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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1445741086970.png (5.69 MB,4000x2000,2:1,mapedits.png)

770475 No.11876 [Last50 Posts]

Welcome to Vizera, land of the fallen. Why the fallen? Long ago it was said the races of the world created wonders a plenty, used great and powerful magic, and communicated with gods and elemental lords. Those days are lost, lost in the fall. Monsters roam the world in larger numbers, the secrets of magic and other knowledge have been lost to us. But that was long ago, when we were forced to stone tools once more. Now we have swords of iron and castles of stone. May fate smile on your people, my lord.

Fill this out where it says to:

Name:

Race: (Must be something fleshy and non-magical. No undead, constructs, spirits, elementals, or races with magic abilities or rely on magic to live.)

Color: See the map key for available colors. (IE: Red with white trim)

Fluff: One or two paragraphs please. You may be rewarded for genuine effort.

Government Type: Get political, please.

Economy Type: Get political. Command, cooperative, etc.

Religion: Atheism is *not strictly penalized*.

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

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)

Faith: (given by GM)

Industry: (generated by GM)

Unique Buildings: (generated by GM)

Defenses: (generated by GM)

Military Units: (generated by GM)

Resources/Quantity: (generated by GM) (amount)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] (generated by GM)

Trade Routes: [none initially]

Territory: (generated by GM)

Bonuses/Eccentricities: (generated by GM)

Rules/ Notes:

- You will not start with magic, no matter what. Magic exists and evident in the world through monsters and magic items in ruins but the secret of how to do magic was lost in the fall, you will have to find it again.

- You have 3 actions, a research slot, and a random nation event slot. The 3 actions can be used for anything but research. You can research one thing at a time and rolled to progress. The random nation event slot is rolled every turn and something may happen to your nation, good or bad. Put fluff in to add direction to the result.

- It takes an action from a player to give a resource to another and it may take time to reach them depending on distance and travel technology. Giving technology is the same.

- Over-extension happens when you have more tiles than you do culture. People will be unhappy and might revolt.

- Building cities, towns, and villages can be beneficial. Especially since your capital can become overcrowded. Then you get angry and hungry peasants.

- Fluff up your actions and slots with how your people go about doing something and you may get different results. This is especially important for special resources and the rediscovery of magic.

- No nation is truly good or truly evil, and no one believes themselves to be evil, get cultural and have fun. Your not playing angels and demons here.

-I have the right to add more rules if I damn please.

____________________________
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770475 No.11879

Name: The Mericon

Race: Mericon (Large Bipedal Cockroaches)

Color: Black (or Red).

Government Type: Elite consensus.

Economy Type: Neofeudal / Autarkic

Religion: The Mericon worship power, and power only.

Location: Mountains, any mountains.

The Mericon are a race that vaguely resemble slouching bipedal cockroaches. The Mericon are utterly alien, savage, relentless, and prolific; everywhere the Mericon go they blight the world with conquest and war. They are harsh, industrious, vicious, and mean; they play to win – and if they do not win, they will make sure others certainly lose. If this particular group replicates the general neurosis of the race is in question.

When wars start, Mericon find their purpose and meaning. By gripping the collective hatred and unity of action that comes with war, the Mericon society regenerates itself through an intensification of skills, procedures, and rationalization – but most of all purpose. Every war for the Mericon is a chance to enact the hatred that each Mericon has on an unsuspecting target, enemy, or other – even the smallest Mericon feels a glee from the grand struggle, and it gives their lives meaning and purpose. For the Mericon, war is truly an ekstatic experience that temporarily placates their psychology; to die fighting against the hated enemy is to be relieved of the shrieking howling neurotic misery of their lives in a fashion in keeping with the values of their society. It is what all Mericon strive to do and it is what all Mericon hope to express. Only by their death is the pain ended, and only by their death will the pain of the other be extinguished. But this is not enough: the pain must be inflicted upon all other forms of life, forever. And so the Mericon breed – they breed ferociously.

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770475 No.11881

>>11876

Name: Selgani Tribes

Race: Human

Color: Green

Fluff: The Selgani people have roams the plains for generations. Since the cataclysm claim and swallowed the great cities and high lords. Indeed they too were once of the cities, vain and proud, and only barely escaped their fate because of the visions of clan of seers, the Selgan, their namesakes.

The people heeding the words of the seers, and their esoteric gods, fled the cities, a trickle by the cities' estimate but massive by any numbers of today. Soon after the cataclysms came and swallowed everything up, destroying man, elf and others, as well as their works. The Selgani fell on harsh times afterwards, in a cold world devoid of empathy, magic or civilization. Still they endured despite losing bits of themselves year by year. In time they adapted to the plains. Now they thrive, hunting and foraging. Their only settlement Gaskan, a testament to what once was, and may yet be again.

Government Type: The chief of Gaskan is the technical ruler of the Selgani. He is the Great Chief. Still they are clannish by nature and each chief wishes to rule and expands the holdings of his clan and kin.

Economy Type: Cooperative and competitive. The Selgani work together to survive, but they also work to one up each other or to usurp valuable resources from each other. Generally a threat will make them drop old grievances to fight together however, and the Great's Chief's word command much weight.

Religion: The seers and medicine men govern the religion of the Selgani. They entreat the spirits of the seasons and the spirits of the lands. They offer sacrifices and read portents. The lead the holy ceremonies on the appropriate days, and name the children when they come of age.

Location: Anywhere where there are lots of plains and herds of animals.

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770475 No.11884

Name: Laell, the Phoenix Kingdom

Race: Human

Color: Green with white trim

Fluff: Laell in the current era is a nation little over a hundred years old. It suffers regularly from intense internal struggles for control of the Throne by the rival nobles and an exceptionally powerful bureaucracy. While Laellese struggles harm themselves their history has taught them the value of unity in the face of an invasion. That unity simply returns to squabbling and intrigue once the threat has passed.

Laell once was a jewel of a much larger empire. That empire abandoned it as it slowly but surely lost power, but some of its institutions inherited the power left in the void. The rich merchants with their own forces became the nobles, the bureaucrats changed their allegiances, and from the ashes a powerful general arose as king. He was a brilliant warrior, but lacked the capability to govern. He was murdered in a popular uprising started by the bureaucracy and a new noble replaced him. The current Phoenix King is Oraik Ku Pyrdiv, of House Ilariel.

Government Type: The government of Laell is organized around the principal of the Four Walls: the Bureaucracy, the Nobility, the Commoners, and the Phoenix King. There are nearly forty noble houses, but the Bureaucracy only allows a Phoenix King to ascend from the Twelve Great Houses who changes according to fortune and circumstances. Both the King and the Houses abide by the Compact - a document from the prior Empire upheld as the supreme law that makes rebellion in the event of poor leadership not just a right, but a requirement, a social, spiritual, and personal duty to all Laellese. Ironically it's this exact sort of documentation that led to the collapse of the previous empire.

Economy Type: Guild-based with strong commodity marketing. The Guild have a complete stranglehold over production of manufactured goods, but outside of urban centers the market is almost strictly in commodities.

Religion: Laellese religion is centered around the Duality: Life and Death, Happiness and sadness, sickness and health etc. At the center of this duality is the Phoenix, a mythical creature that has taken on intense importance due to its ability to ignore the Duality.

Location: At the fork in the rivers near the south-western lake

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770475 No.11885

File: 1445744303020.png (5.85 MB,4000x2000,2:1,mappers.png)

>>11876

Name: The Drusine Vale

Race: Humans

Color: Light Blue

Fluff: The Drus followed freely the Chosen King. How could they not, when their own leaders formed the Council that chose him?

To protect the Vale from…the Outside. The vast world from which the Drus escaped from during the End. Some would say paranoia, others would say security.

However, things have began to change.

A generation ago the westernmost coasts of the Vale were deemed safe. Settlers and Councilors streamed towards the mouth of the Vale's largest river, seeking opportunity… and a good source of fresh water. A Drusite city began to rise for the first time since the End.

Government Type: Elective Monarchy. When the Drus fled to the Vale, the survivors of each House, province, fiefdom, and such all formed their own groups. Each one has a seat on the Council who chooses, you guessed it, the Chosen King. He's mostly got authority over the military and anything "Outside" the Vale proper, while the Council tends to do their own thing internally.

Economy Type: Competitive with a hint of Commandeering. Things generally run themselves, but Chosen Kings have given the order to make/do things on a large scale before…to the dismay of the Council.

Religion: The Drus worship The Lights. Or at least, they think they do. Not a lot of religious texts survived the End, but the Drus still adhere to what practices they can remember. It's not a centralized faith by any stretch.

Location: Pic Related

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770475 No.11886

>>11876

>

>Lizardmen

>Yellow

>Fluff:

Dark, humid, foreboding, and isolated, the island rainforests of Vizera were left alone even before the Fall. Presumed inhospitable and unsettle-able by many in Vizera, something has indeed risen up in the jungle- the Sunspeakers, sapient Lizardmen fanatically obsessed with the worship of Sul'Ingu, the Lightbringer, who warms their bodies and gives them light and life. Having just recently crawled out of a more primal state of life, they follow the young priest-king Zaeru the Flameborn in their quest to discover the secrets of fire, which they believe is sacred to Sul'Ingu.

Soon, all shall worship the Lightbringer, and the Sunspeakers, lead by their king, will be his heralds.

>Government: Theocratic Monarchy headed by Zaeru the Flameborn

>Economy: Command

>Religion: The cult of Sul'Ingu, the lightbringer. The Sunspeakers believe that it was the sun itself that gave them their intelligence and allowed them to crawl their way out of a more primal state.

>Location: Longish island off the eastern coast of the main continent

Population: (generated by GM) (+-/turn)

Food: (generated by GM)

Raw Currency: (generated by GM) (+-/turn)

Legitimacy: (generated by GM)

Culture: (generated by GM)

Faith: (given by GM)

Industry: (generated by GM)

Unique Buildings: (generated by GM)

Defenses: (generated by GM)

Military Units: (generated by GM)

Resources/Quantity: (generated by GM)

Technology: (generated by GM)

Trade Routes: [none initially]

Territory: (generated by GM)

Bonuses/Eccentricities: (generated by GM)

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770475 No.11889

Name: The Oracle Society

Race: Humans

Color: Black with White Trim

Fluff: The Nation of the Oracle began from a lesser known political society that believed that a social change in the immediate system at the time was faulty. Their religious styling consists of their prediction for a coming end of the world. Isolating themselves on a small island, they prepare for what they believe will be the end. Proud warriors with an interest in developing new technologies and a defensive and orderly mindset over offensive.

Government Type: [Socialist]

Economy Type: [Planned]

Religion: Church of the Coming Age

Location: Center East Island

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770475 No.11890

>>11876

Spot saving post just in case it fills up.

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770475 No.11891

>>Move to lake island just west of center

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770475 No.11892

File: 1445748172462-0.jpg (215.64 KB,1643x690,1643:690,hawkmen.jpg)

File: 1445748172544-1.jpg (66.09 KB,900x900,1:1,photo.jpg)

Name: Valhallans

Race: 8ft Tall Winged Men

Color: White

Fluff: They stand a full three heads above normal man, with wings that stretch as far, and sinewy muscles as strong as the flesh of trees. A Warrior race at heart, their true origins are forgotten to them, told only in legend and story.

Their bodies superior in every way, the strength of oxen, the heart of a horse, and the endurance of 10 men. Their very bone structure is formed of a superior calcium composite and molecular structure making it stronger and lighter than normal bone, even the very cells of their tissue are made to store huge amounts of fat and energy, allowing them to fly for hours, sometimes days even in thick steel armor.

Believing themselves to be the greatest warriors reincarnated after their death in battle, they see their life as a reward from their god. In their eyes, there are only three classes of any living being on the planet. Warriors and servants and enemies.

Warriors comprise all the males of the society, including the Warlords who lead the nation, and any allies fit to fight alongside in battle, who have shown their ability to wage war and devastate their enemies. Men of craft are included in here, blacksmiths, weaponsmakers, and armorers, so long as they fight.

Servants are all non-warriors. Soft women who cannot fight and remain in the home to cook, clean, and birth sons stronger than them. Slaves and vassals who must submit themselves to the orders of the Warriors. And animals and beasts to be eaten and used in the field or in battle.

Enemies is very simple. Anyone and everyone who does not fall in line with the first two.

Their society is built around raiding, pillaging, and taking pleasure of the spoils of battle from slaves, to gold, to feasts. They value powerful weapons from bludgeoning tools, giant blades, long axes, and the strongest bows and crossbows, and often when lacking gold or silver, weapons serve as an form of Psudo-currency. The finest swords or biggest crossbows can be worth their weight in gold.

Government Type: Warlords

Economy Type: Bullion economy / Autarkic

Religion: The Wargod's Test - The Valhallan's believe that this world is the afterlife, one of many. Each of them died a warrior in a past life, and ended up here for a chance at glory.

Legend says that if the Valhallans and their allies conquer this world, the Wargod himself will descend from the Sky, and grant them true immortality to wage the great war of the gods.

Location: Any mountain

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770475 No.11902

File: 1445750469038-0.jpg (116.14 KB,680x516,170:129,Jean-Sebastian Rossbach-2.jpg)

File: 1445750469106-1.png (5.78 MB,4000x2000,2:1,123214.png)

Name: The Eternal Reich of Venland

Race: Human

Color: White with Gold trim

Fluff:

>Venland was a place of destitution, once. Corrupt priests and greedy lords ruled over the populace as kings to their own right, carving the land into feudal territories. They exploited the weakness of the people and their need for something, someone to follow. The Fall had left Venland as easy prey for these barons, and for centuries the people lived in this squalor.

>Then Markus Albreit Wilhelm arose. From humble - and government-censored - origins, he quickly worked his way to rule of one fiefdom through sheer wit and force of personality. The meager worker had become a lord, and he looked upon so many who had shared his position. So he set out to empower them, to make Venland great once more. To make it whole once more. In a massive tour de force, the new lord stormed across the country, toppling armies and humbling priest and prince alike. When, after 10 years of war in what he called the Reunification, the last of his enemies were defeated, he crowned himself Kaiser of Venland and Sovereign of the People.

