fa19bf No.12460 [Last50 Posts]
Welcome to Søren, the World of Clouds! It's the latest magical nation building game from me, red_philosophy.
This is the third (!) thread, as the first as reached a post limit.
Søren is the latest world and probably my most advanced map; it lives alongside Moco and Baader. It's going for "ultra-high" fantasy, which I'm admittedly not sure about conceptually, but we're going to give it a try. Think first age Lord of the Rings with politics similar to Victoria 2. Conceptually the game goes for an aesthetic of "huge".
Rules: http://pastebin.com/Y2GzvhQa
Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
Previous Thread: https://8ch.net/builders/res/11428.html
____________________________
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fa19bf No.12461
| Rolled 39, 99, 96 = 234 (3d100) |
>>12460
Name: Vyriah
Race (Determines bonuses): Gnome
Color: (Determined map color): Blue
Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?
Government Type (Determines some stats): Merchant Republic
Economy Type (Determines some stats): Free Market
Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.
Location: The Open Sky
Population: (25.4) (1.1/turn)
Food: (Very Stable)
Raw Currency: (8) (27/turn)
Legitimacy: (Stable)
Culture: (11)
Industry: (21)
Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz], [Foundry Platform], [Factory Platform]
Defenses: Tower Network [Very Large]
Military Units: 3 Vyriah'n Airships [Strong]; 1 Vyriah'n Guard Platoons [Medium], Vyrian Mad Scientist Cohort [Very Strong+][Clever], 2 Storm Guard Platoons [Epic+][Resist]
Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [Sustainable][Market], Steel [Sustainable], Darksteel [A little]
Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])
Technology: (Stone, Wood, Gems) Aerial Warfare [Basic], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Average], Advanced Hulls [Simple], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Good], Counter-Espionage [Simple], Morgazian Air-War [Average], Civil Defense [Primitive], Magi-Storm Omni-Cannons [Average], Rationalization [Average], Standardization [Average], Magi-Storm Effect Weaponry [Very Simple, Bureaucracy [Primitive], Bombardment [Simple], Metallurgy [Good]
Trade route: Air Dwarves [Medium; +3 industry / +3/currency/turn] Dominion [Mediocre; +1 industry; +3 currency/turn] Patchwork Republic. [Medium; +1 industry / +4/currency/turn; +.1/pop/turn]
Territory: (1)
Bonuses:
1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but trade may be impacted.
2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.
Eccentricities:
1. Everyone Hates Gnomes: Gnomes are physically weak in combat, and are easily kicked, punched, or abused. All of your combat rolls in melee suffer a -1 penalty.
1-3. Now it is time to build the first of an era of new ships. A hull made of pure steel, powered by Magi-Storm propulsion, armed with long range Omni-Cannons and Heavy Magi-Storm effect weapons. Weapons that can change the direction they are facing! Created with gravity construction technology and new technologies we could we could not have even begun to dream of a hundred years ago. Today begins the first day of construction in the shipyard platform on the new dawn on Vyriah'n ship production. The new Stormtide Battleship! [Begin construction of the first Stromtide Battleship, an Ironclad with pivoting Omni-Cannon ship weapons and pivoting heavy Magi-Storm effect weapons for anti-swarm and anti-flying creature support. Sink 20 gold to help construction start up. Get the mad Scientists to help fix any kinks in the design, make improvements, and get them doing something and not blowing up a lab]
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fa19bf No.12462
| Rolled 6, 7, 2, 5, 10, 7, 8, 10, 8, 2, 6 = 71 (11d10) |
>>12460
>Addendum
11 Mobilized Airships also decide to bombard the Santerian Mountain via improvised gunnery. It would be well worth the loss of any clockworkmen to disrupt whatever industry or troop formations they have underground.
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fa19bf No.12463
| Rolled 94, 29, 98 = 221 (3d100) |
[Morph][Order of the Advent]
http://pastebin.com/wGkYEbjx
Population: (20.5) (1.4/turn)
Food: (Very Stable)
Raw Currency: (13) (+8/turn)
Legitimacy: (Very Stable)
Culture: 5
Industry: 6
Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town];[Northpoint Fortress][Fortress];[First National Port of Ethos][Port];
Defenses: Wooden Walls [Simple]
Military Units: [Vincent][Very Strong+][Flight]; 2 [Meli, Dez][Very Strong]; 6 [Xenon, Tinsel, Cain, Regent, Lem, Fitzgerald][Medium]
Resources/Quantity: Copper [Sustainable]; Gems [Sustainable]; Iron [Sustainable]; Wood [Strained]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x2]; Silver [Sustainable]
Magic/Spells: [Morph Pluralist: Average] (spells: Arche's Fist [Simple])
Technology: [Steel];[Metallurgy, Good];[Diplomacy, Average];[Communication, Simple];[Electricity, Primitive]
Trade Routes: [none]
Territory: (4)
Bonuses:
1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.
2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.
Eccentricities:
1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)
—–
[Progress]
-
-
-
—–
1. The [Gold, Some] is converted to raw currency due to an upcoming payment that would require large sums of money. Using electric powered smelters, the process should be streamlined.[Convert [Gold, Some] to [Raw Currency]]
-[Metallurgy, Good]
-[Electricity, Primitive]
-[Gold, Some]
2,3. The Order was quite pleased with development. Despite the wars to the west and certain… internal struggles, morph technology had entered a golden age as many defensive and cultural advancements had been made. The war to the west had, of course, brought concern to the safety and stability of The Order, and talk of a defensive strategy was brought forward. Ivan, chief morph for weaponization of science and technologies, had deigned blueprint for a weapon to be piloted by two morphs. One would be stored in a morph battery cell, the other would pilot the vehicle. In addition, a second morph battery cell is refitted to run on biofuels. Corpses from the battlefield are able to be recycled through the suit to reduce the strain put upon the battery morph. Ivan's [Peacekeeper MK I] was agreed to be put into development. In addition, advanced tech specialists would later be called forth to assist on the device. Both long range and short range capabilities would be utilized in its creation. Using the energy from the morph batteries, robust blasters would be fitted to launch the energy as well as canons powered by [Arche's Fist, Simple] that use a press component to launch metal projectiles. In addition, a large melee weapon is to be mounted to one arm and electrically charged to conduct electricity. Any modifications to the system by the aid will be allowed so long as they advance the technology and further progress. [Build Peacekeeper MK I]
To Be Used:
-Copper [Sustainable]
-Gems [Sustainable]
-Iron [Sustainable]
-Wood [Strained]
-Rubies [Some]
-Steel [Sustainable]
-Silver [Sustainable]
-Tech: [Steel]
-Tech: [Electricity, Primitive]
-Tech: [Metallurgy, Simple] (For alloying stronger chassis parts)
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fa19bf No.12465
| Rolled 75, 30 = 105 (2d100) |
>>12436
>>12304
>>12453
>FluffnStuff: >>12010
Population: 35.2(1.7/turn)
Raw Currency: 74 (13/turn)
Legitimacy: Good
Culture: (8)
Industry: (10)
Master Buildings:
[Council Headquarters], Aeroport [Primitive], [Temple of the Traveler], [Gobtown], [Bogart], [Starkegrob], [Patchwork City Marketplace]
Defenses: (Tower/Wall Defense Network (Medium), Starkegrob Citadel [Fortress]
Master Military:
6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic-), 1 Integrated Clansguard (Very Strong)[Brave], 3 Patchwork Clansguard (Very Strong), 3 Air Mages (Medium), 4 Goblin Blackhat Coteries (Medium) [Infiltrate][Sapper], 2 Gobtown Shyster Gaggles (Strong)[Infiltrate][Sapper][Resilient], 1 Starkengrober Riesengarde (Very Strong+)[Brave], 3 Starkegian Infantry Regiments (Very Strong)
Resources/Quantity:
[Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, unmined] [Steel, Sustainable]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive] [Diplomacy, Simple] [Standardization, Primitive] [Rationalization, Simple] [Coinage, Simple] [Drill, Simple] [Economics, Primitive]
Territories: (22*)
—–
Courier Specific Buildings:[Starkegrob]
Defenses: Starkegrob Citadel [Fortress]
Courier Specific Military:
1 Starkengrober Riesengarde [Very Strong+][Brave], 3 Starkegian Infantry Regiments [Very Strong]:
-1st Starkegian Infantry Regiment, "The Retrievers"
-3rd Starkegian Infantry Regiment, "The Kleins"
-4th Starkegian Infantry Regiment, "The Neue Kerls"
Bonus: [Strategic]
—–
1.) Send the 1st Regiment to scout out what remains uncharted on Loen! Do it with haste!
2.) Continue on working with the bayonet designs. Perhaps experiment with using some rubicite in the consruction. (3/7.)
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fa19bf No.12466
>>12460
>>12462
>>12429
After reading through he treaty and finding it acceptable it is signed and a reply is put below.
Now that the old regimes that hold responsibility for fanning the flames of war are over, and the truths revealed that make peace a reality we can come to this day and sign this treaty.
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fa19bf No.12467
>>12460
>>12462
>>12429
After reading through he treaty and finding it acceptable it is signed and a reply is put below.
Now that the old regimes that hold responsibility for fanning the flames of war are over, and the truths revealed that make peace a reality we can come to this day and sign this treaty.
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fa19bf No.12468
| Rolled 98, 7, 62 = 167 (3d100) |
>>12460
Name: Kingdom of Suniria
Race (Determines bonuses): Humans
Color: (Determined map color): Orange
Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.
Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"
Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.
Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.
Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.
Location:Gul
Population: (12) (+1/turn)
Food: Good
Raw Currency: (16) (+3/turn)
Legitimacy: Good
Culture: (5)
Industry: (5)
Unique Buildings: Hall of the Kings; Great Forge (1/10)
Defenses: Stone Walls [Large]
Military Units: 5 [Sunniri Swordsmen][very strong]; 2 unit [Sunniri Berserkers][Very Strong][Raging]; 2 [Sunniri Shield Maidens][Strong])
Resources/Quantity: Stone [Sustainable]; Copper [Sustainable]; Iron [Sustainable]; Steel [Sustainable]; Dark Iron [Unmined}
Magic/Spells: (The Way of Granix) (spells: Strengthen Unit)
Technology: Metallurgy [Average]; Professional Armies [Simple]; Drill [Simple]; Equipment [Simple]
Trade Routes: [none initially]
Territory: (3)
Bonuses:
1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).
2. This You Can Trust: You may reroll unit recruitment once if it below 50.
Eccentricities:
1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.
1.It is time to expand! To reclaim lands lost for ages to other, lesser tribes. It is time to drive them before us and hear the lamentations of their weak and soft women! We shall give the gods their sport and honor our ancestors!
2. Continue work on the Great Forge! For once it is done we shall makes arms and armor like no other! Indeed every day we delay less can be made quickly. So do not insult our smiths by drinking and wasting their time, build!
+Metallurgy Average
+Stone
+Iron
+Steel
+Industry 5
3. Have the shaman and wise men learn the Ways of Granix better. Our People can only do a fraction of what he did, and that is not enough! We shame ourselves in our dullness and weakness. We must be stronger!
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fa19bf No.12470
| Rolled 1 (1d10) |
>>12462
1 Shadow Walker [Very Strong]
The machine men are slow, and stupid, whistles- they follow them without question. They walk by the butchered corpses of their former masters without a glance. But in the end they grasp as only shadows now.
Amusing.
>>12467
Within the distance you see a thin figure in filthy red, it is the diplomat Violac, he tells of a horrible invasion from short men and machine things. He begs refuge, and that they return their leader Hannah- as her fate is unknown.. He then provides you their location.
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fa19bf No.12472
>>12470
"Ah yes, Hannah, I recall a plain and seemingly young woman at the meeting of nations. Come inside and we will talk away from prying ears" So the diplomat is carried from the edge of Gul to the Throne Sanctum where they talk for an hour before reaching a conclusion.
"Your leader will become Viceroy of Santareia empowered by The Throne. This will protect you under the treaty we have just signed, we will deliver you from this crisis my friend. Farewell"
>>12462
Tablets inscribed with what has just happened arrives at the front and at the capital of the Technocracy. "By law the Santareians now serve The Throne and so are protected under the treaty by being an extension of His Glory, Good fortune to you and yours"
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fa19bf No.12473
>>12468
spend 6 gold to mitigate on action 2 ffs you drunkards
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fa19bf No.12474
>>12472
"Good. These lands are now rightful property of the Dwarves by right of conquest.
The Santerian subjects are free to emigrate from Dwarven lands and return to proper Dominion territory at any time."
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fa19bf No.12476
| Rolled 16, 53 = 69 (2d100) |
Name: Angle Confederation
Race: Primarily human (Living)
Color: Pink A on Black
Fluff: The Angle Confederation was founded by a group of merchant crews turned smugglers and later, pirates. Seeking a life with less of the more troublesome decrees of those that would call themselves the masters of others, the Confederation vanished into the wilderness. In time, the Confederation was forced to turn to smuggling and piracy for hire to survive, though they often produce a healthy variety of alcoholic brews that are almost a form of defacto currency. The Confederation is highly dependent upon outside sources for technology to keep their air ships in working order, and is often forced to improvise during military situations.
Elves are often considered to be the main foe of the Angle Confederation, as most view them as stuck up Imperialists that seek to enslave their kin, though a small number of elves have come to live among the Confederation. Most are eventually broken of their superior attitude by a seemingly coordinated series of pranks or quickly say a number of rude things as they leave.
Best described by outsiders as 'a bunch of drunken smugglers, pirates, farmers and moonshiners', the Confederation still holds to a rough code of internal and external conduct. One must serve the Confederation to earn the right to vote or own land. One must own land to seek office in the Republic.
Government Type: Militaristic Confederate Republic.
Economy Type: Semi-cooperative Free Market. Food is often shared, but most barter services in return.
Religion: The Angle Confederation often recognizes the Four Winds as dieties, but above them worships a great bird (exact bird is a matter of a number of honor duels) known as Maliel the Wise. She is said to have been a source of wisdom and knowledge to the first Captain of the Angle Confederation. A number of lesser superstitions are known to exist among different families.
Location: Orgul
[Courtier of Necro Imperialis]
Necro's Stats: https://docs.google.com/document/d/1BCa5hJHfN0I9_XSkYqusYJRgRoBED49vqmVuqBKgFRA/edit
Angle-specific Things:
>>Population: 7 (+1/turn)
>>Unique Buildings
Oakwell [Town][Lightly Fortified]
Unnamed Hamlet [Hamlet]
>>Military
+ Confederate Irregulars [Very Strong]
>>Technology
Urban Pacification [Primitive]
>>Ribwall Expeditionary Force
+ 2 Confederate Irregulars [Very Strong]
+ 5 [Airship-T56- Springbok MK23][Very Strong]
+ 2 Cosmopolitan Undead Hordes [Very Strong+]
+ 1 Undead Warmages [Strong];
+ 2 Mobilized Skeletal Hordes [Very Strong]
+ 2 Mobilized Skeletal Mage [Medium]
+ 24 Mobilized Multi-Purpose Skeleton Formations [Very Strong]
1.
The Ribwall Expeditionary Force dismounts the airships of the Necro Imperialis before advancing on the Roboczyal Capitol.
2.
Back on Orgul Major, expansion around the hamlet continues! (Expansion, 3/10)
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fa19bf No.12477
| Rolled 59 (1d100) |
Morgaz's device roll.
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fa19bf No.12478
>>12474
>>12472
"In addition, we will continue to send yet more clockworkmen to protect our underground interests in these parts.
It is unfortunate, but if we happen to find any Santerians interloping on our rightful land, we will have to defend our territory by any means necessary."
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fa19bf No.12479
| Rolled 14, 6, 43 = 63 (3d100) |
1. Continue building the township of Pegal (8/10)
2. Kali continues to seek to strengthen every single Sculpted through their connection to Gaia and Earth Magic (6/8)
3. Scry for any nearby traces of Raw Magic. Perhaps there is some on the island still or perhaps rifts don't appear just in the air but under ground as well.
http://pastebin.com/AKD7Tva1
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fa19bf No.12480
[Morph][Order of the Advent] Visiting [Morgaz]
Vincent approached the large gate of the Morgazian empire. Cain and Tinsel had been here previously. Ugh, Tinsel. The worst of the bunch. She was an awful diplomat and an even worse combatant. Vincent expanded his hand and gave a sharp knock on the door. Returning his hand to its regular size, he put it to the side and waited.
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fa19bf No.12481
[[Addendum correction – Missed mobilizations. Sculpted/Kaldor]]
>>You are mobilized: Industrial Efficiency: 100%
>>Lose 1.0/pop.
>>Set mobilization status: 2 turn.
>>Add mobilized units: 16 Mobilized Multipurpose Sculpted Squads [Very Strong][Resist]
[Kaldor]
>>You are mobilized: Industrial Efficiency: 100%
>>Lose 1.1 pop/turn
>>Set mobilization status: 2 turns.
>>Add mobilized unit: 12 Kaldorian Admixture Formations [Very Strong]
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fa19bf No.12482
>>12472
Violac bows on his hands his knees. "Then we shall fight with you, as a child would fight with their father. We cease our former empty lands, and shall find other mountains to live among. We also shall not strike the back of the short flying people in anger. We will also share any knowledge you wish, at your request"
"Does this sound agreeable?"
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fa19bf No.12483
>>12480
[Morgaz]
A diplomat shouts from the battlements. "Yes?" "How can great Morgaz be of service to the…Advent was it?"
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fa19bf No.12484
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fa19bf No.12485
>>12483
Vincent looked at the diplomat, presumably not Morgaz, but still likely one willing to assist. "Yes, I am from the Advent. I understand your people are currently working on a great project within your walls. I'm sure it is for the good of the people, as Morgaz spoke about to our previous diplomats. It is on this principle of change that The Order of the Advent humbly requests you contribute a level of technological assistance in the creation of a defense tool. A large defensive weapon is being built to protect an international meeting hall built to hold absolute neutrality between nations in order to find common ground and maintain peace. While we are currently stretched thin on ability to pay at the moment, we hope that your empire will still be willing to invest in the hope to achieve good for all people. but understand if it is too taxing or impossible for you to do at this time due to current projects."
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fa19bf No.12486
Name: The Korothan
Race: Humans and various created “Minion Races”
Color: Purple, with blue trim
Fluff:
10,000 Years ago, in an age of legends, the great and noble Kingdom of Alcand was conquered by the very wizards which helped to grow its prosperity. Ruling from their capital at Korotha, and seeking power both magical and material, their armies flooded over the continent in a tide of darkness and huge beasts. Victory seemed close at hand for the newfound masters of the world.
However, a FOOLISH and WEAK traitor wizard stole seven legendary weapons and gave them to the seven PITIFUL and NOT AT ALL PROPHECIZED survivors of the Kingdom’s Royal Guard.
After a long, grueling campaign to drive back the unstoppable tide of dark forces, they gave their lives, and their weapons, to seal Korotha itself, and its citizens, in the stars forever.
…Forgetting of course, that the place was home to some of the most brilliant and vengeful minds to ever cast a spell. Now they’re free.
Government Type: SUPREME OVERLORDSHIP (One ruler technically controls everything, but many councils and subcouncils dedicated to various facets of administration and evil magics jockey for power as time goes on. Complete with Loyal Commanders, Treacherous Viziers, and Mad Researchers)
Economy Type: Command for anything needed to run the state, free with restriction otherwise
Religion: The [INSERT NAME HERE] worship a pantheon dedicated to darkness and destruction in all its forms. Though there is a bit of a seven-way split over what kind of mayhem should be unleashed, each embodied by one of the more powerful deities:
BRUTE FORCE under ANGERGHAST
Obscurity, Chaos, and Schemes of Rthiaurgog
Wheeling and Dealing with Chmob
Restrained Force and Strategy under Autharngurnt
PURGE EVERYTHING IN FIRE by Blazetear
Being a general douche with Kont
Darkest Magics from Schmodero
Location: Southwestern Gul. West of the lake Northwest of Elton.
To be filled in by GM:
Population: (generated by GM) (+-/turn)
Food: (generated by GM)
Raw Currency: (generated by GM) (+-/turn)
Legitimacy: (generated by GM)
Culture: (generated by GM)
Industry: (agenerated by GM)
Unique Buildings: (generated by GM)
Defenses: (generated by GM)
Military Units: (generated by GM)
Resources/Quantity: (generated by GM) (amount)
Magic/Spells: (type: generated by GM) (spells: abstracted; generated by GM)
Technology: (generated by GM)
Trade Routes: [none initially]
Territory: (generated by GM)
Bonuses/Eccentricities: (generated by GM)
http://pastebin.com/u7cGkKDn
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fa19bf No.12487
>>12460
Expand to pic related
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fa19bf No.12489
>>12485
[Morgaz]
The diplomat looks confused. "Great Morgaz does not have any such technology. The device is not of a military sort. Additionally, given the refugee crisis and the nearly constant wars that wrack the world, great Morgaz is reticent to commit resources given their scarcity. If such a center should arise, Morgaz may attend or may not. In his experience he has found the most nations of the world belligerent and violent beyond all sanity and usually comical in their collective actions. Further, the appearance of the Advent at the battle of the well has made him cool to your approach. He finds it an odd that avowed peacemakers are often hypocrites and that they almost categorically pester him about peace while plotting war. Normally such an action would have passed by his view, but great Morgaz has many spies. They see many things."
With that said, the diplomat seems to leave your sight. Guards suddenly appear and adjust their weapons. They stare hard at you and their black helmets glint in the sun. You should probably leave.
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fa19bf No.12490
| Rolled 6, 10, 8, 8, 9, 6, 6, 9, 1, 10, 5, 4, 6, 5, 3, 7, 2, 4, 4, 9, 4, 4, 10, 4, 8, 6, 7, 3, 6, 1, 8, 1, 1, 5, 9, 9, 10, 5 = 223 (38d10) |
Rolling combat on the city of robowhatever
Their government should be almost non existent and their armies unprepared. So
Our plan is simple. The mobilized units will March on the city.
The magic users will support them only with raise spells. Do not damage the buildings. Kill all the living ones and raise them as undead. They will be given the gift of pezar. They have failed so utterly at creating a nation that it is the only recourse. The regular units will stay back and observe contributing only if absolutely necessary. The airships will provide oversight but will not directly engage to avoid damage to the city itself. They can provide constant tactical info to keep us from being surprised.
When the task is done raise their dead as full citizens of the Empire.
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fa19bf No.12491
| Rolled 7, 10, 8, 9, 4, 5, 9, 2, 3, 10, 5, 9, 9, 5, 4, 6, 10, 6, 4, 5, 9, 6, 5, 2, 4, 10, 3, 3, 7, 8, 10, 3, 7, 7, 2, 10, 2, 1 = 229 (38d10) |
>>12490
Order of battle is same as in his post.
>>12476
>>>Ribwall Expeditionary Force
>+ 2 Confederate Irregulars [Very Strong]
>+ 5 [Airship-T56- Springbok MK23][Very Strong]
>+ 2 Cosmopolitan Undead Hordes [Very Strong+]
>+ 1 Undead Warmages [Strong];
>+ 2 Mobilized Skeletal Hordes [Very Strong]
>+ 2 Mobilized Skeletal Mage [Medium]
>+ 24 Mobilized Multi-Purpose Skeleton Formations [Very Strong]
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fa19bf No.12492
| Rolled 51, 95, 59, 27 = 232 (4d100) |
>>12460
http://pastebin.com/Z7LY5pnT
1 Avatar Theory 11/12. "The Great Outside?" Well once we have this theory completed then you believe we should have the knowledge and power to create an engine of travel for them so all the more to make our complete theory, with a few points on improving the arms we have for t
2 Combined Infantry Combat and Coordination (Research 5/8)/ Train Experimental Vilon Phalanx [Very Strong++++]. The Infantry Phalanx could become our most comprehensive design for Vilon warrior tradition and tactics. The strength of this could monopolize strong, maneuverable and coordinated unit formation science. Then we have them train more.
3 Counter Espionage HQ, Inquisition (Construction/Research 5/15). The way they click their heals in a good salute mmmm nothing like a fine vilon police officer in uniform. The Inquisitive-Mistress, a master gossiper? A keen eye for spy fashion? Or a genius in these fields and more.
4 Accept Santareins into Shezeb. Hannah becomes Viceroy of her people empowered by The Throne.
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fa19bf No.12493
>>12489
Vincent stands still for a moment before lifting from the ground and flying away with a single jump. It was understandable. His presence at the well had been a near deadly experience. He had done it for the sole purpose of diplomacy with another nation, however they had entered a phase of warmongering. It didn't matter. Vincent crossed Morgaz's name from a list of possible assistants to Peacekeeper MK I.
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fa19bf No.12494
(Message for Bonejaw. Bonejaw use your last 3 actions, your last official turn as a nation to construct your home either on Shezeb proper or on the northern tip of Gul overlooking the Felscape)
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fa19bf No.12495
>>12494
(Second thought, definitely on Shezeb, we pick you up after all. and feel free to tunnel into Shezeb to make your own tunnels and discover a cave or w.e.)
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fa19bf No.12496
>>12490
>>12491
After Battle is won Demobilize. regular army units there will stay there to patrol and keep order.
>>12472
1. Build an embassy to the sculpted
2. Finish expanding the mines. Be extremely careful of any more geological abnormalities. If anything happens stop work immediately and investigate. Safety is the word of the day. If nothing untoward happens simply continue. We can do a full investigation later. (1/2)
Meta[this started way back during the first elf war in case you forgot]
3. Continue cleaning up the government….In the name of our God Pezar. No longer will treachery and selfishness be accepted. You will do your duty to our country and our God. No matter how strong you are individually. It no longer matters. Pezar says we must work together. So we will work together. And treachery will not be tolerated. 5/15)
4. Continue working on our counter espionage techniques. We will do it the best way possible. Hire some of the for hire spies around (they exist I swear) (7 currency) to explain how they break into and infiltrate places. Then we will use that information to come up with counter plans
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fa19bf No.12497
>>Nation Event – The Immortal Technocratic Republic: A massive explosion has ripped through a major military facility and adjoining coal storage area in the capital; several prominent generals have been killed (again). The fire begins to spread downtown and guts much of the industrial district before fire-clockworks suppress the flames; many of the factories destroyed house large resident crew populations. Subsequently, several generals begin arguing over a proper response and there is chaos in the ranks. Clockworks work dutifully to clean up, but the mess is severe and the nation is uneasy.
>>Technocratic Republic: Lose 3 pop; 3 industry; set legitimacy to Chaotic
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fa19bf No.12498
| Rolled 1, 74, 17, 94 = 186 (4d100) |
>>12496
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fa19bf No.12499
>>12495
>>12492
(updated with courtier for future reference)
http://pastebin.com/B9AisdP6
These peoples are injured, the loss of their home and the years of constant struggle have left them a proud and brutal people who have now suffered a great loss. I can but heal their souls over time and house them so that they can regain their confidence and contribute to Shezeb. Their magic and ways are steeped in the shadows but as they heal they will learn that their arts are but the side of a coin and their true meaning is in how they use their power in the journey for Dominion.
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fa19bf No.12501
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fa19bf No.12506
[Meta] Red, do no forget to let me know what three things I find in my new hexes
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fa19bf No.12509
| Rolled 3 (1d3) |
Statpost and 1d3 for expansion
>>12460
Name: Tunak Tuarum - the Elemental Chaos
Race (Determines bonuses): Elementals (Dryads, Oreads, Golems, living lakes, etc etc)
Color: (Determined map color): Bright Red with green trim
FLUFF: http://pastebin.com/bBJyguE5
Population: (25.2) (1.5/turn)
Food: (N/A)
Raw Currency: (18) (3/turn)
Legitimacy: (Strong)
Culture: (5)
Industry: (7)
Unique Buildings: [Temple of the Earthly Awakening], [Godcaller's Circle]
Defenses: Elemental Patrols [Average], Thrakun Tuuman [Fortress]
Military Units:
1 [Roilshapers][Epic];
2 [Fist of the Herald][Very Strong];
1 [Titan of Rage][Very Strong];
1 [Thakundur][Very Strong];
3 [Tempest Lords][Strong+];
2 [Thrungradi][Strong];
3 [Earthbore Conscripts][Medium][Infiltrate];
2 [Sylpharen][Medium][Infiltrate];
2 [Wasteland Ravagers][Medium];
4 [Dryad Grovespeakers][Medium];
4 [Brinemantle Scouts][Weak]
Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable]; Star Metal [Average+]
Magic/Spells: (Primal Elemental) (spells: Quake [Simple]; Firestorm [Average]; Ritual [Primitive])
Technology: (Stone, Copper, Iron, Wood)(Metallurgy [Good]) (War Magic [Average])(Luddic Armor [Very Simple]) (Alternative Mobilization [Leylines][Primitive])
Territory: (25)
>Bonuses:
1. The Natural Order: Attacks or spells that utilize the elements against you are wholly or totally ineffective. You also do not eat in the traditional way, and are generally immune to some things (ie: disease) that would hurt the jackal-races.
2. Fever of the World: Generally speaking, clearing the world of those who disturb the balance will produce benefits for you. For every imbalance you purify, you may secure re-rolls which may be banked.
>Eccentricity:
1. Totalist: You do not respond very well to worshippers of other deities or gods. The godless powerful are tolerable, to a point.
2. Balancer: Things that excessively disrupt the balance of the world will throw your nation into a rage until the balance is restored
3. Luddic Horde: You gain free units as you expand, but, you cannot utilize many technologies of the other nations; you also don't pay upkeep as usual.
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fa19bf No.12510
| Rolled 44, 24, 78 = 146 (3d100) |
>>12437
Name: Golden Republic of Khazan
Race: Dwarves
Color: White Star Black Background
Fluff:
For many long years the Golden Republic of Khazan has existed within the dark mountains of Gul, it's inhabitants shut off from the rest of the world. Generations spent in solidarity have not seen the Dwarves grow idle rather than renounce their former warring ways and commit themselves to the finer aspects of life.
Within the Republic of Khazan fine metal crafting is valued above all else, many spending centuries to perfect the art of making necklaces, rings and rare metal embroyded clothing as well as other trinkets which are sometimes even imbuned with magical properties.
In the unbelievably long time spent in solidarity the Dwarves have learned to appreciate all company and news from the world and while they are unwilling to leave behind their cozy mountain homes which have been crafted with the utmost devotion to masonry they are still reknown by adventurers for their generous and hospitable nature.
Government Type: Representative Democracy with a Constitutional Monarchy
Economy Type: State Capitalism (best economy)
Religion: Ancestral
Location: Within the Mountains of Gul not to far away from shades.
>Population: (22,1) (.8/turn)
>Food: (Very Good)
>Raw Currency: (10) (10/turn)
>Legitimacy: (More Stable)
>Culture: (3)
>Industry: (13)
>Unique Buildings:
+ Khazan Parliament
>Defenses: (Underfortifications, Huge Elaborate), (Magma Pumps [Basic])
>Military Units:
+ Draconius of Khazania [Epic++++] [Resilient] [Slayer] [Injured]
+ 1 (Khazanian Shieldbreakers), [Very Strong+]
+ 5 (Khazanian Black Patriots) [Very Strong+][Brave]
+ 5 (Khazanian Honorary Guard) [Very Strong+][Brave]
+ 4 (Khazanian Headhunters) [Very Strong+][Brave]
>Mobilized:
+ 4 Mobilized Khazan Draftee Formations "Nailbiters" [Very Strong][Plucky]
+ 8 Mobilized Khazan Mixed Formations "Tunnel Warriors" [Very Strong][Plucky]
+ 8 Mobilized Khazan Mixed Formations "Robotkillers" [Very Strong][Plucky]
>Mobilization Status: Industrial Efficiency: 100% 3 turns
>Resources/Quantity:
+ Iron [Strained]
+ Wood [Strained]
+ Copper [Strained]
+ Stone [Sustainable]
+ Magma [Sustainable]
+ Coal [Sustainable]
+ Steam [Infinite]
+ Gems [Some]
>Magic/Spells: (Magical Artifice) (Spells: Imbue Equipment, Good; Earthshaping [Basic])
>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Average], Bureacracy [Primitive], Counter-Espionage [Simple], Mobilization [Simple], Rationalization [Primitive], Magma Utilization [Average], Tunneling [Basic], Psi Dampening [Simple], Close Quarters Fighting [Simple], Elemental Resistance [Primitive], Holy Weapons [Simple], Professional Army [Simple], Drill [Primitive], Guerilla Warfare [Simple], Reorganization [Simple]
>Territory: Yes (generated by GM)
>Bonuses/Eccentricities:
1. Turtlers: You can fabricate underground constructions easily. You may reroll constructions made underground once.
2. Gift of Artifice: Add an additional +15 to every roll to construct weapons or equipment.
>Eccentrictiy:
Agoraphobic: You aren't very good at going outside. Actions outside the underground suffer a -15 penalty to every roll. This excludes combat, which the dwarves actually find fun.
Clannish: You don't greet visitors very well, generally, unless they have something nice for you.
Elves 1/2
1. The Santerians are defending their sovereign rights agains the rotten wannabe Dwarves. Their efforts must be supported fullheartedly. A number of units will be dispatched to assist the Santerians in the defense of their homefront. The last part of the way will be moved underground in order to ensure that they will not be spotted by the enemy.
Send:
+ 4 Mobilized Khazan Draftee Formations "Nailbiters" [Very Strong][Plucky]
+ 8 Mobilized Khazan Mixed Formations "Tunnel Warriors" [Very Strong][Plucky]
+ 8 Mobilized Khazan Mixed Formations "Robotkillers" [Very Strong][Plucky]
2. War is coming and resources will be scarce. Begin working on making the strained resources sustainable once more. Plan Stone Trees that grow within the mountains to gather wood, begin to search for new ore veins, etc.
3. Desperate times call for desperate means. A new experiment with runes will be undertaken. A rune that is to fill a soulless body with the spirits of our ancestors to fight for the GRK and defend its descendants once more. May it be a dead body or a machine kept alive by dark magic the spirits of our ancestors shall overtake them.
To recall the spirits of our ancestors is by no means a comfortable solution, however it is a necessary one.
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fa19bf No.12513
>>12509
1/2 - The Herald wipes the last of the trolls off of his great, stoney foot. Foul things, unfit for this world. But then, this world is full of imbalances. Too many, he realizes, to solve all at once. The Dominion may count them as allies, but all others have been indifferent at best, planar threats at worst. There is no time to reach the Spine as a full-fledged army. So he sends 2 [Tempest Lords] and 1 [Sylpharen], the Air Elementals, to speed towards their holy site as fast as possible. They shall have to undergo the ritual themselves. He, meanwhile, has business to attend to.
The sea does not move as the land does. While the land is strong, stalwart, moving only when forced, it will at least stay where it is moved. The sea shifts, it changes, enveloping and trying to fill every crack. To part the earth is easy. But if he is to strike against the undead menace with his full horde, he has a harder task at hand. He will have to part the sea.
3 - With the trolls defeated, the research back at the Thrakun Tuuman on summoning can continue in earnest.
>6/8
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Post last edited at
fa19bf No.12514
>>12513
> Rolled 9, 43, 56 = 108 (3d100)
Also spending 10(!) currency to improve dat first roll.
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fa19bf No.12516
[Combat Report: Santareia v. Technocracy/Kaldor]
Due to last minute negotiations, the fighting tapers off as the Santareian forces refugees flee to The Dominion.
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fa19bf No.12517
[Combat Report: Necro Imperialis v. Roboczyal]
The incapacitated government of Roboczyal is unable to mount an effective defense against Necro Imperialis. They attempt to flee to their nearest neighbors, the Skyrates. Some of the population stays.
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fa19bf No.12518
>>12510
So apparently the fight is not happening. If I can still replace action one to assist action two that'd be great if not then ima just wander down there and back again.
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fa19bf No.12519
>>12518
[[Meta GM: Got it.]]
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fa19bf No.12521
>>12517
Sweet if they surrendered then don't slaughter them.
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fa19bf No.12522
>>12486
Population: (10) (+.5/turn)
Food: (Good)
Raw Currency: (10) (+5/turn)
Legitimacy: (Very Stable)
Culture: (5)
Industry: (5)
Unique Buildings: [player named government building]
Defenses: Minion-Crewed Obelisks [Lots]
Military Units: 3 [player named units][Very Strong]; 3 [Player named minion swarms][Strong]
Resources/Quantity: Iron [Sustainable]; Wood [Sustainable]; Copper [Sustainable; Magic/Spells: (type: Korothanian) (spells: Indiscriminate Summoning [Simple]; Energy Blast [Simple])
Technology: (Stone, Wood, Copper, Iron) Summoning Theory [Simple]; Arcane Theory [Simple]
Trade Routes: [none initially]
Territory: 3
Bonuses:
1. Summoners: Summoned units are free up any form of upkeep, though they might exhibit strain on the summoner or cause issues for society if they are too numerous. You may also reroll summoning research (and attempts to summon) if a roll is below 50 (once).
