fireballs and whatnot should not be forgotten! With an already formidable knowledge in terms of imbuning equipment this project should hopefully make swift progress.

10. Earthshaping had come a long way since it's first simple attempts. However with increasingly more varied uses came great potential for the construction of homes by shaping rock as well as an as of yet new type of swift guerilla warfare easily allowing troops to strike enemy soldiers trying to pass Dwarven tunnels. It should continue to be researched on and improved.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11721

>>11720

Certainly this is a funding issue. Contribute a whooping 50 currency to 1-2. in order to prevent any errors from being made. Be pedantic about it even if it means hindering progress.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11722

>>11707

[Passive unless shown hostility first, it's more of a scouting party than anything else]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11723

>>11697

>>11719

>>11718

>>11697

Sounds reasonable.

I would like to ensure the construction goes smoothly and without issue and thus I am putting 40 currency towards construction of my side of the complex.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11724

>>World Event: Morgaz's dragons can be seen airlifting large amounts of civilians from Mare in improvised baskets. Also appear to be burning the Freak-Troll infestation, which is now a tide. The effort seems to require a good deal of resources on his part.

>>11667

>>11676

[Air Dwarves]

1. The miners manage to find more gems, but they just sort of keep them for themselves. There's a new morality prevalent, and the nobility no longer commands respect. When a few nobles come to demand their dues from the miners, they are simply laughed at. A few of the miners, not limited to verbal abuse, begin beating one and then laugh some more as they kick and punch the frail and weak form in front of them. The clockworks look on impassively and the shedding of the noble's blood is merely taken as the passing of an era. (Set legitimacy to Wobbly)

>>Nation Event: With the changes in society the nobles seem to be dying away. Their demand for more gems becomes shrill in the face of the clockwork hordes and robber barons that now teem in the cities.

>>Remove eccentricity: The Nobs

>>Add eccentricity: Captains of Industry – Every other turn, see what the capitalists are up to. Roll 1d100.

2. Expansion moves forward. The clockworks make the normal laborers look lazy. (Add 4 hex +.1pop/turn)(Set technology: Rationalization to [Mediocre])

3. The dreadnought crawls forward. At all hours the construction produces a din of stomping clockwork, singing dwarves, and primitive welders. (Dreadnought 6/10)

>>11681

[2702]

>>Morgaz's documentation continues to come in. This time a group of faerie dragons brought a huge box and you're still picking through it. They're really very cute, honestly….and they make a squeaking noise.

1. The operation moves forward without an issue.

2. Extensive calibrations are ongoing. This current batch of documents is sometimes hard to understand, but it helps. Specifically, the data is providing a good deal of tactical benefits, as it's helping pretty much everything from calibration of stabilized targeting systems to basic navigation. (Add a + to all units)

3. You pull up the new implosion manifest. The calibration has helped the array a good deal. (Add spell: Implosion [Simple])

>>11669

[Vyriah]

1. Magi-Storm projectile research crawls forward. Some last minute accidents have stalled research. 5.5/6

2. You establish a market for (Add resource: Iron[Sustainable][Market] (+2 currency/turn)). You think you might be able to buy flux and make steel if you keep at it.

3. You begin working on procedures for replaceable parts and rationalization. This will translate into production facilities not unlike the dwarves. Your [Empiricism] is helping matters. (Research 3/6)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11725

>>11670

[The Lost]

1.Your research in illusion magic increases reasonably. (Set: Stellan Obscurantism to [Average])

2. You work on the theater. It's a rather large project, and so it will take some time. (Construction 5/10; +1 Culture)

[Necro]

>>You are partially mobilized. The monarchy is feeling more political strain.

>>Set mobilization status: 6 turns; unit production has halted.

>>The occupation has effectively ended, as the territories are quiet. Your soldiers have been released to your service.

>>Some documentation from Morgaz arrives via a faerie dragon. The scroll is automatically deciphered and provides some grounding in multiple avenues of astral theory. Your application is somewhat specious, as the principles seem to apply to other types of elves, not these.

>>Trainers from Morgaz have also arrived. They begin schooling your aerial units in air-war methodology. (Add technology: Morgazian Air-War [Simple])

1. Your crews dig and manage to locate the main pooling of the astral magic after hiring a hedge-wizard trained in a derivation of astral magic. The pool of astral magic is large, about the size of a stadium, and growing. A few of the liches devise a plan to safely burn off the astral magic by isolating it and then causing it to effectively ignite. The substance is both highly corrosive and has odd properties. The liches note it would take less time if they had a few elves to help them, but they move forward; eventually they hope they can get at whatever is generating the stuff. The scrolls Morgaz has provided has pretty much prevented this from turning into a disaster. (1/2)

2. Construction moves forward. The last of the ruins have been largely cleared, and some basic construction has begun. These facades will have to go – they're so garish. (15/20)

3.You begin working on bureaucracy. This will allow you to more easily administer larger areas without soldiers. (2/6)

>>11673

[Brood]

>>The occupation is effectively over. Your units have been released to your service. The Thing of Chaos has no longer been sighted at night.

1.2.3: You begin construction and it is almost complete. You shy away from the other units. (Town 9/10)

>>11674

[Santareia]

1) Your warbands arrive at good speed. They are forced to hire a trader to give them a lift to the site. (-5 currency)

2) Construction halts after it's found that the geology of the area is unsound. Shoring is now being added and the facility is almost completed. (MedicalU construction, 5/6)

3) A few of the priests come back and report success. (set spell: Shadowlands Walk [Average))(Add unit: 2 [player fluff magic users][Very Strong])

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11726

>>11685

[Kaldor]

1.2.You manage to find some potatoes, but the fruit was found by the griffon to be absolutely unacceptable. It demands more fruit. It seems extremely picky and annoying, but you get the feeling this will be worth it. (Add technology: Diplomacy [Simple])

3. The wardrummer research concludes. The new tones produced impress everyone. (War Drums [Average)](Set all wardrummers to ++)

>>11691

[Patchwork]

1. The expansion concludes without much incident. (add 4 hex; +.1/pop/turn)

2) You start working on a mill. (steel mill 1/2)

3) The network construction moves along. (defense net 7/15)

>>11696

[Sculpted]

123. The research into diamond-sculpted completes in good order. You now have a good handle on the methods and required techniques; so long as supply permits you can make basic diamond sculpted. (Add technology: Diamond-Fabrication [Good])(set: Tools [Good])(+1 industry)

456. You send your units to the rift. [See below]

>>11702

[Elemental Chaos/Tunak]

1/2 – You continue expanding south, collecting friends and allies as you go. (Add 4 hex/+.1/pop a turn); (Add 3 [player named units][Strong+])

4 – The ritual circle moves forward. You manage to find the correct stones and the positioning is really starting to come together. (Ritual 8/20)

5 – You now have a better command of firestorm. The fire elementals have been practicing and they report a good deal of confidence. (Set spell: Firestorm [Average])(set technology: War Magic to [Average])

6 – You begin working on a way to toughen the elementals generally. After some time, you think you've come up with a reasonable solution – an admixture of whatever you can find, magic, and improvisation. It's not quite strength utilized by the vultures and jackals, but it works. (add technology: Luddic Armor [Very Simple])

>>11708

[Dominion]

>>You are mobilizing. You will be fully mobilized in two turns.

12: You begin working on increasing the strength and amount of avatars. Some of the theory is promising, and one of the curiosity-mistresses seems to have a good lead on it. Pini's also back in the lab and seems in good spirits after giving birth. Twins, apparently. (Alternative mobilization research 5/15)

34: The training in mass warfare is slow; the army is relatively limited in size as of current and so training is instead diverted into basic infantry theory. (Research 4/6)

5. The trade route is being established (1/2)

6. You begin the mobilization. It was graded as average. (No modifiers)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11728

>>11720

[Khazan]

1-2. The secret police sound good on paper, but in reality a free society often has trouble with this sort of thing. The money thrown at it barely manages to muzzle the presses, and some progress is made; the money prevents a riot, easily. (Counter-Espionage Research 2/6)

3. You begin working on new methods to fortify the nation. (Set technology: Fortifications to [Average])

4-5. You begin training in underground combat methodologies. These should apply to underground areas, but also to units that fight in ranks. Generally anywhere where space is at a premium, these are useful. (Add technology: Close-Quarters Fighting [Very Simple]))

6-7. You begin working on purified weapons that will hopefully work against most evil or unnatural things. This is going to be a bit slow, as the runes aren't exactly clear on this. Maybe if you had another nation that specialized in holy magic it would help. (Holy weapons: 7/15)

8. You begin working on a civil service organization to process the refugees. They're becoming problematic, but you've got a bureaucracy that's on the case. (Elves 1/2)

9. There is some work being done to harden the equipment to elemental attacks broadly. This should translate into better resistance for most equipment against temperature variations. (Add technology: Elemental Resistance [Primitive])

10. You begin working on tactics and methods that utilize earth shaping to gain an advantage in guerilla warfare. (Research: 3/8)

>>World Event: The Rift [Result]

[Sculpted Advantage, Minor]

Sculpted 51, 61, 44 [Epic + Very Strong]

Brood d 3, 99, 36

Santareia 88 [4x Very Strong]

The assigned forces arrive at where the portal was; it had sealed just prior to the arrival of the assorted armies and groups sent to investigate it. The Sculpted arrive before the others thanks to their strong capacity for flight. The brood arrive next, owing to their level of commitment. Santerians arrives last, as the airship captain is exceedingly nervous. On the ground the arrayed forces find off semi-translucent material; it isn't very much. Militarily the Brood are caught in awkward position – none of their units are fit for combat; the massive [Epic] griffon of the sculpted seems to throw the other groups off guard. However, Santareia's commitment of [Very Strong] units makes them less skittish. Each force attempts to gather the material, but each of them in turn finds that it is deadly – the brood loses several hive-workers as they explode and spray contaminant (lose 1 pop) everywhere, a sculpted Grizzly is damaged (set a Grizzly to –) as it attempts to touch the material, and a Santareian squad is mauled after an attempt to prod the material with a stick; this results in several members being lit on fire (Santa: lose .5 pop).

Despite this, a basic agreement seems to hashed out on the spot, and a small research facility is built by the Scupted and The Brood, respectively. (Sculpted & Brood – add unique building: Research Facility [Pegul]. Both sides are in no great rush to seize any of the material, as they are unsure of what the other side will do. It simply sits on the ground, but the Sculpted seem to have the most of it (-40 currency). Both sides are anxious.

The Santareians had stood to come out of this with nothing, and so their scouts were more bold; eventually they eventually manage to figure out how to carry some of the stuff – barely – back to the airship. It costs many lives. (Santa: Add raw magic [trace][volatile][dangerous])

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11730

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11731

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: (18) (1/turn)

6.3 Elves

Food: (Excellent)

Raw Currency: (16) (8/turn)

Legitimacy: (Wobbly)

Culture: (7)

Industry: (17)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge]

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 [Strained]; 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], Steam [Basic], Command Crowns [Some], Standardization [Primitive], Clockwork Fabrication [Simple], Rationalization [Mediocre], Mobilization [Primitive], [Dwarf-Clockwork Integration [Very Simple]

Territory: (12)

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. Captains of Industry – Every other turn, see what the capitalists are up to. Roll 1d100.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11732

File: 1445620566272.jpg (170.84 KB,722x454,361:227,Tempest Lord.jpg)

Dice rollRolled 1, 36, 4 = 41 (3d100)

>>11726

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.

>Elemental Chaos strives, and it is no longer an unknown. Their methods may have changed, but their goal is ever the same: total, uninterrupted balance. This world is imbalanced, and the Shaper must not be awoken while it is still in such a sorry state. Only once the plane is set to rights again may the Demiurge be properly summoned. But summoned it shall be, so the Herald decrees.

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: (17.9) (1.3/turn)

Food: (N/A)

Raw Currency: (27) (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]; 1 [Titan of Rage][Very Strong]; 3 [Tempest Lords][Strong+]; 2 [Thrungradi][Strong]; 3 [Earthbore Conscripts][Medium][Infiltrate]; 2 [Sylpharen][Medium][Infiltrate]; 2 [Dryad Grovespeakers][Medium]

Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable]; Star Metal [Average+]

Magic/Spells: (Primal Elemental) (spells: Quake [Simple]; Firestorm [Average])

Technology: (Stone, Copper, Iron, Wood)(Metallurgy [Good]) (War Magic [Average])(Luddic Armor [Very Simple])

Territory: (Variable)

>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

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 - Our ranks swell ever further, matching the might of any army. For we are battalions of raging earth and stark gales, our weapons are the living flame and the biting winds, and our general the Herald, the voice of that supreme commander, It Which Slumbers.

3 - Work continues on the Summoning Circle! Progress has been good, but we can do better.

>Ritual Circle 8/20

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11733

>>11732

First action should be for expansion, but… yeah…

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11734

Dice rollRolled 77 (1d100)

>>11731

1. Mobilization roll. On phone. Will post fluff and other actions later.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11735

Dice rollRolled 47, 21 = 68 (2d100)

>>11725

1.Continue having the liches burn off the energy as safely as possible. These fucking elves were playing with dangerous magic. Moronic leader thought they were oh so speshul. Jackass got what he deserved. Thank god the commoners did turn out innocent.

2. Continue construction on the capital. We are so close I can feel it in my bones.

Going to use third action soon.

Need to do the fluff side first.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11736

Dice rollRolled 54, 81 = 135 (2d100)

>>11735

Reward the liches for their hard labor in dealing with the Elven pool of stupidity. 5 currency.

Hire extra builders of the best quality to work on the new city. Completion is critical to our situation while still needing the city to be better than ever before. 25 currency.

Meta:(god that is so much saved up money in a single turn).

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11737

Dice rollRolled 58, 1, 90 = 149 (3d100)

>>11726

>FluffnStuff: >>10350

Population: 23.6 (1.3/turn)

Raw Currency: 76 (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; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)

Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive]

Territories: (17)

1) Continue the work on the Steel Mill. (1/2)

2) And the Defensive Wall network. (7/15) (10 Gold)

3) Travel to that neutral town on the far east of Loen. Convince them to join the Republic. (Pluralism)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11738

Dice rollRolled 10, 47, 3 = 60 (3d100)

http://pastebin.com/9kPTjV14

1. Mobilize. Seems wartimes are brewing. (9/10)

2. Complete the fortress around our face of the portal. Our neighbors are agreeable enough, but I fear others may attempt to intervene.

3. Have a brooding interact with the portal. First attempting to cause it to react via telekinesis. Then, we attempt to send a brooding in. The broodmother will see through the broodling's eyes, to see what lies beyond.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11739

>>11738

[[GM Meta: The rift has automatically sealed. You may want to re-orient your actions.]]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11740

Dice rollRolled 76, 56 = 132 (2d100)

>>11609

>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

Psi-Biology to [Very Simple Research 2/10] “The Experiment”[Epic][Psi][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: Wobbly)

>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 TRY TO FUSE THE CHAOS CHIMERAS AND MONSTERS TO THE EXPERIMENT FOR THE GREATER FUN OF IT

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11742

>>11731

We were previously sought out in private to form a defensive pact. Today the undead Emperor Takeda has arrived outside the dwarven capital on his to sign the formal treaty with the dwarves. By coming in person he has shown a level of respect and wish for mutual cooperation that was unexpected by any. He has not even left the council tower in many many years. Traveling to another country is unheard of. But such is the undead respect for their old trading partner and new ally the Sky-Dwarves.

The Delegation consisting of the Emperor, Bill, Azazis, and several other liches is waiting at the docks to be escorted inside the dwarven capital.

Meta:[Honestly dunno how I feel about the emp's name probably gonna change it lol]

>>11736

there wasn't supposed to be a roll there. Ignore it please.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11743

Dice rollRolled 53, 32, 28 = 113 (3d100)

>>11739

Still finishing the tower I guess. Anomaly might have left something. Do I reroll the 3 also or just pick an action to fail?

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11744

>>11743

Dunno why it rolled

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11745

File: 1445622986156.png (3.32 MB,2229x2066,2229:2066,Soren- Latest.png)

>>Map updated.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11746

Dice rollRolled 93, 50, 92 = 235 (3d100)

1. 2. Build a Diamond Sculpted, pray to Gaia so that she may grant this new being unparalleled capacity to use, interact and withstand magic. She will be a human woman, however on her head shall be not two but three eyes.

The third eye shall represent her sight into the unknown.

She will have not one pair of arms but three. One pair shall represent her capacity to hurt, to scorn her enemies with her rage.

One pair shall reach out in supplication, to provide aid and succor to the Sculpted.

The third shall pair reach into deep into the Earth. So that she may always grasp Gaia's bounty, and shape the earth and its magic as she wills.

3. Support any research efforts into understanding the strange material. Bring in our best Sculpters and Forgers.

http://pastebin.com/AKD7Tva1

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11747

>>11739

Replace portal roll (3) with taking on chaos.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11748

>>11732

>>11733

Going to put in 15 [Raw Currency] to mitigate that one. The accumulated mana and energy of the roiling horde is being put to use to ease their passage and dissuade danger.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11749

File: 1445624525756-0.jpg (149.56 KB,1024x768,4:3,521551-army_of_undead.jpg)

File: 1445624525797-1.jpg (131.85 KB,774x1032,3:4,the_lich_by_chaoyuanxu-d4f….jpg)

>>11742

>>11731

Forgot pic

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11750

>>11731

I just realized you don't have any more actions this turn to seal the defensive deal anyways lol.

We can do it next turn. Lets finish the fluff this one though please.

>>11735

Explore those ruins. Send ghoul commander phil. His experience in dealing with ruins should prove invaluable.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11751

Dice rollRolled 76 (1d100)

>>11750

God damn it

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11752

>>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: (27.7) (1.4/turn)

>>Food: (Average)

>>Raw Currency: (21) (+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)

8 Withdrawn Berserker Squads (Strong)

3 Withdrawn Savage Packs (Weak)

2 Withdrawn Toad Riders (Very Strong)

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]

[Alchemy] (Simple)

[Meld Power]

[Fungineering]

[Spore Ships] (Mediocre)

[Mobile Infantry] (Basic)

>Territory: (13)

>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.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11753

Dice rollRolled 30, 32, 69, 13, 49, 23 = 216 (6d100)

>>11752

>FUCK I KEEP MISSING TURNS PLEASE IM SORRY (+3 actions)

>BRIARTHORN WALL 9.5/10

1. wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww

(Finish the Briarthorn Wall)

2-3. Our plans to leave the circle of the jungle and make contact with the outsiders leaves us at a disturbing impass when it comes to potential invaders and those who threaten myconkind and the Meld. The Withdrawn Ones have been our answer to violence– but they lack the…tools…to perform their duties. The Sovereign frowns upon unwarranted violence and belligerent behavior, but perhaps some indirect assistance from the wise and inventive engineers of the Colony will be an exception to the ancient pact? Who knows..

(Begin developing Fungal Weapons + Armor, using a mixture of alchemy and fungineering to create such tools designed around violence. How disgusting..)

4-6. Ever since our contact with the outsiders of flesh– the Shortened Ones, who came upon the eve of The Clown War, we Myconkind have seen these outsiders as…bad luck. A taint upon fate– but now that we chose to leave our shaded homes to expand upon the rest of Gul, our disposition on these outsiders could be considered unfair. The Sovereign has spoken– the Colony shall enter the world of politics and diplomacy to ensure a better future for Soren and for Myconkind…but communication with these outsiders will be..difficult. The myconkind lack text and speech– we speak through the meld. The outsiders cannot meld, not without practice. We must adapt ourselves to amend this problem..

(Begin developing Rapple Spores– a special form of spores able to be released by official Colony diplomats. Rapple Spores are designed to stick to the skin of any non-myconid organism and establish a telepathic connection between the organism and the Myconid who released the spores. The Myconid will be able to communicate with the organism, sending vocal telepathic messages that will be in any language dependent on what the organism understands.

Basically, its a biology-based universal translator)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11754

Dice rollRolled 77, 75, 65 = 217 (3d100)

>>11726

http://pastebin.com/3jRwaeFj

12 Avatars and Alt Mobilization 5/15. As we have seen in the last mobilization the divine power gathers inside Him and into the spell of His working that a vilon may be accompanied by an avatar of its likeness from the planar realm. As beings that are part of this realm but divine in essence we can assume they have a double or even triple 'presence' in the workings of things; here in Soren, within a divine realm or sphere of angelic authority, and probably some third place in Time. Are we summoning bodies of divine energy that are formed in their plane brought here with likeness of a vilon in proximity or are the avatars their presence in the sphere of angelic authority made manifest and temporarily within the sphere of The Throne. 28 Currency, to buy some books and scrolls that might provide some genuine or profound insights.

3 Trade Route with Sky Dwarves and the benefits therein. Their industry could provide high quality refined material to our arms and our culture will let them appreciate certain beauties.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11755

Dice rollRolled 44, 63, 71 = 178 (3d100)

>>11726

>>11726

http://pastebin.com/3jRwaeFj

12 Avatars and Alt Mobilization 5/15. As we have seen in the last mobilization the divine power gathers inside Him and into the spell of His working that a vilon may be accompanied by an avatar of its likeness from the planar realm. As beings that are part of this realm but divine in essence we can assume they have a double or even triple 'presence' in the workings of things; here in Soren, within a divine realm or sphere of angelic authority, and probably some third place in Time. Are we summoning bodies of divine energy that are formed in their plane brought here with likeness of a vilon in proximity or are the avatars their presence in the sphere of angelic authority made manifest and temporarily within the sphere of The Throne. Probably. 28 Currency, to buy some books and scrolls that might provide some genuine or profound insights.

3 Trade Route with Sky Dwarves and the benefits therein. Their industry could provide high quality refined material to our arms and our culture will let them appreciate certain beauties.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11756

File: 1445630818294.png (343 KB,484x280,121:70,stromtrooper13.PNG)

Dice rollRolled 97, 20, 42 = 159 (3d100)

The Base Camp is a sheer frenzy of motion. Every able-bodied hand is working, either in the laboratory, the Autofac, or in the drill yard and the mile wide bubble that surrounds the Base Camp. Psilockeers train in fire-and-advance, small infantry, and combined operations tactics. Psychic Veterans, both Knights and Manifesters alike, practice their skills against one another. The Engineers and Arcano-alchemists are hard at work re-calibrating every piece of combat equipment, producing new gear to fill in for broken pieces, or researching more effective methods to kill their enemies. Pioneer-General Ironbranch works with the troops and her command staff, successfully directing both soldier and drill to train and harden the newest additions to the companies to familiarize everyone with their equipment.

Already airships have begun to arrive and load up critical gear and supplies, the large vessels remaining docked just inside the protective barriers of the cloaking field and Psycho-Pass stations.

Dahlia stands with Commanders Bernadotte and Heartspear as the sun descends beneath the horizon into the clouds below. She frowns. "We're rushing headlong into the first combat operation of this Detachment." She says absentmindly. "I hope we're ready."

"We've been ready, General." Bernadotte replies gruffly, taking a long drag on her smokestick. Iulius nods in agreement.

"I suspected we'd be conducting combat ops sooner. In a way I'm glad we've waited this long. We are stronger now, larger now, than we were before. We will get this done, General. We will be victorious, for the Queen. For our empire." He turns from the General to glance out over the training field. The darkness is pocketed with intermittent flashes of light, cries of "Moving!" or "Contact left!" The re-calibration had also gotten night vision working between sight and HUD. It would make the coming operation a little easier.

1. Continue re-calibration of combat equipment, specifically of armor.

2. The Autofac will begin producing psi-shields for all combat troops and a larger one for the Tachizyka.

3. Operation PRISM continues. (5 currency)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11757

Dice rollRolled 38 (1d100)

>>11756

Specialist reroll on 2

http://pastebin.com/JucWqx3F

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11758

>>11742

The Undead Emperor is greeted with pomp and circumstance, his airship parked and heralded by the laying of fine red carpetry and a salute of the King's own royal guard.

For many a moon has the Necro Imperialis and the Dwarves been in contact with each other, having even gone so far as to sell their finest steam and airship technology to the Necro's, who used it in their last great war.

The Emperor and his copatriots are given personal Audience with the King, and brought into his own private court, where sits the King himself on the Throne, his advisor greets the Undead formally to the presence of the King.

The King however, quietly requests a private audience with the the Emperor, with neither dwarven nor undead delegates involved. He does not wish to offend any of the esteemed liches and undead leaders gathered with the Emperor, but he absolutely must have a degree of confidence with Emperor Takeda.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11759

File: 1445632594027-0.jpg (793.51 KB,3540x1454,1770:727,ship_construction_by_progv….jpg)

File: 1445632594642-1.jpg (44.09 KB,523x471,523:471,Robot_Chainsaw.jpg)

Dice rollRolled 70, 82 = 152 (2d100)

>>11734

2. We absolutely MUST finish the Super Sky Dreadnought with extreme haste, the impending threat is upon us, and we absolutely need our mightiest asset be deplorable within the next turn.

Workers are pulled back from expansion efforts and hired from the railroad business to focus on the flying fortress megacity.

9 Gold is spent to buy out every single available industrial source of Iron in the country, and provide paid overtime for Dwarves to work with the indefatigably of Clock-workmen to RUSH the project to completion.

Iron, [Sustainable]

Iron, [Strained]

[Airships, Basic]

[Civil Defense, Primitive]

Steam [Basic]

Standardization [Primitive]

Clockwork Fabrication [Simple]

Rationalization [Mediocre]

[Dwarf-Clockwork Integration [Very Simple]

Spend 18 Gold

3. What ever resources are left that cannot contribute to ship construction are hellbent on pushing out the a working model of Combat Clockworkmen.

In the case where we cannot afford to fully arm all of them with the new high powered rifle or use the sleeker design, a large number of them are built with big bulky parts and designed for melee combat, complete with large steel shields and simple chainsaws or even just a large sharpened blade of steel. 4/8

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11760

>>11759

edit. All 18 gold is spent on the Super Sky Dreadnought.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11761

Dice rollRolled 89, 5 = 94 (2d100)

>>11760

Name: The Lost(Courtier)

Race: Elves

Color: Blue with brown backing

Fluff : The Lost are the last fragments of the once proud Stella Imperium. Their cities sacked, their labs destroyed, their people tortured and killed. They are all that's left. The Dwarves and Dominion, who came too late to aid in the battle, came in and swept them away even as the Necro Imperialis butchered scores more under their heel in a fit of overzealous rage and fury. Every elf remembers that day.

The astral light inborn in every elf still burns, but the principals of their magic has, shifted. Where once it was artful and filled with beauty, it is now cold and Spartan. Where once the luminous purple light of the astral plain was clearly apparent in all who saw and elf cast, the color and aura are hidden and subdued. Less powerful perhaps, even likely, but so much harder to detect by an order of magnitude. Indeed their magic and eyes give off no light or warmth or beauty anymore, it just is.

Government Type: Elder Council, who answer to the dwarf king alone. His nobles can go sit on an iron spike.

Economy Type: Capitalism as per our short bearded friends.

Religion: The star spirits are still venerated by the lost, but the open worship and asking of questions has ceased. The stars did not or could not help them then, and are unlikely too now. The elves must help themselves first.

Location: Ribwall

Population: (24.3) (.9/turn)

Food: (Excellent)

Raw Currency: (0) (8/turn)

Legitimacy: (Stable)

Culture: (7)

Industry: (17)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit) [Coalition Research Facility], [Grand Iron Forge](Grand Theatre (5/10)

Defenses: [Add defense: Stellan Illusions [Simple]

Military Units: 1 Eastwinds .Co Destroyer, 1 Dwarven Frigates (damaged), 2 Elven Bladedancers; [Very Strong][Clever]]

Resources/Quantity: Iron, [Sustainable], Copper [Wobbly], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample]

>Colonies

[Lost Light] [Town]: Iron [Strained]; Gems [Low]

Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple);(Stellan Obscurantism [Average])

Technology: (Copper, Iron, Stone) [Airships, Basic] [Aerial Warfare, Simple] [Civil Defense, Primitive], Steam [Basic], Command Crowns [Some], Standardization [Primitive], Clockwork Fabrication [Simple], Rationalization [Mediroce], Mobilization [Primitive]; [Dwarf-Clockwork Integration [Very Simple]

Territory: (8)

1. Spoiling For Revenge: You get a combat bonus against the undead. (+1 to all combat rolls against undead.)

2. Elder: You gain +5 to all rolls.

Eccentricities:

1. Smug but humbled: Everyone's smug until they get punched in the mouth. You're still smug, but you tolerate dwarves.

2. Operating From Memory: You can conduct research in astral magic awkwardly, and the Dwarves can't really 'get it'.

1. Continue work on the theatre, we can finish it soon. With luck we can get some clockwork men to help finish.

+Elder

+Industry 17

+ [Dwarf-Clockwork Integration [Very Simple]

2. Start training actors for our theatre and beyond. They must know how to spin a tale, perform flawlessly so the crowds can be entranced and amazed, and be able to discern the truth in a tale and it raw elements, so that the story can be improved or changed to suit the audience. Additionally they should know illusions to augment their craft, as well as some blade work in order to protect themselves if the undead come after them.

+Elder

+7 culture

+theatre(5/10)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11763

Dice rollRolled 35, 10, 57 = 102 (3d100)

>>11724

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: (19) (1/turn)

Food: (Very Stable)

Raw Currency: (56) (15/turn)

Legitimacy: (Stable)

Culture: (9)

Industry: (12)

Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz]

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 [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market], Ioun [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], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Average], Counter-Espionage [Simple], Morgazian Air-War [Simple], Civil Defense [Primitive]

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. Magi-Storm projectile 5.5/6

2. Continue on with the replaceable parts and rationalization research 36

3. You know, that sounds like a good idea. Get a flux market going.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11764

>>11763

2 is supposed to be 3/6 but spend 10 gold on it anyway to hurry it along.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11765

I now relinquish all control over The Brood to Anon. Let a new era of blood and death reign over the land.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11766

[Morphs]

Population: (10) (1.2/turn)

Food: (Very Stable)

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

Legitimacy: (Very Stable)

Culture: 5

Industry: 5

Unique Buildings: [Player named government building]

Defenses: Wooden Walls [Simple]

Military Units: 3 [player named units][Very Strong] 6 [Player named units][Medium]

Resources/Quantity: Copper [Sustainable]; Gems [Sustainable]; Iron [Sustainable]; Wood [Sustainable]

Magic/Spells: (Morph Pluralist) (spells: Arche's Fist [Simple])

Technology: (Metallurgy [Average]); Diplomacy [Average];

Trade Routes: [none]

Territory: (3)

Bonuses:

1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.

2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.

Eccentricities:

1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11767

File: 1445649775448-0.jpg (175.77 KB,590x378,295:189,industrial_revolution-1jf6….jpg)

File: 1445649775470-1.jpg (55.18 KB,736x434,368:217,3098311f1fb0e0f1dd872bfae8….jpg)

>>11737

A Dwarven Businessman arrives, his ship hailing the Patchwork republic.

Asking for an Audience, he states that his purpose is for Trade and the mutual benefit of Dwarf Kingdom and of the Republic.

It has been heard they are in the posession of not only the metallurgical skill to produce steel, but are preparing the first Steel Mill. And the Dwarves are extremely interested in this technology.

The Dwarves would like to purchase this in exchange for information on [Standardization] and [Rationalization]

[Standardization] is the Dwarven advancements in the field of mass assembly. Through the use of interchangeable parts set to a common standard, and produced in bulk, we are able to build in greater speed and numbers than previous system of individually crafted work. These also include several important tools and devices to help standardize parts and pieces.

[Rationalization] are the Dwarven advancements in the field of Industry. These include the separation of labor, as it is easier for one man to do the same task five times than five different tasks once, as well as our current information of the field of industry.

If the Patchwork provides the chemical and metallurgical knowldge of steel, and the blueprints of their advanced steel mill, the Dwarves will offer their industrial advancements in return.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11768

>>11732

[Elemental Chaos; Tunak]

>>The Thing of Chaos has been seen flying around the horde at night. It keeps a distance.

1/2 – The expansion grinds to a halt after an extremely large flock of cows barr the advance. The elementals try to scare them off, but they're very bold and don't fear anything. At a loss, the elementals simple wait for them to pass. They don't. (Expansion 2/10)

3 – Work on the ritual circle also totally halts. A sinkhole has made progress impossible until it is filled.

>>11735

[Necro Imperialis]

>>You are partially mobilized. The monarchy is feeling more political strain.

>>Set mobilization status: 7 turns; unit production has halted. This has alleviated some strain, but pressure increases politically. You must either enact a reforms or brace for political ramifications. A change in government or actions to increase legitimacy may make you more able to tolerate prolonged wars. A move by the generals is at this point possible; they have assume positions of power and view the emperor as 'outmoded' and 'unaware of the current political reality we live in'.

Add technology: Total Mobilization [Primitive].

1.You continue burning off the magic. It will take a little more time, but you suspect you are almost at the font.

2: The capital is completed. Is is a mixture of both the old infrastructure and a variety of improvements. The currency you invested soon overshoots, but it's done. (Add unique building: [player's choice name] [Fortress])(-10 Currency)

3. You try to send Phil north, but there's some awful weather. He instead goes to help on repairing the former elf capital. You didn't order him to do this but he thought it would be better, generally.

>>You have earned an additional dice for a total of 4 (4d100)!

>>11737

[Patchwork]

1) You finish up the steel mill. So long as you have flux and iron, you will automatically generate steel. (Add resource: Steel [Sustainable])

2) The defensive wall network stalls after it's found that the foundation is improperly placed. Great. The money mitigates the failure. (Defensive walls: 6/15)

3) Surprisingly, you manage to convince the town to join you. They see writing on the wall. (Add 1 unique building: Bogart [Town][+.1pop/turn](+1 hex)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11769

>>11740

[Honkspider]

>>You are mobilizing. You will be mobilized in 2 turns.

>>The clownisilus bacterium has mutated and has begun to infect the rest of the brood. As such, you now command the entirety of the organism; the Broodmother is dead and your devour her corpse to assume her power. [Absorb all resources, traits, actions, diplomacy, and prior event from the Brood. The Broodmother is no more: only the clown remains. Honk. WE SHALL SEE WHO HAS THE LAST HONK.]

>>You are no longer a courtier! AHHA YES

1-2: You fuse a bunch of Chaos …citizens…together into a mass with a few Brood. It's not very fast, but it's kind of dangerous because it just sort of lashes at things with whips. Also, it can fly, sort of. (Add: 3 Clownbrood Abominations [Very Strong+](Set: Psi-Biology to Average)(remove resource: Chaos prisoners)

3. You mobilize, again. The Honkspider has grown to massive proportions as it feeds on the Broodmother. You are ready. [The initial mobilization goes poorly, and is rated “not good”; a slight penalty.]

4. You build the fortress on your part of the island. It's small because it's all the space available at the site. (Add unique building: Pegul Fortress [Small])

5. You begin to try to figure out a way to carry and collect the stuff on the ground near the portal. It's highly corrosive or has a tendency to cause things to explode on contact. (1/2)

>>You now have 4 (4d100) dice. The centralization of power has provided some boons in coordination, but costs.

>>11746

[Sculpted]

1.2.You begin work on a massive sculpted made of diamond and the best materials you think appropriate. It moves along at a reasonable pace, but is largely incomplete; it should be able to cast spells. (7/10)(+1 culture)

3. The material on the ground is extremely volatile, but you manage a way to move of it for research; a magic defeating container is useful. It appears to be raw magic, and has many peculiar properties. (Research 5/12)

>>11753

[Colony]

1. You finish the Briarthorn Wall Network. It now spans the entirety of the nation and looks quite nice, frankly. (Add defense: Briarthorn Wall Network [Medium])

2-3. You begin working on “Fungal Equipment”; This should encompass everything from arms, to armor, to tools. Great. (4/12)

4-6. You develop the capacity to talk to other races easily. You even get pretty good at it because you're relatively non-threatening looking. (Add technology: Mycon Diplomacy [Basic])

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11770

>>11754

[Dominion]

>>[You are mobilizing. You will mobilize in 1 turn.]

1.2: You continue work on the avatar research. It completes in good order, surprisingly. (Set spell: Ideal Forms; Avatars to [Average])and (Alternative Mobilization to [Simple])

3.You establish a trade route with the dwarves. It provides +2 culture and +2 industry sol long as the trade route is active. (Add trade route: Air-Dwarves [Small][+2 industry; +2 currency/turn])

>>11756

[2702]

>>The last of Morgaz's documentation arrives, along with your engineers. They appear to be well fed and they have a note. It says “I wish your good luck with your interactions with the natives. Some of them are….particularly disagreeable. Sincerely, Morgaz.”

1. You manage to get the armor recalibrated. It can now bombard relatively easily and you've added additional plates to it. (revise Tachizyka Spider Tank "Bardin" to: [Epic++][Armored][Bombard]

2. The first few test of the prototype shielding don't work. Something's wrong as usual. After some shouting, pounding, and some swearing, the last of the documentation manages to provide some assistance. You're still going to need to make a proper shield generator to defend the camp, though. (Add technology: Omni-Shielding [Very Simple])

3. The operation moves forward, much as expected.

>>11759

>>11734

[Air Dwarves]

>>You are mobilizing. You will fully mobilize in two turns.

1. You are mobilizing. The overall mobilization effort was rated “good”.

2. The dreadnought is terribly rushed. Panels remain askew, glass panes are still missing, and vast amounts of the guts of the ship are still visible. Still, it moves; it rumbles and roars down the skies of the capital like metallic whale. It's done. The raw volume of cannon and artillery makes it capable of bombardment. (Add technology: Bombardment [Improvised])(Add technology: Large Scale Construction [Very Simple])(Add unit: 1 [player named unit][Epic+++][Bombard][Slow][Huge]

3. The Combat clockwork project remains incomplete. The resources are completely consumed by the dreadnought. A bit of progress is made, though. 5/8

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11771

>>11761

[The Lost]

1. You manage to finish the theater in good order. [Add player named unique building; +4 culture +1 industry](Set Stellan Obscurantism to [Above Average])

2. The first few…actors…aren't very good at acting. They need more training, you suspect. Add 2 [player named units][Medium]

>>11763

[Vyriah]

>>Morgaz's ambassador would like to speak to you. Specifically, about the nature of the projectiles you have developed. You may respond with no cost. He thinks he can further refine your tactics, but also has knowledge of other things.

1. The Magi-Storm projectile completes. It actually has better range than you'd thought and it can pierce through most metals at a reasonable range without exhausting ammunition easily. A great deal! (Add technology: (Magi-Storm projectiles [Basic])(add technology: Magi-Storm Cannons [Basic])

2. You continue on with your research of rationalization, but it's slow going. The money keeps it from halting entirely, though. (-10 currency) 5/6

3. You manage to establish a market based supply of flux. It's going great. [Add resource: Flux [Sustainable][Market])

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11772

>>World Event: Most of Mare has been destroyed by the Freak-Trolls and subsequent firestorm. The last of Morgaz's dragons can be seen airlifting the survivors.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11774

>>11770

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: (18.5) (1/turn)

6.8 Elves

Food: (Excellent)

Raw Currency: (8) (8/turn)

Legitimacy: (Wobbly)

Culture: (7)

Industry: (17)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge]

Defenses: (Stone Traps, Good)

Military Units:

1 Eastwinds .Co Destroyer

1 Dwarven Frigates (damaged)

1 Super Sky Dreadnought "Absolute Unity" [Epic+++][Bombard][Slow][Huge]

Resources/Quantity: Iron, [Sustainable], Copper [Wobbly], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample]

>Colonies

[New Dwarvia] [Town]: Iron [Strained]; 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], Steam [Basic], Command Crowns [Some], Standardization [Primitive], Clockwork Fabrication [Simple], Rationalization [Mediocre], Mobilization [Primitive], [Dwarf-Clockwork Integration [Very Simple], Large Scale Construction [Very Simple], Bombardment [Improvised]

Territory: (12)

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. Captains of Industry – Every other turn, see what the capitalists are up to. Roll 1d100.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11775

>>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: (29.1) (1.4/turn)

>>Food: (Average)

>>Raw Currency: (22) (+1/turn)

>>Legitimacy: (Very Stable, Improving)

>>Culture: (8)

>>Industry: (5)

>>Unique Buildings:

1 Sovereign Tower (Damaged)

1 Breeding Ground

>>Defenses:

Briarthorn Wall (Medium)

Briarthorn Wall Network (Medium)

>>Military Units:

3 Withdrawn Monk Squads (Medium)

8 Withdrawn Berserker Squads (Strong)

3 Withdrawn Savage Packs (Weak)

2 Withdrawn Toad Riders (Very Strong)

1 Beelzebuffo The Wise (Epic)

>Resources/Quantity:

Stone [Sustainable]

Wood [Sustainable]

Basic Animals [Sustainable]

Iron [Some]

Healing Grass [Sustainable]

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

Summon Animals (Good)

Bless Land (Simple)

Alchemical Transmution (Primitive)

>Technology:

[Stone]

[Wood]

[Iron]

[Gemworking]

[Alchemy] (Simple)

[Meld Power]

[Fungineering]

[Spore Ships] (Mediocre)

[Mobile Infantry] (Basic)

[Mycon Diplomacy] (Basic)

>Territory: (13)

>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.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11776

Dice rollRolled 31, 18, 61 = 110 (3d100)

>>11775

1. …Wait, hold. Why has the Sovereign Tower not been repaired yet? What..

(Repair the Sovereign Tower. The Sovereign is upset)

2-3 ..And, have we not been doing any work with Breeding Grounds? This is not progress at all.

(Begin constructing more Breeding Grounds

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11777

File: 1445651856004-0.jpg (328.25 KB,1600x906,800:453,1600x906_20577_Heavy_Royal….jpg)

File: 1445651856024-1.jpg (13.76 KB,350x200,7:4,CSS___Phantom___by_Machina….jpg)

Dice rollRolled 57, 88, 87, 98 = 330 (4d100)

>>11774

1. The flight test having proven successful, the gigantic floating city of guns and iron and troops remains in port just a little longer.

Last minute adjustments are made to block off the immediate holes and gaping unfinished gaps in the ships armor, in particular anything attackable from the ground.

2.Combat Clockworkman research is pressed on, the need growing parent with mobilization in effect. 5/8

3. "Gentlemen, we have about one last turn to make final preparations. And as of now, our fleet consists of only two ships. As mighty as they are, we require more.

Each of you have the blueprints for any of our designs for the new model fleet, be it a Battleship, a Cruiser, a Destroyer, or even a Frigate.

Consider this a test of your skills. Each of you represents one of the various companies of the nation.

Prioirty goes to whoever completes the largest ship COMPLETELY within the first turn. Unfinished ships will be disqualified. And they must stand up to rigorous military inpsection, poor quality will be disqualified.

The first one to produce a working quality model within the turn, regardless of size, will receive substantial government funding, expansion, and official sponsorship by the East-winds Trading Company for your design."

Spend 8 Gold

4. Capitalist Roll!

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11778

Dice rollRolled 45, 98, 5, 51 = 199 (4d100)

>>11769

http://pastebin.com/wwexNXW5

1-2 TRY TO HONK THEM FOREVER HOW BY HAVING THE HONK SET TO FOREVER AND BY BRINGING OUR GOD TO THIS WORLD FOR FUN

3-4 BRING MORE MAGIC ON THE EXPERIMENT MAKE HIM THE KING OF HONK REBORN MAKE HIM OUR GOD'S SON

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11779

Dice rollRolled 84, 94, 90 = 268 (3d100)

>>11768

>FluffnStuff: >>10350

Population: 25 (1.4/turn)

Raw Currency: 83 (7/turn)

Legitimacy: Good

Culture: (8)

Industry: (10)

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

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] [Steel, Sustainable]

Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Simple; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)

Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive]

Territories: (18)

1) Of course we'll trade our Steel Mill technology with the dwarves, in exchange for their know-how. Add some Flux to sweeten the deal.

2) Get that defensive network done! (6/15) (15 gold)

3) Instruct our mages to work on summoning more powerful Tseyarian Birds.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11780

>>11777

Reminder of 18 Industry

Corrected stats to include Curious help.

>tfw 12 Culture

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: (18.5) (1/turn)

6.8 Elves

Food: (Excellent)

Raw Currency: (8) (8/turn)

Legitimacy: (Wobbly)

Culture: (12)

Industry: (18)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge]

Defenses: (Stone Traps, Good)

Military Units:

1 Eastwinds .Co Destroyer

1 Dwarven Frigates (damaged)

1 Super Sky Dreadnought "Absolute Unity" [Epic+++][Bombard][Slow][Huge]

Resources/Quantity: Iron, [Sustainable], Copper [Wobbly], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample]

>Colonies

[New Dwarvia] [Town]: Iron [Strained]; 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], Steam [Basic], Command Crowns [Some], Standardization [Primitive], Clockwork Fabrication [Simple], Rationalization [Mediocre], Mobilization [Primitive], [Dwarf-Clockwork Integration [Very Simple], Large Scale Construction [Very Simple], Bombardment [Improvised]

Territory: (12)

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. Captains of Industry – Every other turn, see what the capitalists are up to. Roll 1d100.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11781

Dice rollRolled 22, 65, 13 = 100 (3d100)

1. Operation PRISM moves into its final stages. (5 currency)

2. Final equipment loadouts are provided to both Psilockeers and Knights as according to the latest design specs received from POCOM. Each 12 man squad is issued with psi-grenades, a single block of psionic explosive charges, psilocks, pistols, 2 Kyriss light automatic squad support weapons, and 2 Primova Needle Launchers for taking out hard targets or flying vehicles. The gear is properly calibrated and fresh off the factories, meant to supplement any units lacking in proper weapon diversity.

3. The 204th Manifesters is given new manifester crowns and gauntlets to increase their spell casting power. Knights are given new psionic mantles to generate their armor and weapons.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11782

>>11779

Accepted.

Will return trades of dwarf tech as soon as I can.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11783

Dice rollRolled 58 (1d100)

>>11781

Specialist reroll on 3

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11784

Dice rollRolled 62, 31, 80 = 173 (3d100)

>>11782

As soon as possible is acceptable.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11785

Dice rollRolled 24, 16 = 40 (2d100)

>>11771

Name: The Lost(Courtier)

Race: Elves

Color: Blue with brown backing

Fluff : The Lost are the last fragments of the once proud Stella Imperium. Their cities sacked, their labs destroyed, their people tortured and killed. They are all that's left. The Dwarves and Dominion, who came too late to aid in the battle, came in and swept them away even as the Necro Imperialis butchered scores more under their heel in a fit of overzealous rage and fury. Every elf remembers that day.

The astral light inborn in every elf still burns, but the principals of their magic has, shifted. Where once it was artful and filled with beauty, it is now cold and Spartan. Where once the luminous purple light of the astral plain was clearly apparent in all who saw and elf cast, the color and aura are hidden and subdued. Less powerful perhaps, even likely, but so much harder to detect by an order of magnitude. Indeed their magic and eyes give off no light or warmth or beauty anymore, it just is.

Government Type: Elder Council, who answer to the dwarf king alone. His nobles can go sit on an iron spike.

Economy Type: Capitalism as per our short bearded friends.

Religion: The star spirits are still venerated by the lost, but the open worship and asking of questions has ceased. The stars did not or could not help them then, and are unlikely too now. The elves must help themselves first.

Location: Ribwall

Population: (25.2) (.9/turn)

Food: (Excellent)

Raw Currency: (0) (8/turn)

Legitimacy: (Stable)

Culture: (12)

Industry: (18)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit) [Coalition Research Facility], [Grand Iron Forge

Defenses: [Add defense: Stellan Illusions [Simple]

Military Units: 1 Eastwinds .Co Destroyer, 1 Dwarven Frigates (damaged), 2 Elven Bladedancers; [Very Strong][Clever]],1 Super Sky Dreadnought "Absolute Unity" [Epic+++][Bombard][Slow][Huge],[Harlequins][Medium]

Resources/Quantity: Iron, [Sustainable], Copper [Wobbly], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample]

>Colonies

[Lost Light] [Town]: Iron [Strained]; Gems [Low]

Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple);(Stellan Obscurantism [Above Average])

Technology: (Copper, Iron, Stone) [Airships, Basic] [Aerial Warfare, Simple] [Civil Defense, Primitive], Steam [Basic], Command Crowns [Some], Standardization [Primitive], Clockwork Fabrication [Simple], Rationalization [Mediroce], Mobilization [Primitive]; [Dwarf-Clockwork Integration [Very Simple]; Large Scale Construction [Very Simple]

Territory: (8)

1. Spoiling For Revenge: You get a combat bonus against the undead. (+1 to all combat rolls against undead.)

2. Elder: You gain +5 to all rolls.

Eccentricities:

1. Smug but humbled: Everyone's smug until they get punched in the mouth. You're still smug, but you tolerate dwarves.

2. Operating From Memory: You can conduct research in astral magic awkwardly, and the Dwarves can't really 'get it'.

1. Train more swordsmen, Illusionists, and Harlequins. Our friends go to war and we must help them.

+Elder

+18 Industry

+12 culture

+Stellan Obscurism

+Standardization

+Rationalism

+Civil defense(troops now the basics)

2.Completely overhaul the Harlequin training program now that the Theatre is done. Do it properly this time.

+Elder

+Stellan Obscurism

+Standardization

+Rationalism

+Civil Defense

+12 Culture

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11786

Dahlia perked up. A notice had just come through an encrypted channel. She punched her code into the psi-stone and the letter became decrypted. "Broodmother fallen, clownspiders rule." She looked puzzled, "What?" She asked herself. She cross-referenced the names through other reports and leaned back. "well, that's one less thing to worry about." She says with a shrug.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11787

>>Nation Event [Dominion]: During an otherwise uneventful day, an airship from Necro Imperialis on a trading mission diverted to the Dominion capital. Suddenly, as the ship entered the airspace over the Throne Sanctum, it dove and slammed into the building. The explosion was immense, and the sound could be heard for miles. The airship was apparently loaded with explosives and inflicted massive damage as it spewed incendiary fireballs around the Dominion capital. The Vilon on duty noticed undead crew on board as it approached the building, and now a fire rages through the capital residential and commercial district. Many vilon have been killed and The Chair has been buried with rubble. With The Chair buried, he is unable to effect meaningful political action until he is dug up.

>>Currently, everything civil in the nation has stopped and martial law has been declared. Vilon senior commanders have declared a provisional military government until The Chair can be recovered from the rubble. A general moratorium on all trade is in effect; paranoia stalks the nation as police units and Vilon militias begin to arm themselves again invasion.

>>In the wreckage, Vilon forensic teams find undead spies. They suspect Necro Imperialis did this, and they furiously dig to free The Chair. They are beyond fury and some of them weep compulsively.

Dominion:

>>Set legitimacy to: Martial Law

>>Lose 5 population

>>Set Throne Sanctum to: Ruined

>>Set currency/turn to 1/turn until The Chair is recovered.

>>Your political options are temporarily limited under the provisional government.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11788

Dice rollRolled 88, 28, 39 = 155 (3d100)

[Morph][The Order of the Advent]

http://pastebin.com/wGkYEbjx

1. The Council of Advent takes note of their new nation, it's a small yet quaint area. Some inhabited planes have not been this… hospitable. The Council discusses the recent transport to the plane and the slow progress. It is mentioned that there have been no reports of hostile groups in the immediate vicinity, as small as it is. A nearby town, however, has been noted. On behalf of The Council, the powerful warrior and diplomat, Meli, is sent. Using his skills in (Diplomacy [Average]), he attempts to convert the town, promising wealth and prosperity for the town should they join The Order. Should he manage to take control of the area, Meli will head the local council for the town.