>The old systems were discarded, the grounded nobility either joined a more humble governor position or were driven out entirely. He stamped out corruption and nepotism with an iron boot, and forcefully shaped the motley of kingdoms into one unified, structured empire. The people continue in their elation, praising their Kaiser in their daily lives, for vastly improved they were.

>He declared his sovereignty the Eternal Reich, as though he would live forever to rule it. The Kaiser's greatest love, however, was always the military, and it is that he has polished and restructured the most of all. They are a well-disciplined, fearless lot that are willing to die for his glory and the power and strength of Venland, and with their forces at his helm, the Kaiser will soon incorporate all the world into the Eternal Reich.

Government Type: Autocracy. Kaiser Wilhelm the First rules undisputed in his nation. The feudal ties that used to rule Venland have been outlawed and replaced with regional governors who answer to Wilhelm personally. All courts, military functions and government offices are handed on the national level, with the governors acting more as overseers than politicians.

Economy Type: Mercantilism. The state controls the markets and the means of production, and guides all prices. Fortunately, the Kaiser is rather lenient on restrictions for many things, but during wartime strict prices and rationing will often be instated.

Religion: When Kaiser Wilhelm shattered the theocracy of the old rulers, he declared that Venland would no longer be ruled by the Church, but by him alone. As such the country has no official religion. However, the common peasants still hold to their faith in Brannus, the patron of their lands. Some even worship Wilhelm as an incarnation of Brannus, or as a god in his own right. The latter is especially common in the military.

Location: See the pic.

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)

Faith: (given by GM)

Industry: (generated by GM)

Unique Buildings: (generated by GM)

Defenses: (generated by GM)

Military Units: (generated by GM)

Resources/Quantity: (generated by GM) (amount)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] (generated by GM)

Trade Routes: [none initially]

Territory: (generated by GM)

Bonuses/Eccentricities: (generated by GM)

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770475 No.11920

>>11884

Religion Revision!

Type: polytheism (moderately patriarchal)

Direction: outwards

Focus: spreading peace

Ruling Deities: The God of Science and Life and the God of Valour

Important Deities: the Goddess of Law, the Goddess of Politics, the God of Youth, the Goddess of Magic

Divine Interaction: only with great heroes

Involves: many nocturnal rituals

Afterlife: involves fire and brimstone for evildoers and cannot be reached while alive

Supernatural: considered heresy

Worship: solemn individual public sacrifices

Holidays: very often

Holidays Celebrate: great rulers, the harvest, past revalations, heroes, full moons, great priests, martyrs

Major Holiday(s): involve great feasts

Clergy: males only

Function: historians, ceremonial leaders, military leaders, community leaders

Lifestyle: below average

Family: none (celibacy required)

Chosen: appointed by secular leader(s)

Distinguished By: dyed/shaven hair Cultural Aspects

Symbol: a closed eye and is made of simple shapes

Holy Color: yellow

Passed Down: via several versions of one holy book

Creation Myth Type: order from void/chaos

Mortals' Origin: children of the divine

Major Myth/Symbol(s): the ascension

Deadly Sins: none

High Virtues: humility, abstinence, honesty and moderation

Associated Artform: songs

Coming of Age: 12 years old

Coming of Age Rite: involves an ordeal

Marriage: happens shortly after coming of age

Marriage Rites: generally take place on holidays

Death Rites: are a public affair

Major Taboo: strong emotions

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770475 No.11922

>>11876

Name: The Burning Empire

Race: Devilion

Color: Black with a red star

Fluff: Supposedly descended from Demons long ago, the Devilion race were famed for the magic inherited from their lineage, they based their entire society on it. When the fall happened their society was devestated, chaos reigned and civil war broke out. Eventually everything settled and the Burning Empire was formed from the ashes. Clawing their way back up to their former glory, one bloody inch at a time. Now their society is based on power and conquest, if you can kill for it then it is yours by right of conquest. It is believed that their goddess inhabits the souls of those who become Empress, until the goddess gets bored and chooses a new vessel that then kills the old vessel. With this the cycle of conquest continues and the Empire grows stronger having culled the weak and sick.

Government Type: Matriarchal Imperial Dictatorship based on strength and a "keep what you kill" style of government

Economy Type: A gem based economy, the lands around The Burning Empire is rich in jewels from the magic of a long forgotten era, various jewels have different values.

Religion: Relisa, Goddess of Fire and Conquest

Location: Island in the upper left of the map on the coast

{Will do more fluff later, hope this is enough for bonuses}

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770475 No.11924

File: 1445766939368.jpg (11.15 KB,236x326,118:163,Mazecii.jpg)

>>11876

Name: The Golden Republic of Mazevico (Free City of Mazevico)

Race: Don't be ridiculous, The Golden Republic of Mazevico is not racially-based. Human, Lizardman, Mericon, Valhallan, even Devilion - all are welcome to join the endless fleets of the Gemstone of Vizera. Might it be necessary as well, for the Mazecii themselves are few and far-between. The Mazecii are similar to humans, but for being taller, slimmer, fairer, and far more beautiful than their counterparts, as well as the points at the end of their elongated ears. The Mazecii once belonged to a greater race of 'Eldar', but only they, the magic-less Mazecii and their great city, survived in the end. Even though Mazecii live for inordinate amounts of time, with some believing the race may just be immortal, they are fiercely clan-oriented and the birthing of a new child is viewed as the expansion of one's clan, a carefully regulated happenstance.

Color: Purple, golden trim.

Fluff: Mazevico gleams just as bright as it did before the fall, and let none tell you differently! The result of the death of an ancient empire long ago, Mazevico continued to link the world together with it's position in the center of the world's great ocean, using old imperial docks and navies. With ideal location and the natural craft and intelligence of the Mazecii, Mazevico itself became known as the 'Gemstone of Vizera' and the 'Tamer of the Waves', and, as a place with no despot, the one city where anyone could truly forge their own destiny. Much history is lost of the city after the great fall, which resulted in most of the city's destruction and the vast majority of the great Mazecii houses killed, fleets across the world ruined - but the destruction of the world was no true stop for Mazevico. No, the Gemstone of Vizera will never cease to glow.

Government Type: Merchant Republic. Elections are held for the Noble Father of Mazevico (The head figure of the government) every fifty years or upon death, and elections for the Golden Council of the Republic, which boasts twenty seats of varying prestige and power every decade. Of the two, the Golden Council holds more unified power, but the Noble Father is much more powerful than any individual of the Council. Only the 'noble houses' of Mazevico may vote, with the patron of each house and each property-owning son of his casting a vote in elections. The majority of the noble houses are Mazecii, though not all, and to become one means besides owning your own fleet and contributing consistently to the improvement and well-being of Mazevico, submitting to the city's strict regulations and rules on family and ownership. If a sin has truly been committed, a vote may be called by the Council to eject a member of their ranks or the Noble Father, which all houses participate in, though such a vote passing is very difficult. Should a noble house cease to participate in the active improvement of Mazevico, they may loose their status, or worse.

Economy Type: Almost entirely based on trade, international deals and banking, both local and international. However, Mazevico itself produces some of the best and most expensive alcohol in the world, and their exported clothes and literature are highly prized as the pinnacle of fashion and culture. Though slavery is banned in the city itself (Slave trade and moving slaves through the city is fine), becoming indebted to one of the houses of Mazevico, which many poor men seeking fortune and fame in the only true free city eventually fall into, is perhaps worse - there is no real way to escape servitude in the great trade fleets once such an event occurs, but, of course, none of the indebted truly realize this. What few examples manage to escape from debt slavery tend to be successful, so much so that one such human now is the patron of his very own noble house, something that is never let up. Don't bring up the fact that the 'exotic concubines' of some of the more decadent houses aren't there willingly.

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Post last edited at

770475 No.11925

File: 1445766977331.png (5.85 MB,4000x2000,2:1,temp.png)

>>11924

Religion: There is no formal religion in Mazevico, as that would discourage the immigrants that the city so desperately needs to man it's fleets and populate it's poor, lacking the kind of total growth that more traditional nations boast. While immigrants may keep their religion, and there is not even a single religion among the nobles, the Mazecii and the Nobles (Barely separate, as all who make it so high are essentially Mazecii themselves by that point) are overwhelmingly Voscorian, an ancient religion following a pantheon of greek-esque, constantly fighting Gods and Goddesses. Though shrines to nearly every God exists in the Golden Republic, the biggest and most beautiful are to the Voscor Gods, all of which are revered quietly and mostly privately, serving more as inspiration to the great and enchanting works of literature that the bored Nobles of Mazevico put out than anything else. Their faith was much larger before the fall, but now only Mazevico remains Voscor. Perhaps one day, it shall return, would Odirthel will it.

Location: See attached.

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770475 No.11930

File: 1445779472830-0.png (208 KB,270x294,45:49,Twoheadedogre.png)

File: 1445779472830-1.jpg (150.59 KB,1000x981,1000:981,Troll.jpg)

>>11876

Name: Pax Orgul, The Monstrous Meritocracy

Race: The core clans of two headed ogres and other creatures of consequence

Color: Yellow with green trim

Fluff: Robust and strong, cunning intelligence, these two headed ogres have displayed the greatness to humble enemies, usually by displaying the power of a troll berserker unleashed on walls of those that refuse to surrender. A clan tends to have a family of trolls or other capable monsters in their group as they offer their considerable might or the profound genius(read: madness) of the goblin alchemists.The life and journey of two heads is a great one, a head may grow to pursue life as a proud and brutal warrior and the other a master of intrigue working with their brother or 'shoulder kin' and growing as the other grows. "Talent of the body and talent of the head, and we Ogres got two heads a' talent!"

Government Type: Warlords and Meritocracy, the strong rise or fall by their own hand, usually by displays of bravery in battle or outstanding loyalty but also by savvy administration of the groups of the realm.

Economy Type: Trade and Exchange, they are very interested in trade for goods from different lands and different peoples

Religion: Tengrism, The Blue Mighty Eternal Heaven

Location: The small southeastern group of mountains

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770475 No.11938

File: 1445786794009.jpg (307.13 KB,719x1080,719:1080,012765b3dec4f6a2e71b1afce6….jpg)

>>11922

Forgot picture and Race description, the Devilions are varied in appearance but one constant is that they all have horns of some kind, and many have wings from their demonic ancestry. They used to be capable of many aerial acrobatics but since loosing their magic and the ability to manipulate the wind and thermals their ability of flight has been greatly reduced.

Religion:

Relisa, Goddess of Fire and Conquest, is not so much a goddess as the supposed progenitor arch-demoness for the royal line in the Forgotten Empire before the Fall, when the cataclysm occurred and the Empire fell into chaos it is said that Relisa decided to inhabit the soul of a Devilian Matriarch with a small portion of her power and control the Empire directly, but Relisa is ever a fickle goddess and simply passing down her strength and control to the matriarch's daughter was not enough, instead she left the older and weaker vessel and took up another's soul, slaying her old vessel and taking it's position. Whenever her vessel gets older she leaves and inhabits a new vessel.

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770475 No.11946

Name: The Golden Web

Race: Arachea

Color: Pink

Fluff:

An Arachnea is a monstrous creature, with a vaguely humanoid top half, covered in chitin, bristly hair and hard shell. With four arms, the lower pair a set of bludgeoning claws.

Their head contains 6 eyes, arranged around their head in a crown, giving them unparelled range of vision. Unlike what most people would think given the obvious spider influences their bite is not venomous. Instead they possess sharp teeth that can chew through almost anything.

Their bottom half is a huge tauroid teardrop, with eight legs and a spinnerette at the rear end capable of producing webbing.

The first Archanea was not born, but created, a creature that was a fusion of a rat, cockroach, spider, and man. Though wholly unmagical it is clear that their creation had magic involved. Why this was done so is lost to the annals of the Fall and Time. However the shamans of the Golden Web do know they were used as shock troopers. Their size, lethality, ability to make traps with webbing or chew through stone made them excellent soldiers. And because each Arachnea is born pregnant their numbers never die down.

After the fall the Arachnea offered their services to whomever would feed them in return for their battle experience. It took a long time for the Arachnea to begin to become something other then roaming soldiers and mercenaries.

Government Type: The Golden Web follows Queen Riskilia, she who sits upon the Golden Web. Riskilia is unusual for a Arachnea, as she never grew beyond her child-like size of a mere 1 meter tall and long. A mere third of the size of her sisters. Furthermore she was far more human looking to them lacking most of the chitin and hair her sisters have on their upper halves. What she lacked in battle capability she made up with her mind and her ability to talk. She rallied the small bands of Arachnea, one small group at a time, until she had a horde and instead of using them for war she set about them forging a nation. All Arachnea revere her for ending the Time of Travels where any Arachnea could die at a moments notice due to constant warfare.

Economy Type: The Arachnea primarily dealt with Barter in the Time of Travels, putting their services of Mercenaries in return for food. Riskilia has only just begun to change that.

Religion: All Arachnea worship Kali, a goddess who has destroyed the world once and recreated it in her image. They believe that Kali is responsible for the Fall and that they are her soldiers who helped make it happen. Riskilia wants them to be more then soldiers so she has been emphasizing the fact that Kali not only destroys but creates, and has been saying that Kali says the Arachnea must continue to forge this world in her image. Responses have been mixed.

Location: North\Center. West shore of that huge lake.

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770475 No.11952

>>11876

Name: Taetus

Race: Human

Color: Dark green with red trim

Fluff: The Taet are a highly inward focused civilization. They do not trust outsiders at all and rarely work well with anyone not of their race.

They pride themselves as beast tamers and natural builders. Where other nations sought to kill the dangerous beasts that are everywhere in the world the Taet sought to control them. Where others would seek to clear vast swathes of lands and build from scratch the taet would use the land itself to form their homes, turning mountains into fortresses and trees into living homes. There are many legends of people who once used magic to do this but all that seems to be nothing more than stories and now it is done by hand and hard work.

Government Type: oligarchy

Economy Type: Command

Religion: The Taet worship Magla the sentient beast. Magla is said to be able to take the form of any beast and so to kill beasts with no reason is an insult to Magla as you may be killing his avatar by doing so.

Location: Doesnt matter the Taet can live anywhere.