2. Minions: Your population is effectively ignored insofar as mobilization. You use vast swarms of stupid minion races to handle everything and they magically solve labor problems. They also don't strike.
Eccentricities:
1. Calamitous Intent: Political violence (low legitimacy) may be exceedingly destructive as several of the wizard factions have some knowledge of extremely dangerous spells. They also have long standing grudges. Do you remember Malazor from university? Trust me, he remembers you.
2. Elitist Asshole: You don't like other nations who have wizards. Period. The end. They make you feel inadequate.
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fa19bf No.12524
>>12495
>>12494
[What? We never agreed on this, why the change of heart? Get in IRC]
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fa19bf No.12525
>>12495
>>12494
>>12524
After some talk I agree to all of the above terms, and settle on northern Shezeb with Morgoth as his courier.
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fa19bf No.12526
>>12449
[Skyrates]
>>You gain 5 population from fleeing refugees from Roboczyl. They adapt to your culture easily and join as guerillas. Add 3 units [player's name choice guerillas][Strong][Infiltrate]
>>From expansion: [Add resources: Iron [Sustainable]; Magicite [A Lot]; Oil/Gas [Sustainable]
1. You begin working on better ways to build bigger things. Seems reasonable to the lads. (Scaled research 5/6)
2. You manage to build another rum distillery. Great, we're getting toe-up tonight! (set Rum to [Sustainable][2x]
3. The air-war research continues, but it's bogged down in pirate-theory and generally unpleasant disputes about decorum and when to 'yarr. (Air War 5/8)
>>12445
[Technocracy]
>>You have conquered the Santareians.
>>You gained the following: 13 currency; Industry: 5; Unique Buildings: Black Ziggurat, Large Academy [player may rename both]
>>Add Defenses: Nightcrag Tunnel Defenses [Elaborate, Segmented]
>>Resources/Quantity: (Iron [x1]; Copper [x1]; Stone [x1]; Flux [x1]; Raw magic [trace]
>>You are occupying a nearly empty area. A single unit is required to garrison the area; it has been abandoned generally.
>>Add 7 hex; 1 unique building (player named fortress][Fortress; Damaged]
—
>>You are mobilized: Industrial Efficiency: 120% [Semi-Stable]
>>Lose 1.1 population [You Clockworks are mitigating the utilization of your population.]
>>Set mobilization status: 3 turn.
>>Your resource stocks have partially stabilizing due to recycling efforts.
>>Set: Steel [Average]; Coal [Average; decreasing]
>> Set technology: Total Mobilization to [Simple]. Your industrial efficiency is increasing.
>>Crews have managed to repair the dreadnought. Reset status.
Add mobilized units: 11 Mobilized Combat Clockworks Groups [Very Strong][Resist]; 1 Mobilized Destroyer-Airships [Very Strong]
–
1-2. You cannibalize a good deal of the ruined equipment. It manages to stabilize your iron stocks for the time being. (Set recycling to: Average)
2. You alter the produced units. (Add technology: Tooling [Very Simple])
3. You move your units to act as a garrison.
Send 7 Mobilized Combat Clockworks Groups [Very Strong][Resist]
1 Mobilized Destroyer-Airships [Very Strong]
>>12447
[Kaldor]
>>You are mobilized: Industrial Efficiency: 100%
>>Lose 1.1 pop/turn
>>Set mobilization status: 3 turns.
>>Add: 6 Kaldorian Mobilized Admixture Formations [Very Strong]
1. You expand and swallow up vast sections of the (now mostly destroyed) Mare. During the clearing and expansion, you find a semi-ruined alchemy lab. (add resources: Potions [Lots] (Add 4 hex; roll 1d3))
2. You continue working on the fortresses. You try to prioritize the closest one, but you find that they will both need to be completed to make the wall a coherent defense. (Fortresses 2x 11/20)
3. The elemental magic research completes in good order. (Elemental [Good]) [Revise spell: Rain of Fire [Average])
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fa19bf No.12528
>>12448
[Santareia]
>>You are a courtier.
>>You now share the same stats as your host nation, The Dominion.
>>The Dominion now has a food system. Set it to: “Low”
>>You now have 2 dice.
>>Lose: all existing statistics.
>>Retain: Military Units: 2 Berserk Warbands [Very Strong] 2 [Shadow Walkers] [Very Strong] (revise all units to +++ [Resilient]
>>Retain: Magic/Spells: Santerian [Good]+ Magi-Biology; Shadowlands Walk [Good])
>>Retain: Technology: Wood, Stone, Metallurgy [Simple]; War Magic [Simple];Medical [Simple]; Biology [Simple]; Statecraft [Primitive]; Tunnel Warfare [Primitive]
>>You must obey the moral and ethical precepts of your host nation.
1.2.3: With the diplomatic negotiations of your people to join the Dominion, the issue of defense is found to be invalid. You are airlifted to Dominion controlled territory on Shezeb and establish a small town. (Add unique building: (player's name Santareian town)[Town]; +1 hex)
>>12451
[Capitol]
1. You begin the operation. (Who)(-16 currency)
2. One of the planes sent to the morphs crashes. As such, the research efforts halt and no progress is had. Nobody is injured, thankfully.
3. The glamour mask research crawls forward. There's been some last minute complications. (Research: Glamour Masks 5/6)
>>12453
[Patchwork]
1) You update your aeroport. (Revise Aeroport to [Large]) (+3 currency/turn)
2) You begin mining the rubicite. The stock actually proves to be enormous. (Set resource: Rubicite [Sustainable][x3])
3) You begin expanding onto Gul. Unsure of where to settle, you pick an area closest to Loen. (Expansion 5/10)
>>12468
[Suniria]
1.Glorious day brothers! The areas surrounding us teem with the raw and untamed people who desire combat and glory. They know the riddles and the great tales! (add 4 hex; roll 1d3)
2. The great forge is still under construction, but progress is, in a word, bad. (Great Forge 1/10) (-6 currency)
3. A few of the shamans begin their work on the ways of great Granix. (Unit/Research 5/8)
>>12461
[Vyriah]
1.2.3: You begin work on the battleship. Given the size of the construction and the raw complexity of it, it will take some time. This does not require additional resources, merely more time. [[GM: The unit will finish automatically next turn and doesn't require another action.]] (-20 currency)(Set: Advanced Hulls to [Average] and add technology: Scaled Construction [Simple])
>>12463
[Morph]
1. You manage to convert large amounts of gold into feasible currency acceptable to nearly all races and nations. (Add technology: Coinage [Good])(+8 currency/turn)
2,3. Initial theoretical researcher on walkers is drawn up. Most of the baseline requirements – such as a sufficient onboard power source – are totally inadequate and so the unit is extremely small, slow, and incapable of reasonable speeds; the four legged design is much more effective generally than two legs. Further, the fuel sources provided are also exceedingly hazardous and slipshod; magic is constantly being needed to mitigate design oversights. Despite all of this, the first walkers are available; further advancements will need to wait until a proper engine can be developed. (Add technology: Walkers [Very Simple])(Mechanized Warfare [Primitive])
>>12465
[Starkegrob]
1.) The 1st Regiment finds a large cavern. They investigate and find that there's actually some Odium within the cavern. 1st Regiment states that they've really finished off the island and that there's pretty much nothing left. (Add resource: Odium [Average])
2.) The bayonet designs move forward; it's nearly completed and should help in close combat situations. (Close Combat 6/7)
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fa19bf No.12529
>>12476
[Angles]
1.[{GM: This wasn't needed; it has consolidated to your 2nd roll.]]
2.You finish the hamlet on Orgul. It's really quite nice. (Add unique building: [player's name, Orgul town][Town](+1 hex)
>>12479
[Sculpted]
>>You are mobilized: Industrial Efficiency: 100%
>>Lose 1.3/pop.
>>Set mobilization status: 3 turn. The war has a mixed character and the lack of fighting seems to lead the population to think of it as superflous or phony. This has sped up political issues.
>>Add mobilized units: 8 Mobilized Multipurpose Sculpted Squads [Very Strong][Resist]
>>Your material stocks are starting to show some strain.
1. You manage to finish the town, barely. (Add town [player's name town on Pegul)][Town]; (+1 hex; +.1 pop/turn)
2. The connection to Gaia is extremely thin today. No progress is made. (6/8)
3. You begin your scrying efforts. If there is raw magic, it is extremely difficult to locate or would require more talent in scrying. You manage to find some gold, however. (Add resource: Silver [unmined])
>>12492
[Dominion]
>>You have gained a courtier. They have contributed 12 population to your nation. (+12)
>>You have absorbed the Santareia statistics sheet. See their turn output for details.
>>You now have a quasi-food supply. It is currently “Low”. Revise category “Food” to “Quasi-Food”
1. You have completed your research on Avatar Theory. You can now more effectively guide the avatars to this plane. According to Pini [she makes air quotes] “The 'area' 'surrounding' the 'plane' is an 'abstraction' that 'mutates' based on what we 'impress' upon it. Thankfully we can still stabilize parts of it temporarily to get things in, but it's tidal in character and seems to be extremely…like…uh…chaotic. And 'emotional'. The avatars are really kinda crafty and brave to navigate it. They're really quite brave and want to help us; a good many of them are lost in transit but they still keep coming.” (add technology: Avatar Theory [Simple])
2. Your expertise in infantry combat increases substantially. The experimental Vilon Phalanx proves to be a major success. (Revise phalanx to: [Epic+][Resilient]; Infantry Combat [Average])
3. The inquisition building looks increasingly finished. The construction chief claims she'll have it ready very soon. (Construction/Research 10/15).
4. You accepted the Santareians.
>>12496
[Necro Imperialis]
[You are demobilizing. Your nation breathes a sigh of relief.]
[With the crisis over, you can lift the martial law status and return to normal political life.]
>>You have conquered Roboczyl.
>>You have gained 3 hex and 1 Roboczyl Fortress [Lightly Damaged]
>>You have gained 4 population.
>>You have gained the following resources: Iron [x1]; Copper [x1]; Cold Iron [Some]; Wood [x1]; 2 industry
1. The embassy construction suffers an explosion and collapses. Really? (-1 pop)
2.You expand the mines. (add resource: Iron [1x])
3. The government cleanup stalls due to bureaucratic obscurantism. Damn those pencil-pushers.. (government 'reform' 5/15)
4. You hire on some spies and they seem to teach you a few things. (Add technology: Counter-Espionage [Simple])
>>12509
[Elemental Chaos]
>>You gained the following resources from expansion: 1 Dark Iron [unmined]; 1 Gold [Umined]; +.2/pop/turn
1/2 – The elementals begin to move toward the site. It's quite far away and they move slowly as they try to divine the location. It's sort of unclear and they move awkwardly. The currency doesn't seem to help. (1/3)
3. You finish your research on ritualism. (Set spell: Ritual to [Average])
>>12510
[Khazan]
>>You are mobilized: Industrial Efficiency: 100%
>>Lose 1.5/pop.
>>Set mobilization status: 4 turn. The war is now being taken as defensive in nature.
>>Add mobilized units: 8 Mobilized Khazan Mixed Formations [Very Strong][Plucky]
>>Add technology: Total Mobilization [Primitive];
>>Draconius feels better now. Reset status.
1. The movement is aborted as the conflict has apparently ended. The resources are allocated elsewhere.
2. Despite your efforts you are unable to increase your raw material stocks. You only manage to find some more coal. (Set coal to [Coal][Sustainble][2x])
3. You begin work on ancestor imbuement. This ritual is of the utmost complication and will take some time to practice with. It will result in extremely powerful units. (7/15)
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fa19bf No.12530
>>12529
I really need to remember to post my current tech when working on advancing it
I have Counter-Espionage [Average]
So need new result for this one
>(Add technology: Counter-Espionage [Simple])
Roll was 94. used 7 currency
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fa19bf No.12531
>>12530
[[GM: Revise to [Average]]
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fa19bf No.12532
| Rolled 70 (1d100) |
Morgaz Device Roll
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fa19bf No.12533
>>12529
Also what should I do for Iron?
I now technically have it at like x5
+Original source which was strained
Then
+added elven iron Which was sustainable (I labeled it as sustainable+. This then became buckling+
now
+Expanded mines (add resource: Iron [1x])
+roboczyl >>You have gained the following resources: Iron [x1]
I honestly have no idea how to correctly reflect this in my stats sheet
Also these were my stats last turn just so you can double check
https://docs.google.com/document/d/10R2tF7d25yq9r_5lir2M_H6oH80jcB_Xgx6XhnfzHwc/edit?usp=sharing
>>12531
It stays the same? no improvement?
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fa19bf No.12534
>>Nation Event – Morgaz/Necro Imperialis: The spatial rip on Orgul appears to have been sealed by Morgaz's device. There is rather uncharacteristic celebrations from the expeditionary force and they return home.
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fa19bf No.12535
>>12533
4 not 5. sorry for confusion.
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fa19bf No.12536
>>12535
[[GM: Revise resource stress to pre-war levels. Add all of the 1xs.]]
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fa19bf No.12537
>>12536
[GM: Typo. Set Counter-Espionage to Good]
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fa19bf No.12538
>>12526
Philo the agreement had the resources coming to me along with the santareians
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fa19bf No.12539
-Just so it's on this thread-
Name: Santerians
Race (Determines bonuses):'Cave' Humans
Color: (Determined map color): Dark orange with blue trim
Fluff (Determines bonuses): Originally a tribe of humans whom lived within the shadows of Nightcrag Mountains the Santerians lived short and grueling lives against the horrors of the caverns. However things changed the night the elder chieftain was nearly slain by an assassins arrow.In that moment a young priestess stepped in front of the arrow and was pierced in the chest with tears of crimson she slowly died a painful death within the cheiftens arms. The assailant disappeared into the shadows, and the young priestess was laid to rest as a hero in a large sarcophagus deep within the caves. As the priests closed the lid those in attendance watched as the stone walls bleed around them. As disturbing as such a thing was to behold, it was seen as a sign of something. But nobody really knew what it could be.
A month later the priestess appeared to the people again, it seemed to be impossible. But indeed, her tomb was discovered to be vacant. Her name was Hannah, and she was proclaimed the leader of tribe by the elder himself. Hannah proclaimed she had returned from the land of the dead with the assistance of the dead gods that dwindle within the world beyond the living.
It was soon taught that death is not the end, that those who die are sent to the shadowlands- a reflection of our own world. Those who are weak will succumb and pass onto the afterlife- a simplified version of this world created by the weak souls, who will live another mortal life, unaware of their former selves. This will continue until they reach the fifth afterlife. A place of eternal darkness and violence… However strong souls that have suffered in life are able to return after a time, their consciousness and sanity intact. Such 'return trips' becoming only easier the more an individual walks the path in the shadowlands. Even reincarnation into another body is possible, the memories of their former life returning with adulthood…a different body, yet still essentially their original selves.
The Shadowlands are ruled by the nine gods, Veles, Thoth, Armok, Lir, Baccus, Eusoch, Xom , Grosth and Behra. It is thought that these beings were once apart of a higher plane of existence. However it is debated if this plane was one of paradise or one of dread. These beings are neither omnipotent or all powerful, instead they are rotten shadows of what they once might have been. Each eager to receive offerings and sacrifice for their favor.
The Santariens, having witness the undying prophet rallied behind their new leader, seemingly able to pull the very blood out of another man, Hannah lead a crusade of violence and revenge against the other human cave tribes. Within only five months they had all either bent their knees to her or had been put exterminated on the cavern dirt. Now much greater in numbers the Santariens exit the caves for the first time in decades….
Government Type (Determines some stats): The prophet Hannah has a token role within The Dominion government, but we serve them loyally
Economy Type (Determines some stats): Traditional economics.
Religion (Determines magic): The path of now and forever, the old ways, the march of blood, it goes by many names but the tenets and lessons are always the same.
Location: Village in North Shezeb
-Updated Lore post-
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fa19bf No.12540
>>12538
[[GM Meta: The resources are not something one moves. They have a locus. I'll allow the raw magic and anything that can be carried, but nothing else.]]
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fa19bf No.12541
| Rolled 3 (1d3) |
>>12526
rolling 1d3 for expansion
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fa19bf No.12542
| Rolled 81, 24, 72, 85 = 262 (4d100) |
Yar. New people for the fight. Time to get some things…moving.
1. Set up trading route with Advent.
2. Continue that bigger is better research! (Scaled Research at 5/6)
3. C'mon ye scallywags! You Yarr, swing the sword, then arr. Move on already! Continue researching Air War (5/8)
4. Rascals Roll
Name:Skyrates
Race: Assorted
Color: Pink
Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to
strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic
mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over
arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains
represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The
Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any
one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic
enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful
balance they have worked to set up.
To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,
airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their
assorted functions.
Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.
Economy Type: Pirate Free Market
Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.
Location: Ribwall
Population: (20) (1/turn)
Food: (Good)
Raw Currency: (31) (+7/turn)
Legitimacy: (Average)
Culture: (7)
Industry: (9)
Unique Buildings: [1 Pirate Council Hall] [1 DreadDock Super Dock] [1 Black Market Goods Trade Emporium] [1 PYU Pirate Univerity]
Defenses: Aerial Patrols [Average]
Military Units: 4 [SkyGalleon][Very Strong]; 4 [Pirate Marines][Medium]
Resources/Quantity: Rum [Sustainable][x2][Market]; Iron [Sustainble]; Copper [Sustainable]; Wood [Sustainable][x3]
Magic/Spells: (Aero-Piratical [Average]) (spells: Summon Ghost Pirates [Simple]) (War Magic [Primitive])
Technology: (Iron, Stone, Wood, Copper) Airships; [Average]; Air-War [Average]; Scaled Building [Primitive]; Economics
[Primitive]
Trade Routes: [none initially]
Territory: (7)
Bonuses:
1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or
opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes
undefended/non-military, roll 1d10. This does not apply to creatures.)
2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes
traditionally shipboard marines and boarding parties.
Eccentricities:
1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,
disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.
2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.
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fa19bf No.12543
| Rolled 59, 85, 66 = 210 (3d100) |
>>12526
Nation Fluff:
http://pastebin.com/FBM7X4GB
[Kaldor]
Population: (20.9) (1/turn)
Food: (Stable)
Raw Currency: (52) (4/turn)
Legitimacy: (Semi-Stable)
Culture: (17)
Industry: (10)
Unique Buildings: [Temple, Hunter's Calling]
[Government building, Warrior's Hall]
[Northern Fell Chain Fortress, Huge, Imposing]
Defenses: (Elaborate Wooden Fortifications, Strong)
Military Units:
1 [Leonan Warriors], Strong;
3 [Huntmaster] Very Strong
2 [Wurmrider Squad] Very Strong++++
[Deathgaze] Very Strong, Clever
1 Kaldorian Priestesses [Very Strong+++]
Verana, Priestess of Galgoroth [Epic]
3 Juvenile Rocs [Very Strong++]
Resources/Quantity:
Copper [Sustainable][x2]
[Pelts, Sustainable]
[Stone, Sustainable]
[Wood, Sustainable]
[Beetlechitin, some]
[Wurms, some]
[Prisoners, some]
[Iron, Sustainable][x2]
Mildly-Burnt Freak-troll hide [some]
Freak Troll Minors [Some]
Wurmscale [Strained]
Fruit [Some]
Magic/Spells: (Elemental, Average) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]
Technology:
+Iron
+Stone
+Copper
+Wood
+Hideworking
+Exotic Creature Training[Average],
+War Drums [Average]
+War Animal Training, Average)
+Drum Amplifiers [simple]
+Composite-Material Armors [Simple]
+War Magic [Simple]
+Air Transport [Simple]
+Professional Armies [Simple]
+Airships [Average]
+ Night-Fighting [Primitive]
Territory: (7)
Bonuses:
1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.
2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.
Eccentricity:
1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted
>>You are mobilized: Industrial Efficiency: 100%
>>Lose 1.1 pop/turn
>>Set mobilization status: 3 turns.
>>Add mobilized unit: 3 Kaldorian Infantry Formations [Very Strong]
12 Kaldorian Admixture Formations [Very Strong]
1. Fix those damned fortresses 11/20
2. Build some Airships to get around faster, use 30 of our currency to speed this along
3. Though we normally frown upon magic, it seems that Galgoroth does not, let us research new fire spells to burn our enemies to cinders.
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fa19bf No.12544
| Rolled 65, 24, 40, 96 = 225 (4d100) |
>>12529
Meta[ Roboczyl Fortress [Lightly Damaged]
Changed name to bonewall because fuck remembering roboczyl. I am not typing that shit when I refer to the place.]
1. With alot of the home problems solved we can now turn to assisting the plane with its various problems. It is unfair for morgaz to have to constantly shoulder the burdens of the world. We will first turn our attentions to the troll problem. Send
+ 4 [Airship-T56- Springbok MK23][Very Strong]
+ 1 Undead Warmage [Strong];
To attack the troll infestations from the air. Do not dismount and face them on the ground. Bombard them with magic and ranged weaponry so they can't fight back.
2. Raise the troll corpses that are there already and Set them against their former brethren. The infestation must be purged. [+it allows our necromancers to practice raising truly massive hoards of undead bwahahahaha.]
+Mass Raise Undead [Average]
+ Mass Combat [Primitive]
3.Begin training counter-espionage teams (I am imagining teams that are great and get bonuses when on home or allied territory but suck at offensive espionage)
+15 currency
Espionage [Average]
Counter-Espionage [Good]
4. Fucking pencil pushers are stopping the will of Pezar. Step in line and serve our god or gtfo of my empire. (government 'reform' 5/15)
Espionage [Average]
Counter-Espionage [Good]
Urban Pacification [Primitive]
https://docs.google.com/document/d/1BCa5hJHfN0I9_XSkYqusYJRgRoBED49vqmVuqBKgFRA/edit?usp=sharing
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fa19bf No.12545
| Rolled 20 (1d100) |
>>12544
Perfectionist reroll
2. Raise the troll corpses that are there already and Set them against their former brethren. The infestation must be purged. [+it allows our necromancers to practice raising truly massive hoards of undead bwahahahaha.]
+Mass Raise Undead [Average]
+ Mass Combat [Primitive]
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fa19bf No.12546
| Rolled 65, 12, 85, 91 = 253 (4d100) |
>>12529
http://pastebin.com/St0y4vBy
1 Flux. The uses of a flux to strengthen iron into a metal known as steel seems to be common now. let us build a Flux mine.
2 Metallurgy [Simple]. Building off the metal knowledge of the Santareians improve our shared metallurgic knowledge to where we can form better alloys with iron, odium and steel.
3 Expand existing Mines. Our uses for Gold are increasing so the time to increase its productivity is upon us. Next the odium mine will have considerable military and policing uses. The open-pit mine for stone will have to be expanded for the estates, fountains and structures on Shezeb. Finally the iron mine stock needs to be improved. Flux if it makes the bar.
4 Counter Espionage HQ, Inquisition (Construction/Research 10/15). Only pure vilon may serve here, but their retinues are their own. Connections and contacts are theirs to use and among our new friends are those that are capable to work in the unnoticed shadows.
Sanetareians, those who walk in shadow with great will so that others may walk in the light
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fa19bf No.12547
24 gold to the second action
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fa19bf No.12548
| Rolled 83, 9 = 92 (2d100) |
Name: Angle Confederation
Race: Primarily human (Living)
Color: Pink A on Black
Fluff: The Angle Confederation was founded by a group of merchant crews turned smugglers and later, pirates. Seeking a life with less of the more troublesome decrees of those that would call themselves the masters of others, the Confederation vanished into the wilderness. In time, the Confederation was forced to turn to smuggling and piracy for hire to survive, though they often produce a healthy variety of alcoholic brews that are almost a form of defacto currency. The Confederation is highly dependent upon outside sources for technology to keep their air ships in working order, and is often forced to improvise during military situations.
Elves are often considered to be the main foe of the Angle Confederation, as most view them as stuck up Imperialists that seek to enslave their kin, though a small number of elves have come to live among the Confederation. Most are eventually broken of their superior attitude by a seemingly coordinated series of pranks or quickly say a number of rude things as they leave.
Best described by outsiders as 'a bunch of drunken smugglers, pirates, farmers and moonshiners', the Confederation still holds to a rough code of internal and external conduct. One must serve the Confederation to earn the right to vote or own land. One must own land to seek office in the Republic.
Government Type: Militaristic Confederate Republic.
Economy Type: Semi-cooperative Free Market. Food is often shared, but most barter services in return.
Religion: The Angle Confederation often recognizes the Four Winds as dieties, but above them worships a great bird (exact bird is a matter of a number of honor duels) known as Maliel the Wise. She is said to have been a source of wisdom and knowledge to the first Captain of the Angle Confederation. A number of lesser superstitions are known to exist among different families.
Location: Orgul
[Courtier of Necro Imperialis]
Necro's Stats: https://docs.google.com/document/d/1BCa5hJHfN0I9_XSkYqusYJRgRoBED49vqmVuqBKgFRA/edit
Angle-specific Things:
>>Population: 8 (+1/turn)
>>Unique Buildings
Oakwell [Town][Lightly Fortified]
Azazis Town, Orgul Major [Town]
>>Military
+ Confederate Irregulars [Very Strong]
>>Technology
Urban Pacification [Primitive]
>>Ribwall Expeditionary Force [At Roboczyl, Holding]
+ 2 Confederate Irregulars [Very Strong]
>> Return following units to Necro Imperialis Control
+ 5 [Airship-T56- Springbok MK23][Very Strong]
+ 2 Cosmopolitan Undead Hordes [Very Strong+]
+ 1 Undead Warmages [Strong];
+ 2 Mobilized Skeletal Hordes [Very Strong]
+ 2 Mobilized Skeletal Mage [Medium]
+ 24 Mobilized Multi-Purpose Skeleton Formations [Very Strong]
1.
Maps provided to us during the conquest of Robocyzl show a neutral town North of the Machine Men. The expansion plans of the Necro Imperialis and their… allies, those Undead Dwarves, have overlooked this site. Let us send diplomats to this site and attempt to bring them into our fold peacefully, before they are forcibly converted to undead by the dwarves.
"On behalf of the Angle Confederation, courtier to Necro Imperialis, we seek parrrley and friendship!"
"Join us as brothers and sisters, and the protection of the Necro Imperialis shall be extended to these lands, along with guarantees that the living shall govern the living, none shall be forcibly converted to unlife, and that the dead shall likewise be respected and allowed to rest in peace.
Together, we can maintain and grow the prosperity of these lands, and none need be threatened by war or conquest. Please, consider our offer."
[Meta: blind diplomacy is go!]
2.
The great Azazis has asked us to aid the Necro Imperialis by leading the construction of a trade port in the Necro Capitol.
Let us not disappoint!
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fa19bf No.12549
| Rolled 91, 71, 98 = 260 (3d100) |
1. Work on improving our scrying spells. It is the best intelligence tool we have, as well as the heart of our resource gathering for new Sculpted.
2. Our army is burgeoning in numbers and yet we have no formal training or organization. Begin placing the mobilized armies among the dedicated military units and have them begin doing drills and practice together. The Aluminum Gryphon and other such fliers should aid in simulating the Dragons in attacking, our primary purpose is to get the dragons on the ground where we have the advantage and so strategies which either force them to do so or damaging their ability to fly should be prioritized. It doesn't matter if its tunnel fighting or just using flak cannons all avenues should be explored.
3. Kali continues to seek to strengthen every single Sculpted through their connection to Gaia and Earth Magic (6/8)
http://pastebin.com/AKD7Tva1
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fa19bf No.12550
| Rolled 22, 68, 100 = 190 (3d100) |
[Morph][Order of the Advent]
http://pastebin.com/wGkYEbjx
Population: (21.9) (1.4/turn)
Food: (Very Stable)
Raw Currency: (29) (+16/turn)
Legitimacy: (Very Stable)
Culture: 5
Industry: 6
Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town];[Northpoint Fortress][Fortress];[First National Port of Ethos][Port];
Defenses: Wooden Walls [Simple]
Military Units: [Vincent][Very Strong+][Flight]; 2 [Meli, Dez][Very Strong]; 6 [Xenon, Tinsel, Cain, Regent, Lem, Fitzgerald][Medium]
Resources/Quantity: Copper [Sustainable]; Gems [Sustainable]; Iron [Sustainable]; Wood [Strained]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x2]; Silver [Sustainable]
Magic/Spells: [Morph Pluralist: Average] (spells: Arche's Fist [Simple])
Technology: [Steel];[Metallurgy, Good];[Diplomacy, Average];[Communication, Simple];[Electricity, Primitive];[Walkers, Very Simple];[Mechanized Warfare, Primitive];[Coinage, Good]
Trade Routes: [none]
Territory: (4)
Bonuses:
1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.
2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.
Eccentricities:
1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)
—–
[Progress]
-
-
-
—–
1,2. The Council is in awe of the advancements brought about by the work on Peacekeeper. The non-bipedal suit design is of no concern. It's a more stable structure. The attempt to create the defensive weapon has moved along quite nicely. More research is put into the development of the engine necessary to power a large scale device. The project will be tasking, but The Advent knows that giving the time necessary for the project to succeed is what is key. [Upgrade [Energy] and forward progress on Peacekeeper MK I]
To Be Used:
-Copper [Sustainable]
-Gems [Some]
-Iron [Sustainable]
-Wood [Strained]
-Rubies [Some]
-Steel [Sustainable]
-Silver [Sustainable]
-Tech:[Metallurgy, Good](For alloying stronger chassis parts)
-Tech:[Electricity, Simple]
-Tech:[Steel]
-Tech:[Walkers, Very Simple]
3. The Council also takes to heart the word of Morgaz, delivered to them by Vincent. They had yet to actively pursue a center of peace on Soren, and it had been mentioned several refugees were being taken care of. To assist Morgaz with this problem, a search for a new area to settle the refugees is searched for. To the south of the Advent capital, some ruins are found. Vincent and Meli are sent to scout them, and a construction team is sent to assist in rebuilding the ruins as a town. In addition, a search for new technologies is also made in case the ancients had anything that could further the creation of Peacekeeper. Morgaz's assistance would be requested, but the sentiment must be genuine. Later this town will act as an international hub to promote peace. [Convert RUINS to south into a Town, [Haven]. Also search RUINS for [Tech]]
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fa19bf No.12551
| Rolled 91, 13, 34 = 138 (3d100) |
>>12528
>FluffnStuff: >>10350
Population: 36.9(1.7/turn)
Raw Currency: 90 (16/turn)
Legitimacy: Good
Culture: (8)
Industry: (10)
Unique Buildings: [Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]
Defenses: (Tower/Wall Defense Network (Large)
Professional Military: 6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic++)[Armored], 1 Integrated Clansguard (Very Strong)[Brave] 3 Patchwork Clansguard (Very Strong), 3 Air Mages (Medium), 4 Goblin Blackhat Coteries (Medium) [Infiltrate][Sapper] 2 Gobtown Gaggles (Strong) [Infiltrate][Sapper][Resilient]
Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, sustainable x3] [Steel, Sustainable]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive] [Diplomacy, Simple] [Standardization, Primitive] [Rationalization, Simple] [Coinage, Simple] Unit Upgrade [Improvised] Economics [Primitive]
Territories: (22)
1) Finish expansion onto Gul proper. (5/10)
2) Use some of the Rubicite to make better equipment for our soldiers, both Starkegrobian and Patchwork proper.
3) Integrate our other three Clansguard squads. In fact, the Republic is no longer truly dominated by the original few clans, so the name no longer fits. The new units will be known as Republic Guardsmen. (Pluralism)(10 gold)
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fa19bf No.12552
>>12551
Equipment at (4/8)
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fa19bf No.12553
| Rolled 67, 82, 84 = 233 (3d100) |
>>12522
Population: (10) (+.5/turn)
Food: (Good)
Raw Currency: (10) (+5/turn)
Legitimacy: (Very Stable)
Culture: (5)
Industry: (5)
Unique Buildings: [The Spire of Korotha]
Defenses: Minion-Crewed Obelisks [Lots]
Military Units: 3 [Guardians of Korotha][Very Strong]; 3 [Sons of Kont][Strong]
Resources/Quantity: Iron [Sustainable]; Wood [Sustainable]; Copper [Sustainable; Magic/Spells: (type: Korothanian) (spells: Indiscriminate Summoning [Simple]; Energy Blast [Simple])
Technology: (Stone, Wood, Copper, Iron) Summoning Theory [Simple]; Arcane Theory [Simple]
Trade Routes: [none initially]
Territory: 3
Bonuses:
1. Summoners: Summoned units are free up any form of upkeep, though they might exhibit strain on the summoner or cause issues for society if they are too numerous. You may also reroll summoning research (and attempts to summon) if a roll is below 50 (once).
2. Minions: Your population is effectively ignored insofar as mobilization. You use vast swarms of stupid minion races to handle everything and they magically solve labor problems. They also don't strike.
Eccentricities:
1. Calamitous Intent: Political violence (low legitimacy) may be exceedingly destructive as several of the wizard factions have some knowledge of extremely dangerous spells. They also have long standing grudges. Do you remember Malazor from university? Trust me, he remembers you.
2. Elitist Asshole: You don't like other nations who have wizards. Period. The end. They make you feel inadequate.
http://pastebin.com/u7cGkKDn
>1 Death from the shadows
Destroying crucial infrastructure in the dead of night, converting key officials to our cause…
…What's not to like about espionage, exactly? [Espionage]
>2 What's changed?
It's been 10,000 long years. The nature of Soren can… be a bit… everchanging.
Let's see if anything in the nearby area has popped up, hmm?
[Survey Territory]
>3 Star Power
Even if it was a horrible place to live, the Stars where Korotha was bound for all those years DID have a lot of power coursing through them.
Let's see if we can't tap it for our own (nefarious) purposes.
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fa19bf No.12555
| Rolled 2, 78 = 80 (2d100) |
>>12528
Food: Low
Building: The Sanctuary[Town]+1 hex
Military Units: 2 Berserk Warbands [Very Strong +++Resilient] 2 [Shadow Walkers] [Very Strong, +++ Resilient]
Magic/Spells: Santerian [Good]+ Magi-Biology; Shadowlands Walk [Good]
Technology: Wood, Stone, Metallurgy [Simple]; War Magic [Simple];Medical [Simple]; Biology [Simple]; Statecraft [Primitive]; Tunnel Warfare [Primitive]
Alternative Mobilization 12/15
Biology 4/6
1) We have lost much, so much. However we now know we can fight them.. And win.. Instructions are to continue the course, we will bring glory to our leader! (Continue Alternative Mobilization 12/15)
2) Studies continue in a small hut, waves calmly roll over the shore to the north. It is…Relaxing we suppose (Biology research 4/6)
[I hope this is the correct format, please feel free to fix any mistakes.]
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fa19bf No.12556
| Rolled 35, 85, 24 = 144 (3d100) |
1. Operation SPECTRE
2. Glamour mask research. 5/6
3. Operation IMPERATOR
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fa19bf No.12557
| Rolled 98, 27, 42 = 167 (3d100) |
>>12528
Name: Vyriah
Race (Determines bonuses): Gnome
Color: (Determined map color): Blue
Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?
Government Type (Determines some stats): Merchant Republic
Economy Type (Determines some stats): Free Market
Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.
Location: The Open Sky
Population: (26.5) (1.1/turn)
Food: (Very Stable)
Raw Currency: (35) (27/turn)
Legitimacy: (Stable)
Culture: (11)
Industry: (21)
Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz], [Foundry Platform], [Factory Platform]
Defenses: Tower Network [Very Large]
Military Units: 3 Vyriah'n Airships [Strong]; 1 Vyriah'n Guard Platoons [Medium], Vyrian Mad Scientist Cohort [Very Strong+][Clever], 2 Storm Guard Platoons [Epic+][Resist]
Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [Sustainable][Market], Steel [Sustainable], Darksteel [A little]
Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])
Technology: (Stone, Wood, Gems) Aerial Warfare [Basic], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Average], Advanced Hulls [Average], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Good], Counter-Espionage [Simple], Morgazian Air-War [Average], Civil Defense [Primitive], Magi-Storm Omni-Cannons [Average], Rationalization [Average], Standardization [Average], Magi-Storm Effect Weaponry [Very Simple, Bureaucracy [Primitive], Bombardment [Simple], Metallurgy [Good], Scaled Construction [Simple]
Trade route: Air Dwarves [Medium; +3 industry / +3/currency/turn] Dominion [Mediocre; +1 industry; +3 currency/turn] Patchwork Republic. [Medium; +1 industry / +4/currency/turn; +.1/pop/turn]
Territory: (1)
Bonuses:
1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but trade may be impacted.
2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.
Eccentricities:
1. Everyone Hates Gnomes: Gnomes are physically weak in combat, and are easily kicked, punched, or abused. All of your combat rolls in melee suffer a -1 penalty.