2. To the southwest, rocky outcroppings have been noted to exist. The center-most area of them is set to be developed as a mining camp under Dez. Although not yet a town, Dez will watch and search for any mineral outcroppings that may be nearby.

3. Within the immediate area occupied by The Order, a large amount of iron has been found, mined, and gathered. Using our skills in (Metallurgy [Average]), we will refine it to steel.

Scouts from the full area return. Quite large number of nations have been seen, and islands beyond have also been taken into account. The Council becomes locked in debate for several hours on diplomatic actions and whether it is wise to send out diplomats this early in development. A large explosion is hear from the distance, interrupting the meeting. It is decided it would be best to postpone diplomatic actions for a further date.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11789

Dice rollRolled 55, 100, 43 = 198 (3d100)

>>11771

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: (19) (1/turn)

Food: (Very Stable)

Raw Currency: (41) (15/turn)

Legitimacy: (Stable)

Culture: (9)

Industry: (12)

Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz]

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 [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [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], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Average], Counter-Espionage [Simple], Morgazian Air-War [Simple], Civil Defense [Primitive], Magi-Storm projectiles [Basic], Magi-Storm Cannons [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. 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.

Free: See what the ambassador has to offer.

1. Begin building a foundry to be a sustainable source of steel and other metal alloys from the iron and flux markets. Spend 20 gold on this.

2. Continue researching rationalization. 5/6

3. Proposition the trade of standardization technology for knowledge of the rain spell with the Air Dwarves.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11790

Dice rollRolled 46 (1d100)

>>11758

They exchanged words privately. The emperor soon left and headed back to the docks and home.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11791

>>11789

Pop is 20 now, forgot to update that.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11792

Dice rollRolled 48 (1d100)

>>11768

The emperor has failed us. Our old allies have betrayed us. The spiders now act oddly and can not be trusted the clown spiders may have taken over. The dwarves have failed to ally us despite promises. Their king is in total fear of something. The angels Marshal for war against us. The d2702 have run roughshod over our empire in secret. And now there is word of some atrocity being committed by us on the angels I fear this is the work of 2702. I azazis declare now that the emperor has failed. It is time for the military to assume control. No more nice world saving undead. If we are to die then we will take our attackers with us. The emperor no longer has the courage to do this. He believes in the other races. He believes they will follow the rational course of action and know we did nothing wrong. The emperor is a fool. Down with the emperor.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11793

Dice rollRolled 39 (1d100)

>>11792

Take the reigns. We have control of the military now. Cut off the emperor at the council tower. He won't be able to raise anything against us while inside there.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11794

>>11793

Keep forgetting to take off dice.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11795

>>11794

[[GM: Let me know when you are done and I can give you your revisions.]]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11796

>>11792

>>Nation Event: Necro Imperialis

>>You have experienced a change in government.

>>Your new government is: Military Oligarchy

>>Set Legitimacy: Martial Law [Stable]

>>Revise currency a turn to 1/turn until legitimacy is restored.

>>Reset mobilization counter to 0; efficiency remains the same. Units are currently not being produced.

>>Lose 3 population.

>With a word, the military has begun to take control of the nation. At every street and every corner, the mobilized units who had fought so bravely in the war now patrol and keep order during "the transition". Newspapers and broadsides castigate the "failed monarchy" and their "weakness" for "letting the nation down". Word spreads that the emperor has been executed in cold blood, and that nearly all strategic positions of importance are now under the new government.

>Resisters – such as reactionaries and pacifists – are dragged into the street and bludgeoned to death. The killing goes on for days as the bureaucracies often meant to facilitate arms and equipment are drafted to provide lists of dissidents. The military, thrilled by their new power and the chance to correct the mismanagement of the nation, issue a flurry of decrees. Soon the nation conducts business much as usual – airships still fly, new undead are raised, and schools open again. Life goes on, as does the war.

>>The generals know what is best, and what will be best. What they have done is done for the sake of all.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11797

Regal Team arrived just on schedule. The night had just fallen, leaving the last angry red streaks of sun behind the cloudless horizon. The twelve man team flew in on gliders which uncloaked as they made their final descent. By now the command staff knew what had happened, vaguely, but none of the rank and file knew. Just another Black Op. One of many. They were waved in by the General's adjutant. The team of soldiers moved deftly under the cover of both evening and in the busy hubbub of the base's final preparations.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11798

Dice rollRolled 34, 35, 45 = 114 (3d100)

>>11796

Begin full mobilization recruiting again use cold iron as well.

(you didn't answer if I need to spend a turn on it or not so if I do just replace the 1st action)

1.2.build zombie traps. I want our capital so covered in traps and defenses that the gods would die attempting to take the city. Oh that floor you stepped on? No that's a pit of zombies. That wall you leaned against? No that's Zombies too. That building you took cover in? ZOMBIES the whole fucking thing is built out of zombies. How? Why? Fuck you it's zombies. (20 fucking currency because fuck you)

3. Raise the weird corpses. I had hoped to study them first. But we no longer have that luxury. Pray they are powerful.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11799

Dice rollRolled 79, 68, 44 = 191 (3d100)

>>11770

http://pastebin.com/1W0HYRrg

1 Dig up The Throne. The Throne has felt this before, in the ruins of another capital surrounded by the bodies of other loyal servants staring into the face of evil aggressors. Great passion flowed into the Throne as the rubble shifted on top of the radiant shell protecting Him from further injury to dignity. We had been attacked because we are the bright and shining nation of what could be, will continue to be because we are strong. The structure of the Sanctum collapsing has filled us with the greatest fury imaginable, the monsters that have engineered this will find the land that harbors them set aflame. This attack meant to break us had failed because the spirits of the fallen are with us in what is to be the great crusade to make this world brighter, this will succeed for I am with you.

23 Raise warriors free of reservation, free of friends and loved ones lost in this attack, to become this is to become the servant of the war god an angel after the fashion merciless avengers.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11800

Dice rollRolled 69 (1d100)

>>11798

Reroll on raising.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11801

>>11799

ah and 35 currency on raising warriors

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11802

Dice rollRolled 89, 83, 92 = 264 (3d100)

1. 2. Kali slumbers, yet soon she shall wake. (7/10)

3. Scry for something that blanks out on scrying it. A null zone to magic. That is where we shall locate material suitable for handling raw magic. Once we have that material we can use diamond edged tools to gather it and shape it into a container. (5/12)

http://pastebin.com/AKD7Tva1

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11803

>>11776

[Colony]

1.You manage to repair the sovereign tower. Damage was not severe. (Add technology: Civil Defense [Very Simple]

2-3 You begin to expand the breeding grounds, again (6/10).

>>11777

[Air Dwarves]

>>You are mobilizing. You will mobilize in 1 turn.

1. The dreadnought lingers in port for a time taking on troops and equipment. Last minute firing checks and tests are performed as crews drill to repel boarders or close-range aerial attack. Overlapping plates are added, and a few weathervanes make the ship technically get classed into new size categories. (set technology: Bombardment to [Very Simple]; Set unit "Absolute Unity" to Epic++++][Bombard][x2][Massive][Armored][Slow])

2. The combat clockwork project completes. The first of the clockwork is stamped out at the factories can be seen executing routing patrols. (Add technology: Combat Clockworks [Simple])(Add units: 1 Combat Clockwork Formation (or player's name choice) [Very Strong+][Resist]

3. The capitalist industries work furious to complete a massive amount of destroyers and smaller ships. Soon the shipyards have begun to overflow from the stock; it's truly incredible. The capitalist have begun focusing on single types of unit in large numbers as befitting their production methods. (Add units: 5 [player named unit][Very Strong+++]; [-8 currency][Please check unit upkeep; this may cost you additional upkeep as you will be bumping into the unit cap.][set resource: Iron to [Buckling]]

4. The capitalist financial orgy over the prospect of war had been underestimated. The new robber-barons and tycoons of the new era erupt in total ecstatic glee with the announcement of contracts and subsidies for construction comes down from the central government. Soon the first of the barons reports that he has converted his factory for production of clockworks and airship materials. Then another. Then another. You find that they are all doing this; apparently this way has come at a particularly opportune time….for profit. (Add 5 industry; set technology: Rationalization to [Average])

>>11778

[Clownbrood]

>>You are mobilizing. You will be fully mobilized in 1 turn.

>>Nation Event [Clownbrood]: Harlennelrah's booming voice can be heard in your mind. “My boy, you having fun down there? Well, since all the temple GOT DESTROYED and you CAN'T FIGHT FOR SHIT you're going to need to build a new one. Here's what I'm looking for. Also, do something funny. Also, what the fuck are you? Is that seriously an ape-spider-clown thing? Hahahahahah, oh man that's totally stupid. Try this. Peace.”

1-2. You get the idea you should build a temple. A few of the clownspiders hollow out a cavern in the nest and begin work at a maddened pace. (3/15)

3-4. The madness of the new clownbrood seems to have no end. Even though it is fatal, several of them attempt to apply the raw magic to The Experiment. The Experiment dies, but it comes back..as…something more frightening. You manage to mould it…sort of…it's…kinda janky.. (lose 3 population) (remove unit: “The Experiment”)(add unit: The Ringleader [Epic++][Raging][Bushwacker][Unstable](Set technology: Psi-biology [Above-Average])

>>11779

[Patchwork]

1) {You trade flux and steel to the dwarves}. (Add technology: Diplomacy [Simple])

2) The defensive network even though it is large, moves along quickly and soon completes. ( Set defense to: Tower-Wall Defense Network [Medium])

3) Your mages manage to make amazing headway and can summon massive birds now. (Set spell: Summon Tseyarian Birds [Good])

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11804

>>11781

[2702]

>>You've managed to finish transcribing Morgaz's data.

1. The operation moves forward.

2. The new equipment is deployed in good order. (Add + to: 3 Psionic Veterans; 3 Pioneer Psilockeers)

3. The equipment is distributed without much incident. (add technology: Combat Psionics [Simple])(add unit 2 [player fluff][Psi][Very Strong+])[[GM: Unsure of what to assign.]

>>11785

[The Lost]

1. You begin the training. It's not going very well. Add 2 units [player named mages][Medium]

2. No seriously, it's just not going very well. It seems to just keep failing for some reason. Add 1 units [player named units][Medium]

>>11788

[Advent]

1. The down is thinking over the issue. It seems to go well, given that the world is so dangerous these days. You should just wait to see what happens. (Waiting//???)

2. You begin searching and soon find some silver deposits. (Add resource: Silver [unmined])

3. You attempt to improvise some flux to develop steel. It…seems to move forward, but it totally drains your supply of wood. (set resource: Wood to [Buckling]; add technology: Steel)

>>11789

[Vyriah]

>>Several trainers from Morgaz have arrived again. You recognize them from last time. They have their notes and give your forge-crews and airship commanders pointers. (set technology: Morgazia Air-War to [Average]; add resource: Darksteel [A little]; add technology: Darksteel) There is a note with the trainers: “Greetings to our friends in the skies above. I hope you find the methods and technology in good order. I am only able to supply some of my darksteel reserve given the world security situation. However, it should be enough to properly armor one vessel. As always, I wish you good ventures. Sincerely, Morgaz.”

>>11789

[Vyriah]

1. You manage to build a foundry quickly and locate some flux. That was easy. (Add unique building [foundry; player's name]; +1 industry)(add resource: Flux [Sustainable][Market]

2. You finish the research on rationalization. Much to your surprise, your [Empiricism] interacts with it and the research flies ahead. (add technology: Rationalization [Simple]; set technology [Empiricism] to [Average]). You even get a unit out of it! (Add unit: Vyrian Mad Scientist Cohort [Very Strong+][Clever]

3. {You trade Air Dwarf [standardization] for your spell[rain]}

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11805

>>11798

[Necro Imperialis]

[GM note: You're fine.]

[Necro Imperialis]

>>You are full mobilized. Unit production will begin in 1 turn; the factories and workshops of the nation have begun to retool. You have begun to improvise the usage of your cold iron stocks to assist in forging and moulds. (+2 industry)(add technology: Standardization [Improvised])

>>Set mobilization status: 1 turn.

1.2.You begin working on zombie traps. Every inch of everything will be covered in zombies. You want some zombies? ZOMBIES ARE COMING CHECK UNDER YOUR CHAIR COMPLIMENTARY ZOMBIES. (Zombie Traps: 5/6)

3. Your liches begin work on animating the corpses – they've got four legs and two arms with a snakelike body. You manage to animate all of them…they claim they're…Zeke. You try to communicate with them but they don't speak any of the languages of Soren. After awhile, one of the Zeke attempts to use a planar standard construct languages one of the liches knows and some progress is made. Apparently the Zeke weren't dead, they just went into prolonged dormancy. You still don't know what a Zeke is. You try to tell them where they are. They don't know where that is. Everyone seems confused; the Zeke claim they come from some sort of empire from somewhere, but they suspect they will never see it again. You could continue to ask them questions. (1/2)

>>11799

[Dominion]

[[GM Meta: revise population loss from 5 to 3]]

>>You are mobilized: Industrial Efficiency: 50%

>>Lose .7/pop; you mobilization procedures are mitigating your population decrease.

>>Set mobilization status: 1 turn. Your legitimacy is impacting the strength and effectiveness of the mobilization.

You have been alloted the following mobilized units: 1 Mobilized Vilon Purifier Squad [Very Strong]; 1 Mobilized Vilon Cleric [Strong]

1. Several Vilon engineers have managed to dig the throne out of the ruins of the sanctum. The sanctum will need to rebuilt, but political order is effectively restored as the provisional government yields authority to The Chair again. A state of martial law still prevails, however. (restore political control; set legitimacy to Martial Law [Semi-Stable])(set Civil Defense to: [Average])

2.3. The unique political situation has allowed for unorthodox training. Several of the Vilon have ritually marked themselves with blood and stand ready for combat; after much debate and competition several stand supreme from the training. They are profoundly vicious in combat and outshine their sisters in every way – magically, artistically, and martially. (Add unit: Vilon Excortiator Cohort [Epic][Fearless][Quick](-35 currency)

>>11802

[Sculpted]

1. 2. The statue is completed. She is huge; larger than anything you've ever made, and surely more resilient. She can even cast spells! (Add unit [player named][Epic+++][Large][Slow][Mage] (set scaled construction to: [Above Average]).

3. You manage to find some magically-dense material to carry the raw magic. It's allow you to bring the material in for study without any real injuries. (research 10/12)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11806

File: 1445691357414.png (3.33 MB,2229x2066,2229:2066,Soren-Really-Latest.png)

>>World Event: The research facilities and raw magic stock generated by the portal have been attacked by Morgaz's forces. They burned any raw magic they found, but disengaged before any units could attempt to stop them. The area is caught in a conflagration. (Sculpted: lose .3 pop; Clownbrood loses .3 pop; destroy small fortress). Both both Sculpted and Clownbrood still have [Trace] amounts of raw magic.

>>World Event: The firestorms around Mare continue to rage. The pall of smoke can be seen from anywhere on Soren. Ashfalls are reported from Ribwall to Pegul.

>>[[GM: If you have trade lanes not reflected on the map, please let me know.]]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11807

Dice rollRolled 46, 16, 61 = 123 (3d100)

>>11805

>>11806

Actions are taken.

Pm please when you get on mibbit red

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11808

Dice rollRolled 38 (1d100)

Reroll 1st roll.

Perfectionist.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11809

>>11808

well fuck you too

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11811

>>11768

>>11806

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.

>Elemental Chaos strives, and it is no longer an unknown. Their methods may have changed, but their goal is ever the same: total, uninterrupted balance. This world is imbalanced, and the Shaper must not be awoken while it is still in such a sorry state. Only once the plane is set to rights again may the Demiurge be properly summoned. But summoned it shall be, so the Herald decrees.

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: (20.5) (1.3/turn)

Food: (N/A)

Raw Currency: (18) (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]; 1 [Titan of Rage][Very Strong]; 3 [Tempest Lords][Strong+]; 2 [Thrungradi][Strong]; 3 [Earthbore Conscripts][Medium][Infiltrate]; 2 [Sylpharen][Medium][Infiltrate]; 2 [Dryad Grovespeakers][Medium]

Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable]; Star Metal [Average+]

Magic/Spells: (Primal Elemental) (spells: Quake [Simple]; Firestorm [Average])

Technology: (Stone, Copper, Iron, Wood)(Metallurgy [Good]) (War Magic [Average])(Luddic Armor [Very Simple])

Territory: (Variable)

>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

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.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11812

Dice rollRolled 96, 1, 15, 56, 69, 27 = 264 (6d100)

>>11811

1/2 - Cows. Graceful, noble creatures to be sure. But very… mindless. If we can herd them, we can not only continue our march, but keep them with us as a resource!

>Expansion 2/10

3/4 - A force this large is powerful, intimidating, awe-inspiring, and… taxing. Should we ever mobilize for war, our resources would quickly be spent. We must re-hone our connection to the plane, to its mana. With a leyline to the mana of the world, we will have an ever-nourishing resource to fuel our great work.

5/6 - MEANWHILE AT THE BATCAVE

A sinkhole, of all things! The earth is our sacred domain, yet this tainted world turns even the land against itself. Hoom… brrm… then we shall simply fill it in, and continue construction.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11813

File: 1445693386965.jpg (78.81 KB,398x724,199:362,1441352191070.jpg)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11814

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: (19) (1/turn)

7.3 Elves

Food: (Excellent)

Raw Currency: (0) Income: (8/turn) Expenses: (-8/turn)

Legitimacy: (Wobbly)

Culture: (12)

Industry: (23)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge]

Defenses: (Stone Traps, Good)

Military Units:

1 Eastwinds .Co Destroyer [Very Strong]

1 Dwarven Frigates (damaged)

1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]

1 Combat Clockwork Formation [Very Strong+][Resist]

>5 Royal Navy Destroyer's: [-8 currency]

DMS "Salvador Fidalgo " [Very Strong+++]

DMS "Rodríguez Felipe" [Very Strong+++]

DMS "Bartolomé" Ruiz" [Very Strong+++]

DMS "Vasco Núñez" [Very Strong+++]

DMS "Juan Bermúdez" [Very Strong+++]

Resources/Quantity: Iron, [Buckling], Copper [Wobbly], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample]

>Colonies

[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]

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

Technology: (Copper, Iron, Stone) [Airships, Basic] [Aerial Warfare, Simple] [Civil Defense, Primitive], Steam [Basic], Command Crowns [Some], Standardization [Primitive], Clockwork Fabrication [Simple], Rationalization [Average], Mobilization [Primitive], [Dwarf-Clockwork Integration [Very Simple], Large Scale Construction [Very Simple], Bombardment [Very Simple], Combat Clockworks [Simple]

Territory: (12)

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. Captains of Industry – Every other turn, see what the capitalists are up to. Roll 1d100.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11815

>>11814

>>11779

1-2. (Non-rolled Trade Actions)

Fullfilling our side of the Bargain.

Trading Dwarven: Standardization [Primitive], Rationalization [Average]

for:

Steel Technology, Steel Mill Blueprints, Flux Access

"Our deal was for our older, more Mediocre Rationalization methods. But, because you were so kind enough to provide Flux, and because of our longstanding relationships, you may enjoy our latest newest methods.

We ask only that you inform us if you ever wish to trade this technology to a third party, for reasons of security."

Third action later, need to discuss with some other players.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11816

>>11812

Spending 5 [Raw Currency] to mitigate loss and some [Star Metal] to create halters and leads for the cows, so we can herd them properly.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11817

Dice rollRolled 50, 38, 81, 65 = 234 (4d100)

http://pastebin.com/wwexNXW5

1-2-3 CONTINUE TO WORK ON THE TEMPLE WE MUST BRING FUN

4. EXPERIMENT ON SOME SLAVES TO CREATE SOME BIOLOGICAL HONKS OF FUN SEEMS LIKE HE'S DELIGHTED BY IT

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11818

>>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: (30.5) (1.4/turn)

>>Food: (Average)

>>Raw Currency: (23) (+1/turn)

>>Legitimacy: (Very Stable, Improving)

>>Culture: (8)

>>Industry: (5)

>>Unique Buildings:

1 Sovereign Tower

1 Breeding Ground

>>Defenses:

Briarthorn Wall (Medium)

Briarthorn Wall Network (Medium)

>>Military Units:

3 Withdrawn Monk Squads (Medium)

8 Withdrawn Berserker Squads (Strong)

3 Withdrawn Savage Packs (Weak)

2 Withdrawn Toad Riders (Very Strong)

1 Beelzebuffo The Wise (Epic)

>Resources/Quantity:

Stone [Sustainable]

Wood [Sustainable]

Basic Animals [Sustainable]

Iron [Some]

Healing Grass [Sustainable]

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

Summon Animals (Good)

Bless Land (Simple)

Alchemical Transmution (Primitive)

>Technology:

[Stone]

[Wood]

[Iron]

[Gemworking]

[Alchemy] (Simple)

[Meld Power]

[Fungineering]

[Spore Ships] (Mediocre)

[Mobile Infantry] (Basic)

[Mycon Diplomacy] (Basic)

[Civil Defense] (Very Simple)

>Territory: (13)

>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.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11819

Dice rollRolled 36, 53, 47 = 136 (3d100)

>>11818

>BREEDING GROUNDS (6/10)

>FUNGAL EQUIPMENT (4/12)

1. I wonder how long the grounds of breeding were ignored, huh..

(Continue the Breeding Ground expansion)

2-3. We forward progressing into forging armaments from our own ancestors. May they be forgiving and understanding to our cause..

(Continue working on Fungal Equipment.)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11820

Dice rollRolled 17, 39, 95, 76, 13, 4, 23, 10, 84 = 361 (9d100)

>>11728

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: (20,7) (.8/turn)

>Food: (Very Good)

>Raw Currency: (34) (10/turn)

>Legitimacy: (More Stable)

>Culture: (3)

>Industry: (13)

>Unique Buildings:

+ Khazan Parliament

>Defenses: (Underfortifications, Huge Elaborate), (Magma Pumps [Basic])

>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, Good; Earthshaping [Basic])

>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Average], Bureacracy [Primitive], Counter-Espionage [Basic], Mobilization [Simple], Rationalization [Primitive], Magma Utilization [Average], Tunneling [Basic], Psi Dampening [Simple], Close Quarters Fighting [Very Simple], Elemental Resistance [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.

Counter-Espionage Research 2/6

Holy Weapons 7/15

Elves 1/2

Earth Shaping Guerilla Warfare 3/8

9

1. War has apparently found it's way to our footstep once more. Commence with the mobilization. Research in the area should certainly help doing so.

2-4. Completing the construction of the Holy Weapons was of utmost importance, now moreso than ever. Conflict had become unavoidable in light of the recent events and in order to protect liberty one would have to take risks.

Holy Weapons 7/15

5. With new wars on the horizon it is now more important than ever that there is a proper system to handle refugees for the benefit of the GRK.

Elves 1/2

6-7. Now more than ever it was clear that nobody was to be trusted. Yesterday's friend was tomorrow's enemy. The Undead had once underheld magnificent relations with another Dwarven Kingdom who traded various technologies with them in their blind goodwill. Advancing the GRK's expertise in Counter-Espionage would prove a valuable investment.

Counter-espionage research 2/6

8. The troops were about to move out, now was the time to assemble everyone who could be bought in order to join the ranks and go forward to liberate in the name of freedom once more. Mercenaries would be well paid, that much the Republic assured.

9. The time had come to link up with the other coalition forces and take the fight to the enemy, lest he be allowed to sink his rotten roots deeper into Gul and grow even stronger. Something that could not be allowed to happen.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11821

>>11814

The sky above the Dwarven Capital suddenly begins to grow slightly…greener? The once blue and cloudy day suddenly becomes blotted out by a strange green miasma choking the sun. A giant floating shape would emerge from the miasma, looking almost like a blimp.

On closer inspection– its a giant floating mushroom with the same texture and general theme that matched the strange mushroom folk the Sky Dwarves encountered earlier. It doesnt seem to have any weapons and looks peaceful enough– and you can already see a few ornamented Myconid standing on the iron/wood base of the Spore Ship.

They advanced fast, haven't they?..speaking of dwarves..

>>11820

The gilded, industrial capital city of the glorious golden republic would also get its fair share of strange green miasma. A looming Spore Ship would drift from the cloud, orbiting over the capital of Khazan. It looks as peaceful as the one sent to the Sky Dwarves, and more diplomats can be seen standing its base. They seem to want some diplomacy. Hopefully, cartographers in the golden republic can identify that these mushroom fellows are from the northeastern jungles and plains.

What do they want?

>>11811

The elemental chaos would suddenly detect a foreign presence looming over the blessed lands of the Demiurge. The sky is choked with an unnatural green miasma as another Spore Ship comes into view. This one is slightly more..cautious. It does not loom as close to the Elementals as it did to the Dwarves– and it seems to be loaded with more armor.

A Myconid diplomat can be seen standing on the base…with two Withdrawn bodyguards staring murderously down at the landscape. The Myconid look similar to the Dryads– yet instead of embodying plants, they seem to embody fungus.

This should be interesting.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11822

Dice rollRolled 16, 11, 55 = 82 (3d100)

1. Intercept the dragons with the Aluminum\Granite Gryphon and the 2 Night Grizzlies. The Gryphon shall focus primarily on attacking the wings of the dragons so that they will be forced to grounded where the Grizzlies shall be there to finish them off.

2. Begin to mobilize. The dragons have attacked our nation with no warning and no reason. Gaia has warned us of incoming war and it appears it is here.

3. Kali is finished. And through her Gaia's Will shall be manifest. Have her begin to study magic that can effect entire battlefields.

http://pastebin.com/AKD7Tva1

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11823

Dice rollRolled 11, 45, 34 = 90 (3d100)

>>11822

Putting 25 gold to action 1. I am also feeding the Gryphon Granite to bolstor her performance in battle.

Putting 25 gold to action 2.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11824

Dice rollRolled 3, 2, 6 = 11 (3d10)

Combat rolls.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11825

File: 1445702068540.jpg (103 KB,999x1024,999:1024,Sylph Emissary.jpg)

>>11821

A gust of wind blows towards the airship. Rather, it *approaches* the ship, with intent. It takes hue, and twists into a decidedly more manageable form. The Sylph circles the ship once, scattering away the miasmatic green spores with its breeze as it goes. Finally it returns to the Myconids at the base, and hovers. The wind whips and blows softly as if to recreate speech.

"Hail, denizens of rot and spore. I am Sigh-over-Buclody, emissary of the Elemental Chaos. What purpose do you have in approaching us, spreading your spores so? It is not natural that they should travel so greatly and so far."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11826

Dice rollRolled 3, 5, 5, 10, 9, 3 = 35 (6d10)

>>11823

Opposition roll:

[Morgaz's Flight]

Morgaz the Incorruptible [Epic+++][Clever][Armored]; Suinoz the Heroic [Epic+][Armored]; 2 Morgazian Kin-Mage Squads; 2 Morgazian Shock Infantry Squads [Very Strong+][Brave]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11827

>>11825

The Withdrawn Ones would shuffle anxiously as the wind suddenly took form as a person– but the healthier-looking diplomat stood calmly as the elemental took shape. It turned its bulbous head left and right as it watched the spores blow away.

The diplomat holds up a hand, which promptly release a small gust of Rapple Spores. Since the elemental lacks an organic form– the rapple spores orbit about her, drifting calmy as they suddenly begin transmitting a voice.

The voice sounds alien and unnatural, that being the voice of the diplomat. "Mycon greet you, Sigh-over-Buclody. This one is a Voiced One– he speaks for Myconkind. Myconkind seeks companionship, for we have left the shade and entered the light".

The elemental could notice that the diplomat looks relatively normal as a Myconid..but his bodyguards look..unhealthy. Their eyes are a piercing red, and their skin looks crustier and malnourished. They do not speak, gripping their respective weapons as they stare straight ahead with a dead look.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11828

File: 1445703320298.jpg (2.79 MB,3300x2550,22:17,FINAL_Myconid-Encounter-TP….jpg)

>>11827

forgot pic

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11829

>>11824

[Interception over Pegul]

[Morgaz]

3+2[x11], 5+2[x9], 5+2[x5], 10+2[x5], 9+2[x5], 3+2[x5] = 296 [mod: air war 1.5]= 444

[Sculpted]

3[x9], 2[x4], 6[x4] = 59 [disadvantage .8] = 47.2

Combat Report

Your units attempt to engage but Morgaz's flight has you at a severe advantage. Your Gryphon is unable to clearly attack any of the units, as the opposition is well drilled.

Morgaz notices your gryphon and signals for it to disengage as the entirety of Morgaz's flight begins to turn to attack. The gryphon, brave though it is, flees when it notices the advantage. The dragons do not pursue.

-

[GM Note: The currency spent has been refunded as it was found to be unable to impact combat.]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11830

>>11829

Hang on red, lemme resolve the situation on mibbit.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11831

>>11802

Rumors have escaped of a group of constructs living in the mountains of nightcrag. An emmissary is secretly sent to find them and speak to them. If possible there is hope.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11832

>>11829

Ban's clear

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11833

>>11829

He already unbanned you

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11834

>>11827

The sylph examines the diplomat and its posse with guarded suspicion. "Your eagerness for aid is considered, but you appear… afflicted. Your people are benighted, sick with weakness. I cannot… feel your connection to the land. It is withered." the sylph withdraws slightly. "We can help heal you, we can strengthen that connection. But you must forgo the evils of artifice and industry."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11835

>>11831

The Sculpted cautiously accept the emissary the Necros Imperium. Recent events have made them more wary of people not of stone.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11836

Dice rollRolled 47, 39, 95 = 181 (3d100)

>>11804

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: (21) (1/turn)

Food: (Very Stable)

Raw Currency: (56) (15/turn)

Legitimacy: (Stable)

Culture: (9)

Industry: (13)

Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz], [Foundry Platform]

Defenses: Tower Network [Very Large]

Military Units: 3 Vyriah'n Airships(flying units) [Strong]; 3 Vyriah'n Guard (Ground Units) [Medium], Vyrian Mad Scientist Cohort [Very Strong+][Clever]

Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [Sustainable][Market], Steel [Sustainable], Darksteel [A little]

Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])

Technology: (Stone, Wood, Gems, Iron, Steel, Darksteel) Aerial Warfare [Basic], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Average], Advanced Hulls [Simple], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Average], Counter-Espionage [Simple], Morgazian Air-War [Average], Civil Defense [Primitive], Magi-Storm projectiles [Basic], Magi-Storm Cannons [Basic], Rationalization [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. Send over the cannons and projectiles to Morgaz.

2. Begin researching standardization by ourselves. Give the mad scientist something to do.

3. Set up a trade route to the Air Dwarves.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11837

>>11836

I have no trade port, but I will accept this.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11838

Dice rollRolled 32, 93, 38 = 163 (3d100)

>>11803

>FluffnStuff: >>10350

Population: 26.4 (1.4/turn)

Raw Currency: 70 (7/turn)

Legitimacy: Good

Culture: (8)

Industry: (10)

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

Defenses: (Tower/Wall Defense Network (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] [Steel, Sustainable]

Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)

Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive] [Diplomacy, Simple]

Territories: (18)

1) Build up our walls and towers more (10 gold).

2) With all the disparate peoples of the Republic, currency should be standardized. (5 gold)

3) Build a marketplace in Patchwork City. It should stimulate the economy and allow for a place for people to mingle. (5 gold)

3)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11839

Dice rollRolled 96, 25, 95 = 216 (3d100)

http://pastebin.com/JucWqx3F

1. Operation WELT

2. Operation GREEN

3. Send the last of the translated data back to POCOM and AMCOM so they can begin tuning their equipment to the proper frequencies for Soren functionality when they warp through.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11840

>>11815

3. TROOP MOVEMENT.

Move the Fleet to join the 2nd Coalition. The Eastwinds Destroyer and damaged frigate will remain to protect the capital.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11841

Dice rollRolled 41 (1d100)

>>11815

dice

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11843

Dice rollRolled 16 (1d100)

>>Nation Event [Morgaz]: Some of Morgaz's soldiers have been spotted flying west. You're not sure where they're going?

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11844

Dice rollRolled 47, 12 = 59 (2d100)

Thankfully It's what I was planning to do with them anyways.

2.Raise wights [Perfectionist]

3.Raise rocs. The best we can find. Now is an emergency for our nation. Now is the time to get the strongest we can.

Hire extra necromancers to raise more and more powerful of both 10 currency to each.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11845

Dice rollRolled 65 (1d100)

>>11844

3. should be 4.

Perfectionist reroll on it.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11846

"We're taking everything. Get it all packed up onto the airships. Come on lets go we're hitting Zero Hour."

"We've made the last transmission, sir. POCOM wishes us luck and the Queen's Good Graces." Says one Engineer from the communications panel. Bloodstone nods his head to the man and the Engineer speaks into the microphone. "All Telepaths, clear the Comms Array. I repeat, all Telepaths clear the Comms Array." The dozen of so Telepaths scurry off of the communications array, cutting the last vestiges of contact with their home command. A shudder ripples through the base. The Array warps and cracks, the many pylons and housing structures shuddering under a sudden pull. The entire structure is sucked into a miniature black hole a second later.

The Engineers don't even give their hard work a second glance. They all knew the plan. They knew what Operation WELT called for. They continued with packing and moving other essential gear that could be moved. The Base continued to shudder. More and more buildings were disappearing as they were cleared out. More structures sucked into black holes. Others were simply demolitioned with psi-charges. The Autofac was gutted of its essential equipment, the structure imploded with the assistance of a few Manifesters. They grinned at each other. The newly minted 313th Manifesters had been nicknamed "Mad Dogs" for a reason. Most of them had serious mental stability issues when it came to the euphoria of using their powers. Poor training, but lots and lots of raw talent. The Omni-shield Generator was strapped to Bardin, who in turn boarded a fat air transport. The base cloaking generator was packed onto a different ship, but various personal cloaking and shielding units had been passed out to the troops prior to the Autofac's demise.

An enormous stack of backpacks stood ready nearby the prior location of the Autofac. Soldiers from various companies were pulling from their assigned stacks, each one helping a compatriot strap the bulky pack on. Wings sprung from the pack, and from the bottom a small engine. As the Psilockeers arraigned themselves by Company, then by sub-battalion, they took to the air in a constant whoosh. Airships followed. Then the more blunt forces of the Psychic Knights and Manifesters. In their wake they left a swathe of destruction. Nothing remained of Base Camp aside from a smoldering ruin.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11847

Dice rollRolled 24, 94, 96 = 214 (3d100)

>>11770

http://pastebin.com/fhMdgj4p

1 Government Stability, Crusade. "All functions of government, The Throne will resume these and lead the nation in Crusade. The commanders will drill and you good vilon will do your best to make your arms and armor. They have struck and we are not broken but rise to the task at hand."

2 Investigate, counter-espionage. I want to know why the towers failed and I want a better patrol system, this kind of thing cannot happen again even if we must cut away the laxness of a few to ensure the security of many.

3 Troop movement. We will join the fleet of the 2nd Coalition. Throne Guardians will remain to protect the capital.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11848

>>Nation Event: Necro Imperialis

>>A series of riots have broken out as Monarchists have rallied and armed. Despite the nominal effectiveness of martial law, clashes have occurred as armed rioters – Elven AND Monarchist – have attempted to seize town councils, city centers, and other places of value. The military, already mobilized, has begun to respond: fighting has been vicious and bloody, with many units participating in bloody reprisals. Subsequently, impromptu tribunal executions by military forces has become commonplace, and the oligarchy has been injured by the struggle. It still holds power, however, and the military has stayed loyal. It has vowed to continue the fight.

>>Reduce population by 3

>>You are having trouble moving soldiers currently, you must roll a seperate d10 to move soldiers internally within the nation for 2 turns.

>>Set legitimacy: Martial Law [Uprising]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11849

>>11847

>>11847

8 currency on stability

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11850

File: 1445710661418.jpg (13.04 KB,150x150,1:1,Perkele___DnD_character__b….jpg)

NOTE: ANYONE WHO MAKES A TROOP MOVEMENT FOR THE COALITION CAN JOIN IN DIPLO

(this includes a representative from you Curious)

>>11847

Aboard the massive floating vessel that centered itself within the fleet of the Second Coalition, the meeting between the dwarf Grand Admiral Fezzare and those members who would assemble themselves into this 2nd Coalition would begin.

"We meet Again esteemed members of the Dominion of Throne.

As before, we gather today to discuss this the 2nd Coalition of free nations seeking that which is just and noble. Our goal is and remains the liberation of an enslaved and persecuted people from their tyrannical masters who so sure where they in their ability to get away with a crime, opted to wage an illegal and aggressive war on a people who had no conflict with them, without so much as offering not even a dialogue of complaint, a Causa Belli, or a declaration of war.

Who so swiftly judged and executed every member of a single caste of Elven society, and put to rule and subjugation the rest.

Their crimes will be met with retribution. But we will not be the monsters they themselves have become.

Our goal here is to make clear our intent to the Necro Imperialis, to prepare our terms for them, and then so deliver them either through peaceful surrender or if need be forceful liberation of the elven lands.

If you have anything you wish to speak before we begin the discussion of our terms, say so."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11851

An emergency emmisary is sent out to an unknown reciever.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11852

>>11850

Having descended onto the deck with a retinue of commanders Octavia speaks to the venerable admiral

"Justice. We have come for justice for the lives of those lost in their terror on the capital.

If we can save the lives of those elves and give peace to souls of the rest then that is good, they must must make amends with our judgement equal to what they gave but beyond that I leave you to handle the details of their surrender.

On who is to be supreme commander, I will volunteer as we developed techniques to benefit large military action and experience in leading the last coalition with sub-commanders ready to relay orders effectively and guide our blade should we need it.

The Throne is with us Admiral."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11853

>>11844

Fuck 10 currency to each. Make it 15 each and offer gems as a reward for raising as much of an army as we can. Don't care where you get the corpses from Anymore the junta is unanimous in the decision.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11854

Dice rollRolled 7, 89, 2 = 98 (3d100)

[Morph][The Order of the Advent]

http://pastebin.com/wGkYEbjx

1. The plans to convert the town continue to be planned. While no major nations had been encountered yet, this small town was surely in need of protection from the threats that may lurk around the new plane. Meli returns to speak to them once again, promising them protection from whatever may arise. Although one of the younger morphs, Meli had always shown an interest in politics and the path of Ethos, often dreaming of becoming a member of The Order itself. Ironically he easily falls under the path of Arche, exhibiting power on par with Dez with minimal military training. [Convert Town (Waiting/???)]

2. One step closer to attaining steel, The Order recognizes they now lack wood. Some of the older members complain about it being easier on the previous plane. We are within a forest, of course, and there is plenty of uncut wood. Construction of a lumber mill is decided upon. [Construct Lumber Mill]

3. Dez continues the process of attaining materials. The mining begins in an attempt to pull the [Silver, Unmined] as wells as [Stone] from the ground. Both these substances will be utilized for future morph projects. Dez, unlike Meli, has always had a strong desire to follow the path of Arche. A powerful warrior, he has attained his strength through sheer discipline. [Mine [Silver, Unmined] and [Stone]]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11855

>>11852

"Very well, these are the terms with which our government have deemed appropriate for the deliverance of justice."

This the 2nd Coalition demands the Complete and Unconditional surrender of the sovereign state of the Necro Imperialis, and the submission to the following terms.

1. The expulsion of any and all Imperial forces from the former lands of the Stella Empire, allowing the establishment of an Elven provisional government and a return to self rule.

2. The submission of key Undead governmental and military figures figures to allow for the trial and sentencing of those responsible for the following crimes.

-Participation in a common plan or conspiracy for the accomplishment of a crime against peace

-Planning, initiating and waging wars of aggression and other crimes against peace

-War crimes

-Crimes against Intelligent Beings

3. The disbandment and disarmament of current Imperial forces. All Naval or Aerial abilities to allow for any rapid undead deployment are to be confiscated and removed. The Imperial army is to disband in favor of setting up a limited Necro-Self Defense Force, to be governed by the Coalition powers as to its maximum size and scale. And to be under public scrutiny of all actions of a military or magical nature.

4. The establishment of Maximum national border no larger than the given outline, and the ensurance of compliance with these borders via the potential establishment of permanent military forces, fortresses, defenses, and a no-man's land directly outside these borders by the Coalition.

They stand as borders for both air, land, and underisland, and the Undead may not make any moves to expand their borders beyond these limits, or their area of influence thereof. Nor may they spread their influence to the towns which they so sought to manipulate.

They may retain the one free town to the north which was legally acquired by them, pending its desire to remain in the empire.

5. The payment of War Reparations to the newly established Stella Provisional Government, for both its grievous insults against them as a free peoples.

6. The establishment of a new undead government as per a national vote and consensus, which will be done by all intelligent Undead beings and ensured of free will via the temporary removal of Command Crown influence. All free, rational undead beings will vote on the style, function, and leaders of the Government as they so wish to be ruled by themselves.

This includes the north town which may opt to join the Necro Imperialis, or remain a free and independent city state. Its decision will be enforced by the Coalition.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11856

File: 1445714395265.png (1.2 MB,1115x1033,1115:1033,Borders.png)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11857

Dice rollRolled 38, 62 = 100 (2d100)

>>11850

Name: The Lost(Courtier)

Race: Elves

Color: Blue with brown backing

Fluff : The Lost are the last fragments of the once proud Stella Imperium. Their cities sacked, their labs destroyed, their people tortured and killed. They are all that's left. The Dwarves and Dominion, who came too late to aid in the battle, came in and swept them away even as the Necro Imperialis butchered scores more under their heel in a fit of overzealous rage and fury. Every elf remembers that day.

The astral light inborn in every elf still burns, but the principals of their magic has, shifted. Where once it was artful and filled with beauty, it is now cold and Spartan. Where once the luminous purple light of the astral plain was clearly apparent in all who saw and elf cast, the color and aura are hidden and subdued. Less powerful perhaps, even likely, but so much harder to detect by an order of magnitude. Indeed their magic and eyes give off no light or warmth or beauty anymore, it just is.

Government Type: Elder Council, who answer to the dwarf king alone. His nobles can go sit on an iron spike.

Economy Type: Capitalism as per our short bearded friends.

Religion: The star spirits are still venerated by the lost, but the open worship and asking of questions has ceased. The stars did not or could not help them then, and are unlikely too now. The elves must help themselves first.

Location: Ribwall

Location: Orgul Major

Population: (19) (1/turn)

7.3 Elves

Food: (Excellent)

Raw Currency: (0) (8/turn)

Legitimacy: (Stable)

Culture: (12)

Industry: (23)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge]

Defenses: (Stone Traps, Good)

Military Units:

1 Eastwinds .Co Destroyer [Very Strong]

1 Dwarven Frigates (damaged)

1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]

1 Combat Clockwork Formation [Very Strong+][Resist]

>5 Royal Navy Destroyer's: [-8 currency]

DMS "Salvador Fidalgo " [Very Strong+++]

DMS "Rodríguez Felipe" [Very Strong+++]

DMS "Bartolomé" Ruiz" [Very Strong+++]

DMS "Vasco Núñez" [Very Strong+++]

DMS "Juan Bermúdez" [Very Strong+++]

2 Elven Bladedancers; [Very Strong][Clever],

3 [Harlequins][Medium]

2 Stellan illusionists [Medium]

Resources/Quantity: Iron, [Buckling], Copper [Wobbly], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample]

[Lost Light] [Town]: Iron [Strained]; Gems [Low]

Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good]);(Stellan Obscurantism [Above Average])

Technology: (Copper, Iron, Stone) [Airships, Basic] [Aerial Warfare, Simple] [Civil Defense, Primitive], Steam [Basic], Command Crowns [Some], Standardization [Primitive], Clockwork Fabrication [Simple], Rationalization [Average], Mobilization [Primitive], [Dwarf-Clockwork Integration [Very Simple], Large Scale Construction [Very Simple], Bombardment [Very Simple], Combat Clockworks [Simple]

Territory: (12)

1. Spoiling For Revenge: You get a combat bonus against the undead. (+1 to all combat rolls against undead.)

2. Elder: You gain +5 to all rolls.

Eccentricities:

1. Smug but humbled: Everyone's smug until they get punched in the mouth. You're still smug, but you tolerate dwarves.

2. Operating From Memory: You can conduct research in astral magic awkwardly, and the Dwarves can't really 'get it'.

1. Consolidate our troops formations. The Blade dancers are the only really good troops we have, but even they would benefit from the illusions the illusionists can cast, and the harlequins would benefit greatly under the guidance of both.

+Elder

+standardization

+rationalization

+stellan obscurement

+23 industry

+12 culture

+spoiling for revenge

+Mobilization

+2 Blade dancers

+3 Harlequins

+2 Stellan illusionists

2. Train more troops. Find the best blademasters to train more blade dancers, and gather our best illusionists in order to make Illusionists worth their weight.

+Elder

+standardization

+rationalization

+stellan obscurement

+23 industry

+12 culture

+spoiling for revenge

+Mobilization

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11858

Dice rollRolled 10 (1d10)

"Shhh. I hear something."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11859

>>11843

Sigvar the Giant flies to Morgaz's lands on the Patchwork Flagship, and requests a private audience with him.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11860

>>11821

The Myconids are welcomed to the Capital, as very quickly word spreads to all Restaurants and kitchens to hide away the mushrooms.

Even as some dwarves look up to the sky in confusion, and slight smell of food. The Myconids are offered an enclosed carriage to the King's Palace himself.

"Welcome, esteemed Myconids. We have not had contact with you since before the great Clown War. What brings you to the realm of the Dwarves?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11861

>>11860

The Myconid diplomat looks awfully pleased to see the Dwarves, holding up a hand. A small group of spores would gently float from the creatures hand. The rapple spores– if the King did not suddenly freak out– would gently stick to his skin. Nothing but a simple tingly sensation would come, before he began to hear the voice of the Diplomat.

"We are pleased to see you again, Short Ones. This one has been sent by The Sovereign One to speak of companionship and involvement in the doings of the world. The time has been long– the progress of myconkind has brought us to this point."

The Myconid would make a happy expression with its bright, glowing eyes. It bows its bulbous head to the King, but suddenly looks serious. It puts its hand together in thought

"…conflict approaches us in the future. We have remained silent through War of Clowns, and the emergence of The Tyrant King. But we have been watching. Sovereign has been watching. Myconkind seeks to..find assistance in this coming age of war. Alone, we are…weak. We fall. But with the kindness of outsiders…we may survive."

>>11834

The diplomat looks confused for a moment, before it turns slowly to look at the Withdrawn. It pauses..then looks back to the elemental. "The Withdrawn Ones are..seperate beings, from myconkind. They chose a darker path to serve the people. But Myconkind, we are with the land. We grew within the land, and the Meld courses through the land and speaks to us. We require..companionship. Allies. The evils of artifice and industry, they are.."

The Myconid pauses for another moment.

"..necessary evils, for the survival of our kind. A sacrifice we must make."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11862

>>11861

The King surprisingly remains very calm throughout all this

As though he's experienced this sort of mental up-link many times before.

"This is an age of greater conflicts and war the likes of which we have never seen.

We Dwarves have always been on the lookout for ourselves and our friends. We rescued the Elves and sought to restore to them their homeland by any means, and now face what is perhaps the greatest threat yet.

This is indeed not the time for any to find himself alone. There must be unity in the world by all that is good to stand up against evil that seeks to devour it.

But. . .our lands are far and the distances great. It will take effort, effort which we pray we can spare, to secure and defend the Myconid kind. But, these efforts would be greatly aided if we would know how the Myconid might seek to contribute to a mutual defense within such an alliance."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11863

>>11861

The sylph pauses, as if in communion. It looks up at the diplomat, nodding. "You are of this plane, and you feel the earth. If you know its pain, as we feel, then we shall be allies unfailing. Companions in the defense of this land, to guard against those who would invade, exploit and corrupt it." The wind swells briefly, scattering the spores all around. "Meet with our Liege, the Herald, for it is the final determination of whether we shall fight with you."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11864

another emergency emissary is sent out.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11865

>>11859

[Morgaz]

Morgaz appears from inside of his lair. The doors are now slightly larger and cannons appear to be sticking out slightly. The crews crane over the balcony to watch the two talk; the door remains ajar and several smaller dragonkin lean out the door.

Morgaz begins slowly, apparently very tired. "Yes, Sigvar of the Patchwork Republic. What brings you my nation in times such as these? Business, I trust."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11866

>>11865

The large man bows to the dragon.

"Greetings, your highness. Yes, it is in fact business related. Are your people still in need of Rubicite? The Republic still has a large unmined deposit of the material, and we were wondering if you were still interested in trading for it."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11867

>>11866

[Morgaz]

[Morgaz smiles widely, from cheek to cheek. It sort of creeps you out. He speaks] "Yes, quite." He pauses and turns his head slightly to the left but keeps his eyes focused on you. "And it would only be a minor amount…I have the facilities to…handle the material." He pauses again. "The question, friend Sigvar, is what you would need from my people. It has been customary to offer my aerial methodologies, but I have skill in metallurgy, irregular combat, as well as some trace amount of dragon scale. The scale is grotesque for me to trade, but, the time of this plane is….exceedingly critical." He smiles again. "I always told the council they should try to be useful. I suppose they now, however." He laughs, hard. You feel the air leave your lungs.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11868

>>11867

The huge man bows. "All those things would be fine, Morgaz, but we need… other help." He frowns. "There is a growing menace to the world of Soren… I speak of the Brood. Their envoy acted strange at the meeting, and we all are aware how they tried to control the diplomat you sent them." Sigvar bows again. "Your military strength is unrivaled in Soren, your highness. In return for some rubicite- which the people of Patchwork will mine- we ask that you join us to wipe this threat from the face of Soren."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11869

>>11868

[Morgaz]

Morgaz rolls his eyes slightly and makes an exasperated noise. "Is it that damnable insect and his parlor-magic again? By the scale, this nonsense will never end. The coalition floating around in the sky should cleaning those vermin out, not spending their time shooting at walking bags of bones who are trying to cap that damnable well." He groans. "Still, if what you have said is true, the something has spoiled in it. Bring me some conclusive evidence that the damnable insects has lost all sense of morality and we can talk. For my part however, the rubicite is critical for my project and it cannot wait. The damnable spiders and their damnable projects, for all of their stupidity, are not about to plunge the plane into some eldritch limbo in which we will all get to discover new metaphysical ways to be torn to shreds."

He sighs visibly. He looks exhausted, for a dragon.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11870

>>11852

>>11855

An elven diplomat walks into the room.

"Apologies for my tardiness, we lack proper aerial transport and thus had to wait on a dwarven captain who insisted on demanding a fee until a clockwork man broke the table he was using."

The elf looks at the terms of surrender. He reads them intently. Once finishes he looks to the dwarves and the dominion envoy. His face is a blank mask.