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)

Faith: (given by GM)

Industry: (generated by GM)

Unique Buildings: (generated by GM)

Defenses: (generated by GM)

Military Units: (generated by GM)

Resources/Quantity: (generated by GM) (amount)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] (generated by GM)

Trade Routes: [none initially]

Territory: (generated by GM)

Bonuses/Eccentricities: (generated by GM)

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770475 No.11954

>>11876

Race: Gnome

Color: Purple, grey, or brass are all fine, up to you so we don't have repeating colors

Fluff: Long ago, tribes led by mages and shamans cover this island, fighting for control of its forests and mountains. Finally, as the magic drained from the world, one gnome stood tall(4 feet, to be exact). Allied with a host of stone and metal spirits, Narakoma the First conquered the twin peaks of Mount Asun-Dali, and the tribes that lived there. With his new power, Narakoma began uniting the island tribes, through force and diplomacy. As this great feat wore on, however, his spirit allies dwindled away, along with the rest of magic. But the future Emperor would not be stopped by the loss of his allies. The tribes under him were strong, and commanded most of the vital resources. After twenty long years of war, Narakoma conquered the last stubborn tribe.

Many years have passed since then, so much that many believe Narakoma is just a myth. Our Emperor seeks to remind the people of why his family rules, though only time will tell the outcome of his plans.

Government Type: Meritocracy within the noble class, with the noble children tested in a number of subjects to find the best role for them. The Emperor is both a religious and political leader, seen as the messenger to and from the spirits.

Economy Type: Mixed Economic system

Religion: All things have a spirit, from the smallest pebble to the mightiest tree. These spirits must be respected and kept happy, so that they will multiply and allow us to use them. Ancestors' spirits are also still among us, helping guide our people through these tough times.

Location: northern island mass with 2 mountain symbols and 2 forest symbols

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770475 No.11959

>>11879

Population: 10 (+1/turn)

Food: Low

Raw Currency: 5 (+0.5/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [Player fluffed government building]

Defenses: [Player fluffed defensive fortification][Strong]

Military Units: 2 [Player fluffed] [Swarm][Medium]

Resources/Quantity: Stone (some), Copper (low), Wood (low)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Breed like roaches: Your people are resilient. There is a chance to adapt to anything that would cause your people to be wiped out.

War culture - Military buildings give culture

Infighting - Battle rolls of 1 will be counted as negatives and low rolls involving the military could cause units to fight between themselves. Good for gaining experience though.

NERDS - Why research when you can be fighting? Situational penalty to research.

>>11881

Population: 7 (+1/turn)

Food: Stable

Raw Currency: 5 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: High

Industry: 2

Unique Buildings: [player fluffed government building]

Defenses:

Military Units: 3 [player fluffed units] [Strong][Calvary]

Resources/Quantity: Furs (sustainable)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

The wandering clans - Your people rarely stay in the city, overcrowding is now linked to territory instead of settlements.

The Clans - Although your people usually work together sometimes the clans will take resources to make or do something for themselves. This could be useful or detrimental.

Riders and tamers - It is easier for your people to tame animals and creatures as they have done so many times in the past.

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770475 No.11961

>>11884

Population: 7 (+0.5/turn)

Food: Low

Raw Currency: 10 (+2/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [player fluffed government building]

Defenses: City Walls [Strong]

Military Units: 2 [Player fluffed units] [Strong]

Resources/Quantity: River, Fertile plains

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

The law says we revolt! - You usually end up with a lot of protests and riots over small things if the peasants arn't happy.

The Great Game - The competition between nobles sometimes leads to assassinations and setups between the houses, as well as war between them. This can be both good and bad for the nation.

Duality - Your people generally believe that good times come with the bad and are less likely to lose legitimacy due to natural disasters or war between nobles.

>>11885

Population: 7 (+1/turn)

Food: Stable

Raw Currency: 5 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [player fluffed government building]

Defenses: City Walls [Strong]

Military Units: 2 [Player fluffed] [Strong]

Resources/Quantity: River, Natural Harbor

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] Shipwright I

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Old Texts - Somehow you were able to save texts from before the fall, now if only you could read most of these.

Faith Arguments - the faith is uncentralized and can lead to arguments between highly influential priests and cause disturbances.

Paranoia - Anything and everything is dangerous! Especially those other people. They must be mimics!

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770475 No.11969

>>11886

Population: 8 (+0.5/turn)

Food: Low

Raw Currency: 5 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [player fluffed government building]

Defenses: [player fluffed defenses] [Strong]

Military Units: 2 [player fluffed units] [Strong]

Resources/Quantity: Jungle wood (some), stone (some)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Cold blooded - Lizardmen do not do well in cold climates.

Priest king - Faith and Legitimacy are tied together. When one does well so does the other.

Praise the sun! - You get a bonus to research based on faith.

>>11889

Population: 7 (+0.5/turn)

Food: Low

Raw Currency: 5 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [player fluffed government building]

Defenses: [player fluffed] [strong]

Military Units: 2 [Player fluffed] [strong]

Resources/Quantity: Wood (some), Oracle Grass (Some)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Oracles - As long as you have Oracle grass in supply you can get high… I mean attempt to divine the future. The people will believe these prophecies 100%. If proven false faith and legitimacy will take a serious hit.

Cult - Harder for military units to break and easier to convert neutral towns and cities to your control

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770475 No.11972

>>11892

Population: 4 (+0.25/turn)

Food: Low

Raw Currency: 10 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [player fluffed government building]

Defenses: [player fluffed] [strong]

Military Units: 2 [player fluffed] [strong]

Resources/Quantity: Stone (some)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Natural Flight - You can fly. You get all things flight entails.

Already dead - Your units fear nothing! This usually leads to more casualties on both sides.

Wargod's test - Your units get restless when there hasn't been something to fight for too long and may go out to pick a fight themselves.

>>11902

Population: 7 (+0.5/turn)

Food: Low

Raw Currency: 5 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [Player fluffed government building]

Defenses: City walls [strong]

Military Units: 2 [Player fluffed] [Strong]

Resources/Quantity: River, Fertile lands

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

God Emperor - Faith affects Legitamacy, if those who worship you see you mess up they could believe it is better to remove the false god since it is obvious he is not the real god emperor who can do no wrong.

Of Mankind! - Whether you wanted it or not a lot of your people are racist to non-humans. This causes some problems when dealing with them.

United - There is generally little infighting or corruption within the elites making construction and tax collecting efforts easier.

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770475 No.11973

>>11922

Population: 7 (+0.5/turn)

Food: Low

Raw Currency: 5 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [Player fluffed government building]

Defenses: City Walls [strong]

Military Units: 2 [player fluffed] [Normal, Flight]

Resources/Quantity: Gems (many)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] Shipwright I

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Demons! - Not a lot of people like you at first contact due to your appearance. When they get to know you though they realize they really don't like you. Makes diplomacy with NPC cities harder.

The Queens dead again - Your queen gets assassinated a lot. You don't lost stability from it a lot but workers may try to turn it into a holiday.

Variance - There are a variety of Devilion, from strong to weak and some with wings and some with tails. If it can be seen on a Demon it can be seen on a Devilion.

>>11924

Population: 4 (+0.25/turn)

Food: Stable

Raw Currency: 10 (+3/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [Player fluffed government]

Defenses: Watchtowers [Weak, Scout]

Military Units: 2 [Player fluffed] [Strong, Naval]

Resources/Quantity: Wood [Some]

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] Shipwright I

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Old - Some of your older members remember the fall. You can easily translate documents from before the fall, if you can get your hands on some of them.

Merchants - You can easily buy almost anything and you get a better deal out of trade routes.

Corrupt - It is harder for you to make money through taxation and some reforms will get complaints from other houses. As well some houses will just break the law as they please or punish those they don't like. It is easier for legitimacy to drop.

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770475 No.11974

>>11930

Population: 10 (+1/turn)

Food: Low

Raw Currency: 5 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [Player fluffed government building]

Defenses: [Player fluffed defense] [Strong]

Military Units: 1 [Player fluffed troll unit] [Strong, Regeneration, Stupid]

Resources/Quantity: Stone (Some), Wood (Some)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Monsterous - You are going to have a hard time with diplomacy with NPC settlements unless they are just as monsterous as you.

Stronk - You have a myriad of strong and cunning units creatures, but few in the middle.

Mad - Your alchemists are all crazy, and the new ones always become crazy. Research rolls that end in a 0 will do something special depending on what is being researched.

>>11946

Population: 8 (+0.75/turn)

Food: Low

Raw Currency: 5 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: The Golden Web (Government building)

Defenses: [Player Fluffed] [Strong]

Military Units: 2 [Player fluffed] [Strong, Arachea]

Resources/Quantity: Arachea Silk (Sustainable)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Warriors - It is believed that you were created to be soldiers and nothing more. It is easier for you to recruit and train units.

Created - Could there be more to you than even you know? We shall see.

Always soldiers - Your people have always been soldiers, it will be harder for them to learn to do anything besides fight and research anything not related to war.

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770475 No.11975

File: 1445816879810.png (5.85 MB,4000x2000,2:1,1445741086970.png)

Name: Warrior Merchants of Caldoor

Race: Elves

Color: Chartreuse

Fluff: For the proud folk of the city of Caldoor life revolves around one place and one place only, The Sea. They live off it's bounty, travel by it's paths, and ride it to war. Clad in hard leathers and thick furs these men ride out on their ships to bring back food to sustain their people, or goods and riches from foreign lands. A naturally long lived race the Elves of Caldoor learn early on the core skills of their people and spend their youth travelling as a crewman on a vessel either of the same fleet as their family or as part of anothers as a show of faith or subservience. As they age these now seasoned deckhands either take command of a small vessel, take a commanding position in another or focus their skills and specialize in another field of work. Those that prove themselves might warriors without reproach may be entered to train under and eventually join the local lawmen of Caldoor as a judge or if they are more financially inclined be taken under a wing of the merchants or nobility and enter an administrative position.

Government Type: For outsiders the law is Iron and Silver. Prove yourselves a worthy trade partner or a respectable foe else taste iron. Within the Seas claimed by their Capital The Elves of Caldoor follow the law of the Great Lord who can see all from his hall or face the judges and be stripped of name and worth to be tossed in to the mines with the slaves until they have paid for their damages, although those with enough riches can simply pay for the issue up front and merely lose merit in the courts but that is a punishment in itself as they are passed by for important positions and chances at future success.

Economy Type: Two things talk. Silver and Iron, Silver is traded in smiles and warmth to those who are too strong for iron or too important to lose. Iron is fast and violent reserved for those too weak to hold on to what they have and too unimportant to bring regret. A merchant of Caldoor must always know what is needed. Within the walls of the city Silver is all that talks lest the iron of the judges fall down on their heads for within the city only they may openly carry weapons. All silver belongs to the Lord's house and is both a guarantee of worth and a promise of reparations.

Religion: Offerings given to the wrathful lord of the ocean and the vicious maiden of the sky

Location: In the circle of pic related

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770475 No.11976

>>11952

Population: 7 (+0.5/turn)

Food: Low

Raw Currency: 5 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [Player Fluffed government building]

Defenses: [Player Fluffed] [Strong]

Military Units: (generated by GM)

Resources/Quantity: Wood [Some]

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

With nature - Your people do not like to destroy nature unless they have to. They have learned to build along with nature at no penalty. Settlements can also be hard to find this way.

Introverts - Your people don't like going out just to talk to people. Makes it hard to set up trades and such.

Beast friends - It is easier for you to tame beasts since you are so used to it.

>>11954

Population: 9 (+1/turn)

Food: Low

Raw Currency: 5 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [Player Fluffed government building]

Defenses: [Player Fluffed] [Strong]

Military Units: 2 [Player fluffed] [Strong]

Resources/Quantity: Stone (some), Wood (some)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Juicy Gnomes - Gnomes look weak and defenseless, you are more likely to be targeted by monsters and NPCs.

Meritocracy - Your assigned people will usually be good at their jobs. Hero units are better and you have a better chance to find hero units.

Spirits - Who knows, what is true or false.

>>11975

Population: 5 (+0.25/turn)

Food: Low

Raw Currency: 5 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [Player fluffed government building]

Defenses: [Player Fluffed Defenses] [Strong]

Military Units: 2 [Player fluffed vessels] [Strong, Naval]

Resources/Quantity: Wood (Good)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] Shipwright I

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Born at sea - Your people are good sailors. You have a bonus to maritime combat and navigation.

Silver - You get a slight bonus from trade routes.

Iron - You get a slight bonus from piracy and raiding coastal settlements.

Post first turn actions, I'll get to the map when I can.

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770475 No.11977

>>11976

Taetus Military: 2 [Player fluffed] [Strong]

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770475 No.11979

Dice rollRolled 66, 22, 84, 99, 75 = 346 (5d100)

Population: 10 (+1/turn)

Food: Low

Raw Currency: 5 (+0.5/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [The Hermeneutic Ring]

Defenses: Mericon Boil-Warrens [Strong]

Military Units: 2 Mericon Serf-Slave Formations [Swarm][Medium]

Resources/Quantity: Stone (some), Copper (low), Wood (low)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Breed like roaches: Your people are resilient. There is a chance to adapt to anything that would cause your people to be wiped out.

War culture - Military buildings give culture

Infighting - Battle rolls of 1 will be counted as negatives and low rolls involving the military could cause units to fight between themselves. Good for gaining experience though.

NERDS - Why research when you can be fighting? Situational penalty to research.

Actions [farms, recruiting, expansion]

1. The Mericon elites notice that the food supply is not very good, and so they command several military sections to begin the search for food or seed. If the foraging effort fails, serf-slaves and serf-peons have begun working on typically Mericon-style farming structures of reasonable size. [build farms]

2. The local Mericon arch-purifier has begin drilling the first few Mericon recruits. These recruits, raw and fiery, are anxious for combat and war. They know the enemy is out there, and this quite enough to get them agitated. The purifier feels confident about this first group. [recruit units]

3. A few Mericon outriders have begun to expand the territory held by the boil. They execute a search pattern, clearing the area of anything of value or threat. [Expansion; unspecified direction]

Research [Polearms]

4. The Mericon immediately set to work making crude weapons out of anything they can find. Sticks are favored: they can be easily filed down into spears. The Mericon prefer them, as it allows even a mediocre force of such creatures to engage heavily armored opponents. It is commonly deployed and heavily favored for a reason. [research polearms/spears][NERDS]

Random Event [Opt-In]

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770475 No.11982

Dice rollRolled 29, 81, 98, 57, 63 = 328 (5d100)

>>11976

>Name: Warrior Merchants of Caldoor

>Race: Elves

>Population: 5 (+0.25/turn)

>Food: Low

>Raw Currency: 5 (+1/turn)

>Legitimacy: Stable

>Culture: 5

>Faith: Stable

>Industry: 2

>Unique Buildings: Central Hall

>Defenses: [Strong]

>Military Units: 2 War Galley's [Strong, Naval]

>Resources/Quantity: Wood (Good)

>Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] Shipwright I

>Trade Routes: [none initially]

>Territory:

>Bonuses/Eccentricities:

>Born at sea - Your people are good sailors. You have a bonus to maritime combat and navigation.