1. Set up a trade route to Morgaz.
2&3. Begin setting up a bank system that will store money and safe boxes for any who wish. They will give out and collect loans, collect interest, and charge a small fee for the safe deposits. Create the Iron Bank of Vyriah!
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fa19bf No.12558
| Rolled 20 (1d100) |
>>12556
Reroll on 3
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fa19bf No.12559
The Immortal Technocratic Republic
Race: Dwarves
Color: Brown
Fluff :
Once, a monarchy of Kings and Nobles of living breathing dwarves, with dreams of building ships, fighting for cause of justice and the Coalition and of the freedom of Oppressed people.
After the massacre of the 2nd Coalition War which ended in a stalemate, underwent an even greater and darker revolution than the capitalist surge that came before it, and twisted into the new Immortal Technocratic Republic. One nation in eternal unlife with the goal of power in mind.
Government Type: Military-Technocratic Oligarchy
Economy Type: Capitalism
Religion: The Dreaming Forge God. The Dwarves believe that the reason the world floats through the sky, is that a great god of forgework is alseep and dreaming of islands flying through the sky. We dwarves are in the image of the forge god, and are the ones to construct the designs and inventions he dreams up with.
Location: Orgul Major
Population: (21.7) (1/turn)
Food: (Excellent)
Raw Currency: (77) Income: (10/turn) Expenses: (Martial Law: set Income to 1)
Legitimacy: [Martial Law][Chaotic]
Culture: (12)
Industry: (24)
Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge], Santerian Black Ziggurat, Large Santarian Academy, Embassy [Necro Imperialis]
Defenses: (Stone Traps, Good), Nightcrag Tunnel Defenses [Elaborate, Segmented]
Military Units:
1 Eastwinds .Co Destroyer [Very Strong]
1 Dwarven Frigates (damaged)
1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]
>0 Royal Navy Destroyer's
>Mobilized Forces on the Field
[New Santoria]
12 Mobilized Combat Clockworks Groups [Very Strong][Resist]
10 Mobilized Destroyer-Airships [Very Strong]
>Mobilized Forces at home
14 Mobilized Combat Clockworks Groups [Very Strong][Resist]
6 Mobilized Destroyer-Airships [Very Strong]
Resources/Quantity: Iron [Shortfall], Copper [Shortfall], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable]
>Colonies
[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]
[New Santoria] [Fortress; Damaged] (Iron [x1]; Copper [x1]; Stone [x1]; Flux [x1]; Raw magic [trace]
>Market Gifts:
Steel [Average]; Coal [Average; decreasing]
Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good])
Technology: (Copper, Iron, Stone) [Airships, Basic] [Aerial Warfare, Simple] [Civil Defense, Primitive], Steam [Simple], Command Crowns [Some], Standardization Standardization to [Average], Clockwork Fabrication [Simple], Rationalization [Average], Mobilization [Average], Total Mobilization [Simple], [Dwarf-Clockwork Integration [Very Simple], Large Scale Construction [Very Simple], Bombardment [Very Simple], Combat Clockworks [Simple], [Steel] [Steel Mill Blueprints], Salvage [Simple], Holy Weapons [Simple], Mass Raise Undead [Very Simple] {Average from Necro} and Undead-Living Diplomacy [Simple], Tooling [Very Simple], Recycling [Average]
Territory: (19)
Bonuses:
1. Aerial Fabricators: Sky Dwarves are keen on airship construction, and gain a bonus to rolls to construct airships or other large aerial constructions (+15).
2. Industrial: Sky Dwarves are keen on industry. For every industrial point gained, add half a point.
Eccentricities: (generated by GM)
1. Captains of Industry – Every other turn, see what the capitalists are up to. Roll 1d100.
Mobilized: 120% [Semi-Stable]
mobilization status: 1 turn.
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fa19bf No.12560
| Rolled 16, 90, 40 = 146 (3d100) |
1 - With their knowledge of the ritual ever increasing, the airborne wanderers feel even greater impetus towards their goal. The wind carries them towards their destination - indeed, it seems to them as though the plane itself were expediting their travel, eager for their journey to be complete so the next step can begin!
>Travel 1/3
2 - In the new territory gained after their long conflict, little life remains. It is a solemn, barren, blighted place. The herald sneers in disgust and outrage, though others weep for what has been lost. There is no time for grief. Grief can come later. For now, there is much to avenge. He leads his forces westwards, to the coast.
3 - While they remain in their new territory, the earthbore notice something. A richness, a density beneath the earth. New resources not to be animated, but collected. Fortunately, their skill at "swimming" in the stone should make it easy.
>Mine the Dark Iron and Gold
>>12529
Name: Tunak Tuarum - the Elemental Chaos
Race (Determines bonuses): Elementals (Dryads, Oreads, Golems, living lakes, etc etc)
Color: (Determined map color): Bright Red with green trim
FLUFF: http://pastebin.com/bBJyguE5
Population: (26.9) (1.7/turn)
Food: (N/A)
Raw Currency: (21) (3/turn)
Legitimacy: (Strong)
Culture: (5)
Industry: (7)
Unique Buildings: [Temple of the Earthly Awakening], [Godcaller's Circle]
Defenses: Elemental Patrols [Average], Thrakun Tuuman [Fortress]
Military Units:
1 [Roilshapers][Epic];
2 [Fist of the Herald][Very Strong];
1 [Titan of Rage][Very Strong];
1 [Thakundur][Very Strong];
3 [Tempest Lords][Strong+];
2 [Thrungradi][Strong];
3 [Earthbore Conscripts][Medium][Infiltrate];
2 [Sylpharen][Medium][Infiltrate];
2 [Wasteland Ravagers][Medium];
4 [Dryad Grovespeakers][Medium];
4 [Brinemantle Scouts][Weak]
Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable]; Star Metal [Average+];1 Dark Iron [unmined]; 1 Gold [Umined]
Magic/Spells: (Primal Elemental) (spells: Quake [Simple]; Firestorm [Average]; Ritual [Average])
Technology: (Stone, Copper, Iron, Wood)(Metallurgy [Good]) (War Magic [Average])(Luddic Armor [Very Simple]) (Alternative Mobilization [Leylines][Primitive])
Territory: (25)
>Bonuses:
1. The Natural Order: Attacks or spells that utilize the elements against you are wholly or totally ineffective. You also do not eat in the traditional way, and are generally immune to some things (ie: disease) that would hurt the jackal-races.
2. Fever of the World: Generally speaking, clearing the world of those who disturb the balance will produce benefits for you. For every imbalance you purify, you may secure re-rolls which may be banked.
>Eccentricity:
1. Totalist: You do not respond very well to worshippers of other deities or gods. The godless powerful are tolerable, to a point.
2. Balancer: Things that excessively disrupt the balance of the world will throw your nation into a rage until the balance is restored
3. Luddic Horde: You gain free units as you expand, but, you cannot utilize many technologies of the other nations; you also don't pay upkeep as usual.
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fa19bf No.12562
| Rolled 2 (1d3) |
>>12528
d3 for territory expansion goodies
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fa19bf No.12563
| Rolled 14, 92, 54 = 160 (3d100) |
>>12528
>>12460 (OP)
Name: Kingdom of Suniria
Race (Determines bonuses): Humans
Color: (Determined map color): Orange
Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.
Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"
Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.
Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.
Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.
Location:Gul
Population: (13) (+1/turn)
Food: Good
Raw Currency: (13) (+3/turn)
Legitimacy: Good
Culture: (5)
Industry: (5)
Unique Buildings: Hall of the Kings; Great Forge (1/10)
Defenses: Stone Walls [Large]
Military Units: 5 [Sunniri Swordsmen][very strong]; 2 unit [Sunniri Berserkers][Very Strong][Raging]; 2 [Sunniri Shield Maidens][Strong])
Resources/Quantity: Stone [Sustainable]; Copper [Sustainable]; Iron [Sustainable]; Steel [Sustainable]; Dark Iron [Unmined}
Magic/Spells: (The Way of Granix) (spells: Strengthen Unit)(Unit/Research 5/8)
Technology: Metallurgy [Average]; Professional Armies [Simple]; Drill [Simple]; Equipment [Simple]
Trade Routes: [none initially]
Territory: (7)
Bonuses:
1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).
2. This You Can Trust: You may reroll unit recruitment once if it below 50.
Eccentricities:
1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.
1. Continue on the Great forge. Tell the works teams whoever makes the most progress on the forge by the time it is done, will get a weapon of their choice for free. Put 2 gold on it.(1/10)
+Metallurgy Average
+Stone
+Iron
+Steel
+Industry 5
2.Have the shaman and wise continue their research into the Ways of Granix. He could split mail and shatter swords with his fists, to truly honor him we must be no less capable. (5/8)
3.Hold a tournament, and grad tournament of fighting and archery and drinking. Maybe amongst the warriors and boys there is someone worthy to be called champion of the Sunniri people.
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fa19bf No.12564
| Rolled 77, 45 = 122 (2d100) |
>>12551
>>12465
>>12528
>FluffnStuff: >>12010
Population: 36.9(1.7/turn)
Raw Currency: 90 (16/turn)
Legitimacy: Good
Culture: (8)
Industry: (10)
Master Buildings:
[Council Headquarters], Aeroport [Primitive], [Temple of the Traveler], [Gobtown], [Bogart], [Starkegrob], [Patchwork City Marketplace]
Defenses: (Tower/Wall Defense Network (Medium), Starkegrob Citadel [Fortress]
Master Military:
6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic-), 1 Integrated Clansguard (Very Strong)[Brave], 3 Patchwork Clansguard (Very Strong), 3 Air Mages (Medium), 4 Goblin Blackhat Coteries (Medium) [Infiltrate][Sapper], 2 Gobtown Shyster Gaggles (Strong)[Infiltrate][Sapper][Resilient], 1 Starkengrober Riesengarde (Very Strong+)[Brave], 3 Starkegian Infantry Regiments (Very Strong)
Resources/Quantity:
[Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, Sustainable (x3)] [Steel, Sustainable]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive] [Diplomacy, Simple] [Standardization, Primitive] [Rationalization, Simple] [Coinage, Simple] [Drill, Simple] [Economics, Primitive]
Territories: (22*)
_
Courier Specific Buildings:[Starkegrob]
Defenses: Starkegrob Citadel [Fortress]
Courier Specific Military:
1 Starkengrober Riesengarde [Very Strong+][Brave], 3 Starkegian Infantry Regiments [Very Strong]:
-1st Starkegian Infantry Regiment, "The Retrievers"
-3rd Starkegian Infantry Regiment, "The Kleins"
-4th Starkegian Infantry Regiment, "The Neue Kerls"
Bonus: [Strategic]
_
1.) Integrate the other three Infantry Regiments to a higher standard of skill and bravery. We are the Empire's best and mighty! (Pluralism)
2.) Complete the bayonet designs! These shall be handed out to all musket units at once! (6/7)
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fa19bf No.12568
| Rolled 51, 42, 86 = 179 (3d100) |
>>12559
1. Gentlemen, this is not the time for disnuity. This is the moment of victory! Not the time for dispair.
We have expanded our borders, incrased our wealth significantly, and already our troops move for more glory and land.
Let the people know of our great gains and victories, and restore their faith. We are at war, and damages to the capitol by enemies are to be expected. But through their courage and strength we have prevailed and conquered! Let the nation rejoice!
Furthermore, we'll be doubling our standing clockwork guard from 2 units to 4, and word is the Necro Imperialis will be transferring anti-espionage units.
Extended Martial Law is hurting our income, and we need to create a state of normalization soon.
Spend 10 Currency to stabilize the nation via immediate boons to various industrious families, creating a sense of victory and reward for the war effort.
2. 10 Currency is transferred to a specified nation [PM]
3. Troop Movement.
From the homefront 10 Mobilized Combat Clockworks Groups [Very Strong][Resist] load up onto 3 Mobilized Destroyer-Airships [Very Strong]
From New Santoria, 4 Mobilized Combat Clockworks Groups [Very Strong][Resist] load up onto 2 Mobilized Destroyer-Airships [Very Strong]
Direction is the Machine Men Capital.
Official declarations of war are proclaimed, and the Tecnocracy hereby official claim military control of the entirety of the Machine Men, its subjects now belong to the Dwarves.
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fa19bf No.12569
| Rolled 12 (1d100) |
>>12568
4. Capitalist Roll
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fa19bf No.12570
>>12569
Spend 10 additional gold to appease capitalists fears.
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fa19bf No.12584
| Rolled 99, 37, 94 = 230 (3d100) |
>>12529
Name: Golden Republic of Khazan
Race: Dwarves
Color: White Star Black Background
Fluff:
For many long years the Golden Republic of Khazan has existed within the dark mountains of Gul, it's inhabitants shut off from the rest of the world. Generations spent in solidarity have not seen the Dwarves grow idle rather than renounce their former warring ways and commit themselves to the finer aspects of life.
Within the Republic of Khazan fine metal crafting is valued above all else, many spending centuries to perfect the art of making necklaces, rings and rare metal embroyded clothing as well as other trinkets which are sometimes even imbuned with magical properties.
In the unbelievably long time spent in solidarity the Dwarves have learned to appreciate all company and news from the world and while they are unwilling to leave behind their cozy mountain homes which have been crafted with the utmost devotion to masonry they are still reknown by adventurers for their generous and hospitable nature.
Government Type: Representative Democracy with a Constitutional Monarchy
Economy Type: State Capitalism (best economy)
Religion: Ancestral
Location: Within the Mountains of Gul not to far away from shades.
>Population: (21,4) (.8/turn)
>Food: (Very Good)
>Raw Currency: (20) (10/turn)
>Legitimacy: (More Stable)
>Culture: (3)
>Industry: (13)
>Unique Buildings:
+ Khazan Parliament
>Defenses: (Underfortifications, Huge Elaborate), (Magma Pumps [Basic])
>Military Units:
+ Draconius of Khazania [Epic++++] [Resilient] [Slayer]
+ 1 (Khazanian Shieldbreakers), [Very Strong+]
+ 5 (Khazanian Black Patriots) [Very Strong+][Brave]
+ 5 (Khazanian Honorary Guard) [Very Strong+][Brave]
+ 4 (Khazanian Headhunters) [Very Strong+][Brave]
>Mobilized:
+ 4 Mobilized Khazan Draftee Formations "Nailbiters" [Very Strong][Plucky]
+ 8 Mobilized Khazan Mixed Formations "Tunnel Warriors" [Very Strong][Plucky]
+ 8 Mobilized Khazan Mixed Formations "Robotkillers" [Very Strong][Plucky]
+ 8 Mobilized Khazan Mixed Formations "Greybeards" [Very Strong][Plucky]
>Mobilization Status: Industrial Efficiency: 100% 3 turns
>Resources/Quantity:
+ Iron [Strained]
+ Wood [Strained]
+ Copper [Strained]
+ Stone [Sustainable]
+ Magma [Sustainable]
+ Coal [Sustainable] [2x]
+ Steam [Infinite]
+ Gems [Some]
>Magic/Spells: (Magical Artifice) (Spells: Imbue Equipment, Good; Earthshaping [Basic])
>Technology: (Stone, Wood, Iron) Traps, [Simple] Fortifications [Average], Bureacracy [Primitive], Counter-Espionage [Simple], Mobilization [Simple], Rationalization [Primitive], Magma Utilization [Average], Tunneling [Basic], Psi Dampening [Simple], Close Quarters Fighting [Simple], Elemental Resistance [Primitive], Holy Weapons [Simple], Professional Army [Simple], Drill [Primitive], Guerilla Warfare [Simple], Reorganization [Simple], Total Mobilization [Primitive]
>Territory: Yes (generated by GM)
>Bonuses/Eccentricities:
1. Turtlers: You can fabricate underground constructions easily. You may reroll constructions made underground once.
2. Gift of Artifice: Add an additional +15 to every roll to construct weapons or equipment.
>Eccentrictiy:
Agoraphobic: You aren't very good at going outside. Actions outside the underground suffer a -15 penalty to every roll. This excludes combat, which the dwarves actually find fun.
Clannish: You don't greet visitors very well, generally, unless they have something nice for you.
Elves 1/2
1-2. Continue work on the ancestral imbunements, to bring a breath of worlds far past ours back into this plane. 7/15
3. Seize the mobilization, however offer all of the Mobilized Units a permanent place in the army. They are already trained and equipped and will be well paid and cared for should they choose to remain a part of the GRK's armed forces.
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fa19bf No.12585
>>World Event – The Bohemian Hordes: The Bohemian Hordes have appeared in the southern part of Gul. The Hordes are a motley admixture of dissidents, mystics, gyspies, loners, freaks, vagrants, the mentally ill, the bored, the excited, the pseudo-spiritual, and others. They are led by a charismatic leader named She'llan, who, at least insofar as you are aware, preaches peace and free love to all races. They are a composite of the former nation of elves and other refugees displaced by war. They are vast in number and travel by a modified fleet of airships, creatures, floating platforms, and levitation.
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fa19bf No.12606
>>12526
Name: Rattlehavoc's Company
Race: Morphs (Tainted)
Color: Blue with dark purple trim.
Fluff: A small cadre of Tainted Morphs that are led by an old, well-traveled individual that goes by the name of Rattlehavoc. Formerly a splinter group, these Tainted have recently returned to the Council, asking to serve in whatever capacity is needed. They say that they have returned due to unease over the changing political landscape and a desire for security, but in truth their reentry into the Advent is the result of religious worry– that the divergent testaments they follow are inaccurate. They have rejoined the Advent to ease their own doubts and to bring more Tainted into the fold.
Government Type: Meritocracy. Rattlehavoc is the fifth leader of the Band, and leaders are quietly, bloodlessly replaced when they are no longer felt as fit to lead. The exact guidelines for this process, and the process by which the Tainted rise up the social ladder (only by proving that they can greatly benefit the community) are outlined in the Sardonyx Tablet.
Economy Type: Planned. Since their return to the Advent, they have adopted their economic measures to better fit in, leaving behind the more socialist system they had previously used.
Religion: Sardonyxism - The Band strictly adhere to the tenets, laws and religious practices outlined in the Sardonyx Tablet, rumored to have been carved by the First Tainted, whose legendary deeds are responsible for the glowing opinion many morph cultures have of their kind. The Tablet emphasizes a focus on venerating the Tainted that have come and gone, implying that the Tainted are actually closer to what the Morphs are supposed to truly be, and suggesting that the Grimoire Advent was composed entirely of tainted as well. There are several divergences in terms of dictates, holidays and worship practices, but otherwise Sardonyxism is very similar to the Church of Remembrance, and the Band is starting to more closely realign the Sardonyx Tablet's teaching with the Church's own.
Location:
[Courtier of Regalia]
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fa19bf No.12607
>>12606
[Rattlehavoc]
>>You are a courtier.
>>You have two dice.
>>You share the same stat sheet as your host nation, Advent.
>>You have been allocated a town [see next turn] for your usage.
>>You have been allocated 3 [player named units][Very Strong]
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fa19bf No.12608
| Rolled 42, 85 = 127 (2d100) |
>>12607
Name: Rattlehavoc's Company
Race: Morphs (Tainted)
Color: Blue with dark purple trim.
Fluff: A small cadre of Tainted Morphs that are led by an old, well-traveled individual that goes by the name of Rattlehavoc. Formerly a splinter group, these Tainted have recently returned to the Council, asking to serve in whatever capacity is needed. They say that they have returned due to unease over the changing political landscape and a desire for security, but in truth their reentry into the Advent is the result of religious worry– that the divergent testaments they follow are inaccurate. They have rejoined the Advent to ease their own doubts and to bring more Tainted into the fold.
Government Type: Meritocracy. Rattlehavoc is the fifth leader of the Band, and leaders are quietly, bloodlessly replaced when they are no longer felt as fit to lead. The exact guidelines for this process, and the process by which the Tainted rise up the social ladder (only by proving that they can greatly benefit the community) are outlined in the Sardonyx Tablet.
Economy Type: Planned. Since their return to the Advent, they have adopted their economic measures to better fit in, leaving behind the more socialist system they had previously used.
Religion: Sardonyxism - The Band strictly adhere to the tenets, laws and religious practices outlined in the Sardonyx Tablet, rumored to have been carved by the First Tainted, whose legendary deeds are responsible for the glowing opinion many morph cultures have of their kind. The Tablet emphasizes a focus on venerating the Tainted that have come and gone, implying that the Tainted are actually closer to what the Morphs are supposed to truly be, and suggesting that the Grimoire Advent was composed entirely of tainted as well. There are several divergences in terms of dictates, holidays and worship practices, but otherwise Sardonyxism is very similar to the Church of Remembrance, and the Band is starting to more closely realign the Sardonyx Tablet's teaching with the Church's own.
Location: Haven
Unique Traits
Military: [Rattlehavoc's Unit], [Swansong's Unit], [Bastille's Unit] [Very Strong]
1. Our goals are clear. Our task is set. We will accomplish them.
We will assist in the construction and defense of Haven. Begin by fanning out while the other morphs work on building the place, seeking sources of timber and wood.
2. Scout out the area for bandits, wild animals, any other threats to the builders or the future populace. Take note of them, stalk them, but do not attack just yet.
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fa19bf No.12609
>>12542
[Skyrates]
1. You set up a relatively large trade route with the Advent. It's respectable and provides good returns. (Add trade route: Advent [Large; +3 industry; +4/currency/turn]
2. You finish your advancement in scaled research. Your pirate-research team seems very pleased. Your pirate research team is the best men you could find:"Barnacle Dick" and his crack team of "Pukebeard" "The Guzzler" "Jimmy-The-Stain" and "Brokeass Mckinsky" worked overtime to complete the project. When they appear to you, all of them are wearing customary pirate hats and labcoats that are heavily stained with urine, feces, puke, and blood. Apparently they had been delayed in a barfight with a man they have termed “The Loaf”. You aren't sure about all of this. (Add technology: Scaled Building [Simple])
3. You finished your research into air-war! It's gone really quite swimmingly despite the lack of water! Har har har! (Add technology: Air-War [Simple])
4. Several of the lads stole a few private airship from some rich ponce! HAR HAR! It's really quite nice frankly. (Add 1 [airship, player's name][Very Strong+++][Quick]
>>12543
[Kaldor]
>>You are mobilized: Industrial Efficiency: 100%
>>Lose 1.1 pop/turn
>>Set mobilization status: 3 turns. You population views this as an offensive war. Political murmuring has started.
>>Add mobilized units: 6 Kaldorian Admixture Formations [Very Strong]
1. You move forward on the fortresses. They're almost done! (Fortresses 19/20)
2. You manage to build some basic airships. They're not super great, but they can tow your units in large numbers or carry some. (Add units: 3 [player named units airships][Very Strong])[note: check your unit upkeep]
3. Though we normally frown upon magic, it seems that Galgoroth does not, let us research new fire spells to burn our enemies to cinders.
>>12544
[Necro Imperialis]
1. You bombard some of the trolls from the air. You find that your cannonfire isn't very effective, but it's good gunnery practice and you learn a good deal about shooting small annoying targets. (Add technology: Bombardment [Very Simple])
2. You only manage to raise a few of the troll corpses. The trolls are apparently resistant to magic generally. It would help if you had some mages of considerable power. (Add 2 Undead Freak-Troll Swarms [Strong])
3.You train a squad of secret police. The first squad is easy, but finding more suitable recruits might be harder. (Add 1 unit: [player's name secret police squad][GMEN][Very Strong]) (Add technology: Secret Police [Simple])
4. You manage to implement the reforms despite the constant obstructions. There's a new building downtown dedicated to religious purity and enforcement of the strict will of Pezar against the general population..and others. (add technology: Bureaucracy [Very Simple])(add player's choice unique building)(Add technology: The Total State [Primitive]) (set government type to: Military-Theocratic Police State)
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fa19bf No.12610
>>12546
[Dominion]
1. You manage to build a mine to produce some flux in reasonable amount. (Add resource: Flux [Sustainable]
2. You begin working on alloys, but there's some initial disagreements between your researchers and the Santreians. Nothing gets done, but you manage to hire our some contractors to work as intermediaries. (Alloys/Metallurgy 2/8) (-2 currency)
3. You begin expanding your odium, gold, and iron mines. (1/2)
4. The inquisition headquarters is established. Already Vilon are putting in applications to join the new effort to keep the nation safe from terrorism and other threats to national security – real or imagined. (Add unique building, player's name choice;)(Add technology: The Total State [Primitive])(Set Counter-Espionage to Good)
>>12548
[Angles]
1. The town caves. (add unique building: Night Reach [Town]; +.2/pop/turn]
2. The trade port turns into something of a disaster. The markets still haven't recovered from the war and lumber is occasionally hard to find. This is one of those occasional times.
>>12549
[Sculpted]
>>You are mobilized: Industrial Efficiency: 100%
>>Lose 1.3/pop.
>>Set mobilization status: 4 turn. The war has a mixed character and the lack of fighting seems to lead the population to think of it as superflous or phony. This has sped up political issues even more.
>>Add mobilized units: 8 Mobilized Multipurpose Sculpted Squads [Very Strong][Resist]
>>Your material stocks are starting to show even more strain.
1. You manage to increase your capacities to scry. (Set spell: Scry Material to [Above Average])
2. You begin working on Air-Ground warfare. Some of your units have been equipped with nets and net-launchers, while others have been given simple explosives they can throw into the air. You don't have much in the way of ranged weaponry however, and so this progress is somewhat limited. Still, you feel more confident than you did previously. (Research: 5/7)
3. Kali manages to gain some tremendous capacities to use magic. This has helped us generally. (set magic: Earth to [Good] and Petrify to [Average])
>>12550
[Morphs]
1,2. You work on a coal-fired power plant with a steam apparatus. It seems simplest, and it's able to charge the batteries. Sort of. “Really it would be easier with an actual power source like gasoline or something” your researchers claim. (Steam-Batteries 5/10)
3. You build a town to the south. You also get a grip on large construction from the effort. (Add technology: Scaled Construction [Primitive]) (Add unique building: player's name choice [Town])
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fa19bf No.12611
>>12551
[Patchwork]
1) You expand by a good deal into the interior. The area is mostly quiet except for the odd cow or duck. (Add 4 hex; +.2/pop/turn; Add resource: Magicite [unmined; Iron [unmined])
2) The research into better equipment stalls – one of the forges caught fire. Dammit.
3) You merge your clansguard into a proper consolidated unit. (revise 3 Patchwork Clansguard (Very Strong) to (Patchwork Republican Guard Company [Epic++++][Brave])(add technology: Reorganization [Simple])
>>12553
[Korotha]
1.You begin working on espionage and gain a good handle on it. (add technology: Espionage [Simple])
2. You survey the surrounding area. You find some minor odium deposits, a ruin, and a small town.
3. You start working on astral magics that will be able to manipulable. You make some good headway. (Research 7/8)[GM: Clarify here, unsure of objective]
>>12555
[Santareia]
1) The alternative mobilization methods fail. They are found to be largely invalidated and so they are rolled into your research.
2) You continue on your research with biology. It goes pretty well. (Revise technology Biology to Magi-Biology [Very Good])
>>12556
[CAPITOL]
1. Operation SPECTRE. (Is go!)
2. The research completes. It should allow more effective infiltrations of areas that would be extremely difficult to get into. (Add technology: Glamour Masks [Simple])
3. Operation IMPERATOR. (Is go!)
>>12557
[Vyriah]
[Nation Event:] Your battleship is done. It bristles with every weapon or modification you could snatch, grab, or cajole from the markets of the world. It's got Morgazian style air-armor, a prow for ramming, and magi-storm omni-cannons that can fire in such a way as to avoid blindspots. It can also shell and bombard with exceeding efficiency thanks to additional swivels on the turrets. The crew was the best you could find: a weird combination of mad-gnomes, scientists, cranks, geniuses, and the stupid young. (Add 1 [player named unit][Epic][x8][Bombard][4x][Resilient])
1. The trade route to Morgaz opens. Much to your surprise, Morgaz personally appears at the opening ceremony and cuts the ribbon on the first airship that arrives at his fortress. He sends the Doge a note: “As always, the Doge and his people have proved to be fine friends with a calm and discriminating hand in a world of strife and chaos.” (Add trade route: Morgaz [Massive; +4 industry; +4 currency/turn](add technology: Trading [Simple])
2&3. You begin working on the skeleton of a global financial system. You're confident this is a good idea, because everyone powerful does it. It will take some time, though. (Iron Bank 6/20)
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fa19bf No.12612
>12560
[Elemental Chaos]
1. While it was generally though they were heading in the right direction, the elementals got lost. One also got bitten by a snake. It didn't hurt but it was slightly distressing. No progress.
2 – You forces march west. Vast areas are consumed as you assume nominal control of the scrubby devoured lands. The odd freak-troll still exists, and they harry your forces. (Add 4 hex; roll 1d3)
3. You work swimming with the metals. It goes slowly; many of the elementals find the dark iron awkward. (1/2)
>>12563
[Sunniria]
>>Resources from expansion: Feywood [Sustainable]; Old Equipment [Some]; +.2/pop/turn
1. The master smith continues to find fault with the foundation. It is slanted awkwardly, and several duels have killed a few of the architects. They are architects without honor! (Grand Forge 2/10)
2.The shamans believe they have a new way to empower whole squads to jump long distances. It would require a shaman to assist the squads, but it is start! (Add spell: Amplified Jump [Very Simple])
3. The tournament begins. It is, in a word, mediocre in the first week. These are not warriors worthy of repute! (1/3; +2 culture; +1 currency/turn)
>>12564
[Starkegian]
1.) You reorganize your units. The merged formation is exceedingly robust. (Revise: 3 Starkegian Infantry Regiments (Very Strong) to Starkegian Brigade [Epic][x4][Brave])
2.) You hand out the bayonets. They seem to help a good deal. (Add technology: Close Combat [Simple])
>>12568
[Technocracy]
>>You are mobilized: Industrial Efficiency: 120% [Semi-Stable]
>>Lose 1.1 population [You Clockworks are mitigating the utilization of your population.]
>>Set mobilization status: 4 turn.
Add mobilized units: 11 Mobilized Combat Clockworks Groups [Very Strong][Resist]; 1 Mobilized Destroyer-Airships [Very Strong]
1. You manage to stabilize the political situation somewhat. (Set stability to Semi-Stable)
2. You sent money to a nation. (-10 currency)
3. You moved your units to the Machine-Men.
4. The capitalists aren't pleased about the political situation. They want the war to end – their profits are hurting under the current political situation. The money seems to shut them up – for now. (-10 currency)
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fa19bf No.12613
>>12584
[Golden Republic of Khazan]
>>You are partially mobilized.
>>Set mobilization status: 5 turn. The war is now being taken as defensive in nature, but the lack of fighting has made the population increasing reticent.
1-2. You manage to finish your work on ancestral imbuement. It's still tricky, but it works. (Add technology: Ancestral Imbuement [Simple])
3. You halt the mobilization. New unit production is stopped.
>>12608
[Rattlehavoc]
1. You start trying to fortify haven. It's a little slow, but it's nearly done. (Fortifications 1/2)
2. You scout around and find a small goblin tribes, some trolls, and a ruin. There doesn't seem to be much else.
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fa19bf No.12614
| Rolled 4, 14, 14 = 32 (3d100) |
>>12612
Name: Kingdom of Suniria
Race (Determines bonuses): Humans
Color: (Determined map color): Orange
Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.
Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"
Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.
Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.
Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.
Location:Gul
Population: (14.2) (+1.2/turn)
Food: Good
Raw Currency: (15) (+4/turn)
Legitimacy: Good
Culture: (7)
Industry: (5)
Unique Buildings: Hall of the Kings; Great Forge (2/10)
Defenses: Stone Walls [Large]
Military Units: 5 [Sunniri Swordsmen][very strong]; 2 unit [Sunniri Berserkers][Very Strong][Raging]; 2 [Sunniri Shield Maidens][Strong])
Resources/Quantity: Stone [Sustainable]; Copper [Sustainable]; Iron [Sustainable]; Steel [Sustainable]; Dark Iron [Unmined};Feywood [Sustainable]; Old Equipment [Some];
Magic/Spells: (The Way of Granix) (spells: Strengthen Unit)( Amplified Jump [Very Simple])
Technology: Metallurgy [Average]; Professional Armies [Simple]; Drill [Simple]; Equipment [Simple]
Trade Routes: [none initially]
Territory: (7)
Tournament(1/3)
Bonuses:
1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).
2. This You Can Trust: You may reroll unit recruitment once if it below 50.
Eccentricities:
1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.
1. Continue with the Torunament! We need better entertainment and sport! 5 currency to help make people merry and sweeten the purse of the winners!(1/3)
+7culture
+5 cuurency
2. Continue of the great forge. By the gods this is tedious in the extreme, but unless you fools want lesser weapons, you WILL get this done!(2/10)
+Metallurgy Average
+Stone
+Iron
+Steel
+Industry 5
+Feywood
+Old Equipment
3. Trains some shaman and wise men the glories of battle so that our people mnay thrive with the Way of Granix!
+Professional Armies [Simple];
+Drill [Simple];
+Equipment [Simple]
+5 Industry
+This you can trust
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fa19bf No.12615
| Rolled 14 (1d100) |
>>12614
Invoking this you can trust on third action
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fa19bf No.12616
| Rolled 22, 83, 51 = 156 (3d100) |
http://pastebin.com/JucWqx3F
1. Mech construction
2. Operation ROYALE
3. Improve the training of our spies, especially when it comes to avoiding counter-espionage teams.
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fa19bf No.12617
>>12616
Train our counter espionage teams to especially capture spies trained to avoid counter-espionage teams
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fa19bf No.12618
| Rolled 81, 22, 24 = 127 (3d100) |
1. With Petrify now usable in battle, perhaps a new method can be born, to create Sculpted from the now stone bodies of the fallen foes. Given new minds and new souls by Gaia these beings will be on our side instead.
2. From Diamond and Granite a new being is formed. Built with 100 legs and 100 arms this Titan can fling waiting Sculpted at the enemy, either as missiles into the air to attack airborne foes or to bombard our enemies formations and fortifications with Scultped designed to be like walking boulders. He is Hekatonkheires.
3. Our army is burgeoning in numbers and yet we have no formal training or organization. Begin placing the mobilized armies among the dedicated military units and have them begin doing drills and practice together. The Aluminum Gryphon and other such fliers should aid in simulating the Dragons in attacking, our primary purpose is to get the dragons on the ground where we have the advantage and so strategies which either force them to do so or damaging their ability to fly should be prioritized. It doesn't matter if its tunnel fighting or just using flak cannons all avenues should be explored. (5/7)
http://pastebin.com/AKD7Tva1
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fa19bf No.12619
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fa19bf No.12620
| Rolled 7, 1, 2, 5, 8, 4, 1, 4, 9, 5, 9, 4, 10, 2, 4, 9, 10, 3, 3 = 100 (19d10) |
>>12613
14 Mobilized Combat Clockworks Groups [Very Strong][Resist]
supported by 5 Mobilized Destroyer-Airships [Very Strong
"Attention, constructs of the Machine Men. Your leaders have long abandoned you to ruin and neglect. We come to bring order to the Chaos that has befallen your race.
Surrender. Think of your families. Think of your lives. This can be a peaceful transition, and we are ready to cater to your needs. Or face the consequences of futile resistance.
You have till noon to comply."
The Clockworks surronud the Machine Men Capital, using their numerical advantage. The 14 Combat Groups each separate into 7 squads, of 2 comabt clockwork groups each.
They do not rush in wave tactics, but take up tactical positions, setting up behinds hills, mounds, tree's. The ships also stand menacingly above.
They will wait and see if the Machine Men succumb to reason in the face of odds, otherwise the attack will commense.
Having learned their lessons against the Santorians, the Airships will proceed to make improvised bombardments against the Capital, while Machine men move up tactically. Rather than just rushing in huge waves and firing as before, Squad tactics are used. One squad fires their large caliber rifles to suppress enemy units, while another pushes forward. Each switches roles to ensure that in any movement one clockwork group supports the other.
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fa19bf No.12621
>>12617
Oh yeah? well I'll train my spies to avoid your counterspies trained to catch my spies avoiding your counterspies.
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fa19bf No.12622
| Rolled 75, 47, 88 = 210 (3d100) |
>>12611
Population: (10.5) (+.5/turn)
Food: (Good)
Raw Currency: (15) (+5/turn)
Legitimacy: (Very Stable)
Culture: (5)
Industry: (5)
Unique Buildings: [The Spire of Korotha]
Defenses: Minion-Crewed Obelisks [Lots]
Military Units: 3 [Guardians of Korotha][Very Strong]; 3 [Sons of Kont][Strong]
Resources/Quantity: Iron [Sustainable]; Wood [Sustainable]; Copper [Sustainable; Magic/Spells: (type: Korothanian) (spells: Indiscriminate Summoning [Simple]; Energy Blast [Simple])
Technology: (Stone, Wood, Copper, Iron) Summoning Theory [Simple]; Arcane Theory [Simple] Espionage [Simple]
Trade Routes: [none initially]
Territory: 3
Bonuses:
1. Summoners: Summoned units are free up any form of upkeep, though they might exhibit strain on the summoner or cause issues for society if they are too numerous. You may also reroll summoning research (and attempts to summon) if a roll is below 50 (once).