"These terms, while not ideal, are acceptable for the most part. You have our gratitude for drawing this up your majesty. There are two small thing we would like you to consider though. One, their leadership is at fault, and is of a militaristic bent, they will not accept those terms, and if any deal is to be reached, those butchers need to be removed, permanently. Two, their religion openly exhorts them to attack me and mine, as well as those of the dominion, indeed if it weren't for the illusory veil we erected, we might have been subject to the same attack the Dominion's leadership was. As long as both are in place no lasting peace can occur."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11871

>>11869

Sigvar the Giant bows again. "Deal, your highness. We will bring you proof of the brood's treachery, and then you shall have your Rubicite."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11872

>>11871

[Morgaz]

"Very well, friend Sigvar." He pauses for a bit. "I shall see you very soon." Morgaz returns inside, and the door closes with an unimpressive thud.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11873

>>11870

"Key figures will be removed and given justice, this includes government priests and war priests who hold powers in their current government or else be responsible for leading the rest of their kind to doom. Then new government will be voted in by those intelligent beings freed from command crowns and no doubt eager for new less aggressive leadership. Already movements within the country are stressing their ramshackle system, the points should accomplish. As for their religion a solution is in the working but for now we will have to settle for humbling the priests."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11874

>>11873

"Very well. Agreed"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11875

Dice rollRolled 93, 22, 82, 66, 78, 48, 70, 65, 21 = 545 (9d100)

>>11726

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (19.8) (1/turn)

Food: (Stable)

Raw Currency: (12) (3/turn)

Legitimacy: (Semi-Stable)

Culture: (13)

Industry: (8)

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:

Copper [Sustainable][x2]

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

[Prisoners, some]

[Iron, Sustainable][x2]

Mildly-Burnt Freak-troll hide [some]

Freak Troll Minors [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 [Average]

+War Animal Training, Average)

+Drum Amplifiers [simple]

+Composite-Material Armors [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. Train the Wurm Riders to be better fighters

3.4. find fruits for the gryphon, we ain't doing much else

5.6.7. Improve the temple

8.9. It is time for the Festival of War, let us begin the preparations for the invasion of Mare, it is time we conquered the city and made it our own.

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

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11877

>>11854

Ever the intrepid explorers in seach of new resources or an edge in the ongoing war, a Dwarf ship sails directly over the capital of the Morphs.

This one in particular is in search of yet more of the rare and valuable material known only as Rubicite, when it comes upon a city they had never seen before.

The ship attempts to hail any of the denizens that walk below.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11880

>>11877

Vincent, a morph that follows both the path of Arche and Doxa, hails the travelers. "You're the first of this plane I've actually encountered. Are you interplanar or native?" He asks, showing very little emotion towards the subject. He rams his arm, shaped as a blade, through a log that protrudes from the ground. "I know scouts had seen other nations around the island, but I've yet to scout for myself. I've forgotten to introduce myself. Vincent, of the path of Arche and Doxa, with abilities of Shape and Arche's Fist." Arche pulls his arm from the log. "Are you here to acquisition my services?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11882

>>11880

"I am Captain Rodrigo, soldier and servant of his Majesty King Bolivar VI, of Dwarven Kingdom, and I assure you we are as native as native gets.

We had seen your nation from above, and came down to investigate, and see what manner of people are here.

Services? Pray tell, what might those services be?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11883

>>11882

"Well, I personally am a mercenary under our leaders, The Council, and am licensed to act as a mercenary for payment in order to further the morph colony on this plane without the consent of The Council so long as I will not harm diplomatic interest. Interesting, a nation above? I've heard of nations similar. I'd like to see it. Assuming you're going to hire me, I need a mineral to consume. Morphs feature special… abilities, that allow us to take on the properties of materials we consume. If you want me to fight for you, it's an even better idea for you to feed me."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11887

>>11883

"If anything, you being a mercenary would be highly beneficial to your nations interest.

Ah, minerals. Hmmm, well, how about this?"

The Dwarf pulls out a small brick of Rubicite, one of the very few distributed to explorers, to remind them of what they are after.

But in this situation, having better relations with an entire new race was worth the cost, especially now that veins of the material were confirmed.

"It's got the strength of iron, but far lighter. It's called Rubicite."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11888

"Hmm, it's quite rare I'd imagine. I haven't heard any reports of other morphs consuming it. I'll fight for you in return for that brick. You will have the rights to me for a single battle. I request that you don't get me killed." Vincent takes hold of the brick, opens his mouth, and swallows it whole. [[Vincent, Very Strong] Consume [Rubicite, Sample]]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11893

>>GM Note: Rules have seen minor revisions to how towns, territory expansion, and fortresses work. During expansion, players roll 1d3 following a successful expansion to see what materials are provided during the expansion (IE: growth, materials, or metals; subsuming a ruins or cave might yield interesting results). Towns can also be used to establish government-in-exile following the loss of a capital. See the rules for more.

>>11807

[Necro Imperialis]

>>You are mobilized: Industrial Efficiency: 50%

>>Lose 1.2/pop; Your corpse supply is being drained. (set resource: Corpses to decreasing)

>>Set mobilization status: 1 turn. Your legitimacy is impacting the strength and effectiveness of the mobilization.

>>Add mobilized units: 3 Mobilized Multi-Purpose Skeleton Formations [Very Strong]

1. You attempt to utilize your curse land spell, but you find you really don't have any spellcasters. (Add 1 Lich [Very Strong][Resist]

2. You manage to summon three clusters of wights. (Add 3 Wightswarms [Very Strong][Fear])[Remove gems][Lose 15 currency]

3. This turn was revoked.

4. You attempt to summon a few rocs. Franctic picking at the roc-corpse pile yields a few, but nothing major. (Add units: 2 Pygmy Rocs [Very Strong])

>>11811

[Tunak]

1.2/ Despite the dreaded cow menace, you've manage to get them out of the way. They are cleverer than you had thought and you are unable to outwit them. (Add 4 hex; roll 1d3)(Add units: 2 [player's name][Strong]

3/4: You begin working on leylines to mitigate the issues of mobilization. The issue is prolonged and serious. (Alternative Mobilization 6/15)

5/6: The ritual circle moves along, again. The sinkhole has been filled. Ritual Circle 14/20

>>11815

[Air Dwarves]

>>You are mobilized: Industrial Efficiency: 50%

>>Lose 1.1 population [You Clockworks are mitigating the utilization of your population.]

>>Set mobilization status: 1 turn.

>>Add mobilized units: 3 Mobilized Combat Clockworks [Very Strong][Resist]; 2 Mobilized Destroyer-Airships [Very Strong]

>>You received: Technology: [Steel] [Steel Mill Blueprints] Flux[Sustainable]

>>The following resources are now being pressured: Coal, Iron, Copper

1-2. You traded Standardization [Primitive], Rationalization [Average] to Patchwork Republic.

3. You move your units. The Eastwinds Destroyer and damaged frigate will remain to protect the capital.

>>11819

[Colony]

1. The Breeding grounds are complete. They will increase our population growth. Great. (.2/pop/turn)

2-3. You continue on with your investigation of fungal equipment. You've managed to figure out how to get it to stop breaking. Amazing! (Fquiment 11/12)

>>11820

>>You are mobilizing. You will fully mobilize in 2 turns.]

[Khazan]

1. You begin to mobilize. This mobilize was graded as 'poor'.

2-4. You manage to finish up the holy weapons. These will help with undead and generally make your units better at killing evil things. (Add technology: Holy Weapons [Simple])

5. You finish processing the elves into the nation. It seems to help your population generally and your bureaucratic machinery feels stronger than ever. (Set technology: Bureaucracy to [Simple])

6-7. Counter-Espionage tactics crawl forward. The new administrator isn't great and everything is murderously slow. (Counter-espionage research 3/6)

8. No mercenaries are found. The war has picked them all. God. Damn. It.

9. You move your units. [[GM: I think you wanted to move your units.]]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11894

>>11822

[Sculpted]

>>[[You are mobilizing. You will mobilize in two turns.]]

1. You moved your units.

2. You are mobilizing. It was graded as 'mediocre-poor'. (-25 gold)

3. You begin working on more effective war magic. (War magic 3/6)

>>11836

[Vyriah]

1. You sent the blueprints and documentation.

2. You begin working on standarization. It goes pretty well because of [Empiricism] 3/6.

3. You set up a trade route. It's a good sized route that will provide you with the following things while active: +2 culture; +2 industry; +2 currency/turn. (Add trade route: Air Dwarves [Medium; +3 industry / +3/currency/turn]

>>11838

[Patchwork Republic]

>>You received: Standardization [Primitive], Rationalization [Average] to Patchwork Republic.

This translates into: Standardization [Primitive], Rationalization [Simple]

1) You work to upgrade the defense network. It's going to be super fancy. (Network upgrade 3/10.)

2) You quickly manage to standardize the coinage. You've got very elegant looking fractions of currency that look like prominent events, people, and events from history everyone would rather forget.(add technology: Coinage [Simple] (+3 currency/turn)

3) You build a market place. This will also serve as a trade port. (Add unique building: player named market/port)(+1 currency/turn)

>>11839

[2702]

1. Operation is go.

2. Operation has high confidence.

3. You send the data over. POCOM and AMCOM both have a hard time getting their heads around it. (Add technology: Generalized Calibration [Simple])

>>11817

[Clownbrood]

>>You are mobilized.

>>You are mobilized: Industrial Efficiency: 50%

>>Lose 2.2/pop;

>>Set mobilization status: 1 turn.

Add mobilized units: 3 Brood Throwback Swarms [Very Strong+]

1.2.3. You finish the temple. Everyone's gonna LOOOOVE this. (Add unique building: Harlennelrah Temple #2)

>>Harlennelrah notices you again. :D

>>Add Eccentricity: Harlennelrah's Gaze: Your rolls are from here on out INVERTED. Constant streaks (good or bad) might arouse Harlennelrah's interest. Honk.

4. You move your units.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11895

>>11847

[Dominion]

>>You are mobilized: Industrial Efficiency: 100%

>>Lose .8/pop; you mobilization procedures are mitigating your population decrease.

>>Set mobilization status: 2 turns.

You have been alloted the following mobilized units: 2 Mobilized Vilon Purifier Squad [Very Strong]; 2 Mobilized Vilon Clerics [Strong]

1. You restore basic order as the crusade is formally declared. (Set stability to: Unshakeable)

2. You counter-espionage improves. The guards around the tower report that they were drugged, and new procedures are in place. (set technology: Counter-Espionage to [Average])

3. You begin moving your units.

>>11854

[Morph]

Revise: [[Vincent, Very Strong] to : [[Vincent, Very Strong+][Flight]

1. The town is still deciding. No, seriously. (???/)

2. You build a lumber mill. [Add resource: Wood [Sustainable][x2] +1 industry]

3. Dez seems to have gone missing. Nobody is sure where he is. Perhaps he will come back soon.

>>11857

[The Lost]

1. Your units consolidate into a: Stellan Dancer/Harlequin/Illusion Admixture [Epic+++++][Clever]

2. You train a series of blademasters. [Add units: 2 Stellan Blademasters][Very Strong]

[Kaldor]

[You are mobilizing. You will mobilize in 2 turns.]

1.2. The Wurmrider training goes great. (Revise Wurmrider Squads to [Very Strong]++++)

3.4. You find some fruits for the gryphon. It eventually decides to join you because it thinks you're a reliable source of fruits. Eventually you manage to coax it to eat other food and the problem is solved. (set food to Stable) [Add resource: Fruit [Some] (Add unit: [player named Griffon][Epic+++][Quick]

5.6.7. You improve the temple by a good deal. A priestess has joined the army from the temple. (Add unit: 2 Kaldorian Priestesses [Very Strong+++] (+2 industry +2 culture; +1 currency/turn)(Add technology: War Magic [Simple])

8.9. You mobilize your units. The mobilization was rated “good”

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11896

>>Nation Event [Morgaz] also appears to be mobilizing his forces.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11897

>>11725

Right, please bear with me while I make up about five turns.

Population: 18.1 (+1.2/turn)

Food: (Very Stable)

Raw Currency:28 (+5/turn)

Legitimacy:(Great)

Culture: 12

Industry: 7

Unique Buildings: Black Ziggurat, [Temple of the Raven +2 industry, +4 culture.]

Defenses: Tunnel Defenses [Small]

Military Units: 5 Berserk Warbands [Very Strong] 2 [Shadow Walkers] [Very Strong]

Resources/Quantity: (Iron [Sustainable]; Copper [Sustainable]; Stone [Sustainable]; Flux [Sustainable]; Blood Slaves [So-So]; raw magic [trace][volatile][dangerous]

Magic/Spells: Santerian [Good]; (spells: Summon Bloodshades; [Basic]; Shadowlands Walk [Average])

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…

This is my HOPEFULLY CORRECT stat sheet, 15 actions to follow.. Dear god.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11898

Dice rollRolled 26, 11, 80 = 117 (3d100)

>>11894

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: (21) (1/turn)

Food: (Very Stable)

Raw Currency: (76) (20/turn)

Legitimacy: (Stable)

Culture: (11)

Industry: (18)

Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz], [Foundry Platform]

Defenses: Tower Network [Very Large]

Military Units: 3 Vyriah'n Airships(flying units) [Strong]; 3 Vyriah'n Guard (Ground Units) [Medium], Vyrian Mad Scientist Cohort [Very Strong+][Clever]

Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [Sustainable][Market], Steel [Sustainable], Darksteel [A little]

Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])

Technology: (Stone, Wood, Gems, Iron, Steel, Darksteel) Aerial Warfare [Basic], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Average], Advanced Hulls [Simple], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Average], Counter-Espionage [Simple], Morgazian Air-War [Average], Civil Defense [Primitive], Magi-Storm projectiles [Basic], Magi-Storm Cannons [Basic], Rationalization [Simple],

Trade route: Air Dwarves [Medium; +3 industry / +3/currency/turn]

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. Standardization 3/6

2. Set up a trade route with the Dominion. Let's see if the angelic bastards can at least keep their records on their stone slabs.

3. Set up a trade route to the patchwork republic.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11899

Dice rollRolled 14, 79, 14 = 107 (3d100)

>>11894

>FluffnStuff: >>10350

Population: 27.8 (1.4/turn)

Raw Currency: 57 (11/turn)

Legitimacy: Good

Culture: (8)

Industry: (10)

Unique Buildings: [Council Headquarters], Aeroport [Primitive], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]

Defenses: (Tower/Wall Defense Network (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] [Steel, Sustainable]

Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)

Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive] [Diplomacy, Simple] [Standardization, Primitive] [Rationalization, Simple] [Coinage, Simple]

Territories: (18)

1) Continue upgrading the defensive towers and walls. (3/10) (5 gold)

2) Recruit from Bogart and Gobtown, focusing on those of a sneakier persuasion. (Pluralism)

3) Train our goblin crews to be better at the art of espionage. (5 gold)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11900

>>Nation event: Necro Imperialis.

>>Reports of gunfire and combat occur near the astral well. Morgazian infantry engage the opposition, but they are extremely fleet of foot and draw some of the infantry from their positions. The more well trained Morgazian Guerillas and a Kin-Mage hold their ground, but it looks like the well is partially vulnerable.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11901

Dice rollRolled 85, 46, 31 = 162 (3d100)

[Morph][The Order of the Advent]

http://pastebin.com/wGkYEbjx

1. The mill is completed and The Order grows quite happy. The development of steel will be a momentous occasion for the morphs of this plane. A small ceremony is held as a result. The next step of the process is to create Bessemer Converters for our [Steel] technology to produce steel. Upon completion they are to begin pumping out an important metal for our future creations. They are to be fueled by our now grand supply of wood.

2. The small mining camp now awaits Dez's return as the morphs continue to mine. It is unlike Dez to disappear like this, perhaps he will return with other materials from the area, or some local fauna or wildlife.

3. Meli once again tries to speak to the town. It is understood the wait and debate. These sorts of changes are new for their people and often take time.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11903

File: 1445750557566-0.jpg (20.19 KB,720x280,18:7,2014-04-23-16.37.16.jpg)

File: 1445750557578-1.jpg (78.43 KB,600x800,3:4,galaxy_saga___soldier_of_t….jpg)

Dice rollRolled 3, 6, 6 = 15 (3d10)

The three companies of psilockeers land roughly on the barren fields. Not too far away a far greater number of undead stare back at them with cool eyes. The psilockeers don't hesitate, don't wait. Training and drills kick in immediately. They hit the dirt, opening up with psilocks and automatic weapons on the surprised defenders.

Under the covering fire of automatic weapons the companies divide into platoons, then into squads, the battlefield spreading out into a thinly populated line of attackers firing psilocks and blasting away at the fortifications with Needle launchers. Despite being outnumbered the soldiers of Detachment 2702 begin to advance with slow finality, like a glacier sliding toward a town.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11904

Dice rollRolled 1, 6, 5 = 12 (3d10)

>>11903

[Combat Rolls][Morgaz]

2 Morgazian Guerilla Squads [Infiltrate][Very Strong]

1 Morgazian Kin-Mage Squads [Very Strong+][Brave]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11905

>>11903

3 Pioneer Psilockeers (63rd, 10th, and 87th Company) [Strong+++ Infiltrate, Sapper, Resilient, Bushwhacker]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11906

Dice rollRolled 33, 19, 45, 61, 67, 23, 11, 68, 90, 92, 6, 47, 96, 16, 69 = 743 (15d100)

>>11897

Hannah arrived at the middle of night, after weeks of travel the sight of he Santerian seemed awfully… lacking in comparison. Within the borders of the city she beheld the waste filled dirt roads, the constant groaning of the sick and dying. As she grew deeper within the city the moaning of drug fueled orgies overtook the sounds of suffering, closer still to the Black Ziggurat men and women fought in the streets in barbaric contests of strength and combat.

Yet within the middle the sounds seemed to become muffled, robed priests, the elite of this newly formed society sat quietly in meditation. Their wrists ran red with blood, sigils gradually filling with their life force. Hannah stopped for a moment at an abandoned project, unsure of what it could be she gradually climbed the zigguart. With loud protest the stone doors parted before her. It was time to change… May the old ones forgive her.

1) Complete to Medical University 5/6 rush with 3 gold.

2) All Blood slaves are to be released and integrated into society at once (Spend five gold the grease the wheels)

3) From now on blood magic is no longer endorsed by the queen of the Santerians, and it is hereby forbidden from now till forever.

(Spend five gold to grease the political gridlock)

4) Mandatory military conscription is now required for all able bodied people when they reach the age of 18, they are to serve their queen without falter for four years. (Military conscription, Sweden style) (5 gold to ease the people of this new change)

5-7) Doctors are to be trained at the medical university, they will one day reach a mastery understanding of the human anatomy. (Create educated doctors to improve life)

7-9) Instead of blood, a new field of magic shall be embraced, the art of self transmutation, to make a man larger, smaller, to form his hand into a sword…The medical academy might be able to assist in this biological undertaking perhaps? (Begin research on shape shifting magic that affects the user, maybe having biological understanding will help things go smoother?)

10-12) Some might find these changes in government and policy extremely SUDDEN, spend time assuring them that things will be alright. And that the path of now and forever shall continue. (Assure the people that this is for the better of all, and that the leadership has their best interests at heart, spend five gold on this as well)

13-14) Improve the art of walking among the shadowlands, soon death will prove little but a set back for the true believers. (Improve shadow walking, it is currently Average))

15) Bring all military units back from their deployment from the formal rift to the south. (Recall all deployed)

Let the metamorphoses begin.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11907

>>11906

Doctor rolls are 5-7, Transforming magic are 8-9. Sorry.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11908

>>11907

[Get in IRC D00D]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11909

Dice rollRolled 74, 100, 45 = 219 (3d100)

1. See if we cannot improve our mobilization efforts

2. Kali continues to work on wide-scale applications of battle magic. (3/6)

3. Expand our control of Pegal Island. We might need a place to fall back on should our home comes under attack.

http://pastebin.com/AKD7Tva1

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11910

Dice rollRolled 2 (1d3)

>>11909

Expansion Resource Roll

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11911

>>11901

Tech Modifiers

1. [Metallurgy, Average][Steel]

3. [Diplomacy, Average]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11913

>>11903

>>11904 (You)

[Combat: Battle of The Well]

[Morgaz v. 2702]

[Result: Draw, Bloodbath]

1x4 6x4 5x4 = 48 [Guerillas 1.1][Fortress 1.5] = 79.2

2 Morgazian Guerilla Squads [Infiltrate][Very Strong]

1 Morgazian Kin-Mage Squads [Very Strong+][Brave]

3x5 6x5 6x5 = 15 30 30 = 75

3 Pioneer Psilockeers (63rd, 10th, and 87th Company) [Strong+++ Infiltrate, Sapper, Resilient, Bushwhacker]

Combat Report

The remaining Morgazian infantry left at the well confronted unknown attackers following a series of well-planned diversions. This vastly reduced the troop strength at the well, when a second armed force attempted to seize it.

The Psilockeer squads, motivated and trained, began their assault by suppression and grenades followed by psionic attacks and breaching charges. As they closed in on the well, Morgazian Guerillas began to fire on them with crude magi-storm weapons of apparently improvised manufacture. Now pinned down, with the advance stopped due to hard terrain and were unable to advance; the Morgazian troops make several errors in judgement as they attempt to counter attack. This ends in still more corpses, and soon the entirety of the well-site is partially in flames from a combination of sorcerer, psionic activity, and infantry-carried weapons. However, the tie goes to the defender: counterattack presses in and the psilockeers are overwhelmed by a tide of undead: Morgaz's allies have finally managed to deploy squads attempting to contain the uprising. The last psilockeer alive, having exhausted all her ammuniation, attempts to surrender. She is unceremoniously executed by Morgazian infantry at close range; the undead looking on.

[Results]

Morgaz:

Exhausted:

1 Morgazian Guerilla Squad

Disband:

1 Morgazian Guerilla Squads [Infiltrate][Very Strong]

1 Morgazian Kin-Mage Squads [Very Strong+][Brave]

[2702]

Disband

3 Pioneer Psilockeers

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11914

File: 1445752931861-0.gif (496.65 KB,384x216,16:9,tumblr_n3c75w1lfm1tv3ogto5….gif)

File: 1445752931871-1.gif (2.23 MB,817x537,817:537,pixel_jungle_artillery_by_….gif)

Dice rollRolled 7, 10, 2, 4, 7, 9, 7, 7 = 53 (8d10)

"Commanders Bernadotte and Heartspear are dead," Dahlia announces calmly to the remainder of her staff. "But they didn't fail in their mission. The landing site is cleared of OPFOR. Prepare to drop."

"Does Bardin know?" Asks one Captain, her face was covered by the ubiquitious full-facial helmet of the exo-suit. Dahlia didn't really need to see it to know what her thoughts were or those of any of the others in the transport. For primitives, they had a good grasp on magical principals and this was there home turf.

"I suspect he'll find out when he hits terra firma. Everyone get your heads on a swivel. We knew walking into this casualties were a possibility." Dahlia looked back to her display of the landing site. Only a few infantry and a few undead, nothing that couldn't be handled easily enough by the remainder of their forces. She opened a communication channel with the leaders of the Knights and Manifesters. "You've got point. Occupy the ruins and hold them while we get the Gate set up. Artillery, set up in the cleaning at sector B7 and prepare to lay down supressive fire from a concealed location. The enemy doesn't have artillery."

3 Veteran Knights [Very Strong++, Psi];

2 ATLAS Field Guns (1st Lowenthal Artillery and 1st Krell Artillery) [Strong+, Bombardment];

Tachizyka Spider Tank "Bardin" [Epic++][Armored][Bombardment];

2 Manifesters [Psi][Very Strong+]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11915

Dice rollRolled 88, 78, 14 = 180 (3d100)

GM Special Considerations Roll

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11916

[Morph][The Order of the Advent] visit [Dragons][Morgazian Empire]

Cain and Tinsel, two low class diplomats and warriors with little rank, approached the large gates to the mysterious empire. It was one of the closest nations, and first contact needed to be made with this plane's groups. Cain knocked on the grand front door. The sounds of metal clanking could be heard behind it. Tinsel let out a shouted, "Hello!?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11917

File: 1445754201895-0.jpg (16.83 KB,420x236,105:59,0f8a6c22c2f5ec9db5647c3d88….jpg)

File: 1445754202041-1.jpg (133.69 KB,614x895,614:895,1445146481743.jpg)

Dice rollRolled 8, 6, 6, 9, 3, 10, 2, 7, 3, 5, 8, 2, 5, 1, 8, 8, 4, 8, 6, 4, 3, 10, 5, 8, 9, 1, 9, 3, 7, 5, 6, 5 = 184 (32d10)

>>11914

+ 2 Skeleton Archers [Medium]

+ 1 Zombie Roc Epic, [Epic]

+ 8 Zombie Hordes [Medium][Infectious]

+ 2 [airships, T82- Silver Foxes][Very Strong][Slow]

+ 3 Undead Warmages [Strong];

+ 1 Lich [Very Strong][Resist]

+ 5 Wightswarms [Very Strong][Fear]

>Mobilized units

+ 6 Mobilized Skeletal Hordes [Very Strong]

+ 1 Mobilized Skeletal Mage [Medium]

+ 3 Mobilized Multi-Purpose Skeleton Formations [Very Strong]

Rush their setup point before they finish setting it up.

Lead off with 4 Skeletal hordes

Follow with 7 of the zombies Infect as many as possible. Ignore their attacks focus on spreading your plague and biting as much as you can. follow this up by smashing their desperate broken lines by this point with 1 wightswarm and 1 skeletal horde All of this will be supported with the 2 skeletal archers.

1 skeletal horde and 1 wight swarm will also be tasked with hunting down their artillery. Use the airships to help find it as fast as possible. Once the artillery is dead assist in the main battle or taking down the tank depending on which situation needs it more

The undead war mages the lich and the skeletal mage's will all focus solely on knocking that damn tank out of the battle. rounds out of the sky They will be assisted by 3 multi purpose squads and 3 wightswarms and the epic roc.

Meta[Please for once don't fuck me over dice gods]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11918

Dice rollRolled 6, 10, 4, 10, 6, 3, 9, 1, 9, 4, 5, 2, 9, 2, 7, 9, 9, 3, 7, 4, 4, 8, 8, 7, 2, 2 = 150 (26d10)

>>11917

rolling for d2's literal attempt correcting of someone else's very traceable fluff

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11919

Dice rollRolled 5, 85, 86 = 176 (3d100)

>>11895

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (20.8) (1/turn)

Food: (Stable)

Raw Currency: (16) (4/turn)

Legitimacy: (Semi-Stable)

Culture: (15)

Industry: (10)

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

Griffon [Epic+++][Quick]

2 Kaldorian Priestesses [Very Strong+++]

Resources/Quantity:

Copper [Sustainable][x2]

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

[Prisoners, some]

[Iron, Sustainable][x2]

Mildly-Burnt Freak-troll hide [some]

Freak Troll Minors [Some]

Wurmscale [Strained]

Fruit [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 [Average]

+War Animal Training, Average)

+Drum Amplifiers [simple]

+Composite-Material Armors [Simple]

+War Magic [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. Begin researching ways of flight, let's start with gliders

3. Continue to improve the Temple, pray to Eliara and Galgoroth.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11926

Dice rollRolled 2 (1d3)

Statpost and expansion 1d3

>>11893

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.

>Elemental Chaos strives, and it is no longer an unknown. Their methods may have changed, but their goal is ever the same: total, uninterrupted balance. This world is imbalanced, and the Shaper must not be awoken while it is still in such a sorry state. Only once the plane is set to rights again may the Demiurge be properly summoned. But summoned it shall be, so the Herald decrees.

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: (21.8) (1.3/turn)

Food: (N/A)

Raw Currency: (16) (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];

1 [Titan of Rage][Very Strong];

3 [Tempest Lords][Strong+];

2 [Thrungradi][Strong];

2 [Verduran Sentinels][Strong];

3 [Earthbore Conscripts][Medium][Infiltrate];

2 [Sylpharen][Medium][Infiltrate];

2 [Dryad Grovespeakers][Medium]

Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable]; Star Metal [Average+]

Magic/Spells: (Primal Elemental) (spells: Quake [Simple]; Firestorm [Average])

Technology: (Stone, Copper, Iron, Wood)(Metallurgy [Good]) (War Magic [Average])(Luddic Armor [Very Simple])

Territory: (Variable)

>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

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.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11927

File: 1445776995523.jpg (896.55 KB,900x720,5:4,Verduran Sentinels.jpg)

Dice rollRolled 74, 74, 98, 53, 52, 93, 29, 23, 22, 38, 5, 79, 30 = 670 (13d100)

>>11926

1 - Our forces have been delayed too long. As interesting as these bovines may be, they obstruct our great pilgrimage. Onwards, towards the mountains once more!

2 - Continue connecting to the leylines of the plane and concentrating their mana flow to our horde.

>6/15

3 - MEANWHILE SOMEWHERE ELSE

Work continues on the Ritual Circle. We have removed the imbalance in the earth here, so it will be all the greater a monument to our great vision.

>14/20

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11928

>>11927

[Well I cocked that up. Ignore those last 10 rolls, then]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11929

>>11893

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: (19) (1/turn)

7.2 Elves

Food: (Excellent)

Raw Currency: (0) Income: (8/turn) Expenses: (-8/turn)

Legitimacy: (Wobbly)

Culture: (12)

Industry: (23)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge]

Defenses: (Stone Traps, Good)

Military Units:

1 Eastwinds .Co Destroyer [Very Strong]

1 Dwarven Frigates (damaged)

1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]

1 Combat Clockwork Formation [Very Strong+][Resist]

>5 Royal Navy Destroyer's: [-8 currency]

DMS "Salvador Fidalgo " [Very Strong+++]

DMS "Rodríguez Felipe" [Very Strong+++]

DMS "Bartolomé" Ruiz" [Very Strong+++]

DMS "Vasco Núñez" [Very Strong+++]

DMS "Juan Bermúdez" [Very Strong+++]

>Mobilized Forces:

3 Mobilized Combat Clockworks [Very Strong][Resist]

2 Mobilized Destroyer-Airships [Very Strong]

Resources/Quantity: Iron, [Buckling], Copper [Wobbly], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable]

>Colonies

[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]

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

Technology: (Copper, Iron, Stone) [Airships, Basic] [Aerial Warfare, Simple] [Civil Defense, Primitive], Steam [Basic], Command Crowns [Some], Standardization [Primitive], Clockwork Fabrication [Simple], Rationalization [Average], Mobilization [Primitive], [Dwarf-Clockwork Integration [Very Simple], Large Scale Construction [Very Simple], Bombardment [Very Simple], Combat Clockworks [Simple], [Steel] [Steel Mill Blueprints]

Territory: (12)

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. Captains of Industry – Every other turn, see what the capitalists are up to. Roll 1d100.

Mobilized: Industrial Efficiency: 50%

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11932

File: 1445784465340-0.jpg (72.42 KB,500x398,250:199,leviathans-cover-art_sml.jpg)

File: 1445784465370-1.jpg (495.02 KB,800x588,200:147,Dwarfs-at-War.jpg)

>>11917

>>11914

The Coalition Fleet joins the fight against the Undead Menace!

The Coalition Brings:

From the Sky Dwarves -

1 Super Sky Dreadnought

"Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]

5 Destroyers

DMS "Salvador Fidalgo " [Very Strong+++]

DMS "Rodríguez Felipe" [Very Strong+++]

DMS "Bartolomé" Ruiz" [Very Strong+++]

DMS "Vasco Núñez" [Very Strong+++]

DMS "Juan Bermúdez" [Very Strong+++]

1 Combat Clockwork Formation [Very Strong+][Resist]

The Dominion of Throne brings

1 Vilon Field Commander to [Very Strong][Clever]

1 Vilon Excortiator Cohort [Epic][Fearless][Quick]

>Mobilized units

3 Mobilized Vilon Purifier Squad [Very Strong]; 3 Mobilized Vilon Cleric [Strong]

The Republic of Khaza brings

1 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]

The Stella Government in Exile brings

1 Stellan Dancer/Harlequin/Illusion Admixture [Epic+++++][Clever]

2 Stellan Blademasters[Very Strong]

Tactics and Rolls incoming

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11933

File: 1445785290130-0.jpg (202.32 KB,1024x768,4:3,angels-vs-demons-1024-768-….jpg)

File: 1445785290157-1.jpg (470.4 KB,618x800,309:400,1259346_large.jpg)

Dice rollRolled 3, 8, 2, 1, 10, 3, 7, 10, 6, 10, 5, 1, 4, 3, 6, 9, 7, 3, 10, 6, 2, 6, 4 = 126 (23d10)

>>11932

The Coalition fleet moves in to its intended target, the Elf Capital, where it finds the bulk of the Undead force facing off on what appears to be allied friends fighting for their lives against the horde.

Grand Admiral Fezzare is aboard the Bridge alongside with Dominion Commander Octavia, who will greatly aid with her [Mass Warfare] knowledge and experience from the last fight against the clowns.

Seeing the army deployed ahead, the first move is to take out the enemy airships, and double to help the Detachment forces below.

The Vilon Excortiator Cohort [Epic][Fearless][Quick] angels lift some Combat Clockwork Formation [Very Strong+][Resist], and catching up with the 2 [slow airships] to board them.

The fearless angels fight alongside the Clockworks Automatons, slaying the airship crew, and hijacking the ship.

They set a collision course right at the front of the horde directly in front of the Detachment front lines, to smash into the undead forces there, and use the wrecked hulls of the Airships as a barricade against the undead.

The Automatons able to take the fall, and the Angels who fly out before the crash, then deploy to assist the undead forces, purging and culling any attempt to convert more detachment soldiers, as Robots use their bodies to block the undead from detachment troops, cutting them with chainsaws and blades, having no fear of being corrupted, while Angels from above slay any who try to pass.

A Khazan magician summons the [Earthshaping] spell, to bolster the barricade made by the crashed ships, to slow down the horde.

>con't

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11934

File: 1445786021765-0.jpg (91.74 KB,1920x1080,16:9,maxresdefault (6).jpg)

File: 1445786021790-1.jpg (3.3 MB,5456x3859,5456:3859,Dwarf-Undead-Battle-Scene.jpg)

>>11932

The Airship Fleet moves in and Khazan Dwarf Forces deploy on the ground directly opposite the Detachment, moving in to strike the Undead from their rear.

The Dwarf Army forms a tightnit formation, interlocking shields and formations of hardened dwarves in armor, making a push at the rear of the undead, to become the hammer that smashes them on the anvil of the detachment on the otherside.

Above them, Angelic Purifiers and soldiers hover in the air, flying around and dodging undead ranged attacks, and lay ready to strike at any attempts to infest or purge corruption attempts on the dwarfs.

And as before, so again, the Dwarven Airsihps and Destroyers deploy with Angelic Clerics, who bless the shells and cannons of their mighty guns, to slay the enemy with holy bullets and bombs, staving away undead magical attempts through prayer and divine intervention.

The Destroyers move to encircle and surroud the undead, firing their cannons from range, striking at their flanks and sides.

Behind them all to the Sky, the Super Sky Dreadnought stays in range of her massive Island Cracker Cannon, a gigantic shell being loaded into its superweapon.

They do not fire right away, as the other ships do. Its guns are silent.

They realize that when facing the detachment to the front, and the dwarves and Angels to the rear, with airships to the flank, the Mages and Leadership will have to move their army to the center of their force, to protect and defend them.

They wait, and once the army has been centralized, they will fire and bombard their guns directly at the center of the force.

Ah, but what of the elves?

>This is where Curious can fluff his units. That's about it from me. If any other coalition member wants to add additional tactics, say so.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11935

>>11932

>>11933

[GM]

I'm going to need to clarify if you're firing with discrimination or not. If if aren't, no penalty (such as to avoid the well). If you are being selective, there will be a penalty for all units that I see as using cannon/bombard. Additionally, you may also bombard the enemy as you approach. (2x d10s)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11939

Dice rollRolled 5, 10, 5 = 20 (3d10)

Morgaz's unit defense roll.

2 Morgazian Shock Infantry Squads [Very Strong+][Brave]

1 Morgazian Kin-Mage Squads [Very Strong+][Brave]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11940

>>11895

>>11933

>>11934

(dat 10 for 8th units my epic angel)

Vilon Field Commanders take charge of the units around and above the khazan infantry to provide support with our resilience to disease and give the signal for a charge or counter-charge making use of the officers in organizing them.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11941

>>11934

>>11932

How are units that just spawned this turn joining a battle across the ocean while units fluffed as being there in their own homeland are not able to?

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11942

>>11933

>>11934

The Stellan Dancer/Harlequin/Illusion Admixture [Epic+++++][Clever] casts illusions and obscurements over the Excoriators and clockwork men, It will last only for a few moments, but that is all that is necessary. Then the battle is joined, the Admixture hitting the undead hard carving their way to the Astral well, using illusions and obscurements to throw off their enemies defenses and forcing them out of line, as well as separating them if possible to break them piece meal. The Stellan Blademasters Dance about the undead lines, sewing chaos and confusion as they target command staff and magi, so as to stall the enemy out and create even more tactical blunders.

+Spoiling for Revenge.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11943

Dice rollRolled 98, 48, 57 = 203 (3d100)

http://pastebin.com/wwexNXW5

1-2-3 TRY TO HONK THEM ALL HONK THEM UNTIL THEY LAUGH FOREVER WE MUST BRING JOY TO THOSE PRUDES SO WHAT DO WE DO? WE HONK THEM ALL

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11944

>>11941

[[GM's Note: The units had been moving as a combined force. The force will be penalized for making an amphibious assault.]]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11945

Dice rollRolled 5, 2 = 7 (2d10)

>>11935

he had to go work.

Selective fire

and since its open to us yes we will bombard as we approach

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11947

>>11944

Even the blade masters and purifiers that spawned this turn all the way across the map?

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11948

>>11947

[[GM: No, those didn't move.]]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11949

>>11947

[[GM: Additionally I'm going to need 2d10 to roll against bombardment.]]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11950

>>11948

Those are in their battle lineup

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11951

File: 1445789721597-0.png (342.56 KB,499x500,499:500,Today.png)

File: 1445789721624-1.png (161.45 KB,459x365,459:365,ForFreedom.png)

Once more War is upon us and once more it is not by our choice. The Undead have brought evil and oppression to our friends and allies, seeking to enrich themselves by greedily grasping for the rich work of others. Today it is that with heavy we see our Soldiers farewell. They will fight for Honor, Freedom and the Republic, to bring death to our enemies and rest to those who have been abused by their ruinous powers.

We cannot allow ourselves to be delusional. This will be the hardest fight the GRK has fought yet, in the air and on the ground, even in the sees if need be. Our men have been trained tirelessly, they are well equipped for their task and their hearts are in the right place. However not all of them will return, many of your loved ones will not return from the field of battle.

We honor their sacrifice. But to those who have lost a dear Dwarf I say: We must not falter! To those who approach the returning soldiers and receive nothing but their father's banner I say: We cannot allow them to see our tears! For this is a victory we may never grant them!

And lastly, to the brave soldiers, our fathers and brothers I say: I salute you and your bravery! May the ancestors watch over you and protect you! May your axe strike true!

May our Ancestors bless our Brave Soldiers! May our Ancestors bless the Golden Republic of Khazan!

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11953

Dice rollRolled 2, 5 = 7 (2d10)

>>11949

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11955

[2nd Battle of the Well]

[Victor: Necro Imperialis, Strategic – COMBAT CONTINUES NEXT TURN]

[Defenders: Necro; Morgaz]

8(x4), 6(x4), 6(x4), 9(x4), 3(x4), 10(x4), 2x1, 7x4, 3x4*, 5x4, [mobilized]: 210

8x1, 2x1*, 5x8, 1x1*, 8x1, 8x1*, 4x1, 8x1*, 6x1, 4x1*, 3x1, [Zombs+Roc]: 69

10x4, 5x4, 8x2*, 9x2, 1x2*, 9x4*, 3x4, 7x4, 5x4, 6x4*, 5x4* [Lich/Mages] 110

X X X X X X, 6, 10, 4*, 10, 6, 3*, 9, 1*, 9, 4*, 5, 2*, 9, 2*, 7, 9, 9, 3*, 7, 4*, 4*, 8, 8, 7, 2*, 2*

8, 6, 6, 9, 3, 10, 2, 7, 3*, 5, 8, 2*, 5, 1*, 8, 8*, 4, 8*, 6, 4*, 3, 10, 5, 8*, 9, 1*, 9*, 3, 7, 5, 6*, 5*

The following units are bogged down fighting rioters: 1x Multi-Purpose Skeleton Formation; 5x Zombie Hordes; 1 Warmages, 1 Lich. These will become available during subsequent combat phases. Most units have arrived at the combat zone.

Bombardment: 1x Warmage was killed by the shelling. No appreciable damage to the fortress ensued, as the shelling was sustained.

Morgaz's Commitment:

5(+2)x4, 10(+2)x4, 5(+2)x4 (Mor.64;aerial)

Total: 453 [Fortress Modifier: 1.5][Urbanized Defense 1.1] = 747.45

Mobilized units:

Total: 525

[Coalition; 2702; Air Dwarves; Dominion]

[2702]

7x6, 10x6, 2x6, 2(-2)x5, 5(-2)x5, 7(-2)x10, 7x5, 7x5 = 289

3x12, [Dread] 8x7, 2x7, 1x7, 10x7, 3x7, [Destro] 7x4,[Clock] = 192

12x4, 8x8, 12x4, 7x4, 3x4, 6x2, 5x2, 8x2 [Dominion]= 238

9x8, 7x5, 3x5, 10x2, 6x2, 2x2, 6x2, 4x1 (Khazan: Missing 1 dice for Khazan; Stellan units invalid) [[GM filler dice: 9x1]] = 186 [specialized equipment: 1.1] = 204.6

923 [Force multipliers: Amphibious Assault Penalty[.8x]; Mass Coordination[1.05x] = 775.32

Combat Report

As the massive host approaches the Necro Imperialis, the entire country goes into high alert and riot suppression soon turns to armed combat against the invaders. The invasion fleet, a mixture of infantry, aerial units, and massive airships, is forced to make an awkward assault on a heavily entrenched position in a heavily urbanized area. This proves to make the entire encounter exceedingly bloody.

Initially the coalition makes an attack directly onto the well itself, but are thrown back by a coordinated Necro Imperialis defenses of overlapping towers, narrow tall buildings, and constantly active and resilient core of hedge necromancers. Reeling, the coalition forces become unable to breach the interior of the city-fortress and they begin to bog down into fighting as they attempt to claim the city in urban streefighting from the exterior. Both sides, brave and unwilling to retreat, soon turn the city a burning howling ruin; airships loiter overhead firing indiscriminately, angels attack ground positions with deft and sudden runs, and Khazanian infantry bravely claw their way into the interior. Detatchment 2702, unable to secure the well, makes repeated attacks that, while punishing, are unable to dislodge the well defenders; a few assaults manage to reach the failed beach head, but these are thrown back by increasing amounts of hardened opposition.

The fighting goes on for days as both sides exhaust ammunition, food, and other supplies critical to war. Swords break. Armor is broken. Buildings topple. But the fighting rages on; more undead forces flood the city and their liches have an advantage: for the dead, such a slaughter is merely an opportunity, and for the coalition, such a sustained fight will bleed their strained armies beyond their capacities. The fight is far from over however: the coalition industry and hatred is strong, and their mobility is considerable.

In the city, fires are everywhere, noisy destroyers loiter at a distance, and a thick pall of smoke now blots out the sun. It is darkness all the time in the city, now.

[Necro Imperialis]

Add technology: Urban Warfare [Basic]

Add technology: Total Mobilization [Primitive]

Set: Necropolis (Stella Capital) to [Burning]

[Disband:]

Lose 2 pop

2 Skeleton Archers [Medium]

5 Zombie Hordes [Medium][Infectious]

2 [airships, T82- Silver Foxes][Very Strong][Slow]

1 Wightswarms [Very Strong][Fear]

3 Mobilized Skeletal Hordes [Very Strong]

2 Mobilized Multi-Purpose Skeleton Formations [Very Strong]

[Morgaz]

[Disband:

1 Morgazian Shock Infantry Squads

[Dominion:]

Revise technology: Mass Combat to [Simple]

[Disband:

2 Mobilized Vilon Purifier Squad [Very Strong];

3 Mobilized Vilon Cleric [Strong]

[Khazan]

[Disband:

2 (Khazanian Protective Echelon) [Very Strong+] [Brave]

2 (Khazan Honorary Guard), [Strong]

[Air Dwarves]

[Disband:]

DMS "Rodríguez Felipe" [Very Strong+++]

DMS "Bartolomé" Ruiz" [Very Strong+++]

DMS "Vasco Núñez" [Very Strong+++]

1 Combat Clockwork Formation [Very Strong+][Resist]

[2702]

[Disband:

1 Veteran Knights [Very Strong++, Psi];

1 Manifesters [Psi][Very Strong+]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11956

It seems that we won't be able to take the Well after all. All units with bombard fire at it until it explodes.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11958

>>11955

(philo, I thought field commanders would impact my individual score and having experience as the supreme commander of the last coalition along with very simple mass war tech would provide an additional bonus beyond .05. Also even if our combined bureaucracy isnt enough to handle the entire affair to negate it our individual levels in bureaucracy should cut into it somewhat and make it a .9x perhaps?)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11960

Dice rollRolled 80, 94, 96, 26 = 296 (4d100)

>>11894

1.2. Dissent in the ranks…..Disgusting we are above this. But I see. I learn. The living can not be trusted. We are surrounded by the deceit and hypocrisy of these 4 Evil nations. We will tolerate it no more. Execute everyone of the living in Oakwell. Kill every last one of them as an example of what happens when you riot and refuse to do your civil duty to the empire. Make sure every last one of the elves in particular die a brutal death.

Once done Raise them as soldiers so that they may work for the Empire in true fashion and set an example for us all. Once raised bring them to the fortress. (will of course roll my d10's for transport inside nation boundaries if it still exists after making an example of oakwell)

3. Raise the enemy fallen as Our new soldiers

4.Repair the fortress. put out the fires. We need this thing intact to have a chance of victory

>>11956

Fuck Shit Fuck. Dunno how the indiviual undead will handle that release of energy as magical beings might get charged up, might go insane, might simply explode lol. But the land is so fucked If you blow it up…..Fuuuuuuck floating islands if it disintegrate lands around it the individual undead would just drop an infinite amount to the ground……well most of my army is gone.

>>11955

Sorry Philo I gave into the whining and bitching too this morning about my troops. I apologize should have been a lot more professional in presenting my arguments. Didn't mean to contribute to your stress. Know it's a lot of shit too handle.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11965

>>11916

[Morph][The Order of the Advent] visit [Dragons][Morgazian Empire]

Still standing Cain gave a scolding look to Tinsel. "Your probably made them assume we're attackers with that hollering of yours. The council will not be pleased." The sounds of metal clattering inside can still be heard. "We're probably going to be executed by their military or similar. Good going."

Tinsel looked back up at the door, silent for a moment before replying, "Maybe they're preparing a welcoming ceremony! I heard on some planes, morphs are heralded with much kindness by native races! Maybe this is one of those!"

"You are hopeless. We're not going to 'be met with kindness.' We don't even know these people. Just shut up and wait, we'll probably be invited in soon."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11967

>>11955

(Philo you arent wrong in the fight being grueling or bloody, and a fortress made over 6 turns can't be ignored.

But can we look at it like this, that his entire force cant go over from their capital into the occupied territory to reach the fortress without giving my force and 2702's a chance to engage his army before he can enter and damage him considerably. I am fast enough with natural flight to get there before the rest and 2702 is already there and has information enough to anticipate their movements so the opportunity to strike is available to us yes? If morgaz doesnt move from the Well then the undead score would be 389 and combined dominion and 2702 would be 527. They would be determined to reach the fort and would probably engage in bloody rear guard action to enter the safety of the fortress which would repel us if we tried to get in with sustained casualties but the opportunity to damage them before they get in is there.

You aren't wrong but I don't think this is wrong either. I know its a mess of more calculations and I can't apologize for everyone's whining appropriately just that people were lacking an understanding of what to expect and may very well lack an understanding of the next real encounter but I believe we all want to come back to the game today or tomorrow and make a more perfect game with you)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11968

Dice rollRolled 71, 84 = 155 (2d100)

>>11895

>>11850

Name: The Lost(Courtier)

Race: Elves

Color: Blue with brown backing

Fluff : The Lost are the last fragments of the once proud Stella Imperium. Their cities sacked, their labs destroyed, their people tortured and killed. They are all that's left. The Dwarves and Dominion, who came too late to aid in the battle, came in and swept them away even as the Necro Imperialis butchered scores more under their heel in a fit of overzealous rage and fury. Every elf remembers that day.

The astral light inborn in every elf still burns, but the principals of their magic has, shifted. Where once it was artful and filled with beauty, it is now cold and Spartan. Where once the luminous purple light of the astral plain was clearly apparent in all who saw and elf cast, the color and aura are hidden and subdued. Less powerful perhaps, even likely, but so much harder to detect by an order of magnitude. Indeed their magic and eyes give off no light or warmth or beauty anymore, it just is.

Government Type: Elder Council, who answer to the dwarf king alone. His nobles can go sit on an iron spike.

Economy Type: Capitalism as per our short bearded friends.

Religion: The star spirits are still venerated by the lost, but the open worship and asking of questions has ceased. The stars did not or could not help them then, and are unlikely too now. The elves must help themselves first.

Location: Ribwall

Location: Orgul Major

Population: (19) (1/turn)

7.2 Elves

Food: (Excellent)

Raw Currency: (0) (8/turn)

Legitimacy: (Stable)

Culture: (12)

Industry: (23)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge]

Defenses: (Stone Traps, Good)

Military Units:

1 Eastwinds .Co Destroyer [Very Strong]

1 Dwarven Frigates (damaged)

1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]

>2 Royal Navy Destroyer's: [-8 currency]

DMS "Salvador Fidalgo " [Very Strong+++]

DMS "Juan Bermúdez" [Very Strong+++]

3 Mobilized Combat Clockworks [Very Strong][Resist];

2 Mobilized Destroyer-Airships [Very Strong]

Stellan Dancer/Harlequin/Illusion Admixture [Epic+++++][Clever]

2 Stellan Blademasters][Very Strong]

Resources/Quantity: Iron, [Buckling], Copper [Wobbly], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample]

[Lost Light] [Town]: Iron [Strained]; Gems [Low]

Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good]);(Stellan Obscurantism [Above Average])

Technology: (Copper, Iron, Stone) [Airships, Basic] [Aerial Warfare, Simple] [Civil Defense, Primitive], Steam [Basic], Command Crowns [Some], Standardization [Primitive], Clockwork Fabrication [Simple], Rationalization [Average], Mobilization [Primitive], [Dwarf-Clockwork Integration [Very Simple], Large Scale Construction [Very Simple], Bombardment [Very Simple], Combat Clockworks [Simple], [Steel] [Steel Mill Blueprints] Flux[Sustainable]

Territory: (12)

1. Spoiling For Revenge: You get a combat bonus against the undead. (+1 to all combat rolls against undead.)

2. Elder: You gain +5 to all rolls.

Eccentricities:

1. Smug but humbled: Everyone's smug until they get punched in the mouth. You're still smug, but you tolerate dwarves.

2. Operating From Memory: You can conduct research in astral magic awkwardly, and the Dwarves can't really 'get it'.

1. Work on how to harness astral energy again. Preferably for summoning, however attack spells, counter spell, or anything else is welcome.

+Elder

-Operating from Memory

+Culture 12

2.Charter a Dwarven vessel to move troops.

+Elder

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11970

Dice rollRolled 2, 29, 88 = 119 (3d100)

>>11895

http://pastebin.com/ng6z43St

1 Rebuild the Throne Sanctum. If we want to overcome this in out hearts we must clear the rubble and rebuild the center of government

2 Recruit. We are in need of strong vilon, the warrior after the fashion of merciless avengers are strong and we have need of their strength and devotion to battle.