>Silver - You get a slight bonus from trade routes.

>Iron - You get a slight bonus from piracy and raiding coastal settlements.

[Dedicated Actions]

1. The Fleet is lacking [begin construction of a shipyard]

2. The Larder is pitiful [begin construction of a fishing fleet]

3.Construction requires materials [Pull men from the fleets to gather lumber]

[Research]

4. Our men can make ships but the work is never done [Research Ship construction methods]

[Random Event]

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770475 No.11983

Dice rollRolled 32, 24, 64, 83, 94 = 297 (5d100)

>>11974

http://pastebin.com/kQ50b77d

1 Troll Sheep Herds. Trolls like cute sheep and fluffy sheep and juicy sheep, they are surprisingly natural shepherds when it comes to protecting their flock and calling them to graze. It should also provide us with some wool

2 Ogre Rice Paddy. The land in the east is good ground when the waters come in spring to plant rice and become the grain staple of the clans. Straw hats to keep both their heads out of the sun and wool loincloths against the occasional stiff breeze.

3 Dig for gold, a shiny and pliable metal that many are willing to trade for materials and even food or good to fill our coffers

4 Research. Defensive fortification, Moat and drawbridge. Surrounding the Giant's Castle or any fort with a lake and a drawbridge to confuse and stop invaders in their tracks. A favored delay tactic is to make use of the environment to stop a foe's advance and the spirits of nature will aid us in our honest request.

5 Random Event

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770475 No.11984

Dice rollRolled 29, 91, 79, 29 = 228 (4d100)

Race: Gnome

Color: Purple, grey, or brass are all fine, up to you so we don't have repeating colors

Fluff: Long ago, tribes led by mages and shamans cover this island, fighting for control of its forests and mountains. Finally, as the magic drained from the world, one gnome stood tall(4 feet, to be exact). Allied with a host of stone and metal spirits, Narakoma the First conquered the twin peaks of Mount Asun-Dali, and the tribes that lived there. With his new power, Narakoma began uniting the island tribes, through force and diplomacy. As this great feat wore on, however, his spirit allies dwindled away, along with the rest of magic. But the future Emperor would not be stopped by the loss of his allies. The tribes under him were strong, and commanded most of the vital resources. After twenty long years of war, Narakoma conquered the last stubborn tribe.

Many years have passed since then, so much that many believe Narakoma is just a myth. Our Emperor seeks to remind the people of why his family rules, though only time will tell the outcome of his plans.

Government Type: Meritocracy within the noble class, with the noble children tested in a number of subjects to find the best role for them. The Emperor is both a religious and political leader, seen as the messenger to and from the spirits.

Economy Type: Mixed Economic system

Religion: All things have a spirit, from the smallest pebble to the mightiest tree. These spirits must be respected and kept happy, so that they will multiply and allow us to use them. Ancestors' spirits are also still among us, helping guide our people through these tough times.

Location: northern island mass with 2 mountain symbols and 2 forest symbols

Population: 9 (+1/turn)

Food: Low

Raw Currency: 5 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [Player Fluffed government building]

Defenses: [Player Fluffed] [Strong]

Military Units: 2 [Player fluffed] [Strong]

Resources/Quantity: Stone (some), Wood (some)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Juicy Gnomes - Gnomes look weak and defenseless, you are more likely to be targeted by monsters and NPCs.

Meritocracy - Your assigned people will usually be good at their jobs. Hero units are better and you have a better chance to find hero units.

Spirits - Who knows, what is true or false.

>Actions

1. The Emperor examines the troops assembled for the yearly review, and notices a major problem in the empire's military. The officers and nobles are clad in plate, but the common infantry has no true armor. Men are sent out into the hills in search of ore, to better arm and protect the military.

>look for iron/bronze

2. The nobles of the empire grumble about the idea that the peasant soldiers will soon be outfitted in metal armor, a status symbol within the noble class. The Emperor, in his everlasting genius, states that the nobles will be given new beasts to ride into battle

>look for war mounts, preferably flying

3. The peasants appear too thin to the Emperor, and, in his everlasting genius, he decrees that they should farm more land, so as to provide more food.

>try to produce more food

>Research

Once the ore is refined into metal, we will need a way to provide armor to the masses. Thus, the armorers are set to work crafting pieces of armor that are standardized and cheap to manufacture.

>research munitions plate/Lorica segmentata

>Random Event

HELL YEAH!

Can't post images for some reason, gonna post links till i figure it out

>mounts

http://khyterra.deviantart.com/art/Riding-Wyvern-Concept-307677881

>munitions plate

http://www.outfit4events.com/runtime/cache/images/productFull/mib-0015.JPG

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770475 No.11985

Dice rollRolled 81, 54, 79, 25, 92 = 331 (5d100)

>>11961

Name: The Drusine Vale

Race: Humans

Population: 7 (+1/turn)

Food: Stable

Raw Currency: 5 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: The Choosing Hall

Defenses: City Walls [Strong]

Military Units: 2 [Wardens of the Vale] [Strong]

Resources/Quantity: River, Natural Harbor

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] Shipwright I

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Old Texts - Somehow you were able to save texts from before the fall, now if only you could read most of these.

Faith Arguments - the faith is uncentralized and can lead to arguments between highly influential priests and cause disturbances.

Paranoia - Anything and everything is dangerous! Especially those other people. They must be mimics!

>1 We live in a forest

Considering the large supply of trees in the region, we should establish a lumber industry in the Vale.

Their strength will be needed!

>2 The mouth of the river

You know what's great?

Not starving to death.

You know what's also great?

That we've founded a city at the mouth of a HUGE river.

Shouldn't be too hard to get our hands on some fish.

>3 Bounty of the Earth

The Drus have never truly surveyed the Vale, never looked too closely at the land.

But that needs to change.

We should survey the land, seek out what lies in the ground, and the shape of the hills and woods.

It could come in handy.

RESEARCH:

>Forest Combat Doctrine

Because anyone trying to invade should get a bucketload of arrows, blades, and assorted poisons and wildlife to the face.

RANDOM EVENT

>Praise the Lights

We don't know how, why, or anything else, but the Drus will continue praising the Lights.

We…aren't sure if this will please or offend them.

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770475 No.11986

Dice rollRolled 65, 40, 85, 39, 24 = 253 (5d100)

[Oracle Society]

http://pastebin.com/z57pjMqH

1. The Oracle Society has long since survived the apocalypse. Although fringed, our group has begun to rebuild itself. Bohdan Reicher, leader of Oracle, is somewhat paranoid of the many threats to society. He suggests an underground bunker be built to protect from any attacks on the compound. [Build Defense: Underground Bunker]

2. Food is in short supply, and our numbers are surely soon to rise exponentially. An initiative to build a farmi is created. [Build [Farms] for [Food] and [Oracle Grass]]

3. Our population is rising in numbers, and we are likely to become crowded in what little space we have. More land would also allow for a greater number of structures as well as shelters for the coming end of days. [Can't currently see map. Just going to roll to expand across the entire island if possible]

Research: [Agriculture II]

Event: A research party is sent to observe the monsters of the island.

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770475 No.11990

Dice rollRolled 62, 93, 30, 86, 56 = 327 (5d100)

1. [Build farming estates] The Nobility, hungering for a chance to expand their wealth and power, petition the king for sizable land rights for a substantial payment in coin and presumably loyal manpower. These farms are set up to produce grain, wheat, barley, and rye.

2. [Institute a Military Reform regarding Mobilization] With our rivals, the Vennish, to the west having reformed their government the Phoenix Court fears that there is a potential for them to try to muscle Laell out of the river Immer which is shared by the two nations. Naturally both the nobility and the bureaucracy fear the interruption of trade and industry situated along the river.

3. [Expand the borders] Several nobles and merchantmen have come to the Phoenix Court to ask the bureaucracy for a charter to head south toward the Pale Forest.

4. [Research improved industrial tools] Our nation's industry is primarily water powered, but both windmill and waterwheels are inefficient in their current construction. Some in the bureaucracy feel they can be further improved upon in design.

5. [Exploration] The Phoenix King has a love for exploration and adventure. Inspired by earlier works of Laellese fiction he sets out with a company of royal guard to explore the lesser known parts of his domain.

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770475 No.11993

>>11972

Name: Valhallans

Race: 8ft Tall Winged Men

Color: White

Fluff: They stand a full three heads above normal man, with wings that stretch as far, and sinewy muscles as strong as the flesh of trees. A Warrior race at heart, their true origins are forgotten to them, told only in legend and story.

Their bodies superior in every way, the strength of oxen, the heart of a horse, and the endurance of 10 men. Their very bone structure is formed of a superior calcium composite and molecular structure making it stronger and lighter than normal bone, even the very cells of their tissue are made to store huge amounts of fat and energy, allowing them to fly for hours, sometimes days even in thick steel armor.

Believing themselves to be the greatest warriors reincarnated after their death in battle, they see their life as a reward from their god. In their eyes, there are only three classes of any living being on the planet. Warriors and servants and enemies.

Warriors comprise all the males of the society, including the Warlords who lead the nation, and any allies fit to fight alongside in battle, who have shown their ability to wage war and devastate their enemies. Men of craft are included in here, blacksmiths, weaponsmakers, and armorers, so long as they fight.

Servants are all non-warriors. Soft women who cannot fight and remain in the home to cook, clean, and birth sons stronger than them. Slaves and vassals who must submit themselves to the orders of the Warriors. And animals and beasts to be eaten and used in the field or in battle.

Enemies is very simple. Anyone and everyone who does not fall in line with the first two.

Their society is built around raiding, pillaging, and taking pleasure of the spoils of battle from slaves, to gold, to feasts. They value powerful weapons from bludgeoning tools, giant blades, long axes, and the strongest bows and crossbows, and often when lacking gold or silver, weapons serve as an form of Psudo-currency. The finest swords or biggest crossbows can be worth their weight in gold.

Government Type: Warlords

Economy Type: Bullion economy / Autarkic

Religion: The Wargod's Test - The Valhallan's believe that this world is the afterlife, one of many. Each of them died a warrior in a past life, and ended up here for a chance at glory.

Legend says that if the Valhallans and their allies conquer this world, the Wargod himself will descend from the Sky, and grant them true immortality to wage the great war of the gods.

Location: Any mountain

Population: 4.25 (+0.25/turn)

Food: Low

Raw Currency: 11 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: The Hall of Valhalla

Defenses: The Hall of Valhalla [strong]

Military Units: 2 Winged Warriors [strong]

Resources/Quantity: Stone (some)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Natural Flight - You can fly. You get all things flight entails.

Already dead - Your units fear nothing! This usually leads to more casualties on both sides.

Wargod's test - Your units get restless when there hasn't been something to fight for too long and may go out to pick a fight themselves.

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770475 No.11995

>>11979 (You)

[Mericon Event]

5. [Expansion] Several Mericon Serf-Slave formations have been ranging to nearby mountains on regular patrol. The attached drivers are eager to establish themselves within the boil, and so harry on the serf-slave formations to cover more and more ground; they clear and assert their dominance over whatever they seem to find.

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770475 No.11996

File: 1445830375430.jpg (188.54 KB,751x1063,751:1063,earth_elemental_by_ashiria….jpg)

Dice rollRolled 78, 54, 98, 45, 82 = 357 (5d100)

>>11993

Actions

1. [Farm]

Get the slaves and serfs to stop being lazy fucks and start tilling the field.

2. [Mines]

And get the stronger ones to start looking for Iron. We aren't going to dig for that ourselves.

3. [Expand]

The Sky Men fly around, claiming up every thing they lay their eyes on.

When they find any native inhabitants, they walk up to them, and greet them in a nice warm "See this land? This is our land now. Are you a warrior or a slave?"

4. Research [Maces and Hammers]

"Where is my warhammer?

WHERE IS MY WARHAMMER?

GET THE BLACKSMITH"

5. Random Event

"Damn this farming and mining is so boring, if only there were a way to speed it up faster."

"Lord, one of our scouts have found something."

"What is it?"

"It looks like women. Women made of rock and stone. Earth elementals mi'lord."

"Oh ho?"

"Yes, they also have husbands. Much bigger, more meaner looking. Like giant moving boulders."

"Well. . .what the fuck are you waiting for? Rally the men, we've got rocks to smash and woman to snatch.

BRING ME MY HAMMER"

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770475 No.11999

Dice rollRolled 78, 46, 34, 70, 26 = 254 (5d100)

1. Begin building a shrine to Kali.

2. Build a ranch so we can herd animals to support our population and increase our food supplies beyond mere hunting teams.

3. Expand alongside the edges of the lake.

4. RESEARCH : Begin research how to fish in deeper waters. We aren't great swimmers so perhaps we can find something that will allow us to float.

5. EVENT ROLL. The 2 Brutes of the Golden Web hear strange noises from the nearby forest and go to investigate. The forest is dark and thick with undergrowth and the noises have been making them skittish and snappy.

http://pastebin.com/2gCsteZX

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770475 No.12000

File: 1445831471611.jpg (60.37 KB,533x630,533:630,JP Targete-17.jpg)

Dice rollRolled 26, 49, 92, 71, 52 = 290 (5d100)

>>11972

Name: The Eternal Reich of Venland

Race: Human

Color: White with Gold trim

Fluff:

>Venland was a place of destitution, once. Corrupt priests and greedy lords ruled over the populace as kings to their own right, carving the land into feudal territories. They exploited the weakness of the people and their need for something, someone to follow. The Fall had left Venland as easy prey for these barons, and for centuries the people lived in this squalor.