2. Minions: Your population is effectively ignored insofar as mobilization. You use vast swarms of stupid minion races to handle everything and they magically solve labor problems. They also don't strike.
Eccentricities:
1. Calamitous Intent: Political violence (low legitimacy) may be exceedingly destructive as several of the wizard factions have some knowledge of extremely dangerous spells. They also have long standing grudges. Do you remember Malazor from university? Trust me, he remembers you.
2. Elitist Asshole: You don't like other nations who have wizards. Period. The end. They make you feel inadequate.
http://pastebin.com/u7cGkKDn
>1 Star Power (7/8)
10,000 years ago the PITIFUL ROYAL GUARDS sealed us away in the stars. They did this using incredibly powerful weapons that were somehow tied to that starry prison. The place itself is indeed a place of power- considering it kept US of all people prisoner for so long.
We're not sure what happened to those weapons, it's assumed they were sacrificed with their weilders to seal us away, but a potent source of power cannot be overlooked.
>2 Perfectly Normal Merchants
We will send some of our most stealthy minions to the nearby town, some entering as mere merchants, others sneaking in by night.
The ones disguised as merchants will speak only of their home in the "modestly sized city" of Korotha, and inquire about the town they are in, as well as any technological or magical wonders that have popped up in the intervening years.
The infiltrators will just straight up steal and kill to get the same thing. Preferably AFTER the merchants have skipped town, of course.
No need to tie ourselves to a reign of terror before the time is right.
We'll also be expending roughly 5 "currency units" to allow the "Merchants" the ability to, well, act as what they say they are.
[We've got Espionage tech now!]
>3 Odium
WHAT is THIS?
A NEW material?
Best to start testing.
>Alsven! Bring me some prisoners, we have some TESTS to run!
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fa19bf No.12623
>>12621
Necro confirmed for trainining counterspies to catch your spies avoiding my counterspies that are trained to catch spies with training to avoid counter espionage teams that are trained to catch spies.
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fa19bf No.12624
| Rolled 64, 73, 78 = 215 (3d100) |
>>12611
Name: Vyriah
Race (Determines bonuses): Gnome
Color: (Determined map color): Blue
Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?
Government Type (Determines some stats): Merchant Republic
Economy Type (Determines some stats): Free Market
Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.
Location: The Open Sky
Population: (26.5) (1.1/turn)
Food: (Very Stable)
Raw Currency: (6) (31/turn)
Legitimacy: (Stable)
Culture: (11)
Industry: (25)
Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz], [Foundry Platform], [Factory Platform]
Defenses: Tower Network [Very Large]
Military Units: 3 Vyriah'n Airships [Strong]; 1 Vyriah'n Guard Platoons [Medium], Vyrian Mad Scientist Cohort [Very Strong+][Clever], 2 Storm Guard Platoons [Epic+][Resist], 1 Stromtide Class Battleship "DMV Imperator"[Epic][x8][Bombard][4x][Resilient]
Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [Sustainable][Market], Steel [Sustainable], Darksteel [A little]
Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])
Technology: (Stone, Wood, Gems) Aerial Warfare [Basic], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Average], Advanced Hulls [Average], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Good], Counter-Espionage [Simple], Morgazian Air-War [Average], Civil Defense [Primitive], Magi-Storm Omni-Cannons [Average], Rationalization [Average], Standardization [Average], Magi-Storm Effect Weaponry [Very Simple, Bureaucracy [Primitive], Bombardment [Simple], Metallurgy [Good], Scaled Construction [Simple], Trading [Simple]
Trade route: Air Dwarves [Medium; +3 industry / +3/currency/turn] Dominion [Mediocre; +1 industry; +3 currency/turn] Patchwork Republic. [Medium; +1 industry / +4/currency/turn; +.1/pop/turn], Morgaz [Massive; +4 industry; +4 currency/turn]
Territory: (1)
Bonuses:
1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but trade may be impacted.
2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.
Eccentricities:
1. Everyone Hates Gnomes: Gnomes are physically weak in combat, and are easily kicked, punched, or abused. All of your combat rolls in melee suffer a -1 penalty.
1-3. Continue to create the Iron Bank. Spend 60 gold to buy security measures. 6/20
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fa19bf No.12625
>>12609
>>12609
1.Repair Bonewall Fortress [Lightly Damaged] having our third capital will benefit us immensely. Finish repairs on the necropolis(6/10) while you are at it.
2. Train some liches that specialize in raising the dead over other parts of necro magic. They will be very useful if anyone attempts to war against us and in the current extermination of the freak trolls.
3 . With the ministry of faith completed it is time to build the ministry of internal security. It will specialize in recruiting and training more gmen and maintaining the security of our nation against future espionage attempts. It will be built in the Orgul Bridge, North [Fortress].
4. Begin building the Paper ministry in the capital. It will specialize in buearacratic policies and obviously the daily administration of our empire……. It will need to be quite large.
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fa19bf No.12626
| Rolled 81, 10, 95, 5 = 191 (4d100) |
Dice. How do they work?
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fa19bf No.12628
>>12624
pop should be at 27.6
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fa19bf No.12630
| Rolled 1, 5 = 6 (2d10) |
Rolling for continued bombardment of freak trolls.
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fa19bf No.12631
| Rolled 56, 60, 40 = 156 (3d100) |
>>12618
Going to put 20 gold towards action 3.
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fa19bf No.12632
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fa19bf No.12633
| Rolled 3 (1d3) |
Statpost and 1d3
>>12612
Name: Tunak Tuarum - the Elemental Chaos
Race (Determines bonuses): Elementals (Dryads, Oreads, Golems, living lakes, etc etc)
Color: (Determined map color): Bright Red with green trim
FLUFF: http://pastebin.com/bBJyguE5
Population: (28.6) (1.7/turn)
Food: (N/A)
Raw Currency: (24) (3/turn)
Legitimacy: (Strong)
Culture: (5)
Industry: (7)
Unique Buildings: [Temple of the Earthly Awakening], [Godcaller's Circle]
Defenses: Elemental Patrols [Average], Thrakun Tuuman [Fortress]
Military Units:
1 [Roilshapers][Epic];
2 [Fist of the Herald][Very Strong];
1 [Titan of Rage][Very Strong];
1 [Thakundur][Very Strong];
3 [Tempest Lords][Strong+];
2 [Thrungradi][Strong];
3 [Earthbore Conscripts][Medium][Infiltrate];
2 [Sylpharen][Medium][Infiltrate];
2 [Wasteland Ravagers][Medium];
4 [Dryad Grovespeakers][Medium];
4 [Brinemantle Scouts][Weak]
Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable]; Star Metal [Average+];1 Dark Iron [unmined]; 1 Gold [Umined]
Magic/Spells: (Primal Elemental) (spells: Quake [Simple]; Firestorm [Average]; Ritual [Average])
Technology: (Stone, Copper, Iron, Wood)(Metallurgy [Good]) (War Magic [Average])(Luddic Armor [Very Simple]) (Alternative Mobilization [Leylines][Primitive])
Territory: (29)
>Bonuses:
1. The Natural Order: Attacks or spells that utilize the elements against you are wholly or totally ineffective. You also do not eat in the traditional way, and are generally immune to some things (ie: disease) that would hurt the jackal-races.
2. Fever of the World: Generally speaking, clearing the world of those who disturb the balance will produce benefits for you. For every imbalance you purify, you may secure re-rolls which may be banked.
>Eccentricity:
1. Totalist: You do not respond very well to worshippers of other deities or gods. The godless powerful are tolerable, to a point.
2. Balancer: Things that excessively disrupt the balance of the world will throw your nation into a rage until the balance is restored
3. Luddic Horde: You gain free units as you expand, but, you cannot utilize many technologies of the other nations; you also don't pay upkeep as usual.
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fa19bf No.12634
| Rolled 14, 5, 43 = 62 (3d100) |
>>12633
1/2 - Can snakes even bite a wind elemental? Perhaps it is this that distresses them. A powerful and vicious being this serpent must be, to harm us! Nonetheless, they trudge on.
>Travelling 1/3
3 - "Odd" is little surprise. It is not as regular iron, it is something apart. Perhaps this will prove a benefit. At the very least, it will be good to barter.
>Mining 1/2
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fa19bf No.12636
| Rolled 67, 2, 49, 6 = 124 (4d100) |
>>12610
http://pastebin.com/MELJzb4u
1Alloys/Metallurgy 2/8. The combination of flux and iron into steel should make our equipment all the stronger. Then we try steel and odium.
2 Expand Odium, Gold, Iron and Flux mines. The flow of raw metals must increase to suit the needs of the next crusade.
3 Crusade [Simple]. The desire for crusade made from Justice and ideals found in Dominion, its mobilization workings, reorganization, training. Vilon giving their all to be a part of it. The more pillars in support of Crusade there are and the more sophisticated the measures to call them become the greater it will be.
4 Defilement immunity. A measure against further sadness in the mortal races in crusades to come. Keep their bodies and souls safe.
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fa19bf No.12637
>>12636
2 15 Gold to the mine expansions
4 15 Gold to the defilement immunity magic
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fa19bf No.12642
| Rolled 70, 89, 53 = 212 (3d100) |
[Morph][Order of the Advent]
http://pastebin.com/wGkYEbjx
Population: (23.3) (1.4/turn)
Food: (Very Stable)
Raw Currency: (45) (+16/turn)
Legitimacy: (Very Stable)
Culture: 5
Industry: 6
Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town];[Northpoint Fortress][Fortress];[First National Port of Ethos][Port];[Haven][Town]
Defenses: Wooden Walls [Simple]
Military Units: [Vincent][Very Strong+][Flight]; 2 [Meli, Dez][Very Strong]; 6 [Xenon, Tinsel, Cain, Regent, Lem, Fitzgerald][Medium]
Resources/Quantity: Copper [Sustainable]; Gems [Sustainable]; Iron [Sustainable]; Wood [Strained]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x2]; Silver [Sustainable]
Magic/Spells: [Morph Pluralist: Average] (spells: Arche's Fist [Simple])
Technology: [Steel];[Metallurgy, Good];[Diplomacy, Average];[Communication, Simple];[Electricity, Primitive];[Walkers, Very Simple];[Mechanized Warfare, Primitive];[Coinage, Good];[Sealed Construction, Primitive]
Trade Routes: [none]
Territory: (4)
Bonuses:
1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.
2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.
Eccentricities:
1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)
—–
[Progress]
-Steam Batteries (5/10)
-
-
—–
A group following the path of Arche has appeared to inhabit the city of Haven. They're a group of tainted that had previously splintered to hone their skills in a single path. Their return is graciously accepted by The Council, as they will be able to provide a great number of additions to The Order.
1. The Order reviews the paperwork for the production of the Steam Batteries. It's all seeming to go along nicely. The work is to be completed and work on Peacekeeper MK I is to be continued. It is critical that the proper amount of time is put into this project. [Continue work on [Steam Batteries (5/10)] as well as other advancements in [Peacekeeper MK I]]
2. Airships plague the skies. They aren't a problem under regular circumstances, but most of these are outfitted in a military fashion, and morphs outside of Vincent cannot fly. Special defenses to be implemented in a variety of situations are to be developed in order to maximize efficiency. [Gain Tech: [Anti-Aerial Defenses]]
3. As agreed upon, 30 Currency is paid to our mysterious benefactors (CAPITOL) bringing their advanced technology to Peacekeeper. In addition, we will pay a fee to ensure their attempts succeed. They will be adding a variety of technologies that will further the project. [[Transfer 30 Currency to CAPITOL], and PAY [10 Currency] to ensure CAPITOL roll 1 is positive]
[Meta][Haven is now under the control of Rattlehavoc's Company [Courtier]]
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fa19bf No.12643
| Rolled 73 (1d100) |
>>12625
Perfectionist reroll on liches.
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fa19bf No.12645
>>12620
[Technocracy]
>>You have conquered the Machine Men.
>>Most of the rare technology of the Machine Men has been destroyed in the fighting. You may be able to salvage some of it.
>>You capture a good portion of the population. Add 2 population; add 3 industry; add 30 currency. The remainder refugees have fled.
>>You lose a minor amount of forces – 5 groups of clockwork and 1 airship – in the fighting.
>>You gained the following items: Odd Scroll[Single], Silver [Unmined]; Dark Iron, Rubicite [Some]; 1x Iron, Wood, Copper; Ioun [Some]; Gems [Lots]
>>Add 3 hex. Add unique building [player's name][Fortress; Damaged]
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fa19bf No.12647
>>Latest map [corrected]
>>{{GM NOTE: Please let me know of errors. Thanks.}}
>>World Event – The Blight: The Freak-Troll blight, despite attacks from a few nations, continues to remain an issue. It roils but stays largely containerized.
>>World Event – The Bohemians have been causing disruption at religious events of The Sculpted and have been stealing things. They have also become a problem for the occupation forces in the former Santareian territories; they have been found to be disruptive and occasionally fight with technocracy occupation force. [Sculpted: Lose 5 currency][Technocracy: There is slightly more resistance in the occupation zone; occupied Santareians have also begun to join The Horde – lose 1 pop.]
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fa19bf No.12648
The Immortal Technocratic Republic
Race: Dwarves
Color: Brown
Fluff :
Once, a monarchy of Kings and Nobles of living breathing dwarves, with dreams of building ships, fighting for cause of justice and the Coalition and of the freedom of Oppressed people.
After the massacre of the 2nd Coalition War which ended in a stalemate, underwent an even greater and darker revolution than the capitalist surge that came before it, and twisted into the new Immortal Technocratic Republic. One nation in eternal unlife with the goal of power in mind.
Government Type: Military-Technocratic Oligarchy
Economy Type: Capitalism
Religion: The Dreaming Forge God. The Dwarves believe that the reason the world floats through the sky, is that a great god of forgework is alseep and dreaming of islands flying through the sky. We dwarves are in the image of the forge god, and are the ones to construct the designs and inventions he dreams up with.
Location: Orgul Major
Population: (24.6) (1/turn)
Food: (Excellent)
Raw Currency: (88) Income: (10/turn) Expenses: (Martial Law: set Income to 1)
Legitimacy: [Martial Law][Chaotic]
Culture: (12)
Industry: (27)
Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge], Santerian Black Ziggurat, Large Santarian Academy, Embassy [Necro Imperialis]
Defenses: (Stone Traps, Good), Nightcrag Tunnel Defenses [Elaborate, Segmented]
Military Units:
1 Eastwinds .Co Destroyer [Very Strong]
1 Dwarven Frigates (damaged)
1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]
>0 Royal Navy Destroyer's
>Mobilized Forces on the Field
[New Santoria]
8 Mobilized Combat Clockworks Groups [Very Strong][Resist]
7 Mobilized Destroyer-Airships [Very Strong]
[New Machina]
10 Mobilized Combat Clockworks Groups [Very Strong][Resist]
5 Mobilized Destroyer-Airships [Very Strong]
>Mobilized Forces at home
15 Mobilized Combat Clockworks Groups [Very Strong][Resist]
5 Mobilized Destroyer-Airships [Very Strong]
Resources/Quantity:
>Home
Iron [Shortfall], Copper [Shortfall], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable]
>Colonies
[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]
[New Santoria] [Fortress; Damaged] (Iron [x1]; Copper [x1]; Stone [x1]; Flux [x1]; Raw magic [trace]
[New Machina] [Fortress; Damaged] Odd Scroll[Single], Silver [Unmined]; Dark Iron, Rubicite [Some]; 1x Iron, Wood, Copper; Ioun [Some]; Gems [Lots]
>Market Gifts:
Steel [Average]; Coal [Average; decreasing]
Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good]) (Mass Raise Undead [Very Simple])
Technology:
>Resource Tech
(Copper, Iron, Stone, Steel) [Steel Mill Blueprints]
>Economy
Bureaucracy [Primitive]
Rationalization [Average]
Standardization [Average]
Steam [Simple]
Clockwork Fabrication [Simple]
Dwarf-Clockwork Integration [Very Simple]
Recycling [Average]
Tooling [Very Simple]
>Military
[Airships, Basic
[Aerial Warfare, Simple]
[Civil Defense, Primitive]
Total Mobilization [Simple]
Mobilization [Average]
Large Scale Construction [Very Simple]
Bombardment [Very Simple]
Command Crowns [Some]
Combat Clockworks [Simple]
Salvage [Simple]
Tooling [Very Simple]
Holy Weapons [Simple]
>Other
Undead-Living Diplomacy [Simple]
Territory: (27)
Bonuses:
1. Aerial Fabricators: Sky Dwarves are keen on airship construction, and gain a bonus to rolls to construct airships or other large aerial constructions (+15).
2. Industrial: Sky Dwarves are keen on industry. For every industrial point gained, add half a point.
Eccentricities: (generated by GM)
3. Undead
1. Captains of Industry – Every other turn, see what the capitalists are up to. Roll 1d100.
Mobilized: 120% [Semi-Stable]
mobilization status: 1 turn.
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fa19bf No.12649
>>12648
edit
>>Set mobilization status: 4 turn.
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fa19bf No.12650
>>Nation Event – Technocracy: Your spies have located clear evidence Necro Imperialis was responsible for the bombing you suffered previously. The nation is outraged!
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fa19bf No.12651
>>12650
Diplomats are sent out to reassure them that the necro's have absolutely nothing to do with this and yet again don't even have tech to make explosives. The same people did it this time as last time. The outlanders. Turn your hate to them. not your fellow undead.
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fa19bf No.12652
>>12651
Reminiscent of an earlier event with the Machien Men, Diplomats are hurriedly brought by select Clockworkman guards to the Dwarven leadership, avoiding any public contact.
They recognize the logical discrepancy that such an attack by the Necro's would bring. Alas, if it is /those/ individuals again. . .well, that's an issue for another time. For now, they will have to placate the populace.
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fa19bf No.12653
[[Correction: Kaldor]
3. You begin working on ways for infantry to project fire spells, as your mages appear to have the issue well studied. (Ranged fire weapons 4/10)
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fa19bf No.12654
>>12631
Through the skies, the statuesque peoples of the Sculpted look above to see a small airship flying around, looking for something.
Be it that the dwarves above saw moving statues below, or the sculpted signaled them, the airship asked to land and speak to these strange stony peoples.
They informed them they were searching for "lost" citizens from their nation, who seem to have joined up with an odd, and very large, crowd of nee'rdowells and vagabonds.
"I hope these people have not disturbed you significantly."
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fa19bf No.12655
| Rolled 60, 78, 40 = 178 (3d100) |
>>12609
Nation Fluff:
http://pastebin.com/FBM7X4GB
[Kaldor]
Population: (20.8) (1/turn)
Food: (Stable)
Raw Currency: (18) (4/turn)
Legitimacy: (Semi-Stable)
Culture: (17)
Industry: (10)
Unique Buildings: [Temple, Hunter's Calling]
[Government building, Warrior's Hall]
[Northern Fell Chain Fortress, Huge, Imposing]
Defenses: (Elaborate Wooden Fortifications, Strong)
Military Units:
1 [Leonan Warriors], Strong;
3 [Huntmaster] Very Strong
2 [Wurmrider Squad] Very Strong++++
[Deathgaze]* Very Strong, Clever
1 Kaldorian Priestesses [Very Strong+++]
Verana, Priestess of Galgoroth [Epic]
3 Juvenile Rocs [Very Strong++]
3 Skyships [Very Strong]
Resources/Quantity:
Copper [Sustainable][x2]
[Pelts, Sustainable]
[Stone, Sustainable]
[Wood, Sustainable]
[Beetlechitin, some]
[Wurms, some]
[Prisoners, some]
[Iron, Sustainable][x2]
Mildly-Burnt Freak-troll hide [some]
Freak Troll Minors [Some]
Wurmscale [Strained]
Fruit [Some]
Magic/Spells: (Elemental, Average) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]
Technology:
+Iron
+Stone
+Copper
+Wood
+Hideworking
+Exotic Creature Training[Average],
+War Drums [Average]
+War Animal Training, Average)
+Drum Amplifiers [simple]
+Composite-Material Armors [Simple]
+War Magic [Simple]
+Air Transport [Simple]
+Professional Armies [Simple]
+Airships [Average]
+ Night-Fighting [Primitive]
Territory: (7)
Bonuses:
1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.
2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.
Eccentricity:
1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted
>>You are mobilized: Industrial Efficiency: 100%
>>Lose 1.1 pop/turn
>>Set mobilization status: 3 turns. You population views this as an offensive war. Political murmuring has started.
>>Add mobilized unit: 3 Kaldorian Infantry Formations [Very Strong]
18 Kaldorian Admixture Formations [Very Strong]
1.2. We require those flaming weapons, they shall be very useful in the battles to come, finish them immediately Use 10 currency on it 4/10
3. The call to arms has once again been sent, load up troops onto our airships and send them to New Machina where they shall be travelling with the Republic forces on foot, the airships will then wait until the troops return
>>[TROOPS MOVING]
1 Leonan Warrior [Very Strong]
2 Huntmasters [Very Strong]
1 Kaldorian Priestesses [Very Strong+++]
3 Kaldorian Admixture Formations [Very Strong]
3 Skyships (As transport)
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fa19bf No.12656
| Rolled 21, 25, 10 = 56 (3d100) |
>>12648
1. Denounce these recent "proofs" as far as possible.
Have official statements detailing the strategical and logical fallacies of why they would ever want to do such a thing. We are allies, we provide for each other, we have much to offer the other, and most of all we are the only two existent Undead nations on this planet (brood have not been seen in some time).
As a show of faith, the public is also told the Necro's will be trading us their own Anti-Espionage measures and ways.
However, these rebuttals are to be overshadowed by a ramp up of War Propaganda, detailing our continued expansionist victories and increased resources to the nation! From New Santoria to New Machina, our land and wealth ever grows larger, and the people are to be congratulated. Let us not then fall to the ways of false flaggery seeking to set us against our fellow allies to the south, and remain strong in our conviction!
2. Trade 30 Raw Currency up front to Kaldor
Set up a trade route to Capitol, consisting of -5 Gold from us to them PT to them (total 20 gold payed in increments of 5 over 4 turns). This will reduce our trade strain.
3. Troop Movement/Preparation.
11 Mobilized Combat Clockworks Groups [Very Strong][Resist] are transferred to New Machina on Ribwall via 5 Mobilized Destroyer-Airships [Very Strong]. They link up with 8 Mobilized Combat Clockworks Groups [Very Strong][Resist] and 3 Mobilized Destroyer-Airships [Very Strong], as well as further Kaldoran reinforcements. 3 ships remain unchanged, however 5 are prepared in an especial fashion and loaded up with certain supplies [PM]. The combined force will then march from New Machina, on foot, west. To a certain rummy place.
>total 19 Clockworks, 8 Airships
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fa19bf No.12657
>>12654
A small feathered serpent made of green stone with bright diamond eyes approaches the airship.
"I am Quatzatol and like my brethren I am the Sculpted Ambassador, Diplomat and Envoy. I have been granted the ability to speak for the Eternal Monarchy to those who can not or will not approach the Stone Throne.
As for our new… guests. Thus far they are a nuisance. They steal and are rowdy, they seek to disrupt our lives amid Gaia's Blessing, and the only redeeming traits they have is they like to express themselves artistically. Our people can tolerate much when it comes to art. They however are approaching that limit "
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fa19bf No.12658
>>12656
Pay 10 currency to shut up any dissidents in action 1. and 10 currency to to action #3. The troops must move.
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fa19bf No.12659
>>12657
"It is a shamed that such a thing is allowed to persist, and especially in such close proximity to the both of us.
Far be it from us to impose demands on you, but it may be wise for us to consider solving this dilemma in a cooperative fashion. Together."
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fa19bf No.12660
| Rolled 10, 92, 58 = 160 (3d100) |
>>12609
1. Tend the Farm [Will PM you Details]
2. See if I can't make another one of those really nice ships we stole. [Make a second SkyCutter]
3. Lets look into making sure we can kill things on the ground as well as in the air….from the air. [Research Bombardment]
Name:Skyrates
Race: Assorted
Color: Pink
Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to
strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic
mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over
arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains
represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The
Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any
one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic
enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful
balance they have worked to set up.
To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,
airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their
assorted functions.
Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.
Economy Type: Pirate Free Market
Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.
Location: Ribwall
Population: (21) (1/turn)
Food: (Good)
Raw Currency: (42) (+11/turn)
Legitimacy: (Average)
Culture: (7)
Industry: (12)
Unique Buildings: [1 Pirate Council Hall] [1 DreadDock Super Dock] [1 Black Market Goods Trade Emporium] [1 PYU Pirate Univerity]
Defenses: Aerial Patrols [Average]
Military Units: 4 [SkyGalleon][Very Strong]; 4 [Pirate Marines][Medium]; 1 [SkyCutter][Very Strong+++][Quick]
Resources/Quantity: Rum [Sustainable][x2][Market]; Iron [Sustainble][x2]; Copper [Sustainable]; Wood [Sustainable][x3]; Magicite [A Lot]; Oil/Gas [Sustainable]
Magic/Spells: (Aero-Piratical [Average]) (spells: Summon Ghost Pirates [Simple]) (War Magic [Primitive])
Technology: (Iron, Stone, Wood, Copper) Airships; [Average]; Air-War [Good]; Scaled Building [Simple]; Economics
[Primitive]
Trade Routes: Advent[large, +3 Industry, +4 Currency/turn]
Territory: (7)
Bonuses:
1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or
opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes
undefended/non-military, roll 1d10. This does not apply to creatures.)
2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes
traditionally shipboard marines and boarding parties.
Eccentricities:
1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,
disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.
2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.
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fa19bf No.12661
| Rolled 65, 78 = 143 (2d100) |
>>12613
Name: Rattlehavoc's Company, Courtier of the Order of the Advent
Race: Morphs (Tainted)
Color: Blue with dark purple trim.
Fluff: A small cadre of Tainted Morphs that are led by an old, well-traveled individual that goes by the name of Rattlehavoc. Formerly a splinter group, these Tainted have recently returned to the Council, asking to serve in whatever capacity is needed. They say that they have returned due to unease over the changing political landscape and a desire for security, but in truth their reentry into the Advent is the result of religious worry– that the divergent testaments they follow are inaccurate. They have rejoined the Advent to ease their own doubts and to bring more Tainted into the fold.
Government Type: Meritocracy. Rattlehavoc is the fifth leader of the Band, and leaders are quietly, bloodlessly replaced when they are no longer felt as fit to lead. The exact guidelines for this process, and the process by which the Tainted rise up the social ladder (only by proving that they can greatly benefit the community) are outlined in the Sardonyx Tablet.
Economy Type: Planned. Since their return to the Advent, they have adopted their economic measures to better fit in, leaving behind the more socialist system they had previously used.
Religion: Sardonyxism - The Band strictly adhere to the tenets, laws and religious practices outlined in the Sardonyx Tablet, rumored to have been carved by the First Tainted, whose legendary deeds are responsible for the glowing opinion many morph cultures have of their kind. The Tablet emphasizes a focus on venerating the Tainted that have come and gone, implying that the Tainted are actually closer to what the Morphs are supposed to truly be, and suggesting that the Grimoire Advent was composed entirely of tainted as well. There are several divergences in terms of dictates, holidays and worship practices, but otherwise Sardonyxism is very similar to the Church of Remembrance, and the Band is starting to more closely realign the Sardonyx Tablet's teaching with the Church's own.
Location: Haven
Unique Traits
Military: [Rattlehavoc's Unit], [Swansong's Unit], [Bastille's Unit] [Very Strong]
1. Finish those fortifications. Use some of the Iron provided to help. (Fortifications 1/2)
Use: Iron [Sustainable]
2. Meet with the leader of these refugees in Haven. Get a feel for their people. What they want, what they don't want. And whether they would like us to wipe out the goblins and trolls in the outlying lands.
[Diplomacy, Average]
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fa19bf No.12662
| Rolled 56, 38 = 94 (2d100) |
Name: Angle Confederation
Race: Primarily human (Living)
Color: Pink A on Black
Fluff: The Angle Confederation was founded by a group of merchant crews turned smugglers and later, pirates. Seeking a life with less of the more troublesome decrees of those that would call themselves the masters of others, the Confederation vanished into the wilderness. In time, the Confederation was forced to turn to smuggling and piracy for hire to survive, though they often produce a healthy variety of alcoholic brews that are almost a form of defacto currency. The Confederation is highly dependent upon outside sources for technology to keep their air ships in working order, and is often forced to improvise during military situations.
Elves are often considered to be the main foe of the Angle Confederation, as most view them as stuck up Imperialists that seek to enslave their kin, though a small number of elves have come to live among the Confederation. Most are eventually broken of their superior attitude by a seemingly coordinated series of pranks or quickly say a number of rude things as they leave.
Best described by outsiders as 'a bunch of drunken smugglers, pirates, farmers and moonshiners', the Confederation still holds to a rough code of internal and external conduct. One must serve the Confederation to earn the right to vote or own land. One must own land to seek office in the Republic.
Government Type: Militaristic Confederate Republic.
Economy Type: Semi-cooperative Free Market. Food is often shared, but most barter services in return.
Religion: The Angle Confederation often recognizes the Four Winds as dieties, but above them worships a great bird (exact bird is a matter of a number of honor duels) known as Maliel the Wise. She is said to have been a source of wisdom and knowledge to the first Captain of the Angle Confederation. A number of lesser superstitions are known to exist among different families.
Location: Orgul
[Courtier of Necro Imperialis]
Necro's Stats: https://docs.google.com/document/d/1BCa5hJHfN0I9_XSkYqusYJRgRoBED49vqmVuqBKgFRA/edit
Angle-specific Things:
>>Population: 9 (+1.2/turn)
>>Unique Buildings
Oakwell [Town][Lightly Fortified]
Azazis Town, Orgul Major [Town]
Night Reach, Ribwal [Town]
>>Military
+ Confederate Irregulars [Very Strong]
>>Technology
Urban Pacification [Primitive]
>>Ribwall Expeditionary Force [At Roboczyl, Holding]
+ 2 Confederate Irregulars [Very Strong]
1. Now that Night Reach has joined our Confederation, we shall keep our promise to bring prosperity to this town.
We shall start by claiming the surrounding lands for Night Reach and the Confederacy… and the Necro Imperialis, but hey, don't make a big deal out of it in front of the men.
[Claim Hexes surrounding Night Reach]
2.
Lumber shortage? There are plenty of trees on Orgul Major. We'll lead work teams to procure our own lumber, then build the Trade Port with that!
[Build Trade Port, Necro Imperialis Capitol]
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fa19bf No.12663
| Rolled 60, 90, 36 = 186 (3d100) |
>>12611
>FluffnStuff: >>10350
Population: 38.8(1.9/turn)
Raw Currency: 106 (16/turn)
Legitimacy: Good
Culture: (8)
Industry: (10)
Unique Buildings: [Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]
Defenses: (Tower/Wall Defense Network (Large)
Professional Military: 6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic++)[Armored], 1 Integrated Clansguard (Very Strong)[Brave], Patchwork Republican Guard [Epic++++][Brave], 3 Air Mages (Medium), 4 Goblin Blackhat Coteries (Medium) [Infiltrate][Sapper], 2 Gobtown Gaggles (Strong) [Infiltrate][Sapper][Resilient]
Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, sustainable x3] [Steel, Sustainable] [Magicite, unmined] [Iron, unmined]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive] [Diplomacy, Simple] [Standardization, Primitive] [Rationalization, Simple] [Coinage, Simple] Unit Upgrade [Improvised] Economics [Primitive] [Equipment 4/8]
Territories: (26)
1) Now that we've reached Gul, we need to establish a foothold. Start construction of a new fortress-city on it's shores- the city of New Patchwork. (spend 20 Gold)
2) Continue to press eastward into Gul, toward the city in the distance.
3) Absorb the last Clansguard unit into the greater Republican Army. (10 gold) (Pluralism)
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fa19bf No.12665
>>12614
[Sunniria]
1. The second week is a total waste of time. These 'warriors' are terrible and unworthy of the name. Bah. May Granix save us from these morons!
2. The great forge unimpressively advances. The architects lament their lack of luck and the curse of the powers. (4/10)
3. The initial training is mediocre. Most of the priests and warriors who would be priests have gone to the tournament! The frustration is immense and also regrettable. Granix would be ashamed.
>>12616
[CAPITOL]
>>You gained 30 Currency from Advent.
>>Special: You gain 5 currency/turn for 4 turns from Technocracy.
1. You contributed to the construction of the Mechs being developed by the Advent (Morphs).
2. Operation ROYALE moves forward.
3. You start working on extremely sophisticated espionage techniques. This should allow you more advanced espionage techniques as well as units more suitable for such work. (Espionage Research 5/12)
>>12618
[Sculpted]
>>You are mobilized: Industrial Efficiency: 100%
>>Lose 1.3/pop.
>>Set mobilization status: 5 turn. The war has a mixed character and the lack of fighting seems to lead the population to think of it as superflous or phony. This has sped up political issues and the monarchy is experiencing some disquiet from the immobile massed armies.
>>Add mobilized units: 8 Mobilized Multipurpose Sculpted Squads [Very Strong][Resist]
>>Your material stocks of iron are straining. (Set iron to: Straining)
1. You begin working on a way to develop Petrification-Reanimation. It should upgrade your current spell, but also may occasionally transform the opposition into units that might fight for you. You're not sure how well this will work on certain creatures; it might just kill them. (Research 7/12)
2. You begin working on Hekatonkheires. It's extremely large, and so this will take a good deal of time and effort. (2/20)
3. You manage to finish your drilling efforts. Overall the results are agreeable, but not great. (Add technology: Air-Ground Warfare [Very Simple])
>>12622
[Korotha]
1. You finish your research on star power. This should help you amplify or manipulate large amounts of the material without much of an issue. (Set technology: Astral Theory to Average)(Set: Energy Blast to Average)
2. The town is relatively quiet – it's the town of Elton. Elton itself has remained aloof of most events in the recent years, but it has seen massive movements of dragons to the west, freak-trolls to the north, and the recent advance of the Patchwork Republic to the south. The town seems relatively friendly, but sometimes borders on paranoid – it is an era of war. They state that most of the area has been plundered of resources and that they only know of a major ruins to the south slightly. [-5 currency]
3. You begin testing the material. Odium has odd ampliative and deadening properties when exposed to certain materials. (Add technology: Odium; and Odium Amplifiers/Negators [Primitive])
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fa19bf No.12666
>>12624
[Vyriah]
1.2.3. You completed the iron bank. You've taken your first road into economics. Effectively, ever time a player goes into negative, they must take out a loan from you. You may also loan players money with variable interest. Naturally, since you're the bank, you can go into debt by an enormous amount (-100) without undue issues. More research might increase this. (+4 currency/turn)(Add unique building, player's name)(Add technology: Economics [Average])
>>12625
[Necro]
>>The shelling of the trolls continues, but you're not having much luck. They seem to be massing again.
1 You repaired the fortress. Reset fortress status. (Add technology – Civil Defense: Simple)
2. The training is ineffective initially, but eventually you find a savant in the group. This one's dynamite, but he needs some training to get him to any proper talent. (Lich-Priest 6/13)
3. You start work on a secret police headquarters attachment to the bridge fortress. It's a large project, but the recent momentum has allowed a good deal of progress in this direction. The existing fortress modifications thankfully reduce overhead. (Secret police HQ: 9/10)
4. The work on the paper ministry starts, but it's just totally underwhelming. Crews need to be contracted out to the private sector to make any headway (Construction 2/10)
>>12634
[Elemental Chaos]
>>While you seem to have blunted their attack, the freak-trolls appear to be massing again to make a push south. The bastards.
>>You have gained 2 rerolls from clearing the infestation.
1/2 – More snakes. Traveling stops entirely. Apparently there's a snake cave and it's full of them. You can't believe this, it's totally ridiculous. You aren't sure what to say. This plane must be cursed or something. Snakes on a plane! (Travelling 1/3)
3. You manage to finish the mines. A few of the elementals are able to ingest the metals to gain a bit of strength. You even get an elemental out of it after digging! Great. (Add unit 1 [Dark Iron Elemental, player's name][Epic][Resilient][Slow])(set resource: Dark Iron and Gold to [Sustainable])
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fa19bf No.12667
>>12636
[Dominion]
1. You finish your work on alloying. By combining steel and odium, you are able to make basic weapons that either deaden non-holy magical effects or amplify non-holy effects. Your magic appears largely unaffected. (set technology: Metallurgy to [Great])
2. The expansion is mediocre. Several of the crews report a cave in – money at the last second allows some shoring to be procured. (-15 currency)(1/3)
3. You begin working on a better way to engage in sustained war against the evil things of the world. Your Vilon military council has come up with what they are terming a “Total Crusade” that will keep ideological commitment in tune with industrial mobilization. (Total Crusade 5/12)
4. Without many necromancers, some of the Vilon find that they have trouble actually trying to mess with corpses. They hire a few eventually with money and research moves forward. As it turns out, this ability might help against petrification and domination (in addition to necromacy). (-15 currency)(Anti-Defilement 3/10)
>>12642
[Advent]
>>You gained some help from CAPITOL with your walkers.