3 Holy. Lets bring our understanding of divine magic to the next level where we can unlock our potential and deliver our magic from what has been a limited roll in daily life.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11971

>>11970

16 currency on action 1 to mitigate

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11978

File: 1445821042531.png (88.72 KB,419x311,419:311,Sealed_scroll.png)

>>11788

>>11789

>>11899

>>11951

>>11819

A letter is intentionally sent to these respective powers.

>>11928

A letter also happens to accidentally land in the lands of the elementals

-

To those of you who read this message, it is a direct plea and crying call from the Kingdom of the Sky Dwarves.

But a few months ago, the world was shocked by the utter barbarity displayed by the self professed "civilized" nation of the Necro Imperialis, who without warning or declaration of war, siezed the nation and brought much death and devastation to their lands.

The Coalition has begun in earnest to liberate the elf lands, and what survivors thereof, that they might live a free and independent peoples once more.

I fear however, that in many regards, we may already be too late. We have distirbing and grizzly reports, which have been verified as best as possible via eyewitness, survivor testimony, and autonomous surveillance as fact. The Necro Imperialis, so desperate where they to fight to maintain their iron grip on the land, unleashed an even greater barbarity than before, setting about to slay and convert into more undead minions all living beings they had so self-rightesouly "spared".

Indeed, they crime goes further, not merely against life but against the very essence of life both living and undead. A crime against free will. For rather than at least spare the mind and ratinoality of these newly converted undead, who otherwise might make noble decisions as they did in life, they have enslaved via dark magic and command crowns the very minds of these newly undead to fight in their war.

I ask each of you, for the sake of the defense of all we hold dear, if you would find it noble and just to contribute via [non-action resource trade], any of the essential elements to continue this war.

We have shortages on Copper, Iron, Coal, and even monetary funding. Any other contributions you can make will help propel the fight to end the chaos and the violence, and restore order to the world.

For if we fail in this task, if the undead are allowed to leap into the skies and conquer all, surely the world will be plunged into a darkness and chaos hiterto unknown by recent memory.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11980

>>11929

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: (19) (1/turn)

7.2 Elves

Food: (Excellent)

Raw Currency: (0) Income: (8/turn) Expenses: (-8/turn)

Legitimacy: (Wobbly)

Culture: (12)

Industry: (23)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge]

Defenses: (Stone Traps, Good)

Military Units:

1 Eastwinds .Co Destroyer [Very Strong]

1 Dwarven Frigates (damaged)

1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]

>5 Royal Navy Destroyer's: [-8 currency]

DMS "Salvador Fidalgo " [Very Strong+++]

DMS "Juan Bermúdez" [Very Strong+++]

>Mobilized Forces:

3 Mobilized Combat Clockworks [Very Strong][Resist]

2 Mobilized Destroyer-Airships [Very Strong]

Resources/Quantity: Iron, [Buckling], Copper [Wobbly], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable]

>Colonies

[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]

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

Technology: (Copper, Iron, Stone) [Airships, Basic] [Aerial Warfare, Simple] [Civil Defense, Primitive], Steam [Basic], Command Crowns [Some], Standardization [Primitive], Clockwork Fabrication [Simple], Rationalization [Average], Mobilization [Primitive], [Dwarf-Clockwork Integration [Very Simple], Large Scale Construction [Very Simple], Bombardment [Very Simple], Combat Clockworks [Simple], [Steel] [Steel Mill Blueprints]

Territory: (12)

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. Captains of Industry – Every other turn, see what the capitalists are up to. Roll 1d100.

Mobilized: Industrial Efficiency: 50%

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11981

Dice rollRolled 94, 16, 39, 49 = 198 (4d100)

>>11980

1. The Dwarves look upon the undead, in horror, watching them convert both the living and undead.

But they too come upon a realization. If the undead can recycle, why not ourselves?

After the fight during a lull, combat clockworks gather all available scrap metal from the field, dead clockworks, former armors from many kingdoms, and load them up onto two of the dead Destroyers.

The 2 Surviving Destroyers with their great strength and powerful Engines, lift up the wrecks of the fallen Destroyers, and their load of scrap metal, and bring them home to be scraped and used for more metal and parts.

The wrecks themselves will form the skeletal framework of the next line of mobilized Destroyers.

The Damaged Frigate, having expendended its usefulness, is also disbanded and scrapped for emergency metal and parts.

Let the Necro's have their undead. We shall raise our machines to match them.

2. Realizing that this war requires vast amounts of resources, civilian dwarves are rallied to further escalate resource operations, opening up more railroads, mines, and other sources to keep our soldiers and machines fighting!

3. Troop movement. Moving the recently mobilized forces (including elves) back to the front lines. Including the standing destroyers.

4. Capitalist Roll

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11987

>>11981

Note:

Mercenaries from Regalia are also included in movement, that is, any which were sent my way last turn.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11988

>>11987

MercenarY

He has [Vincent, Very Strong+][Flight]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11989

>>11978

>. The Necro Imperialis, so desperate where they to fight to maintain their iron grip on the land, unleashed an even greater barbarity than before, setting about to slay and convert into more undead minions all living beings they had so self-rightesouly "spared

Hasn't happened yet. 100% meta

>>11431

>>11432

>>11448

>>11449

>>11458

>>11479

>>11576

A letter is sent to these people.

Fair people of the world the undead need your assistance. A grave threat to the world now exists in the form of the evil coalition so bent on their own desires for power they will sacrifice the world for it.

After committing total genocide of the clowns with no attempt to educate them or teach them of the wrong that the clown religion had done, they have set their sights on killing this world. After their massacre of civilians was over and their rounds of bragging about killing the innocent civilians tricked into the embrace of an evil God. They attempted to and succeeded to tear a hole in our plane directly to the Astral plane seeking to harness power far beyond their control to dominate this world more thoroughly.

The undead saw this happening and acted to stop it. Ending the elven government that had sold its people into chains of Astral magic so that their leaders could gain more power. The civilians that had been used and bound in a manner only as the rape of soul, were embraced lovingly by the undead and welcomed into our Kingdom as full citizens. We then sent a treaty to the other members of this vile "coalition" of greed. To make them see sense and that their actions were only tearing apart this plane. Our words were even confirmed by ancient morgaz. But they fell on deaf ears. The coalition this very day attacked the well and attempted to wrest control of it from us and stop us from sealing it. They have been driven back but with only the dragons assisting us we may yet fail.

This is your time. Your time to be brave stand next to the undead, brothers in arms and end this foul menace to our world. We do not beg for your resources but for your soldiers. We do not want your wealth as the greedy coalition does. We want your understanding and your assistance as allies of the world. Even now I fear if they think they will lose then they will seek to fire directly on the portal itself. This will have catastrophic consequences should they succeed it may even end all life on our plane of existence.

Send aid brothers. End this threat before they can end us all. If they succeed all is lost. Even now the entire town of Oakwell prepares to sacrifice themselves to the cause. Even the elves of the old Kingdom fear the return of their traitorous old leaders that much. Do not let their glorious and brave sacrifice go in vain. Remember the name of those who gave everything to try and end this threat.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11991

>>11989

>Hasn't happened yet. 100% meta

Didn't refer to Oakland :3

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.11997

>>11989

*Only describable as the rape*

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12003

>>11978

A deal is struck quick by the Vyriah'n diplomat. In return for resources and money the agreed upon technological secrets will be given. Soon after a heavily armed trade fleet comes in with the goods.

Trading:

Steel [Lots]

Coal [Lots]

70 Currency

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12006

>>12003

I was operating on the rules of Soren Thread#1. Red changed them in the pastebin so resource trade does require (hopefully just one) action (since it's not tech.)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12007

>>11978

A small letter is crumpled up by the Herald as he sits in his chair by his evening fire. Well the fire is a flame elemental, and he's not so much "sitting' as marching angrily. How the great titan is able to read Dwarvish script, let alone on so tiny a size, it is not for us to question. The chances of it landing in his hands at all are almost cosmically tiny, but it did, and so chance does not concern us. Suffice it to say that he *had* read it, and he did not like what he read one bit.

"Necromancers? NECROMANCERS?!" the titanic prophet rumbles, eyes blazing with the force of an eruption. As though a chain reaction, a ripple of rage runs through the entire force. The Summoning will have to wait. For now, their attention is turned West. Suffer not the imbalance to go uncorrected.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12009

[Morphs][Order of the Advent][Meanwhile at the Gate]

Tinsel looks at Cain. They now have a small campfire set up for their wait. "This is taking forever! How long have we been waiting?"

Cain scowls. "Forever. You just said so. The Order said don't return until we'd made contact with this nation. For the love in Ethos, will you please calm down and wait patiently!?"

Tinsel retracts. "I'm sorry," she whimpers.

Cain's face softens. "Look, I didn't mean to upset you. We've been waiting out here a while and at this rate we'll be artifacts before they let us in. I'm assuming they're busy and haven't recognized us, but we have to wait here on The Council's orders."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12010

File: 1445835115402.jpg (20.16 KB,400x239,400:239,Toy_Soldiers.jpg)

Owner: Patchwork Republic

Name: Starkegrob City State (Pronounced "Star-keg-rob")

Race (Determines bonuses): Human: Only the finest men that humanity has to offer! (Oh, and I suppose some not-quite human creatures here and there as per Patchwork decree, but certainly not in the army proper!)

Color: (Determined map color): Prussian blue with a gold boarder.

Fluff (Determines bonuses):

As the story goes, around two centuries ago, when the Patchwork Empire was younger, a great beast (though some tales tell of several) assaulted the city where the second largest of the human clans had decided to settle down, easily overtaking the forces stationed there before ravanging half the area. In haste, a large group of militia was levied in hopes of buying time for reinforcements to arrive in order to slew the creature, but to everybody's surprise, the militia, some say through luck; others through sheer guile and cleverness, managed to fell the monster just hours after rising into action. For that, much celebrations ensured, and the ragtag band was sworn into the military proper to replace their fallen predecessors: to this day, Starkegrob continues to honour the story through keeping a semi-autonomous standing army which serves as the main guard of the city of the same name: every day, the legend of the brave units that make up the Starkegian army increases as they discover new trials, triumph over them, design new rewards to give themselves in honour of the event, and most of all alert the neighboring clans of how triumphant they are in triumphing over these trials, and then imortalizing these events through elaborate plays, heroic epics (though SOME clans would refer to these stories as "ham fisted pulp" whatever that means), and most of all, merchandise. Just about any soldier worth remembering has his face printed on a coresponding trading card, while one can say that wargaming in the PR originated from attempts at renacting "historical" Starkegian campaigns using minatures which every few years are revised when new discovries to the exact history of said campaigns are found, in order to of course, ensure that they are the most genuine representations of Starkegian soldiers from the time period as can be (ignoring certain inconsistancies that might come up such as the original milita being recently represented as a bunch of uniform-wearing professionals dressed in clothing not too disimilar to the modern army that was not yet devised during that period, and suchforth.)

But enough about the Starkegian Army! The City of Starkegrob is a strong keep of heroism and justice, the sun shining down on the city situated within a star-shaped citadel which has admittedly gone somewhat in disrepair over the years after a moderate drop in demand for Starkegian goods: coupled with the army getting top priority on everything, lots of infrastrcture couple probably use fixing sometime as the latest set of blue and gold fatigues are issued out to keep the rank and file in style, but the citizens of Starkegrob do not despair, for surely this must be the doing of those greedy goblin types which refuse to buy our goods out of jealousy, as per is their goblinish nature! But Starkegrob does not judge, for in this era of strife, now more than ever do the peoples feel that the Empire could use an uplifting in spirts and moral that only THEY can bring forth! Long live the Governor, Tse bless him! And Tse bless Starkegrob!

Government Type (Determines some stats): MAYORitocracy: The mayor rules the city of Starkegrob, always elected from the brightest of among the officers of the Starkegian Army. Second to him in rule is the colonel general, the highest rank avalible to the army as a branch of the greater Patchwork Empire's forces. It goes without saying that both only get to their positions through shrewed work in both politics and service.

Economy Type (Determines some stats): Free Trade: Starkegrob's main export is toy soldiers and other knick-knacks based on the visage of their military, while coins minted there are a unique variant on the Patchwork Standard, featuring reknowned military figures of the city's history on the fronts.

Religion (Determines magic): Tseyaras, the Great Traveler: in his honour, Starkegrob mobilizes its forces once each year in order to march through each city in Patchwork control, signifying how it was Tseyaras who brought all the great cities and clans together into one nation.

Location: Eastern tip of the Patchwork Empire.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12014

>>12010

>>12010

[[You are a courtier]]

[[You have 2 dice.]]

[[You have been allocated 1 town, Starkegrob]]

[[You share the same stats as your parent nation. Make editions to Starkegrob [Town] as needed.]]

[[Your host nation may dispense a section for you as required.]]

>>You have been allocated the following units: 3 [player's name choice][Very Strong]

>>You have gained the following bonus: Strategic: Generally, it is hard to gain a tactical advantage over Starkegrob units because they study. As such, they ignore opposition tactics and bad disposition [movement dice]. This does not impact defenses.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12015

>>12003

>>12006

[[GM: I will allow resource transfers like this just this once. From here on out you will require an embassy or a few actions.]]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12016

>>11898

[Vyriah]

>>You traded: Steel [Lots]; Coal [Lots] – set Steel and Coal to “Strained” for 3 turns.

1. The research into standardization is moving slowly. Stupid researchers. (4/6)

2. You try to set up a trade route with the Dominion, but the civil chaos there hasn't helped your merchants much. Dominion [Tiny; 1/currency/turn]

3. You set up a relatively even sized trade route with the Patchwork Republic. [Medium; +1 industry / +4/currency/turn; +.1/pop/turn]

>>11899

[Patchwork]

1) The upgrades are slowed, but move ahead. (6/10) (-5 gold)

2) You recruit some seriously sketchy goblins from Gobtown. (Add units: 2 Gobtown Shyster Gaggles [Strong][Infiltrate][Sapper][Resilient]

3) The goblins seem to think your attempt to train them in espionage is cute. They show you a thing or two and you feel really quite silly. (Add technology: Counter-Espionage [Primitive]) (-5 Gold)

>>11901

[[Morph][The Order of the Advent]

1. You deploy the process. It uses an enormous amount of wood, but it works. (Add resource: Steel [Sustainable])(Set technology: Metallurgy to [Good])

2. Dez returns with some supplies of gold and some rubies. (Add resource: Gold [Some])(Add resource: Rubies [Some])

3. The town has tacitly agreed to a defensive agreement. (Add unique building: Tinyburg [Town] +1 hex .2/pop/turn)

>>11906

[Santerians]

1) You complete the university. (Add unique building; player's name; +1 culture: +2 industry)(Add technology: Medical [Simple])

2) You release the blood slaves. (remove resource: Blood Slaves)

3) You ban the utilization of Blood Magic. This is highly traumatic to the society, and the entire nation now teeters on political violence; the money does little. (-5 currency)(Set legitimacy to: Riotous)(Remove Magic: Santerian; remove spell: Bloodshades)

4) You mandate military conscription. This has never been done before, and so will take a great deal of time. (Alternative Mobilization 4/15)

5-7) You train doctors in the understanding of biology, generally. (Add technology: Biology [Simple])

7-9) You make the ugly transition to what is commonly being called “Magi-biology” (Add magic: Magi-Biology)[[GM: If you have another name, speak your mind.]]

10-12) You attempt to shore up legitimacy, but the public isn't buying it. (Set stability to Fractious)

13-14) You improve your shadowalking ability. (Set spell: Shadowalking to Good)

15) You recall all of your units. (Add resource: Raw Magic [Trace])

>>GM Notes: Further activity will compel a re-think on eccentricities/bonuses

>>11909

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12017

>>11909

[Sculpted]

>>You are mobilizing. You will mobilize in 1 turn.

1. The mobilization-commander states that the efforts can't be helped. He instead invests the resources allocated to industry. (+1 industry)

2. The battle-magic research completes in good order and is ready for usage. It carries over into earth magic generally. (Set Earth Magic to: Average; War Magic to Average) Revise Kali to [Epic++++][Large][Slow][Mage]

3. You expand into Pegul. There is relatively little on the island. (Expansion 3/10)

>>11927

[Elemental Chaos]

1 – You continue expansion. You pick up some minor units. (Add units: 4 [player named units][Weak])

2 – The leyline methods continue to be refined. (Alternativel Mobilization, 10/15)

3 – The first ritual circle is effectively completed. It may need specific types of stone, but the structure itself is effectively done. (Add unique building: [player named ritual circle]; +2 industry)(Add spell: Ritual [Primitive])

>>11943

[Clownbrood]

>>You are mobilized.

>>You are mobilized: Industrial Efficiency: 100%

>>Lose 2.4/pop;

>>Set mobilization status: 2 turn.

Add mobilized units: 6 Brood Throwback Swarms [Very Strong+]

1.2.3 You catch Harlennelrah's gaze. Nothing seems to happen, but you know he is watching. Unsure of what to do, the clownspiders begin replicating in large numbers. It's totally hideous. (Add units: 5 Clownbrood Nightmares [Very Strong+][Bushwacker])(set Total Mobilization to [Simple])

>>11960

[Necro Imperialis]

>>You are mobilized: Industrial Efficiency: 100%

>>Lose 1.1/pop; Your corpse supply has stabilized and is increasing.

>>Set mobilization status: 2 turns. Your legitimacy is impacting the strength and effectiveness of the mobilization.

>>Add mobilized units: 6 Mobilized Multi-Purpose Skeleton Formations [Very Strong]

>>You resource stockpiles are experiencing strain. Set: Iron [Strained]+

1.2. You liquidate the town of Oakwell of living inhabitants. They are all raised, armed, and moved to the frontlines in good order. [Remove town: Oakwell; -.1pop/turn]((add units: 5 Zombie Hordes [Strong][Infectious]

3. The hedge necromancers make a killing of the dead. They raise pretty much anything and everything they can get their hands on; it's kind of impressive really. Most are being equipped with improvised-fabrication cold iron weapons. (Consolidate spell: Raise Zombies and Raise Wights to Mass Raise Undead [Simple])(Add units: 5 Cosmopolitan Undead Hordes [Very Strong+])(Remove Cold Iron)

4.Your repairs to the fortress are minor; fighting is still ongoing. Your civil defense is mitigating the ineffectiveness of your response. (Revise fortress from burning to: Heavily Damaged)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12018

>>11968

[The Lost]

1. You begin to work on Astral energy again. It goes quickly, as many of the survivors remember a good deal. (Astral Research 3/4)

2. You move your troops.

>>11970

[Dominion]

>>You are mobilized: Industrial Efficiency: 100%

>>Lose .8/pop; you mobilization procedures are mitigating your population decrease.

>>Set mobilization status: 3 turns.

You have been alloted the following mobilized units: 2 Mobilized Vilon Purifier Squad [Very Strong]; 2 Mobilized Vilon Clerics [Strong]

1. The Throne Sanctum is more damaged than realized. Secondary fires have gutted some of the timber and it all needs to be torn out; heat has also warped a good portion of the marble foundation. No progress. Despite that, you manage to fix it by hiring on new contractors who know marble. (Reset throne sanctum; -16 currency)

2. You attempt to recruit, but only a handful of units not otherwise scheduled for the draft sign up. (Add units: 3 Vilon Militia [Medium])

3 Your holy magic skill increases considerably. (set Magic: Holy to [Good])

>>11981

[Air Dwarves]

>>You are mobilized: Industrial Efficiency: 100%

>>Lose 1.1 population [You Clockworks are mitigating the utilization of your population.]

>>Set mobilization status: 2 turn.

>>Add mobilized units: 6 Mobilized Combat Clockworks Groups [Very Strong][Resist]; 4 Mobilized Destroyer-Airships [Very Strong]

>>The following resources are now buckling: Iron; Copper – Your coal stock is depleting!

>>You receive the following from Vyriah: Steel [Lots]; Coal [Lots]; 70 Currency

1. You begin to work on recyling methods. Before you know it, they are done. This will make larger units more resilient and capable to recovery. (Add technology: Salvage [Simple)(+2 currency/turn)

2. You attempt to locate new resources by any means, but there's just too many bodies being thrown into the manufacturing to find contractors. It's a total nightmare.

3. You move the mobilized units into the field.

4. The capitalists continue to churn away. (set Standardization to [Very Simple])

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12019

>>12017

[GM Note: [Elemental Chaos] – Clarification – expansion is at 6/10)]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12020

Dice rollRolled 98, 61, 26 = 185 (3d100)

1. Continue expansion onto Pegul (3/10)

2. While we only have trace amounts of Raw Magic left we should seek to understand it still. The dragons attacked us over this stuff and we must understand why. (10/12)

3. Legends speak of a titan who was invulnerable as long as he touched the great mother Gaia. While we cannot hope to mimic that invulnerability perhaps we can learn from it. Our very life is a gift from Gaia and perhaps she would grant us strength and health as long as we are in contact with the earth. Our new understanding of Earth Magic should help us here.

http://pastebin.com/AKD7Tva1

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12021

File: 1445845343785.jpg (246.53 KB,610x406,305:203,star-fort54048.jpg)

Dice rollRolled 10, 68 = 78 (2d100)

>>12010

>>11899

>FluffnStuff: >>1201

Population: 29.2 (1.4/turn)

Raw Currency: 68 (11/turn)

Legitimacy: Good

Culture: (8)

Industry: (10)

Master Buildings:

[Council Headquarters], Aeroport [Primitive], [Temple of the Traveler], [Gobtown], [Bogart], [Starkegrob], [Patchwork City Marketplace]

Defenses: (Tower/Wall Defense Network (Medium)

Master 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], 2 Gobtown Shyster Gaggles [Strong][Infiltrate][Sapper][Resilient], 3 Starkegian Infantry Regiments [Very Strong]

Resources/Quantity:

[Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, unmined] [Steel, Sustainable]

Magic/Spells:

(Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)

Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive] [Diplomacy, Simple] [Standardization, Primitive] [Rationalization, Simple] [Coinage, Simple]

Territories: (18*)

—–

Courier Specific Buildings:

[Starkegrob]

Courier Specific Military:

3 Starkegian Infantry Regiments [Very Strong]:

-1st Starkegian Infantry Regiment, "The Retrievers"

-2nd Starkegian Infantry Regiment, "The Stark Town Giants"

-3rd Starkegian Infantry Regiment, "The Kleins"

1+2.) Our infrastructure is in a state of most disgusting dilapidation and despair: the governor of PR must have seen the lowly state of our once proud city and decided to demote us to insignificant town so far have we fallen! We must humble ourselves and repair the star citadel that surrounds our realm with our own bare hands as needed! No work is too humiliating for the humble Starkegrob Army!

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12022

File: 1445845420487.jpg (52.98 KB,950x534,475:267,envelope-wax-seal.jpg)

>>12021

A formal letter to his Governance of the Patchwork Imperium;

The mayor of Starkegrob humbly greets you, great leader of our unified peoples! We apologize for our period of silence in between the months surrounding the dreaded war with the living dead, of which news has been relayed to us but a week ago, and cheers go out for our brothers in arms who have fought to better the name of the Patched Empire, while our hearts go out to those who have lost family members as well as suffered from "soldier's heart" from the no doubt unholy nature of our adversaries.

Onto order of buisness, I hate to ask this of the greater empire, but Starkegrob needs aid: our firearms are not only garishly our of fashion in contrast to the more subdued weapons that our friends and allies (which I shall elaborate on further) have been fielding as of late, but we have been running critically short on blackpowder since the last shipment several months ago, which I assume has something to do with the dreadful war of earlier mention: we do not ask you hamstring our glorious army in order to appease one city, yet any armaments you can spare for later will be met with gratitude, as well as no doubt an increase in morale among the populace as the star jewel of the empire takes steps to shine again.

Continuing on the point of allies, that we have discovered the existance of these stout men, and that they have been able to find peace and unity with us is something that most pleases me greatly. If you would not mind, I hope to later visit the lands of these "dwarves" myself; I find it most peculiar that people of such a short height can take to being professional soldiers with such confidence as has been described, and wonder if the third regiment could learn a thing or two from their ways with their similar lack of size.

Reports of even shorter men, those who would appear to possess another city in the skies (though I have heard conflicting stories of there being two cities in the sky, with details unclear on the second one's ownership), have come to notice as well: such technology, or sorcery that it may has me worrying, not of their owners, but of our position in this world in regards to stance: are we not the centre of learning and scholarship by virtue of our many points of view? I'll belive them when we see them, but I do urge you your Governance that we keep our eye on the ball, lest we end up sharing the fate of our recently vanquished foe.

Finally, that such time has taken to relay information up to this point causes me worry on the state of our infrastructure, though with the convoy of information has come the knoweledge that we are working immediately to set up a fortification network and to accompany it a system of roads. For our part, Starkegrob shall use its own forces as labourers to repair our citadel to alleviate some of the load: a small price in humility that will teach them not to laze about in war as though it were a time of peace!

On an aside, the colonel-general informs me that he personally apologizes for being unable to participate in the Clown Wars. Perhaps it was fortunate that my men stayed behind in order to ensure that the empire had a sturdy guard to fall back on in case things turned a grim note, but he remains convinced that our lack of participation is something that needs to be rectified if we are to remain the greatest soldiers that Soren has to offer.

Long live the empire! Tse bless you!

Signed,

Mayor Dayram of the City of Starkegrob

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12023

>>12018

Kaldorians (anniria) didn't get an update.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12025

>>12022

"ANWAR!"

As the governor hurried out his courier with a swift shooing motion, the clob of two glistening, polished leather boots stomping outside his office followed by a clanking of metal and the shouting of his seldom-mentioned first name in a baritone, yet energetic voice, which in his mind only meant one individual.

The door burst open, revealing a tall, muscular giant of a man with well-defined bicepts, his chiseled features warped by a viably unhappy scowl; the relatively young Colonel General Geb Gebhard was clad in full uniform, consisting of a set of black combat boots of a custom make, dark breeches with an accompanying white belt, a white strap and accompanying waist belt with a brass buckle, yellow undershirt, and of course, the c-general's defining trait, a deep blue coat so saturated with medals that from a distant glance it appeared he was wearing a hauberk of brass. His raven hair flowed fully as he had recently discarded the corresponding tricorne entirely after failing to wear it for more than a day after being promoted to his position, insisting that his full head of hair was to be seen over any silly piece of headwear: he was general, after all, and totally in his rights to do so.

"ANWAR! WHAT is the MEANING of this OR-der that your lackey handed out to ME!?"

The massive commander slammed the writ mandating that all infantry units under Starkengrob command were to pitch into efforts alongside the hired repair crew, followed by a statement saying that the money that was to be used to buy new firearms was to instead be diverted to pay the aforementioned crew as well as order supplies.

"WITH all DUE respect MAYor, we have been bombarded with wave after WAVE of misfortune and turmoil after we failed to mobilize for this last war, and you want us to do the job of…of MASONERS? This is entirely unacceptable and will only tell the governor of the sad state we have been reduced to since our drop in popularity amongst the Empire. And ASKING FOR HANDOUTS? I expected better of you sir, this is NOT our way!"

The bombastic nature of the colonel stood at a direct contrast to the more reserved mayor, who simply stared down at the man shouting in front of him with an un-amused glare; such actions on Gebhard's part were a routine procedure every time he was given an order that did not revolve around some pigheaded display of manhood; in truth, both parties knew one another well enough to anticipate what would come next, and were it not the case the former would surely had never become general.

Mayor Anwar Dayram opened his mouth to reply in his usual calm, stern voice of a distant dialect that betrayed that of his peers.

"Now that you have gotten THAT out of your system, general, I must inform you of my intentions behind these orders, which I must stress to remind you is /not/ a plot to undermine the status of our grand army, as per usual. In fact, everything should go just fine assuming your own brash nature doesn't work against us: the repairing of the wall is being coordinated with a wider plan by the Governor to fortify the whole empire with a series of walls, while the order to have our soldiers to perform the work shall do much to endear themselves to the greater Patchwork public, who is in taste of good men performing chivalrous deeds, as opposed to snotty nobles who look down on them. I'm sure you can get THAT through your thick skull, general."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12026

>>12025

Gebhard refrained from the urge to roll his eyes at the monologue his superior and elder gave him, feeling as though he were a child being lectured by a schoolteacher over how to properly behave.

"And out of symphony, you think the empire will give us guns for behaving like good little boys? Hummmph, I always hated the line of reasoning you Retrievers have over these sort of things: a good soldier tries to please his master, of COURSE, but a GREAT soldier is worthy of his master's praise!"

The mayor coughed.

"And yet here you are general, without so much as a compliment escaping my mouth. Though I suppose the fact I haven't exposed your misbehavior yet speaks louder than anything I could ever summarize."

Flustered, the colonel general scratched his head and glanced at his hands for a brief period before remembering the next topic he wanted to discuss.

"But what of our future, mayor? The Governor sent WOMEN to take our place in the field as sharpshooters, and I've heard reports that the empire hiring GOBLINS to supplement the army. I will NOT serve alongside such greedy VERMIN, and I will CERTAINLY not ask my merry men to do so either!"

At this point, even the mayor's boundless patience was starting to wear thin at the sheer insubordination present in the man he was lunical enough to call colonel general. Though he refrained from showing any visible anger, his voice was far colder in his rebuttal.

"All because of a lacking of substance. If you wish to seek to find glory to the Starkegian Army and Patchwork Empire, Gabriel Gebhard of the Stark Town Gians, you must learn humiliation and obedience to go with your courage. This "mission", if thinking it as such helps ease you, is your first step on that quest. If you have nothing more to say on the matter, your a dismissed, and I suggest that you file an actual appointment with me next time you seek my council, lest you neglect me from my duties further. Good day General Gebhard, good day."

The general was still visibly frowning, but at least had calmed down to a reasonable degree before dutifully marching outward in order to maintain some sense of dignity. In truth, he felt somewhat stupid after the change of events that occurred, and wished to vent out this pent-up negative emotion…through belittling The Kleins and their petiteness, something which never failed to cheer him up.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12028

[Morph][The Order of the Advent]

Fluff: http://pastebin.com/wGkYEbjx

—–

Population: (15) (1.4/turn)

Food: (Very Stable)

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

Legitimacy: (Very Stable)

Culture: 5

Industry: 6

Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town]

Defenses: Wooden Walls [Simple]

Military Units: [Vincent][Very Strong+][Flight]; 2 [Meli, Dez][Very Strong]; 6 [Xenon, Tinsel, Cain, Regent, Lem, Fitzgerald][Medium]

Resources/Quantity: Copper [Sustainable]; Gems [Sustainable]; Iron [Sustainable]; Wood [Sustainable][x2]; Silver [Unmined]; Gold [Some]; Rubies [Some]; Steel [Sustainable]

Magic/Spells: [Morph Pluralist: Average] (spells: Arche's Fist [Simple])

Technology: [Steel];[Metallurgy, Average];(Diplomacy [Average]);

Trade Routes: [none]

Territory: (4)

Bonuses:

1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.

2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.

Eccentricities:

1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)

—–

[Progress]

-

-

-

—–

1. Dez has now returned with riches that will easily help fund future ventures as well as promote Morph trading. His initial task of completing the silver mine still remains incomplete. He quickly organizes the workforce to begin work quickly and efficiently. [Mine [Silver, Unmined] and [Stone]]

2. The Order itself is quite pleased with the construction of the new empire. Resources were rich and plentiful and there had yet to be any painful obtrusion. With access to alloys such as steel, more durable machines could be produced. To allow for a more smoothly creating process, as the projects of the morphs were soon to become more labor intensive. [Create Scientists]

3. With the town now under the care of The Order, Meli returned to the capital. He quickly found that progress had skyrocketed since he had left. His next order was to build a fortress just north of the capital. It had become apparent that defenses were lacking, and by surrounding the capital with fortresses, defense would be much more stabilized. [Build a tower to the adjacent north of the capital]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12029

Dice rollRolled 64, 16, 89 = 169 (3d100)

>>12028

Forgot rolls

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12030

>>12028

[Meta][Revise "tower" to Fortress in action 3]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12031

File: 1445865058932.jpg (221.31 KB,900x1239,300:413,Dwarves_WoT.jpg)

>>12019

The Sky Dwarves wish to continue the honorable fight, even as the rest of the Coalition of Free Natoins rests and recovers, the Dwarves decide to dig their heels in and wear down this accursed undead enemy, praying to buy time and an advantage for whatever reinforcements may come their way.

From the Sky Dwarves -

1 Super Sky Dreadnought

"Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]

5 Destroyers

DMS "Salvador Fidalgo " [Very Strong+++]

DMS "Juan Bermúdez" [Very Strong+++]

>Mobilized Units

3 Mobilized Combat Clockworks [Very Strong][Resist]

2 Mobilized Destroyer-Airships [Very Strong]

>Elves in Exile units

1 Stellan Dancer/Harlequin/Illusion Admixture [Epic+++++][Clever]

2 Stellan Blademasters][Very Strong]

As well, the Dwarves of the Khazan Republic are also on the field, however it is up to their leadership whether they wish to remain in the fight and aid us in following a new strategy, on FAR more suited to both ours and their dwarven skill.

Their troops, should they wish to participate (and roll), consist of:

1 Draconius of Khazania [Epic] [Resilient] [Slayer]

1 (Khazanian Shieldbreakers), [Very Strong]

2 (Khazan Republican Guard), [Medium]

[Meta: Whitedeath has not yet made his turn for the movement of troops last turn. If it requires a troop movement to retreat his forces, or to deploy whatever new forces have been mobilized last turn, I hope this is allowed a makeup].

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12032

[Morph][Order of the Advent][Meanwhile at the Gate]

Tinsel gives a large grin at Cain. Cain scowls and asks, "What is it?"

Tinsel's grin widens. "Wanna hear a joke?"

"No."

"It's funny. You'll like it."

"No." Cain's frown grows larger.

"What'd Arche say to the interloper?"

"Stop."

"Wow, how'd hou guess the punchline? I mean there was a few more lines of setup but I-"

"I wasn't guessing the punchline. I was telling you to stop your assanine joke."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12033

File: 1445865961882-0.jpg (246.86 KB,675x438,225:146,WWE_1916_09_92 (1).jpg)

File: 1445865961882-1.gif (11.39 KB,300x301,300:301,_720577_vc_tunnel_complex2….gif)

Dice rollRolled 2, 3, 10, 7, 5, 10, 3, 9 = 49 (8d10)

>>12031

>Rolling for Dwarven Units. 8 in total.

>Curious and the elves still need to roll.

>Whitedeath needs to confirm deployment and roll, or confirm to leave the field

Principally, the Undead rule the city. With their numbers, defenses, and their battle hardened city warfare, outright attacking them in a conventional manner is no longer a viable tactic.

However, traditinionally, there is another field where the Dwarves excell in combat and tactics. For the dwarves are creatures of the earth, and will forever remain so.

As such, the Dwarves begin to dig. Vast, underground tunnel networks, using the combined Skills and knowledge of both the Sky Dwarves who are expert miners, and the Khazan Republic, who are well trained in underground defenses.

Indeed, the tunnels are built with fine Khazan sophistication, ready for any incursion or attack. For they are a people who have become skilled enough to dig tunnels around and about lava pockets, and prepare bends and dips not only for enemy assault but for a poorly timed lava surge, such that they ensure they are easily prepared against such things.

The area surrounding the former elven capital has become a hodgepodge of gigantic craters, scorched mounds, and scars in the earth. And from camoflauged ports and hatches in the earth, the dwarves and automatons shall snipe and fire rifles and cannonry at the enemy above, while moving forward below.

If so much as a single undead tries to poke their head out from the tower defenses or are foolish enough to set for, they shall find behind every mound a robot with rifle! Entrenched so deeply and so ready to stick their head down and protect themselves from any vile ranged attacks. And should they be so foolish to make a move, they shall find on the field 10 more in every direction.

And if they are foolish enough to attack underground, they will find their precious urban defenses gone, their numbers no longer availing them, as the horde is funnel into such a narrow corridor, cut to pieces by robotic chainsaws or fierce Dwarven (and prayerfully Khazan) skill in underground warfare. Attacked from above, below, and the sides from fire ports and hidden chambers.

The dwarves dig deep, preparing a great number of false paths, and security measures against collapsing attempts. And under the cover of the earth and underground, press forward towards the city.

Their plans are simple, take and hold the ground beneath the undeads favored walls, cities, and centers of industry.

Then through a combination of explosives, destroying the supports, and above ground bombardment collapse their defenses into the earth.

The Super Sky Dreadnought and Destroyers encircle the city from a distance, staying out of range of their AA.

They are protected by the great no-mans land of fire ports and defenses ready to snipe anything that moves out to strike at them.

Instead, they stay in the superior range of the giant Island Cracker Cannon, which is directed by coordinates from the ground given by spies peeking from the earth in camoflague. And fire specifically on any numbers of undead spotted.

It is known that the undead are able to increase their numbers through carnage and chaos. By bombarding their numbers and smashing any flesh, by sending only robots to engage the undead be it melee or ranged, and safe from their magic, through the planned destruction of industrial centers and military operations, the Dwarves plan to bleed their bloodless enemy dry.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12034

Dice rollRolled 10, 40, 76 = 126 (3d100)

>>12016

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: (22.1) (1.1/turn)

Food: (Very Stable)

Raw Currency: (31) (25/turn)

Legitimacy: (Stable)

Culture: (11)

Industry: (19)

Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz], [Foundry Platform]

Defenses: Tower Network [Very Large]

Military Units: 3 Vyriah'n Airships(flying units) [Strong]; 3 Vyriah'n Guard (Ground Units) [Medium], Vyrian Mad Scientist Cohort [Very Strong+][Clever]

Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market] {Strained 1/3 turns}, Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [Sustainable][Market], Steel [Sustainable] {Strained 1/3 turns}, Darksteel [A little]

Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])

Technology: (Stone, Wood, Gems, Iron, Steel, Darksteel) Aerial Warfare [Basic], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Average], Advanced Hulls [Simple], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Average], Counter-Espionage [Simple], Morgazian Air-War [Average], Civil Defense [Primitive], Magi-Storm projectiles [Basic], Magi-Storm Cannons [Basic], Rationalization [Simple],

Trade route: Air Dwarves [Medium; +3 industry / +3/currency/turn] Dominion [Tiny; 1/currency/turn] Patchwork Republic. [Medium; +1 industry / +4/currency/turn; +.1/pop/turn]

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&2. Upgrade that Dominion trade route into something more respectable.

3. A good few nations use some form of horde tactics or some form of flying creature for transportation. Have the wizards and scientists research some form of chain lighting weapon using Magi-Storm energy.

On hold: Standardization 4/6

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12035

Dice rollRolled 7 (1d10)

>>12033

Rolling for Morphian Mercenary [Vincent][Very Strong+][Flight].

His job is to protect the airships, and strike from above when he can, just as the Dominion of throne acted as angels of death, so too do we hope he shall prove his skill.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12036

>>12035

>>12033

>Note: Requesting the Khazan's to use their Earthshaping Spell to assist in the vast tunnel networks and "vietnamization" of the no-man's land.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12037

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: (19) (1/turn)

7.1 Elves

Food: (Excellent)

Raw Currency: (72) Income: (10/turn) Expenses: (-8/turn)

Legitimacy: (Wobbly)

Culture: (12)

Industry: (23)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge]

Defenses: (Stone Traps, Good)

Military Units:

1 Eastwinds .Co Destroyer [Very Strong]

1 Dwarven Frigates (damaged)

1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]

>5 Royal Navy Destroyer's: [-8 currency]

DMS "Salvador Fidalgo " [Very Strong+++]

DMS "Juan Bermúdez" [Very Strong+++]

>Mobilized Forces on the Field"

3 Mobilized Combat Clockworks [Very Strong][Resist]

2 Mobilized Destroyer-Airships [Very Strong]

>Mobilized Forces at home

6 Mobilized Combat Clockworks Groups [Very Strong][Resist]

4 Mobilized Destroyer-Airships [Very Strong]

Resources/Quantity: Iron, [Buckling], Copper [Buckling], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable]

>Colonies

[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]

Market Gifts:

Steel [Lots]; Coal [Lots]; 70 Currency

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

Technology: (Copper, Iron, Stone) [Airships, Basic] [Aerial Warfare, Simple] [Civil Defense, Primitive], Steam [Basic], Command Crowns [Some], Standardization [Very Simple], Clockwork Fabrication [Simple], Rationalization [Average], Mobilization [Primitive], [Dwarf-Clockwork Integration [Very Simple], Large Scale Construction [Very Simple], Bombardment [Very Simple], Combat Clockworks [Simple], [Steel] [Steel Mill Blueprints], Salvage [Simple]

Territory: (12)

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. Captains of Industry – Every other turn, see what the capitalists are up to. Roll 1d100.

Mobilized: Industrial Efficiency: 50%

mobilization status: 2 turn.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12038

>>12033

[[GM Meta: You need to roll 2d10 for bombardment]]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12039

Dice rollRolled 3, 5 = 8 (2d10)

>>12038

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12040

File: 1445866966864-0.png (423.36 KB,670x342,335:171,ph837-1.png)

File: 1445866966886-1.jpg (82.04 KB,624x388,156:97,q-2662-624x388.jpg)

Dice rollRolled 71, 3, 81 = 155 (3d100)

>>12039

>Rolled 3, 5 = 8

The Dwarves slowly begin to learn the art of ranging their shots!

>>12037

1. To fulfill previous trade agreements, experts on Standardization [Very Simple] are sent to the Gnomes.

2. With as much haste, yet quailty as possible, both a [Trade Port] and/or an [Embassy] are sought to be constructed, to allow the nation to more easily facilitate the transfer of bulk resources from allied powers to continue her noble quest to liberate the elf lands and keep at bay the undead.

Spend 10 Gold

3. Meanwhile, yet more mobilized forces are sent to the field, to reinforce the Dwarves already there.

The constant mobilization of forces and supplies, combined with the loading and moving and shipping of them directly to the front, starts to lead to a noticeable patter, even a skill amongst the dwarves, as they slowly become proficient in the art of logistics. Learning how to move supplies, material, and men, and how to move them quickly!

Note:

Due to the crisis on Copper, and the shortage on Iron, it is immediately decided to switch the new mobilized military clockworks to Steel, making them stronger!

The civilian sector will, for a time, use Iron and Copper mixed parts machines.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12041

>>12040

Spend another 10 Gold to mitigate that 3.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12042

File: 1445870606949.jpg (39.74 KB,400x400,1:1,Lee Moyer-p01.jpg)

Dice rollRolled 89, 5, 16 = 110 (3d100)

1 - Continue work on our connection to leylines. If war is soon to be upon us, all the better we should be ready to mobilize at a moment's notice with less worry.

2/3 - Rather than expanding, the Tunak Tuarum suddenly turns its army westward. From the west did the warning come. To the west must they go. Suffer not the necromancer to live.

>Focus on speed of movement rather than acquisition of territory

>>12017

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: http://pastebin.com/bBJyguE5

Population: (22.1) (1.3/turn)

Food: (N/A)

Raw Currency: (19) (3/turn)

Legitimacy: (Strong)

Culture: (5)

Industry: (7)

Unique Buildings: [Temple of the Earthly Awakening], [Godcaller's Circle]

Defenses: Elemental Patrols [Average], Thrakun Tuuman [Fortress]

Military Units:

1 [Roilshapers][Epic];

2 [Fist of the Herald][Very Strong];

1 [Titan of Rage][Very Strong];

3 [Tempest Lords][Strong+];

2 [Thrungradi][Strong];

2 [Verduran Sentinels][Strong];

3 [Earthbore Conscripts][Medium][Infiltrate];

2 [Sylpharen][Medium][Infiltrate];

2 [Dryad Grovespeakers][Medium];

4 [Brinemantle Scouts][Weak]

Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable]; Star Metal [Average+]

Magic/Spells: (Primal Elemental) (spells: Quake [Simple]; Firestorm [Average]; Ritual [Primitive])

Technology: (Stone, Copper, Iron, Wood)(Metallurgy [Good]) (War Magic [Average])(Luddic Armor [Very Simple])

Territory: (Variable)

>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

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.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12043

>>12042

>Alternative Mobilization 10/15

Also spending 5 currency to make that there 5 less dreadful.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12045

>>12032

[Morgaz]

Some time passes. You notice the battlements have crews constantly working on them and you see masses of kin engaged in practice and drilling with large dragons in the distance. A periodic firing of battlement guns starts – they are attempting to sight their fire on a narrow canyon with small markers arranged. The magi-Storm cannons make a strange buzzing noise as they fire, and you can hear the crews barking orders in draconic.

As you crane your heads upward, you notice a dragon working on a large tower of some sort – it is metal and climbs up into the sky.

The door finally opens. Morgaz himself appears. He has a pair of large googles on, one of the lenses fully extended; they appear similar to a jeweler's glasses. He also has a pair of very large weird gloves on. He speaks.

"Greetings. I am Morgaz." He pauses. "I apologize for the delay. I have many pressing concerns." Suddenly there is a small screeching noise in the distance. Morgaz pauses, turns and shouts. "SUINOZ BE CAREFUL WITH THAT PIECE THERE OR IT WILL BE THE DEATH OF YOU." In the distance the dragon (Suinoz?) seems to nod and makes a dismissive gesture with a stray hand. Morgaz turns to you again and mumbles to himself. "Be on with it."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12046

>>12045

[Morph][Order of the Advent]

Cain gave a smile and looked up at the powerful being, Morgaz. Just from looking at him, Cain could feel him exuding his massive strength of will. "We are Cain and Tinsel, representatives of The Order of the Advent, a morph colony that extends from our greater interplanar group. We have come to represent The Order before you as a sign of peace between out people. Any sort of assistance to development or resources you may provide would be greatly appreciated. In addition, the morph hope to enstil peace throughout the plane if possible. We are open to creating large trade routes to export our wood and steel. We would also like to offer our services for mercenary work."

Tinsel looks up at Morgaz with awe and mumbles, "So cool, our last plane didn't have DRAGONS. I wonder what sort of stuff they're making in there…" Tinsel looks Morgaz in the eyes and asks, "Can we see what you're working on? Morphs are really good with machinery!"

Cain gives Tinsel a scornful look before looking back at Morgaz. "I apologize for my partner's actions and loud disposition. She is… very energetic. We understand you are very busy and don't have time for outside functions at this time."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12047

>>12046

[Morgaz]

Morgaz taps his foot a few times and then addresses Cain. "Peace? They all say that." He pauses. "Without qualification." Morgaz then turns his head a little and responds to Tinsel with a low tone. "No. It is too secretive."

Morgaz then speaks more generally to the two in a rehearsed and bored tone. "If …the Advent… would like to agree to a diplomatic arrangement, such as an embassy, I am amenable to that. You may observe the batteries working on their routines if you wish; the technology is gnomish in origin. I suggest you speak to the Vyriah traders if such things interest you. I have generally agreed not to exploit their kindness by just handing such things away." Morgaz adjusts his goggles slightly and exhales. It borders on a sigh.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12048

>>12046

[Morgaz]

Morgaz taps his foot a few times and then addresses Cain. "Peace? They all say that." He pauses. "Without qualification." Morgaz then turns his head a little and responds to Tinsel with a low tone. "No. It is too secretive."

Morgaz then speaks more generally to the two in a rehearsed and bored tone. "If …the Advent… would like to agree to a diplomatic arrangement, such as an embassy, I am amenable to that. You may observe the batteries working on their routines if you wish; the technology is gnomish in origin. I suggest you speak to the Vyriah traders if such things interest you. I have generally agreed not to exploit their kindness by just handing such things away." Morgaz adjusts his goggles slightly and exhales. It borders on a sigh.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12049

Dice rollRolled 71, 73, 55 = 199 (3d100)

[[GM Special considerations roll: bombardment]]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12050

Dice rollRolled 6, 10, 8, 8, 4 = 36 (5d10)

>>12018

Forces Brought:

Griffon [Epic+++][Quick]

2 [Saboteur] Sapper; Medium

1 Kaldorian Priestesses [Very Strong+++]

Tactics:

Aiming for the Sky Dreadnought the gryphon will drop off the sappers and priestess and then proceed to cause as much chaos on the ship as possible while the Kaldorians attempt to blow up vital systems and take out the dreadnought. If possible try to aim the dreadnought at other ships as it falls.

The Priestess will follow with the sappers to keep them alive and to cause fires where she can with pillar of fire, and summon earth sprites to cause general havoc.

It is an expected suicide mission for the Kaldorians but if possible try to get back to the Griffon as it's falling.

Rolls

1. Griffon

2.3. Sappers

4. Priestess

5. Predatory Bonus Roll

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12051

>>11919

[Kaldor catch up]

>>[You will mobilize in 1 turn.]]

1.2.: The glider research goes not very well initially, but eventually gets better. You think you can tow these behind larger flying creatures or groups of smaller well-trained animals. (lose .3 pop) (Air transport 5/8)(add technology: Air Transport [Improvised])

3. You continue to work on the temple. This yields some increases in elemental magic, as the priests enjoy the new edifice. (Set elemental magic to [Average])(+2 culture)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12052

Dice rollRolled 61, 16, 43 = 120 (3d100)

>>12051

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (21.5) (1/turn)

Food: (Stable)

Raw Currency: (20) (4/turn)

Legitimacy: (Semi-Stable)

Culture: (17)

Industry: (10)

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

Griffon [Epic+++][Quick]

2 Kaldorian Priestesses [Very Strong+++]

Resources/Quantity:

Copper [Sustainable][x2]

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

[Prisoners, some]

[Iron, Sustainable][x2]

Mildly-Burnt Freak-troll hide [some]

Freak Troll Minors [Some]

Wurmscale [Strained]

Fruit [Some]

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

Technology:

+Iron

+Stone

+Copper

+Wood

+Hideworking

+Exotic Creature Training[Average],

+War Drums [Average]

+War Animal Training, Average)

+Drum Amplifiers [simple]

+Composite-Material Armors [Simple]

+War Magic [Simple]

+Air Transport [Improvised]

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 working on those gliders 5/8

2. Improve our Warriors and the Huntmaster

3. Begin researching more combat spells, spells may be weak but they will help us win against those who use them

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12053

Cain gave a slight grin, slightly mores than she smile she had put on. While not strong by means of Arche’s will of strength, she did have the tactics and desire for peace of Doxa. This dragon, Morgaz, seemed to distraught their concept of peace, fearing it cannot be brought about by the morphs. This wasn’t the first time someone such as this had appeared. They meant well but refused help to achieve world peace. “I understand you may not have full trust in the nations of this plane, but you must understand morphs have achieved peace on various planes before. Can you at least tell us why you cannot trust in our will? We only want the best for people and are requesting you provide us some sort of guidance to the plane so long as we are still new and unsure. I can tell you have much to teach us, oh powerful Morgaz.” These types liked to have their ego stroked. Cain knew it.

Tinsel peeked around Morgaz, losing interest in the conversation. In actuality, she was mostly there because Cain was, and she suspected Cain wanted her more than she had let on. The things Cain had said like ‘you’re a burden’ and ‘don’t come with me’ were surely just her way of saying she enjoyed Tinsel’s company. Tinsel noticed the dragon from before. Swee something? Sew? Suinoz. Yeah. Suinoz. She called to him, “Pssst, hey Suinoz. Hey.” She gave him a little wave.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12054

Dice rollRolled 1, 8, 10 = 19 (3d10)

>>12031

1 Stellan Dancer/Harlequin/Illusion Admixture [Epic+++++][Clever]

2 Stellan Blademasters][Very Strong]

The Formation wakes it way to the fortress ruins, using illusions and cover cloak their advance as well as to make the enemy look elsewhere, at least until they are on top of them. The Blademasters rush as the core of 2 diversionary units, aiming to cause chaos and confusion amongst the undead's ranks as well as rally any elves remaining nearby.