>Then Markus Albreit Wilhelm arose. From humble - and government-censored - origins, he quickly worked his way to rule of one fiefdom through sheer wit and force of personality. The meager worker had become a lord, and he looked upon so many who had shared his position. So he set out to empower them, to make Venland great once more. To make it whole once more. In a massive tour de force, the new lord stormed across the country, toppling armies and humbling priest and prince alike. When, after 10 years of war in what he called the Reunification, the last of his enemies were defeated, he crowned himself Kaiser of Venland and Sovereign of the People.

>The old systems were discarded, the grounded nobility either joined a more humble governor position or were driven out entirely. He stamped out corruption and nepotism with an iron boot, and forcefully shaped the motley of kingdoms into one unified, structured empire. The people continue in their elation, praising their Kaiser in their daily lives, for vastly improved they were.

>He declared his sovereignty the Eternal Reich, as though he would live forever to rule it. The Kaiser's greatest love, however, was always the military, and it is that he has polished and restructured the most of all. They are a well-disciplined, fearless lot that are willing to die for his glory and the power and strength of Venland, and with their forces at his helm, the Kaiser will soon incorporate all the world into the Eternal Reich.

Government Type: Autocracy. Kaiser Wilhelm the First rules undisputed in his nation. The feudal ties that used to rule Venland have been outlawed and replaced with regional governors who answer to Wilhelm personally. All courts, military functions and government offices are handed on the national level, with the governors acting more as overseers than politicians.

Economy Type: Mercantilism. The state controls the markets and the means of production, and guides all prices. Fortunately, the Kaiser is rather lenient on restrictions for many things, but during wartime strict prices and rationing will often be instated.

Religion: When Kaiser Wilhelm shattered the theocracy of the old rulers, he declared that Venland would no longer be ruled by the Church, but by him alone. As such the country has no official religion. However, the common peasants still hold to their faith in Brannus, the patron of their lands. Some even worship Wilhelm as an incarnation of Brannus, or as a god in his own right. The latter is especially common in the military.

Location: River valley by mid-southwestern lake

Population: 7 (+0.5/turn)

Food: Low

Raw Currency: 5 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [Imperial Council Hall]

Defenses: City walls [Strong]

Military Units: 2 [Vennish Imperial Guard] [Strong]

Resources/Quantity: River, Fertile lands

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

God Emperor - Faith affects Legitimacy, if those who worship you see you mess up they could believe it is better to remove the false god since it is obvious he is not the real god emperor who can do no wrong.

Of Mankind! - Whether you wanted it or not a lot of your people are racist to non-humans. This causes some problems when dealing with them.

United - There is generally little infighting or corruption within the elites making construction and tax collecting efforts easier.

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770475 No.12001

>>12000

1/2 - One of the first acts of the Kaiser in this the second sovereign year of his reign, Wilhelm orders that government offices be built for local administrators and officials in each Vennish province, to better govern and assist the people.

>Begin construction of administration buildings to increase political legitimacy

3 - Begin bolstering the Vennish population, meager as it is now. The methods behind this should need little explaining, other than to say that the government produces media encouraging each man and woman to do their part in strengthening their nation.

RESEARCH: Our lands are wide and fertile, but our stores bereft of food! This inefficiency was more befitting the greed of the robber-lords than our new, unified nation! Begin researching irrigation and agriculture technology to better feed our population.

RANDOM EVENT: Typical for the start of the Vennish campaign year, Lord-General Kaiser Wilhelm organizes a parade of arms to display the nation's military strength, with himself at the head of his Imperial Guard units.

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770475 No.12002

File: 1445831608092.jpg (82.66 KB,400x899,400:899,demoness_by_matiasoliverar….jpg)

Dice rollRolled 62, 35, 93, 12, 44 = 246 (5d100)

>>11973

Name: The Burning Empire

Race: Devilion

Color: Black with a red star

Fluff: Supposedly descended from Demons long ago, the Devilion race were famed for the magic inherited from their lineage, they based their entire society on it. When the fall happened their society was devestated, chaos reigned and civil war broke out. Eventually everything settled and the Burning Empire was formed from the ashes. Clawing their way back up to their former glory, one bloody inch at a time. Now their society is based on power and conquest, if you can kill for it then it is yours by right of conquest. It is believed that their goddess inhabits the souls of those who become Empress, until the goddess gets bored and chooses a new vessel that then kills the old vessel. With this the cycle of conquest continues and the Empire grows stronger having culled the weak and sick.

Government Type: Matriarchal Imperial Dictatorship based on strength and a "keep what you kill" style of government

Economy Type: A gem based economy, the lands around The Burning Empire is rich in jewels from the magic of a long forgotten era, various jewels have different values.

Religion: Relisa, Goddess of Fire and Conquest

Location: Island in the upper left of the map on the coast

Population: 7 (+0.5/turn)

Food: Low

Raw Currency: 5 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [Imperial Palace]

Defenses: City Walls [strong]

Military Units: 2 [Erinyes] [Normal, Flight]

Resources/Quantity: Gems (many)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] Shipwright I

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Demons! - Not a lot of people like you at first contact due to your appearance. When they get to know you though they realize they really don't like you. Makes diplomacy with NPC cities harder.

The Queens dead again - Your queen gets assassinated a lot. You don't lost stability from it a lot but workers may try to turn it into a holiday.

Variance - There are a variety of Devilion, from strong to weak and some with wings and some with tails. If it can be seen on a Demon it can be seen on a Devilion.

1.2. Warriors and Commanders are all well and good, but Assassins are what truly conquer empires, let us train some assassins for our own use on those that are surely out there.

3. Send out the Miners and find a source of Metal to use for arms and armor

4. Research:

[Magnifying Lens]

"Hey Avelgran come take a look at this quartz here."

"Oh that one's pretty darn clear, it'll be worth something."

"No not that you idiot, look, it's making stuff bigger when you look through it."

"Oh neat maybe we can find stuff easier in the ground."

5. Random Event:

Shock, dismay, confusion, a child has been born with angelic features. What omen does this foretell, is it simply the guise that a demon would take up to fool heavenly beings, or is it an attempt of heavenly blood to try and get a foothold in the Empire.

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770475 No.12004

File: 1445832850062.jpg (74.12 KB,626x800,313:400,Noble Father Almiro di Ser….jpg)

Dice rollRolled 16, 52, 60, 57, 22 = 207 (5d100)

>>11973

Name: The Golden Republic of Mazevico (Free City of Mazevico)

Color: Purple, Golden trim.

Fluff, from Race to Religion: http://pastebin.com/WJVHsxgx

Population: 4 (+0.25/turn)

Food: Stable

Raw Currency: 10 (+3/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [Hastos's Square - Governmental Center]

Defenses: Watchtowers [Weak, Scout]

Military Units: 2 [Mazecii Rasahtar Fleets] [Strong, Naval]

Resources/Quantity: Wood [Some]

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] Shipwright I

Trade Routes:

Territory:

Bonuses/Eccentricities:

Old - Some of your older members remember the fall. You can easily translate documents from before the fall, if you can get your hands on some of them.

Merchants - You can easily buy almost anything and you get a better deal out of trade routes.

Corrupt - It is harder for you to make money through taxation and some reforms will get complaints from other houses. As well some houses will just break the law as they please or punish those they don't like. It is easier for legitimacy to drop.

1. Begin to reform and collect the docks together, as much was ruined after the fall. Our docks were once the best in the world - and now, they shall be again! Get to work!

2. Send out convoys and explorers along the high seas to re-establish diplomatic and trade contact with nations big and small along the coasts and oceans. After all, it is hard to ship the world through our docks if we are alone, eh?

3. And our production of wine has slacked off in recent years. While our main value does indeed come from trade, a country with no unique goods is not a very useful one, it is known. Begin to start back up the fields of Mazecii wine! It should provide suitable jobs for new immigrants, and help to ramp up our industry and international trading, with any luck.

Research: Sailing/Trade.

4. To recover the technology of the past, such is absolutely essential for our noble race to be uplifted once again. Begin going through our archives and searching for the secrets of enhancing our trades and sailing, There is much to be unveiled to make our ships the finest in the world once more, and not all of it is in design!

Random event! (5.): Today, the new Noble Father, Almiro di Sereno Mazcoro is elected by his peers, represented the old and honorable house of di Sereno Mazcoro as the head of the Golden Republic! A new birthing of the Republic is promised, and we hold a grand parade today, celebrating his beautiful inauguration! Long live the Noble Father!

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770475 No.12005

Dice rollRolled 99, 31, 4, 78, 34 = 246 (5d100)

>>11959

Name: Selgani Tribes

Race: Human

Color: Green

Fluff: The Selgani people have roams the plains for generations. Since the cataclysm claim and swallowed the great cities and high lords. Indeed they too were once of the cities, vain and proud, and only barely escaped their fate because of the visions of clan of seers, the Selgan, their namesakes.

The people heeding the words of the seers, and their esoteric gods, fled the cities, a trickle by the cities' estimate but massive by any numbers of today. Soon after the cataclysms came and swallowed everything up, destroying man, elf and others, as well as their works. The Selgani fell on harsh times afterwards, in a cold world devoid of empathy, magic or civilization. Still they endured despite losing bits of themselves year by year. In time they adapted to the plains. Now they thrive, hunting and foraging. Their only settlement Gaskan, a testament to what once was, and may yet be again.

Government Type: The chief of Gaskan is the technical ruler of the Selgani. He is the Great Chief. Still they are clannish by nature and each chief wishes to rule and expands the holdings of his clan and kin.

Economy Type: Cooperative and competitive. The Selgani work together to survive, but they also work to one up each other or to usurp valuable resources from each other. Generally a threat will make them drop old grievances to fight together however, and the Great's Chief's word command much weight.

Religion: The seers and medicine men govern the religion of the Selgani. They entreat the spirits of the seasons and the spirits of the lands. They offer sacrifices and read portents. The lead the holy ceremonies on the appropriate days, and name the children when they come of age.

Location: Anywhere where there are lots of plains and herds of animals.

Population: 8 (+1/turn)

Food: Stable

Raw Currency: 6 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: High

Industry: 2

Unique Buildings: [Chieftan's Longhouse]

Defenses:

Military Units: 3 [Selgani Horsemen] [Strong][Calvary]

Resources/Quantity: Furs (sustainable)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

The wandering clans - Your people rarely stay in the city, overcrowding is now linked to territory instead of settlements.

The Clans - Although your people usually work together sometimes the clans will take resources to make or do something for themselves. This could be useful or detrimental.

Riders and tamers - It is easier for your people to tame animals and creatures as they have done so many times in the past.

1. Our people needs resources, Send out Horsemen to scout out nearby lands and find things of worth.

2. Find some local Horses and tame them. More horses are never not useful and the extra breeding stock helps a lot.

+Riders and Tamers

+Domestication II

3. Braves we need more and stronger bones and shells for our bows, spear and arrows. Whichever hunter or hunters fells such a beast will gain much glory for his clan!

+The Clans

4.Research Roll. We need better Bows, MUCH better bows. Archery and bow-making.

5.A horse has been seen in the area, it's larger, stronger and faster than it's kin. It's mein is so great the braves who saw it claim it must be a spirit. What does this portend? Only the seers and medicine men know.

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770475 No.12008

Dice rollRolled 19, 36, 37, 98, 92 = 282 (5d100)

>>11969

>FluffnStuff:>>11886

>Nation Name: Ankar'Sul

Population: 8.5 (+.5/turn)

Food: Low

Raw Currency: 6 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Buildings: Flameborn Palace

Defenses: Pitfall Traps (Strong)

Miltary: 2 Fanatic Squads (Strong)

Resources: River, Natural Harbor

Tech: [Tools: Stone, Copper], [Construction: Wood, Stone] [Agriculture I] [Domestication I]

Trade Routes: [none]

Bonuses/Eccentricities:

[Cold blooded]

[Priest-King]

[Praise the sun!]

1) Expand our kingdom. For the glory of the Lightbringer!

2) Explore the area and scout for resources.

3) Find some small animals that can be used as a food source.

4) (research) Our burgeoning city produces more mouths that need to be fed every day. Research ways to breed our livestock that make them grow larger and more numerous.

5) (Event) The Priest-King of the Sunspeakers holds the title 'Flameborn' for a reason. On the day he hatched, a great inferno raged throughout the city, destroying everything, including the hatchery, Flameborn's egg the sole survivor of the destruction. Now, as he comes of age, a great temple to the Lightbringer is constructed, on that sacred spot where Sul'Ingu, in his wisdom, spared the great Zaeru's life.

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770475 No.12011

>>12000

The Vennish Emperor receives the usual correspondence from his neighbor, the Phoenix King Pyrdiv.

"Greetings, Emperor of Vennland. I hope you are doing well this fine spring season. I realize that the annual campaign season is coming up, and I wish you the best in your endeavors to combat the monsters and bandits that plague your lands. It is the hope of the Phoenix Court that trade can resume regularly over the river Immer without interruption or unnecessary taxation on your side of the bridge."

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770475 No.12012

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770475 No.12024

>>12011

"From the Office of Grand Kaiser Markus Wilhelm, Lord-General of Venland and Sovereign of the people:

Phoenix King Pyrdiv, your worries are unrooted. Taxation and import regulations will be unchanged for merchants this year, and indeed we must foster a strong economic partnership if we are both to thrive. Though the old lords of Venland may have reviled you or given your merchants unfair treatment, rest assured that I will suffer no such injustice in my domain. Already we are in the process of creating new administrative buildings, such as may aid your merchants in protection through our lands. Further correspondence, or perhaps formal parley, is requested for the matter of trade and alliance. May the next see you as prosperous as ever."

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770475 No.12080

Dice rollRolled 94 (1d100)

>>11982

Redoing Random Event to be less random

5. A flock (school?) of Sea Serpents has started stealing some of our fish. Alerion, Captain of one of our war vessels, believes he can either tame the beasts and get them to harass ships entering our territory or kill them and make a properly terrifying statue for the Figurehead of his ship if the first idea doesn't work.