1. You've manage to finish the work on the batteries. The power system gains some well-designed additions and revisions from CAPITOL. You're calling them CMbatteries for now; future revisions will require a better power sources than steam. The effort of CAPITOL was critical and they practically run the team. (Add technology: CMbatteries [Simple)(Set Walkers, to Simple)
2.. Using the new CMbattery technology you develop a crude electrical-projection device. It's currently very simple, but when finished it should provide some defense against aerial units. (Projection Theory 6/15)
3. You keep your end of the agreement. (-40 currency)
>>12655
[Kaldor]
>>You gained 30 Raw Currency from Technocracy.
>>You are mobilized: Industrial Efficiency: 100%
>>Lose 1.1 pop/turn
>>Set mobilization status: 4 turns.
>>Add mobilized units: 6 Kaldorian Admixture Formations [Very Strong]
>>Your resources and food supply are increasingly taxed.
1.2. You finish the flame projection weapons. They can be carried in a fashion similar to a rifle but require certain gems to operate reliably. Depending on the gem and the priest involved with the ritual, different effects seem to come out. They seem to have limited range, but they're better than nothing. (Add technology: Spitter-Guns [Simple])
3. Move is valid.
1 Leonan Warrior [Very Strong]
2 Huntmasters [Very Strong]
1 Kaldorian Priestesses [Very Strong+++]
3 Kaldorian Admixture Formations [Very Strong]
3 Skyships (As transport)
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fa19bf No.12668
>>12656
[Technocracy]
>>You are mobilized: Industrial Efficiency: 120% [Semi-Stable]
>>Lose 1.1 population [You Clockworks are mitigating the utilization of your population.]
>>Set mobilization status: 5 turn.
>>Your coal stocks are nearly exhausted. Movement of units will be impacted until the coal situation is resolved in future movements. (Roll d10 for movement, 5+ secures normal movement)(set resource: coal to [rationing])
Add mobilized units: 8 Mobilized Combat Clockworks Groups [Very Strong][Resist]; 1 Mobilized Destroyer-Airships [Very Strong][3 clockworks were destroyed by rioting!]
1. The population isn't buying it. Rioting intensifies and clockworks are called to engage in urban pacification. Lacking any real training, the clockworks simply gun down large crowds. Street battles turn into block wars and there are several massacres. The elites of society simply look on impassively. (lose 3 pop; lose 3 clockwork infantry)(add technology: Urban Pacification [Improvised])
2. You set up a trade route. (Add trade route: Capitol [Special; -5 currency/turn, 4 turns]
3. You move your units.
>>12660
[Skyrates]
>>Event: Refugees from Machine Men have arrived at your nation. They warn you of the Technocracy threat and offer to join your forces. (Add 3 units player's name choice[Strong]); +3 population
1. You try to tend the farm, but there's some communication issues and they don't leave.
2. You crews rapidly try to fabricate another fancy ship like the one they ripped off. It goes…reasonably well! You manage to slap on some cannons that have range enough to be used for shelling (Add units: 3 player's name choice airships [Very Strong++][Bombard[x1][Quick])
3. You frantically improvise bombardment strategies. (Add technology: Bombardment [Improvised]
>>12661
[Rattlehavoc]
1. You finish your fortifications to haven. (Revise unique building: Haven to [Fortified Town])
2. There aren't many refugees in haven – most of them have joined the horde in the south. You instead commit your efforts to upgrading the town. (Town Upgrades 6/15)
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fa19bf No.12669
>>12662
[Angle]
1. You begin expanding. Most of Ribwall is empty aside from the massive forests and quiet meadows. (Expansion 5/10)
2. You built a trade port in the capital. (Add unique building; [Trade Port])
>>12660
[Patchwork]
1) You start construction of a city. This will take more time than a town, but it goes at a pace that one might find agreeable – if not perfect. (City 6/15)
2) The expansion, in a word, roars. Large areas are claimed and cleared under the press of new settlers. (add 4 hex; roll 1d3)
3) You consolidate your units again. (Disband 1 Integrated Clansguard (Very Strong)[Brave]; revise Patchwork Republican Guard [Epic++++] to Patchwork Republican Guard Company [Epic][x8][Brave] (-10 currency) (Pluralism)
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fa19bf No.12670
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fa19bf No.12671
| Rolled 68, 90, 32 = 190 (3d100) |
1. Trade Scaled Construction to the Necro Imperium in exchange for Sturdy Construction. It should help immensely when building Hekatonkheires.
2. Continue work on Hekatonkheires, the living siege weapon. (2/20)
3. Begin to march upon Morgaz. We shall go through the mountains, using Scrying and Earth magic to create or find a path and to remain undetected. Prioritize remaining unnoticed over speed. Take every single mobilized unit as well as Kali and the Gryphon. They are to wait for the signal to attack before engaging the forts around the capital.
It is time.
Units Marching
1 Aluminum\Granite Gryphon, Epic+, Elem.Resist, Flying, 2 currency upkeep or metal stock
1 Kali, +1 Culture, [Epic++++][Large][Slow][Mage]
44 Mobilized Multipurpose Sculpted Squads [Very Strong][Resist]
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fa19bf No.12672
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fa19bf No.12673
| Rolled 29, 57, 17 = 103 (3d100) |
>>12665
Name: Kingdom of Suniria
Race (Determines bonuses): Humans
Color: (Determined map color): Orange
Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.
Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"
Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.
Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.
Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.
Location:Gul
Population: (15.4) (+1.2/turn)
Food: Good
Raw Currency: (14) (+4/turn)
Legitimacy: Good
Culture: (7)
Industry: (5)
Unique Buildings: Hall of the Kings; Great Forge (4/10)
Defenses: Stone Walls [Large]
Military Units: 5 [Sunniri Swordsmen][very strong]; 2 unit [Sunniri Berserkers][Very Strong][Raging]; 2 [Sunniri Shield Maidens][Strong])
Resources/Quantity: Stone [Sustainable]; Copper [Sustainable]; Iron [Sustainable]; Steel [Sustainable]; Dark Iron [Unmined};Feywood [Sustainable]; Old Equipment [Some];
Magic/Spells: (The Way of Granix) (spells: Strengthen Unit)( Amplified Jump [Very Simple])
Technology: Metallurgy [Average]; Professional Armies [Simple]; Drill [Simple]; Equipment [Simple]
Trade Routes: [none initially]
Territory: (7)
Tournament(1/3)
Bonuses:
1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).
2. This You Can Trust: You may reroll unit recruitment once if it below 50.
Eccentricities:
1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.
1. Continue the tournament, Find some good warriors or the king will throw your ass in there naked with the wolves!(1/3)
+7 Culture
2.Continue work on the great forge. Some progress will be made or else! This is shameful how long it's taken to even get this far!(4/10)
+Stone
+Iron
+Steel
+Industry 5
3. Have the Shaman and wisemen examine the Old Equipment. Figure out what it can be used for.
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fa19bf No.12674
>>12673
Slap 2 gold on action 1 and 2 more on action 3
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fa19bf No.12675
| Rolled 2 (1d3) |
>>12669
Rollan for expansion
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fa19bf No.12676
| Rolled 62, 96, 15, 27 = 200 (4d100) |
[Immortal Town on Ribwall]
A small group of reasonably armed men walk up to the entrance to the ex-Machine man city. "We are representatives of a worried group on the island, sent to converse with a representative of the Technocracy."
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fa19bf No.12677
>>12671
[Morgaz]
As your army begins to march a faerie dragon delivers a telegram. It's written in a common language of trading. It says:
>>Greetings to the people of stone, While I regret the loss of…life during the incident on Pegul, the situation was simply of importance because of the appearance of a fortress and the arrival of the Brood at that particular area. As such my quarrel does not concern you. If you wish to persist in conflict the result may be exceedingly unpleasant. That being the case, I am willing to agree to a white peace and demobilize my forces without incident. Additionally, I should say, a prolonged battle in my territory might damage the device which is currently stabilizing the plane. The results could be catastrophic. Further, as a general compensation, I am willing to provide you with some select information from my archives in order to defray tensions. Sincerely, Morgaz."
[You may respond without an action. The faerie dragon is waiting for a response letter from you.]
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fa19bf No.12678
>>12677
Stone fingers grasp the presented quill and slowly begins to write a reply as a small feathered serpent dictates the reply.
"We have no wish to come into conflict either, but those among those shattered into lifelessness were Sculptors. Givers of life to our people. There can be no higher calling for a Sculpted.
In order to silence the cries of those left behind we must have more then just knowledge to show your regret in their passing. The Eternal Monarchy and the Stone Throne believes only one thing can bring them peace. What you sought to deny the Brood and ourselves.
Raw Magic. "
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fa19bf No.12679
| Rolled 99, 81, 29 = 209 (3d100) |
>>12666
Name: Vyriah
Race (Determines bonuses): Gnome
Color: (Determined map color): Blue
Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?
Government Type (Determines some stats): Merchant Republic
Economy Type (Determines some stats): Free Market
Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.
Location: The Open Sky
Population: (28.7) (1.1/turn)
Food: (Very Stable)
Raw Currency: (41) (35/turn)
Legitimacy: (Stable)
Culture: (11)
Industry: (25)
Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz], [Foundry Platform], [Factory Platform], [The Iron Bank of Vyriah]
Defenses: Tower Network [Very Large]
Military Units: 3 Vyriah'n Airships [Strong]; 1 Vyriah'n Guard Platoons [Medium], Vyrian Mad Scientist Cohort [Very Strong+][Clever], 2 Storm Guard Platoons [Epic+][Resist], 1 Stromtide Class Battleship "DMV Imperator"[Epic][x8][Bombard][4x][Resilient]
Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [Sustainable][Market], Steel [Sustainable], Darksteel [A little]
Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])
Technology: (Stone, Wood, Gems) Aerial Warfare [Basic], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Average], Advanced Hulls [Average], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Good], Counter-Espionage [Simple], Morgazian Air-War [Average], Civil Defense [Primitive], Magi-Storm Omni-Cannons [Average], Rationalization [Average], Standardization [Average], Magi-Storm Effect Weaponry [Very Simple, Bureaucracy [Primitive], Bombardment [Simple], Metallurgy [Good], Scaled Construction [Simple], Trading [Simple], Economics [Average]
Trade route: Air Dwarves [Medium; +3 industry / +3/currency/turn] Dominion [Mediocre; +1 industry; +3 currency/turn] Patchwork Republic. [Medium; +1 industry / +4/currency/turn; +.1/pop/turn], Morgaz [Massive; +4 industry; +4 currency/turn]
Territory: (1)
Bonuses:
1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but trade may be impacted.
2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.
Eccentricities:
1. Everyone Hates Gnomes: Gnomes are physically weak in combat, and are easily kicked, punched, or abused. All of your combat rolls in melee suffer a -1 penalty.
1&2. Move in the DMV Imperator and one of the normal airships to assist in the cleansing of the freak trolls. This shall be a perfect test of the Imperator and the new effect weapons, as neither have really been tested.
3. One of the mad scientists got an idea. He had heard of a spell called a 'Magic Missile' and wished to make one of his own. Using highly compressed air and magic to turn air into a homing device of destruction, then releasing the compression and exploding out. Should be great when near fire. Time to begin research on Stratos Missile, to the Magi-Storm theory textbooks!
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fa19bf No.12681
>>12678
[Morgaz]
The small dragon flies off. After some time, it returns.
>>"Greetings again. While I can appreciate your interest in such things, it is not within my ethical imperative to release such material to other powers. It is simply too dangerous. As such my previous offer of compensation and my warning still stand. The lives lost will, in all honest, outclass the paltry few dead in error. The difference between that incident and this one is corpses in the thousands versus a handful. Please consider what is about to be lost and the respective issue of time and the individuals that serve under us. Sincerely, Morgaz."
[You may respond without an action. The faerie dragon is waiting for a response letter from you.]
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fa19bf No.12682
| Rolled 42, 47, 50, 32 = 171 (4d100) |
>>12663
>>12564
>FluffnStuff: >>12010
Population: 40.7(1.7/turn)
Raw Currency: 112 (16/turn)
Legitimacy: Good
Culture: (8)
Industry: (10)
Master Buildings:
[Council Headquarters], Aeroport [Primitive], [Temple of the Traveler], [Gobtown], [Bogart], [Starkegrob], [Patchwork City Marketplace]
Defenses: (Tower/Wall Defense Network (Medium), Starkegrob Citadel [Fortress]
Master Military:
6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic-), Patchwork Republican Guard Company (Epic++++++++)[Brave],
1 Starkengrober Riesengarde (Very Strong+)[Brave], 1 Starkegian Infantry Brigade (Epic++++)[Brave], 3 Air Mages (Medium), 4 Goblin Blackhat Coteries (Medium) [Infiltrate][Sapper], 2 Gobtown Shyster Gaggles (Strong)[Infiltrate][Sapper][Resilient]
Resources/Quantity:
[Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, Sustainable (x3)] [Steel, Sustainable][Odium, Average][Magicite, Unmined] [Iron, Unmined]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive] [Diplomacy, Simple] [Standardization, Primitive] [Rationalization, Simple] [Coinage, Simple] [Drill, Simple] [Economics, Primitive]
Territories: (26?*)
_
Courier Specific Buildings:[Starkegrob]
Defenses: Starkegrob Citadel [Fortress]
Courier Specific Military:
1 Starkengrober Riesengarde [Very Strong+][Brave], 1 Starkegian Infantry Brigade [Epic++++][Brave]:
(1 Starkengrober Riesengarde [Very Strong+][Brave]):
-2nd Starkegian Infantry Regiment, "The Stark Town Giants"
(1 Starkegian Infantry Brigade [Epic++++][Brave]):
-1st Starkegian Infantry Regiment, "The Retrievers"
-3rd Starkegian Infantry Regiment, "The Kleins"
-4th Starkegian Infantry Regiment, "The Neue Kerls"
Bonus: [Strategic]
_
Last Turn:
1+2.) Market and ship out the wargame based on the Clown Wars to the rest of the Republic! (3/7)
This Turn:
1+2.) Begin the construction of a refinery for converting Rubicite into purified ingots for later storage and use.
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fa19bf No.12683
| Rolled 5, 6, 9, 5 = 25 (4d10) |
>>12679
Captain Stormlock stood upon the highest point upon the DMV Imperator. He wished to see the carnage that was to unfold. As he began to hear the slight wirring of the Omni-Cannons and the louder wirring of the Effect Weapons he gave the order: "Full Broadside!"
1 Stromtide Class Battleship "DMV Imperator"[Epic][x8][Bombard][4x][Resilient]
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fa19bf No.12684
>>12677
We will not change our demands on this matter. Those 'paltry' lives were sacred to us and they must be honored. It will either be through a loss you consider just as great… or in fire and destruction.
We do however wish to avoid this conflict if at all possible. We are willing to share our research in Raw Magic and have your people on our research teams to ensure we do not misuse it. But that is the farthest the Eternal Monarchy is willing to bend.
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fa19bf No.12685
| Rolled 2, 71, 15 = 88 (3d100) |
>satan trips checked
1/2 - Demiurge below, these damnable snakes harry us at every turn! Would that we had someone to drive them off the island, but alas. We- wait a minute. The Tempest Lord and Sylphs are air elementals! They can just fly OVER the snakes! A right trick that was, but no matter.
>1/3
3 - Just as we roused the Roilshapers from their slumberous gait and made them strong and swift, so we must for this new scion of the earth. It will be strong, resilient, and quick, a nightmare to the tainted armies that would threaten us!
>Remove the [Slow] feature from the [Titan of Imperious Steel]
>>12666
Name: Tunak Tuarum - the Elemental Chaos
Race (Determines bonuses): Elementals (Dryads, Oreads, Golems, living lakes, etc etc)
Color: (Determined map color): Bright Red with green trim
FLUFF: http://pastebin.com/bBJyguE5
Population: (30.3) (1.7/turn)
Food: (N/A)
Raw Currency: (27) (3/turn)
Legitimacy: (Strong)
Culture: (5)
Industry: (7)
Unique Buildings: [Temple of the Earthly Awakening], [Godcaller's Circle]
Defenses: Elemental Patrols [Average], Thrakun Tuuman [Fortress]
Military Units:
1 [Roilshapers][Epic];
1 [Titan of Imperious Steel][Epic][Resilient][Slow]
2 [Fist of the Herald][Very Strong];
1 [Titan of Rage][Very Strong];
1 [Thakundur][Very Strong];
3 [Tempest Lords][Strong+];
2 [Thrungradi][Strong];
3 [Earthbore Conscripts][Medium][Infiltrate];
2 [Sylpharen][Medium][Infiltrate];
2 [Wasteland Ravagers][Medium];
4 [Dryad Grovespeakers][Medium];
4 [Brinemantle Scouts][Weak]
Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable]; Star Metal [Average+];1 Dark Iron [Sustainable]; 1 Gold [Sustainable]
Magic/Spells: (Primal Elemental) (spells: Quake [Simple]; Firestorm [Average]; Ritual [Average])
Technology: (Stone, Copper, Iron, Wood)(Metallurgy [Good]) (War Magic [Average])(Luddic Armor [Very Simple]) (Alternative Mobilization [Leylines][Primitive])
Territory: (29)
>Bonuses:
1. The Natural Order: Attacks or spells that utilize the elements against you are wholly or totally ineffective. You also do not eat in the traditional way, and are generally immune to some things (ie: disease) that would hurt the jackal-races.
2. Fever of the World: Generally speaking, clearing the world of those who disturb the balance will produce benefits for you. For every imbalance you purify, you may secure re-rolls which may be banked.
>Eccentricity:
1. Totalist: You do not respond very well to worshippers of other deities or gods. The godless powerful are tolerable, to a point.
2. Balancer: Things that excessively disrupt the balance of the world will throw your nation into a rage until the balance is restored
3. Luddic Horde: You gain free units as you expand, but, you cannot utilize many technologies of the other nations; you also don't pay upkeep as usual.
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fa19bf No.12686
| Rolled 52, 23, 55 = 130 (3d100) |
>>12609
Nation Fluff:
http://pastebin.com/FBM7X4GB
[Kaldor]
Population: (20.7) (1/turn)
Food: (Stable)
Raw Currency: (30) (4/turn)
Legitimacy: (Semi-Stable)
Culture: (17)
Industry: (10)
Unique Buildings: [Temple, Hunter's Calling]
[Government building, Warrior's Hall]
[Northern Fell Chain Fortress, Huge, Imposing]
Defenses: (Elaborate Wooden Fortifications, Strong)
Military Units:
1 [Leonan Warriors], Strong;
3 [Huntmaster] Very Strong
2 [Wurmrider Squad] Very Strong++++
[Deathgaze]* Very Strong, Clever
1 Kaldorian Priestesses [Very Strong+++]
Verana, Priestess of Galgoroth [Epic]
3 Juvenile Rocs [Very Strong++]
3 Skyships [Very Strong]
Resources/Quantity:
Copper [Sustainable][x2]
[Pelts, Sustainable]
[Stone, Sustainable]
[Wood, Sustainable]
[Beetlechitin, some]
[Wurms, some]
[Prisoners, some]
[Iron, Sustainable][x2]
Mildly-Burnt Freak-troll hide [some]
Freak Troll Minors [Some]
Wurmscale [Strained]
Fruit [Some]
Magic/Spells: (Elemental, Average) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]
Technology:
+Iron
+Stone
+Copper
+Wood
+Hideworking
+Exotic Creature Training[Average],
+War Drums [Average]
+War Animal Training, Average)
+Drum Amplifiers [simple]
+Composite-Material Armors [Simple]
+War Magic [Simple]
+Air Transport [Simple]
+Professional Armies [Simple]
+Airships [Average]
+ Night-Fighting [Primitive]
+ Spitter-Guns [Simple]
Territory: (7)
Bonuses:
1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.
2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.
Eccentricity:
1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted
>>You are mobilized: Industrial Efficiency: 100%
>>Lose 1.1 pop/turn
>>Set mobilization status: 4 turns. You population views this as an offensive war. Political murmuring has started.
>>Add mobilized unit: 3 Kaldorian Infantry Formations [Very Strong]
24 Kaldorian Admixture Formations [Very Strong]
Your resources and food supply are increasingly taxed.
1. Halt the mobilization but keep what we currently have mobilized up, they shall be useful
2. Equip all the mobilized forces we can with the Spitter-Guns
3. Send forces at the Freak-trolls, try not to damage the hides too much it could be useful later.
>>Troops moving to contain the Freak-Troll Blight
2 [Wurmrider Squad] Very Strong++++
[Deathgaze]* Very Strong, Clever
Verana, Priestess of Galgoroth [Epic]
2 Kaldorian Infantry Formations [Very Strong]
20 Kaldorian Admixture Formations [Very Strong]
>>Troops on the march with the Technocratic Republic
1 Leonan Warrior [Very Strong]
2 Huntmasters [Very Strong]
1 Kaldorian Priestesses [Very Strong+++]
3 Kaldorian Admixture Formations [Very Strong]
3 Skyships (As transport)
>>Troops remaining in Mare
1 Kaldorian Infantry Formations [Very Strong]
1 Huntmaster [Very Stron]
>>Troops remaining at the Capitol
1 Kaldorian Admixture Formations [Very Strong]
3 Juvenile Rocs [Very Strong++]
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fa19bf No.12687
| Rolled 82 (1d102) |
>>12685
Using one of two rerolls on that 2
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fa19bf No.12688
>>12678
[Morgaz]
The faerie dragon doesn't return.
As you march are now being watched by large dragons far in the distance.
It is clearly war.
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fa19bf No.12689
| Rolled 15, 74, 9 = 98 (3d100) |
[Morph][Order of the Advent]
http://pastebin.com/wGkYEbjx
Population: (24.7) (1.4/turn)
Food: (Very Stable)
Raw Currency: (21) (+16/turn)
Legitimacy: (Very Stable)
Culture: 5
Industry: 6
Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town];[Northpoint Fortress][Fortress];[First National Port of Ethos][Port];[Haven][Fortified Town]
Defenses: Wooden Walls [Simple]
Military Units: [Vincent][Very Strong+][Flight]; 2 [Meli, Dez][Very Strong]; 6 [Xenon, Tinsel, Cain, Regent, Lem, Fitzgerald][Medium]
Resources/Quantity: Copper [Sustainable]; Gems [Sustainable]; Iron [Sustainable]; Wood [Strained]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x2]; Silver [Sustainable]
Magic/Spells: [Morph Pluralist: Average] (spells: Arche's Fist [Simple])
Technology: [Steel];[Metallurgy, Good];[Diplomacy, Average];[Communication, Simple];[Electricity, Primitive];[Walkers, Simple];[Mechanized Warfare, Primitive];[Coinage, Good];[Sealed Construction, Primitive];[CMBatteries, Simple]
Trade Routes: [none]
Territory: (4)
Bonuses:
1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.
2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.
Eccentricities:
1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)
—–
[Progress]
-Projection Theory (6/15)
-
-
—–
1.The completion of Projection Theory becomes critical. Every day, we see more an more warships flying overhead. Several of them bear canons. It is critical that this research is not delayed. [Complete [Projection Theory]] (6/15)
2. An idea occurs to morph scientists. These CMBatteries we've developed can be harnessed to create condensed energy blasts. Why don't we develop something that can absorb those same types of blasts to protect from others creating similar technologies. They'll act similar to lightning-rods when struck. [Create: Energy/Magic Absorption Tech]
3. Gift the gift of our tech: [Electricity, Primitive] to [The Immortal Technocratic Republic]
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fa19bf No.12690
>>12689
[Meta][Spend 10 currency to make roll 1 a success. Spend 10 currency on roll 2 to see if it will succeed.]
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fa19bf No.12691
| Rolled 6, 70, 78 = 154 (3d100) |
>>12690
Correction: Change roll 2 to roll 3. Typo.
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fa19bf No.12692
| Rolled 18, 5, 33 = 56 (3d100) |
>>12669
>FluffnStuff: >>10350
Population: 40.7 (1.9/turn)
Raw Currency: 112 (16/turn)
Legitimacy: Good
Culture: (8)
Industry: (10)
Unique Buildings:
>Patchwork City: [Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]
>New Patchwork (6/15)
Defenses: (Tower/Wall Defense Network (Large)
Professional Military: 6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic++)[Armored], Patchwork Republican Guard [Epicx8][Brave], 3 Air Mages (Medium), 4 Goblin Blackhat Coteries (Medium) [Infiltrate][Sapper], 2 Gobtown Gaggles (Strong) [Infiltrate][Sapper][Resilient]
Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, sustainable x3] [Steel, Sustainable] [Magicite, unmined] [Iron, unmined]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive] [Diplomacy, Simple] [Standardization, Primitive] [Rationalization, Simple] [Coinage, Simple] Unit Upgrade [Improvised] Economics [Primitive] [Equipment 4/8]
Territories: (30)
1) Continue work on New Patchwork. (6/15) (10 gold)
2) Further our bureaucratic techniques. The burgeoning populace of Patchwork and it's vassal could always use more land. (5 gold)
3) Merge our goblin groups (the blackhats and the gaggles) together. (Pluralism)
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fa19bf No.12693
>>12676
"Ah. Very good. It appears our reputation has preceded us.
I'm sure you already know about our, how do you say, "envoy" headed to your lands.
Well, we were planning on laying out our political talks there, but here is good as well."
The Dwarf pauses, considering his next words.
"It is a manifest Destiny that the island of Ribwall fall under the influence and security of Dwarven authority. We wish to secure these lands as a bastion of prosperity and peace.
Most of the nations have been brought into our generous fold. Excepting of course, the Skyrates.
We came to you with an offer, however, and it stands again. There are several ways we can resolve this in a peaceable manner.
If you so choose, freely, to become a Courtier, we once again would state our preference on that. You would not only retain your lands, but gain access to all our technologies, resources, the promise of security and aid in any conflict, and though you would be reduce by a national action capacity of 1, we have plans to restore that for you too.
You would have nothing to lose but much to gain. Your forces would be placed under your control, you would be free to pursue the course of your nation as you see fit, and you would, in the long run, be restored back to the full nation capacity of 3.
There is of course, another option we are willing to pursue, but this one requires something of you which we are not sure you can give.
We simply wish to ensure the future security of Ribwall. And are willing to consider allowing you to remain an independant power, rather than a courtier. However, we would need a way to secure your absolute non-aggression no matter whatever pressures or temptations.
This is difficult. We offered a similar deal to the Santorians. They had faith. They had a moral code which they were willing to support to the death. And thus, we could trust them to stay true to their faith which was at the core of their tenants, and we knew they could be bound to keep them.
However, we are lacking in any information that could provide the same degree of security and comfort that the Skyrates will stay true to their word.
If we allow you to retain independant, which is not as preferable as a courtier (and in this dwarves opinion you would be missing out on some of the finest advances your nation could receive at no cost) what can the Skyrates say to us that would make us sure you would keep to your word?"
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fa19bf No.12694
| Rolled 88, 93, 11, 48 = 240 (4d100) |
>>12693
The pirate diplomat listened to the options and looked to seriously consider them. "Well, for one, it's not profitable, nor smart to backstab someone like that. We may be pirates, but we do believe in Honor Among Thieves. Granted, any pirates not associated with us will not be forced to uphold any agreement we come up with period. At the time, so the Council of Captains can further deliberate the ups and downs to joining you, we'd like to form a non-aggression pact, at least for the foreseeable future.
We need to weigh our options against what we'd be giving up. While we do recognize your technology as quite advanced, not all of it would be to our favor, and the parts we would see as such we might feel better served to get them via trade. If nothing else, we can at least promise that Skyrate affiliated scoundrels will leave your towns, tradelines, and so on unmolested, so long as you do not send your forces our way."
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fa19bf No.12695
| Rolled 31, 61 = 92 (2d100) |
>>12668
Name: Rattlehavoc's Company, Courtier of the Order of the Advent
Race: Morphs (Tainted)
Color: Blue with dark purple trim.
Fluff: A small cadre of Tainted Morphs that are led by an old, well-traveled individual that goes by the name of Rattlehavoc. Formerly a splinter group, these Tainted have recently returned to the Council, asking to serve in whatever capacity is needed. They say that they have returned due to unease over the changing political landscape and a desire for security, but in truth their reentry into the Advent is the result of religious worry– that the divergent testaments they follow are inaccurate. They have rejoined the Advent to ease their own doubts and to bring more Tainted into the fold.
Government Type: Meritocracy. Rattlehavoc is the fifth leader of the Band, and leaders are quietly, bloodlessly replaced when they are no longer felt as fit to lead. The exact guidelines for this process, and the process by which the Tainted rise up the social ladder (only by proving that they can greatly benefit the community) are outlined in the Sardonyx Tablet.
Economy Type: Planned. Since their return to the Advent, they have adopted their economic measures to better fit in, leaving behind the more socialist system they had previously used.
Religion: Sardonyxism - The Band strictly adhere to the tenets, laws and religious practices outlined in the Sardonyx Tablet, rumored to have been carved by the First Tainted, whose legendary deeds are responsible for the glowing opinion many morph cultures have of their kind. The Tablet emphasizes a focus on venerating the Tainted that have come and gone, implying that the Tainted are actually closer to what the Morphs are supposed to truly be, and suggesting that the Grimoire Advent was composed entirely of tainted as well. There are several divergences in terms of dictates, holidays and worship practices, but otherwise Sardonyxism is very similar to the Church of Remembrance, and the Band is starting to more closely realign the Sardonyx Tablet's teaching with the Church's own.
Location: Haven, [Fortified Town]
Unique Traits
Military: [Rattlehavoc's Unit], [Swansong's Unit], [Bastille's Unit] [Very Strong]
1. Upgrade the town. Town Upgrades 6/15
2. Begin building a trading post, so that the town may prosper.
Use Wood (Strained) and Iron (Sustainable).
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fa19bf No.12696
| Rolled 53, 16, 64, 35 = 168 (4d100) |
>>12667
http://pastebin.com/bZJwxx9x
1 Mine Expansions 1/3. Odium, Gold, Iron, Flux. The Santareians have considerable knowledge ground workings and should be able miners.
2 Total Crusade 5/12. To bring Dominion into a state of readiness and vigilance that fits a nation being mobilized for war. Let the Crusade's light never fade.
3 Anti-defilement 3/10. Methods to secure the integrity of the flesh and spirit against powers that would warp its natural progression and ascension. To deny defilement.
4 Vilon Phalanx [Epic+][Resilient] Trains more Phalanxes. Train another Vilon Phalanx with the finished product infantry as dictated by Chapter Master's Codex Seraphs.
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fa19bf No.12697
| Rolled 19, 70, 34, 5 = 128 (4d100) |
>>12666
1.trade the sculpted our sturdy Construction for their scaled construction.
2.Continue training the Lich-Priest 6/13
3. Continue work on the ministry of internal security. (Secret police HQ: 9/10)
>4.we need to finish the paper ministry. The Empire will run much smoother with it done. (Construction 2/10) Use 10 currency to hire more private sector construction workers.
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fa19bf No.12698
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fa19bf No.12699
>>World Event: The Iron Bank of Vyriah has opened for business! It has quickly assumed nominal control over the primitive financial systems of the world. Every time a nation is in the negative insofar as currency, it MUST borrow from the Iron Bank at 20%/turn interest unless it has existing financial institutions. Nations may also request a loan from the bank (Vyriah) at a negotiated rate.
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fa19bf No.12701
>>12694
The discussion took many hours, and went long into the night.
The Sky Pirate Lords will swear upon their banners and honors as ship captains to sign an NAP between the nations of Skyrates and the Technocratic Republic.
In exchange for land concessions on Ribwall, the Skyrates pledge to provide the latest iterations of any tech they have, and any new tech they have, directly after they are made (via an Embassy and/or a Trade Route).
The Skyrates will recieve the lands within these borders, not to be touched by the Technocratic Republic. The Necro Imperialis will be informed of these borders, and will be informed about them as well.
The NAP will also account for any of the new and recent false flag attempts, and sudden acts of terrorism by either party will not constitute an immediate break of this pledge, and will allow for the peaceful rectification of such things.
The treaty is prepared and written, and all the Sky Pirates must do is fullfill their end of the bargain and accept.
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fa19bf No.12702
| Rolled 32, 14, 92 = 138 (3d100) |
The dwarfs and the pirates reach an accord. Borders for expansion are drawn, as well as other documents. The pirate ambassador signs the required papers, and swears the appropriate swears. There is work to be done, but he has at least kept the nation soverign for the time being.
There is work to do
1. Start on a Pirate Embassy. May as well have one, if only to function for people looking to hire us out as well as make it so we aren't as threatening.
2. Set up a trade route with Patchwork. They would likely accept our wares.
3. Upgrade our defenses. I want our air patrols to have the best tech we currently have.
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fa19bf No.12703
| Rolled 43, 65, 49 = 157 (3d100) |
>>12702
[Meta] Spend 10 currency on mitigating any possible issues with that second roll.
And stats because I forgot
Name:Skyrates
Race: Assorted
Color: Pink
Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to
strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic
mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over
arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains
represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The
Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any
one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic
enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful
balance they have worked to set up.
To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,
airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their
assorted functions.
Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.
Economy Type: Pirate Free Market
Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.
Location: Ribwall
Population: (25) (1/turn)
Food: (Good)
Raw Currency: (43) (+11/turn)
Legitimacy: (Average)
Culture: (7)
Industry: (12)
Unique Buildings: [1 Pirate Council Hall] [1 DreadDock Super Dock] [1 Black Market Goods Trade Emporium] [1 PYU Pirate Univerity]
Defenses: Aerial Patrols [Average]
Military Units: 4 [SkyGalleon][Very Strong]; 4 [Pirate Marines][Medium]; 1 [SkyCutter][Very Strong+++][Quick]; 3 [Grand SkyCutters][Very Strong++][Bombardx1][Quick]; 3 [Machine Men Marksmen][Strong]
Resources/Quantity: Rum [Sustainable][x2][Market]; Iron [Sustainble][x2]; Copper [Sustainable]; Wood [Sustainable][x3]; Magicite [A Lot]; Oil/Gas [Sustainable]
Magic/Spells: (Aero-Piratical [Average]) (spells: Summon Ghost Pirates [Simple]) (War Magic [Primitive])
Technology: (Iron, Stone, Wood, Copper) Airships; [Average]; Air-War [Good]; Scaled Building [Simple]; Economics
[Primitive]
Trade Routes: Advent[large, +3 Industry, +4 Currency/turn]
Territory: (7)
Bonuses:
1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or
opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes
undefended/non-military, roll 1d10. This does not apply to creatures.)
2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes
traditionally shipboard marines and boarding parties.
Eccentricities:
1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,
disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.
2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.
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fa19bf No.12704
| Rolled 74, 74, 30, 73 = 251 (4d100) |
>>12702
Second correction: The Embassy is towards the Technocracy
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fa19bf No.12705
>>12668
The Immortal Technocratic Republic
Race: Dwarves
Color: Brown
Fluff :
Once, a monarchy of Kings and Nobles of living breathing dwarves, with dreams of building ships, fighting for cause of justice and the Coalition and of the freedom of Oppressed people.
After the massacre of the 2nd Coalition War which ended in a stalemate, underwent an even greater and darker revolution than the capitalist surge that came before it, and twisted into the new Immortal Technocratic Republic. One nation in eternal unlife with the goal of power in mind.
Government Type: Military-Technocratic Oligarchy
Economy Type: Capitalism
Religion: The Dreaming Forge God. The Dwarves believe that the reason the world floats through the sky, is that a great god of forgework is alseep and dreaming of islands flying through the sky. We dwarves are in the image of the forge god, and are the ones to construct the designs and inventions he dreams up with.