+Spoiling for revenge for +1 on combat rolls against undead

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12055

>>12016

>FluffnStuff: >>10350

Population: 29.2(1.4/turn)

Raw Currency: 58 (11/turn)

Legitimacy: Good

Culture: (8)

Industry: (10)

Unique Buildings: [Council Headquarters], Aeroport [Primitive], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]

Defenses: (Tower/Wall Defense Network (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] 2 Gobtown Gaggles (Strong) [Infiltrate][Sapper][Resilient]

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, unmined] [Steel, Sustainable]

Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)

Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive] [Diplomacy, Simple] [Standardization, Primitive] [Rationalization, Simple] [Coinage, Simple]

Territories: (18)

1) Expand. Soon all of Loen will officially be under Patchwork control.

2) Work on integrating our defenses. (6/10) (5 gold)

3) Create another Clansguard squad. This time, pull from everywhere- Patchwork City, Gobtown, and Bogart. The varying techniques and styles from all three cultures should meld to create something great. (Pluralism) (15 gold)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12056

Dice rollRolled 16, 58, 36 = 110 (3d100)

>>12055

dice

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12057

Dice rollRolled 12 (1d100)

>>12056

[Intrepid] reroll

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12058

>>12053

[Morgaz]

"Actions and not words. Words are distrustful; at least a gun means what is says. As I have stated, if you have something of concern to me, state it, or establish an embassy. My time is short and the idiocy of this reality is immense." With that, Morgaz heads inside. As he walks toward the gate, A faerie dragon flies out to you and give you a visitor pass for the foreign quarter of Morgaz's stronghold. You suspect this visit is at an end.

Subsequently, the door closes and the magi-storm cannons begin their firing, again. Suinoz doesn't notice your gestures, and she continues her work on the tower.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12059

Dice rollRolled 81, 16, 27 = 124 (3d100)

>>12016

Population: 19.3 (+1.2/turn)

Food: (Very Stable)

Raw Currency:15 (+5/turn)

Legitimacy:(Fractious)

Culture: 13

Industry: 9

Unique Buildings: Black Ziggurat, [Temple of the Raven +2 industry, +4 culture.][Academy of the Flesh; Santerians; +1 culture: +2 industry]

Defenses: Tunnel Defenses [Small]

Military Units: 5 Berserk Warbands [Very Strong] 2 [Shadow Walkers] [Very Strong]

Resources/Quantity: (Iron [Sustainable]; Copper [Sustainable]; Stone [Sustainable]; Flux [Sustainable]; Raw magic [trace]

Magic/Spells: Santerian [Good];Shadowlands Walk [Good]) (Magi-Biology)

Technology: Wood, Stone, Metallurgy [Simple]; War Magic [Simple];Medical [Simple]; Biology [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…

Alternative Mobilization 4/15

1-2) Hold a feast to bring the nation together, drugs and orgy are also invited [Improve legitimacy, spend 13 to pay for the party]

3) Continue to plan out the military conscription 4/15

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12060

Dice rollRolled 68, 69 = 137 (2d100)

>>12018

Race: Elves

Color: Blue with brown backing

Fluff : The Lost are the last fragments of the once proud Stella Imperium. Their cities sacked, their labs destroyed, their people tortured and killed. They are all that's left. The Dwarves and Dominion, who came too late to aid in the battle, came in and swept them away even as the Necro Imperialis butchered scores more under their heel in a fit of overzealous rage and fury. Every elf remembers that day.

The astral light inborn in every elf still burns, but the principals of their magic has, shifted. Where once it was artful and filled with beauty, it is now cold and Spartan. Where once the luminous purple light of the astral plain was clearly apparent in all who saw and elf cast, the color and aura are hidden and subdued. Less powerful perhaps, even likely, but so much harder to detect by an order of magnitude. Indeed their magic and eyes give off no light or warmth or beauty anymore, it just is.

Government Type: Elder Council, who answer to the dwarf king alone. His nobles can go sit on an iron spike.

Economy Type: Capitalism as per our short bearded friends.

Religion: The star spirits are still venerated by the lost, but the open worship and asking of questions has ceased. The stars did not or could not help them then, and are unlikely too now. The elves must help themselves first.

Location: Ribwal

Population: (19) (1/turn)

7.1 Elves

Food: (Excellent)

Raw Currency: (0) (8/turn)

Legitimacy: (Stable)

Culture: (12)

Industry: (23)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge]

Defenses: Illusions(simple)

Military Units:

1 Eastwinds .Co Destroyer [Very Strong]

1 Dwarven Frigates (damaged)

1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]

>2 Royal Navy Destroyer's: [-8 currency]

DMS "Salvador Fidalgo " [Very Strong+++]

DMS "Juan Bermúdez" [Very Strong+++]

Combat

3 Mobilized Combat Clockworks [Very Strong][Resist];

2 Mobilized Destroyer-Airships [Very Strong]

Stellan Dancer/Harlequin/Illusion Admixture [Epic+++++][Clever]

2 Stellan Blademasters][Very Strong]

home

6 Mobilized Combat Clockworks Groups [Very Strong][Resist]

4 Mobilized Destroyer-Airships [Very Strong]

Resources/Quantity: Iron, [Buckling], Copper [Wobbly], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable],

[Lost Light] [Town]: Iron [Strained]; Gems [Low]

Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good]);(Stellan Obscurantism [Above Average])

Technology: (Copper, Iron, Stone) [Airships, Basic] [Aerial Warfare, Simple] [Civil Defense, Primitive], Steam [Basic], Command Crowns [Some], Standardization [Primitive], Clockwork Fabrication [Simple], Rationalization [Average], Mobilization [Primitive], [Dwarf-Clockwork Integration [Very Simple], Large Scale Construction [Very Simple], Bombardment [Very Simple], Combat Clockworks [Simple], [Steel] [Steel Mill Blueprints] Salvage [Simple]

Territory: (12)

1. Spoiling For Revenge: You get a combat bonus against the undead. (+1 to all combat rolls against undead.)

2. Elder: You gain +5 to all rolls.

Eccentricities:

1. Smug but humbled: Everyone's smug until they get punched in the mouth. You're still smug, but you tolerate dwarves.

2. Operating From Memory: You can conduct research in astral magic awkwardly, and the Dwarves can't really 'get it'.

1. Continue researching Astral manipulation and energy applications. Summoning preferably, but any and all spells will work.

+Elder

-Going from Memory

+12 culture

2. Train magi in illusions and astral energy if we make a breakthrough, and Swordsmen in the art of combat, speed and destruction. +Standarization

+Rationalization

+23 industry

+Spoiling for revenge

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12061

Dice rollRolled 83, 88 = 171 (2d100)

>>12018

http://pastebin.com/YVEUR6vu

Retromove. All to join coalition fleet

Hopefully with the Sanctum repaired and the fire in the hearts of the vilon our next batch of recruits will be something fierce.

1 Movement, The mobilized forces and any standing troops recruited to join the next group out.

2 Capital Fortress. Begin construction of a fortress in the center of our capital over the Sanctum, the security of the capital is a matter of great importance and the lessons of war are to be heeded. Let it be mighty and proud enhanced with the skill and techniques learned from South Shezeb and the knowledge of what it costs for someone to take a capital.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12062

>>11989

A raven flies to your table carrying something, it drops what looks like a scroll and flies off. You open it.

I have seen whispers and visions of the war you have brought to the elves prior to your current engagement against the one nations. We will not join a war that hasn't anything to do with us. May XOM, the dead one of chaos, grant you the rewards which is deserved. And may ARMOK, the dead one of war and blood, swallow your willing blood as you spill it on the streets. Farewell.

Below is tar handprint, it is small and feminine.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12063

Dice rollRolled 15, 23, 54, 78, 69, 13 = 252 (6d100)

>>12018

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: (22,2) (.8/turn)

>Food: (Very Good)

>Raw Currency: (54) (10/turn)

>Legitimacy: (More Stable)

>Culture: (3)

>Industry: (13)

>Unique Buildings:

+ Khazan Parliament

>Defenses: (Underfortifications, Huge Elaborate), (Magma Pumps [Basic])

>Military Units:

+ Draconius of Khazania [Epic] [Resilient] [Slayer]

+ 1 (Khazanian Shieldbreakers), [Very Strong]

+ 2 (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, Good; Earthshaping [Basic])

>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Average], Bureacracy [Primitive], Counter-Espionage [Basic], Mobilization [Simple], Rationalization [Primitive], Magma Utilization [Average], Tunneling [Basic], Psi Dampening [Simple], Close Quarters Fighting [Very Simple], Elemental Resistance [Primitive], Holy Weapons [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.

Counter-Espionage Research 3/6

Elves 1/2

Earth Shaping Guerilla Warfare 3/8

1. Share the Technology [Holy Weapons] with Bazrael, Curious and Morgoth.

2. Move the remaining units to assist Baz (if this could still be last turn that'd be great, if not then send all the newly created units as well)

3-6. Mobilization should start to produce units this turn. Recruit all available additional units, use money as an incentive if it helps.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12064

Name:Skyrates

Race: Assorted

Color: Pink

Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful balance they have worked to set up.

To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs, airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their assorted functions.

Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.

Economy Type: Pirate Free Market

Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.

Location: Ribwall

To be filled in by GM:

Population: (generated by GM) (+-/turn)

Food: (generated by GM)

Raw Currency: (generated by GM) (+-/turn)

Legitimacy: (generated by GM)

Culture: (generated by GM)

Industry: (agenerated by GM)

Unique Buildings: (generated by GM)

Defenses: (generated by GM)

Military Units: (generated by GM)

Resources/Quantity: (generated by GM) (amount)

Magic/Spells: (type: generated by GM) (spells: abstracted; generated by GM)

Technology: (generated by GM)

Trade Routes: [none initially]

Territory: (generated by GM)

Bonuses/Eccentricities: (generated by GM)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12065

>>12058

Tinsel looked at Cain, who seemed rather flustered. Cain began to stomp her foot repeatedly, shouting, "'DO WITH YOUR ACTIONS'? THAT'S WHAT THIS MEETING WAS FOR!" Tinsel shrunk down, terrified of Cain's anger.

"Cain, please calm down, you're making a scene. We're supposed to be here for The Order or whatever. We got these passes to the public sector too. We can go look around at all the stuff he's got here." Cain stared at Tinsel for a moment before losing the anger in her face.

"I'm sorry for losing my temper. He wants us to make an embassy for him in our capital. That can be done I suppose. You're not going to go around the public sector either, we need to go to The Council and get the embassy built. Maybe then he'll come and discuss the plane. We're still in the dark about the nature of our situation." [Morgazian Embassy Built]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12066

Dice rollRolled 3, 6, 4, 1, 7, 1, 8, 5, 10, 6, 5 = 56 (11d10)

>>12031

1 [Throne Guardians], Very Strong,

1 Vilon Field Commander to [Very Strong][Clever],

1 Vilon Excortiator Cohort [Epic][Fearless][Quick],

3 Vilon Militia [Medium]

mobilized units: 3 Mobilized Vilon Purifier Squad [Very Strong];

2 Mobilized Vilon Cleric [Strong]

+Angelic

+Pure

+Sub Commander

Counter the undead allied Kaldor. Intercepting their transport with a charge of the Vilon purifiers and Guardians then the field commander will signals to fall back so the AA rifle fire from the ground troops can cover their retreat and allow the Cohort, clerics and militia to perform the second charge and wipe them out. Carrying units like that I doubt it can move as well if it doesnt want to experience a long fall off a short transport so the better we utilize our flying and speed the better.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12067

Dice rollRolled 9, 3 = 12 (2d10)

>>12039

Defense against bombardment

Come on you have been good to me lately. please stay with me dice gods. Just a little more.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12068

>>12066

>>12066

(Correction, and redo tactics)

1 Vilon Field Commander to [Very Strong][Clever],

1 Vilon Excortiator Cohort [Epic][Fearless][Quick],

Once the griffin enters range the Field Commander will signal the rifles on the ground to fire on the enemy and then the commander and cohort will move to intercept their approach and outmaneuver the soldier laden beast so the kaldor soldiers fall to their deaths or are atleast jarred and airsick enough to become incapacitated.

+Angelic

+Pure

+Sub Commander

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12069

>>12063

Population: (10) (1/turn)

Food: (Average)

Raw Currency: (10) (+5/turn)

Legitimacy: (Average)

Culture: (5)

Industry: (5)

Unique Buildings: [1 Player's name government building]

Defenses: Aerial Patrols [Average]

Military Units: 4 [player named airships][Very Strong]; 4 [Player named ground units units][Medium]

Resources/Quantity: Rum [Sustainable][Market]; Iron [Sustainble]; Copper [Sustainable]; Wood [Sustainable][x3]

Magic/Spells: (Aero-Piratical [Simple]) (spells: Summon Ghost Pirates [Simple])

Technology: (Iron, Stone, Wood, Copper) Airships; [Average]; Air-War [Average]

Trade Routes: [none initially]

Territory: (3)

Bonuses:

1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes undefended/non-military, roll 1d10. This does not apply to creatures.)

2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes traditionally shipboard marines and boarding parties.

Eccentricities:

1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery, disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.

2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12070

Name: Angle Confederation

Race: Primarily human

Color: [Easiest for GM]

Fluff: The Angle Confederation was founded by a group of merchant crews turned smugglers and later, pirates. Seeking a life with less of the more troublesome decrees of those that would call themselves the masters of others, the Confederation vanished into the wilderness. In time, the Confederation was forced to turn to smuggling and piracy for hire to survive, though they often produce a healthy variety of alcoholic brews that are almost a form of defacto currency. The Confederation is highly dependent upon outside sources for technology to keep their air ships in working order, and is often forced to improvise during military situations.

Elves are often considered to be the main foe of the Angle Confederation, as most view them as stuck up Imperialists that seek to enslave their kin, though a small number of elves have come to live among the Confederation. Most are eventually broken of their superior attitude by a seemingly coordinated series of pranks or quickly say a number of rude things as they leave.

Best described by outsiders as 'a bunch of drunken smugglers, pirates, farmers and moonshiners', the Confederation still holds to a rough code of internal and external conduct. One must serve the Confederation to earn the right to vote or own land. One must own land to seek office in the Republic.

Government Type: Militaristic Confederate Republic.

Economy Type: Semi-cooperative Free Market. Food is often shared, but most barter services in return.

Religion: The Angle Confederation often recognizes the Four Winds as deities, but above them worships a great bird (exact bird is a matter of a number of honor duels) known as Maliel the Wise. She is said to have been a source of wisdom and knowledge to the first Captain of the Angle Confederation. A number of lesser superstitions are known to exist among different families.

Location: Vassal of Necro Imperialis (depends what they cede?)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12071

Dice rollRolled 38, 89, 66 = 193 (3d100)

Soren

Name:Skyrates

Race: Assorted

Color: Pink

Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to

strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic

mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over

arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains

represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The

Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any

one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic

enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful

balance they have worked to set up.

To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,

airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their

assorted functions.

Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.

Economy Type: Pirate Free Market

Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.

Location: Ribwall

Population: (10) (1/turn)

Food: (Average)

Raw Currency: (10) (+5/turn)

Legitimacy: (Average)

Culture: (5)

Industry: (5)

Unique Buildings: [1 Pirate Council Hall]

Defenses: Aerial Patrols [Average]

Military Units: 4 [Sky Galleons][Very Strong]; 4 [Pirate Marines][Medium]

Resources/Quantity: Rum [Sustainable][Market]; Iron [Sustainble]; Copper [Sustainable]; Wood [Sustainable][x3]

Magic/Spells: (Aero-Piratical [Simple]) (spells: Summon Ghost Pirates [Simple])

Technology: (Iron, Stone, Wood, Copper) Airships; [Average]; Air-War [Average]

Trade Routes: [none initially]

Territory: (3)

Bonuses:

1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or

opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes

undefended/non-military, roll 1d10. This does not apply to creatures.)

2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes

traditionally shipboard marines and boarding parties.

Eccentricities:

1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,

disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.

2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.

————————

The Council has Decided, buildings have been made, and shipyards started. Skytuga lives!

1. Start work on Supermassive Skydock, the kind that can create/repair dreadnoughts and the like.

2. Look into securing food sources via farming groups and people farming when not out doing pirate things

3. Gather the smartest people in our small nation, start working on a Pirate Science College. Gotta get that better tech.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12072

>>12070

[You are a courtier]

[You use the same statistics your main nation, Necro Imperialis.]

[You have been allocated 1 Town on Orgul, Oakwell [Ruined]. You may rename the town.]

[You have been allocated: 3 player fluff units; [Very Strong]]

[You are assigned 2 dice.]

You have been assigned the following bonuses. You share the bonuses/eccentricities of your host nation:

1. Piratical: Every time you destroy enemy units or units generally, roll a d100 to see what kind of things you pull from their stupid corpses. [This occurs once following combat and works on NPCs.]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12073

Dice rollRolled 16, 67, 32, 35, 61, 18, 37, 82, 49, 42, 90, 96, 80, 51, 71, 84, 68, 30, 13, 86, 90, 80, 12, 12, 91, 2, 3, 47, 15, 42, 69, 31 = 1602 (32d100)

>>12054

+ 3 Zombie Hordes [Medium][Infectious]

+ 1 Zombie Roc Epic, [Epic]

+ 3 Undead Warmages [Strong];

+ 1 Lich [Very Strong][Resist]

+ 4 Wightswarms [Very Strong][Fear]

+ 5 Cosmopolitan Undead Hordes [Very Strong+]

+ 5 Zombie Hordes [Strong][Infectious]

>Mobilized units

+3 Mobilized Skeletal Hordes [Very Strong]

+ 1 Mobilized Skeletal Mage [Medium]

+ 6 Mobilized Multi-Purpose Skeleton Formations [Very Strong]

The elves attack us directly while the dwarves attempt to try and fortify. Our reinforcements attack from the sky. It is time brothers.

Forward the troops these fools seek to build inside the city if they had been smart enough to start outside maybe it would have worked. But we know this city like the back of our hands. On top of that we will crush them while they are vulnerable building.

The zombie roc, the warmages, and the skeletal mage will all assist our allies in their mission. Cover them and help them to complete their job. once done try to take out the other airships.

The lich will Use curse land on the area the enemy seek to fortify. Make their own fortifications poisonous to them. Once done he will help fight the elven scum.

The zombie hordes (both strong and medium) will once again lead the fight against the elves killing and infecting the enemy soldiers. Swarm their epic abomination.Take it down at any cost You will be supported by the wightswarms and 2 cosmopolitan undead

The other three cosmopolitan undead and the 9 mobilized infantry will attack the fortifications while they are still vulnerable. Tear them down. kill the clockworkmen and then have the cosmos drag the clockwork corpses back to the fortress we will learn how to make them and deny their reuse to the dwarves. The mobilized infantry will press forward into the angel and underdwarf lines killing as they see fit. once their transport task is done the cosmos will rejoin the battle against the angels and dwarves.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12074

File: 1445885756474.jpg (183.48 KB,415x594,415:594,1443257181243.jpg)

Dice rollRolled 8, 2, 4, 9, 3, 6, 5, 6, 1, 5, 4, 6, 7, 5, 6, 1, 3, 7, 3, 7, 4, 7, 10, 2, 4, 6, 7, 9, 4, 10, 9, 1 = 171 (32d10)

>>12073

fucking hell lol

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12075

>>12073

>Forward the troops these fools seek to build inside the city if they had been smart enough to start outside maybe it would have worked.

Kek, technically we're all digging outside the city (hence the "no-man's land" and avoiding the city) but whatevs.

Dis gonna be a proppa good fight.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12076

>>12075

also "The area surrounding the former elven capital"

In any case, white death still needs to roll/fluff.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12077

>>12074

9 on the roc woot woot

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12078

Dice rollRolled 81, 94 = 175 (2d100)

>>12072

Holy Crap Necro has lots of stats. (removed his military from this for now)

http://pastebin.com/Jvzzi6vf

>stuff I was given

>>Unique Buildings:

Oakwell [Town][Ruined]

>>Military

+3 Confederate Irregulars [Very Strong]

1. We have been granted new lands and even the remains of a conquered town to settle! Let us pledge ourselves to the service of our merciful overlords and strengthen their reign as a vassal! [Improve Necro's Legitimacy]

2. This town of Oakwell is ruined, but we shall rebuild it into a new home for our people. Let reconstruction begin!

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12079

>>12074

[[GM: Necro I need you to roll 1d10 for new units moving to the engagement. Units already engaged do not need to roll.]]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12081

Dice rollRolled 5, 3, 8, 3, 9, 5, 2, 7 = 42 (8d10)

>>12063

And then there was Dwarven War rolls because thats what they do

+ Draconius of Khazania [Epic] [Resilient] [Slayer]

+ 1 (Khazanian Shieldbreakers), [Very Strong]

+ 2 (Khazan Honorary Guard), [Strong]

+ 2 (Khazan Republican Guard), [Medium]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12083

>>World Event: Massive freak-troll swarms have been sighted heading south from the ruins of Mare. They grow slowly in numbers and are attempting to enter The Hot Jungle. They seem to grow in number as they encounter water, which they drink in quantity.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12084

Dice rollRolled 1, 4, 8, 8, 8, 10, 3, 7, 3, 8, 1 = 61 (11d10)

>>12074

Well I am fucked

>5 Zombie Hordes

> 6 Mobilized Multi-Purpose Skeleton Formations [Very Strong]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12085

Dice rollRolled 6, 3, 8, 10, 6, 8 = 41 (6d10)

2 Veteran Knights [Very Strong++, Psi];

2 ATLAS Field Guns (1st Lowenthal Artillery and 1st Krell Artillery) [Strong+, Bombardment];

Tachizyka Spider Tank "Bardin" [Epic++][Armored][Bombardment];

1 Manifesters [Psi][Very Strong+]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12086

>>12084

Did you get 6 more Multi-purpose skeleton formations in addition to the 6 you already roll for in your additional post?

IIRC you also already rolled for 3 Mobilized Skeletal hordes.

If you got 11 new units disregard this. But holy hell.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12087

>>12086

*in your original post

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12105

Dice rollRolled 3, 1 = 4 (2d10)

Morgaz combat roll.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12107

Dice rollRolled 63, 15, 95, 73 = 246 (4d100)

>>12017

http://pastebin.com/wwexNXW5

1-2-3-4 TRY IT AGAIN THIS TIME MAKE OUR GOD LAUGH AND TRY TO MAKE A HONK STRONG ENOUGH TO ANNOY THE SHIT OUT OF EVERYONE

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12109

Dice rollRolled 6, 5, 8, 8 = 27 (4d10)

Military Units: The Ringleader [Epic++][Raging][Bushwacker][Unstable];3 Clownbrood Abominations [Very Strong+];5 Clownbrood Nightmares [Very Strong+][Bushwacker]

Mobilized Units:9 Brood Throwback Swarms [Very Strong+]

RINGLEADER KILL EVERYONE THAT'S ALIVE

ABOMINATIONS KILL EVERYONE THAT'S ALIVE

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12110

>>12020

[Sculpted]

>>You are mobilized: Industrial Efficiency: 50%

>>Lose .8/pop.

>>Set mobilization status: 1 turn.

>>Add mobilized units: 4 Mobilized Multipurpose Sculpted Squads [Very Strong][Resist]

1. You expand over Pegul. You soon control vast segments of territory. (Add 4 hex; roll 1d3 for goodies)

2. You finish up your research on raw magic. You now know the basic principles: it can act as an effective amplifier for construction, units in combat, or construction. It effectively bends the rules of reality to allow for intentionality to guide the nature and substance of things. (Add technology: Raw Magic Manipulation [Simple])[Meta: This results in an automatic critical success (100); you speculate you have enough for 2 such actions – something bad might happen if you roll a 1, though. You could also continue research.]

3. You begin working on a way to utilize earth magic in a defensive fashion. (Research 1/8)

>>12021

[Starkegrob]

1.2: You begin working on a series of defenses for Starkegrob. The construction moves along at an agreeable, if not perfect, pace. (5/6)

>>12028

[Morph]

1. You begin to mine for the silver you've found. It also doubles as a stone mine. (Add resource: Silver [Sustainable] set [Stone][Sustainable][x2]

2. Although you try to teach some morphs about science, it doesn't go very well. Who can say why?

3. You construction of the fortress moves forward to near completion in record time. (Fortress 8/10)

>>12034

[Vyriah]

>> You receive: Standardization [Very Simple] from Air Dwarves. It translates exactly.

1&2. Though effort is put in, the trade route is only mildly respectable. (Set trade route: Dominion to [Mediocre; +1 industry; +3 currency/turn]

3. You start working on Magi-Storm effect weapons. These will be really cool looking and also effective. (Magi-Storm Effect Weapons 5/8)

>>12040

[Air Dwarves]

>>You are mobilized: Industrial Efficiency: 100%

>>Lose 1.1 population [You Clockworks are mitigating the utilization of your population.]

>>Set mobilization status: 3 turn.

>>Add mobilized units: 5 Mobilized Combat Clockworks Groups [Very Strong][Resist]; 5 Mobilized Destroyer-Airships [Very Strong]

>>You crews are getting slightly better at bombarding. (3/6)

Add mobilized units: 6 Mobilized Combat Clockworks Groups [Very Strong][Resist]; 4 Mobilized Destroyer-Airships [Very Strong]

1. You sent Standardization [Very Simple] to Vyriah.

2. You attempt to construct a trade port, but the effort is totally halted by striking crews. Apparently they've been constantly overworked since the war started. Dammit. (Trade port 1/3) (-10 currency)

3. You begin to learn the art of logistics. This will have a carry over into every single technology dealing with larger amounts of units, bureaucracy, and more. (Logistics 8/10)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12111

>>12042

[Elemental Chaos]

1 – The Leylines are completed. It should help is mobilize in a slightly more effective way. (Add technology: Alternative Mobilization [Leylines][Primitive]

2/3 – You attempt to move but you are confronted with swarms of freak-trolls. They constantly harry your forces and attack periodically. The money spent is worthless, as some of them try to eat it. (-5 currency) (Lose 1 pop)

>>12052

[Kaldor]

>>You are mobilized: Industrial Efficiency: 50%

>>Lose 1.1 pop/turn

>>Set mobilization status: 1 turns.

>>Add mobilized unit: 3 Kaldorian Infantry Formations [Very Strong]

1. You finish your research on gliders. Great. You can tow troops behind large creatures or airships. (Add technology: Air Transport [Simple])

2. The improvements, frankly, don't worry. A bunch of people are ill.

3. You begin working on your spell base. (Elemental 4/8)

>>12055

[Patchwork]

1) You expand but..it's sort of not going so well. (2/10)

2) The upgrades are completed. Amazing! (set: Tower/Wall Defense Network (Large))

3) You manage to raise a new cosmopolitan clansguard. They're generally stronger than the standard clanguards and reflect the values of society. [Add unit: 1 [player's name choice][Very Strong][Brave]

>>12059

[Santareia]

1-2) You manage to stabilize the political situation. Whew. (Add technology: Statecraft [Primitive])(Set stability to: [Stable])

3) Some effort is made in conscription, but not enough. (Conscription 6/15)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12112

>>12060

{Lost}

1. You begin working on astral magic. It quickly completes, and you now have effective usage of some basic astral magic. It's not quite as the previous type, but it seems to be a bit less prone to explosions. (Add magic: Raw Astral [Simple])

2. You work on trying to improve your illusion magic. (Illusions: 6/8)

>>12061

[Dominion]

>>You are mobilized: Industrial Efficiency: 100%

>>Lose .8/pop; you mobilization procedures are mitigating your population decrease.

>>Set mobilization status: 4 turns.

>>Set: Iron [Sustainable [x2], Wood [Sustainablex2] to [Strained]

Your legitimacy has increased. You have been alloted the following mobilized units:

You have been alloted the following mobilized units: 4 Mobilized Vilon Purifier Squads [Very Strong]; 4 Mobilized Vilon Liberator Squads [Very Strong][Resilient]; 1 Mobilized Vilon Clerical Corps [Very Strong][Resilient]

>>Retromove accepted

1 Movement accepted.

2 You begin construction of a fortress at the capital. It moves along fairly well, and will integrate with your defenses generally. (8/10)

>>12063

[Khazan]

>>You are mobilized: Industrial Efficiency: 50%

>>Lose .8/pop.

>>Set mobilization status: 1 turn.

>>Add mobilized units: 4 Mobilized Khazan Draftee Formations [Very Strong][Plucky]

1. [Invalid. You may create an embassy to increase your tech sharing amount. You may re-use this dice next turn]

2. You move your remaining units to the Air Dwarves.

3-6. You recruit as many units as you can into the army. Your numbers swell. (Add units: 7 [player named units][Very Strong][Brave])(add technology: Professional Armies [Simple])

>>12071

[Skytuga]

1. You being working on a very large dock. It will take a bit, as it is pretty big. (4/10)

2. You manage to increase the food supply by netting a reliable catch of seasonal sky-turtles. YAR HAR! (set food to: Good)

3. You begin working on a pirate university. In addition to elocution – such as 'har har'ing, it will also teach practical skills like killing and screaming at the enemy. (PYU 6/8)

>>12078

[Angles]

1. You begin attempting to destroy the dissidents and monarchists that have been causing trouble for the nation. You make some headway in crowd control methods that build on previous Necro Imperialis riot suppression methods. (Set legitimacy to [Martial Law][Stabilizing](Add technology: Urban Pacification [Primitive])

2. You begin work on Oakwell. Moves along at a good pace, you think, and it's nearly habitable again. (6/10)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12113

>>12109

[Clownbrood]

>>You are mobilized.

>>You are mobilized: Industrial Efficiency: 100%

>>Lose 2.4/pop;

>>Set mobilization status: 3 turn.

Add mobilized units: 6 Brood Throwback Swarms [Very Strong+]

1.2.3.4.: Unsure of what to do, several of the clownbrood again start spawning in large numbers. It's not clear what they're trying to do, seriously. (add 4 units [clownbrood][Very Strong+])(+2 industry)(add technology: Professional Armies [Primitive])

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12114

[3rd Battle of The Well]

[Victor: The Crows]

[Attackers]

>>Bombardment destroyed 1 Wightswarm [Very Strong]

Forces Brought:

[Morgaz]

3x4, 1x4 = Total: [16]

1x Morgazian Guerilla Squad [Very Strong] 1x Kin-Mage Squad [Very Strong];

[Kaldor]

Griffon [Epic+++][Quick]; 2 [Saboteur] Sapper; Medium 1; Kaldorian Priestesses [Very Strong+++]

6x11, 10x1, 8x1, 8x4= Total: [112]

8x1, 2x1, 4x1, 9x8, 86+ 262

3x2, 6x2, 5x2, 6x4, 1x4, 5x4, 4x4, 6x4, 7x4, 5x4, 6x4, 1x4, 3x4, 7x2, 3x2, 7x2, 4x2 [In Combat] [348]

7x4, 10x4, 2x4, 4x1, 6x4***, 7x4, 9x4, 4*, 10*, 9*, 1* [Mobilized] = 168 [Total: 516]

[Necro]

3 Zombie Hordes [Medium][Infectious]

1 Zombie Roc Epic, [Epic]

3 Undead Warmages [Strong];

1 Lich [Very Strong][Resist]

3 Wightswarms [Very Strong][Fear]

5 Cosmopolitan Undead Hordes [Very Strong+]

4 Zombie Hordes [Strong][Infectious]

>Mobilized units

+3 Mobilized Skeletal Hordes [Very Strong]

+ 1 Mobilized Skeletal Mage [Medium]

+ 3 Mobilized Multi-Purpose Skeleton Formations [Very Strong]

>>1 Zombie Horde and 3 Mobilized Skeletal Formations are slowed down by fighting.

[Clownbrood] 60 75 200 320 = [Total: 655]

6, 5, 8, 8

The Ringleader [Epic++][Raging][Bushwacker][Unstable];

3 Clownbrood Abominations [Very Strong+];

5 Clownbrood Nightmares [Very Strong+][Bushwacker]

Mobilized Units:9 Brood Throwback Swarms [Very Strong+]

Combined Necro Imperialis/Friends Total:

Grand Total: [1275]

[Defenders: Coalition]

6x6, 3x6, 8x3, 10x3, 6x10, 8x5 = Total: [208]

[2702]

2 Veteran Knights [Very Strong++, Psi];

2 ATLAS Field Guns (1st Lowenthal Artillery and 1st Krell Artillery) [Strong+, Bombardment];

Tachizyka Spider Tank "Bardin" [Epic++][Armored][Bombardment];

1 Manifesters [Psi][Very Strong+]

2x12, 3x7, 10x7, 7x4, 5x4, 10x4, 3x4, 9x4 = Total: [251] [1.2]

[Air Dwarves]

"Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]

DMS "Salvador Fidalgo " [Very Strong+++]

DMS "Juan Bermúdez" [Very Strong+++]

3 Mobilized Combat Clockworks [Very Strong][Resist]

2 Mobilized Destroyer-Airships [Very Strong]

5x8, 3x4, 8x2, 3x2, 9x1, 5x1 = Total [88][1.2]

+ Draconius of Khazania [Epic] [Resilient] [Slayer]

+ 1 (Khazanian Shieldbreakers), [Very Strong]

+ 2 (Khazan Honorary Guard), [Strong] x

+ 2 (Khazan Republican Guard), [Medium]

[Lost]

2x13, 9x4,11x4 = [106]

1 Stellan Dancer/Harlequin/Illusion Admixture [Epic+++++][Clever]

2 Stellan Blademasters][Very Strong]

[Morph]

Vincent][Very Strong+][Flight]. 7 Total: [28]

5x4, 8x4, 6x8, 3x1, 9x1, 3x1, 10x2, 7x2, 12x4, 8x8 = Total: [273]

1 [Throne Guardians], Very Strong,

1 Vilon Field Commander to [Very Strong][Clever],

1 Vilon Excortiator Cohort [Epic][Fearless][Quick],

3 Vilon Militia [Medium]

3 Mobilized Vilon Purifier Squad [Very Strong];

2 Mobilized Vilon Cleric [Strong]

1 Vilon Field Commander to [Very Strong][Clever],

1 Vilon Excortiator Cohort [Epic][Fearless][Quick],

Grand Total: [Coalition/Friends: 960][1.1 Mass Combat] = [1056]

Grand Total: [Necro/Friends: 1275]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12115

Combat Report

Both sides lack much eagerness to make an assault after the carnage of the first battle. The Air Dwarves and Khazanians, fearing more bloodshed, refine their tactics and attempt to gain leverage by securing a beach head, and then mounting periodic careful counterattacks rather than the bold attacks of the first battle. Their superior numbers and training soon grind down the advancing Necro Imperialis, who seem equally reticent to engage the opposition outside the city limits. Eventually excessive casualties compel the Necro Imperialis hordes to a halt. Both sides gawk at each other, apparently unsure of a proper recourse: in the sky, dwarven destroyers continue to shell the fortress and city. Shelling and periodic sallies by both sides mark the battle as largely a draw, but with the Necro forces paying for their attempt to counterattack. Losses are still enormous as both sides continue to peck at each other with gunfire, arrows, thrown rocks, spells, cannon-fire, and other things.

2702 continues to murder vast amounts of opposition as they attempt to hold their positions near the well. Now mostly surrounded, the force has sighted several corners and continually harries the opposition as they slowly withdraw into a defensive posture that aligns with the dwarves. They are low on food and supplies now, but their equipment continues to function and they continue to destroy – proportionally – many Necro Imperialis troops. They are spared the assault of the clown brood.

In the sky, the attempt to assault the dreadnoughts turns into a disaster for Kaldor. Untrained and fresh, their Griffon is unable to make an assault before being killed by well-organized flights of Vilon troops. The entire operation turns into a disaster as dwarven gunners and crews destroy most of the force.

As the battle seems to move forward, a rumbling heralds the arrival of the clownbrood. The air of pierced by a shrieking howl that deafens and roars. They assault the entire coalition force in a maddened frenzy, destroying anything and killing anyone they find. The dwarves, now entrenched, manage to repel the swarm, but in the sky the Vilon are vastly outnumbered by the swirling hordes. Still, both sides refuse to give ground: Necro Imperialis mounts sustained counterattacks against the coalition, and the lines of the coalition wobble under the assault. The clownbrood uses vast numbers and the awful collective capacities it has to brutal effect: the 5 coalition armies are confused and disorganized against a single entity with pure malice for a heart. Only the valid Vilon field commanders manage to keep order as sequenced waves of brood slam into every coalition unit they can find in a hysterical frenzy.

Eventually the battle lines stabilize again, and the battle ends in exhaustion, again. Neither size wins a conclusive victory: the field is littered with corpses and vast swarms of flies can be seen on the move. Today everything seems to smell and nothing is certain – except disease and death.

[Necro]

Disband

3 Zombie Hordes [Medium][Infectious]

1 Lich [Very Strong][Resist]

1 Wightswarms [Very Strong][Fear]

2 Cosmopolitan Undead Hordes [Very Strong+]

4 Zombie Hordes [Strong][Infectious]

2 Mobilized Skeletal Hordes [Very Strong]

[Clowbrood]

[Disband]

2 Clownbrood Abominations [Very Strong+];

1 Clownbrood Nightmares [Very Strong+][Bushwacker]

Mobilized Units: 4 Brood Throwback Swarms [Very Strong+]

[Kaldor]

[Disband]

Griffon [Epic+++][Quick]; 2 [Saboteur] Sapper

[2702]

1 ATLAS Field Guns (1st Lowenthal Artillery and 1st Krell Artillery) [Strong+, Bombardment];

1 Manifesters [Psi][Very Strong+]

[Air Dwarves]

[Crippled; returning home]

"Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]

[Disband]

DMS "Salvador Fidalgo " [Very Strong+++]

DMS "Juan Bermúdez" [Very Strong+++]

3 Mobilized Combat Clockworks [Very Strong][Resist]

2 Mobilized Destroyer-Airships [Very Strong]

[Khazan]

[Injured, returning home]

+ Draconius of Khazania [Epic] [Resilient] [Slayer]

[Disband]

+ 2 (Khazan Honorary Guard), [Strong]

+ 2 (Khazan Republican Guard), [Medium]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12116

>>12115

[{GM clarification: 2702 to "disband" both of those units.]]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12117

>>12114

>5 Clownbrood Nightmares [Very Strong+][Bushwacker]

>Mobilized Units:9 Brood Throwback Swarms [Very Strong+]

Uhh, just to clarify these units weren't created during the time that Anon moved them.

He did have the ringleader and the 3 Abominations. That's why he only rolled 4 times for those 4 units

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12118

>>12117

In any case, I'll accept the battle as it turned out. I realize it was quite the struggle and I'm pleased with how this battle was played, and while I'd be more than a little sad if it turned out we lost on an illegal technicality (especially if that meant the difference of 200 points) but, eh, mistakes happen.

But I'm not about to get my panties in a knot to derail a game like Soren over this.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12120

>>[[GM note: No more delayed moves outside a turn cycle or movements without a unit list explicitly provided. If you do not provide a list of units moving and their location, the move is invalid. Security is not a consideration. It is mandatory for transparency.]]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12122

Dice rollRolled 21, 7, 21 = 49 (3d100)

[Morph][Order of the Advent]

http://8ch.net/builders/res/11428.html#12030

Population: (16.4) (1.4/turn)

Food: (Very Stable)

Raw Currency: (30) (+5/turn)

Legitimacy: (Very Stable)

Culture: 5

Industry: 6

Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town];

Defenses: Wooden Walls [Simple]

Military Units: [Vincent][Very Strong+][Flight]; 2 [Meli, Dez][Very Strong]; 6 [Xenon, Tinsel, Cain, Regent, Lem, Fitzgerald][Medium]

Resources/Quantity: Copper [Sustainable]; Gems [Sustainable]; Iron [Sustainable]; Wood [Sustainable][x2]; Silver [Unmined]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x2]; Silver [Sustainable]

Magic/Spells: [Morph Pluralist: Average] (spells: Arche's Fist [Simple])

Technology: [Steel];[Metallurgy, Average];(Diplomacy [Average]);

Trade Routes: [none]

Territory: (4)

Bonuses:

1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.

2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.

Eccentricities:

1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)

—–

[Progress]

- Fortress (8/10)

-

-

—–

1. The initiative to complete the northern fortress goes through. The Order is quite pleased with the current progress, and agrees that with the new stone supply we can begin on a second tower to the south. [Complete North Tower][Start South Tower] (8/10)

2. With our wood and steel supplies now in surplus, we can begin work on energy generators. While simplistic in design, having basic energy production is key. [Create Wood Gas Generator to gain [Tech: Energy]]

3. With the survival of Vincent in the war, he returns to tell his story to the people. While writing has been a key part of society for a period of time, speedy production of such works is key. [Create Printing Press for [Culture] and [Tech: Communication]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12123

>>12122

[Meta][Pay 10 Currency to mitigate action 2]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12125

Dice rollRolled 2, 48, 55 = 105 (3d100)

>>12111

>FluffnStuff: >>10350

Population: 30.6(1.4/turn)

Raw Currency: 49 (11/turn)

Legitimacy: Good

Culture: (8)

Industry: (10)

Unique Buildings: [Council Headquarters], Aeroport [Primitive], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]

Defenses: (Tower/Wall Defense Network (Large)

Professional Military: 6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic-), 1 Integrated Clansguard (Very Strong)[Brave] 3 Patchwork Clansguard (Very Strong), 3 Air Mages (Medium), 4 Goblin Blackhat Coteries (Medium) [Infiltrate][Sapper] 2 Gobtown Gaggles (Strong) [Infiltrate][Sapper][Resilient]

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, unmined] [Steel, Sustainable]

Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)

Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive] [Diplomacy, Simple] [Standardization, Primitive] [Rationalization, Simple] [Coinage, Simple]

Territories: (18)

1) Expand. (2/10)

2) Make some improvements to our Flagship with our new steel.

3) Drill the army. Make them stronger and teach them how to work better together. Tensions rise, and the Republic needs its defenders. (10 gold) (Pluralism?)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12126

Dice rollRolled 33 (1d100)

>>12125

[Intrepid] reroll

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12130

Dice rollRolled 50, 49, 51, 42, 73, 20, 50, 15, 75 = 425 (9d100)

Dahlia gathers around her her remaining command staff, as well as the few hundred civilians brought along for the trip. Everyone looks grim, haggard, and utterly exhausted. Most were covered in blood from manning make-shift psycho-surgery rooms or from making supply runs to and from the ships to the battlefield. Dahlia sets down her quartz slate and straightens.

"We've lost." She states. Several dozen people sob, or let out sighs of long-held depression. Dahlia continues over the racket. "But we're not beaten. PICOM has Protocols for this like they have Protocols for everything else. As of this moment I'm initiating Protocol Fifty." Many people that weren't suffering in grief simply looked very confused. No one read this far into the Protocols. "That means that we're going to assimilate. We're going to hunker down. We're going to wait it out until PICOM sends another Detachment to finish where we left off. PICOM has all of our data, they have out astral coordinates, and once Protocol Fifty is acted upon, they'll have a sizable amount of embedded engineers, telepaths, arcanoengineers, and control operators. Everything a full regiment of AMCOM needs to crush a Plane under its boot."

Dahlia pauses, picking up a communication stone. "This Plane got lucky once. We needed supplies for a long trip. We need prefab building parts, laboratory equipment, and communications gear. AMCOM won't need those things. They'll shove ten thousand soldiers through a TemPortal and call it a day. They'll expect you to follow your Protocols, to make reports, to research, develop, and undermine the resistance for their arrival." Dahlia flicks one of the stones at an engineer. The man is startled is scrambles to catch the small thing, eventually holding it steadily in his hands. "In order to do those things you will need to operate as a cell. You won't be a formal unit. Ideally none of you will see each other until Protocol Fifty-four needs to be enacted. You'll know when it happens. Until then I need you all to get out of here. Find a new home somewhere else. Communicate, coordinate, and work with your cellmates to remain hidden and effective until the time comes that the Queen needs your services again."

One of the engineers and one of the control staff began to hand out stones to the individuals. "You're not released from your duty to the Queen, and deserted will be imploded as per normal regulations. Regal Team is still out there. They'll be your sword. You be their eyes. Guide them and their actions and they'll do the wetwork. Together you can do what we failed to do here and you'll do it right under the noses of these dirty primitives. You'll have allies: informants, spies, sympathizers, plants, and double agents are out there by the hundreds. We've sent them a communication letting them know that Protocol Fifty is in place."

"What about you, General?" Asks one of the newcomers, a member of the Control staff.

"I have the coordinates to Dominion space. Protocol Fifty doesn't include me. I knew the risks when I was given this job and by this point the Queen would simply do me in anyway for being late twice in a row. I'll do my duty. You do yours. Survive until She needs you again and you'll be richly rewarded. Don't fail her a third time."

1-3. Rig enough explosives from our remaining heavy ordnance to level half this island.

4-6. Begin the transition from Detachment 2702 to CAPITOL. If you thought espionage was bad now you've got another thing coming.

7-9. Operation PHOENIX

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12131

>>12115

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: (26) (1/turn)

Food: (Excellent)

Raw Currency: (72) Income: (10/turn) Expenses: (0)

Legitimacy: (Wobbly)

Culture: (12)

Industry: (23)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge]

Defenses: (Stone Traps, Good)

Military Units:

1 Eastwinds .Co Destroyer [Very Strong]

1 Dwarven Frigates (damaged)

1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge] - [Crippled; returning home]

>0 Royal Navy Destroyer's

>Mobilized Forces on the Field

>0

>Mobilized Forces at home

12 Mobilized Combat Clockworks Groups [Very Strong][Resist]

9 Mobilized Destroyer-Airships [Very Strong]

Resources/Quantity: Iron, [Buckling], Copper [Buckling], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable]

>Colonies

[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]

Market Gifts:

Steel [Lots]; Coal [Lots]; 70 Currency

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

Technology: (Copper, Iron, Stone) [Airships, Basic] [Aerial Warfare, Simple] [Civil Defense, Primitive], Steam [Basic], Command Crowns [Some], Standardization [Very Simple], Clockwork Fabrication [Simple], Rationalization [Average], Mobilization [Primitive], [Dwarf-Clockwork Integration [Very Simple], Large Scale Construction [Very Simple], Bombardment [Very Simple], Combat Clockworks [Simple], [Steel] [Steel Mill Blueprints], Salvage [Simple], Holy Weapons [Simple]

Territory: (12)

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. Captains of Industry – Every other turn, see what the capitalists are up to. Roll 1d100.

Mobilized: Industrial Efficiency: 50%

mobilization status: 2 turn.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12132

File: 1445932101689-0.jpg (209.8 KB,504x323,504:323,riot.jpg)

File: 1445932101720-1.jpg (143.91 KB,800x778,400:389,bazooka_dwarf_undead_by_te….jpg)

Dice rollRolled 69, 64, 100, 41 = 274 (4d100)

>>12131

1-3.

+4. Capitalist Roll

Chaos.

Total Chaos.

Panic reigns supreme among the lands of the Sky Dwarves, news of the horrible, terrible defeat at the hands of the undead.

Our beloved Super Sky Dreadnought returns, covered in holes and gashing wounds. The only survivor of what was once a proud dwarven army.

The entire Dwarven army, dwarf and machine, massacred. The Khazan's dropping out of the war. The Angels brought low, and all surviving elves massacred.

The Kaldorians, Brood, and Undead uniting in full force against the shattered Coalition. Invasion imminent.

The great gamble of machine against undeath ended in total failure. Now the revelation that the war was lost hits the dwarves like the very hordes of undeath itself.

And this is the opportunity which those who have been bred for opportunity decide to move.

The King sat atop a tower, watching the carnage in the streets unfold beneath. His own guards failed to show this morning, and he walked through the streets earlier without so much as anyone from the crowd recognizing him, such was the panic. He actually enjoyed that little bit of anonymity, taking it in stride.

As he saw, a new type of carnage came over the streets, and this time organized chaos was seen, as crowds of people were being mowed down by what seemed to be an organized line of clockworkmen with guns. Was this the military response?

The door behind him burst into splinters as the foot of a Clockworkman came through it, as it did, a few dwarves shuffled behind. The King turned around to see their faces.

Their faces, pale white, covered in scars that did not bleed, and eyes and hair grey and dark. It was the Warmaster and the other capitalists!

"It's over your highness." the Warmaster spoke in a grizzly voice.

"We have complete control of the Automated forces." another piped in. "Thanks to this pointless if not opportune war of yours, the entire Dwarven nation has become entirely reliant upon us for their military defense and security. They obey us. And there is not a single one out there able to oppose us."

The King listened to them, speaking not, but listened.

"I can tell by your silence you're probably stunned beyond reason. If you happen to have your senses, you'll be wondering just how we ended up this way. It was quite simple. The undead are extremely effective at their conversion efforts. All it took was the single dislocated jaw of one, or even just a tooth, and a bite on the arm or leg. Now we are truly indestructible."

"We are here to deliver justice against you, oh King. And to follow the example set by the Necro Imperialis."

"The Undead executed their Emperor for his gross incompetency. We have already laid low the nobles before. You are the last relic of a now dead age we missed."

"They eliminated the vestigates of the Elven government for their corrupt ways, and then the elves in general, like we should have. But YOU chose to harbor them. Out of what? Loyalty? Sympathy? And what has that brought this nation to? The precipice of ruination and the abyss."

"We are here, as the Necro Imperialis have done so wisely, to set up a new government consisting of their military and educated leaders. You enobled us long ago; Generals, capitalists, officers. Not as nobles do we take control but as men united by true care for this nation. In the example of the undead, a Junta.

A new age is upon is oh king. The age of true eternal profit for the nation.

The age of IMMORTALITY! ""

The King sat there, taking in their words almost lucidly, recognizing them and yet. . .not reacting at all. But he understood completely.

"The elves might have escaped our wrath, but you won't. Clockworkmen, arrest this dwarf!"

The next part happened so quickly. Clockworkmen surrounding him on all sides, lifting the king to what he saw before him, a guillotine.

All around him, stalwart clockworkmen and yet more ranks of undead stood like silent watchers, even as yet more chaos erupted on the streets, more and more people being coverted into undeath by the plague. In regal silence he kept his composure even as the ropes were tied around him and he was slid underneath the blade, facing his death in mere minutes even as his beloved nation burned and died around him.

If someone was looking, they might have seen a smile appear from the face of the king. His last words where thus:

"Free at last"

King Bolivar VI, the last Dwarven King, was beheaded. His body was burned, denying him the immortality of underneath, his ashes scattered to the Abyss. His last belongings were kept in a vault which eventually became lost to time, which included his golden scepter, a crown, and a strange rock that only read these words, it's meaning and purpose still being debated to this day: "Rub me"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12133

>>12132

But whatever became of the elves during this Chaos?

Did they decide to spare themselves from the wroth of the undead, taking their lives and burning their own bodies? Or leaping into the abyss?

Were they seen boarding a ship to leave the nation?

None during the Chaos were able to see, until after the fact.

>Curious is free to roll whatever he wishes unopposed

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12134

Dice rollRolled 3 (1d3)

>>12110

Doing the territory roll first

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12136

Dice rollRolled 45, 34, 8 = 87 (3d100)

1. It allows one to Sculpt reality itself? Intriguing and perhaps one of the most beautiful things we've heard. Perhaps such a substance can give birth Sculpted beyond that of simple stone and metal. Continue research. We must know how to do this properly.