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770475 No.12281

File: 1446001493026.jpg (84.09 KB,426x755,426:755,1445138506168.jpg)

>>12024

From His Majesty, Phoenix King Pyrdiv:

"Your last letter was reliving to the bureaucrats in the Phoenix Court. It has long been our concern that the previous administration of Venland was looking for reasons to provoke Laell into a conflict. I am glad that you see reason, especially with word that the Mericon threat may be migrating back down into the riverlands to raid again as they had decades ago. I trust that when the roaches return to prosecute their conflict that our old compacts will hold strong. Humanity must not bow or relent against the vile aggressor."

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770475 No.12700

File: 1446256746753.png (5.73 MB,4000x2000,2:1,mapedits.png)

>>11889

Your color was changed to grey

>>11902

Your color is now gold

>>11922

You are dark red

>>11930

You are now magenta

>>11954

You are now blue

>>11975

I have no fucking clue what color that is so now you are sea-green

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770475 No.12906

>>11979

You put the serf-slaves to work making a farm, but it seems to go slowly. Even with the Drivers beating them and telling them to put their back into it doesn't help much. The nerds tell you that this mountanous soil isn't the best for farming, but it can be done. Small Farm 1/3

Some of them seem to believe that the enemy is right next to them, and that results in a massive brawl in the recruiting grounds.

You begin expanding to the south.

Research: This is nerd shit even the warriors don't mind. 2/10

Random: One of the groups stumbles upon a cave opening high in the mountains. As the serfs stumble in they see a glowing gem. As the serf slaves pick it up the gem glows brighter. +Strange Gem

>>11982

You begin constructing a ship yard, or at least tell people to. Seems the builders all got drunk last night.

At least the fishers hop to it. Small fishing fleet 1/3

Your men begin collecting lumber, they don't like it but they do it. Set Wood to Great.

Research: You begin increasing your knowledge of ship building 1/20

Random: The captain goes out and fail to get any sort of response out of the sea serpents. They don't flee nor respond to anything he does. At least the sailors catch a few while he is at it, and these things scales and teeth make good trinkets. +5 gold.

>>11983

The trolls are put to the task of sheparding flocks of sheep, but are found under bridges sleeping hours later.

Same with the Ogres.

At least the miners get to work digging, but they find no gold, or anything but rock. It might help if you found the ores before setting up a mine. Change Stone to Adequate

Research: The goblins get to researching how to make things that are defensive and don't blow up. They arn't too happy about that last part. Fortification 1/10

Random: While Troll Bob trying sleep under bridge he see something in the stream. It look like little flakes of something shiney. Troll Bob think it gold and bring it back, but get told gold not blue.

>>11984

(I think I forgot to tell you, those arn't mountain symbols, they are grassland)

No ore, of any kind is found in the relatively flat hills.

The option of buying already tamed creatures, such as horses, is always an option but you send out the explorers anyway. They don't find any flying creatures large enough to ride but there are the bird creatures in the grasslands, colorful with strong legs.

You get the peasants to start building more farms. Small Farms 2/3

Research: The armorers look at the order, looked at how many would be needed, and frankly said it was impossible.

>No random event roll

Random: It seems that a kraken has set up a nest off your shore. It might hamper trade.

>>11985

You give the order to get a logging camp up and running. Small Logging Camp 2/3

Catching fish isn't hard, it's catching enough fish which is hard. So people start making fishing boats. 1/3

Explorers are sent out, and for the most part nothing out of the ordinary is found, trees, rocks, monsters, until one explorer comes across a starnge tree in the woods. It has sweet smelling purple flowers that seems to attract all manner of insects.

Research: A unit of Wardens are sent out into the woods to learn how to fight in them. They come back three days late with claw marks and stings, refussing to say what happened in there.

Random: For now the Drus will pray to the lights, and that is all that matters. Faith to High

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770475 No.12915

>>11986

Nobody quite knows how that would work, besides being a basement, and those don't seem too safe.

At least people know how to build farms. But not much gets done since there are arguments of whether they should focus on growing Oracle grass or food.

You start expanding.

Research: Agricultire II no progress

Random: The research party explores the island and records many different types of monster that reside on the island, but none in the society know this, for they never came back.

>>11990

The payment is given and construction begins. Small Farms 1/3

(your going to have to explain what you want out of action 2 for me)

The plea is lost within the beuraucracy.

Research: Simple Mechanisms I 2/10

Random: The Phoenix king begins exploring into the woods excited by the sites when something bright red catches his attention. Moving towards it it seems to be a sword, one made of a strange bright red metal. +Bright red sword {Feel free to give it a name}

>>11996

Although the area around you isn't the best for farming you get them farming. Small Farms 1/3

After a bit of searching one of the more knowledgable scouts finds a spot with ore he identifies as iron. +Iron site

Much land is claimed for Vallhalla but there are no natives on it.

Research: The blackmsith begins refinning his knowledge on blunt objects. The fist to his face when he said that didn't help though. No progress.

Random: The bashing, raping, and pillaging begins! It is later found out that they were only statues, not even the moving kind. With many a chafed dick and beatings of the scout that brought the news at least you got some nice deocrations for the hall. + 1 culture.

>>11999

You start making a small shrine, still might take a bit of time though. 1/3

Before a ranch can be built domestic animals will be needed, and there arn't many to be found around the web.

Yep thats a lake, fish, lake monsters, rocks.

Research: Everyone knows you mean boats, they arn't idiots. That said they don't know how to build boats either and the constructs made from silk just sink. It's progress though. Shipwright 1/10

Random: The two groups of Brites get more and more snappy and skittish as they go into the deeper into the woods, until finally they snap and attack each other. The singing stops after that. Add [Injuries: Heavy] to both groups of brutes

>>12001

Building is slowed to a halt as bickering increases as to where to build the buidling to have the greatest effect and cost effectiveness.

People need little encouragement to fuck but at least a few of the richer families decide to have more kids. +0.1 pop

Research: Agriculture II 1/20

Random: Spirits are high this campaign year. There is no way the great Kaiser can lose!

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770475 No.12925

>>12002

Some assassins are recruited, going to take a bit to get them to true assassin level as they are little more than theives with knives. 1/3

The miners are about to be sent out when something is realized, there are no mountains or anything like hills on this island. There is no where to mine besides the gem fields, and that place only has gems. Probably better to trade for metal.

Research: Research is started into this phenomenon. It is believed that you may be able to replicate it with glass, but that is it really. Glassworks I no progress

Random: In a snap decision the child, the immediate family, and the distant family were all killed to purge this taint. -0.1 pop

>>12004

There is much complaint by the other houses and nothing gets done.

You know about everyone within the islands around you.

Construction of a vinyard begins. 1/3

Research: Shipwright II 1/20

Random: During the toast at the end of the parade Mazcoro spills wine upon himself. How can such a fool lead our great nation?! Set Legitimacy to Unstable

>>12005

In the nearby lands there are many types of creatures, such as Eliphant and horse. There is also a particular beast, a four legged bird creature usually seen near the forest. Flightless and the size of a cat, it is believed that their feathers and talons would make good jewelry as well as its beak, or maybe it could have some use if tamed.

It is easy to find some wild horses, but they are small and weak compared to horses bred though generations of Selgani. +Wild Horses [Some]

Such creatures are unknown and iron weapons seem like the best bet for weapons. Many clan chiefs call the Great Chief on it and on him being a fool. Legitimacy: Unstable

Research: Bow making I 1/10

Random: The medicine man knows this hors. He says it is strong, brave, and smart. He knows this because that horse is his, he raised it since it was a foal and no you can't have it.

>>12008

No expansion is done for the lightbringer!

The land is explored but there doesn't seem to be much, besides animals and monsters.

There are animals about but they are mainly small animals and some bird creature the size of a horse, which are hard to catch.

Research: Domestication II 2/20

Random: (No temple for you, needs actions to build) The 'Great Temple' is little more than a tiny shrine, but still a sacrafice is made and celebration had. The people are in a great mood. Set Legitimacy to Very Stable.

POST!!

Map some other day, probably tomorrow.

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770475 No.12927

Dice rollRolled 97, 92, 58, 77, 71 = 395 (5d100)

>>12925

Name: Selgani Tribes

Race: Human

Color: Green

Fluff: The Selgani people have roams the plains for generations. Since the cataclysm claim and swallowed the great cities and high lords. Indeed they too were once of the cities, vain and proud, and only barely escaped their fate because of the visions of clan of seers, the Selgan, their namesakes.

The people heeding the words of the seers, and their esoteric gods, fled the cities, a trickle by the cities' estimate but massive by any numbers of today. Soon after the cataclysms came and swallowed everything up, destroying man, elf and others, as well as their works. The Selgani fell on harsh times afterwards, in a cold world devoid of empathy, magic or civilization. Still they endured despite losing bits of themselves year by year. In time they adapted to the plains. Now they thrive, hunting and foraging. Their only settlement Gaskan, a testament to what once was, and may yet be again.

Government Type: The chief of Gaskan is the technical ruler of the Selgani. He is the Great Chief. Still they are clannish by nature and each chief wishes to rule and expands the holdings of his clan and kin.

Economy Type: Cooperative and competitive. The Selgani work together to survive, but they also work to one up each other or to usurp valuable resources from each other. Generally a threat will make them drop old grievances to fight together however, and the Great's Chief's word command much weight.

Religion: The seers and medicine men govern the religion of the Selgani. They entreat the spirits of the seasons and the spirits of the lands. They offer sacrifices and read portents. The lead the holy ceremonies on the appropriate days, and name the children when they come of age.

Location: Anywhere where there are lots of plains and herds of animals.

Population: 9 (+1/turn)

Food: Stable

Raw Currency: 7 (+1/turn)

Legitimacy: Unstable

Culture: 5

Faith: High

Industry: 2

Unique Buildings: [Chieftan's Longhouse]

Defenses:

Military Units: 3 [Selgani Horsemen] [Strong][Calvary]

Resources/Quantity: Furs (sustainable):Wild Horses [Some]

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II] Bow making I 1/10

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

The wandering clans - Your people rarely stay in the city, overcrowding is now linked to territory instead of settlements.

The Clans - Although your people usually work together sometimes the clans will take resources to make or do something for themselves. This could be useful or detrimental.

Riders and tamers - It is easier for your people to tame animals and creatures as they have done so many times in the past

1. Go forth and tame those 4 legged birds we found!

+Riders and Tamers

+Domestication 2

2. Expand our territory! We can ride for longer than the lands we hold.

3.Build a lodge for medicine men to study in!

4.Continue Bow making research

(1/10)

5.What on Earth could do that to an elephant?

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770475 No.12934

Dice rollRolled 25, 76, 36, 37 = 174 (4d100)

1. Begin building a shrine to Kali. (1/3)

2. With the two companies of Brutes injured it behooves us to build a Infirmary for the wounded to rest and recuperate.

3. Scout the nearby lands, pay attention to herdable animals and possible locations of wood appropriate for ship making.

4. RESEARCH : Shipwright (1/10)

5. EVENT ROLL. The Lake Monsters near the Golden Web have been startlingly docile when nearby Arachea approach them. Small teams of Arachea have been sent out to see if anything could be gained from this and haven't yet returned.

http://pastebin.com/2gCsteZX

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770475 No.12937

Dice rollRolled 46, 34, 43, 21, 86 = 230 (5d100)

>>11979

Population: 11 (+1/turn)

Food: Low

Raw Currency: 5.5 (+0.5/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [Coordination Warrens]

Defenses: Mericon Boil-Warrens [Strong]

Military Units: 2 Mericon Serf-Slave Formations [Swarm][Medium]

Resources/Quantity: Stone (some), Copper (low), Wood (low) [1 Strange Gem]

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Breed like roaches: Your people are resilient. There is a chance to adapt to anything that would cause your people to be wiped out.

War culture - Military buildings give culture

Infighting - Battle rolls of 1 will be counted as negatives and low rolls involving the military could cause units to fight between themselves. Good for gaining experience though.

NERDS - Why research when you can be fighting? Situational penalty to research.

Actions [farms2, recruiting2, expansion2]

1. The drivers are pig headed and continue to compel the serfs to farm – failure to secure basic food stocks means their death. With that the case, they become motivated and methods are soon deployed: anything that can seed is located, birds are caught, and the entirety of the mountain range is pillaged for food as work on the farm begins to start again. [Continue farms - Current 1/3]

2. The purifier personally appears to the recruits, again. The constant fighting has sent him into a rage and he personally tears the wings off several of the more unruly recruits and their commanders. Hopefully this example will increase the effectiveness of unit recruitment – this is fairly par the course for him, frankly. [recruit units]

3. The expansion rolls forward as the serf-slaves and serf-peons continue to secure new territories in the south. It seems to be coming along – but we'll see if it seems to go anywhere. [Expansion to the south continues]

Research [Polearms]

4. The Mericon continue their practice with the sometimes rare materials they are afforded. The more intellectually inclined Mericon continue their work furiously as they suspect some progress can be made. [research polearms/spears][NERDS][Current: 2/10]

Random Event [Opt-In]

5. Several Mericon have been devouring others outside the usual laws and rules of society. It is ritualistic in character, with the devouring and murders being done in specific ways. The enforcement squads view this as….

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770475 No.12940

Dice rollRolled 91, 79, 43, 34, 79 = 326 (5d100)

>>12925

Name: The Burning Empire

Race: Devilion

Color: Black with a red star

Fluff: Supposedly descended from Demons long ago, the Devilion race were famed for the magic inherited from their lineage, they based their entire society on it. When the fall happened their society was devestated, chaos reigned and civil war broke out. Eventually everything settled and the Burning Empire was formed from the ashes. Clawing their way back up to their former glory, one bloody inch at a time. Now their society is based on power and conquest, if you can kill for it then it is yours by right of conquest. It is believed that their goddess inhabits the souls of those who become Empress, until the goddess gets bored and chooses a new vessel that then kills the old vessel. With this the cycle of conquest continues and the Empire grows stronger having culled the weak and sick.

Government Type: Matriarchal Imperial Dictatorship based on strength and a "keep what you kill" style of government

Economy Type: A gem based economy, the lands around The Burning Empire is rich in jewels from the magic of a long forgotten era, various jewels have different values.