Location: Orgul Major
Population: (22.6) (1/turn)
Food: (Excellent)
Raw Currency: (53) Income: (10/turn) Expenses: (Martial Law: set Income to 1) (Special; -5 currency/turn, 4 turns)
Legitimacy: [Martial Law][Chaotic]
Culture: (12)
Industry: (27)
Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge], Santerian Black Ziggurat, Large Santarian Academy, Embassy [Necro Imperialis]
Defenses: (Stone Traps, Good), Nightcrag Tunnel Defenses [Elaborate, Segmented]
Military Units:
1 Eastwinds .Co Destroyer [Very Strong]
1 Dwarven Frigates (damaged)
1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]
>0 Royal Navy Destroyer's
>Mobilized Forces on the Field
[New Santoria]
8 Mobilized Combat Clockworks Groups [Very Strong][Resist]
7 Mobilized Destroyer-Airships [Very Strong]
[New Machina]
10 Mobilized Combat Clockworks Groups [Very Strong][Resist]
5 Mobilized Destroyer-Airships [Very Strong]
>Mobilized Forces at home
23 Mobilized Combat Clockworks Groups [Very Strong][Resist]
Resources/Quantity:
>Home
Iron [Shortfall], Copper [Shortfall], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable]
>Colonies
[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]
[New Santoria] [Fortress; Damaged] (Iron [x1]; Copper [x1]; Stone [x1]; Flux [x1]; Raw magic [trace]
[New Machina] [Fortress; Damaged] Odd Scroll[Single], Silver [Unmined]; Dark Iron, Rubicite [Some]; 1x Iron, Wood, Copper; Ioun [Some]; Gems [Lots]
>Market Gifts:
Steel [Average]; Coal [rationing]
Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good]) (Mass Raise Undead [Very Simple])
Technology:
>Resource Tech
(Copper, Iron, Stone, Steel) [Steel Mill Blueprints]
>Economy
Bureaucracy [Primitive]
Rationalization [Average]
Standardization [Average]
Steam [Simple]
Clockwork Fabrication [Simple]
Dwarf-Clockwork Integration [Very Simple]
Recycling [Average]
Tooling [Very Simple]
>Military
[Airships, Basic
[Aerial Warfare, Simple]
[Civil Defense, Primitive]
Total Mobilization [Simple]
Mobilization [Average]
Large Scale Construction [Very Simple]
Bombardment [Very Simple]
Command Crowns [Some]
Combat Clockworks [Simple]
Salvage [Simple]
Tooling [Very Simple]
Holy Weapons [Simple]
>Other
Undead-Living Diplomacy [Simple]
Territory: (27)
Bonuses:
1. Aerial Fabricators: Sky Dwarves are keen on airship construction, and gain a bonus to rolls to construct airships or other large aerial constructions (+15).
2. Industrial: Sky Dwarves are keen on industry. For every industrial point gained, add half a point.
Eccentricities: (generated by GM)
3. Undead
1. Captains of Industry – Every other turn, see what the capitalists are up to. Roll 1d100.
Mobilized: 120% [Semi-Stable]
mobilization status: 5 turn.
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fa19bf No.12706
| Rolled 10, 95, 32, 24 = 161 (4d100) |
1. The Wars are over! The Republic Immortal forever! Maybe the announcement of the great victory can restore peoples faith in the government, and to be honest we are very war weary. Peace will be good for the people.
However, we WILL need to shift some of the clockworkmen into standing units, to garrison our newly gained territories. Just clockworks enough to hold [New Machina] will suffice, but with the recent Bohemian issue, as many as possible are to be converted to standing units in [New Santoria]
2. With peace at long last restored, the efforts of securing and stabilizing our new nation must take place. A 6 step plan is already being drawn up.
I. Repairing and securing of our new territories
II. Maximizing our Action Potential via Bureacratic advances
III. Maximizing our Mining output and resource stocks
IV. Optimizing our economy to be extremely profitable via a supremacy of natural, state owned resources
VI. Advancing our technological potential.
As such, Immediate repairs are made to the colonies of [New Santoria] and [New Machina], with governorial estates being built, and authoritative and salutory measures being implemented. Clockworks spread out, putting down their guns and picking up hammers and shovels and debris.
3. We shall use our ships to assist the Morphs in the construction of a friendly city AND capital where the old, now defunct Coalition Research Station is. Now that Morgaz build his fantastic device, it is obsolete.
The Morphs will be much closer and trade and diplomacy will be easier!
4. The Capitalists are sure to be pleased that we are at long last at peace and returning to profits, now that we have significant territories and sources of additional resources.
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fa19bf No.12707
>>12706
Once again, spend 15 Gold this time to mitigate action 1. We really need to find ways of placating the populace besides killing them, this is not good.
Spend it on veterans benefits and payments of warbonds to our people and give them every reason to go home with new boons.
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fa19bf No.12708
| Rolled 10, 7 = 17 (2d10) |
>>12698
>>12697
Forgot to Roll bombardment.
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fa19bf No.12709
Name: Angle Confederation
Race: Primarily human (Living)
Color: Pink A on Black
Fluff: The Angle Confederation was founded by a group of merchant crews turned smugglers and later, pirates. Seeking a life with less of the more troublesome decrees of those that would call themselves the masters of others, the Confederation vanished into the wilderness. In time, the Confederation was forced to turn to smuggling and piracy for hire to survive, though they often produce a healthy variety of alcoholic brews that are almost a form of defacto currency. The Confederation is highly dependent upon outside sources for technology to keep their air ships in working order, and is often forced to improvise during military situations.
Elves are often considered to be the main foe of the Angle Confederation, as most view them as stuck up Imperialists that seek to enslave their kin, though a small number of elves have come to live among the Confederation. Most are eventually broken of their superior attitude by a seemingly coordinated series of pranks or quickly say a number of rude things as they leave.
Best described by outsiders as 'a bunch of drunken smugglers, pirates, farmers and moonshiners', the Confederation still holds to a rough code of internal and external conduct. One must serve the Confederation to earn the right to vote or own land. One must own land to seek office in the Republic.
Government Type: Militaristic Confederate Republic.
Economy Type: Semi-cooperative Free Market. Food is often shared, but most barter services in return.
Religion: The Angle Confederation often recognizes the Four Winds as dieties, but above them worships a great bird (exact bird is a matter of a number of honor duels) known as Maliel the Wise. She is said to have been a source of wisdom and knowledge to the first Captain of the Angle Confederation. A number of lesser superstitions are known to exist among different families.
Location: Orgul
[Courtier of Necro Imperialis]
Necro's Stats: https://docs.google.com/document/d/1BCa5hJHfN0I9_XSkYqusYJRgRoBED49vqmVuqBKgFRA/edit
Angle-specific Things:
>>Population: 10.2 (+1.2/turn)
>>Unique Buildings
Oakwell, Orgul [Town][Lightly Fortified]
Azazis Town, Orgul Major [Town]
Night Reach, Ribwall [Town]
[Trade Port] (in Necro Capitol)
>>Military
+ Confederate Irregulars [Very Strong]
>>Technology
Urban Pacification [Primitive]
>>Ribwall Expeditionary Force [At Roboczyl, Holding]
+ 2 Confederate Irregulars [Very Strong]
>>Bonuses
1. Piratical: Every time you destroy enemy units or units generally, roll a d100 to see what kind of things you pull from their stupid corpses. [This occurs once following combat and works on NPCs.]
1.
Continue our expansion around the town of Night Reach.
[Expansion 5/10]
2.
Dark rumors of war potentially brewing between the Technocracy and our Necro Imperialis lieges prompts a recruitment drive! Who will volunteer to defend our people and the Necro Imperialis that has granted us lands to live upon?
[Units!]
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fa19bf No.12710
| Rolled 9, 95 = 104 (2d100) |
>>12709
And now with dice
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fa19bf No.12711
>>12699
>>Another message announced to all. A rule of the Iron Bank about acquired debts. It reads as so:
If a nation or other political entity acquires a debt with the Iron Bank and the entity is no longer able to pay due to destruction, or general ceasing to exist in the same form, the debt will not be waved. If conquered the conquering party will inherit the debt. If the party is turned into a courtier the debt stays with the party, which will then include the conquering nation. If the party is lost due to natural disaster or monster horde but the party can rebuild interest shall not accumulate until a period of five years after reconstruction efforts begin. Changes in regimes will inherit the debts of the old regime.
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fa19bf No.12712
>>12671
[Sculpted]
>>You gain Sturdy Construction from Necro Imperialis. This translates as Sturdy Construction: Simple.
1. You traded scaled construction to Necro Imperialis.
2. Your work on Hekatonkheires continues. He's looking quite sharp, frankly, and is nearly done. Hekatonkheires 14/20)
3. You move your units toward the nearest fort. You will engage in combat next turn. [minor disadvantage from roll]
Units:
1 Aluminum\Granite Gryphon, Epic+, Elem.Resist, Flying, 2 currency upkeep or metal stock
1 Kali, +1 Culture, [Epic++++][Large][Slow][Mage]
44 Mobilized Multipurpose Sculpted Squads [Very Strong][Resist]
>>12673
[Suniria]
1. The tournament lingers. These warriors are garbage! THIS IS AN OUTRAGE! OUTRAGE! Sigh. (2/3)(+1 currency/turn)(-1 currency)
2.The forge is effectively done. The nightmare is over! (Add unique building, player's name choice](+3 industry](set Metallurgy to: Good)
3. The shaman is baffled by the equipment. This causes an argument with other shamans and it quickly degenerates into a fight over honor. Our society is glorious. (-2 currency)
>>12679
[Vyriah]
1&2. You begin firing and manage to rake the hordes with a sustained and impressive barrage of fire. The hordes are dispersed and weakened; your units gain a good deal of experience in the matter. (Add technology: Air-Ground War [Very Simple](set: Bombardment to Average)
3. You start work on the missiles. They will be good against other airships, you suspect, but also against pretty much anything else. (Research 2/10)
>>12682
[Starkegian]
1+2.) You your version of “Clown Wars” hits the market. It makes a good deal of money and people around the nation are playing it, surprisingly. The first ruleset still has some problems, though. (+3 currency/turn)(add technology: Infantry Tactics [Very Simple])
1+2.) You finish the refinery. It should help you with metallurgy, generally. (consolidate all metal-alteration technology to Metallurgy [Good])(+1 industry)
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fa19bf No.12713
>>12685
[Elemental Chaos]
1/2 – Your elementals arrive at the ritual site. They have begun to dig it up, but it's slow. (4/15)
3. You manage to increase the speed of the titan. Whew. [(Remove tag [Slow]) from Titan.]
>>12686
[Kaldor]
>>Set mobilization status: 5 turns. Your mobilization is halted.
1. Your mobilization halts.
2. You equip most of your forces with the guns. You're probably going to need gems to fuel the things, though. (add technology: Reorganization [Primitive])
3. You attack the northern flank of the trolls. It's slow going and they are quite numerous in your area; you are being supported by aerial bombardment from Vyriah and Necro Imperialis. You also move your units generally:
2 [Wurmrider Squad] Very Strong++++
[Deathgaze]* Very Strong, Clever
Verana, Priestess of Galgoroth [Epic]
2 Kaldorian Infantry Formations [Very Strong]
20 Kaldorian Admixture Formations [Very Strong]
>>Troops on the march with the Technocratic Republic
1 Leonan Warrior [Very Strong]
2 Huntmasters [Very Strong]
1 Kaldorian Priestesses [Very Strong+++]
3 Kaldorian Admixture Formations [Very Strong]
3 Skyships (As transport)
>>Troops remaining in Mare
1 Kaldorian Infantry Formations [Very Strong]
1 Huntmaster [Very Stron]
>>Troops remaining at the Capitol
1 Kaldorian Admixture Formations [Very Strong]
3 Juvenile Rocs [Very Strong++]
>>12689
[Morph]
1. The project efforts stall. There's been some recent disputes over basic mathematical assumptions. Ugh. However, some progress is made thanks to bribes. Huh? (7/15)
2. You start working on some way to absorb or ingest magic. It's going to need some fancy material like odium, you suspect. It's also kinda complicated… (Magic-Leech 5/15)
3. You sent the tech: [Electricity, Primitive] to [The Immortal Technocratic Republic]
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fa19bf No.12714
>>12692
[Patchwork]
>>Resources from expansion: Strange crystalline “ooze” [Trace]; Dark Iron [unmined]
>>Your excavation crews can't touch the ooze. It seems to kill them by turning them into weird shapes… (lose .3 pop)
1) THE FOUNDATION IS POURED WRONG. DAMMIT. Work slows. (8/15) (-10 gold)
2) Research on bureaucracy halts because nobody could fill out the form to get more funding insofar as research. Nothing bad happens, thankfully, however. (-10 gold)
3) You merged the goblins into an odd crew It specializes in sketchy activity, strange antics, and generally odd behavior. (consolidate all goblins into: “The G-Crew” [Epic++][Infiltrate][Sapper])
>>12695
[Rattlehavoc]
1. The town upgrades move forward. Pretty soon you'll have a city! (9/15)
2. You build a basic trading post. It adds to your currency incoming, generally. (+2 currency/turn)
>>12696
[Dominion]
1. The expansion continues. The odium deposit in particular has been a problem, but it seems to be coming along. (Mines 2/3)(Add technology: Deep Mining [Primitive)
2. There are some last minute efforts after the ethics committee of the local university protests the research. You can't believe this; don't these people realize the danger? Awful.
3. The progress on defilement is almost completed. The necromancers are having a hard time with tampering. (9/10)
4. You start working on additional phalanxes, but it's coming along slowly. There's just a shortfall of very good recruits recently. (1/2)
>>12697
[Necro]
>>You gained Scaled Construction from sculpted. This translates into: Scaled Construction [Simple]
1.Rrade the sculpted our sturdy Construction for their scaled construction.
2. The lich-priest is done. He's pretty powerful and knows his doctrines of Pezar really pretty well, honestly. (Add unit player named lich-priest [Epic+][Mage][Resilient])
3. The secret police HQ is done. You feel safer already! Yay! (set technology: The Total State [Simple]; Secret Police [Less Simple])
4. The construction move forward. Sort of. You throw money at it and the private sector is only partially less idiotic.. (3/10)(-10 currency)
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fa19bf No.12715
>>12702
[Skyrates]
1. You built the embassy. (Add unique building Technocracy [Embassy])
2. You set up a trade route with the patchwork. It's kinda small, even with bribes. Meh. (Add trade route: Patchwork [Small; +2 currency/turn](-10 currency)
3. You work on the air patrols. (Defenses 5/6)
>>12706
[Technocracy]
>>You gain [Electricity, Primitive] from Advent. This translates perfectly, as it is primtive.
1. You attempt to bribe the population, as the usual efforts do little to calm them down. You manage to avoid another 'incident' thankfully. (-15 currency)
2. You start the repairs and they complete in good order. (Reset status: New Santoria] and [New Machina])
3. You begin converting the facility to a town. (4/10)
4. The capitalists are never pleased. With the war over, there's a massive glut in the arms market and several factories close. (lose 1 industry)
>>12709
[Angles]
1.The expansion halts after a few of the expeditions overshoot and fall off the island. Really? God dammit. (lose .2 pop)
2. You draft a variety of units; they're actually very good and it's gone swimmingly. Your army commander seems ecstatic, so much so that he was smiling today during his morning grog. Right. (Add 3 (player named units)[Very Strong])
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fa19bf No.12716
>>World Event – The Bohemian Horde: The horde continues to make itself a nuisance. It is now stealing even more things, blantly, and has caused many fires through poor fire procedures and bad planning. They also litter everywhere. They're just so annoying! Also they smell. (Technocracy: lose 5 currency, 1 population; Sculpted: Lose 5 currency, 1 population)
>>World Event – The Freak-Trolls: The swarms of freak trolls have been beaten back, and now are vastly reduced. It's not clear if all of them are dead, but there are indeed large amounts of burnt corpses to attest to the combined efforts of four nations.
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fa19bf No.12717
>>12714
[Necro Correction]
1. Was completed.
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fa19bf No.12718
>>12715
The Immortal Technocratic Republic
Race: Dwarves
Color: Brown
Fluff :
Once, a monarchy of Kings and Nobles of living breathing dwarves, with dreams of building ships, fighting for cause of justice and the Coalition and of the freedom of Oppressed people.
After the massacre of the 2nd Coalition War which ended in a stalemate, underwent an even greater and darker revolution than the capitalist surge that came before it, and twisted into the new Immortal Technocratic Republic. One nation in eternal unlife with the goal of power in mind.
Government Type: Military-Technocratic Oligarchy
Economy Type: Capitalism
Religion: The Dreaming Forge God. The Dwarves believe that the reason the world floats through the sky, is that a great god of forgework is alseep and dreaming of islands flying through the sky. We dwarves are in the image of the forge god, and are the ones to construct the designs and inventions he dreams up with.
Location: Orgul Major
Population: (22.6) (1/turn)
Food: (Excellent)
Raw Currency: (34) Income: (10/turn) Expenses: (Martial Law: set Income to 1) (Special; -5 currency/turn, 3 turns)
Legitimacy: [Martial Law][Chaotic]
Culture: (12)
Industry: (27)
Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge], Santerian Black Ziggurat, Large Santarian Academy, Embassy [Necro Imperialis]
Defenses: (Stone Traps, Good), Nightcrag Tunnel Defenses [Elaborate, Segmented]
Military Units:
1 Eastwinds .Co Destroyer [Very Strong]
1 Dwarven Frigates (damaged)
1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]
>0 Royal Navy Destroyer's
>Mobilized Forces on the Field
[New Santoria]
8 Mobilized Combat Clockworks Groups [Very Strong][Resist]
7 Mobilized Destroyer-Airships [Very Strong]
[New Machina]
10 Mobilized Combat Clockworks Groups [Very Strong][Resist]
5 Mobilized Destroyer-Airships [Very Strong]
>Mobilized Forces at home
23 Mobilized Combat Clockworks Groups [Very Strong][Resist]
Resources/Quantity:
>Home
Iron [Shortfall], Copper [Shortfall], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable]
>Colonies
[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]
[New Santoria] [Fortress] (Iron [x1]; Copper [x1]; Stone [x1]; Flux [x1]; Raw magic [trace]
[New Machina] [Fortress] Odd Scroll[Single], Silver [Unmined]; Dark Iron, Rubicite [Some]; 1x Iron, Wood, Copper; Ioun [Some]; Gems [Lots]
>Market Gifts:
Steel [Average]; Coal [rationing]
Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good]) (Mass Raise Undead [Very Simple])
Technology:
>Resource Tech
(Copper, Iron, Stone, Steel) [Steel Mill Blueprints]
>Economy
Bureaucracy [Primitive]
Rationalization [Average]
Standardization [Average]
Steam [Simple]
Clockwork Fabrication [Simple]
Dwarf-Clockwork Integration [Very Simple]
Recycling [Average]
Tooling [Very Simple]
Electricity [Primitive]
>Military
[Airships, Basic]
[Aerial Warfare, Simple]
[Civil Defense, Primitive]
Total Mobilization [Simple]
Mobilization [Average]
Large Scale Construction [Very Simple]
Bombardment [Very Simple]
Command Crowns [Some]
Combat Clockworks [Simple]
Salvage [Simple]
Tooling [Very Simple]
Holy Weapons [Simple]
Logistics 3/6
>Other
Undead-Living Diplomacy [Simple]
Territory: (26)
Bonuses:
1. Aerial Fabricators: Sky Dwarves are keen on airship construction, and gain a bonus to rolls to construct airships or other large aerial constructions (+15).
2. Industrial: Sky Dwarves are keen on industry. For every industrial point gained, add half a point.
Eccentricities: (generated by GM)
3. Undead
1. Captains of Industry – Every other turn, see what the capitalists are up to. Roll 1d100.
Mobilized: 120% [Semi-Stable]
mobilization status: 5 turn.
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fa19bf No.12719
| Rolled 4, 76, 96 = 176 (3d100) |
1. Before combat starts Kali prepares to cast a large earthquake spell to disrupt the Fort and its defenses.
Kali reaches into the Earth with her two lowest arms. She closes her two eyes and feels the steady beat of the Earth Mother beneath her feet. Her third eye glares at the fortress before them.
She can feel Gaia tremble at the touch of her magic. And the ground begins to shiver and shake. Even a kilometer away the Sculpted can see dust begin to rise from the fortresses walls as Kali bends her will to the Earth.
The Earth begins to roar.
2. Hekatonkheires (14/20)
3. Using our new understanding of both scrying magic and earth magic we begin to increase our mining efforts across the nation in order to relieve some of the strain on our current resources. Our first efforts of course should be to release the strain on our iron supplies.
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fa19bf No.12720
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fa19bf No.12721
| Rolled 57, 77, 29 = 163 (3d100) |
[Morph][Order of the Advent]
http://pastebin.com/wGkYEbjx
Population: (26.1) (1.4/turn)
Food: (Very Stable)
Raw Currency: (19) (+18/turn)
Legitimacy: (Very Stable)
Culture: 5
Industry: 6
Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town];[Northpoint Fortress][Fortress];[First National Port of Ethos][Port];[Haven][Fortified Town]
Defenses: Wooden Walls [Simple]
Military Units: [Vincent][Very Strong+][Flight]; 2 [Meli, Dez][Very Strong]; 6 [Xenon, Tinsel, Cain, Regent, Lem, Fitzgerald][Medium]
Resources/Quantity: Copper [Sustainable]; Gems [Sustainable]; Iron [Sustainable]; Wood [Strained]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x2]; Silver [Sustainable]
Magic/Spells: [Morph Pluralist: Average] (spells: Arche's Fist [Simple])
Technology: [Steel];[Metallurgy, Good];[Diplomacy, Average];[Communication, Simple];[Electricity, Primitive];[Walkers, Simple];[Mechanized Warfare, Primitive];[Coinage, Good];[Sealed Construction, Primitive];[CMBatteries, Simple]
Trade Routes: [none]
Territory: (4)
Bonuses:
1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.
2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.
Eccentricities:
1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)
—–
[Progress]
-Projection Theory (7/15)
-Magic Leech (5/15)
-Facility to Town (4/10)
—–
1. We have now touched down on Curlo's Chain, and what a marvelous place it is. The island we not place ourselves upon hosts a large facility that was once implemented to be used for research. While it seems its purpose was never achieved, it is still plenty of room for morphs to be moved to. The large meeting halls and labs will assist in forwarding research to no end. An attempt to convert the facility is put into effect, and the project has already been spearheaded by the Technocracy. [Convert Facility to Town] (4/10)
2. Projection theory continues to be developed. These anti air defenses become critical as we attempt to move to a collection of floating islands (Curlo's Chain). The project is nearing completion, and the clear framework for such devices has become clearly outlined. The remaining portion of the project is implementation. [Projection Theory] (7/15)
3. A direct study is begun on how to improve Walker tech. It is critical that we forward the tech a little more before attempting the first model of Peacekeeper MK I. Large sums of advancement have been made, but we can forward our tech to new heights. [Upgrade [Walkers, Simple]]
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fa19bf No.12722
>>12719
[[Meta: I will need you to declare tactics and roll dice for combat.]]
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fa19bf No.12723
| Rolled 66 (1d100) |
>>12718
1. "So how do we deal with them?"
"What the people? We can always just pay them."
"No you dolt. The Bohemians."
"Oh"
"Freeloading thieves en masse, a walking blob of pure productive apathy, industrious lethargy, and parasitic animosity to our cause."
"These people are too independent to care about anything. Whatever food and supplies they don't have, they just steal."
"If there was something we had that we could use to lure in all those potential workers eh? Something we could monetize and monopolize."
"Guys. . .listen to this report. I think we might have EXACTLY what we need."
—-
The subsidization of farms and mandatory quota's persisted well beyond the fall of the nobles and even into the age where no dwarvs actually ate anything. Food would be stockpiled, and sold on the market or otherwise stored on "just in case we suddenly need it" basis.
And it happened upon one day, that a dwarven lich pondered on the effects of Necromancy specifically applied to plants. Allowing them to grow and thrive even whilst withering and dying. The efforts while giving some interesting empirical insights into plant life, provided little fruit as it were on anything practical.
That is, until one day that same lich walked into his laboratory to discover a moving, thriving black mass of fur and feathers in his laboratory. Upon closer inspection, he was surprised to find it was a solid blob of living rats and living birds all writhing and flopping around a certain species of undead plant, having consume it. Further observation revealed the rats and birds would go on a frantic, almost fanatical search for yet more of it.
It would seem that this particular species of flower native to the Dwarven Underground, Ucylias Juryptus, when allowed to perish and be raised to grow again via necromancy, had specific properties in its chemical structure that, while otherwise benign and noneffective towards the undead, created some sort of intense pleasurable sensation and ecstasy among living creatures.
Further research would go into this potentially useful effect. And the smell of opportunity certainly is felt by capitalists, especially those wondering how they might ensare the Bohemians into servitude A drug based on the plant is already being produced, and eventually earns a nickname as "Uncle Johnny".
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fa19bf No.12724
| Rolled 4, 6, 3, 10, 3, 9, 7, 1, 1, 7, 7, 8, 5, 4, 1, 9, 10, 5, 8, 7, 5, 10, 1, 10, 9, 9, 8, 8, 10, 10, 6, 4, 6, 8, 4, 8, 7, 1, 8, 7, 8, 5, 5, 2, 9, 5 = 288 (46d10) |
Tactics : We are incredibly vulnerable to both air attacks and bombardment on our approach to the Fort.
There are two ways to minimize this danger, First we will use our earth magic to create deep trenches in the earth, literally giving us passageways for our mobilized units to reach the walls while minimizing the damage they will receive from aerial attacks. Once at the walls we will use the same magic to tunnel under them to breach the forts interior.
Secondly. Kick up as much dirt and dust into the air as possible, ruining lines of sight of our enemies.
Kali and assigned fire teams will cover advancing squads from aerial attacks, using petrifying magic and the tactics we devised for Air-Ground warfare to drop dragons from the sky and shatter against the unforgiving earth.
Finally our sole Gryphon will engage and keep Morgaz occupied should he take the field. Otherwise she will engage any units he can without getting bogged down.
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fa19bf No.12725
| Rolled 48, 12 = 60 (2d100) |
>>12723
2. We need to demobilize. But we also need to garrison our colonies.
Rather than spend additional upkeep to jurry rig and convert units (which to be honest wouldn't be very efficient), it was decided to use our fine recycling techniques to scrap the inferior mobilized units, and create them into proper standing Clockwork units.
3. We MUST make it a point to our people that business as usual is the best for of business as is, and to reap the spoils of war. We greatly need to assert better control over and improve the status our colonies if we are ever to increase our action potential (and the number of actions a turn).
Efforts to increase our primitive bureaucracy and colonization efforts will serve this purpose.
We must shift the production market away from weapons for now, and towards expansion and securement of our territories. Bureaucrats will focus on detailing the advertisement and sale of cheap land and housing with lowered tax rates in our new colonies, and shifting industrial efforts towards peace time production of railroads, housing, and civilian clockworkmen.
Demobilized clockworkmen will be stripped of weapons and sold as cheap house hands, to help those individuals who are seeking to settle a new life in the colonies. The bulk of demobilized clockworkmen will be scrapped into steel we can use.
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fa19bf No.12726
>>12725
Spend 10 gold to mitigate action 3
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fa19bf No.12727
>>12724
Unit list :
1 Aluminum\Granite Gryphon, Epic+, Elem.Resist, Flying, 2 currency upkeep or metal stock
1 Kali, +1 Culture, [Epic++++][Large][Slow][Mage]
44 Mobilized Multipurpose Sculpted Squads [Very Strong][Resist]
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fa19bf No.12728
| Rolled 22, 54, 6 = 82 (3d100) |
>>12712
Name: Vyriah
Race (Determines bonuses): Gnome
Color: (Determined map color): Blue
Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?
Government Type (Determines some stats): Merchant Republic
Economy Type (Determines some stats): Free Market
Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.
Location: The Open Sky
Population: (29.8) (1.1/turn)
Food: (Very Stable)
Raw Currency: (26) (35/turn)
Legitimacy: (Stable)
Culture: (11)
Industry: (25)
Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz], [Foundry Platform], [Factory Platform], [The Iron Bank of Vyriah]
Defenses: Tower Network [Very Large]
Military Units: 3 Vyriah'n Airships [Strong]; 1 Vyriah'n Guard Platoons [Medium], Vyrian Mad Scientist Cohort [Very Strong+][Clever], 2 Storm Guard Platoons [Epic+][Resist], 1 Stromtide Class Battleship "DMV Imperator"[Epic][x8][Bombard][4x][Resilient]
Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [Sustainable][Market], Steel [Sustainable], Darksteel [A little]
Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])
Technology: (Stone, Wood, Gems) Aerial Warfare [Basic], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Average], Advanced Hulls [Average], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Good], Counter-Espionage [Simple], Morgazian Air-War [Average], Civil Defense [Primitive], Magi-Storm Omni-Cannons [Average], Rationalization [Average], Standardization [Average], Magi-Storm Effect Weaponry [Very Simple], Bureaucracy [Primitive], Bombardment [Average], Metallurgy [Good], Scaled Construction [Simple], Trading [Simple], Economics [Average], Air-Ground War [Very Simple]
Trade route: Air Dwarves [Medium; +3 industry / +3/currency/turn] Dominion [Mediocre; +1 industry; +3 currency/turn] Patchwork Republic. [Medium; +1 industry / +4/currency/turn; +.1/pop/turn], Morgaz [Massive; +4 industry; +4 currency/turn]
Territory: (1)
Bonuses:
1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but trade may be impacted.
2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.
Eccentricities:
1. Everyone Hates Gnomes: Gnomes are physically weak in combat, and are easily kicked, punched, or abused. All of your combat rolls in melee suffer a -1 penalty.
1. Test is done, bring the ships home.
2. Set up a trade route with the necros.
3. Continue the Stratos Missile. Spend 50 gold to buy the the scientists shiny toys to help. 2/10
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fa19bf No.12729
| Rolled 31, 4, 70 = 105 (3d100) |
>>12712
Name: Kingdom of Suniria
Race (Determines bonuses): Humans
Color: (Determined map color): Orange
Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.
Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"
Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.
Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.
Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.
Location:Gul
Population: (16.6) (+1.2/turn)
Food: Good
Raw Currency: (12) (+5/turn)
Legitimacy: Good
Culture: (7)
Industry: (8)
Unique Buildings: Hall of the Kings; Great Forge(+3 Industry)
Defenses: Stone Walls [Large]
Military Units: 5 [Sunniri Swordsmen][very strong]; 2 unit [Sunniri Berserkers][Very Strong][Raging]; 2 [Sunniri Shield Maidens][Strong])
Resources/Quantity: Stone [Sustainable]; Copper [Sustainable]; Iron [Sustainable]; Steel [Sustainable]; Dark Iron [Unmined};Feywood [Sustainable]; Old Equipment [Some];
Magic/Spells: (The Way of Granix) (spells: Strengthen Unit)( Amplified Jump [Very Simple])
Technology: Metallurgy [Good]; Professional Armies [Simple]; Drill [Simple]; Equipment [Simple]
Trade Routes: [none initially]
Territory: (7)
Tournament(2/3)
Bonuses:
1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).
2. This You Can Trust: You may reroll unit recruitment once if it below 50.
Eccentricities:
1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.
1. Finish this farce of a tournament, the gods, our ancestors and Granix look down upon us, all because our warriors cannot fight! This is SHAMEFUL! We will make sure when this is over they will have something to look forward too! Make it a celebration, spend 10 currency on this. (2/3)
+7 Culture
2.Have the Shaman and wise men Identify the equipment. Correctly this time. It had better get down or all their beards will be shaved off, with a tin knife.
3.Mine the Dark Iron, with the Great forge finally built we can now use it to make weapons and armor.
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fa19bf No.12730
| Rolled 68, 98, 84 = 250 (3d100) |
>>12714
>FluffnStuff: >>10350
Population: 42.3 (1.9/turn)
Raw Currency: 108 (19/turn)
Legitimacy: Good
Culture: (8)
Industry: (10)
Unique Buildings:
>Patchwork City: [Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]
>New Patchwork (8/15)
Defenses: (Tower/Wall Defense Network (Large)
Professional Military: 6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic++)[Armored], Patchwork Republican Guard (Epicx8)[Brave], 3 Air Mages (Medium), The G-Crew (Epic++)[Infiltrate][Sapper]
Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, Sustainable x3] [Steel, Sustainable] [Magicite, Unmined] [Iron, Unmined] [Strange Ooze, Trace] [Dark Iron, Unmined]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive] [Diplomacy, Simple] [Standardization, Primitive] [Rationalization, Simple] [Coinage, Simple] Unit Upgrade [Improvised] Economics [Primitive] [Equipment 4/8] [Infantry Tactics, Very Simple] [Metallurgy, Good]
Territories: (30)
1) Continue construction of New Patchwork. (10 Gold)
2) Restart our bureaucratic research (10 gold)
3) Recruit more shady types into the G-Crew. (Pluralism)
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fa19bf No.12731
| Rolled 37, 97 = 134 (2d100) |
>>12714
Name: Rattlehavoc's Company, Courtier of the Order of the Advent
Race: Morphs (Tainted)
Color: Blue with dark purple trim.
Fluff: A small cadre of Tainted Morphs that are led by an old, well-traveled individual that goes by the name of Rattlehavoc. Formerly a splinter group, these Tainted have recently returned to the Council, asking to serve in whatever capacity is needed. They say that they have returned due to unease over the changing political landscape and a desire for security, but in truth their reentry into the Advent is the result of religious worry– that the divergent testaments they follow are inaccurate. They have rejoined the Advent to ease their own doubts and to bring more Tainted into the fold.
Government Type: Meritocracy. Rattlehavoc is the fifth leader of the Band, and leaders are quietly, bloodlessly replaced when they are no longer felt as fit to lead. The exact guidelines for this process, and the process by which the Tainted rise up the social ladder (only by proving that they can greatly benefit the community) are outlined in the Sardonyx Tablet.
Economy Type: Planned. Since their return to the Advent, they have adopted their economic measures to better fit in, leaving behind the more socialist system they had previously used.
Religion: Sardonyxism - The Band strictly adhere to the tenets, laws and religious practices outlined in the Sardonyx Tablet, rumored to have been carved by the First Tainted, whose legendary deeds are responsible for the glowing opinion many morph cultures have of their kind. The Tablet emphasizes a focus on venerating the Tainted that have come and gone, implying that the Tainted are actually closer to what the Morphs are supposed to truly be, and suggesting that the Grimoire Advent was composed entirely of tainted as well. There are several divergences in terms of dictates, holidays and worship practices, but otherwise Sardonyxism is very similar to the Church of Remembrance, and the Band is starting to more closely realign the Sardonyx Tablet's teaching with the Church's own.
Location: Haven, [Fortified Town]
Unique Traits
Military: [Rattlehavoc's Unit], [Swansong's Unit], [Bastille's Unit] [Very Strong]
Buildings: Basic Trading Post: +2 Currency/turn for lord nation.
1.Upgrades. 9/15.
2. Expand to the east– perhaps there may be timber or other gatherable materials there. Either way, it can't hurt to claim the land before those goblins get around to it.
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fa19bf No.12732
Name: Plains Fairy Kingdom of Flowers in the Sky
Race (Determines bonuses): Fey - 80% Sunflower Fairies, 20% Leprechaun. Sunflower fairies are an all-female race of humanoid fey resembling usually young to teenaged humans of fair skin with somewhat nonstandard hair color (blue and purple being common, followed by more mundane colours such as red and brown) with an intricate set of vaguely butterfly-like wings and the need to constantly grasp the plant that gives them their namesake, seldom standing taller than three feet in height, with the exception of great fairies, who appear as adult humanoids that stand the lower ends of five feet. Leprechauns, on the other hand, are a seemingly all-male breed of fey whose appearance ranges from young to older adults (in rare cases appearing elderly), lacking wings and standing at a similar short height, appearing similar to a gnome in appearance with a stout build. Sunflower fairies appear to grow be sickly when deprived of sun or moonlight for more than a few hours, while their brothers by contrast seem to be at home building great vaults in the earth to store their belongings. Pure iron is highly caustic to all varieties of fey.
Color: (Determined map color): Cyan with a gold border; main city is symbolized by a flower.
Fluff (Determines bonuses):
A specific type of elemental avatar, the fairies are a simplistic type of fey creature whose purpose is to maintain a particular facet of nature to the best of their abilities: be it planting flowers, starting forest fires, or spreading snow to points that might have been missed by the winter; in harmony, they make sure the cycles of nature continue uninhibited, even in the midst of magical tampering and other unnatural anomalies. For the longest time, the fairies of the plains land east of Fellscape spent their time without structure, playing around the sunflower fields from which they were projected with little care for their greater purpose: those that attempted to explore outward would usually find themselves spurned by the unnatural aura of the area, eaten by the fauna, or otherwise lost, only to be replaced as the fields produced a new fairies to take their place, a cycle which would continue for eons as the area remained undisturbed by outsiders.
This would all change at the end of a rainy day some weeks ago, when the curious fairies observed a series of vibrant rainbows striking down into their fields: though common knowledge proclaims that rainbows do not have a definite end, being optical illusions, the sunflower fairies were determined to scour the first new thing they had come across in memorized history, and eventually located what was at their ends: other type of fairies, unlike any other fey they had known before. Ruddy, red-coated creatures with funny suits and accents, and above all else, a lust for gold, who each had a cauldron of gold which the guarded heavily.