2. Continue to research enhancing us while connected to the Earth. We are not yet ready to face the dragons in their own home, the battle we had with them proved that fact utterly. (1/8)

3. Build a town upon Pegal.

http://pastebin.com/AKD7Tva1

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12137

Dice rollRolled 35, 47, 6, 100, 39, 84, 13, 87 = 411 (8d100)

>>12110

>>12114

Missed that turn hopefully I can get patch update rather than dual update next turn. If so just seperate the first four as the past turn. Already added for newly mobilized troops to roster

1. Raise the enemy dead yet again.

+Mass Raise Undead [Simple]

2. Repair the fortress.

+Sturdy Construction, [Average]

3.4. construct more airships

+Airships [Average]

+Standardization [Improvised]

+Sturdy Construction, [Average]

5. Build an embassy to the Kandorians.

+Undead-Living Diplomacy [Simple]

+Sturdy Construction, [Average]

6. Try to capture some live rocs and train them.

+Exotic creature training [Average]

+War Animal Training [Average]

+Mercenary Command Crowns [A Few]

7. Talk to the zeke get as much information as possible. Also See If they have any secrets of war.

+Undead-Living Diplomacy [Simple]

8. Raise more soldiers We need as many as possible.

+Mass Raise Undead [Simple]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12138

Dice rollRolled 3 (1d100)

>>12137

1. Raise the enemy dead yet again. [Perfectionist Reroll]

+Mass Raise Undead [Simple]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12139

ouch…..

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12140

Dice rollRolled 6, 92, 73 = 171 (3d100)

1/2 - The rage already coursing through the Tunak ripples as the horde roars and roils. Mutants, marauders, blighted half-things! They are the product of imbalance, and so cause further imbalance - even to our very forces! The necromancers shall have to wait a while, we cannot allow these abominations to further ravage our forces!

3 - MEANWHILE SOMEWHERE NOT TOO DISTANT

At the Circle, just outside the Thrakun Tuuman, the elementals are still hard at work. They have their ritual circle, and their ritual. But it is weak, it needs improving and refining. Using an innate connection to the Shaper and the land, they work on improving the [Ritual] magic.

>>12111

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: http://pastebin.com/bBJyguE5

Population: (22.4) (1.3/turn)

Food: (N/A)

Raw Currency: (17) (3/turn)

Legitimacy: (Strong)

Culture: (5)

Industry: (7)

Unique Buildings: [Temple of the Earthly Awakening], [Godcaller's Circle]

Defenses: Elemental Patrols [Average], Thrakun Tuuman [Fortress]

Military Units:

1 [Roilshapers][Epic];

2 [Fist of the Herald][Very Strong];

1 [Titan of Rage][Very Strong];

3 [Tempest Lords][Strong+];

2 [Thrungradi][Strong];

2 [Verduran Sentinels][Strong];

3 [Earthbore Conscripts][Medium][Infiltrate];

2 [Sylpharen][Medium][Infiltrate];

2 [Dryad Grovespeakers][Medium];

4 [Brinemantle Scouts][Weak]

Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable]; Star Metal [Average+]

Magic/Spells: (Primal Elemental) (spells: Quake [Simple]; Firestorm [Average]; Ritual [Primitive])

Technology: (Stone, Copper, Iron, Wood)(Metallurgy [Good]) (War Magic [Average])(Luddic Armor [Very Simple]) (Alternative Mobilization [Leylines][Primitive])

Territory: (Variable)

>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

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.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12143

File: 1445951665728.jpg (320.85 KB,619x800,619:800,1274272863213.jpg)

>>12137

All is quiet on the stellar front.

Like a mass grave the bodies of the living and the dead boiled and festered under the sanguine sun that shone past the dark clouds of smoke and dust.

And like a bony hand rising from the earth, from the dwarven trenches rose the white flag of parley.

Dwarves approached, bearing no weapons, and stranger still, the Necro's recognized something.

These dwarves were undead, and not already in their ranks.

"We are here on behalf of the former Sky Dwarves to treat with the Necro Imperialis. Our authority has been granted. There is a. . .shift in the balance of power on the homefront.

Our wicked King is no more. And his pointless war is at an end.

We are here to negotiate the surrender of the Dwarven forces."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12146

Dice rollRolled 15, 77, 57 = 149 (3d100)

>>12112

http://pastebin.com/RG64ibKu

>1 Movement Accepted for 4 Mobilized Vilon Purifier Squads [Very Strong]; 4 Mobilized Vilon Liberator Squads [Very Strong][Resilient]; 1 Mobilized Vilon Clerical Corps [Very Strong][Resilient] to join the Coalition forces under Supreme Commander Octavia

1 Capital Fortress 8/10. The inside of the fortress should be accessible to only vilon and other beings capable of independent flight, entrances that lead into halls with with a great drop making huge spaces inside with the ceilings supported by great pillars of stone allowing squads of vilon to move freely and able to simply drop interlopers to the depths of the fort, the bottom being slanted and without purchase so that those that even survive such a crash will fall to a shoot in the center of the floor leading to a furnace that will dispose of the bodies in purging fashion so we dont have to worry about cleanup.

2 Finish the Infantry Theory 4/6 Research. Layers of infantry with layers on top or even below in orderly fashion and with set motions to allow for vilon who are tired or injured to fall back and the next vilon in line to take her place. Layer and depth and logic.

3 Reorganize. 3 Vilon Militia [Medium] into a single professional unit, 1 Throne guardian [Very Strong] with 1 Vilon Field Commander [Very Strong] [Clever] to form the Vilon Chapter Master, to utilize the experience of the 3 Purifier squads [Very Strong] in the field they will be combined into Purifier Host, 4 Mobilized Vilon Liberator Squads[Very Strong] [Resilient] into 2 Cohorts, 4 fresh Purifier Squads [Very Strong] into 2 Purifier Cohorts and when our fresh troops meet up with troops in field we will reform the blooded 2 Mobilized Vilon Clerics [Strong] with the Mobilized Vilon Clerical Corps [Very Strong] [Resilient] into a single Chaplain's Cohort. Supreme Commander Octavia and the soon to be Vilon Chapter Master will have great work to be done but can utilize the bureaucratic power of the coalition forces under her authority.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12147

>>12112

16 currency to the first action for workers from Overfell to help finish the Fortress

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12149

Elves all die, slaughtered by the undead dwarves, the end

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12150

>>12143

The sky dwarven forces are quickly ushered into the fortress and met by High general Azazis.

"Greetings dwarf I hear you have brought me good news. How may I assist you?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12151

>>12133

>Note: This explicitly means during the chaos, the elves were able to take a number of mobilized ships and/or pop (roughly 7) and escape to become somene elses courtier.

>Likely the Dominion of throne or the Patchwork.

>I am specifically allowing my courtier to make his escape to another place, it can be fluffed this was prepared ahead of time by elven sympathizers and/or the king

>Hence the "the elves escaped our wroth"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12152

File: 1445958986479.jpg (182.33 KB,600x450,4:3,star-fort.jpg)

Dice rollRolled 76, 2 = 78 (2d100)

>>12125

>>12110

>>12021

>FluffnStuff:>>12010

Population: 30.6(1.4/turn)

Raw Currency: 49 (11/turn)

Legitimacy: Good

Culture: (8)

Industry: (10)

Master Buildings:

[Council Headquarters], Aeroport [Primitive], [Temple of the Traveler], [Gobtown], [Bogart], [Starkegrob], [Patchwork City Marketplace]

Defenses: (Tower/Wall Defense Network (Medium)

Master 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], 2 Gobtown Shyster Gaggles [Strong][Infiltrate][Sapper][Resilient], 3 Starkegian Infantry Regiments [Very Strong]

Resources/Quantity:

[Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, unmined] [Steel, Sustainable]

Magic/Spells:

(Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)

Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive] [Diplomacy, Simple] [Standardization, Primitive] [Rationalization, Simple] [Coinage, Simple]

Territories: (18*)

—–

Courier Specific Buildings:

[Starkegrob]

Courier Specific Military:

3 Starkegian Infantry Regiments [Very Strong]:

-1st Starkegian Infantry Regiment, "The Retrievers"

-2nd Starkegian Infantry Regiment, "The Stark Town Giants"

-3rd Starkegian Infantry Regiment, "The Kleins"

Bonus: [Strategic]

1.) Complete the work on the citadel, having The Kleins do the remaining hauling and setting. Award medals to those who manage to haul the most bricks!

2.) Send all infantry regiments to mentor the Integrated Clansguard unit in tactics: hopefully, they'll learn a thing or two about bravery in the process!

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12153

>>12150

"The Dwarves no longer wish to fight what is clearly a losing war against the combined forces of Brood, Necro, and Kaldorian. We have seen the true light and the gifts that undead can bring, and many of us have become. . .enlightened.

In addition, just as your nation so readily advanced past the archaic styles of a defunct system, our King, who so readily plunged our nation into this terrible, unecessary war, and broke the great defensive pact that would truly have brought our nations into a greater unity, is no longer a factor.

We have much to make amends and reparations for the sins of our government, but just as you have been granted yourselves a second chance in a new style of leadership, so too do us dwarves ask that we be given our chance as well. And perhaps then fulfill the promise of cooperation so betrayed by our King long ago."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12154

>>12152

Master Military:

6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic-), 1 Integrated Clansguard (Very Strong)[Brave], 3 Patchwork Clansguard (Very Strong), 3 Air Mages (Medium), 4 Goblin Blackhat Coteries (Medium) [Infiltrate][Sapper], 2 Gobtown Shyster Gaggles (Strong)[Infiltrate][Sapper][Resilient], 3 Starkegian Infantry Regiments (Very Strong)

_

Meanwhile, from within the worn confines of the Starkegrob town hall, the book keeper was busy updating the records as the flow of information between Starkegrob and the greater Patchwork Empire had begun to accelerate, made much easier to do now that the Giants were sent away to train with the greater PR military, as opposed to badgering him to clout their entry with various meaningless modifiers such as [Handsome] or [Awesome++]. He sipped a bittersweet drink of leaves and the sugars of a tuber, diligently working with a quill as he turned the page and prepared formatting for the next inevitable entry.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12156

>>12125

>>12152

A vilon urgently presses for an audience with the government "The Clowns have returned! We must speak!"

>>12140

Flying over the chaos on the ground the vilon see the manifestations of nature who have risen in the sphere of Soren making their way to the jungles. A lone vilon comes down to see if they can speak "Hellooooo, like, Rock Dude whats going on? "

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12157

>>12153

Azazis ponders this for a moment. He gestures for you to take a seat in one of the few chairs available. He signals for the other liches to leave the room. Leaving only his personal guard himself and you.

"I know of the pact I was with the emperor when he went to sign it. It was his hope to have peace with the dwarves. But the actions of a certain other group of people made that impossible. I don't know what happened exactly but when we executed Takeda his last words were of a hope that we could finish what he failed. Making true allies of the dwarves. Honestly I thought him foolish for wanting this as his last wish even while awaiting execution by his own people. Most beg for mercy or exile instead. The unique situation of it utterly confounded me. Though I understand better now why. Maybe he saw something we didn't of how powerful you could be. "

The undead shakes his head.

"I wrote up a treaty to present to you should the undead manage to win out. I think you will find the terms fairly generous considering the situation. Reperations will be paid for breaking the intent of our original MDP and then going to war against us shortly afterward. But nothing that will break your people or even your pockets really just sharing your tech advancements with us mostly….and something else"

1. The following technologies will be shared with the undead free of cost. We understand It will take time to teach them all.

Clockwork Fabrication [Simple] Rationalization [Average]

Large Scale Construction [Very Simple], Bombardment [Very Simple],

Combat Clockworks [Simple], [Steel] [Steel Mill Blueprints],

Salvage [Simple]

2. The dwarves will swear off any type of astral magic use (not that they actually use it lol). And will make full attempts to stop its usage if they find it.

3. The dwarves will tell us the location of the new elven government. The dwarves do not have to participate in any punitive action against the elven heretics.

4. The undead will not hold the new dwarven leadership responsible for the mistakes of its old king. And no attempt for any retribution will be made.

5.The Orgrul Islands will be recognized as sovereign undead land, Curlo's chain as Dwarven land, and the fell chain as Kaldorian land.

6.Both dwarf and undead will sign not an MDP but a full blown alliance pact to support each other in war no matter the circumstances. We will march hand in hand to a glorious future. As equals.

7. Dwarven dead after having their appropriate rites of death completed instead of being buried will be given to the undead to be raised. If they wish we can return them to full sentience to live as immortals. Or we can allow the soul to leave the body permanently and use just the mortal shells as tools.

"I considered putting in stuff like your military will fall under undead command and things of that nature. However the more we battled here and I saw what you were capable of. I think you would only be crippled by us controlling you directly. So instead of kneeling to us. Stand with us and let no one stop us."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12158

>>12156

A messenger from the undead arrives in your camp wishing to speak with your leaders. It is one of the diplomatic corps skeletons however bereft of his regular suit. You can see only bones to show he is unarmed. He has expressed a wish to "share the truth of past events" with you.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12159

>>12158

The messenger is led to a tent meant for receiving diplomats, where Octavia is standing waiting to begin

"The truth of past events. Let us see what the most recent are and work our way down shall we? An alliance with an apparent 'Clownbrood' shown by that mass of honking spiders which could usher in another Honk. The slaughter of living elf prisoners, the bombing of the capital by a trade ship filled with explosives clearly piloted by undead and the conquest of the elves without any declaration, rather, a feigned declaration giving rise to chaos that damaged our trade because of their use of astral magic and the corruption that must have stopped any diplomatic action on your part. Enlighten us to the truth of these events and let us see where the course of justice takes us."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12160

File: 1445965546301.jpg (197.69 KB,1181x866,1181:866,34154236.jpg)

>>12156

The vilon is quickly noted by the sylphs on guard and, after communion with the Herald, one is sent to parley while the land forces do battle with the freak-trolls. It takes the form of a great, translucent eagle with gale-force wings and alights near the emissary. Though its face never changes, the wind whips and fluctuates in such a way as to simulate speech.

"Hail traveller, and well met. What brings you to the domain of the Elemental Chaos?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12161

Dice rollRolled 11 (1d100)

Roll

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12162

>>12159

I will first address the lack of diplomacy we suffered until now. Our old emperor was among other failings quite bad at explaining his actions to others. Which translated into a general failure of diplomacy. Something we are currently working on. The elven use of Astral magic is indeed a major threat and one we sought to stop. We thought by simply removing their government and old regime of mages they could be taught how dangerous it is and not to use it. But the fact that the exiled stellans have once again turned to astral magic is….well proof that we were wrong and should have wiped them out instead of showing the mercy we did. A mistake we will not make again. We will hunt them to the ends of the earth now.

We had an alliance with the brood before this particular…..metamorphisis came over them. The development is disturbing to us as well. We will seek to aid them and help them to not enter fully into the insanity which the original jester nation fell to.

As for the incident we were framed. As you said

>a trade ship filled with explosives

Explosives which we are not capable of making. Even our magic isn't really an explosion capable magic.

I encourage you to consider what two nations in the world are capable of making things of that nature? The sky dwarves and the outlanders. Both of whom marched with you against us. Of these two nations one was on the verge of signing a defensive pact with us just before the incident happened. That leaves us with the outlanders. The same ones who blew up the stella observatory.

Even if this knowledge isn't enough think about it this way; what did the undead gain from the act of terrorism? A fucking coalition beating down our doors barely held off from wiping us out. We won this war through the sheer luck of the dwarves coming to their senses and dropping out. We had ZERO motivation for trying to blow up your throne. It in fact ran exact counter to what we wanted at the time.

The people who deserve your wroth are quite close to you. just turn to your right. And gaze on the technology of the 2702. They are your true enemies and the enemies of everyone else in the world.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12163

Dice rollRolled 84 (1d100)

>>12161

Reroll

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12164

Dice rollRolled 1, 69, 30 = 100 (3d100)

>>12111

Population: 20.5 (+1.2/turn)

Food: (Very Stable)

Raw Currency:7 (+5/turn)

Legitimacy:(Stable)

Culture: 13

Industry: 9

Unique Buildings: Black Ziggurat, [Temple of the Raven +2 industry, +4 culture.][Academy of the Flesh; Santerians; +1 culture: +2 industry]

Defenses: Tunnel Defenses [Small]

Military Units: 5 Berserk Warbands [Very Strong] 2 [Shadow Walkers] [Very Strong]

Resources/Quantity: (Iron [Sustainable]; Copper [Sustainable]; Stone [Sustainable]; Flux [Sustainable]; Raw magic [trace]

Magic/Spells: Santerian [Good];Shadowlands Walk [Good]) (Magi-Biology)

Technology: Wood, Stone, Metallurgy [Simple]; War Magic [Simple];Medical [Simple]; Biology [Simple]; Statecraft [Primitive]

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.Gone

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…

Alternative Mobilization 6/15

1-2) Continue to adapt to Alternative mobilization, A spear or sword will be in the hands of any able to fight for our defense.

3) Begin improving Micro-Biology, it needs to make us faster, stronger…

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12166

Dice rollRolled 50, 44, 82 = 176 (3d100)

Name:Skyrates

Race: Assorted

Color: Pink

Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to

strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic

mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over

arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains

represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The

Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any

one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic

enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful

balance they have worked to set up.

To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,

airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their

assorted functions.

Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.

Economy Type: Pirate Free Market

Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.

Location: Ribwall

Population: (10) (1/turn)

Food: (Good)

Raw Currency: (10) (+5/turn)

Legitimacy: (Average)

Culture: (5)

Industry: (5)

Unique Buildings: [1 Player's name government building]

Defenses: Aerial Patrols [Average]

Military Units: 4 [player named airships][Very Strong]; 4 [Player named ground units units][Medium]

Resources/Quantity: Rum [Sustainable][Market]; Iron [Sustainble]; Copper [Sustainable]; Wood [Sustainable][x3]

Magic/Spells: (Aero-Piratical [Simple]) (spells: Summon Ghost Pirates [Simple])

Technology: (Iron, Stone, Wood, Copper) Airships; [Average]; Air-War [Average]

Trade Routes: [none initially]

Territory: (3)

Bonuses:

1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or

opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes

undefended/non-military, roll 1d10. This does not apply to creatures.)

2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes

traditionally shipboard marines and boarding parties.

Eccentricities:

1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,

disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.

2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.

1. Keep working on that dock, you scallywags! [Progress 4/10]

2. Keep working on that University. The more clever we be, the more loot we be gettin. (Progress 6/8)

3. Start building a free trade port. Gotta get at least some legit trade going.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12167

>>12162

"The elves could have been saved, with the knowledge of a certain dragon friend and the power of a divine being that leads us we could have reformed their dependency on astral into the support of divine power in a way that appeases the ideological and physical demands. We cannot save those that are now dead, but urge you to stop seeking them if they would come to us and fulfill our plan for a holy trinity and salvage those that can be saved from needless bloodshed."

Looking over a map with a generalized location and sphere of influence of 2702 we continue the questions

"The crafting and arts involved in making an airship are sufficient sciences to be able to make the kind of force albeit perhaps not on a grander scale" The great vilon sighs, having seen the power the rifles and other technology available to this 2702 during the past battles this could very well be true, and to further fuel a war against them would be outrageously foolish. "Had your late emperor come forward it would have saved everyone a lot of bloodshed.

This war is over, as a draw. Everyone has taken a great hit and before things escalate by drawing other nations into it we should decidedly see that the jester nation disarms themselves so that we may disarm to try and hunt down 2702. Will your leaders agree to this?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12168

>>12146

>>12147

(16 currency to first action misposted)

The previous movement preparations are for the units in the field , as listed below, are to come home to the units that will not be joining the field.

1 [Throne Guardians], Very Strong,

1 Vilon Field Commander to [Very Strong][Clever],

1 Vilon Excortiator Cohort [Epic][Fearless][Quick],

3 Vilon Militia [Medium]

3 Mobilized Vilon Purifier Squad [Very Strong];

2 Mobilized Vilon Cleric [Strong]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12169

>>12167

Diplomat whispers his reply prior to taking his leave.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12175

Dice rollRolled 49, 44, 48 = 141 (3d100)

>>12110

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: (22.1) (1.1/turn)

Food: (Very Stable)

Raw Currency: (38) (27/turn)

Legitimacy: (Stable)

Culture: (11)

Industry: (20)

Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz], [Foundry Platform]

Defenses: Tower Network [Very Large]

Military Units: 3 Vyriah'n Airships(flying units) [Strong]; 3 Vyriah'n Guard (Ground Units) [Medium], Vyrian Mad Scientist Cohort [Very Strong+][Clever]

Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market] {Strained 1/3 turns}, Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [Sustainable][Market], Steel [Sustainable] {Strained 1/3 turns}, Darksteel [A little]

Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])

Technology: (Stone, Wood, Gems, Iron, Steel, Darksteel) Aerial Warfare [Basic], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Average], Advanced Hulls [Simple], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Average], Counter-Espionage [Simple], Morgazian Air-War [Average], Civil Defense [Primitive], Magi-Storm projectiles [Basic], Magi-Storm Cannons [Basic], Rationalization [Simple], Standardization [Very Simple]

Trade route: Air Dwarves [Medium; +3 industry / +3/currency/turn] Dominion [Mediocre; +1 industry; +3 currency/turn] Patchwork Republic. [Medium; +1 industry / +4/currency/turn; +.1/pop/turn]

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. Magi-Storm Effect Weapons 5/8

2&3. Begin creating a factory platform that will create standardized parts for the machines and tools that we will need and use. Such as Airship parts, weapons, magi-storm engines, ect. Spend 20 gold on this.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12177

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12180

>>12151

while returning from the field, enlightened with truth and hopes of future peace if threats can be eliminated we spy what appears to be (7 pop of) refugee elves desperate to leave the Sky Dwarves. As we approach the relief on their faces evident we send someone to Octavia who has worked out the situation with the undead and the conditions keeping the elves from being hunted down. Their acceptance of the holy trinity that has been worked out and to live on Shezeb. With morgaz's knowledge that such a divine pact would work we can finish the ritual with the elves who know this is their last chance at peace. The worship of the elves to the astral spirits who direct the power that traditionally flowed direct to the elves will be directed into the divine pact and produce an end result similar to the original pact but being holy in nature so as not to be harmful to the plane. The endorsement of the astral spirits for The Throne will save the lives of the elves and their vaunted immortality.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12185

>>12157

"These terms I have no doubt will be properly accepted by our newly formed government. I shall take this to them post haste.

Some news which may be of import. . .the elves have vanished. We sought to bring to them the same fate and justice they truly deserved which had been held off by our King and yet we are receiving reports of a general failure to find any elves. Ships have gone missing. If any further leads turn up, we will inform you.

We pray you also find it within yourselves to feel confident in the sharing of tech to your new subjects. For surely in this great alliance, would you not see to it that those who come to help you have the full weight of every available resource?

If we stand with you, we would do our best to stand tall as only a dwarf may do!"

>>12180

In other matters relating to the Dominion, the announcement of the new government is hastily sent to the Dominion, currently the only true standing ally of the previous 2nd Coalition (the Khazan government has not responded to any communication attempts).

Outlined in the letter was a detail of the Dwarfs new position as a fully fledged supporter, and reparator, to the Necro Imperialis. If any further dialogue were wished, the Angels were permitted to send letters or envoys.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12186

>>12185

An inscribed tablet is delivered to the new government

In light of the truths of recent events, with this mystery faction we saw fighting in their beachhead in the battles for the well being the culprit of the attack on The Throne, and the matter of the elves having been discussed with Necro Imperialis that under certain conditions the elves will be under our control and follow in a plan we call The Holy Trinity where they will be hunted no longer.

In Soren things are ever changing, yet if we can find no reason to oppose one another nor intervene in the other's affairs then I see no reason why we cannot continue to seek the other's council and let trade continue.

I am sure the Khazan are simply adjusting to the new state of politics in Soren, given time they will no doubt come to terms with things and learn the truth, either from you or Dominion.

Party on and be righteous to each other.

-The Throne of The Dominion

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12187

Dice rollRolled 12, 84 = 96 (2d100)

Name: Angle Confederation

Race: Primarily human (Living)

Color: [Easiest for GM]

Fluff: The Angle Confederation was founded by a group of merchant crews turned smugglers and later, pirates. Seeking a life with less of the more troublesome decrees of those that would call themselves the masters of others, the Confederation vanished into the wilderness. In time, the Confederation was forced to turn to smuggling and piracy for hire to survive, though they often produce a healthy variety of alcoholic brews that are almost a form of defacto currency. The Confederation is highly dependent upon outside sources for technology to keep their air ships in working order, and is often forced to improvise during military situations.

Elves are often considered to be the main foe of the Angle Confederation, as most view them as stuck up Imperialists that seek to enslave their kin, though a small number of elves have come to live among the Confederation. Most are eventually broken of their superior attitude by a seemingly coordinated series of pranks or quickly say a number of rude things as they leave.

Best described by outsiders as 'a bunch of drunken smugglers, pirates, farmers and moonshiners', the Confederation still holds to a rough code of internal and external conduct. One must serve the Confederation to earn the right to vote or own land. One must own land to seek office in the Republic.

Government Type: Militaristic Confederate Republic.

Economy Type: Semi-cooperative Free Market. Food is often shared, but most barter services in return.

Religion: The Angle Confederation often recognizes the Four Winds as dieties, but above them worships a great bird (exact bird is a matter of a number of honor duels) known as Maliel the Wise. She is said to have been a source of wisdom and knowledge to the first Captain of the Angle Confederation. A number of lesser superstitions are known to exist among different families.

Location: Orgul

[Courtier of Necro Imperialis]

Necro's Stats: https://docs.google.com/document/d/1BCa5hJHfN0I9_XSkYqusYJRgRoBED49vqmVuqBKgFRA/edit

Angle-specific Things:

>>Population: 5 (+1/turn)

>>Unique Buildings

Oakwell [Town][Ruined] [Rebuilding, 6/10]

>>Military

+3 Confederate Irregulars [Very Strong]

>>Technology

Urban Pacification [Primitive]

Our kind benefactors have won their battle? Let none doubt their might, for we hear the battle was terrible…

1.

We shall continue to show our gratitude to our benefactors by seeking out and purging any of those bothersome rioters and instigators that still remain! Capture the living trouble makers where possible, and turn over any undead to our benefactors! [Improve Necro Legitimacy]

2. This town's reconstruction progresses well! Let us complete our work here and call it home!

[Repair Oakwell 6/10]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12188

>>12160

"Well, like, we bring news that war in Soren has abated for the time. The Necro Imperialis in Orgul to the west has lead the Sky Dwarves to their side and in their treat for peace truths were revealed that changed the perspective of things.

Oh and like, we speak for Dominion. Greetings Elemental Chaos. Where did these trolls come from?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12189

>>12175

A vilon arrives and waits above the port, instructed not to touch land till invited "We have news from the front, that war in Soren has abated. So this is long in the waiting, but The Throne would like to offer his apologies to The Doge for his past transgression and has since improved his diplomatic policy. If the honorable Doge would like to put water and the bridge that trade and relations can flourish he need only say the word."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12190

>>12109

Yet ANOTHER dwarven envoy arrives at the great lair of the Clown Brood.

It seems not war, not governmental collapse, nor revolution stops the mail from getting through.

A dwarf emmisarry approaches, and bows low before the great spiders.

"In ages past, the emnity of the Dwarf and Clown burned hot, even now in this recent war.

Yet, the times have changed, and so too have the hearts of dwarves. Our vile King who so had us fight each other is no more. Look upon my body and see that we have become an enlightened people, granted the immortality of undeath.

You are allies of the Necro Imperialis. Thus, we seek allies of you as well.

And more than that, we seek to strike a deal with you. One with which you shall be well paid."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12191

>>12189

The apology is accepted and it is noted that trade relations were never strained due to the events. Just make sure a meeting in Vyriah is accepted before conducting the meeting.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12192

[Air Dwarves]

>>War Boon: Set technology: Mobilization to [Simple] and Steam to [Average]

[Your mobilization temporarily halted due to disorder.]

>>You have had a change of government.

>>Your new nation name is: The Immortal Technocratic Republic

>>Your new government type is: Military-Technocratic Oligarchy.

>>Set stability to [Martial Law][Stable]

>>Set currency/turn to 1/turn for duration of Martial Law.

>>Lose 4 population

1.2.3. The coup is underway. The latest of the sustained wars has afforded the military unprecedented control of the vital levers of society. Eventually, when the time came, clockworks meant for the battlefields went to certain locations known to certain parties. Soon, at half past midnight, the clockworks began to move: they massacred children, elders, political dissidents, or anyone theoretically in disagreement with the changes. At the top of the clockwork machinery was a curious set of engineers, technicians, military men, and other creatures of power – they had developed the clockwork machinery, and they had also seen the strength and allure that an eternity of unlife. And so the clockworks butchered without abandon.

The new regime is here, and it comes with flesh pale and the sound of clockwork. The camps had been erected well in advance, and the population, made docile by the war, can do only shuffle to them.

4. The capitalists remain silent. Some barter and some beg, but they are mostly silent during the changes.

>>12122

[Advent]

1. You finish up the northern fortress. (Add 1 hex; add unique building player's name fortress [Fortress])

2. Your early attempts to make electricity ends in failure. The money stops anything bad from happening, generally. (-10 currency)

3. You begin working on a printing press; it goes slowly due to writer's block. (Press 1/6)

>>12125

[Patchwork]

1) The expansion moves, but there's some minor issues. Still, progress! (4/10)

2) You make some reasonable refits to the flagship be refitting some of the armor. (set: Patchwork Flagship Mk. II (Epic-) to [Epic++][Armored](Add technology: Unit Upgrade [Improvised])

3) You begin work on drilling the army. Many of the new units readily adopt the new methods, while some are more reticent. (Drill 3/8)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12193

>>12130

[2702]

>>War Boon: Set technology: Terrorism to [Average]

>>Your actions have reduced the capacities of your nation.

>>You now hold no territory.

>>You have 3 dice.

>>You must establish resources and basic supplies. All non-moveable equipment of size has been lost. Adjust statline accordingly. You also do not gain population; your exist merely by the units you have and their relative obscurity.

1-3. You rig your base units to explode.

4-6. You begin transitioning your units. It goes very well.

7-9. The operation starts in good order.

>>12134

[Sculpted]

>>You are mobilized: Industrial Efficiency: 100%

>>Lose 1.0/pop.

>>Set mobilization status: 1 turn.

>>Add mobilized units: 8 Mobilized Multipurpose Sculpted Squads [Very Strong][Resist]

>>You gain the following resources from expansion: Silver [unmined]; Diamonds [unmined]; Iron [unmined][1x]

1. You continue your work on raw magic manipulation to make a qualitative leap in the nature of your nation. It's slow and difficult. [raw magic 4/20]

2. You continue your exploration of earth magic generally. (4/8)

3. The town foundations were found to be, in a word, faulty. Your screws are trying to continue, but no progress.

>>12137

[Necro Imperialis]

>>War Boon: Set technology: Mass Combat to [Primitive]

>>You are mobilized: Industrial Efficiency: 100%

>>Lose 1.4/pop.

>>Set mobilization status: 4 turns. Your legitimacy is impacting the strength and effectiveness of the mobilization.

>>Add mobilized units: 6 Mobilized Multi-Purpose Skeleton Formations [Very Strong]

1. You attempt to raise still more corpses. It's not super effective this time, but it works. (Add 2 Cosmopolitan Undead [Very Strong-])

2. Repairs continue on the fortress [Repairs 6/10]

3.4. While airship construction is initially halted due to the political situation, eventually it turns around and you produce a reasonable amount of airships. (Add 5 [player named airship units][Very Strong])

5. You built an embassy to Kaldor. (Add unique building: Kaldor [Embassy]

6. You manage to capture a few of the larger live rocs. [Add units: 3 Juvenile Rocs [Very Strong++]

7. The Zeke confer among themselves. They seem quiet today. Perhaps you should leave them alone.

8. You raise still more undead into the ranks. This time the spell goes extremely well, and large hordes are summoned. The liches are making, so to speak, a killing. [add units: 3 Cosmopolitan Undead [Very Strong]](Set Mass Raise Undead to: Average]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12194

>>12140

[Elemental Chaos]

1/2 – You begin to clear the freak-troll swarms. They are exceedingly numerous and overpower a few units, but you soon that fire is extremely effective. You deploy elementals accordingly. (1/3)

3 – You start work on the ritual magic. It goes relatively well. (Ritual magic 5/8)

>>12146

[Dominion]

>>War Boon: Set technology: Mass Combat to [Simple]; add technology Crusade [Simple]

>>You are mobilized: Industrial Efficiency: 100%

>>Lose .8/pop; you mobilization procedures are mitigating your population decrease.

>>Set mobilization status: 4 turns. This war is viewed increasingly viewed as defensive.

You have been alloted the following mobilized units: 4 Mobilized Vilon Purifier Squads [Very Strong]; 4 Mobilized Vilon Liberator Squads [Very Strong][Resilient]; 1 Mobilized Vilon Clerical Corps [Very Strong][Resilient]

1. You finish the capital fortress. Your hiring effort pays off! (Add unique building: Capital Fortress [Large]) (-16 currency)

2. You develop effective infantry methodologies for a variety of combat situations. (Add technology: Infantry Combat [Very Simple])

3 You issue a massive reorganization. It boosted the effectiveness of some formations. (Set technology: Reorganization to [Simple])

1 Mobilized Vilon Chaplain Cohort [Epic][Resilient]

1 Vilon Militia Phalanx [Very Strong-]

2 Mobilized Purifier Cohorts [Epic+]

2 Mobilized Vilon Liberator Cohorts [Epic+] [Resilient]

Vilon Chapter Master and Retine [Epic]

Purifier Host [Mobilized] [Epic][x6]

>>12152

[ Starkegrob]

1.) You manage to finish your defenses. (Add defenses: Starkegrob Citadel [Fortress])

2.) Despite the effort, it's found to be a failure and everyone seems very frustrated. A good portion of the regiments show up drunk and fights soon break out.

>>12164

[Santareians]

>>You have experienced national changes.

>>Add Bonus:

>>Tamperers: You may re-roll spells or actions that involve biology (magical or otherwise) if the dice roll is below 50 (once).

>>Remove:

>>2. A Reputation: Based on who you sacrifice and how, you will likely make people of that sort nervous…

1-2) The efforts on mobilization stop suddeny, but then move forward. Wew. (Alternative Mobilization 8/15)

3) You start working on better forms of biology. (Biology 2/6)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12195

>>12166

[Skyrates]

1. The dock is complete, yo ho! (Add unique building, player's name choice; +3 industry) (Add technology: Scaled Building [Primitive])

2. PYU is done. The tentative name was popular among a few of the lads, but we'll see if they change it. (Add unique building; university; +2 culture +1 industry)

3. You build a trade port! It's quite fine and worthy of the powers. (add unique building: player named trade port)(+2 currency) (add technology: Economics [Primitive])

>>12175

[Vhyriah]

1. The first magi-storm weaponry is ready. The doge personally went down to the docks to check the initial demonstrations and was, reportedly, pleased. (set technology: Magi-Storm Theory to [Average])(Add technology: Magi-Storm Effect Weaponry [Very Simple])

2&3. You begin working on a standardized fabrication facility. This should help you in a good deal of ways, but it will take a little time. 5/10)

>>12187

[Angles]

1. You try to assist the political situation but there doesn't seen to be much effect.

2. Oakwell is repaired and back to normal. Some additional defenses are added. (Set unique building: Oakwell to [Town][Lightly Fortified]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12196

File: 1445977336927.png (3.33 MB,2229x2066,2229:2066,Soren4.png)

>>World Event – The Well Rift: The fighting in the Necro Imperialis territories tapers off as the coalition forces appear to be retreat. As they withdrawl, the Necro Imperial surge upon Detachmeny 2702's base which was placed near the front. As they assume control of it, they notice that it is booby trapped – and too late they withdraw. Massive explosions rip Orgul, and appear to have set off the astral well. The distortion generated by the explosion soon grows in size, and units flee from; the Liches attempt to control the event by any means they have. Undead flee south, as do the harried survivors of the battle of the well – everywhere a common fear prevails and there is a mad flight from Orgul.

[Necro Imperialis: Lose 7 pop]

[Detachment 2702 no longer exists as a traditional nation]

>>World Event – The Device: Morgaz has activated his device. A massive pulse can be seen being emitted from the mountains where his lair sits. It appears to be powering slowly and his armies appear to be mobilized to defend it.

>>World Event – The Infestation: On Gul, the freak-troll swarms grow in vast numbers. They have begun to clash with the Elemental Chaos, and now blight the western part of that continent. They periodically attack anything they find, and are generally bothersome while also being highly dangerous.

>>World Event – The Technocracy: On Curlo's Chain, the Dwarven monarchy has fallen and a new technocratic oligarchy has seized power. This new “Immortal Technocratic Republic” builds on that nation's fine tradition of rationalization, technology, and unfettered acquirement of power by any means. The elves under their charge have escaped, and are nowhere to be found.

[The Lost no longer exists as a courtier]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12197

Dice rollRolled 92, 23, 9 = 124 (3d100)

>>12192

>FluffnStuff: >>10350

Population: 32(1.4/turn)

Raw Currency: 50 (11/turn)

Legitimacy: Good

Culture: (8)

Industry: (10)

Unique Buildings: [Council Headquarters], Aeroport [Primitive], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]

Defenses: (Tower/Wall Defense Network (Large)

Professional Military: 6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic++)[Armored], 1 Integrated Clansguard (Very Strong)[Brave] 3 Patchwork Clansguard (Very Strong), 3 Air Mages (Medium), 4 Goblin Blackhat Coteries (Medium) [Infiltrate][Sapper] 2 Gobtown Gaggles (Strong) [Infiltrate][Sapper][Resilient]

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, unmined] [Steel, Sustainable]

Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)

Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive] [Diplomacy, Simple] [Standardization, Primitive] [Rationalization, Simple] [Coinage, Simple] Unit Upgrade [Improvised]

Territories: (18)

1) Expand! Please? (4/10)

2) Continue training the army to work more as a cohesive unit. (3/8) (5 gold)

3) With the addition of the city-state of Starkegrob to the Republic, we should integrate their currency into the general circulation. (5 gold)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12198

>>12192

The Immortal Technocratic Republic

Government type: Military-Technocratic Oligarchy

Race: Dwarves

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: (23) (1/turn)

Food: (Excellent)

Raw Currency: (73) Income: (10/turn) Expenses: (Martial Law: set Income to 1)

Legitimacy: [Martial Law][Stable]

Culture: (12)

Industry: (23)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge]

Defenses: (Stone Traps, Good)

Military Units:

1 Eastwinds .Co Destroyer [Very Strong]

1 Dwarven Frigates (damaged)

1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge] - [Crippled; returning home]

>0 Royal Navy Destroyer's

>Mobilized Forces on the Field

>0

>Mobilized Forces at home

12 Mobilized Combat Clockworks Groups [Very Strong][Resist]

9 Mobilized Destroyer-Airships [Very Strong]

Resources/Quantity: Iron, [Buckling], Copper [Buckling], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable]

>Colonies

[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]

Market Gifts:

Steel [Lots]; Coal [Lots]; 70 Currency

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

Technology: (Copper, Iron, Stone) [Airships, Basic] [Aerial Warfare, Simple] [Civil Defense, Primitive], Steam [Simple], Command Crowns [Some], Standardization [Very Simple], Clockwork Fabrication [Simple], Rationalization [Average], Mobilization [Average], [Dwarf-Clockwork Integration [Very Simple], Large Scale Construction [Very Simple], Bombardment [Very Simple], Combat Clockworks [Simple], [Steel] [Steel Mill Blueprints], Salvage [Simple], Holy Weapons [Simple]

Territory: (12)

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. Captains of Industry – Every other turn, see what the capitalists are up to. Roll 1d100.

Mobilized: Industrial Efficiency: 50%

mobilization status: 3 turn.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12199

Dice rollRolled 14, 59, 79 = 152 (3d100)

>>12198

1. War has cost us some debt, and it is decided to pay this off primarily by the oldest, starting with the debt owed to the Gnomes.

TRADE: Bureaucracy [Primitive] to the Gnomes

Meta: [This wasn't on my stats for sometime, but I have confirmed I have this tech from the creation of the Bank from the first thread >>10986]

2. The need to finish up a Trade Port, as well as an Embassy, is made apparent by the numbers of technological exports and imports they will be making very soon. Thus the construction of these buildings resumes. 1/3

3. Troop Movement.

Despite the end of the "War" with the Undead, it's clear the status of war has not at all changed in the new republic.

Indeed, while the purpose of this next fleet is not known, it was stated as a "necessary liberation of another peoples of interest".

The fleet departs. On their way, they go to pick up some new Kaldorian friends, and meet up with some spider like allies.

Their final destination? Another place where dwarves live, in fire and lava, and yet bereft of an effective government. I dare say, an incompetent government.

10 Mobilized Combat Clockworks Groups [Very Strong][Resist]

9 Mobilized Destroyer-Airships [Very Strong]

2 Combat Clockworks remain behind, along with the injured Super Sky Dreadnought and a corporate destroyer, to help with security and domestic peace in the new government.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12200

Dice rollRolled 44, 6, 12, 78, 79, 81 = 300 (6d100)

>>12111

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (21.4) (1/turn)

Food: (Stable)

Raw Currency: (20) (4/turn)

Legitimacy: (Semi-Stable)

Culture: (17)

Industry: (10)

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 [Wurmrider Squad] Very Strong++++

[Deathgaze] Very Strong, Clever

3 [Wurms] Strong

2 Kaldorian Priestesses [Very Strong+++]

Resources/Quantity:

Copper [Sustainable][x2]

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

[Prisoners, some]

[Iron, Sustainable][x2]

Mildly-Burnt Freak-troll hide [some]

Freak Troll Minors [Some]

Wurmscale [Strained]

Fruit [Some]

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

Technology:

+Iron

+Stone

+Copper

+Wood

+Hideworking

+Exotic Creature Training[Average],

+War Drums [Average]

+War Animal Training, Average)

+Drum Amplifiers [simple]

+Composite-Material Armors [Simple]

+War Magic [Simple]

+Air Transport [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

>>You are mobilized: Industrial Efficiency: 50%

>>Lose 1.1 pop/turn

>>Set mobilization status: 1 turns.

>>Add mobilized unit: 3 Kaldorian Infantry Formations [Very Strong]

1. The Mobilized units shall go and Secure Mare, taking with them the Huntmaster and Warrior units

2. Continue researching those elemental spells 4/8

3.4. Begin praying to Galgoroth for an effective Military and success in the coming wars

5. Train up more Warriors to replace our losses

6. When the Technocratic Republic swings by we shall load up units to fight for them.

Units travelling to Mare:

3 Kaldorian Infantry Formations [Very Strong]

1 [Leonan Warriors], Strong;

1 [Huntmaster] Very Strong

Units travelling with the Technocratic Republic to their destination as mercenaries:

2 [WARDRUMMERS] Very Strong ++

2 [Wurmrider Squad] Very Strong++++

3 [Wurms] Strong

1 Kaldorian Priestess [Very Stron+++]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12201

Dice rollRolled 87, 34, 15 = 136 (3d100)

1/2 - Continue to break the ranks of the trolls, sending the Thrungradi fire elementals at the forefront and using the Titan of Rage to further harry them with its magmatic berth and destructive temper. The Sylpharen and Tempest lords provide aerial support, harrying the mutants and disorienting or toppling whole swaths to make them easy work for the tough-skinned Conscripts and Sentinels.

>1/3

3 - Ritual progress continues

>5/8

>>12194

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: http://pastebin.com/bBJyguE5

Population: (23.7) (1.3/turn)

Food: (N/A)

Raw Currency: (20) (3/turn)

Legitimacy: (Strong)

Culture: (5)

Industry: (7)

Unique Buildings: [Temple of the Earthly Awakening], [Godcaller's Circle]

Defenses: Elemental Patrols [Average], Thrakun Tuuman [Fortress]

Military Units:

1 [Roilshapers][Epic];

2 [Fist of the Herald][Very Strong];

1 [Titan of Rage][Very Strong];

3 [Tempest Lords][Strong+];

2 [Thrungradi][Strong];

2 [Verduran Sentinels][Strong];

3 [Earthbore Conscripts][Medium][Infiltrate];

2 [Sylpharen][Medium][Infiltrate];

2 [Dryad Grovespeakers][Medium];

4 [Brinemantle Scouts][Weak]

Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable]; Star Metal [Average+]

Magic/Spells: (Primal Elemental) (spells: Quake [Simple]; Firestorm [Average]; Ritual [Primitive])

Technology: (Stone, Copper, Iron, Wood)(Metallurgy [Good]) (War Magic [Average])(Luddic Armor [Very Simple]) (Alternative Mobilization [Leylines][Primitive])

Territory: (Variable)

>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

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.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12202

>>12188

"Dominion, mmm?." The sylph makes what could be construed as a nod, or may simply be an idle swaying of the head. "We have… sensed your kind. Extraplanar interlopers meddling in the rites of this plane, but… you are allies of Order and Balance, and we are in dire times, and dire need of friends." Far below, battle rages as the elementals turn the tide against the trolls. "We will trust in your aid, if you will share with us these new truths before we strike the foul necromantic fiends that plague this world."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12204

>>12123

A dwarf envoy approaches the lands of the Morphs.

I'm not sure whether morphs have noses, but if they did they might detect the faint stench of rotted flesh from this next envoy.

"Greetings esteemed Morphs. T'was not long ago we were in contact and we brought forth the mighty one Vincent to make his mark on the world.

And truly will his tale in the great battle that has no passed will forever be remembered in these new massed produced writings of yours.

I represent a . . .shift in the Dwarven Government. As such, I represent the Immortal Technocratic Republic now. And just as the old government was eager to conduct trade with you, so too are we."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12205

Dice rollRolled 83, 9, 17 = 109 (3d100)

1. Continue research into Raw Magic. (4/20)

2. Kali lowers her arms deep into the Earth and feels the beat of the Great Mother. Gaia breathes and so, impossibly did Kali. The pulse of stone that trembled with glacial slowness, the tides of molten metal and rock. Kali felt her own stone heart beat alongside the mother of all Sculpted. And with each slow thump within her chest, with each moment she stayed connected with Gaia she lived. Truly lived.

Around her the Sculpted tended to their projects, and they too began to feel their hearts begin to beat. Strength flowed in their limbs and small scratches and other wears of time faded. (4/8)

3. Build a town upon Pegal. We will not give up, from the earth shall rise a place to live and be one with the Earth Mother.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12206

>>12205

Stats

http://pastebin.com/AKD7Tva1

Also I think I'll spend 20 gold each on actions 2\3.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12207

>>12202

"For now the truth of the Vilon is that we will make peace, secure its borders and save what we can of the peoples of Gul. Shezeb will indeed become a island of Order and Balance. As for the truths…a great rift has opened in the west as I imagine you felt the forces of its opening and we wonder what Morgaz's glowing device will accomplish. Carry on in your works, and feel free to seek our council in future."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12208

>>12207

The sylph bows its head briefly, as though in communion elsewhere. It returns, bright eyes glinting. "Three times now we have had… correspondence. Three times the diplomats have left, never to be seen again, unconcerned with our struggles." It rumbles, jaded slightly. Can an avian construct of wind and light be jaded? "We will be taking an emissary with you, to maintain talks. We will not continue in silence as we have done. And if what we hear is true, you will need what council you can get."

It pauses briefly, considering. "There are too many troubles on this plane. We will aid you, and counsel with each other, but the Tunak Tuarum has plans of its own. For now we must leave the wicked nations of this world to fester. They are across the sea, unassailable. But one day they will know retribution. Until then…" it bows its head once more, this time in deference. "I am Gale-on-Sunaen-Sea, emissary of the Tunak Tuarum to your people."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12209

>>12204

The morphs that the dwarves came upon were Cain and Tinsel. Cain met them before Tinsel had a chance to speak. "Yes, you're the ones that he spoke of. He did not mention you were… undead. Of course, The Order has no problem with this. What is it you desire to trade?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12210

>>12195

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: (23.2) (1.1/turn)

Food: (Very Stable)

Raw Currency: (64) (27/turn)

Legitimacy: (Stable)

Culture: (11)

Industry: (20)

Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz], [Foundry Platform]

Defenses: Tower Network [Very Large]

Military Units: 3 Vyriah'n Airships(flying units) [Strong]; 3 Vyriah'n Guard (Ground Units) [Medium], Vyrian Mad Scientist Cohort [Very Strong+][Clever]

Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market] {Strained 1/3 turns}, Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [Sustainable][Market], Steel [Sustainable] {Strained 1/3 turns}, Darksteel [A little]

Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])

Technology: (Stone, Wood, Gems, Iron, Steel, Darksteel) Aerial Warfare [Basic], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Average], Advanced Hulls [Simple], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Average], Counter-Espionage [Simple], Morgazian Air-War [Average], Civil Defense [Primitive], Magi-Storm projectiles [Basic], Magi-Storm Cannons [Basic], Rationalization [Simple], Standardization [Very Simple], Magi-Storm Effect Weaponry [Very Simple

Trade route: Air Dwarves [Medium; +3 industry / +3/currency/turn] Dominion [Mediocre; +1 industry; +3 currency/turn] Patchwork Republic. [Medium; +1 industry / +4/currency/turn; +.1/pop/turn]

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.

1-3. Finish up the standardized fabrication facility. 5/10

(Magi-Storm Theory was already at average)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12211

Dice rollRolled 4, 26, 86 = 116 (3d100)

>>12210

now with dice

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12212

Dice rollRolled 88, 28, 47, 4, 96, 7, 22 = 292 (7d100)

>>12112

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: (23) (.8/turn)

>Food: (Very Good)

>Raw Currency: (64) (10/turn)

>Legitimacy: (More Stable)

>Culture: (3)

>Industry: (13)

>Unique Buildings:

+ Khazan Parliament

>Defenses: (Underfortifications, Huge Elaborate), (Magma Pumps [Basic])

>Military Units:

+ Draconius of Khazania [Epic] [Resilient] [Slayer] [Injured]

+ 1 (Khazanian Shieldbreakers), [Very Strong]

+ 7 (Khazanian Patriots) [Very Strong][Brave]

>Mobilized:

+ 4 Mobilized Khazan Draftee Formations [Very Strong][Plucky]

>Mobilization Status: Industrial Efficiency: 50% 1 turn

>Resources/Quantity:

+ Iron [Sustainable]

+ Stone [Sustainable]

+ Magma [Sustainable]

+ Coal [Sustainable]

+ Steam [Infinite]

+ Gems [Some]

>Magic/Spells: (Magical Artifice) (Spells: Imbue Equipment, Good; Earthshaping [Basic])

>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Average], Bureacracy [Primitive], Counter-Espionage [Basic], Mobilization [Simple], Rationalization [Primitive], Magma Utilization [Average], Tunneling [Basic], Psi Dampening [Simple], Close Quarters Fighting [Very Simple], Elemental Resistance [Primitive], Holy Weapons [Simple], Professional Army [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.

Counter-Espionage Research 3/6

Elves 1/2

Earth Shaping Guerilla Warfare 3/8

(1 - Reroll for unable to tech-share) Work on removing Injured Status from Draconius.