Religion: Relisa, Goddess of Fire and Conquest

Location: Island in the upper left of the map on the coast

Population: 7.4 (+0.5/turn)

Food: Low

Raw Currency: 6 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [Imperial Palace]

Defenses: City Walls [strong]

Military Units: 2 [Erinyes] [Normal, Flight]

Resources/Quantity: Gems (many)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] Shipwright I

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Demons! - Not a lot of people like you at first contact due to your appearance. When they get to know you though they realize they really don't like you. Makes diplomacy with NPC cities harder.

The Queens dead again - Your queen gets assassinated a lot. You don't lost stability from it a lot but workers may try to turn it into a holiday.

Variance - There are a variety of Devilion, from strong to weak and some with wings and some with tails. If it can be seen on a Demon it can be seen on a Devilion.

1. Continue the work on the assassins, they must be stealthy, they must not be seen

2. If we can not find metal then at least begin cutting down some trees

3. Let us build some fishing boats and send them out.

Research

4. So how do we make glass, if we had our old magic I'm sure we'd just set the sand on fire, but let's go about testing various ways of heating up the sand and forming glass. [Glassworks I]

Random Events:

5. Dark lights in the forest, three tentative scouts sent to investigate. Hopes abound that they return.

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770475 No.12947

Dice rollRolled 27, 10, 51, 81, 28 = 197 (5d100)

>>12906

http://pastebin.com/WMC5uHNc

1 Troll Sheep Herds. Encourage the trolls to name them and care for them without hugging too hard

2 Ogre Rice Paddies. Lands around the capital are good for rice and grass and some other eastern vegetation.

3 Gather/Find source of Bobium. Troll Bob has found some interesting shiny bits of blue metal in the river, we will have to find the source in the river or up river and learn the qualities of Bobium to see what its good for.

4 Research Fortification 2/10. We want to hold what is ours, so big draw bridges and openings where we can shoot at people that try to enter through our gates in great number. Holds for arrows and rocks for throwing, moats and draw bridges. Round towers and pots for boiling oil.

5 Random Event

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770475 No.12956

Dice rollRolled 47, 75, 60, 49, 49 = 280 (5d100)

>>12906

Well, that's a bit of a setback. There's fantasy materials though, right? Uberhard wood or monsters?

Race: Gnome

Color: Purple, grey, or brass are all fine, up to you so we don't have repeating colors

Fluff: Long ago, tribes led by mages and shamans cover this island, fighting for control of its forests and mountains. Finally, as the magic drained from the world, one gnome stood tall(4 feet, to be exact). Allied with a host of stone and metal spirits, Narakoma the First conquered the twin peaks of Mount Asun-Dali, and the tribes that lived there. With his new power, Narakoma began uniting the island tribes, through force and diplomacy. As this great feat wore on, however, his spirit allies dwindled away, along with the rest of magic. But the future Emperor would not be stopped by the loss of his allies. The tribes under him were strong, and commanded most of the vital resources. After twenty long years of war, Narakoma conquered the last stubborn tribe.

Many years have passed since then, so much that many believe Narakoma is just a myth. Our Emperor seeks to remind the people of why his family rules, though only time will tell the outcome of his plans.

Government Type: Meritocracy within the noble class, with the noble children tested in a number of subjects to find the best role for them. The Emperor is both a religious and political leader, seen as the messenger to and from the spirits.

Economy Type: Mixed Economic system

Religion: All things have a spirit, from the smallest pebble to the mightiest tree. These spirits must be respected and kept happy, so that they will multiply and allow us to use them. Ancestors' spirits are also still among us, helping guide our people through these tough times.

Location: northern island mass with 2 mountain symbols and 2 forest symbols

Population: 9 (+1/turn)

Food: Low

Raw Currency: 5 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [Player Fluffed government building]

Defenses: [Player Fluffed] [Strong]

Military Units: 2 [Player fluffed] [Strong]

Resources/Quantity: Stone (some), Wood (some)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Juicy Gnomes - Gnomes look weak and defenseless, you are more likely to be targeted by monsters and NPCs.

Meritocracy - Your assigned people will usually be good at their jobs. Hero units are better and you have a better chance to find hero units.

Spirits - Who knows, what is true or false.

>Actions

1. The nobles are set upon the pursuit of new mounts, and demand that the wild runnerbirds be captured and trained for riding

2. The common people praise the Great Emperor for his wisdom and thoughfulness to their struggles, and return to the building of the farms with a renewed vigor.

3. With the idea that metal armor would be too laborious to build on a mass scale still fresh in the minds of the army, a young man asks an audience with the Emperor. In his wisdom, the Emperor grants the man's wish. Bowing to his Emperor, his eyes never rising above waist height of the Emperor, the man describes his idea. A shoal of Kraken have taken up residence near his home town, and notes that one of their tentacles washed up on the beach. A local man took a large amount of the skin to his tannery shop, and notes that the leather made from it is extremely resistant to cuts. The man, named Shintu, says that, with the help of the Emperor's troops, they would be able to harvest tentacles from the kraken and retreat to the shore to let the kraken regrow and regenerate.

>start harvesting kraken tentacles for leather

>research

The leather harvested from the krakens must be taken advantage of, and converted into armor for the army.

>research leather armor

>Random Event

The Emperor goes to sleep after a long day of contemplation and meditation, thoughts of the spirits fluttering beneath his lids.

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770475 No.12957

File: 1446430329074.jpg (37.56 KB,736x552,4:3,ca9c5195a2d8f5186413163349….jpg)

Name: The Onyc Flock

Race: Nycterin. Bat people with exceptionally ugly and scrawny appearances. Entirely herbivorous and nocturnal, the species can barely stand anything longer than an hour of even dim sunlight. Exceptional noses allow them to sniff about for favored fruits, while large ears keep track of potential dangers. They cannot fly, but can manage short glides and enjoy excellent climbing and jumping abilities.

Color: Very Dark Green

Fluff: Not even the Nycterin know where they come from, but their oldest tales, told by wizened matrons to younglings still on their milk, tell of brave and cunning folk who once lived among the ruins of The Old Ones. Legend has it that vast underground caverns of darkness and wonder were home to none but the Bat-Folk, and times were plentiful and all were happy. There is no tragedy, no upheaval that can explain why all Nycterin live on the surface now, venturing to constructed abodes to rest in the daylight hours, working the fruit groves at night, but nevertheless not a single Nycterin lives underground. That doesn't stop young Nycterin taking up arms and wondering the world in adventure, carrying the hope of stumbling across a coveted entrance to the Deep, a dream all Nycterin share.

Government Type: Matriarchy. Any Nycterin over the age of 40 is allowed to apply for council duties upon their birthday, all applications of that year being put to vote by the existing members on the New Year. Council meetings are daily, with members rotating in and out as they see fit, presided over by a trio of Elders called the Maniks. When one Manik dies, a year long debate over their replacement commences, with nominations, tours and events to help the Manik-potential garner votes. Only a single Manik resides over the Council meetings each day. Affairs of state, such as alliances or threats, are the only situation which will have all three Maniks attend.

On a smaller level, most settlements are largely independent, the oldest woman of the area serving as the authority.

Economy Type: Familial ties are strong with Nycteri, and so many of the largest families will have some relative working in almost all lines of work, and who prefer to do business with family members before others. Smaller families strive for this, even if they begrudgingly accept foreign goods and services.

Religion: Their Pantheon is three-fold, a Mother figure named Floma who was the progenitor of all things, a male god of darkness who's name is synonymous with luck and protection called Niktik. ("May Niktik carry your wings" is a standard farewell for formal situations.) and a third god who represents all things that are terrible, called Dwana. Dwana is neither male nor female, but is shown as a great ball of anger and hatred. Nycteri believe it is Dwana that rises each day to scorch the land while the Nycteri rest.

Location: I'd like a valley somewhere, if possible. From Red, on the far top-left of the map, trace a line to the right. You cross a river that eventually starts in the mountains. Hopefully there are plenty of caves low enough to allow Nycteri to venture out to their Fruit Groves at night.

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770475 No.12958

Dice rollRolled 27, 93, 30, 43, 6 = 199 (5d100)

>>12906

>Name: Warrior Merchants of Caldoor

>Race: Elves

>Population: 5.25 (+0.25/turn)

>Food: Low

>Raw Currency: 6 (+1/turn)

>Legitimacy: Stable

>Culture: 5

>Faith: Stable

>Industry: 2

>Unique Buildings: Central Hall

>Defenses: [Strong]

>Military Units: 2 War Galley's [Strong, Naval]

>Resources/Quantity: Wood (Great)

>Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] Shipwright I

>Trade Routes: [none initially]

>Territory:

>Bonuses/Eccentricities:

>Born at sea - Your people are good sailors. You have a bonus to maritime combat and navigation.

>Silver - You get a slight bonus from trade routes.

>Iron - You get a slight bonus from piracy and raiding coastal settlements.

[Dedicated Actions]

1. Publicly flog the drunkards and get them back to work [Ship yard construction spend the 5 currency to rush]

2/3. At least the fishermen are doing their work, send more men to help them [Small fishing fleet 1/3]

[Research]

4. We must improve our ships for protection from monsters both in durability and speed [Research Ship construction methods 1/20]

[Random Event]

5. One of the local drunks was seen screaming a few days ago about a vision from the gods before running in to the forest. Now he has returned carrying something wrapped in cloth claiming it to be a gift from the Goddess of the sky. The judges have gone to pick him up and bring him before the lord to answer for his public disruptions.

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770475 No.12980

Dice rollRolled 40, 63, 33, 32, 25 = 193 (5d100)

http://pastebin.com/bwpYu9VZ

>>12915

Sorry, action 2 is a government reform that gives weapons and shields and mandates that every household have weapons in the event of an emergency draft.

1. [Build farming estates] Work on the farm estates continues.

2. [Build Weapons industry] Set up an arms production industry in Orlais - the capitol city of Laell.

3. [Expansion] There is desire to construct new settlements along the riverside to the east. Freemen go to the bureaucracy for permission and some starting loans to set up a new settlement.

4. [Research improved industrial tools] Our nation's industry is primarily water powered, but both windmill and waterwheels are inefficient in their current construction. Some in the bureaucracy feel they can be further improved upon in design.

5. [Culture/music] A new form of music utilizing a bowl that is sung into and a collection of lutenists, pipers becomes popular in some of the fringe towns.

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770475 No.13011

Dice rollRolled 46, 77, 58, 4, 19 = 204 (5d100)

>>12925

Name: The Golden Republic of Mazevico (Free City of Mazevico)

Color: Purple, Golden trim.

Fluff, from Race to Religion: http://pastebin.com/WJVHsxgx

Population: 4 (+0.25/turn)

Food: Stable

Raw Currency: 10 (+3/turn)

Legitimacy: Unstable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [Hastos's Square - Governmental Center]

Defenses: Watchtowers [Weak, Scout]

Military Units: 2 [Mazecii Rasahtar Fleets] [Strong, Naval]

Resources/Quantity: Wood [Some]

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] Shipwright I

Trade Routes:

Territory:

Bonuses/Eccentricities:

Old - Some of your older members remember the fall. You can easily translate documents from before the fall, if you can get your hands on some of them.

Merchants - You can easily buy almost anything and you get a better deal out of trade routes.

Corrupt - It is harder for you to make money through taxation and some reforms will get complaints from other houses. As well some houses will just break the law as they please or punish those they don't like. It is easier for legitimacy to drop.

1. Continue construction of the renewed vinyards. [1/3]

2. Begin to reform and collect the docks together, as much was ruined after the fall. Our docks were once the best in the world - and now, they shall be again! Get to work!

3. He's old, give him a break, it was just a slip of the hand. Bring stability back up! (Why did a 60 on establishing and expanding trade relations just get thrown away?)

4. Research [Shipwright II 1/20] (Also: Why the fuck does a 57 get one goddamn measly point?))

5. An influx of new immigration! Mainly humans, at that. What caused such a thing? We'll need to find a way to screen all these new workers, but there's no shortage of jobs or land.

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770475 No.13052

Dice rollRolled 36, 25, 93, 34, 87 = 275 (5d100)

>>12906

Name: The Drusine Vale

Race: Humans

Population: 8 (+1/turn)

Food: Stable

Raw Currency: 6 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: High

Industry: 2

Unique Buildings: The Choosing Hall

Defenses: City Walls [Strong]

Military Units: 2 [Wardens of the Vale] [Strong]

Resources/Quantity: River, Natural Harbor

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] Shipwright I

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Old Texts - Somehow you were able to save texts from before the fall, now if only you could read most of these.

Faith Arguments - the faith is uncentralized and can lead to arguments between highly influential priests and cause disturbances.

Paranoia - Anything and everything is dangerous! Especially those other people. They must be mimics!

>1 Logging Camp

The work shall continue, Lights Willing

(2/3)

>2 Like a Feesh

Well, yes, that does seem like an important step in the process.

(1/3)

>3 Mineral Survey

Now that we know the lay of the land, we shall now know what lays UNDER the land.

>4 RESEARCH

Look at those welts, those stings, barbs, and assorted wounds.

Now imagine if that's what's happening to the Enemy instead of YOU!

Get back out there and learn.

>5 RANDOM EVENT:

The Chosen King is… annoyed.

Another bothersome dispute over something irrelevant to the overall security of the Vale here, a complaint about how depending on fish makes us more vulnerable to attack there, and anyone might get a bit grumpy.

Fortunately, he's currently engaged in one of his personal favorite activities. Hunting.

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770475 No.13075

>>13011

(Because you have to talk to other player nations yourself you little shit!)

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770475 No.13096

Dice rollRolled 39, 96, 80, 92, 26, 37, 30, 74, 74, 56 = 604 (10d100)

>>12700

Now that we have map I can do turns

Taetus

>Population: 7.5 (+0.5/turn)

>Food: Low

>Raw Currency: 6 (+1/turn)

>Legitimacy: Stable

>Culture: 5

>Faith: Stable

>Industry: 2

>Unique Buildings:

Tree of councilors [gov building]

>Defenses:

[Trap network] [Strong]

>Military Units:

2 [Hunters] [Strong]

>Resources/Quantity:

Wood [Some]

>Technology:

[Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II]

>Trade Routes: [none initially]

>Bonuses/Eccentricities:

1.With nature - Your people do not like to destroy nature unless they have to. They have learned to build along with nature at no penalty. Settlements can also be hard to find this way.