At first weary, the leprechauns than became confused at the mannerisms of their foreign cousins, who cared not for money and in essence possessed very little aside from the clothes of their backs. With nowhere else to go among the otherwise tainted lands, they decided to band together and carve a home from the insides of the hills, bellow the sunflower fields and in great halls from which they kept their precious currency.
Living largely separate from their sisters, the two fey interacted with one another more and more as they found themselves confined to a virtual island a midst hostile grounds, gradually becoming accustomed to each other over the years until the chauns joined in to play games with their sisters, using their skill in leather-working to craft objects such as shoes and toys, playing tricks on unwary mortals with the fae's mobility and the chauns' wits, and regaling stories of made up creatures and far away, fantastical lands. In doing so, the leprechauns shed their red coats and donned clothing of green, signifying unity not only with themselves, but also their sisters, thus forming the Plains Fairy Kingdom.
A very young nation, the Fey of the Plains are an optimistic and hospitable people to those who can stand being pranked a couple times in their stays. Among themselves, they often have troubles balancing between the needs of the chauns and their desire for wealth and the grandose fields of sunflowers the fairies wish to spread across Soren, but generally try their hardest to balance the interests of their kind as a whole.
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fa19bf No.12733
>>12732
(Cont.)
Government Type (Determines some stats): Monarchy headed by the Great Fairy of Spring and the secretive Leprechaun King who resides in the halls beneath the hills, though the two rarely seem to actually meet and appear to lord over their populations separately, leaving it to question whether or not the kingdom has one or two rulers, and if one, who holds the proper position of power; some say they take turns, alternating between the focus of the fae and the chaunate as needed.
Economy Type (Determines some stats): Laissez-faire economy with aspects of Communism: it is generally held that the chaunate should do their best to earn money on their own terms, whether it be through becoming a singular artisan or banding together to make a small guild or company. Every leprechaun is assumed to have amassed at least some wealth which is tied to his existence in the literal sense: a leprechaun without any gold to his name is a dead one.
Less fervent participants in economics are the fairies which make up the majority, with the very concept generally being quite new and confusing to them; the smarter ones will partake in the exchange of money with their peers, while those unable to do so will generally loiter around the commons and borrow things as needed from stockpiles noted as “unowned”: though the chaunate is un-amused with this practice, fellow fairies generally don't seem to mind too much and generally dump superfluous junk to these stockpiles out of habit.
Religion (Determines magic): Fairies believe, nay, /are/ the avatars of specific forces of nature: the sunflower fairies being the spirits of the sunflowers, as their name would imply, while the leprechauns are said to be the spirits of wealth, hence their insistence towards hoarding the substance. The more sunflowers under their control, the more sunflower fairies are called into existence to grow and maintain them, while the more gold the kingdom holds, the faster leprechauns materialize to quickly claim their share and work for the kingdom. Loss or deficiency of either causes their respective fey to become mortal; this is quite shocking as it means they have to consume food and rest as needed, greatly reducing their efficiency when working.
Location: Eastern tip of the region encompassing the Fellscape.
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fa19bf No.12734
| Rolled 62, 79, 98, 85 = 324 (4d100) |
>>12714
1. Send the Technocracy Counter-Espionage [Good] and Secret Police [Simple]
[Embassy] Air Dwarves
2. Finish the god damn paper ministry I am getting real sick of all this backlog. 3/10
Bureaucracy [Simple]
Scaled Construction [Simple]
Standardization [Very simple]
Sturdy Construction, Average
3. Internal security is done. Start building the Finance ministry in the capital. To oversee taxes, revenue, government spending, and to monitor the private financial sector. Help keep down inflation and the like.
Scaled Construction [Simple]
Standardization [Very simple]
Sturdy Construction, Average
4. With the priest lich finished have him raise the troll corpses.
Mass Raise Undead [Average]
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fa19bf No.12735
| Rolled 98, 51 = 149 (2d100) |
>>12712
>>12730
>>12682
Population: 42.3 (1.9/turn)
Raw Currency: 108 (19/turn)
Legitimacy: Good
Culture: (8)
Industry: (11)
Master Buildings:
[Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart], [Starkegrob], [Patchwork City Marketplace]
Defenses: (Tower/Wall Defense Network (Large), Starkegrob Citadel [Fortress]
Master Military:
6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic-), Patchwork Republican Guard Company (Epic++++++++)[Brave], 1 Starkengrober Riesengarde (Very Strong+)[Brave], 1 Starkegian Infantry Brigade (Epic++++)[Brave], 3 Air Mages (Medium), The "G-Crew" (Epic++)[Infiltrate][Sapper]
Resources/Quantity:
[Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, Sustainable (x3)] [Steel, Sustainable][Odium, Average][Magicite, Unmined] [Iron, Unmined]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, primitive] [Diplomacy, Simple] [Standardization, Primitive] [Rationalization, Simple] [Coinage, Simple] [Drill, Simple] [Economics, Primitive][Infantry Tactics, Very Simple] [Metallurgy, Good]
Territories: (30*)
_
Courier Specific Buildings:[Starkegrob]
Defenses: Starkegrob Citadel [Fortress]
Courier Specific Military:
1 Starkengrober Riesengarde [Very Strong+][Brave], 1 Starkegian Infantry Brigade [Epic++++][Brave]:
(1 Starkengrober Riesengarde [Very Strong+][Brave]):
-2nd Starkegian Infantry Regiment, "The Stark Town Giants"
(1 Starkegian Infantry Brigade [Epic++++][Brave]):
-1st Starkegian Infantry Regiment, "The Retrievers"
-3rd Starkegian Infantry Regiment, "The Kleins"
-4th Starkegian Infantry Regiment, "The Neue Kerls"
Bonus: [Strategic]
_
1+2.) Construct a large workshop dedicated to fabricating useful machine parts: screws, nuts, bolts, metal sheets, springs, rivets, nails, and cogs!
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fa19bf No.12737
>>12732
[META: Thank for supplying your map marker!]
Population: (10) (+1/turn)
Food: (N/A)
Raw Currency: (25) (+7/turn)
Legitimacy: Very Good
Culture: 8
Industry: 5
Unique Buildings: [player named government building]
Defenses: Feytraps [Good]
Military Units: 4 (player named units)[Very Strong]; 2 (player named units)[Strong]
Resources/Quantity: Copper [Sustainable]; Bronze [Sustainable]; Tin [Sustainable]; Gold [Sustainable]; Sunflowers [Sustainable]
Magic/Spells: [Sunflower-Chaun] (spells: Taint Currency [Simple]; Disorient [Simple]; Query Rainbow [Simple])
Technology: (Stone, Wood, Bronze, Copper); Feywar [Simple]; Exotic Animal Training [Simple];
Trade Routes: [none initially]
Territory: (3)
Bonuses:
1. Feywild: Fey territories are a total nightmare to attack or occupy because it's basically a weaponized hedgemaze. As such, Fey units can act as infiltrators and guerillas to bog down opposition armies in movement inside your territory.
2. Fey-Blooded: As fey, you have certain advantages - you do not typically eat and are resistant to most forms of blight. You are also effectively immortal barring getting killed by something (or someone). You also do not pay upkeep for units, but large standing armies are problematic.
Eccentricities:
1. You Eat WHAT?: Reproduction and population expansion is tied to gold and sunflowers.
2.The Riddle of Steel Sucks: You suffer a general penalty if enemy units deploy iron (or derivations) as a weapon. Given that pretty much everything is made of iron, it must be a good portion of their army using it.
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fa19bf No.12738
| Rolled 96, 11 = 107 (2d100) |
Name: Angle Confederation
Race: Primarily human (Living)
Color: Pink A on Black
Fluff: The Angle Confederation was founded by a group of merchant crews turned smugglers and later, pirates. Seeking a life with less of the more troublesome decrees of those that would call themselves the masters of others, the Confederation vanished into the wilderness. In time, the Confederation was forced to turn to smuggling and piracy for hire to survive, though they often produce a healthy variety of alcoholic brews that are almost a form of defacto currency. The Confederation is highly dependent upon outside sources for technology to keep their air ships in working order, and is often forced to improvise during military situations.
Elves are often considered to be the main foe of the Angle Confederation, as most view them as stuck up Imperialists that seek to enslave their kin, though a small number of elves have come to live among the Confederation. Most are eventually broken of their superior attitude by a seemingly coordinated series of pranks or quickly say a number of rude things as they leave.
Best described by outsiders as 'a bunch of drunken smugglers, pirates, farmers and moonshiners', the Confederation still holds to a rough code of internal and external conduct. One must serve the Confederation to earn the right to vote or own land. One must own land to seek office in the Republic.
Government Type: Militaristic Confederate Republic.
Economy Type: Semi-cooperative Free Market. Food is often shared, but most barter services in return.
Religion: The Angle Confederation often recognizes the Four Winds as dieties, but above them worships a great bird (exact bird is a matter of a number of honor duels) known as Maliel the Wise. She is said to have been a source of wisdom and knowledge to the first Captain of the Angle Confederation. A number of lesser superstitions are known to exist among different families.
Location: Orgul
[Courtier of Necro Imperialis]
Necro's Stats: https://docs.google.com/document/d/1BCa5hJHfN0I9_XSkYqusYJRgRoBED49vqmVuqBKgFRA/edit
Angle-specific Things:
>>Population: 11.2 (+1.2/turn)
>>Unique Buildings
Oakwell, Orgul [Town][Lightly Fortified]
Azazis Town, Orgul Major [Town]
Night Reach, Ribwall [Town]
[Trade Port] (in Necro Capitol)
>>Military
+ 4 Confederate Irregulars [Very Strong]
>>Technology
Urban Pacification [Primitive]
>>Ribwall Expeditionary Force [At Roboczyl, Holding]
+ 2 Confederate Irregulars [Very Strong]
>>Bonuses
1. Piratical: Every time you destroy enemy units or units generally, roll a d100 to see what kind of things you pull from their stupid corpses. [This occurs once following combat and works on NPCs.]
1.
…
Wow, those guys were drunk. The rest of you! Don't walk off the damned island, or we'll need to ensure you don't have any kids to carry on your stupid!
[Expansion around Night Reach, 5/10]
2.
Azazis has tapped the Angle Confederation to see to the trade route between the Necro Imperialis and some gnomes called the Vyriah. We can handle this!
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fa19bf No.12739
| Rolled 5, 8, 4, 4, 7, 2, 9, 6, 9, 6, 2, 1 = 63 (12d10) |
>>12724
—
Morgaz commits his forces.
—
[Morgaz]
[Standing]
Morgaz the Incorruptible [Epic][x6][Clever][Armored][Resist];
Suinoz the Heroic [Epic++][Armored];
Xorbez the Magnificent [Epic++][Armored];
1 Morgazian Kin-Mage Platoon [Epic][20x][Brave];
1 Morgazian Infantry Company [Epic][20x][Brave];
1 Morgazian Guerilla Company [Infiltrate][Epic][20x][Sapper];
[Mobilized]
2 Mobilized Kin-Infantry Companies [Epic][20x]
2 Mobilized Kin-Mage Platoon [Epic][20x]
Oora the Hesitant [Epic+]
Forgang the Anxious [Epic+]
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fa19bf No.12740
| Rolled 40, 54, 88, 32 = 214 (4d100) |
>>12714
http://pastebin.com/DY5UsMcE
1 Mines 2/3. Excellent, with these deep mining procedures gained from experience we should be better able to get a hand on the deeper veins.
2 Total Crusade 5/12. Their concerns are noted. However in these times we must be prepared, to make sure such dangerous complaints don't come before the sanctum we should establish a Crusade Office, a cabinet level position to be held by a war mistress that has authority to handle mobilization efforts during a crusade. Instead of straight to the Sanctum which lead to some troublesome reductions in recruiting purifiers we now have an office capable of functioning well on its own. Though I suspect our level of bureaucracy mistress may need a kick in the skirt. 10 gold to help move things along on construction and a heartfelt hand written stone tablet for the ethics committee.
3 Anti-Defilement 9/10. Their work under conditions is appreciated, the anti-defilment methods should make people happy to know their parents can enjoy their rest.
(If you are good to get in chat philo)
4 Khazan Command and Constitution govt. The Throne itself arrives to Khazan after their Monarch(White) on his deathbed bequeathed his state and retinue to The Throne, the most steadfast and loyal nation we have fought and spilled blood with. The Khazan monarchy rests, but vigilance in needed in these times. Under a new Constitution unite our command structures into a single righteous force under Octavian reforms that are can more able defend ourselves. I am also prepared to offer the republic's generals and consuls the right to raise private armies under the guidance and scrutiny of the Republic and Dominion. Henceforth the most apt title in reference to Him is His August Throne.
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fa19bf No.12741
[Combat: Morgaz v. Sculpted; First Battle of Ash Peak]
[Morgaz]
5+2[x14], 8+2[x10], 4+2[x10], 98 100 60
4[x28], 7[x28], 2[x28], [112 196 56]
9[x28], 6[x28], 9[x28], [252 168 252]
6[x28], 2+2[x9], 1+2[x9] [168 36 27]
[Morgaz: 1525]
[Sculpted]
4x9, 6x12 36 72
3x4, 10x4, 3x4, 9x4, 7x4, 1x4, 1x4, 7x4, 164
7x4, 8x4, 5x4, 4x4, 1x4, 9x4, 10x4, 5x4, 196
8x4, 7x4, 5x4, 10x4, 1x4, 10x4, 9x4, 9x4, 236
8x4, 8x4, 10x4, 10x4, 6x4, 4x4, 6x4, 8x4, 236
4x4, 8x4, 7x4, 1x4, 8x4, 7x4, 8x4, 5x4, 5x4, 212
2x4, 9x4, 5x4 73
[Sculpted: 1144]
[Morgaz: 1525][Defense-In-Depth 1.1][Fortress 1.5] = 2516.25
[Sculpted: 1144][Movement Disadvantage .95] = 1086.8
1 Aluminum\Granite Gryphon, Epic+
1 Kali, +1 Culture, [Epic++++][Large][Slow][Mage]
44 Mobilized Multipurpose Sculpted Squads [Very Strong][Resist]
—
Combat Report:
Morgaz: Victory, Crushing
The Sculpted fortresses slowly approach the fortress that sits on the edge of Morgaz's territory; as soon as they are within a reasonable distance the main host is constantly attacked by guerillas who bait and lure the [Naive] sculpted into feints before retreating. This disorganizes the force, but it manages to reorient itself and continue marching. Casualties begin to mount immediately as the host finds it needs to continue moving in a single direction to avoid constant skirmishes with fast-moving Morgazian guerillas. This eventually proves problematic, as the direction the host moves has been prepared for the battle; the sculpted have no combat experience to speak and so creation of a salient is completely missed – the guerillas continue to peck at the host and remain in the rear to make sure retreat is difficult.
Eventually the host arrives at Morgaz's fortress. Most of the poor terrain approach is defeated by creative digging and alteration of the earth by the Sculpted. That being the case, the fortress is well placed and sighted, and begins firing immediately on the Sculpted host attempting to dig into the ground to undermine the fortress. While the host is quite numerous and strong, it has no experience in tunneling and makes many mistakes in shoring; a poorly timed attempt to cause a quake bogs down progress even more. The attack begins to stall, but continues onward owing the raw numbers of the Sculpted. The aluminium griffon waits, but no attack comes for a time.
This soon changes. After allowing the attacking force to commit a good deal of time to the tunnels (several hours) and become flustered by the guerillas and fortress, Morgaz deploys his main forces in a pincer movement against the Sculpted host. The Sculpted, baffled, hold their ground and begin to reorient the host against the two flanks while under fire by the fortress, guerillas, and while attempting to dig. Kali attempts to keep order, but the size of the sculpted host makes coordination difficult. There is scouting and noise that causes total chaos.
Then the attacks from the skies begin, ignoring the griffon. The main dragons under Morgaz's command begin strafing the exposed sculpted and tunnels at high speed. The dragons are both armored and have a flight of mages deflecting projectiles as they make their attacks. The sculpted, though afforded some resistance to flame, still melt under the exposure to dragonfire being produced prodigiously by an entire flight of dragons. Soon the entire center of the Sculpted host is a firestorm, and Morgaz's pincer forces begin their attack proper; ultimately the Sculpted defenses against the dragons prove mostly ineffective – they slay a few of the inexperience dragons to lucky hits and manage to petrify some of the dragonkin.
The entire sculpted force stands their ground as the assault begins. They do not feel fear. In such a situation fear might have been a benefit to save more of the force. What happens next is a great massacre, or a great act of destruction: the sculpted are destroyed by barrages of dragonfire, magi-storm weaponry, spells, direct fire from the fortress, and sustained attacks from guerillas. Some sculpted attempt to retreat, but they are constantly followed and attacked by both dragon and dragonkin as they slowly withdraw. The dragons are without pity: they massacre any Sculpted that surrenders and burn everything that moves, crawls, or flees. It is an utter disaster.
The few captives taken after the battle are displayed publicly by Morgaz at the capital.
He personally burns them alive to the cheering of the crowd.
[Results —————–]
[Morgaz]
[Disband the following:]
Oora the Hesitant [Epic+]
Forgang the Anxious [Epic+]
1 Mobilized Kin-Infantry Companies [Epic][20x]
[Sculpted]
[Disband the following:]
1 Aluminum\Granite Gryphon, Epic+
1 Kali, +1 Culture, [Epic++++][Large][Slow][Mage]
36 Mobilized Multipurpose Sculpted Squads [Very Strong][Resist]
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fa19bf No.12743
>>12727
[Morgaz]
The faerie dragon arrives again. It has a note. It says:
>>"Greetings. Destroy your research on raw magic and I am willing to discuss the end of the conflict. If you refuse I may be compelled to take certain drastic measures. Sincerely, Morgaz."
The tiny dragon awaits with pencil and some parchment in mouth as usual.
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fa19bf No.12755
| Rolled 51, 93, 98 = 242 (3d100) |
>>12713
Nation Fluff:
http://pastebin.com/FBM7X4GB
[Kaldor]
Population: (20.7) (1/turn)
Food: (Stable)
Raw Currency: (30) (4/turn)
Legitimacy: (Semi-Stable)
Culture: (17)
Industry: (10)
Unique Buildings: [Temple, Hunter's Calling]
[Government building, Warrior's Hall]
[Northern Fell Chain Fortress, Huge, Imposing]
Defenses: (Elaborate Wooden Fortifications, Strong)
Military Units:
1 [Leonan Warriors], Strong;
3 [Huntmaster] Very Strong
2 [Wurmrider Squad] Very Strong++++
[Deathgaze]* Very Strong, Clever
1 Kaldorian Priestesses [Very Strong+++]
Verana, Priestess of Galgoroth [Epic]
3 Juvenile Rocs [Very Strong++]
3 Skyships [Very Strong]
Resources/Quantity:
Copper [Sustainable][x2]
[Pelts, Sustainable]
[Stone, Sustainable]
[Wood, Sustainable]
[Beetlechitin, some]
[Wurms, some]
[Prisoners, some]
[Iron, Sustainable][x2]
Mildly-Burnt Freak-troll hide [some]
Freak Troll Minors [Some]
Wurmscale [Strained]
Fruit [Some]
Magic/Spells: (Elemental, Average) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]
Technology:
+Iron
+Stone
+Copper
+Wood
+Hideworking
+Exotic Creature Training[Average],
+War Drums [Average]
+War Animal Training, Average)
+Drum Amplifiers [simple]
+Composite-Material Armors [Simple]
+War Magic [Simple]
+Air Transport [Simple]
+Professional Armies [Simple]
+Airships [Average]
+ Night-Fighting [Primitive]
+ Spitter-Guns [Simple]
+Re-organization [primitive]
Territory: (7)
Bonuses:
1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.
2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.
Eccentricity:
1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted
>>You are mobilized: Industrial Efficiency: 100%
>>Lose 1.1 pop/turn
>>Set mobilization status: 4 turns. You population views this as an offensive war. Political murmuring has started.
>>Add mobilized unit: 3 Kaldorian Infantry Formations [Very Strong]
24 Kaldorian Admixture Formations [Very Strong]
Your resources and food supply are increasingly taxed.
1. Have the prisoners mine some gems, if they work hard they shall get more benefits than the others.
2. research either spells or technology to destroy walls that may get in our way, and if they can be used on armies, all the better.
3. The Technocratic republic may have decided to make peace with the Skyrates but Galgoroth calls for war, Our troops shall march on their capitol and take it for our own. That and we have yet to be paid so we'll take it from our original targets
https://www.youtube.com/watch?v=99yFe68YtMQ
>>Troops Attacking Freak-Trolls
2 [Wurmrider Squad] Very Strong++++
[Deathgaze]* Very Strong, Clever
Verana, Priestess of Galgoroth [Epic]
2 Kaldorian Infantry Formations [Very Strong]
20 Kaldorian Admixture Formations [Very Strong]
>>Troops Attacking the Skyrates
1 Leonan Warrior [Very Strong]
2 Huntmasters [Very Strong]
1 Kaldorian Priestesses [Very Strong+++]
3 Kaldorian Admixture Formations [Very Strong]
3 Skyships (As transport)
>>Troops remaining in Mare
1 Kaldorian Infantry Formations [Very Strong]
1 Huntmaster [Very Stron]
>>Troops remaining at the Capitol
1 Kaldorian Admixture Formations [Very Strong]
3 Juvenile Rocs [Very Strong++]
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fa19bf No.12756
| Rolled 8, 3 = 11 (2d10) |
>>12734
bombardment
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fa19bf No.12757
| Rolled 2, 82, 92, 84, 40, 37, 72, 82, 59, 54, 89, 73, 49, 58, 70, 59, 30, 54, 3, 57, 28, 75, 100, 36, 21, 50, 24 = 1480 (27d100) |
>>12715
Tactics for Freak Trolls:
While the admixture and infantry Formations slaughter the trolls they can get to the Wurmriders and Deathgaze shall focus on the larger ones to take them down, meanwhile Verana shall rain fire down upon large concentrations of them, to burn their corpses to cinders.
Roll Order:
Verana [Epic]
Deathgaze [Very Strong, Clever]
Wurmrider squads x2 [Very Strong ++++]
2 Kaldorian Infantry Formations [Very Strong]
20 Kaldorian Admixture Formations [Very Strong]
>Predatory Bonus Roll: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.
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fa19bf No.12758
| Rolled 1, 2, 7, 6, 10, 4, 2, 5, 6, 1, 8, 3, 4, 3, 2, 2, 6, 2, 6, 7, 7, 8, 8, 7, 5, 7, 10 = 139 (27d10) |
>>12757
shit wrong dice
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fa19bf No.12759
>>12715
Addendum to action 3, we shall not attack the Skyrates, we have been convinced otherwise. Instead recall the troops.
for action 3 instead we shall invent a sport. A single ball that one must get down to the other side of the court to put it into a basket suspended in the air, but to make things interesting one must make sure the ball bounces for every step. If they wish they can attempt to "Shoot a basket" and throw the ball into the basket from a distance.
and if someone looses a tooth here or there well, that's just the fun of the game.
https://www.youtube.com/watch?v=ZH65WNJ6b4Q
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fa19bf No.12760
>>12721
A vilon woman views the morphs, unsure what she is looking at but under orders to find someone in charge to offer the greetings and well wished of The Throne.
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fa19bf No.12765
| Rolled 4, 77, 48, 55, 81, 71, 88, 2, 93 = 519 (9d100) |
7-9 Operation IMPERATOR
4-6 Operation ROYALE
1-2 Espionage tools, tactics and procedures (5/12)
3. Counter espionage procedures
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fa19bf No.12766
>>12732
Tall women with wings are often seen flying over the Plains Kingdom sometimes carrying large stones with writing on them from place to place. They seem to come from a large island known as Shezeb where they live in the Dominion. Goodly people and idealists they send a diplomat over when they notice your nation. "Like, welcome to Soren"
>>12729
The winged woman overhead see the robust figure of Suniria's kingdom and decides to ask around for their King.
"Like, hows it going? We Vilon of the Dominion, like, are always looking for strong nations. Our warriors enjoy long flights on crusade and snappy uniforms but enough pleasant gossip. The Throne that rules us lives on Shezeb and we would be interested in establishing relations with the Kingdom of Suniria"
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fa19bf No.12767
| Rolled 65, 84, 59, 79 = 287 (4d100) |
>>12715
1. Finish them defensive upgrades! (Progress 5/6)
2. Lets trying that expanding again. It worked well for us last time.
3. See if we can't mine more Magicite. I think there might be some business opportunities with that.
Name:Skyrates
Race: Assorted
Color: Pink
Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to
strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic
mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over
arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains
represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The
Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any
one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic
enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful
balance they have worked to set up.
To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,
airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their
assorted functions.
Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.
Economy Type: Pirate Free Market
Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.
Location: Ribwall
Population: (25) (1/turn)
Food: (Good)
Raw Currency: (56) (+13/turn)
Legitimacy: (Average)
Culture: (7)
Industry: (12)
Unique Buildings: [1 Pirate Council Hall] [1 DreadDock Super Dock] [1 Black Market Goods Trade Emporium] [1 PYU Pirate Univerity] [Technocracy Embassy]
Defenses: Aerial Patrols [Average]
Military Units: 4 [SkyGalleon][Very Strong]; 4 [Pirate Marines][Medium]; 1 [SkyCutter][Very Strong+++][Quick]; 3 [Grand SkyCutters][Very Strong++][Bombardx1][Quick]; 3 [Machine Men Marksmen][Strong]
Resources/Quantity: Rum [Sustainable][x2][Market]; Iron [Sustainble][x2]; Copper [Sustainable]; Wood [Sustainable][x3]; Magicite [A Lot]; Oil/Gas [Sustainable]
Magic/Spells: (Aero-Piratical [Average]) (spells: Summon Ghost Pirates [Simple]) (War Magic [Primitive])
Technology: (Iron, Stone, Wood, Copper) Airships; [Average]; Air-War [Good]; Scaled Building [Simple]; Economics
[Primitive]
Trade Routes: Advent[large, +3 Industry, +4 Currency/turn]; Patchwork [Small, +2 Currency/turn]
Territory: (7)
Bonuses:
1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or
opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes
undefended/non-military, roll 1d10. This does not apply to creatures.)
2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes
traditionally shipboard marines and boarding parties.
Eccentricities:
1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,
disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.
2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.
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fa19bf No.12768
| Rolled 20, 42 = 62 (2d100) |
>>12765
Spend 15 on IMPERATOR. And 15 on tactics and procedures. Reroll on rolls 1 and 8.
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fa19bf No.12769
>>12767
Ignore fourth roll. Forgot to take it off from a turn or two ago.
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fa19bf No.12770
>>12760
A few morphs point you to the capital building. They all are smiling and friendly, but they seem to be slightly distracted. You can feel this is somewhat uncharacteristic and they seem to be packing bags. Those that aren't packing seem to be friendly enough and make small talk. They all give you the same suggestion, that the capital building is the place to go.
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fa19bf No.12771
>>World Event - Khazan: There appears to be a worsening political crisis inside the Golden Republic. The wealth inequality issue within the nation has finally boiled over and there is some factionalization in recently mobilized guard units. The units, drawn from working-class neighborhoods, have begun to refuse orders from their commanders following a hotly debated parliamentary election. It is asserted by those units that the voting system is and was rigged by the rich in their interest. This has led to several open brawls in parliament as several senators have sided with the guard units.
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fa19bf No.12772
| Rolled 83, 85, 20, 31, 68, 11 = 298 (6d100) |
>>12611
Food: Low
Building: The Sanctuary[Town]+1 hex
Military Units: 2 Berserk Warbands [Very Strong +++Resilient] 2 [Shadow Walkers] [Very Strong, +++ Resilient]
Magic/Spells: Santerian [Good]+ Magi-Biology [Very Good]; Shadowlands Walk [Good]
Technology: Wood, Stone, Metallurgy [Simple]; War Magic [Simple];Medical [Simple]; Biology [Simple]; Statecraft [Primitive]; Tunnel Warfare [Primitive]
We feel great hate in our hearts.
1-4) Train Troops, the old fashioned way (Recruit Warbands and Shadow Walkers)
5-6)Make sure all military units are well versed in Magi-Biology, Size shifts, skin properties, animal features, all should soon become second nature to the military. (Military wide magic teaching)
(Making up for turns)
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fa19bf No.12774
>>12766
The Sunniri man stops and looks over the armored winged girl.
"The King lives in the Hall of Kings you daft girl, over there. If you're armed and armored, you best be ready to show that you're a real warrior to be in his presence. The guards will test you. Now get out of my way and stop distracting my apprentice! Olaf you daft boy, get back to forging and stop gawking at the winged harlot"
The man who was a smith smacked his apprentice upside the head.
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fa19bf No.12775
>>12770
The woman heads there and to be lead to the morphs in charge and bows "Greetings from The Throne of The Dominion. We are glad to have another neighbor in Soren. Though some among you seemed distracted your people were kind enough to engage in some gossip and direct me here, please accept my thanks on their behalf." She bows again
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fa19bf No.12777
>>12774
Feeling ready for combat, The Throne had chosen her for a reason and it was now evident. She went off a ways to grab the inscribed large stone tablet bigger then her body and flies over to the Hall of Kings where upon seeing the guards coming forward tosses the stone to them, being large men they might be able to handle it but can they handle a descending double drop kick in armored greaves to the head in their moment of surprise? She would test them and speak with their King.
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fa19bf No.12778
| Rolled 8, 44, 62 = 114 (3d100) |
>>12732
>>12733
>>12737
Lore: http://pastebin.com/CSSxQsH9
Nation: Plains Fairy Kingdom of Flowers in the Sky
Population: (10) (+1/turn)
Food: (N/A)
Raw Currency: (25) (+7/turn)
Legitimacy: Very Good
Culture: 8
Industry: 5
Unique Buildings: Leprechaun Hall
Defenses: Feytraps [Good]
Military Units: 4 Pikechaun Platoons [Very Strong]; 2 Spring Heralds [Strong]
Resources/Quantity: Copper [Sustainable]; Bronze [Sustainable]; Tin [Sustainable]; Gold [Sustainable]; Sunflowers [Sustainable]
Magic/Spells: [Sunflower-Chaun] (spells: Taint Currency [Simple]; Disorient [Simple]; Query Rainbow [Simple])
Technology: (Stone, Wood, Bronze, Copper); Feywar [Simple]; Exotic Animal Training [Simple];
Trade Routes: [none]
Territory: (3)
Bonuses:
1. Feywild: Fey territories are a total nightmare to attack or occupy because it's basically a weaponized hedgemaze. As such, Fey units can act as infiltrators and guerillas to bog down opposition armies in movement inside your territory.
2. Fey-Blooded: As fey, you have certain advantages - you do not typically eat and are resistant to most forms of blight. You are also effectively immortal barring getting killed by something (or someone). You also do not pay upkeep for units, but large standing armies are problematic.
Eccentricities:
1. You Eat WHAT?: Reproduction and population expansion is tied to gold and sunflowers.
2.The Riddle of Steel Sucks: You suffer a general penalty if enemy units deploy iron (or derivations) as a weapon. Given that pretty much everything is made of iron, it must be a good portion of their army using it.
Actions:
1/2. - The Queen handed us a drawing! A drawing of a really, really BIG tower that we would all live in and grow flowers in peace from the monsters in the woods! Lets start building that tower right away, starting with the base: Construct it of sturdy stone, and clad the outside in bronze! The interior shall have a well in the center, as well as a passage into the underground halls!
3. - A giant breed of shelled animal is known to frequent the edge of the fields, chewing down the grasses. Unlike most fauna, it doesn't seem to want to eat us! We should try taming them!
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fa19bf No.12779
| Rolled 100, 52, 57 = 209 (3d100) |
1/2 - Now settled into their new domain, the Tempest Lord decrees that, before their ritual circle can be constructed, they must establish safe control of the area. With the blessing of their Herald, they begin to raise a simple defensive force from the great, ancient mountains that will ensure their great work goes unmolested.
3 - Elsewhere, the surviving and recently recouped horde renews its assault on the broken - but remaining - freak troll forces.
>>12713
Name: Tunak Tuarum - the Elemental Chaos
Race (Determines bonuses): Elementals (Dryads, Oreads, Golems, living lakes, etc etc)
Color: (Determined map color): Bright Red with green trim
FLUFF: http://pastebin.com/bBJyguE5
Population: (32.0) (1.7/turn)
Food: (N/A)
Raw Currency: (30) (3/turn)
Legitimacy: (Strong)
Culture: (5)
Industry: (7)
Unique Buildings: [Temple of the Earthly Awakening], [Godcaller's Circle]
Defenses: Elemental Patrols [Average], Thrakun Tuuman [Fortress]
Military Units:
1 [Roilshapers][Epic];
1 [Titan of Imperious Steel][Epic][Resilient]
2 [Fist of the Herald][Very Strong];
1 [Titan of Rage][Very Strong];
1 [Thakundur][Very Strong];
3 [Tempest Lords][Strong+]*;
2 [Thrungradi][Strong];
3 [Earthbore Conscripts][Medium][Infiltrate];
2 [Sylpharen][Medium][Infiltrate]*;
2 [Wasteland Ravagers][Medium];
4 [Dryad Grovespeakers][Medium];
4 [Brinemantle Scouts][Weak]
Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable]; Star Metal [Average+];1 Dark Iron [Sustainable]; 1 Gold [Sustainable]
Magic/Spells: (Primal Elemental) (spells: Quake [Simple]; Firestorm [Average]; Ritual [Average])
Technology: (Stone, Copper, Iron, Wood)(Metallurgy [Good]) (War Magic [Average])(Luddic Armor [Very Simple]) (Alternative Mobilization [Leylines][Primitive])
Territory: (29)
>Bonuses:
1. The Natural Order: Attacks or spells that utilize the elements against you are wholly or totally ineffective. You also do not eat in the traditional way, and are generally immune to some things (ie: disease) that would hurt the jackal-races.
2. Fever of the World: Generally speaking, clearing the world of those who disturb the balance will produce benefits for you. For every imbalance you purify, you may secure re-rolls which may be banked.
>Eccentricity:
1. Totalist: You do not respond very well to worshippers of other deities or gods. The godless powerful are tolerable, to a point.
2. Balancer: Things that excessively disrupt the balance of the world will throw your nation into a rage until the balance is restored
3. Luddic Horde: You gain free units as you expand, but, you cannot utilize many technologies of the other nations; you also don't pay upkeep as usual.
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fa19bf No.12780
>>12775
Bohdan Reicher XVII, Carrol Vatki IX, and Faux Reicher V, The Council of the Advent, looked down at the winged one from their raised chairs. The Council sat with hoods over their head, for they had lived long past the normal lifespan of a morph. Several parts of their body had become stretched and contorted as they slowly made the transition to an artifact form. It was for this reason they wore their hoods with the visitor. Bohdan spoke, "Tell us why you have come here, traveler of the sky. We do not want to be dismissive of your people, but several… advancements are being made within The Order."
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fa19bf No.12781
>>12780
"We seek balance for Soren, and The Order is a force in Gul. If we can all contribute to end future conflict we, the Dominion, have a duty to quest for this in the nations that have appeared. Morphs could be another factor in bringing balance alongside others of like mind. Is this agreeable?"
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fa19bf No.12782
>>12777
A Large guard with a massive warmaul steps forward and swings, breaking the stone and knocking the fragments off target. The Dropkick catches right on the side of his face, the ground skidding underneath him as he takes one step back to maintain his balance. A hand come off his hammer and grabs the Vilon's Legs.
"You have no honor false Valkyrie, let's see if you actually know how to fight!" As he throw her at a wall.
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fa19bf No.12783
File: 1446322567355.jpg (525.32 KB,1600x1196,400:299,Sunflower Field, New Begin….jpg)
>>12766
https://www.youtube.com/watch?v=jqaNi3RbS_Q
The winds blew a light breeze as the massive field of sunflowers which made up most of the aptly named Sunfield Plains swayed back in forth like metronomes. Near the field's center was a clearing wheres a hundred ruddy little men were at work hauling rough stone blocks together to form the first floor of what was to be the tallest tower Soren had ever seen, as per decree: the rich, earthly scent of upturned dirt was present in the air as the leprechauns were busy dragging rocks many times their size using thick ropes woven from dried sunflower stems, wiping sweat off their brows with handkerchiefs crafted from the same enigmatic cloth as that which adorned the fairies' dresses.
Standing on top of one particularly large block serving as a pedestal was the Great Fairy Queen, who occasionally barked commands to the laborers bellow to ensure everything was in proper order.
"No no no, not there~! that's where the staircase to the next floor is going to be located; just continue building up the walls until the exterior is done! Uh, how's it going with the bronze?"
A stout chaunate man with several scars from metalworking incidents popped out from a rough set of stairs descending into the hill. "We be workin' on all there sheets as fast as we cannae', m' lady; this is gunn' ter take a lot o' metal! Also, ths' plan is awful hard tah reed!"