2. Continue improving the counter Espionage Research 3/6

3. Continue to work on Earth Shaping Guerilla Warfare for the defense, now it will become more important than ever. 3/8

4-7. Continue to field a large number of well trained professional dwarven warriors well adapted to the close warfare and earth shaping tactics of the underground. Being deep within the mountain will protect them from any bombardments, however they will still have to defend the capital.

Also idk, does Mobilization [Simple] somehow influence industrial capacity or anything of the sorts?

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12213

>>12212

Use 30 currency to prop up professional army recruitment additionally.

Use another 30 currency to prop up Earth Shaping Guerilla Warfare.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12214

Dice rollRolled 52, 4, 2 = 58 (3d100)

[Morph][Order of the Advent]

http://pastebin.com/wGkYEbjx

Population: (17.8) (1.4/turn)

Food: (Very Stable)

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

Legitimacy: (Very Stable)

Culture: 5

Industry: 6

Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town];[Northpoint Fortress][Fortress]

Defenses: Wooden Walls [Simple]

Military Units: [Vincent][Very Strong+][Flight]; 2 [Meli, Dez][Very Strong]; 6 [Xenon, Tinsel, Cain, Regent, Lem, Fitzgerald][Medium]

Resources/Quantity: Copper [Sustainable]; Gems [Sustainable]; Iron [Sustainable]; Wood [Sustainable][x2]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x2]; Silver [Sustainable]

Magic/Spells: [Morph Pluralist: Average] (spells: Arche's Fist [Simple])

Technology: [Steel];[Metallurgy, Good];[Diplomacy, Average];

Trade Routes: [none]

Territory: (4)

Bonuses:

1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.

2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.

Eccentricities:

1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)

—–

[Progress]

-Printing Press (1/6)

-

-

—–

1. The process standardize writing and communication through books is continued. While device blueprints are now close to completion, the machines themselves must be built. [Gain [Culture] [Tech: Communication]] (1/6)

2. Seeing as the wooden steam generator failed, an attempt at an alternative energy source is developed. By drawing from the morphs' naturally high lifeforce, silver wires will directly channel said energy into pods referred to as "Morph Batteries". While seemingly advanced, Morphs Batteries are a fairly common system used on many planes to generate energy for morph settlements. The purpose of the previous attempt at energy was due to the shortening of morph lifespans fur to the batteries, however if need be the tech can be created. [Gain [Industry] [Tech: Energy] and [Tech: Advanced Technology]]

3. Due to the lack of military forces, defense or otherwise, The Council decides to hold a tournament to find a champion among them. The rules are simple, morphs compete to prove themselves as the strongest within The Order. Combat is to be nonlethal. Severing of limbs is allowed due to morphs' regenerative abilities. Only natural shapeshifting abilities are allowed, as outside equipment is forbidden. [Attempt to gain an [Epic] or higher hero unit.]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12215

>>12214

[META][Spend 10 raw currency on action 2, and 10 currency on action 3 in order to mitigate effects.]

(Jesus, these rolls have been shit.)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12216

Dice rollRolled 99, 4 = 103 (2d100)

>>12194

>>12197

>>12152

Population: 32(1.4/turn)

Raw Currency: 50 (11/turn)

Legitimacy: Good

Culture: (8)

Industry: (10)

Master Buildings:

[Council Headquarters], Aeroport [Primitive], [Temple of the Traveler], [Gobtown], [Bogart], [Starkegrob], [Patchwork City Marketplace]

Defenses: (Tower/Wall Defense Network (Medium), Starkegrob Citadel [Fortress]

Master Military:

6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic-), 1 Integrated Clansguard (Very Strong)[Brave], 3 Patchwork Clansguard (Very Strong), 3 Air Mages (Medium), 4 Goblin Blackhat Coteries (Medium) [Infiltrate][Sapper], 2 Gobtown Shyster Gaggles (Strong)[Infiltrate][Sapper][Resilient], 3 Starkegian Infantry Regiments (Very Strong)

Resources/Quantity:

[Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, unmined] [Steel, Sustainable]

Magic/Spells:

(Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)

Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive] [Diplomacy, Simple] [Standardization, Primitive] [Rationalization, Simple] [Coinage, Simple]

Territories: (18*)

—–

Courier Specific Buildings:[Starkegrob]

Defenses: Starkegrob Citadel [Fortress]

Courier Specific Military:

3 Starkegian Infantry Regiments [Very Strong]:

-1st Starkegian Infantry Regiment, "The Retrievers"

-2nd Starkegian Infantry Regiment, "The Stark Town Giants"

-3rd Starkegian Infantry Regiment, "The Kleins"

Bonus: [Strategic]

1+2.) Clearly it is the work of those weedly Kleins (with the goblins being connected somehow, they who share a similar shortness) that the training session was a failure! Reprimand them for their foolishness, and let the training continue under more stringent guidelines that such poor displays do not arise again.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12221

Dice rollRolled 54, 91, 96, 22 = 263 (4d100)

>>12193

1.Teach Mass Raise Undead [Average] and Undead-Living Diplomacy [Simple] to Sky undwarves. Now that they have joined us in undeath it is time they learn our ways.

2. Work on our legitimacy We need to get the people to accept we are the new power without needing to stay in a state of martial law. Maybe convince them the emperor named Azazis his heir so in a way the line has continued.

3.Try to close this rift. Do what we can. To at least keep it from exploding more or opening more while we are studying it.

4.Time to work on our government.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12222

Dice rollRolled 48, 100, 34 = 182 (3d100)

>>12194

http://pastebin.com/qHh95n86

(Mass Warfare was already simple, also scaled construction upon completion of second fort?)

Demobilize, it is time to rebuild and let the dust settle. Nations have changed, in essence or in will and in the light of truth. Let us make Shezeb the land the island of peace.

1 Ideal Forms; Avatars. So we will continue to refine the powers of the avatars and gain a better understanding of the realm they come from and what this power can be refined into.

2 Equipment Making. The hand made arts and armors of vilon are elegant and strong, delivered from the issues of mortal craft and wielding considerable skill from many years.

3 Trade Route, Vyriah. They have a route with us so we should make ours with them for the goods and sciences they have are interesting and they have gained considerable industrial strength to where we can benefit from sharing techniques and open markets.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12224

Dice rollRolled 13, 98, 62 = 173 (3d100)

>>12208

"Your aid would be most welcome wind elemental. Like, ummm, do you mind if we call you Gale? I had an aunt name Gale and she was soooooo pretty. Lets talk later, bye bye" so the vilon girl flew off to join her people.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12225

>>12222

>>12222

(I forgot I needed to save the elves again, so if my third action could be to look for the elves that fled and tell them they will be safe with me under the Holy Trinity)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12227

Dice rollRolled 33, 61, 19 = 113 (3d100)

The Detachment was gone. In its wake it left the first of many devastating actions - a giant missing chunk of Orgul. The brain power behind the Detachment was shifted under the cover of darkness and shadows of covert action to various nations on the Plane. While their methods have changed their mission had not. Engineers and arcanoalchemists could be found from the lairs of Morgaz to the sky-cities of the Patchwork Republic, offering their services for a hefty price - but a price well worth it. Across the Plane strange goods could be found. Stones that projected images, weapons with such power that the world had only seen in the hands of a privileged and well trained few - visitors from another world. In the shadows, behind the scenes, another force was at work to complete their unknown task. Before the Detachment had been a vague myth prior to the War of the Gate. This group, this new force, didn't even exist. It was a conspiracy theory at best and a mere rumor at worst. The Detachment had turned into mercenaries, arms dealers, entertainment moguls, scientists, politicians, and civil leaders. They were everywhere, watching everything. In a way they had become this Plane's CAPITOL.

1-2. Construct THE SECRET LAIR in whatever unattended dormant volcano remains on this Plane. There has to be a few. If for some reason I can't find one find some other suitable location for a secret base.

3. Make a tech transfer of a crate of psilocks for a literal ten tons of food from Regalia. We'll stash it in the base later.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12237

>>12227

Regalia canceled the deal - but I failed anyway so it hardly matters.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12240

>>12237

[Didn't have the trade slot left. You'll probably need a turn to make them before you trade them? Since it's tech you shouldn't need to make them actually.]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12244

>>12222

(Quad power get)

So the Vilon set to making arms and armor, shaping metal with personal kits and knitting cozies for the war-horns and sheathes in circles where they could gossip the day away and make piles of armor pads and arrows. They would stitch and socket the armor and set blades in hilts till they had multiple sets of armor and then make fashionable armor with big shoulders and wide hip metal skirts big enough to cover victorian dresses that had such craftsmanship as to still be quite functional. After years of making their own it was effortless to craft these shining blades and great shields and greaves. The aim was function and form, an extension of the balance and strength in your body. A blade would dig deeper when you wanted it and rending flesh and wrenching bone without breaking.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12251

Dice rollRolled 25, 33, 53 = 111 (3d100)

>>12194

Population: 21.7 (+1.2/turn)

Food: (Very Stable)

Raw Currency:12 (+5/turn)

Legitimacy:(Stable)

Culture: 13

Industry: 9

Unique Buildings: Black Ziggurat, [Temple of the Raven +2 industry, +4 culture.][Academy of the Flesh; Santerians; +1 culture: +2 industry]

Defenses: Tunnel Defenses [Small]

Military Units: 5 Berserk Warbands [Very Strong] 2 [Shadow Walkers] [Very Strong]

Resources/Quantity: (Iron [Sustainable]; Copper [Sustainable]; Stone [Sustainable]; Flux [Sustainable]; Raw magic [trace]

Magic/Spells: Santerian [Good];Shadowlands Walk [Good]) (Magi-Biology)

Technology: Wood, Stone, Metallurgy [Simple]; War Magic [Simple];Medical [Simple]; Biology [Simple]; Statecraft [Primitive]

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.Tamperers: You may re-roll spells or actions that involve biology (magical or otherwise) if the dice roll is below 50 (once).

Eccentricity:

1. Literally Cavedwellers: Other humanoids don't react well to you for some reason..

Alternative Mobilization 8/15

1) The importance of service to the goverment is explained, money is placed into the project so the message can be spread further (Alternative Mobilization 8/15, 10 gold to rush

2) The human body is indeed interesting, and worth learning, the first delving into science by these simple people (2/6)

3) Begin expansion of territory, the south east of our capital can be utilized- and hardly anyone is willing to live among these mountains anyways.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12252

Dice rollRolled 15 (1d100)

>>12251

2) Re-Roll, Tamperers aspect for biology work

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12254

Dice rollRolled 5, 63, 52 = 120 (3d100)

>>12195

Name:Skyrates

Race: Assorted

Color: Pink

Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to

strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic

mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over

arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains

represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The

Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any

one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic

enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful

balance they have worked to set up.

To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,

airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their

assorted functions.

Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.

Economy Type: Pirate Free Market

Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.

Location: Ribwall

Population: (12) (1/turn)

Food: (Good)

Raw Currency: (20) (+7/turn)

Legitimacy: (Average)

Culture: (7)

Industry: (9)

Unique Buildings: [1 Pirate Council Hall] [1 DreadDock Super Dock] [1 Black Market Goods Trade Emporium] [1 PYU Pirate Univerity]

Defenses: Aerial Patrols [Average]

Military Units: 4 [player named airships][Very Strong]; 4 [Player named ground units units][Medium]

Resources/Quantity: Rum [Sustainable][Market]; Iron [Sustainble]; Copper [Sustainable]; Wood [Sustainable][x3]

Magic/Spells: (Aero-Piratical [Simple]) (spells: Summon Ghost Pirates [Simple])

Technology: (Iron, Stone, Wood, Copper) Airships; [Average]; Air-War [Average]; Scaled Building [Primitive]; Economics

[Primitive]

Trade Routes: [none initially]

Territory: (3)

Bonuses:

1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or

opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes

undefended/non-military, roll 1d10. This does not apply to creatures.)

2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes

traditionally shipboard marines and boarding parties.

Eccentricities:

1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,

disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.

2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.

1. PYU will start working up new ways to upgrade the DREADDOCK Super Dock, as well as possibly upgrade our ships as well

2. Work on some expansion. See if we can't find more resources to start really trading.

3. Have some of our more magical pirates (Voodoo pirates, sky mages, etc) work on better Aero-Piratical spells.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12256

Dice rollRolled 56, 90, 41 = 187 (3d100)

>>12254

Shit. Spend 10 currency to mitigate that first roll.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12258

MEANWHILE

An unmarked ship flying rather droll colors comes to port in the Advent main city. It's rather inconspicuous, a man wearing decent leather clothes comes off and makes his way to the market center, asking all the right questions and greasing all the right palms, to get towards someone who may help…run the local undermarket..or even the actual market if they are savvy enough.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12261

>>12258

Xenon emerged from the crowds to the only non-morph. How 'inconspicuous.' Larger than the other morphs, Xenon relied on strength and intimidation alone to make his statements. Needless to say, he made it quite well. "And who are you, stranger?" He asked, looming over the outsider.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12264

>>12261

Well, he was less conspicuous then he could have been. He could have been wearing full out "I"M A PIRATE' outfits. Looking at Xenon, he smiled. "Ah. I'm Dargo, a merchant for a near by…league of sorts. I'm looking around for some…business propositions for trade of various kinds." he told the large Morph, his language pointing at the fact he was looking for more then just legit trade deals.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12282

Dice rollRolled 16, 77 = 93 (2d100)

Name: Angle Confederation

Race: Primarily human (Living)

Color: Pink A on Black

Fluff: The Angle Confederation was founded by a group of merchant crews turned smugglers and later, pirates. Seeking a life with less of the more troublesome decrees of those that would call themselves the masters of others, the Confederation vanished into the wilderness. In time, the Confederation was forced to turn to smuggling and piracy for hire to survive, though they often produce a healthy variety of alcoholic brews that are almost a form of defacto currency. The Confederation is highly dependent upon outside sources for technology to keep their air ships in working order, and is often forced to improvise during military situations.

Elves are often considered to be the main foe of the Angle Confederation, as most view them as stuck up Imperialists that seek to enslave their kin, though a small number of elves have come to live among the Confederation. Most are eventually broken of their superior attitude by a seemingly coordinated series of pranks or quickly say a number of rude things as they leave.

Best described by outsiders as 'a bunch of drunken smugglers, pirates, farmers and moonshiners', the Confederation still holds to a rough code of internal and external conduct. One must serve the Confederation to earn the right to vote or own land. One must own land to seek office in the Republic.

Government Type: Militaristic Confederate Republic.

Economy Type: Semi-cooperative Free Market. Food is often shared, but most barter services in return.

Religion: The Angle Confederation often recognizes the Four Winds as dieties, but above them worships a great bird (exact bird is a matter of a number of honor duels) known as Maliel the Wise. She is said to have been a source of wisdom and knowledge to the first Captain of the Angle Confederation. A number of lesser superstitions are known to exist among different families.

Location: Orgul

[Courtier of Necro Imperialis]

Necro's Stats: https://docs.google.com/document/d/1BCa5hJHfN0I9_XSkYqusYJRgRoBED49vqmVuqBKgFRA/edit

Angle-specific Things:

>>Population: 6 (+1/turn)

>>Unique Buildings

Oakwell [Town][Lightly Fortified]

>>Military

+3 Confederate Irregulars [Very Strong]

>>Technology

Urban Pacification [Primitive]

Hey, did anyone else feel the ground shake? And notice all of those… are those metal dwarves and undead running south?

1 & 2.

The Angle Confederacy begins evacuations South to Orgul Major. Rumor has it Orgul might be destroyed!

[Move all Military & 4 population to Orgul Major. The other 2 population are stubborn and stay in OakWell.]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12285

Dice rollRolled 24 (1d100)

Morgaz's device roll.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12286

An emissary is sent to morgaz. Both to enquire if he has any advice on the rift situation and if there is something he needs our help with (having obviously started doing something big)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12287

>>12286

[Morgaz]

You stand outside Morgaz's gate. The massive weathervane-like-tower seems to extend into the sky. It crackles with energy and makes a slight whirring noise. Everywhere you see soldiers on patrol, in flight, and large dragons are making loops around the fortifications that now seem to be extensive. From inside, an ambassador appears and speaks to you from the battlements.

"Greetings friend from Necro Imperialis. This is Morgaz. I am currently utilizing an intermediary here, as I am in my lab trying to stabilize the device." He pauses. "What do require."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12288

>>12287

I was sent for two reasons great dragon Lord.

As im sure you have noticed our defense of the well didn't exactly go off without a hitch. The rift there could be very problematic. My first task is to see if you have any advice for closing it. My second task is to enquire if you need any assistance with your current endeavors. As obviously you are doing something quite big. For your assistance at the well we still feel we owe you assistance if you should need it.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12289

>>12288

[Morgaz]

The diplomat pauses. "You know they were my finest? They had been with me through the civil war." He pauses again. "I know all of them by their first names."

For a second the diplomat seems to look away, and then he turns back toward you and continues. "I will expect their bodies, or what is left of them. A team is already being dispatched deal with the portal. My device isn't working quite so well yet, and so the portal will continue to expand. Once it is properly powered, it will stop most of the leakages and stabilize the plane." He speaks slowly and then says "this… should close the rift."

Behind you there is a boom as a large bolt of lightning from the device hits a passing cloud.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12290

>>12289

"Their bodies shall be returned with full honours. I vow it on my faith to pezar!!! " shouts the diplomat before leaving.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12291

[Patchwork]

1) You expand to claim more of the island and swallow up still more small villages, hamlets, and tiny single freebooters. The hermits aren't happy, but nuts to them. (Add 4 hex; +.1/popturn; roll 1d3)

2) You manage to finish your training in drill. This should help your army generally, but it will also make them less prone to retreat. (Add technology: Drill [Primitive])

3) Starkegrob's economic system is a little strange, and your bureaucrats have trouble understanding how some of it even functions. No real progress is made and everyone seems really very annoyed and tired.

[Technocracy]

>>You receive: Mass Raise Undead [Average] and Undead-Living Diplomacy [Simple] from Necro Imperialis

>>This translates into: Mass Raise Undead [Very Simple] and Undead-Living Diplomacy [Simple]

>>War boon: Add technology: Total Mobilization [Primitive]

[reset mobilization counter]

>>You are mobilized: Industrial Efficiency: 50%

>>Lose 1.1 population [You Clockworks are mitigating the utilization of your population.]

>>Set mobilization status: 1 turn.

Add mobilized units: 3 Mobilized Combat Clockworks Groups [Very Strong][Resist]; 2 Mobilized Destroyer-Airships [Very Strong]

1. You traded Bureaucracy [Primitive] to the Gnomes.

2. You manage to finish the embassy, but the port remains undone. (Add embassy [???nation])

3. You moved your units.

10 Mobilized Combat Clockworks Groups [Very Strong][Resist]

9 Mobilized Destroyer-Airships [Very Strong]

>>12200

[Kaldor]

>>You are mobilized: Industrial Efficiency: 100%

>>Lose 1.1 pop/turn

>>Set mobilization status: 1 turns.

>>Add mobilized unit: 6 Kaldorian Admixture Formations [Very Strong]

1. You send your units to Mare. They find that the entire area is a massive ruin and heavily blighted by freak-troll corpses that have been burned. The entire city is a massive wasteland; the carnage stretches for miles as vast mounds of freak-troll corpses are found. They attempt to claim the area given that there's nothing but ruins really. (expansion 5/10) (you units moved)

2. The research breaks down after a fire caused by one of your priests starts spreading. Some Kaldorians are killed, but not many. (lose .2 pop)

3.4. Galgoroth seems to hear you and blesses one of your priestesses (Add 1 [player named priestess][Epic])

5. You train up a good deal of warriors to fill the ranks. (Add 2 player named unis [Very Strong])(Add technology: Professional Armies [Simple])

6. You move your units.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12293

[Elemental Chaos]

1/2 – The trolls are exceedingly numerous but you manage to clear and burn large amounts of them. Sometimes you spot large dragons making strafing runs on the awful things from afar, but they never get close enough to interfere. The swarms are utterly teeming: they appear to have gorged on the carrion of a large city! Two of your sentinels are swarmed and destroyed as they improperly move against a large mass. This feels rewarding, really. (Disband 2 Verduran Sentinels) (2/3)

3 – The entirety of the horde is concerned about the freak-trolls. This seems to disrupt research and little seems to get done. The constant keening noise the trolls make is even worse. Awful. (Ritual research: 6/8)

>>12205

[Sculpted]

>>You are mobilized: Industrial Efficiency: 100%

>>Lose 1.0/pop.

>>Set mobilization status: 1 turn.

>>Add mobilized units: 8 Mobilized Multipurpose Sculpted Squads [Very Strong][Resist]

1. The research seems to continue onward. You get the feeling that you won't be able to move much more forward beyond your current understanding without more of the stuff. (Raw magic 9/20)

2. While the ritual is well planned, there seems to be something wrong with the earth and the world as of late. Progress is limited. (Research 5/8) (-20 currency)

3. The town effort again proves problematic. On the bright side you managed to get the foundation in and some headway is made. (Town 2/10) (-20 currency)

>>12222

[Dominion]

[You are demobilizing. You will demobilize in 1 turn.]

>>Add technology: Total Mobilization [Primitive]

[GM: Set technology: Mass Combat to [Average]; set Fortifications to [Above Average]]

1 Ideal Forms; Avatars. You begin work on a more generally applied form of avatar summoning and magic generally. This will result in “avatar theory.” (5/12)

2. Your equipment making skill suddenly experiences a massive surge in effectiveness as several artisans unleash special techniques. They even stumble upon a new type of magical weapon: avatar weapons! (Set: technology: Equipment Making to [Good])(Add technology: Avatar Weapons [Primitive])

3. You establish a middling trade route to Vyriah. It's not that impressive for some reason that you can't really explain. (add trade route: Vyriah [Small; +2 industry])

>>12210

[Vyriah]

>>Trade: You receive Bureaucracy [Primitive] to the Gnomes. This translates perfectly.

[[correction: Set Magi-Storm theory to “Good”]]

1-3. The standardization facility is complete and now can produce a good deal of standardized equipment. You've even manage to rig it to a Magi-Storm power system to keep it running, though the technology “electricity” hasn't been formalized yet… (set standardization to: Average]; Rationalism to [Average]; +1 industry [Add unique building, player's name choice]

>>12212

[Khazan]

>>You are mobilized: Industrial Efficiency: 100%

>>Lose 1/pop.

>>Set mobilization status: 2 turn. The war is now being taken as defensive in nature.

>>Add mobilized units: 8 Mobilized Khazan Mixed Formations [Very Strong][Plucky]

1. Draconius feels back and better than ever. It's just a scratch to him, and he's seen worse than an undead city full of dragons, clown spiders, crashing airships, and hedge necromancers. Just not much worse. (reset Draconcius status; add +++]

2. You finish your research into counter-espionage. We now have some clever ways to suss out spies and other evil people. (add technology: Counter-Espionage [Simple])

3. The earth-shaping guerilla warfare technology moves forward, but it's just sorta slow. Really, these researchers… (Guerilla Warfare 7/8) (-30 currency)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12294

4-7. You draft many many new soldiers and troops into the ranks. (Add 7 units [Very Strong][Brave][Check your currency upkeep!](add technology: Drill [Primitive]) (-30 currency)

[GM: Mobilization is factored into the mobilization pool table; more tech = more units]

>>12214

[Morph]

1. You make some good progress on communication despite other…mishaps also occurring within the nation. (Add technology: Communication [Simple])

2. The batteries prove to be a disaster initially and cause at least one small fire, and possibly more. Great. (lose .1 population) (-10 currency)

3. The session quickly turns into a disaster after a morph is killed accidentally when his opponent flies into a rage and goes for a lethal strike. The entire situation turns into a scandal and nothing seems to get done. It's just atrocious generally. (-10 currency)

>>12216

[Stargekians]

1+2.) The training goes better this time. You think you have a better understanding of drilling methods and you improve the patchwork methods by a good deal. A unit is even made available from the drilling. (Set technology: Drill [Simple])(Add 1 player named unit [Very Strong+][Brave])

>>12221

[Necro Imperialis]

>>You are mobilized: Industrial Efficiency: 100%

>>Lose 1.4/pop.

>>Set mobilization status: 5 turns. The war is now thought to be offensive in nature.

>>Add mobilized units: 6 Mobilized Multi-Purpose Skeleton Formations [Very Strong]

1.You sent the technology to the technocracy.

2. You manage a coherent strategy of propaganda, war triumphalism, and fear. It seems to placate the masses and you are soon able to restore basic order to society. You have won. (Set legitimacy to: Very Stable)

3. Morgaz's team arrives. It is two large dragons and a considerable amount of engineers, priests, and engineers. They think they've managed to slow the growth of the rift and they go on to mention that Morgaz's device – they call it the “striation device” is the only thing keeping the situation from turning into a disaster. You manage to pick up a few things from them as they talk… (1/2) (+1 industry +1 culture)

4.You start trying to stabilize the political situation. It's not going very well, as the odd monarchist is still found. (1/2)

>>12227

[CAPITOL]

1-2. You manage to establish a secret base that cannot easily be found. (Add unique building [player named base](add units: [player named base guardians][Very Strong++++][Infiltrate][Guerilla]

3. The trade deal didn't work out.

>>12251

[Santareia]

1) Despite the importance, the issue can't really be hurried as much as you would like. Several researchers are locked in a 'high theory' debate. (Alternative Mobilization 12/15) -10 currency)

2) You continue working on biology. It goes on without any really important advances you can speak of. (4/6)

3) Expansion starts now that the political situation has calmed down a little bit. You feel confident once again about progress and resources to be found. (4/10)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12295

>>12254

[Skyrates]

1. While it was initially thought to be a good idea to work on retrofits, a few explosions at the dock seem to have stalled the issue. There wasn't any real damage but some of the crews are shaken up. (-10 currency)

2. Your pioneers start clearing the surrounding area with their usual gusto. You told them there were some gems – and some women. This seems to have motivated them and they work furiously. Har har. (Expansion 6/10)

3. The assorted magically-inclined pirates congeal for a meeting. It actually goes very well and they share respective interests. Apparently there's actually a very strong culture of magic within the pirate city and your can draw from their immense pool of talent. No, seriously. (Research: Aero-Piratical 4/6)

>>12282

[Angle]

1 & 2. You move the population you can move to Orgul. You construct a small town in good order to keep the rain out. Whew! (Add unique building, player's name choice [Hamlet])(Add 1 hex)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12296

Dice rollRolled 52 (1d100)

Morgaz's device roll..

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12297

Dice rollRolled 1 (1d3)

>>12291

Rollan for expansion

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12298

File: 1446011420585.jpg (137.26 KB,638x367,638:367,Archadia_8th_Airship_Fleet.jpg)

>>12252

>>12251

A combined fleet approaches the Santerians consisting of:

ITR

10 Mobilized Combat Clockworks Groups [Very Strong][Resist]

9 Mobilized Destroyer-Airships [Very Strong]

and Kaldorians

2 [WARDRUMMERS] Very Strong ++

2 [Wurmrider Squad] Very Strong++++

3 [Wurms] Strong

1 Kaldorian Priestess [Very Strong+++]

Totalling a force

Alas, the expected Spider Allies would be late for today, (and since new ruling implementation could not make a move on the makeup turn), but they were almost literally just a hop and a skip away.

Rather than make a surprise attack, an undead Dwarven Envoy approached, heralding via a loudspeaker the demands of the fleet.

"Attention! Dwellers of the Caves!

We are the Technocratic Republic, and we have set our sights on these lands and its resources.

Think of your families, think of yourselves. Surrender peacefully, surrender your lands and resources, and submit to Technocratic Authority. Become a [courtier], and your lives, your leaders, and choice of mortality shall be spared. And you shall become privileged citizens in the Republic.

Resist and face the full wroth of our forces!"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12299

The Immortal Technocratic Republic

Government type: Military-Technocratic Oligarchy

Race: Dwarves

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: (22.9) (1/turn)

Food: (Excellent)

Raw Currency: (74) Income: (10/turn) Expenses: (Martial Law: set Income to 1)

Legitimacy: [Martial Law][Stable]

Culture: (12)

Industry: (23)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge], Embassy [Necro Imperialis]

Defenses: (Stone Traps, Good)

Military Units:

1 Eastwinds .Co Destroyer [Very Strong]

1 Dwarven Frigates (damaged)

1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge] - [Crippled; returning home]

>0 Royal Navy Destroyer's

>Mobilized Forces on the Field

10 Mobilized Combat Clockworks Groups [Very Strong][Resist]

9 Mobilized Destroyer-Airships [Very Strong]

>Mobilized Forces at home

5 Mobilized Combat Clockworks Groups [Very Strong][Resist]

2 Mobilized Destroyer-Airships [Very Strong]

Resources/Quantity: Iron [Buckling], Copper [Buckling], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable]

>Colonies

[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]

Market Gifts:

Steel [Lots]; Coal [Lots]; 70 Currency

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

Technology: (Copper, Iron, Stone) [Airships, Basic] [Aerial Warfare, Simple] [Civil Defense, Primitive], Steam [Simple], Command Crowns [Some], Standardization [Very Simple], Clockwork Fabrication [Simple], Rationalization [Average], Mobilization [Average], Total Mobilization [Primitive], [Dwarf-Clockwork Integration [Very Simple], Large Scale Construction [Very Simple], Bombardment [Very Simple], Combat Clockworks [Simple], [Steel] [Steel Mill Blueprints], Salvage [Simple], Holy Weapons [Simple], Mass Raise Undead [Very Simple] {Average from Necro} and Undead-Living Diplomacy [Simple]

Territory: (12)

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. Captains of Industry – Every other turn, see what the capitalists are up to. Roll 1d100.

Mobilized: Industrial Efficiency: 50%

mobilization status: 1 turn.

>>12298

"Remind me again why we headed for the Khazan's but took a detour to the Santerians?"

"Simple. Our reports that their government was absent were wrong, as evident by how not at all unprepared, unmanned, and unfortified their city was."

"So we chose plan B?"

"Aye"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12300

File: 1446012899346-0.jpg (61.49 KB,339x800,339:800,1238237590.jpg)

File: 1446012899354-1.jpg (14.27 KB,399x298,399:298,shadowy-figure-e1343350074….jpg)

Dice rollRolled 34, 40, 15 = 89 (3d100)

The Directrix spun about in her chair. She did enjoy the towering view from here. Across Soren there were dozens, if not hundreds of unaffiliated towns and cities. She'd set up her shop here in one of those very places. It had used to be a "friendly" of the Detachment. It seemed like a natural place to start an arms business that dealt in their wares. Looking out of the enormous glass windows across the twenty acres of fields and gardens and fountains that made up the Estate she couldn't help but feel a small sense of awe. So lost in her reverie that she didn't notice the tell-tale ringing in her ears that told her she was being contacted by a cell of CAPITOL. As the Directrix it was her job to review and approve operations undertaken by the organziation. She partially funded it through her work but even the Directrix didn't know where the CAPITOL actually was. Or even what it was anymore. She'd been an informant, a good one, and now she was a part of a tangled web of spies that stretched from one end of the plane to the other.

"Moshi moshi," she began with a chipper voice. "How can the Directrix be of service?"

"I need someone to tune a clock, around 11 in the morning tomorrow." Replied the voice on the other end of the connection. The Directrix tapped her chin with a finger. A largely pointless gesture considering the other individual couldn't see her.

"Location?" She asked.

"Skyward Heaven. Cloud District."

"Ooh," she cooed. "Fancy. Confirmed. I'd make a reservation for twelve. You may need all the seats you can get."

"Of course, thank you, Directrix." Click. The connection died. The Directrix turned back to the window, a shallow predatory smile on her lips.

1. Operation TUNE

2. Begin the development of glamour masks, a critical component in future espionage operations.

3. It is necessary for CAPITOL to well have capital. To facilitate the transfer of funds several businesses trading in either weapons or psi-projectors tuned to pick up media from Primus astral waves are opened up in neutral unaffiliated towns or other locations. Some infiltrated agents will also use this opportunity to sell these goods to merchants in other civilizations looking for a leg up on their competition. Substantial portions of funds are transferred into CAPITOL's coffers through a network of friendly money lenders, banks, and shell companies.

All nations are aware of a secretive individual by the name of the Proprietor. He can get you anything. Elsian tech, weapons, resources… information… and other things. But only if you can contact him. He's very hard to find. Rumor has it he's taken up residence at Lowenthal in Elton but he's suspected to move again in the next few weeks.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12301

Dice rollRolled 35 (1d100)

>>12300

Spend 25 currency on roll 3.

Specialist reroll on 2.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12302

>>12282

A courier arrives from the capital he passes a message to your leaders.

"Orders have changed my friends. Word from the capital says with you already successfully having emigrated south the towns are no longer priority. We need to make a new foreign capital in case orgrul ever falls. Take the Imperial army under your direct command and conquer the machine men in rib wall. Avoid damaging their capital as much as possible and standard units are more important to stay alive than mobilized ones. Beyond that the strategy and operation is fully under your control.

The Empire thanks you for your service gentlemen.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12303

Dice rollRolled 53, 32, 75, 56 = 216 (4d100)

>>12294

I'm assuming now that I stabilized I get my currency back. And have adjusted it. If this is incorrect then just let me know and I will fix it later.

1. Send the kandorians all 3 Juvenile Rocs [Very Strong++] and Airships [Average]

"one roc for our past trade. Airships tech for the mercenaries. And 2 extra rocs as interest for your wonderful work. The Empire looks forward to future business with you. We recommend a breeding program for them. If raised from the egg to combat training we have theorized they will be much much more powerful."

[Embassy] Kaldor

2. Continue working with morgaz on the rift. Search for his troops bodies while we see at it. Hopefully they can be found.

(1/2)

3. Continue working on straightening our government out.(1/2)

[Subtle means] [Average]

4. It is a sad world we live in. Times are dark and espionage is high. We must develop the most advanced anti espionage we are capable of.

[Subtle means] [Average]

>>12302

For reference when he moves it.

Imperial army:

+ 5 [Airship-T56- Springbok MK23][Very Strong]

+ 2 Cosmopolitan Undead Hordes [Very Strong+]

+ 1 Undead Warmages [Strong];

+ 2 Mobilized Skeletal Hordes [Very Strong]

+ 2 Mobilized Skeletal Mage [Medium]

+ 24 Mobilized Multi-Purpose Skeleton Formations [Very Strong]

+any of his troops he brings along. >>12302

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12304

File: 1446018992172.jpg (13.57 KB,510x276,85:46,m1746_3.jpg)

Dice rollRolled 37, 39 = 76 (2d100)

>>12294

Population: 33.4(1.4/turn)

Raw Currency: 61 (11/turn)

Legitimacy: Good

Culture: (8)

Industry: (10)

Master Buildings:

[Council Headquarters], Aeroport [Primitive], [Temple of the Traveler], [Gobtown], [Bogart], [Starkegrob], [Patchwork City Marketplace]

Defenses: (Tower/Wall Defense Network (Medium), Starkegrob Citadel [Fortress]

Master Military:

6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic-), 1 Integrated Clansguard (Very Strong)[Brave], 3 Patchwork Clansguard (Very Strong), 3 Air Mages (Medium), 4 Goblin Blackhat Coteries (Medium) [Infiltrate][Sapper], 2 Gobtown Shyster Gaggles (Strong)[Infiltrate][Sapper][Resilient], 1 Starkengrober Riesengarde (Very Strong+)[Brave], 3 Starkegian Infantry Regiments (Very Strong)

Resources/Quantity:

[Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, unmined] [Steel, Sustainable]

Magic/Spells:

(Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)

Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive] [Diplomacy, Simple] [Standardization, Primitive] [Rationalization, Simple] [Coinage, Simple] [Drill, Simple]

Territories: (22*)

—–

Courier Specific Buildings:[Starkegrob]

Defenses: Starkegrob Citadel [Fortress]

Courier Specific Military:

1 Starkengrober Riesengarde [Very Strong+][Brave], 3 Starkegian Infantry Regiments [Very Strong]:

-1st Starkegian Infantry Regiment, "The Retrievers"

-3rd Starkegian Infantry Regiment, "The Kleins"

-4th Starkegian Infantry Regiment, "The Neue Kerls"

1.) Start devising a new wargame centred around the Clown Wars, featuring the Clansguard and Clowns. Begin by conducting resarch on the event in order to best simulate it!

2.) With the Patchwork Empire's rich steel making industry, experiment mass-producing special bayonets for all Starkebrobian infantry units that snap on using a ring, replacing the cumbersome method of jamming a knife into the barrels (or grooves, in the case of crossbows) of the main weapons currently in popular use.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12305

Dice rollRolled 14, 66, 58 = 138 (3d100)

>>12295

Har. That be a close one. Lets work with what we 'ave at th' moment.

1. Those mages can keep working then. We'll make sure we get a good base set of magic going. (Aero-Piratical 4/6)

2. Keep exploring you scoundrels! (Expansion 6/10)

3. Hmm, lets see if the brains at PYU can come up with any advances in [Air-War]

Name:Skyrates

Race: Assorted

Color: Pink

Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to

strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic

mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over

arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains

represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The

Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any

one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic

enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful

balance they have worked to set up.

To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,

airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their

assorted functions.

Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.

Economy Type: Pirate Free Market

Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.

Location: Ribwall

Population: (13) (1/turn)

Food: (Good)

Raw Currency: (17) (+7/turn)

Legitimacy: (Average)

Culture: (7)

Industry: (9)

Unique Buildings: [1 Pirate Council Hall] [1 Sky Dock] [1 Black Market Goods Trade Emporium] [1 PYU Pirate Univerity]

Defenses: Aerial Patrols [Average]

Military Units: 4 [SkyGalleon][Very Strong]; 4 [Pirate Marines][Medium]

Resources/Quantity: Rum [Sustainable][Market]; Iron [Sustainble]; Copper [Sustainable]; Wood [Sustainable][x3]

Magic/Spells: (Aero-Piratical [Simple]) (spells: Summon Ghost Pirates [Simple])

Technology: (Iron, Stone, Wood, Copper) Airships; [Average]; Air-War [Average]; Scaled Building [Primitive]; Economics

[Primitive]

Trade Routes: [none initially]

Territory: (3)

Bonuses:

1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or

opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes

undefended/non-military, roll 1d10. This does not apply to creatures.)

2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes

traditionally shipboard marines and boarding parties.

Eccentricities:

1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,

disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.

2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12307

Dice rollRolled 26, 49, 38 = 113 (3d100)

1/2 - Though the sentinels have fallen, the Tunak Tuarum continues its fight. They pay only passing thought to the dragons - time will come to deal with them later - and renew their assault. Making sure not to make the same mistake twice, the force concentrates its effort on spearing through the waves of trolls, the Titan and Thrungradi at the fore to head them off and the Roilshapers, Tempest Lords and Conscripts on the side to mop up the battered remnants, while also providing a larger berth for the dragons to aid.

>2/3

3 - Even as some fall, new aspects join the ranks of the Tunak Tuarum. From the fallen trunks of the Verduran Sentinels, new Dryads are spawned, and from the earth beneath them are new Conscripts created to replace them in the fight, their anger fresh and vicious.

>>12293

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: http://pastebin.com/bBJyguE5

Population: (23.7) (1.3/turn)

Food: (N/A)

Raw Currency: (20) (3/turn)

Legitimacy: (Strong)

Culture: (5)

Industry: (7)

Unique Buildings: [Temple of the Earthly Awakening], [Godcaller's Circle]

Defenses: Elemental Patrols [Average], Thrakun Tuuman [Fortress]

Military Units:

1 [Roilshapers][Epic];

2 [Fist of the Herald][Very Strong];

1 [Titan of Rage][Very Strong];

3 [Tempest Lords][Strong+];

2 [Thrungradi][Strong];

3 [Earthbore Conscripts][Medium][Infiltrate];

2 [Sylpharen][Medium][Infiltrate];

2 [Dryad Grovespeakers][Medium];

4 [Brinemantle Scouts][Weak]

Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable]; Star Metal [Average+]

Magic/Spells: (Primal Elemental) (spells: Quake [Simple]; Firestorm [Average]; Ritual [Primitive])

Technology: (Stone, Copper, Iron, Wood)(Metallurgy [Good]) (War Magic [Average])(Luddic Armor [Very Simple]) (Alternative Mobilization [Leylines][Primitive])

Territory: (Variable)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12308

Dice rollRolled 2, 50, 73 = 125 (3d100)

>>12293

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: (22,8) (.8/turn)

>Food: (Very Good)

>Raw Currency: (14) (10/turn)

>Legitimacy: (More Stable)

>Culture: (3)

>Industry: (13)

>Unique Buildings:

+ Khazan Parliament

>Defenses: (Underfortifications, Huge Elaborate), (Magma Pumps [Basic])

>Military Units:

+ Draconius of Khazania [Epic+++] [Resilient] [Slayer] [Injured]

+ 1 (Khazanian Shieldbreakers), [Very Strong]

+ 5 (Khazanian Black Patriots) [Very Strong][Brave]

+ 5 (Khazanian Honorary Guard) [Very Strong][Brave]

+ 4 (Khazanian Headhunters) [Very Strong][Brave]

>Mobilized:

+ 4 Mobilized Khazan Draftee Formations [Very Strong][Plucky]

+ 8 Mobilized Khazan Mixed Formations [Very Strong][Plucky]

>Mobilization Status: Industrial Efficiency: 100% 2 turn

>Resources/Quantity:

+ Iron [Sustainable]

+ Stone [Sustainable]

+ Magma [Sustainable]

+ Coal [Sustainable]

+ Steam [Infinite]

+ Gems [Some]

>Magic/Spells: (Magical Artifice) (Spells: Imbue Equipment, Good; Earthshaping [Basic])

>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Average], Bureacracy [Primitive], Counter-Espionage [Simple], Mobilization [Simple], Rationalization [Primitive], Magma Utilization [Average], Tunneling [Basic], Psi Dampening [Simple], Close Quarters Fighting [Very Simple], Elemental Resistance [Primitive], Holy Weapons [Simple], Professional Army [Simple], Drill [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.

Elves 1/2

1. Finish researching the Guerilla Earth Shaping Warfare tactics

7/8

2-3. Beat the drums of war! Let the fires of the forges rise high! The all devouring blackness of the tunnels plunged into the soft glow of Magma! They are coming brothers! They have come to take our homes! They have come to take our children! The depraved! The sick! The traitors and the tainted!

They wish to take the ripe fruits of our labor! They shall not have them, but taste them they will! The fools and the wicked! They come knocking at our door. Unknowing and unprepared! One last time brothers! One last time to the walls! To defend our Legend! To defend our Freedom! To defend the Golden Republic of Khazan!

(Increase Experience of the Professional Units by additional combat drills)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12309

>>12308

Invest 14 currency to get the first action out of the woods

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12310

>>12307

>Population (25)

>Raw Currency (23)

Also spending 5 Currency to improve that 3rd action.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12313

File: 1446036671401.jpg (2.96 MB,4256x2832,266:177,Rum-Barrel.jpg)

>>12305

An Airship arrives at the Skyrates lands, as a dwarven undead ambassedor approaches the pirate lords.

"To the Pirate Lords.

This the Island of Ribwall is about to become under the influence of the combined forces of the Necro Imperial, Technocratic Republic, and Kaldorian. And we want to ensure that all parts of this island are secured and squared away.

And this includes you. But this is not a threat, nay, it is an offer. An offer to join a power greater than any other.

Swear allegiance to us as Privateers. Fight for us as mercenaries, and you shall have enemies to raid, loot to steal, more weapons to own, and most importantly. . .

You will never run out of Rum for the rest of your lives.

We dwarves have an extensive farming program that is about to become redundant thanks to our recent gift of immortality.

If you swear allegiance to the Republic and Imperial alliance as privateers and mercenaries, we shall redevelop our agriculture industry and ensure regular shipments and access to a Rum market."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12315

>>12209

The dwarves unfortunately had to delay on their requests for trade do to extending circumstances, but again approached this time with a deal.

"It would appear you have fallen on hard economic times. We support your research endeavors, but we would also point out that this loss of raw currency may hinder future attempts.

If you can provide the immediate assistance of your military forces, we could provide an immediate infusion of cash to make up for the monetary losses you've incured. Consider it yet another mercenary contract."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12316

Dice rollRolled 55, 1, 93 = 149 (3d100)

[Morph][Order of the Advent]

http://pastebin.com/wGkYEbjx

Population: (19.1) (1.4/turn)

Food: (Very Stable)

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

Legitimacy: (Very Stable)

Culture: 5

Industry: 6

Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town];[Northpoint Fortress][Fortress]

Defenses: Wooden Walls [Simple]

Military Units: [Vincent][Very Strong+][Flight]; 2 [Meli, Dez][Very Strong]; 6 [Xenon, Tinsel, Cain, Regent, Lem, Fitzgerald][Medium]

Resources/Quantity: Copper [Sustainable]; Gems [Sustainable]; Iron [Sustainable]; Wood [Sustainable][x2]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x2]; Silver [Sustainable]

Magic/Spells: [Morph Pluralist: Average] (spells: Arche's Fist [Simple])

Technology: [Steel];[Metallurgy, Good];[Diplomacy, Average];[Communication, Simple]

Trade Routes: [none]

Territory: (4)

Bonuses:

1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.

2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.

Eccentricities:

1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)

—–

[Progress]

-

-

-

—–

1. Perhaps The Order had spoken too soon about the successes of this plane. It was of no concern though. The problematic experiments could still be completed, as even failure are a sort of progress. For example, the morph batteries had produced enough energy to create fire and… Burn down our test model. [Gain [Tech: Energy] and [Industry]]

2. The tournament continues. Although the life of our fallen morph is mourned, it is key that a hero for the people is found. More importantly, was it the land that was causing such aggression? Even those of Arche's path were not solely hateful. The Council felt uneasy on the topic of the land. [Gain [Epic] unit or higher]

3. As trade becomes and ever centered part of observed nations, it is agreed a trade route is to be developed in the name of prosperity. [Build Trade Port]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12349

Dice rollRolled 47, 85, 52 = 184 (3d100)

>>12293

http://pastebin.com/1AxRjzf8

1 Avatar Theory 5/12. With new thought on the avatars even weapons developed for their use along with the experiences in the last two crusaders we can reach a general theory on the avatar magic and applied avatar dynamics. The base for a higher theory, specialized avatars and more.

2 Train the Vilon Militia Phalanx [Very Strong-] into a truly formidable professional unit that can utilize the phalanx formation with our infantry theory. The strength of a vilon is great, so through teamwork of several vilon locking shields and coaching lance or spear can achieve a good strike that can kill great beasts like during the charge by the commander in the last war.

3 Counterintelligence HQ, Inquisition. (Fantasy 911 equivalent date) Happened. The towers failed to catch the trade vessel before it reached the capital. Only full blooded vilon may serve here, vetted by trusted officials wearing sleek white suits and bearing rods that conceal His Light which when revealed to those unguarded by protective eye-wear will render them forgetful and somewhat dazed. We must be guarded and scrutinizing. Gossip is popular among the vilon and words can spread, there will be listeners. Trade is common practice now and patrols will be enforced. This will be a center for our counter-espionage to thrive in, a measure long overdue.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12352

>>12302

>>12282

And yet, after yet more discussion and debate, the Necro Imperialis return to the Angle Confederation, this time with some Undead Dwarven diplomats.

"The Necro Imperialis has yet more alterations to existing contract.

The capture of the Machine Men capital will go forward, however the ownership of the land, resources, and machine populace will be given to the Technocratic Republic.

The rights to Rubicite mining however, belong to the Necro Imperialis, who may open up their mines here.

The capture of the capital will still take place, but will be transferred to the control of the Technocratic Republic.

Prepare yourselves, we'll also have another contract for the capture of another city. You will be paid for that as well."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12353

>>12302

>>12282

Sorry once again changed. Move towards robocyzal. In western ribwall. Events have come up changing our plans -.-

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12354

>>12353

>>12352

"Ah, very well, then Robocyzal will be the first target."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12355

>>12349

Diplomacy: Morgaz

How is Morgaz doing? We have not had a chat in some time, since that humorous occasion in the flying merchant city. The Throne sends its regards and seeks council.

A vilon is sent to Morgaz to inquire about the nature of the tower and its progress, its relation to the rip is obvious but is this device fully operational and capable of being repaired while running or if it sustains damage are the fail safes to it secure?

We are organizing a party to search for the refugee elves soon, but wonder if you may have spotted them in Soren so that they may be saved quickly and brought to Shezeb where we might begin that divine pact we discussed.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12356

Dice rollRolled 34, 61, 42 = 137 (3d100)

>>12291

>FluffnStuff: >>10350

Population: 33.5(1.5/turn)

Raw Currency: 61 (11/turn)

Legitimacy: Good

Culture: (8)

Industry: (10)

Unique Buildings: [Council Headquarters], Aeroport [Primitive], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]

Defenses: (Tower/Wall Defense Network (Large)

Professional Military: 6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic++)[Armored], 1 Integrated Clansguard (Very Strong)[Brave] 3 Patchwork Clansguard (Very Strong), 3 Air Mages (Medium), 4 Goblin Blackhat Coteries (Medium) [Infiltrate][Sapper] 2 Gobtown Gaggles (Strong) [Infiltrate][Sapper][Resilient]

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, unmined] [Steel, Sustainable]

Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)

Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive] [Diplomacy, Simple] [Standardization, Primitive] [Rationalization, Simple] [Coinage, Simple] Unit Upgrade [Improvised]

Territories: (22)

1) Improve our Aeroport. A better Aeroport means more tradeships coming in, which means more income for the Republic!

2) Continue working to integrate Starkegian currency into the greater economy of the Republic.

3) Research better weaponry, for ourselves and our vassal.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12359

>>12355

[Morgaz]

You catch Morgaz himself outside the gate. His bodyguard of kin and several dragons eye you from a distance and a few companies of dragonkin are on maneuvers outside. He sees you, of course, and speaks with his head slightly askew. "You know, I thought the thing would explode without the rubicite's conductive properties, but I was wrong." He smiles to himself. "Copper also worked – though I need to tear it out every other day because it constantly melts."

The tower seems to make a whirring noise. It both shoots lightning at the clouds and draws lightning.

"It's actually quite pretty. I expected some eldritch sanity-blasting nightmares from this, but it has been benign so far. Admittedly …there were some initial issues, but I think I've got the problems of the plane by the tail now."

He pauses again. "Of the elves I have no knowledge. I suspect they fled when the dwarven untergang started. Not that it particularly matters; they would have continued to risk the entire stability of the whole mess for their petty fascination. I would have course saved their stupid lives, mind you, but it would been more of an obligation." He sneers.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12360

Dice rollRolled 27, 10, 73 = 110 (3d100)

A relatively small feathered serpent, with bright diamond eyes that glitter with intelligence departs towards the Necro Imperium. It flies over mountains and through deep blue skies until it finally arrives in the dark capital of the undead.

Upon arriving it speaks in a high lilting voice. "I am Quetza and our Queen has received your message of your peril only to be too late to aid you in your battles. However, we are ignorant to the outside world and wish to end that, so with your permission the Sculpted of Stone and Metal will build an embassy for those Sculpted of Flesh and Bone. Should you call again we will not be late. And perhaps in the meantime we can strengthen our understanding of one another."

1. Begin building an Necro embassy in the capital.

2. Earth Magic (5/8)

3. Continue building a town on Pegal. (2/10)

http://pastebin.com/AKD7Tva1

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12361

>>12359

"Suspecting the pretty light show to draw some unwelcome guests?" motioning towards the bodyguards and companies of dragonkin "I had heard that some manner of trolls were running amuck in west Gul and that elementals have appeared in great number engaging them, I have spoken with an emissary of these Tunak Tuarum."