2.Introverts - Your people don't like going out just to talk to people. Makes it hard to set up trades and such.

3.Beast friends - It is easier for you to tame beasts since you are so used to it.

1.2. We need more food hunt through the plains in our southern territory to try and find some herd beasts that we can domesticate

3.4. Scout the lands we need resources.

5.6. Search for tameable war beasts

7.8. Research roll (research Advanced domestication)

9.10. Event rolls. We have begun a new age The oligarchic council has decreed it is time for a feast and celebration dedicated to Magla. That we may enter this new age with fervor and dedication previously unseen to our peoples.

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770475 No.13588

Sorry guys I have stuff to do so I am going to be doing this fast and fluffless.

>>12927

+Four legged bird things (name them) [Tamed], the eat insects.

You expand

Lodge 1/3

Bows 3/10

Looks like a pack of wargs did it.

>>12934

No work is done on the shrine

Work begins on the infirmary 2/3

None found, maybe try healing your shit.

No research done

No roll get a nat bad result. -2 pop.

>>12937

Work slows to a crawl

Doesn't help, increases infighting.

Expansion slows to a crawl

Polearms research crawls too

It's apparently a cult to some sort of god, but how do the government react?

>>12940

Assassins 2/5

Few trees on the island, but cutting begins. + Wood [Good]

No progress

No research progress

Seem to be some sort of nature spirit, disappear when they notice the scouts.

>>12947

They hug them too hard

Ogre still sleeping under bridges

Some veins of Bobium is found under a waterfall, the water seems to shift strangely around the ore. Notably splitting into 3 before forming back into one at the end of the waterfall.

Fortification 4/10

Two trolls fight, there were many goblin casualties -1 pop.

>>12956

They are hard to catch

Farms 2/3

It is kind of hard to attack the kraken as it's nest is deep within the sea.

Research of better leather armor does not begin due to low amount of leather.

It was the best sleep he has gotten in a while.

>>12957

Population: 6 (+1/turn)

Food: Low

Raw Currency: 5 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [Player Fluffed government building]

Defenses: [Player Fluffed] [Strong]

Military Units: 2 [Player fluffed] [Strong]

Resources/Quantity: Stone (some), Wood (some)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Batlike - Easier to explore and claim mountainous areas and caves.

Nocturnal - Some of the worst monsters are more active during the night, and so are some of the strangest parts of this world.

Ugly as shit - Going to be hard to negotiate with people who judge you based on appearance.

>>12958

- 5 currency, doesn't help.

+Small fishing fleet, Food to Stable

No research progress

It was a rock, he was flogged. Faith to low

>>12980

No work done

Blacksmithy 1/3

No expansion done

No research done

The music mainly stays in the fringe towns, and slowly becomes forgotten by most.

>>13011

No progress

Docks 2/3

Legitimacy to stable

Shipwright 0/20

The job is given to one of the houses. Now you have slums! +Human Slums.

>>13052

No progress

No progress

Thanks to your location near the shore and without many hills and no mountains.

They come back with more stings.

He kills a strange white stag in his hunting. Even the pelt seems a bit strange + White Stag pelt.

>>13096

Find sheep. Tame sheep. Food stable

You have wood and two types of strange trees. One with silver leaves that glisten with the moonlight. Another with gold leaves that shine in daylight.

None found

Domestication III 2/30

Feast! Legitimacy Very Stable.

POST! I'll get the map later.

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770475 No.13589

Dice rollRolled 9, 92, 94, 36, 84 = 315 (5d100)

>>13588

Name: Selgani Tribes

Race: Human

Color: Green

Fluff: The Selgani people have roams the plains for generations. Since the cataclysm claim and swallowed the great cities and high lords. Indeed they too were once of the cities, vain and proud, and only barely escaped their fate because of the visions of clan of seers, the Selgan, their namesakes.

The people heeding the words of the seers, and their esoteric gods, fled the cities, a trickle by the cities' estimate but massive by any numbers of today. Soon after the cataclysms came and swallowed everything up, destroying man, elf and others, as well as their works. The Selgani fell on harsh times afterwards, in a cold world devoid of empathy, magic or civilization. Still they endured despite losing bits of themselves year by year. In time they adapted to the plains. Now they thrive, hunting and foraging. Their only settlement Gaskan, a testament to what once was, and may yet be again.

Government Type: The chief of Gaskan is the technical ruler of the Selgani. He is the Great Chief. Still they are clannish by nature and each chief wishes to rule and expands the holdings of his clan and kin.

Economy Type: Cooperative and competitive. The Selgani work together to survive, but they also work to one up each other or to usurp valuable resources from each other. Generally a threat will make them drop old grievances to fight together however, and the Great's Chief's word command much weight.

Religion: The seers and medicine men govern the religion of the Selgani. They entreat the spirits of the seasons and the spirits of the lands. They offer sacrifices and read portents. The lead the holy ceremonies on the appropriate days, and name the children when they come of age.

Location: Anywhere where there are lots of plains and herds of animals.

Population: 9 (+1/turn)

Food: Stable

Raw Currency: 7 (+1/turn)

Legitimacy: Unstable

Culture: 5

Faith: High

Industry: 2

Unique Buildings: [Chieftan's Longhouse] [Study lodge 1/3]

Defenses:

Military Units: 3 [Selgani Horsemen] [Strong][Calvary]

Resources/Quantity: Furs (sustainable):Wild Horses [Some];(Tatonka) [Tamed]

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II] Bow making I 3/10

Trade Routes: [none initially]

Territory: 7+ however much expansion netted me

Bonuses/Eccentricities:

The wandering clans - Your people rarely stay in the city, overcrowding is now linked to territory instead of settlements.

The Clans - Although your people usually work together sometimes the clans will take resources to make or do something for themselves. This could be useful or detrimental.

Riders and tamers - It is easier for your people to tame animals and creatures as they have done so many times in the past

1. Continue work on the study lodge

2. Get a great hunt together and hunt some wargs! Them being near us is not good.

3.Breed some better horses!

4. Continue bow research!

5. The medicine men find a new plant……….

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770475 No.13591

Dice rollRolled 56, 23, 68, 24, 83 = 254 (5d100)

>>13588

http://pastebin.com/kdCuJjPw

Lets mix it up

1. Ogre Sheep Herds. Who know how to care for the animals in their care.

2 Troll Rice Paddies. Maybe the trolls just need to take care of some dirt and clear the rocks out of the field so that we can get to planting.

3 Mine veins of Bobium under the waterfall. Have trolls divert the waterfall while ogres mine the Bobium. This ability to affect water is very interesting perhaps it could be used to make a very efficient water-powered mill or aqueduct.

4 Research, Fortification 4/10. Better ways to help our archers and defenders to knock down invaders from our walls.

5 Random Event.

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770475 No.13593

Dice rollRolled 47, 10, 68, 32, 10 = 167 (5d100)

http://pastebin.com/bwpYu9VZ

You forgot to give me my update on my action from a few turns ago. I guess it's militia tech or something? I don't know it establishes a national militia.

1. [Build farming estates] Work on the farm estates continues.

2. [Build Weapons industry] Set up an arms production industry in Orlais - the capitol city of Laell.

3. [Expansion] There is desire to construct new settlements along the riverside to the east. Freemen go to the bureaucracy for permission and some starting loans to set up a new settlement.

4. [Research improved industrial tools] Our nation's industry is primarily water powered, but both windmill and waterwheels are inefficient in their current construction. Some in the bureaucracy feel they can be further improved upon in design.

5. [Bureaucracy/Commerce] Several prominent members of the Bureaucracy have come out in favor of new laws governing the use of of a standard weight in transactions.

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770475 No.13594

>>13589

1/3 on actions progressed

3/10 on bow research

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770475 No.13596

Dice rollRolled 10, 86, 54, 21, 98 = 269 (5d100)

>>13588

Name: The Burning Empire

Race: Devilion

Color: Black with a red star

Fluff: Supposedly descended from Demons long ago, the Devilion race were famed for the magic inherited from their lineage, they based their entire society on it. When the fall happened their society was devestated, chaos reigned and civil war broke out. Eventually everything settled and the Burning Empire was formed from the ashes. Clawing their way back up to their former glory, one bloody inch at a time. Now their society is based on power and conquest, if you can kill for it then it is yours by right of conquest. It is believed that their goddess inhabits the souls of those who become Empress, until the goddess gets bored and chooses a new vessel that then kills the old vessel. With this the cycle of conquest continues and the Empire grows stronger having culled the weak and sick.

Government Type: Matriarchal Imperial Dictatorship based on strength and a "keep what you kill" style of government

Economy Type: A gem based economy, the lands around The Burning Empire is rich in jewels from the magic of a long forgotten era, various jewels have different values.

Religion: Relisa, Goddess of Fire and Conquest

Location: Island in the upper left of the map on the coast

Population: 7.4 (+0.5/turn)

Food: Low

Raw Currency: 6 (+1/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [Imperial Palace]

Defenses: City Walls [strong]

Military Units: 2 [Erinyes] [Normal, Flight]

Resources/Quantity: Gems (many)

+Wood [Good]

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] Shipwright I

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Demons! - Not a lot of people like you at first contact due to your appearance. When they get to know you though they realize they really don't like you. Makes diplomacy with NPC cities harder.

The Queens dead again - Your queen gets assassinated a lot. You don't lost stability from it a lot but workers may try to turn it into a holiday.

Variance - There are a variety of Devilion, from strong to weak and some with wings and some with tails. If it can be seen on a Demon it can be seen on a Devilion.

1. Continue work on the assassins 2/5

2.3. Let's build those boats so we can start fishing properly

Research:

4. Right enough with the glass, we have something more important. Come up with a way to capture those nature spirits so we can study them, they may be the key to getting our magic back, or even a pseudo form of magic.

Random Event:

5. Someone has challenged the current queen, claiming to be the current vessel of Relisa, weather she is or isn't remains to be seen, she wouldn't be the first to lie and try to take the Imperial throne through trickery.

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770475 No.13598

Dice rollRolled 13, 46, 72, 42, 57 = 230 (5d100)

Forgot dice

1. Begin building a shrine to Kali. (1/3)

2. With the two companies of Brutes injured it behooves us to build a Infirmary for the wounded to rest and recuperate. (2/3)

3. Recruit non-injured spiders and train them for scouting duties.

4. RESEARCH : Shipwright (1/10)

5. EVENT ROLL. The Lake Monsters near the Golden Web have been startlingly docile when nearby Arachea approach them. Small teams of Arachea have been sent out to see if anything could be gained from this and haven't yet returned.

http://pastebin.com/2gCsteZX

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770475 No.13601

Dice rollRolled 8, 63, 13, 50, 26 = 160 (5d100)

http://pastebin.com/Cf28b73g

>>13588

>>12957

Nycteri

1. [Research] Weaving. Baskets, fabric, silk, any and all Weaving.

2. Our food supplies dwindle. Take cuttings from our Groves to plant more Fruit Trees, they shall yield additional fruit in time.

3. Observe our surroundings. Where are we? Can we explore the hexes adjacent to our great nation?

4. Begin building additional homes. Our population grows, and so must we. [Using both Wood and Stone in construction, of course.]

5. [RANDOM EVENT] Some Nycteri are wary to leave their abodes, even under the comforting darkness of a New Moon. They swear they can hear… something… that creeps among the Fruit Trees.

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770475 No.13652

Dice rollRolled 46, 92, 41, 92, 99 = 370 (5d100)

Population: 12 (+1/turn)

Food: Low

Raw Currency: 6.0 (+0.5/turn)

Legitimacy: Stable

Culture: 5

Faith: Stable

Industry: 2

Unique Buildings: [Coordination Warrens]

Defenses: Mericon Boil-Warrens [Strong]

Military Units: 2 Mericon Serf-Slave Formations [Swarm][Medium]

Resources/Quantity: Stone (some), Copper (low), Wood (low) [1 Strange Gem]

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I]

Trade Routes: [none initially]

Territory:

Bonuses/Eccentricities:

Breed like roaches: Your people are resilient. There is a chance to adapt to anything that would cause your people to be wiped out.

War culture - Military buildings give culture.

Infighting - Battle rolls of 1 will be counted as negatives and low rolls involving the military could cause units to fight between themselves. Good for gaining experience though.

NERDS - Why research when you can be fighting? Situational penalty to research.

Actions [farms, recruiting, expansion]

1. The drivers savage the serfs. The beatings they dispense are both vicious and savage beyond all understanding. [Continue farms - Current 1/3]

2. Now enraged, the purifier has begun personally appearing to "motivate" recruits. [recruit units]

3. More waves of Mericon flood the southern regions. [Expansion to the south continues]

Research [Polearms]

4. The Mericon continue their practice with the sometimes rare materials they are afforded. The more intellectually inclined Mericon continue their work furiously as they suspect some progress can be made. [research polearms/spears][NERDS][Current: 2/10]

Random Event [Opt-In]

5. The Mericon state seems to ignore the cult…

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770475 No.13659

Dice rollRolled 8, 32, 63, 1, 78 = 182 (5d100)

>Population: 7.5 (+0.5/turn)

>Food: Stable

Sheep

>Raw Currency: 6 (+1/turn)

>Legitimacy: Very Stable

>Culture: 5

>Faith: Stable

>Industry: 2

>Unique Buildings:

Tree of councilors [gov building]

>Defenses:

[Trap network] [Strong]

>Military Units:

2 [Hunters] [Strong]

>Resources/Quantity:

Wood [Sustainable]

two types of strange trees. One with silver leaves that glisten with the moonlight. Another with gold leaves that shine in daylight.

>Technology:

[Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication II]

>Trade Routes: [none initially]

>Bonuses/Eccentricities:

1.With nature - Your people do not like to destroy nature unless they have to. They have learned to build along with nature at no penalty. Settlements can also be hard to find this way.

2.Introverts - Your people don't like going out just to talk to people. Makes it hard to set up trades and such.

3.Beast friends - It is easier for you to tame beasts since you are so used to it.

ACTIONS:

1.Fashion the trees with silver leaves into a temple.

2.Fashion the one with gold leaves into a Market.

3.Continue the search for war beasts

4.Continue researching Domestication III 2/30

5.Some odd plants seem to be popping up in the forest no one has any recollection of them being here before.

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