A particularly bright bolt draws the attention of both parties

"They seemed to have good intentions and possess great drive if something or whatever it is you are expecting, were it to come from the direction of the rip, they would be in position and I think of a mind to repel it before things got dicey. Do establish good relations with them Morgaz."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12363

>>12361

[Morgaz]

"I always expect the worst. So do my generals. We agree on few other things admittedly, but the defense of the device is paramount. I have tried to scout the lands of those vile trolls for the past few months bordering on years. My forces are overstretched: I am attempting to defend the device, maintain and an expeditionary force to the Necro Imperialis portal on Orgul. In addition to that, I uphold the basic integrity of the plane by mitigating … leakages. All of this is of course problematic when also confronting hordes of freakish trolls and vast flights of refugees. As such, my army is active to assist with this grand situation. Actually, do you know why these soldiers are out here? This is why." He ushers you inside the gate and points.

Inside you see thousands of refugees. Possibly tends of thousands, of all races and creeds. They have whatever they have brought with them: a horse, their children, some bags. The cavern is enormous and stretches on for miles – it smells vaguely of unwashed persons and poor sanitation. Babies are crying and dragonkin stand by awkwardly as the refugees move around. There is a food line that is well organized and small shacks have been erected. It is quite pitiful, but the scope is baffling.

Morgaz growls and his voice grows mean. "Under such a pressure my nation buckles. This is what is left of the great city of Mare. I used to trade with those peoples, and now they are dead. When they fled, they fled to me, and none of the other nations attempted to help or lift one single finger. Not a single unit."

[Morgaz pauses for a moment before building to a shout. The force of the noise blows your hair around.] "NOT. ONE. AMBASSADOR, IF YOU HAVE GALL TO TALK TO ME OF ELVES IN SUCH A CRISIS THAT IS …" [he calms visibly] "… your right. I do not have the time or the resources to fancy myself with discussions with rocks and trees as they roll around. If they can manage the damnable trolls, so be it and we may come to some accord. Ambassador, I wish you good day and good tidings."

The sudden arrival of two guards seems to indicate that you should leave. They are not visibly armed and appear more diplomatically inclined. They guide you ouside and the door closes. The whirring noise continues.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12364

>>12313

The council murmurs to themselves, looking between eachother. One motions to the undead ambassador as they hold a meeting several rooms away. Soon the Pirate Lord comes out, a rather tall individual, one who clearly spoke with command and respect.

"We appreciate your time, but we will not be entering any alliances at this time. To do so would be to take sides in a conflict we know nothing about, and have little to do with. We will take offers of trade however, and consider requests to avoid raiding one's trade lines." he says, with an air of finality.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12370

Dice rollRolled 24, 45, 49 = 118 (3d100)

>>12291

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (21.1) (1/turn)

Food: (Stable)

Raw Currency: (24) (4/turn)

Legitimacy: (Semi-Stable)

Culture: (17)

Industry: (10)

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;

3 [Huntmaster] Very Strong

2 [WARDRUMMERS] Very Strong ++

2 [Wurmrider Squad] Very Strong++++

[Deathgaze] Very Strong, Clever

3 [Wurms] Strong

2 Kaldorian Priestesses [Very Strong+++]

Verana, Priestess of Galgoroth [Epic]

Resources/Quantity:

Copper [Sustainable][x2]

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

[Prisoners, some]

[Iron, Sustainable][x2]

Mildly-Burnt Freak-troll hide [some]

Freak Troll Minors [Some]

Wurmscale [Strained]

Fruit [Some]

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

Technology:

+Iron

+Stone

+Copper

+Wood

+Hideworking

+Exotic Creature Training[Average],

+War Drums [Average]

+War Animal Training, Average)

+Drum Amplifiers [simple]

+Composite-Material Armors [Simple]

+War Magic [Simple]

+Air Transport [Simple]

+Professional Armies [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

>>You are mobilized: Industrial Efficiency: 100%

>>Lose 1.1 pop/turn

>>Set mobilization status: 1 turns.

>>Add mobilized unit: 3 Kaldorian Infantry Formations [Very Strong]

6 Kaldorian Admixture Formations [Very Strong]

1. Send the recently mobilized troops to help secure the Ruins of Mare

2. Send builders to Mare to set up defensive positions there, turn it into a fortress defending the wall.

3. Verana has been blessed by Galgoroth, but a simple blessing will not be enough, she must train in her blessed powers to bring destruction down upon our enemies.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12371

>>12302

>>12352

>>12353

>>12354

One of the Confederates looks at the Undead Dwarven diplomats before turning to his peers.

"So are we fighting for the Necro Imperialis, or are we being merc'ed out to… who the hell is the Technocratic Republic?"

The ranking Confederate nods in agreement. "Fighting for the Necro Imperialis is our duty, but my compatriot is correct. It does sound like we're doing mercenary work for these other guys. What is the pay?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12372

>>12371

"There are two cities we'll need taken down, first robocyzal which will be given to the Necro Imperialis.

This is your contract with them. I have no idea what they are paying you, but if there are issues speak up.

After you have fullfilled your contract with them, we will require you to march on the city of Machine Men. This we will pay you in 20 gold, the same price paid to the Kaldorans for their services.

This price is of course, negotiable."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12373

>>12372

"We'll fight for the Necro Imperialis as our duty. If you want our assistance for your own land claims, we'll require airships, not coin."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12374

>>12373

"Done"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12376

Dice rollRolled 26, 25 = 51 (2d100)

Name: Angle Confederation

Race: Primarily human (Living)

Color: Pink A on Black

Fluff: The Angle Confederation was founded by a group of merchant crews turned smugglers and later, pirates. Seeking a life with less of the more troublesome decrees of those that would call themselves the masters of others, the Confederation vanished into the wilderness. In time, the Confederation was forced to turn to smuggling and piracy for hire to survive, though they often produce a healthy variety of alcoholic brews that are almost a form of defacto currency. The Confederation is highly dependent upon outside sources for technology to keep their air ships in working order, and is often forced to improvise during military situations.

Elves are often considered to be the main foe of the Angle Confederation, as most view them as stuck up Imperialists that seek to enslave their kin, though a small number of elves have come to live among the Confederation. Most are eventually broken of their superior attitude by a seemingly coordinated series of pranks or quickly say a number of rude things as they leave.

Best described by outsiders as 'a bunch of drunken smugglers, pirates, farmers and moonshiners', the Confederation still holds to a rough code of internal and external conduct. One must serve the Confederation to earn the right to vote or own land. One must own land to seek office in the Republic.

Government Type: Militaristic Confederate Republic.

Economy Type: Semi-cooperative Free Market. Food is often shared, but most barter services in return.

Religion: The Angle Confederation often recognizes the Four Winds as dieties, but above them worships a great bird (exact bird is a matter of a number of honor duels) known as Maliel the Wise. She is said to have been a source of wisdom and knowledge to the first Captain of the Angle Confederation. A number of lesser superstitions are known to exist among different families.

Location: Orgul

[Courtier of Necro Imperialis]

Necro's Stats: https://docs.google.com/document/d/1BCa5hJHfN0I9_XSkYqusYJRgRoBED49vqmVuqBKgFRA/edit

Angle-specific Things:

>>Population: 6 (+1/turn)

>>Unique Buildings

Oakwell [Town][Lightly Fortified]

Unnamed Hamlet [Hamlet]

>>Military

+3 Confederate Irregulars [Very Strong]

>>Technology

Urban Pacification [Primitive]

>>Seconded Necro Forces:

Imperial army:

+ 5 [Airship-T56- Springbok MK23][Very Strong]

+ 2 Cosmopolitan Undead Hordes [Very Strong+]

+ 1 Undead Warmages [Strong];

+ 2 Mobilized Skeletal Hordes [Very Strong]

+ 2 Mobilized Skeletal Mage [Medium]

+ 24 Mobilized Multi-Purpose Skeleton Formations [Very Strong]

1.

We have orders! We head for Robocyzal, in Western Ribwall! Someone get me a damned map, I don't want to get lost!

[Move Imperial Army & 2 Confederate Irregulars (Very Strong)]

2.

Our new hamlet will need to provide for our people. Let us secure surrounding lands for farming!

[Secure Food, or Expand if required first]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12379

>>12264

"And you can offer what? Trade is pushed through the government and the trade port should be completed soon."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12380

>>12300

Quietly, a dwarf ambassador walks around the town of Lowenthal, trying to balance how to make it evident he is looking for the Proprietor, at the same time not being extremely blatant to everyone within a quarter mile. He strolls around, wondering if he'll see them first

or more likely they'll see him first.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12381

>>12298

A lone woman in white walks towards the envoy, she stops many yards away and begins to speak. "Why do you wish violence upon our people? Are you this hungry for power?" She pauses a moment, considering her words. "Do you not see the larger picture? To do battle would be waste…"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12385

>>12381

"If violence is what we wished, we would not be sharing words right now. Perhaps you are unfamiliar with the significantly less civil treatment the elves recieved?

I can agree that a battle would be a waste, which is why I insist you submit to our terms.

Become a courtier and you will retain in administration of these lands. But you will cede to our authority.

Think carefully. Our deal could significantly be worse. We will not forcibly convert you into the undead while alive. And we will be willing to negotiate burial rights to not disturb your dead. This is not an offer we are likely to make again should it be refused."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12392

>>12385

" I wish to convert your terms, we will be willing to become an equal among you- a pact sealed with blood that promises to assist you in your cause- whatever it may be…

But the offer to become a courtier, as you might understand, is rather… troublesome.. We have worked to become a protector of the realm… But are willing to…diverge..

So, we shall either join you as an equal- something you might believe underwhelming, but I insist you trust that we would be valuable. As we have defeated death itself… And have achieved true Resurrection…

Or, we will leave the capital, and all resources and land to loot for yourself, and return to the caves from which we came.

Do not lash out, we can continue talking terms, but this is my current offer to you. "

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12395

>>12392

The Dwarf smiled a black grin.

"Defeated death you say? Well, if anything you have bought yourself some time.

I'm interested in learning about you. Tell me, how have you defeated death?" the undead dwarf asks.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12403

>>12395

Hannah approaches the dwarf and sits on a rock next to him, with a slight sigh she begins.

"It is as I say, the concept of true resurrection." She glances at the dwarfs rotting flesh and continues, "We are followers of dead gods, deities that have fallen and now linger within the shadow world.. A perfect reflection of this realm, there the dead souls of all being linger.. Until their decent."

She crosses her legs and leans back a bit, "The decent is the worst thing that a soul could succumb to, as they are cast down into a lower reflection of this realm… Yet it is simplified, only existing by the scattered memories and emotions of those whom fall."

"For example, there would be less types of tress, emotions and sense would be dulled, lights dimmer- violence,rape, and tyranny a more common thing… It would be simplified compared to our world… And they would never be the wiser- living a new life in a more terrible place.."

"There are five reflections, as I've said, the lower are torture compared to the higher. Within the fifth reflection is nothing but darkness and suffering.. We are most likely upon the second reflection at the moment.. The first most likely consisting of deities and the like.."

"There is no afterlife, not happy ending, only the shadow world and the reflections that the weak eventually fall to.. But this fate can be avoided- Those whom have suffered in life, ones with strong enough attachments- are able to come back…"

She slips of the top of her cloak off, and points to what seems like an arrow wound over her heart. "I was slain by an arrow my first life, yet I was able to return to this place. Able to breathe and live once more..For I followed the path…"

She slowly dresses again and stands, "Even the believers who pass from old age may return, in a new form of their former selves.. Their memories..and consciousness all return within time…"

"Our troops are strong and hearty, simply.." She glances up at the airships.. "Outmatched…. But we are more valuable to you as willing allies than slaves with a grudge… We are working on many things… But little of it relates to wars with others… We must stop..The terrors that shall show themselves, to destroy us all…"

"Show mercy, allow our freedom, and you will reap the rewards.. The dead gods accept nearly all facets of life..and death… We can help you."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12406

>>11428

Name: Kingdom of Suniria

Race (Determines bonuses): Humans

Color: (Determined map color): Orange

Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.

Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"

Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.

Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.

Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.

Location:Gul

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12409

>>12403

The Dwarf rubs his beard, considering the words of the one who spoke to him.

"Very well. This will be our new terms.

You will retain your freedom as your own nation, rather than a courtier, but you must still swear absolute allegiance and obedience to the Republic.

If we ask you to give us resources, you shall give us resources. If we ask you to perform actions for us, you shall perform actions for us. If we call you to war, you shall go to war. Whatever we ask of you will do.

You shall never lift up your hand against us, or by any means indirectly, or through inaction.

Your next [turn] will be to use [three actions] to swear, not only a blood pact with us, but with your gods and all the powers that be. That if you fail to obey us, or work against us, you and all your kin and all your generations both before you and after you shall be cursed to the lowest reflection for all eternity. The good and evil, the strong and weak, the young and old, all forever more in the deepest pit of the abyss and with no chance at redemption.

Swear obedience to us, and swear to your gods upon your altars and prayers, and you shall have your freedom, your own nation. . .as our loyal allies."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12411

>>12409

She pauses for a moment, reflecting. "What is your name?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12412

>>12411

The dwarf replies. "I am Diego de Almagro, soldier and citizen of the Immortal Technocratic Republic."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12413

Dice rollRolled 50, 76, 91 = 217 (3d100)

>>12293

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: (24.3) (1.1/turn)

Food: (Very Stable)

Raw Currency: (1) (27/turn)

Legitimacy: (Stable)

Culture: (11)

Industry: (21)

Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz], [Foundry Platform], [Factory Platform]

Defenses: Tower Network [Very Large]

Military Units: 3 Vyriah'n Airships(flying units) [Strong]; 3 Vyriah'n Guard (Ground Units) [Medium], Vyrian Mad Scientist Cohort [Very Strong+][Clever]

Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [Sustainable][Market], Steel [Sustainable], Darksteel [A little]

Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])

Technology: (Stone, Wood, Gems, Iron, Steel, Darksteel) Aerial Warfare [Basic], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Average], Advanced Hulls [Simple], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Good], Counter-Espionage [Simple], Morgazian Air-War [Average], Civil Defense [Primitive], Magi-Storm projectiles [Basic], Magi-Storm Cannons [Basic], Rationalization [Average], Standardization [Average], Magi-Storm Effect Weaponry [Very Simple, Bureaucracy [Primitive]

Trade route: Air Dwarves [Medium; +3 industry / +3/currency/turn] Dominion [Mediocre; +1 industry; +3 currency/turn] Patchwork Republic. [Medium; +1 industry / +4/currency/turn; +.1/pop/turn]

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.

1-3. Get the Vyriah'n guard some magi-storm rifles and train them relentlessly in their use. As well buy them some magical trinkets for all of them, or as many as I can, for shield, anti-psionic fuckery, anti-undead fuckery, true-sight for anti illusion and invisibility fuckery, and anything else that sounds good to slap on these guys. Spend 90 gold on buying shit.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12414

>>12406

Population: (10) (+1/turn)

Food: Good

Raw Currency: (10) (+3/turn)

Legitimacy: Good

Culture: (5)

Industry: (5)

Unique Buildings: (player named building)

Defenses: Stone Walls [Large]

Military Units: 5 [player named units][very strong]

Resources/Quantity: Stone [Sustainable]; Copper [Sustainable]; Iron [Sustainable]; Steel [Sustainable]

Magic/Spells: (The Way of Granix) (spells: Strengthen Unit)

Technology: Metallurgy [Average]; Professional Armies [Simple]; Drill [Simple]; Equipment [Simple]

Trade Routes: [none initially]

Territory: (3)

Bonuses:

1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).

2. This You Can Trust: You may reroll unit recruitment once if it below 50.

Eccentricities:

1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12416

Dice rollRolled 83, 82, 16 = 181 (3d100)

>>12412

She bows with grace, "Very well Diego de Almago, we agree to your terms." Hannah lets out a long whistle, followed by three brief ones. "The blood priests should be here any moment." The thin woman smiles, awaiting the inevitable without fear.

>>12294

Population: 22.9 (+1.2/turn)

Food: (Very Stable)

Raw Currency:7 (+5/turn)

Legitimacy:(Stable)

Culture: 13

Industry: 9

Unique Buildings: Black Ziggurat, [Temple of the Raven +2 industry, +4 culture.][Academy of the Flesh; Santerians; +1 culture: +2 industry]

Defenses: Tunnel Defenses [Small]

Military Units: 5 Berserk Warbands [Very Strong] 2 [Shadow Walkers] [Very Strong]

Resources/Quantity: (Iron [Sustainable]; Copper [Sustainable]; Stone [Sustainable]; Flux [Sustainable]; Raw magic [trace]

Magic/Spells: Santerian [Good];Shadowlands Walk [Good]) (Magi-Biology)

Technology: Wood, Stone, Metallurgy [Simple]; War Magic [Simple];Medical [Simple]; Biology [Simple]; Statecraft [Primitive]

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.Tamperers: You may re-roll spells or actions that involve biology (magical or otherwise) if the dice roll is below 50 (once).

Eccentricity:

1. Literally Cavedwellers: Other humanoids don't react well to you for some reason..

Alternative Mobilization 8/15

Biology 4/6

Alternative Mobilization 12/15

1-3) The capital is to be abandoned immediately, all research and documentation taken with it or burned, if it is night, all light are put out to cover the people as they scatter into the mountains and forests- and are soon to meet within the caves that they came from. All soldiers are to protect citizens. But otherwise not engage. Guess those [Tunnel defenses will come into play.]

The Path of now and forever will guide the faithful dead back to us.

May we suffer well this day.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12420

Dice rollRolled 32, 45, 15 = 92 (3d100)

>>11428

Name: Kingdom of Suniria

Race (Determines bonuses): Humans

Color: (Determined map color): Orange

Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.

Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"

Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.

Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.

Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.

Location:Gul

Population: (11) (+1/turn)

Food: Good

Raw Currency: (13) (+3/turn)

Legitimacy: Good

Culture: (5)

Industry: (5)

Unique Buildings: Hall of the Kings

Defenses: Stone Walls [Large]

Military Units: 5 [Sunniri Swordsmen][very strong]

Resources/Quantity: Stone [Sustainable]; Copper [Sustainable]; Iron [Sustainable]; Steel [Sustainable]

Magic/Spells: (The Way of Granix) (spells: Strengthen Unit)

Technology: Metallurgy [Average]; Professional Armies [Simple]; Drill [Simple]; Equipment [Simple]

Trade Routes: [none initially]

Territory: (3)

Bonuses:

1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).

2. This You Can Trust: You may reroll unit recruitment once if it below 50.

Eccentricities:

1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.

1. Well the dragon is doing magic shit on his mountains, Freak trolls are fighting walking statues, and the gods are laughing like drunken Hyenas. Time to recruit more men for battle!

+This you can trust

+5 industry

+Professional Armies [Simple];

+Drill [Simple];

+Equipment [Simple]

2.Scout out the surrounding lands boys, find metals worth forging and animals worth hunting. This is part of your trials of manhood, now go!

3. Start work on Grand Forges, for troubling time are upon us, and we must be ready to stab them in the face, a lot.

+Metallurgy [Average];

+ Equipment [Simple]

+5 Industry

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12421

Dice rollRolled 73 (1d100)

>>12420

Invoking this you can trust on action 1

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12422

File: 1446073604936-0.jpg (771.49 KB,1296x968,162:121,fire tunnel.JPG)

File: 1446073604937-1.jpg (25.56 KB,640x423,640:423,d4tgldlfuwpddhaymxx8.jpg)

Dice rollRolled 2, 3, 1, 6, 2, 8, 2, 9, 10, 5, 9, 10, 6, 7, 9, 9, 10, 7, 5, 1, 2, 8, 9, 2, 3, 1, 6 = 152 (27d10)

>>12416

In an excellent and commendable, if not terribly annoying, display of treachery and subterfuge the Santerians flee.

Eventually the ruse is discovered, but ever the Pragmatist the Dwarves take up the opportunity.

The ships and forces immediately move into the capital and centers of industry to occupy all buildings and housing units. The soldiers and citizens left behind are quickly subdued and granted prisoner of war status.

Then the issue came down to those who fled into the caves.

Had the Dwarves been unfamiliar with cave dwellings, this might posed a problem. But having lived in their own cave networks and fought in brutal underground warfare with the Necro Imperialis, the Dwarves have learned a great much on this front.

Oddly enough, the Dwarves were faced with a similar issue once before concerning annoying cave pests. From experience, the Dwarves decide to use an old trick of the trade.

First and foremost, all cave exits and entries are to be secured. We outnumber them by a great margin, so we should be easily able to repulse any attempts to leave the mountain.

Cave exits are blocked up in an organized fashion, and sealed tight, leaving only just two openings, on either side of the mountain.

Two airships with their coal fired boilers land on either of the only two openings left. as clockworkmen begin to disassemble and reassemble its engine, and connect the furnace exhaust into the cave network.

One one end, which is on the lower side of the mountain, the boiler exhaust is attached to the mouth of the cave entrance. On another end, which is on the higher side of the mountain, the furnace intake is piped in from the cave.

Logs of trees and timber are cut down by clockworks, as well as coal set up.

The furnaces once ready are roared to life. The one below to pump the cave with toxic, hot fumes, the one above to suck out any clean air and oxygen from within, creating a literal chimney out of the mountain side. If the smoke doesn't kill them, the lack of fresh air will. The dwarves watch the cave exits for any attempting to fleet the smokey tomb.

After almost a day of fumigation, the mountain is cast with the great spell of (Mass Raise Undead [Simple]). So that any and all who died and choked in the smoke raise to life as the undead, to find and fight any of their own brothers who survived. Clockworkmen also move in, thanks to their lack of need for air as well, bringing with them bright lanterns with [Glowgem] within, to assist the undead in finding and fighting any more survivors.

From there, the Dwarves wait. We have more clockworks than they have bodies. And we have their farms and food sources. If we don't smoke them, kill them, we'll starve them.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12425

Dice rollRolled 100, 96, 95, 46 = 337 (4d100)

>>12299

1. [non-rolled trade] Using our new Embassy, Transfer to the Necro Imperialis the following two Techs

Rationalization [Average]

Standardization [Very Simple]

"Your troops need better weapons and equipment. Use it well my friend."

2. [non-rolled trade] Resources are transferred to the following nations.

Kaldor recieves [20 Gold]

CAPITOL recieves [10 Gold] and a majority amount of our [Food]

3. Troop Movement.

>3 Mobilized Combat Clockworks Groups [Very Strong][Resist]

>2 Mobilized Destroyer-Airships [Very Strong]

Are sent to the Santerian front.

2 Mobilized Combat Clockworks Groups remain behind.

4. Capitalist Roll

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12426

>>12425

jesus

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12427

File: 1446075722103.jpg (353.62 KB,800x450,16:9,gl812Zombies_Factory_v01_0….jpg)

>>12425

>Rolled 100

"Look upon it Gentlmen. Hundreds, thousands, hundreds of thousands of undead out there in the Necro Imperialis.

All of them needing equipment. Tools, weapons, armor, supplies. . .a veritable endless wave of customers and demand.

Think of the possibilities to improve our methods! How can we upgrade our own methods and facilities to supply such a vast and enormous host on this scale?

Consider it your next opportunity boys. The ultimate testing ground of production and industry."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12428

Dice rollRolled 10, 6, 8, 5, 7, 9, 9 = 54 (7d10)

>>12416

5 Berserk Warbands [very strong] 2 Shadow Walkers [very strong]

4 Berserk Warbands are to hold the city limits while the people flee, eventually falling back when a position is in trouble of being compromised. Wooden houses are set ablaze as they fall back as well.

The last warband flees to the mountains so well known, attacking the enemy as they advance at random and fleeing before they can retaliate, we are strong and fast, they are stumpy and slow.

The two units of shadow walkers flee to the cave systems, protecting civilians as they do to the best of their abilities- even if they must sacrifice themselves. As true believers always return.

Civilians are to general split up into groups of fifty or more and spread out among the hills and mountains, finding the paths to the caves of old.

If smoke becomes an issues, people can simply use [Magi-Biology] to eliminate their need to breathe, or even adapt to the smoke itself.

Thankfully the invaders from the north have never been here before, and know little about the geography of these mountains, and next to nothing about the caves locations, size, and shapes- etc… allowing plenty of time to escape them.

Well, hopefully that is the case.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12429

>>12426

>>12361

A letter is sent to the Necro Imperialis and the Dominion of Throne, by the Sky Dwarves.

"Respected and Esteemed powers. It has come to the attention of the Republic that the recent war was the cause of great calamity. Due to unfortunate circumstances, misinformation, the efforts of third parties to incite war, our respective gathering of powers should not be entangled in such another debacle.

Therefore, I propose, being that we represent two sides of a collection of nations, the signing of an official non-aggression treaty.

The stipulations are as follows:

The Coalition, that being the nations of:

The Dominion of Throne

The Khazan Republic

and their respective courtiers

Will declare a non-aggression policy towards

The Necro Imperialis

The Techno-Cratic Republic

and their respective courtiers

Neither direct or indirect hostile action shall be taken by the one powers on the other, nor shall mercenary work be paid to harm the other.

Breakings of this treaty by any single power renders that nation out of the treaty, to ensure a nations ability to defend itself."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12430

>>12379

"Oh, a little of this, a little of that. You know how it goes. I'm currently just scouting out what other nations have to offer before we really get into negotiations."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12431

>>12430

"Everything. We sell everything. Of course, we don't sell to people that have nothing to sell. So define 'this and that'."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12432

>>12431

"Rum, rare items, items that were recently…acquisition. Services. The Skyrates are but a simple pirate kingdom looking for a leg up or two to catch up with those who have existed far longer."

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12433

>>12432

"Rare items such asssssssss?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12435

[Combat Report: 1st Battle of Santareia]

[Victory: Santareia – Tactical, Strategic]

[Technocracy/Kaldor]

2x4, 3x4, 1x4, 6x4, 2x4, 8x4, 2x4, 9x4, 10x4, 5x4, [Airships] = 193 ['Awkward' Penalty: .50] = 96.5

9x4, 10x4, 6x4, 7x4, 9x4, 9x4, 10x4, 7x4, 5x4, [Clockworks] = 284

1x6, 2x6, 8x8, 9x2, 2x2, 3x2, 1x2, 6x7 [Kaldor] = 284

[Units]

10 Mobilized Combat Clockworks Groups [Very Strong][Resist] 9 Mobilized Destroyer-Airships [Very Strong]

2 [WARDRUMMERS] Very Strong ++

3 [Wurms] Strong

2 [Wurmrider Squad] Very Strong++++ 3 [Wurms] Strong ['Awkward' Penalty'

1 Kaldorian Priestess [Very Strong+++]

[Santareia]

10x4, 6x4, 8x4, 5x4, 7x4, 9x4, 9x4 = 216 [Santareian Cavern Bonus 1.2][Defenses: 1.2][Last stand 1.5] = 427.68

Tech/Kal: 664.5 [Amphibious assault .8] = 531.6

Santa: 466.56

[Units]

5 Berserk Warbands [very strong] 2 Shadow Walkers [very strong]

Combat Report

While it was initially thought the entirety of the fight would be over quickly, the hasty preparations by the defenders make this judgement in error; their ability to fight underground and ambush clockworks as they tried to enter the caverns defrayed much of the advantage. The tactics of the airships – to fumigate the caves – proved to be of middling effectivess, as the caverns are exceedingly large. This left the remaining wetwork to the Kaldorians – who didn't fare much better. The caverns are, among other fine traits, totally dark – this left the Santareian defenders at a massive disadvantage. As the case is, both the Kaldorians and Clockworks are nearly blind and rely on projected lights or other lights such as a limited supply of glowgems. These are easily snuffed out, as it turns out, by Santreian Shadow Walkers. In such a situation, the clockworks prove to be even more problematic: even when outmaneuvered, they fight to the death – their death.

Ultimately the fighting proves to be utterly ruinous for the Technocracy and Kaldor: the bodies of ruined clockwork and disoriented Kaldorians litters the underground nightmare hell as they pull back to a safe distance. The airships, useless, stand by awkwardly as soldiers simply enter the caverns and do not come out; periodic counterattacks by Santareians further spoils any chance of victory. The entire affair is a disaster.

[Santareia]

Disband:

3 Berserk Warbands

[Add technology: Tunnel Warfare [Primitive])

[Technocracy]

Disband:

5 Mobilized Combat Clockworks Groups [Very Strong][Resist]

2 [WARDRUMMERS] Very Strong ++

3 [Wurms] Strong

1 Kaldorian Priestess [Very Strong+++]

[Add technology: Night-Fighting [Primitive])

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12436

>>12300

[CAPITOL]

>>You receive [10 Gold] and a food from Technocracy. You do not have an appreciate population to feed, and so this is voided.

1. Operation tune moves ahead. (small disadvantage)

2. You begin work on glamour masks. They should give you a better advantage against a variety of nations – except possibly the clowns – in a variety of infiltration actions. R&D seems to think that it's not going to be terribly complicated to start. (Research: Glamour Masks 4/6)

3. The effort to establish the shells doesn't go very well. The arms market is currently glutted with war equipment as several nations have demobilized. You slowly start the work through other – more criminal – elements to make the effort happen. Eventually progress is made, as the criminal element and information economy has begun to boom in the wake of the war chaos; they gobble up the arms when you offer them a series of arrangements, deals, bribes, kickbacks, and threats. (1/currency a turn)(research: 4/8)(-25 currency)

>>12303

[Necro Imperialis]

>>You recieved in trade: Rationalization [Average] and Standardization [Very Simple] from Technocracy

>>This translates into: Rationalization [Simple] and Standardization [Primitive]

>>You are mobilized: Industrial Efficiency: 100%

>>Lose 1.9/pop.

>>Set mobilization status: 6 turns. The war is now thought to be offensive in nature. It is becoming political problematic.

>>Add mobilized units: 6 Mobilized Multi-Purpose Skeleton Formations [Very Strong]

>>Set resources: Iron [Strained]+ to [Breaking]+

1. You send the Kaldorians all 3 Juvenile Rocs [Very Strong++] and Airships [Average].

2. The rift appears to have stopped and is shrinking slightly. As the rift retreats, you come across a good deal of the bodies in the combat area surrounding the rift proper – many of them have been badly manged in the fighting or explosions over the two battles. You recover them and send them to Morgaz.

3. You eventually manage to clean out the government of ne'er do wells, criminals, thieves, and other scum. This begins the building of a massive police apparatus. (5/15)

4. Several of your militias and patrols develop an extremely sophisticated way to detect spies and infiltration. The remaining Morgazian guerilla squad is also on hand to provide assistance; their methodology is actually fairly coherent to you and they speak in matter-of-fact and plain tones. (Add technology: Counter-Espionage [Average])(revise: Subtle means to Espionage [Average])

>>12304

[Starkegrob]

1.) You begin working on the new strategy game. It becomes reasonably popular, but it needs more publicity. (Research: Strategy/Tactics 3/8)

2.) The construction and development of bayonets and other close-combat weapons begins. (Research: Close Combat 3/7)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12437

>>12305

[Skyrates]

1. You continue your work on new forms of magic. This translates into more advanced spellcasting and your mages seem pretty pleased with themselves. (set Aero-Piratical to [Average])(Add War Magic [Primitive])

2. The rascals have manage to expand the domain of the pirates! Yar har! (add 4 hex; roll 1d3)

3. Several of the airships are seen practicing on the PYU campus. The new students are trying out a few things that might work on both real airships and mockups. Progress is reasonable. (Air War research: 5/8)

>>12307

[elemental chaos]

1/2 – The elementals continue to mash and disperse large swarms of the trolls. Eventually the trolls are defeated, and most of their corpses are burnt in massive piles. The holocaust in trolls sends up a massive pall of smoke that can be seen across the whole island. In their wake. vast areas have been devoured by the creatures. With the areas barren, you assume essential control of vast territory. Few elementals rise to meet you, however, as the land is mostly blighted. You aren't sure if you got all the trolls. (Add: +10 hex; +.2/pop a turn; roll 1d3 for resources)(Add units: 2 [player named units][Medium])

3 – You begin to raise some dryads. The returns are mediocre, but it moves forward. (Add 1 [player named units][Very Strong]; 2 [player named units][Medium](-5 currency)

>>12308

[Khazan]

>>You are mobilized: Industrial Efficiency: 100%

>>Lose 1.5/pop.

>>Set mobilization status: 3 turn. The war is now being taken as defensive in nature.

>>Add mobilized units: 8 Mobilized Khazan Mixed Formations [Very Strong][Plucky]

>>set resource: Copper, Iron, Wood to [strained]

1. You finish your research into the guerilla tactics. (Add technology: Guerilla Warfare [Simple]; Close Combat to: Simple)(-14 curency)

2-3. You begin to train and drill the units. Mass drills are conducted in the streets and the entire city now teems with soldiers engaging in any variety of practice, job, or strategic planning. (revise all standing units: “+”; (Add technology: Reorganization to [Simple])

>>12316

[Advent]

1. While the methods are sound, the amount of raw energy produced by your methods isn't enough to generate a sustained amount of energy. [Add technology: Electricity [Primitive](set wood[2x] to: Strained)]

2. Let us never speak of this tournament again.

3. You build a large trade port. It's actually quite fine. (Add unique building [player named port]; +3 currency/turn)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12438

>>12349

[Dominion]

>>Reset any adverse status to resource stocks.

>>Disband all mobilized units.

>> You gain 1.6 pop from demobilized units returning home.

>>You have been allocated 1 dice due to continued expansion efforts. Your total is 1d400 dice per turn.

1 The work on avatar theory moves forward reasonably. Pini reports that new avatars have been located and they seem want to want to help us across the realms and depths of what she is increasingly referencing as “the great outside.” She further reports that the avatars must brave this “outside” to make the trip here, and that we can make the trip easier “… sort of. It's like not that simple or anything you know. There's stuff out there. Big stuff. Mean stuff.” (Avatar Theory 11/12)

2. You begin working on combined infantry combat and coordination. The drills go very well and many of the Vilon are immediately making headway. We've even managed to retool some of the equipment ot utilize basic . (revise: Experimental Vilon Phalanx [Very Strong++++])(Reseach 5/8))

3. The new police apparatus is under development. It will take some time, but it moves forward. The Vilon seem excited about this, as it seems to cater to their penchant for fancy uniforms, saluting, and orderliness. The general population? Probably less so. (Construction/Research 5/15)

>>12356

[Patchwork]

1 You gain the following resources from expansion: +.2/growth/turn

1) The aeroport expansion starts. More trade! (Aeroport upgrades 1/3)

2) You finally manage to integrate the currency. It was a total nightmare, but you managed it. (add technology: Economics [Primitive])(+2 currency/turn)

3) You begin working on equipment making. This will help with basically all equipment – from armor to weapons. Your military chiefs seem to think exploiting the rubicite mine would help; the stuff seems to be ideal for armor. (Equipment 4/8)

>>12360

[Sculpted]

1. You built the embassy. (Add unique building Necro Imperialis [Embassy])

2. Some minor progress is made on the magic. It's getting frustrating, but it's moving. (6/8)

3. The construction begins again. Most of the framing is complete and it's nearly finished, thank god. (8/10)

>>12370

[Kaldor]

>>You recieved 3 Juvenile Rocs [Very Strong++] and Airships [Average] from Necro Imperialis

>>You recieved [20 Gold] from Technocracy

1. You sent more troops to secure the area. (Expansion 9/10)

2. Work starts. There's two fortresses to consider, and efforts are being made to fix both of them. (Fortresses 2x 5/20)

3. You begin training the capacity to rain fire. You think this will help in situations where lots of fire would be useful. This will also increase our general knowledge of elemental magic. (Research 5/8)

>>12376

[Angles]

1. You move your units. They are now moving Ribwall. Count:

+ 5 [Airship-T56- Springbok MK23][Very Strong]

+ 2 Cosmopolitan Undead Hordes [Very Strong+]

+ 1 Undead Warmages [Strong];

+ 2 Mobilized Skeletal Hordes [Very Strong]

+ 2 Mobilized Skeletal Mage [Medium]

+ 24 Mobilized Multi-Purpose Skeleton Formations [Very Strong]

2. You start expanding. The area is relatively quiet with little to speak of around (Expansion 3/10)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12439

>>12413

[Vyriah]

>>Consolidate existing metal technology to: Metallurgy [Good]

1.2.3: You outfit your units with the best equipment you can buy on the market. You are also able to pump the unit with experimental weaponry and training. They're equipped with the new magi-storm omni-cannon which can be both crewed and carried by a single gnome. Furthermore… (revise 2 units (guard) to [player named gnome platoons][Epic+][Resist])(revise technology: Magi-storm Cannons to Magi-Storm Omni-Cannons [Average])(Add technology: Bombardment [Simple])(Remove: Magi-Storm Projectiles) (-90 currency)

>>[GM: Check math on currency transaction. This will put you into negative.]]

>>12416

[Santareia]

1-3) You prepare the capital to be defended. You lose a good amount of the population but your situation is more defensible thank prior. You've managed to move most of your industrial facilities and research into the caverns thanks to the raw amount of resources you threw at it. Food is a problem now, however. (Revise defenses to: Tunnel Defenses [Elaborate, Segmented]](set food to: Low)

>>12420

[Suniria]

1. You manage to recruit a handful of new warriors. They seem eager! Glory shall be theirs! (Add 2 unit [players name][Very Strong][Raging]; Add 2 [players name][Strong])

2. You manage to find some dark iron! Truly a great day to be a chief and a warrior! (add resource: Dark Iron [unmined])

3. You begin work on the grand forge. It starts out poorly, as some of the brothers have been drinking to excess. It is truly a shame. (1/10)

>>12425

[Technocracy]

>>[GM: Forgot to give you: Entrenchment [Very Simple])

>>You are mobilized: Industrial Efficiency: 110% [Wobbly]

>>Lose 1.1 population [You Clockworks are mitigating the utilization of your population.]

>>Set mobilization status: 2 turn.

>>Your resource stocks are being rapidly depleted by the size of the mobilization and your current unit base. Your industrial sector is attempting to ration supply usage to maintain production. If coal is exhausted, unit movement will be impacted and units may be helpless.

>>Set: Iron [Shortfall], Copper [Shortfall]

>>Set: Steel [Average; decreasing]; Coal [Average; decreasing]

>> Set technology: Standardization to [Average]. Your industrial efficiency is increasing.

Add mobilized units: 7 Mobilized Combat Clockworks Groups [Very Strong][Resist]; 4 Mobilized Destroyer-Airships [Very Strong]

1. You transferred: Rationalization [Average] and Standardization [Very Simple] to Necro

2. Resources are transferred.

3. Troop Movement. [To Santareia]

[3 Mobilized Combat Clockworks Groups [Very Strong][Resist]]

[2 Mobilized Destroyer-Airships [Very Strong]]

4. The new capitalism that prevails in the technocracy is somewhat tame compared to the freewheeling attitude that the living bring. It is sober and disciplined, and provides measured costs and benefits. It is both droll and conservative, but predictable. Today the capitalists have provided some limited industrial capacity. (+1 industry)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12440

>>12436

{GM Correction: CAPITOL has resource: Food [Massive]}

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12441

>>12438

>>12376

[Meta: My 2 units of Confederate Irregulars [Very Strong] sent with that move action seem to be missing from the list you've recognized. Is this due to my roll or oversight?]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12442

Dice rollRolled 3 (1d3)

>>12437

[Meta] Rolling for the successful expansion

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12443

>>12441

[GM: Add them to the list.]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12444

>>12435

The Immortal Technocratic Republic

Government type: Military-Technocratic Oligarchy

Race: Dwarves

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: (22.8) (1/turn)

Food: (Excellent)

Raw Currency: (64) Income: (10/turn) Expenses: (Martial Law: set Income to 1)

Legitimacy: [Martial Law][Stable]

Culture: (12)

Industry: (24)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge], Embassy [Necro Imperialis]

Defenses: (Stone Traps, Good)

Military Units:

1 Eastwinds .Co Destroyer [Very Strong]

1 Dwarven Frigates (damaged)

1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge] - [Crippled; returning home]

>0 Royal Navy Destroyer's

>Mobilized Forces on the Field

5 Mobilized Combat Clockworks Groups [Very Strong][Resist]

9 Mobilized Destroyer-Airships [Very Strong]

>Mobilized Forces at home

9 Mobilized Combat Clockworks Groups [Very Strong][Resist]

6 Mobilized Destroyer-Airships [Very Strong]

Resources/Quantity: Iron [Shortfall], Copper [Shortfall], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable]

>Colonies

[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]

Market Gifts:

Steel [Average; decreasing]; Coal [Average; decreasing]

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

Technology: (Copper, Iron, Stone) [Airships, Basic] [Aerial Warfare, Simple] [Civil Defense, Primitive], Steam [Simple], Command Crowns [Some], Standardization Standardization to [Average], Clockwork Fabrication [Simple], Rationalization [Average], Mobilization [Average], Total Mobilization [Primitive], [Dwarf-Clockwork Integration [Very Simple], Large Scale Construction [Very Simple], Bombardment [Very Simple], Combat Clockworks [Simple], [Steel] [Steel Mill Blueprints], Salvage [Simple], Holy Weapons [Simple], Mass Raise Undead [Very Simple] {Average from Necro} and Undead-Living Diplomacy [Simple]

Territory: (12)

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. Captains of Industry – Every other turn, see what the capitalists are up to. Roll 1d100.

Mobilized: Industrial Efficiency: 50%

mobilization status: 1 turn.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12445

Dice rollRolled 11, 57, 23 = 91 (3d100)

>>12444

1-2. The Clockworkmen retreat from the huge metal shredder that was the tactical disaster underground, and as they do, they pull back their damaged and destroyed bretheren, hauling up their scraps and wrecks back to the surface.

2 Mobilized Airships load up with the scrap, returning them home to be put to salvaging and recycling efforts. Thus limiting metallic consumption.

Secondly, all mobilization efforts are ordered to shift from Shift from Ship Production to Clockworkman production, and as many standing units of construction clockworks are ordered to be constructed.

3. Troop Movemnt.

Send 7 Mobilized Combat Clockworks Groups [Very Strong][Resist]

1 Mobilized Destroyer-Airships [Very Strong]

to the Santerian Front

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12447

Dice rollRolled 96, 58, 55 = 209 (3d100)

>>12438

Nation Fluff:

http://pastebin.com/FBM7X4GB

[Kaldor]

Population: (21) (1/turn)

Food: (Stable)

Raw Currency: (28) (4/turn)

Legitimacy: (Semi-Stable)

Culture: (17)

Industry: (10)

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;

3 [Huntmaster] Very Strong

2 [Wurmrider Squad] Very Strong++++

[Deathgaze] Very Strong, Clever

1 Kaldorian Priestesses [Very Strong+++]

Verana, Priestess of Galgoroth [Epic]

Resources/Quantity:

Copper [Sustainable][x2]

[Pelts, Sustainable]

[Stone, Sustainable]

[Wood, Sustainable]

[Beetlechitin, some]

[Wurms, some]

[Prisoners, some]

[Iron, Sustainable][x2]

Mildly-Burnt Freak-troll hide [some]

Freak Troll Minors [Some]

Wurmscale [Strained]

Fruit [Some]

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

Technology:

+Iron

+Stone

+Copper

+Wood

+Hideworking

+Exotic Creature Training[Average],

+War Drums [Average]

+War Animal Training, Average)

+Drum Amplifiers [simple]

+Composite-Material Armors [Simple]

+War Magic [Simple]

+Air Transport [Simple]

+Professional Armies [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

>>You are mobilized: Industrial Efficiency: 100%

>>Lose 1.1 pop/turn

>>Set mobilization status: 1 turns.

>>Add mobilized unit: 3 Kaldorian Infantry Formations [Very Strong]

6 Kaldorian Admixture Formations [Very Strong]

1. Send the recently mobilized troops to help secure the Ruins of Mare

2. Send builders to Mare to set up defensive positions there, turn it into a fortress defending the wall.

3. Verana has been blessed by Galgoroth, but a simple blessing will not be enough, she must train in her blessed powers to bring destruction down upon our enemies.

1. Continue the use of expansion 9/10

2. Continue to work on the fortress, focus efforts on the one closest to the wall.

3. Verana shall continue her work on researching fire magic 5/8

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12448

Dice rollRolled 27, 66, 71 = 164 (3d100)

>>12439

Population: 24.1 (+1.2/turn)

Food: (Low)

Raw Currency:13 (+5/turn)

Legitimacy:(Stable)

Culture: 13

Industry: 9

Unique Buildings: Black Ziggurat, [Temple of the Raven +2 industry, +4 culture.][Academy of the Flesh; Santerians; +1 culture: +2 industry]

Defenses: Tunnel Defenses [Elaborate, Segmented]]

Military Units: 2 Berserk Warbands [Very Strong] 2 [Shadow Walkers] [Very Strong]

Resources/Quantity: (Iron [Sustainable]; Copper [Sustainable]; Stone [Sustainable]; Flux [Sustainable]; Raw magic [trace]

Magic/Spells: Santerian [Good];Shadowlands Walk [Good]) (Magi-Biology)

Technology: Wood, Stone, Metallurgy [Simple]; War Magic [Simple];Medical [Simple]; Biology [Simple]; Statecraft [Primitive]; Tunnel Warfare [Primitive]

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.Tamperers: You may re-roll spells or actions that involve biology (magical or otherwise) if the dice roll is below 50 (once).

Eccentricity:

1. Literally Cavedwellers: Other humanoids don't react well to you for some reason..

Alternative Mobilization 8/15

Biology 4/6

Alternative Mobilization 12/15

1-2) We begin to construct farms.

3)The flesh of the Kaldorian is meaty, and juicy. After we skin them, and eat their fat little muscles…and their guts, we behead and plant their heads on spikes- we make sure that they frozen faces are smiling. We had only wished for peace, but the little plumps decided to bring war to us. (More food)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12449

Dice rollRolled 48, 76, 19 = 143 (3d100)

>>12437

Actions:

1. We gotta get to work on that scale technology and try to get it better. (Work on upgrading Scaled Building [Primitive])

2. Hmm…Gonna need more rum. Lets set up some additional stills, and look into upgrading them later.

3. Continue work on Air War research (5/8)

Name:Skyrates

Race: Assorted

Color: Pink

Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to

strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic

mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over

arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains

represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The

Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any

one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic

enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful

balance they have worked to set up.

To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,

airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their

assorted functions.

Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.

Economy Type: Pirate Free Market

Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.

Location: Ribwall

Population: (14) (1/turn)

Food: (Good)

Raw Currency: (24) (+7/turn)

Legitimacy: (Average)

Culture: (7)

Industry: (9)

Unique Buildings: [1 Pirate Council Hall] [1 DreadDock Super Dock] [1 Black Market Goods Trade Emporium] [1 PYU Pirate Univerity]

Defenses: Aerial Patrols [Average]

Military Units: 4 [SkyGalleon][Very Strong]; 4 [Pirate Marines][Medium]

Resources/Quantity: Rum [Sustainable][Market]; Iron [Sustainble]; Copper [Sustainable]; Wood [Sustainable][x3]

Magic/Spells: (Aero-Piratical [Average]) (spells: Summon Ghost Pirates [Simple]) (War Magic [Primitive])

Technology: (Iron, Stone, Wood, Copper) Airships; [Average]; Air-War [Average]; Scaled Building [Primitive]; Economics

[Primitive]

Trade Routes: [none initially]

Territory: (7)

Bonuses:

1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or

opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes

undefended/non-military, roll 1d10. This does not apply to creatures.)

2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes

traditionally shipboard marines and boarding parties.

Eccentricities:

1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,

disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.

2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12450

>>12438

the second set of 3 actions not the first.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12451

Dice rollRolled 27, 3, 13 = 43 (3d100)

The Proprietor settles back into his plush seat. His position as the Face gave him quite a few benefits, but nothing was better than being privy to the world's secrets. He thumbed the ruby and quartz ring around his finger, a mental charge giving the stone within life.

"Moshi moshi," came a feminine voice on the other end. "Pick up or delivery?"

"Delivery." the Proprietor replied with a though. "I'll need hands upon hands."

"Aha, very well. Good luck, mi amore." There was a smooching sound in his head and the link was cut. The Directrix was an odd lady to be sure.

1. Operation WHO

2. Several engineers working for various groups are flown into the Morph's territory from all over the Plane. They begin working on a secret project for the strange metal-eating men

3. Glamour Mask research

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12452

Dice rollRolled 24 (1d100)

>>12451

Specialist reroll on 1

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12453

Dice rollRolled 71, 99, 67 = 237 (3d100)

>>12438

>FluffnStuff: >>10350

Population: 35.2(1.7/turn)

Raw Currency: 74 (13/turn)

Legitimacy: Good

Culture: (8)

Industry: (10)

Unique Buildings: [Council Headquarters], Aeroport [Primitive], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]

Defenses: (Tower/Wall Defense Network (Large)

Professional Military: 6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic++)[Armored], 1 Integrated Clansguard (Very Strong)[Brave] 3 Patchwork Clansguard (Very Strong), 3 Air Mages (Medium), 4 Goblin Blackhat Coteries (Medium) [Infiltrate][Sapper] 2 Gobtown Gaggles (Strong) [Infiltrate][Sapper][Resilient]

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, unmined] [Steel, Sustainable]

Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)

Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive] [Diplomacy, Simple] [Standardization, Primitive] [Rationalization, Simple] [Coinage, Simple] Unit Upgrade [Improvised] Economics [Primitive]

Territories: (22)

1) Upgrade the Aeroport! (1/3)

2) If our military chiefs think the rubicite will help, then mine the stuff.

3) Loen is rapidly disapearing, and with things getting more… aggressive this side of Soren, we should probably go elsewhere. Gul would be a fine place to settle.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12454

>>12433

The 'merchant' sighs. "What I'm trying ta say is I deal in merchandise that most people don't ask about, things you'd find in a black market. I'm willing to deal with legitimate business type deals as well, though a large portion of my wares have been otherwise acquired from people who may not realize they have been acquired so. Savvy?"

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12455

Dice rollRolled 8, 2, 9, 1, 1, 9, 5, 6 = 41 (8d10)

>>12448

8 Clockworkmen are sent back into the "Santerian Metal Shredder" with orders to "inflict as many casualties upon our enemies limited reserves and populace as possible"

It was strongly expected the enemy, with their populace forced to fight on the defensive, would be limited in their farming ability, with those who would farm being sent to fight. Cannibalism would likely be an option, especially in regards to the WURMS.

In expectation of this, they also loaded up numerous clockworkmen large sacks of molotovs and lamp oil, creating the first mobile bomb units. These were interspersed among the divisions, and when attack would detonate with a fercious incendiary effect, especially if attacked in melee. Luckily, their clockwork bretheren would not be hindered by flames and the fires would reveal the shadow-walkers excellently.

If ever a source of food were found, a farm, or even a well or spring, they would detonate on these areas. Food would be obliterated on sight, wells would be poisoned with oil and powder.

The Airships remain behind, always on guard and watching the cave exits, but for the most part unable to so effectively contribute to the fight.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

d64347 No.12456

>>12452

Well I guess I'll cash dump 16 into roll 1 to help it along.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.



[Return][Go to top][Catalog][Nerve Center][Random][Post a Reply]
[]
[ / / / / / / / / / / / / / ] [ dir / random / 93 / biohzrd / hkacade / hkpnd / tct / utd / uy / yebalnia ]