In his hand were the Queen's drawings depicting both a rough sketch depicting an extremely tall tower with various platforms jutting from it, and a more detailed drawing of the first floor of the building. The entire thing was scrawled in blue crayon, making deciphering it a difficult task to the more technical-minded fey of the earth.
Before the Queen could retort, an exceedingly tall winged figure hauling a large rock tablet descended from the sky: not unlike the great fairy queen herself in appearance, but many times her size.
"Like, welcome to Soren!" Said the giant woman, who dominated the landscape, standing a head taller than the tallest sunflowers of the field.
After overcoming her initial stunned expression, the Queen instinctively brushed the side of her hair with her hand as to straighten it, before replying to the angel before her.
"Uh- Hi! You're those tall ladies in the sky we've been spotting for the past few months! We've actually been here for a while now, and just decided that we'd be all civilized like a civilization…like you! And uh- Oh wait, where are my manners; I'm the Fairy Queen: Queen of the Fairies, and everyone around this place are my subjects!"
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fa19bf No.12785
>>12779
An envoy is sent to the Tunak Tuarum. "My friends, the scale of Soren is in danger of being thrown out of balance. A spark of turmoil has appeared and I fear it may become fanned to great proportions and draw unwelcome forces into the mountains of Gul and scar the land with their greed. I hope it does not come to that but know that it could."
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fa19bf No.12787
| Rolled 5 (1d10) |
>>12786
kk
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fa19bf No.12788
| Rolled 8 (1d10) |
>>12782
"Have at you"
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fa19bf No.12789
>>12785
The Tunak seems always to be fighting with something. Even now, the Herald holds counsel in what passes for a war camp - an outcropping of earth that shades the Vilon from the blaring sun, on the scorched and cracked earth where the freak-trolls have run rampant. A massive finger, more like an oak than a digit, rubs its earthen chin.
"War… a great evil, hmm? Hooom… brrrm…. we have… unique interests in those mountains. They must be protected, as they are sovereign and rightful Tunak territory. And if it is a spreading blight, as you say, all the more need to put an end to it… very well." it stands, turning to smash through a roiling company of trolls as they run past. "We will accompany you in this conflict, provided that when all is said and done, we are accorded sole ownership of the central peaks of Gul, that which we call the Spine."
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fa19bf No.12790
>>12781
Faux, follower of the Path of Arche, laughed. "A force on Gul? You make me laugh. We lack an army beyond a few soldiers. While we stand for peace, we do not stand for war. What is it you plan to do to achieve your ideal 'peace'? Strike down a nation you perceive as evil. Are WE evil if we refuse to join you?"
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fa19bf No.12791
>>12787
>>12782
The vilon bunched up her body like a coil and put her other foot on his face with her wings spread and the force of her wings blew the guard another step back as his grip could not contain the tempest from the Valkyrie. She floated in the air daring him grow wings and try to reach her, until he jumped. His strike could have crushed mountains but she was quick and the blow fell onto the earth and cracked it. With his warmaul firmly in the ground she came around and drove him to the ground from above straddling him and as she was about to start pummeling him with the hilt of her sword someone approached signaling the test to be over.
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fa19bf No.12792
>>World Event – Morgaz: With the opposition apparently broken, Morgaz's forces have begun to counterattack and have begun their advance toward the Sculpted territories. Large amounts of troops can be seen moving at high speeds in the sky.
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fa19bf No.12793
>>12789
"These central peaks of what we call the Nightcrag Mountains? Yes, that seems acceptable to us, the parts we wish to protect are the homes and peoples of Gul. For us to make these things possible we require outposts in Gul to work with. We hold what is ours you hold what is yours and we hold the balance together."
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fa19bf No.12794
>>12791
"So you CAN fight, despite lacking the honor of even a child. So false Valkyrie, why do you darken my door? Speak quickly, your antics have tried my patience, and those without honor are customarily killed in my lands."
Even as he said this the Vilon Emissary felt the cold edge of steel on the nape of her neck. Another guards had gotten within striking distance without her seeing.
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fa19bf No.12795
>>12794
"Victory washes away dishonor." Most Vilon enjoyed the great gossip of her people over swinging a sword but this one had an eye for the bright metal and the smell of sweat in the air which made he odd but still an able fighter.
His strength was great but her Liege's command could rouse the fire in her "I came here because my Throne has commanded me to seek out strong warriors. The Dominion feels that a clash of great wills is coming, and if your hearts beat for battle and glory you stand the most prominent son of Gul among sprouting nations. If your warriors itch for personal glory then I can return, but if they want the overflowing nectar of a Nation's glory you could strike a path alongside ours. This is the message from Dominion."
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fa19bf No.12796
>>12793
"Hmmm… we will accept this proposal, provided that we are allowed to evacuate all other inhabitants within our territory. It is Holy Ground, and we will not suffer them to stain it with their presence."
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fa19bf No.12797
>>12795
"Honor is eternal, and once tarnished not easily restored. My people are the best warriors you will find, no question it's in our blood and bones, in our hearts and memories of our ancestors. We yearn for glory as both a people and a nation, but why should we listen to the hollow promises of Nation who sends an emissary without honor or sense? Such a nation would betray us and stab us in the back much like Silvgar the Rat betrayed the Great Granix to his enemies. Give me one good reason I shouldn't send you false tongue back to your master on a platter. Speak quickly and plainly, you assaulted my home and my guards in MY land without honor or intent to duel. Your life hangs in the balance of your answers."
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fa19bf No.12798
>>12765
I would like #3 to be changed from counter espionage to the transfer of engineers to Regalia to build his mech once CAPITOL goes NPC or whatever.
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fa19bf No.12799
>>12797
"Our ally betrayed us! Perverted the fallen to use with machines to destroy us and preserve their pitiful beings. Their evils are manifold"
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fa19bf No.12800
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fa19bf No.12801
>>12800
"Necro Imperialis tainted the lives of the dwarven commanders who in turn unleashed the black magic in their veins on their own nation, on their own king. Devoting themselves ever after to the craft of metal war machines"
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fa19bf No.12803
>>12801
"Those names means nothing to us, but you have my attention false Valkyrie. You will tell us your stories, and we will see if they ring true. Chain her wings, and bring her to my table."
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fa19bf No.12805
[Advent]
1. You continue working on the town. It's almost done and is looking quite nice, frankly. (Town 9/10)
2. You continue on with projection theory. It's almost at a major breakthrough. (Projection 14/15)
3. Work on a new design begins. It will hopefully improve on existing design…issues. Capitol engineers arrive at the last minute and pretty much save the latest revisions from being a wash. (Walker tech: 7/8)
>>12723
[Technocracy]
>>You have been allocated a fourth dice thanks to your efforts at expansion and conquest.
>>You gain Counter-Espionage [Good] and Secret Police [Simple] from trading with Necro Imperialis. This translates to: Counter-Espionage [Simple] and Secret Police [Primitive])
1. You start work on your narcotic. You don't have much experience in biology, but you have plenty of room ethically to…experiment. (Terrorism 5/8)
2. You repurpose a good deal of you clockwork units as they begin to come home. (Remove “mobilized” tag from 6- existing units; pay upkeep as normal.)
3. You begin expansion by attempting to tilt your war industries toward expansion. It's slow, but it moves. There's still some resistance from special interests. Ugh. (Expansion 1/7) (-10 currency)
>>12728
[Vyriah]
1. You bring your ships home and they report in the effectiveness of their weaponry. It helps you recalibrate them. (add technology: Bombardment: [Simple][Meta by GM: I am not sure if you have this, I don't think so.])
2. You set up a trade route with the Necro Imperialis. It's of adequate size and seems to allow you some political refugees. (Add trade route: Necro Imperialis [Medium; +2 culture; +.2/pop turn]
3. Continue the Stratos Missile. Spend 50 gold to buy the the scientists shiny toys to help. 2/10
>>12729
[Sunniria]
1. This entire event has been a disaster. However, during a bar fight after the tournament, a great warrior appears! She is truly blessed by Granix! (add player's name unit [Epic][Granix])(-10 currency)
2. Several shamans are shaved after they are baffled! They are not WARRIORS!
3.You build the mine and now have dark iron available! Praise the powers! (Add resource: Dark Iron [Sustainable])
>>12730
[Patchwork]
1) The construction on New Patchwork continues. It's about done. (City 14/15)
2) The research on bureaucratic methods kills it. Pretty soon you have a form for everything – I do mean everything. There's also a form to request information about the forms… (Set technology: Bureaucracy to [Simple])
3) You hire on the following types of goblins: rustlers, cut throats, murderers, bounty hunters, desperados, mugs, pugs, thugs, nitwits, halfwits, dimwits, vipers, snipers, con gobs, goblin agents, goblin bandits, muggers, buggerers, bushwhackers, hornswogglers, horse thieves, bull dykes, train robbers, bank robbers, ass-kickers, and shitkickers. The new unit is christened: “G-Unit”. (revise unit: “G-Crew” to “G-Crew” (Epic)[x7][Infiltrate][Sapper]
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fa19bf No.12806
>>12731
[Rattle]
1.The upgrades almost done. The new city additions will make it the first city in these parts since Mare. (Upgrades – City 14/15)
2. You expand by a good deal; the area is actually quite hospitable. (Add 4 hex; roll 1d3 for resources)
>>12734
>>With the troll threat defeated, you units return home.
>>Revise technology Bombardment to: [Mediocre]
[Necro Imperialis]
1. You send the Technocracy Counter-Espionage [Good] and Secret Police [Simple]
[Embassy] Air Dwarves
2. The paper ministry is finished. Whew. The opening ceremony is..frankly underwhelming because there's a permit required… (Add unique building, player's name choice; revise technology: Bureaucracy to [Average]; +1 industry; +2 culture)
3. You build a small finance ministry – it's adequate and is quite nice. (Add technology: Economics [Very Simple]; +2 currency/turn)
4. You raise a few more swarms of trolls. These are larger swarms than previous…resurrections. (Add 1 Freak-Troll Megaswarm [Epic++][Raging]
>>12735
[Starke]
1.2: You construct a basic machine shop. It helps you with your industrial base, but it also provides you with increasingly refined production methodologies. (Set standardization to [Simple]; +2 industry)
>>12738
[Angle]
1. You expand quickly into the interior. The weather is good and your pioneers feel the entire island is theirs for the taking! (Add 4 hex; +.1/popturn; roll 1d3)
2. The trade route isn't established. Winds are too high today and several of the lads are drunk. Ah well, maybe next time.
>>12740
[Dominion]
1. You expand your mines considerably. (+1 industry; revise: Iron to [x3] and Odium to [Sustainable]
2. Research continues. Some of the up-and-coming Vilon have new ideas on how it might be implemented. (Total Crusade 10/12) (-10 currency)
3. The anti-defilement methods are ready for deployment. Given the nature of the Vilon, it is easily implementd. (add technology: Anti-Defilement [Average])
4. Your diplomat begins negotiations with the Khazan. The political situation there has grown worse as of recent.
>>12755
[Kaldor]
1. You begin mining for gems. You eventually find a basic type of gem suitable for most spitter weapons. (Add resource: Gems [unmined]
2. You begin working on spells to break fortifications or otherwise weaken them. (Anti-fortification spells 9/10)
3. The development of a game – tentatively named “Hoopy” starts. It's…going surprisingly well, and soon completes. It seems to help calm down the population, generally. (set legitimacy to [Good]; add technology: Urban Pacification [Primitive])
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fa19bf No.12807
>>12765
[CAPITOL]
1-2 You increase your espionage ability somewhat. You're pretty good at it now – the best in the world. (Set espionage to: Super-Excellent]
3. You sent your engineers to help the Advent with their damned project.
4-6 Operation ROYALE is go! (-15 currency)
7-9 Operation IMPERATOR is go (-15 currency)
>>12767
[Skyrates]
1. You upgrade your air patrols. They are now larger and cover more space, generally. (Set defense: Air Patrols to [Large])
2. Expansion starts again! Soon the pirates are off into the brush hacking away and singing merrily. (Expansion 5/10)
3. You work to find some magicite. You think you're getting closer..some of the more magically attuned lads..are..working..
>>12772
[Santareia]
1-4) You recruit large groups of warbands and shadow walkers. (Add 2 player's name warbands [Very Strong]; Add 3 units player's name shadow-walkers [Very Strong+][Mage])
5-6) You try to give most of your military units a grounding in biology. They're mostly not suited for it, but you try anyway. (Research: War Magic 5/11)
>>12778
[Flowers]
1/2. - Tower construction starts. It's going to be a big tower, so it will take a bit of time to work on. (Capitol Tower 5/15)
3. - You try to tame some of the local fauna. This particular species is the Soren Armadillo – they're pretty tame and you can ride them around you guess.. (Add 2 Soren Armadillo Packs [Strong][Armored])
>>12779
[Elementa]
>>You helped defeat the freak-troll menace. You gain 2 more rerolls.
1/2 – The elementals expand and claim the area in a frenzy. It goes extremely well as they are apparently highly motivated. This is almost good enough to help you forget the snake incident. (Add 8 hex, roll 1d3)
3 – The freak-trolls are defeated. You gain some good experience in a variety of hard terrains as you battle the scurrying menace. (Add technology: Adverse Terrain [Simple]; Add technology: Bombardment [Primitive])
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fa19bf No.12809
>>12805
[Vyriah Correction]
3. Despite massive issues, research moves along as you throw money at it. You're actually sort of surprised, but not really. Loadsamoney! (9/10)(-50 currency)
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fa19bf No.12810
| Rolled 97, 5 = 102 (2d100) |
>>12806
Name: Rattlehavoc's Company, Courtier of the Order of the Advent
Race: Morphs (Tainted)
Color: Blue with dark purple trim.
Fluff: A small cadre of Tainted Morphs that are led by an old, well-traveled individual that goes by the name of Rattlehavoc. Formerly a splinter group, these Tainted have recently returned to the Council, asking to serve in whatever capacity is needed. They say that they have returned due to unease over the changing political landscape and a desire for security, but in truth their reentry into the Advent is the result of religious worry– that the divergent testaments they follow are inaccurate. They have rejoined the Advent to ease their own doubts and to bring more Tainted into the fold.
Government Type: Meritocracy. Rattlehavoc is the fifth leader of the Band, and leaders are quietly, bloodlessly replaced when they are no longer felt as fit to lead. The exact guidelines for this process, and the process by which the Tainted rise up the social ladder (only by proving that they can greatly benefit the community) are outlined in the Sardonyx Tablet.
Economy Type: Planned. Since their return to the Advent, they have adopted their economic measures to better fit in, leaving behind the more socialist system they had previously used.
Religion: Sardonyxism - The Band strictly adhere to the tenets, laws and religious practices outlined in the Sardonyx Tablet, rumored to have been carved by the First Tainted, whose legendary deeds are responsible for the glowing opinion many morph cultures have of their kind. The Tablet emphasizes a focus on venerating the Tainted that have come and gone, implying that the Tainted are actually closer to what the Morphs are supposed to truly be, and suggesting that the Grimoire Advent was composed entirely of tainted as well. There are several divergences in terms of dictates, holidays and worship practices, but otherwise Sardonyxism is very similar to the Church of Remembrance, and the Band is starting to more closely realign the Sardonyx Tablet's teaching with the Church's own.
Location: Haven, [Fortified Town]
Unique Traits
Military: [Rattlehavoc's Unit], [Swansong's Unit], [Bastille's Unit] [Very Strong]
Buildings: Basic Trading Post: +2 Currency/turn for lord nation.
Hex tiles are added to the east, aiming up towards the forest.
1. Finish the Upgrades. (14/15)
2. Rattlehavoc puts out a message to the rest of the Advent's citizens as a whole– any Tainted that are seeking a place of their own are welcome to join the Band and are encouraged to come to Haven. The more that are present to follow the Sardonyx Tablet, the better.
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fa19bf No.12811
| Rolled 2 (1d3) |
Resource Roll.
>>12810
>>12805
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fa19bf No.12812
| Rolled 61, 94, 59 = 214 (3d100) |
>>12805
Name: Vyriah
Race (Determines bonuses): Gnome
Color: (Determined map color): Blue
Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?
Government Type (Determines some stats): Merchant Republic
Economy Type (Determines some stats): Free Market
Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.
Location: The Open Sky
Population: (31.1) (1.3/turn)
Food: (Very Stable)
Raw Currency: (61) (35/turn)
Legitimacy: (Stable)
Culture: (13)
Industry: (25)
Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz], [Foundry Platform], [Factory Platform], [The Iron Bank of Vyriah]
Defenses: Tower Network [Very Large]
Military Units: 3 Vyriah'n Airships [Strong]; 1 Vyriah'n Guard Platoons [Medium], Vyrian Mad Scientist Cohort [Very Strong+][Clever], 2 Storm Guard Platoons [Epic+][Resist], 1 Stromtide Class Battleship "DMV Imperator"[Epic][x8][Bombard][4x][Resilient]
Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [Sustainable][Market], Steel [Sustainable], Darksteel [A little]
Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])
Technology: (Stone, Wood, Gems) Aerial Warfare [Basic], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Average], Advanced Hulls [Average], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Good], Counter-Espionage [Simple], Morgazian Air-War [Average], Civil Defense [Primitive], Magi-Storm Omni-Cannons [Average], Rationalization [Average], Standardization [Average], Magi-Storm Effect Weaponry [Very Simple], Bureaucracy [Primitive], Bombardment [Above Average], Metallurgy [Good], Scaled Construction [Simple], Trading [Simple], Economics [Average], Air-Ground War [Very Simple]
Trade route: Air Dwarves [Medium; +3 industry / +3/currency/turn] Dominion [Mediocre; +1 industry; +3 currency/turn] Patchwork Republic. [Medium; +1 industry / +4/currency/turn; +.1/pop/turn], Morgaz [Massive; +4 industry; +4 currency/turn], Necro Imperialis [Medium; +2 culture; +.2/pop turn]
Territory: (1)
Bonuses:
1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but trade may be impacted.
2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.
Eccentricities:
1. Everyone Hates Gnomes: Gnomes are physically weak in combat, and are easily kicked, punched, or abused. All of your combat rolls in melee suffer a -1 penalty.
1. Stratos Missile research 9/10
2. Set up a trade route to the elemental chaos, they seem a good place for raw resources.
3. Upgrade our knowledge on Magi-Storm effect weaponry. Maybe if we alter the flux charge and increase the efficiency of the charging mechanism we can get the lightning to jump more.
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fa19bf No.12813
| Rolled 60, 56, 37 = 153 (3d100) |
>>12805
Name: Kingdom of Suniria
Race (Determines bonuses): Humans
Color: (Determined map color): Orange
Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.
Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"
Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.
Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.
Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.
Location:Gul
Population: (17.8) (+1.2/turn)
Food: Good
Raw Currency: (7) (+5/turn)
Legitimacy: Good
Culture: (7)
Industry: (8)
Unique Buildings: Hall of the Kings; Great Forge(+3 Industry)
Defenses: Stone Walls [Large]
Military Units: 5 [Sunniri Swordsmen][very strong]; 2 unit [Sunniri Berserkers][Very Strong][Raging]; 2 [Sunniri Shield Maidens][Strong])(Morrigan the Raven [Epic][Granix])
Resources/Quantity: Stone [Sustainable]; Copper [Sustainable]; Iron [Sustainable]; Steel [Sustainable]; Dark Iron [Sustainable};Feywood [Sustainable]; Old Equipment [Some];
Magic/Spells: (The Way of Granix) (spells: Strengthen Unit)( Amplified Jump [Very Simple])
Technology: Metallurgy [Good]; Professional Armies [Simple]; Drill [Simple]; Equipment [Simple]
Trade Routes: [none initially]
Territory: (7)
Bonuses:
1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).
2. This You Can Trust: You may reroll unit recruitment once if it below 50.
Eccentricities:
1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.
1. Now That a suitable source of Dark Iron has been obtained and that the Great forge has been finished, get to work on overhauling and improving the arm and armor of our people.
+Metallurgy Good
+Great Forge
+Copper [Sustainable];
+Iron [Sustainable];
+Steel [Sustainable];
+Dark Iron [Sustainable};
+Feywood [Sustainable];
2. Train some Shaman for battle, we will need them shortly. The must be able to help our warriors follow the ways of Granix.
+This you can trust
+Professional Armies [Simple];
+Drill [Simple];
+Equipment [Simple]
+Industry 8
3. Figure out what the old equipment does. First person who does gets 2 gold. If they can prove their right.
+2 gold
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fa19bf No.12815
>>World Event – The Freak Trolls: The Freak-Troll menace has been defeated! Their awful blighted kind can no longer be found except in a museum. The world rejoices! (Add +1 currency/turn; all nations)
>>World Event – The Defeat of the Sculpted: Morgaz's forces have begun to engage the tattered defenders of the Sculpted. After some token defense, the Sculpted are defeated as they are unable to rally their broken forces. Subsequently, Morgaz's armies have occupied the territory and have forced the sculpted to build homes for the refugees in Morgaz's territory as restitution. There are reports of sporadic summary executions of certain priests and officials, but little else is known about the occupation. It seems certain that Morgaz has acquired research and materials the sculpted once had.
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fa19bf No.12820
The Immortal Technocratic Republic
Race: Dwarves
Color: Brown
Fluff :
Once, a monarchy of Kings and Nobles of living breathing dwarves, with dreams of building ships, fighting for cause of justice and the Coalition and of the freedom of Oppressed people.
After the massacre of the 2nd Coalition War which ended in a stalemate, underwent an even greater and darker revolution than the capitalist surge that came before it, and twisted into the new Immortal Technocratic Republic. One nation in eternal unlife with the goal of power in mind.
Government Type: Military-Technocratic Oligarchy
Economy Type: Capitalism
Religion: The Dreaming Forge God. The Dwarves believe that the reason the world floats through the sky, is that a great god of forgework is alseep and dreaming of islands flying through the sky. We dwarves are in the image of the forge god, and are the ones to construct the designs and inventions he dreams up with.
Location: Orgul Major
Population: (23.6) (1/turn)
Food: (Excellent)
Raw Currency: (24) Income: (10/turn) Expenses: (Martial Law: set Income to 1) (Special; -5 currency/turn, 2 turns)
Legitimacy: [Martial Law][Chaotic]
Culture: (12)
Industry: (27)
Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge], Santerian Black Ziggurat, Large Santarian Academy, Embassy [Necro Imperialis]
Defenses: (Stone Traps, Good), Nightcrag Tunnel Defenses [Elaborate, Segmented]
Military Units:
1 Eastwinds .Co Destroyer [Very Strong]
1 Dwarven Frigates (damaged)
1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]
>0 Royal Navy Destroyer's
>Mobilized Forces on the Field
[New Santoria]
[New Machina]
>Mobilized Forces at home
6 Combat Clockworks Groups [Very Strong][Resist]
Resources/Quantity:
>Home
Iron [Shortfall], Copper [Shortfall], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable]
>Colonies
[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]
[New Santoria] [Fortress] (Iron [x1]; Copper [x1]; Stone [x1]; Flux [x1]; Raw magic [trace]
[New Machina] [Fortress] Odd Scroll[Single], Silver [Unmined]; Dark Iron, Rubicite [Some]; 1x Iron, Wood, Copper; Ioun [Some]; Gems [Lots]
>Market Gifts:
Steel [Average]; Coal [rationing]
Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good]) (Mass Raise Undead [Very Simple])
Technology:
>Resource Tech
(Copper, Iron, Stone, Steel) [Steel Mill Blueprints]
>Economy
Bureaucracy [Primitive]
Rationalization [Average]
Standardization [Average]
Steam [Simple]
Clockwork Fabrication [Simple]
Dwarf-Clockwork Integration [Very Simple]
Recycling [Average]
Tooling [Very Simple]
Electricity [Primitive]
>Military
[Airships, Basic]
[Aerial Warfare, Simple]
[Civil Defense, Primitive]
Total Mobilization [Simple]
Mobilization [Average]
Large Scale Construction [Very Simple]
Bombardment [Very Simple]
Command Crowns [Some]
Combat Clockworks [Simple]
Salvage [Simple]
Tooling [Very Simple]
Holy Weapons [Simple]
Logistics 3/6
>Other
Undead-Living Diplomacy [Simple]
Counter-Espionage [Good]
Counter-Espionage [Simple]
Secret Police [Primitive]
Territory: (26)
Bonuses:
1. Aerial Fabricators: Sky Dwarves are keen on airship construction, and gain a bonus to rolls to construct airships or other large aerial constructions (+15).
2. Industrial: Sky Dwarves are keen on industry. For every industrial point gained, add half a point.
Eccentricities: (generated by GM)
3. Undead
1. Captains of Industry – Every other turn, see what the capitalists are up to. Roll 1d100.
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fa19bf No.12821
| Rolled 54, 46, 10, 94 = 204 (4d100) |
>>12806
http://pastebin.com/DXsah6ex
1 Total Crusade 10/12. With many vilon getting the idea of a crusade and the workings of establishing the movement for a crusade our next crusade is shaping to be an enduring one.
23 Raise currency. Trade art for a big bag of gold, iron for gold or perhaps a trade tariff for a set duration to see how much money we can gather in this way.
4 Vilon Phalanx[Epic+][Resilient] Training 1/2. "Vilon, what is your profession!?" The gossip reached a fever pitch as every vilon began describing their workings and the workings of the mortals on Shezeb.
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fa19bf No.12822
| Rolled 59, 98, 35, 70, 71 = 333 (5d100) |
>>12820
1. Construct an Embassy towards the Morphs, and their new capitol being constructed.
Due to the short, literally walk able distance over the great land bridge, it is theorized it might be possible for the efficient transfer of maybe even more than two technological exchanges at a time.
2. The consolidation of Curlo's Chain has been delayed far too long, and we MUST take total control of our island at all cost. 1/7 [Expansion Refitting]
3. The political situation in New Santoria is unattenable. War is coming, and we will not be able to hold it.
I hereby order the immediate strip mining of any available resources and materials, as well as the deconstruction and transfer of the [Santerian Black Ziggurat] [Large Santarian Academy] to be reconstructed in the home Capitol.
4. https://www.youtube.com/watch?v=AODGGRS4DRo Terrorism 5/8
5. Capitalist Roll
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fa19bf No.12823
| Rolled 41, 2, 97 = 140 (3d100) |
>>12807
1. Yarhar men. The more land we control, the more room we have for all the needed things in life, like booze, wenches, and loot! (Continue expansion 5/10)
2. Hmm…yes. The boys haven't raided anything in a while. Lets make sure they aren't rusty, and practice some raiding. We've got the land for targets after all.
3. Speaking of that, lets look into making our Bombard tech better then jury rigged. (Upgrade Bombard tech)
Name:Skyrates
Race: Assorted
Color: Pink
Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to
strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic
mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over
arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains
represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The
Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any
one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic
enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful
balance they have worked to set up.
To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,
airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their
assorted functions.
Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.
Economy Type: Pirate Free Market
Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.
Location: Ribwall
Population: (27) (1/turn)
Food: (Good)
Raw Currency: (69) (+13/turn)
Legitimacy: (Average)
Culture: (7)
Industry: (12)
Unique Buildings: [1 Pirate Council Hall] [1 DreadDock Super Dock] [1 Black Market Goods Trade Emporium] [1 PYU Pirate Univerity] [Technocracy Embassy]
Defenses: Aerial Patrols [Large]
Military Units: 4 [SkyGalleon][Very Strong]; 4 [Pirate Marines][Medium]; 1 [SkyCutter][Very Strong+++][Quick]; 3 [Grand SkyCutters][Very Strong++][Bombardx1][Quick]; 3 [Machine Men Marksmen][Strong]
Resources/Quantity: Rum [Sustainable][x2][Market]; Iron [Sustainble][x2]; Copper [Sustainable]; Wood [Sustainable][x3]; Magicite [A Lot]; Oil/Gas [Sustainable]
Magic/Spells: (Aero-Piratical [Average]) (spells: Summon Ghost Pirates [Simple]) (War Magic [Primitive])
Technology: (Iron, Stone, Wood, Copper) Airships; [Average]; Air-War [Good]; Scaled Building [Simple]; Economics
[Primitive]; Bombardment[Improvised]
Trade Routes: Advent[large, +3 Industry, +4 Currency/turn]; Patchwork [Small, +2 Currency/turn]
Territory: (7)
Bonuses:
1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or
opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes
undefended/non-military, roll 1d10. This does not apply to creatures.)
2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes
traditionally shipboard marines and boarding parties.
Eccentricities:
1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,
disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.
2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.
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fa19bf No.12824
>>12823
I'm…going to spend 20 currency to mitigate that second action roll.
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fa19bf No.12827
| Rolled 97, 24, 58 = 179 (3d100) |
>>12805
>FluffnStuff: >>10350
Population: 44.2 (1.9/turn)
Raw Currency: 108 (120turn)
Legitimacy: Good
Culture: (8)
Industry: (11)
Unique Buildings:
>Patchwork City: [Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]
>New Patchwork (14/15)
Defenses: (Tower/Wall Defense Network (Large)
Professional Military: 6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic++)[Armored], Patchwork Republican Guard (Epicx8)[Brave], 3 Air Mages (Medium), The G-Unit[EpicX7][Infiltrate][Sapper]
Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, Sustainable x3] [Steel, Sustainable] [Magicite, Unmined] [Iron, Unmined] [Strange Ooze, Trace] [Dark Iron, Unmined]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, Simple] [Diplomacy, Simple] [Standardization, Simple] [Rationalization, Simple] [Coinage, Simple] [Unit Upgrade, Improvised] [Economics, Primitive] [Equipment 4/8] [Infantry Tactics, Very Simple] [Metallurgy, Good]
Territories: (30)
1) Finish the city! Spend a bit of money to make sure it goes smoothly. (5 gold)
2) Future generations of New Patchwork, so far from Loen, should be able to learn where they came from. Build a cultural museum in the city. (5 gold)
3) Now that we've mined some Rubicite, we can hopefully finish better equipment for our troops. (4/8)(5 gold)
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fa19bf No.12829
| Rolled 50, 55 = 105 (2d100) |
>>12827
>>12806
>>12827
Population: 44.2 (1.9/turn)
Raw Currency: 108 (120turn)
Legitimacy: Good
Culture: (8)
Industry: (13)
Master Buildings:
[Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart], [Starkegrob], [Patchwork City Marketplace]
Defenses: (Tower/Wall Defense Network (Large), Starkegrob Citadel [Fortress]
Master Military:
6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic-), Patchwork Republican Guard Company (Epic++++++++)[Brave], 1 Starkengrober Riesengarde (Very Strong+)[Brave], 1 Starkegian Infantry Brigade (Epic++++)[Brave], 3 Air Mages (Medium), The "G-Crew" (Epic+++++++)[Infiltrate][Sapper]
Resources/Quantity:
[Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable, Unmined] [Rubicite, Sustainable (x3)] [Steel, Sustainable][Odium, Average][Magicite, Unmined]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, Simple] [Diplomacy, Simple] [Drill, Simple] [Standardization, Simple] [Rationalization, Simple] [Coinage, Simple] [Unit Upgrade, Improvised] [Economics, Primitive] [Equipment 4/8] [Infantry Tactics, Very Simple] [Metallurgy, Good]
Territories: (30*)
_
Courier Specific Buildings:[Starkegrob]
Defenses: Starkegrob Citadel [Fortress]
Courier Specific Military:
1 Starkengrober Riesengarde [Very Strong+][Brave], 1 Starkegian Infantry Brigade [Epic++++][Brave]:
(1 Starkengrober Riesengarde [Very Strong+][Brave]):
-2nd Starkegian Infantry Regiment, "The Stark Town Giants"
(1 Starkegian Infantry Brigade [Epic++++][Brave]):
-1st Starkegian Infantry Regiment, "The Retrievers"
-3rd Starkegian Infantry Regiment, "The Kleins"
-4th Starkegian Infantry Regiment, "The Neue Kerls"
Bonus: [Strategic]
_
1+2.) Gunpowder is difficult to manufacture given the restricted resources of Loen, but one thing we're never short of is air! Using parts gleaned from our parts workshop, figure out how to build an air-powered gun to equip our troops. Do it swiftly!
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fa19bf No.12830
| Rolled 66, 36, 34 = 136 (3d100) |
[Morph][Order of the Advent]
http://pastebin.com/wGkYEbjx
Population: (27.5) (1.4/turn)
Food: (Very Stable)
Raw Currency: (38) (+19/turn)
Legitimacy: (Very Stable)
Culture: 5
Industry: 6
Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town];[Northpoint Fortress][Fortress];[First National Port of Ethos][Port];[Haven][Fortified Town]
Defenses: Wooden Walls [Simple]
Military Units: [Vincent][Very Strong+][Flight]; 2 [Meli, Dez][Very Strong]; 6 [Xenon, Tinsel, Cain, Regent, Lem, Fitzgerald][Medium]
Resources/Quantity: Copper [Sustainable]; Gems [Sustainable]; Iron [Sustainable]; Wood [Strained]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x2]; Silver [Sustainable]
Magic/Spells: [Morph Pluralist: Average] (spells: Arche's Fist [Simple])
Technology: [Steel];[Metallurgy, Good];[Diplomacy, Average];[Communication, Simple];[Electricity, Primitive];[Walkers, Simple];[Mechanized Warfare, Primitive];[Coinage, Good];[Sealed Construction, Primitive];[CMBatteries, Simple]
Trade Routes: [none]
Territory: (4)
Bonuses:
1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.
2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.
Eccentricities:
1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)
—–
[Progress]
-Projection Theory (14/15)
-Magic Leech (5/15)
-Facility to Town (9/10)
-Walker Tech (7/8)
—–
1. So many projects to complete, so little time. The most prevalent is the construction of the new town on upper Curlo's chain. Morphs have been transported and the conversion of the facility is near complete. [Complete Facility to Town](9/10)
2. The continued research on Walker Tech has gone well. We're almost ready to begin on a base model. [Walker Tech](7/8)
3. Our anti-air weaponry and projection theory is near completion as we prepare to build Peacekeeper MK I. [Complete Projection Theory](14/15)
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fa19bf No.12831
| Rolled 65, 9, 88 = 162 (3d100) |
>>12830
[META][Spend 10 currency on action 2 and 10 currency on action 3 to ensure success.]
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fa19bf No.12832
| Rolled 14, 3, 42, 74 = 133 (4d100) |
>>12806
>>12806
https://docs.google.com/document/d/10R2tF7d25yq9r_5lir2M_H6oH80jcB_Xgx6XhnfzHwc/edit?usp=docslist_api
1. Search the cave north of the Capitol
2.build the ministry of the military in the necropolis
Scaled Construction [Simple]
Sturdy Construction, Average
3. We need to get information about them talk to the zeke 1/2
4. Hire and train some more gmen.
Ministry of internal security
Espionage [Average]
Counter-Espionage [Good]
The Total State [Simple]
Secret Police [Less Simple]
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fa19bf No.12834
| Rolled 90, 65, 38 = 193 (3d100) |
>>12806
Nation Fluff:
http://pastebin.com/FBM7X4GB
[Kaldor]
Population: (20.5) (1/turn)
Food: (Stable)
Raw Currency: (15) (5/turn)
Legitimacy: (Good)
Culture: (17)
Industry: (10)
Unique Buildings: [Temple, Hunter's Calling]
[Government building, Warrior's Hall]
[Northern Fell Chain Fortress, Huge, Imposing]
Defenses: (Elaborate Wooden Fortifications, Strong)
Military Units:
1 [Leonan Warriors], Strong;
3 [Huntmaster] Very Strong
2 [Wurmrider Squad] Very Strong++++
[Deathgaze]* Very Strong, Clever
1 Kaldorian Priestesses [Very Strong+++]
Verana, Priestess of Galgoroth [Epic]
3 Juvenile Rocs [Very Strong++]
3 Skyships [Very Strong]
Resources/Quantity:
Copper [Sustainable][x2]
[Pelts, Sustainable]
[Stone, Sustainable]
[Wood, Sustainable]
[Beetlechitin, some]
[Wurms, some]
[Prisoners, some]
[Iron, Sustainable][x2]
Mildly-Burnt Freak-troll hide [some]
Freak Troll Minors [Some]
Wurmscale [Strained]
Fruit [Some]
Gems [Unmined]
Magic/Spells: (Elemental, Average) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]
Technology:
+Iron
+Stone
+Copper
+Wood
+Hideworking
+Exotic Creature Training[Average],
+War Drums [Average]
+War Animal Training, Average)
+Drum Amplifiers [simple]
+Composite-Material Armors [Simple]
+War Magic [Simple]
+Air Transport [Simple]
+Professional Armies [Simple]
+Airships [Average]
+ Night-Fighting [Primitive]
+ Spitter-Guns [Simple]
+Re-organization [primitive]
Urban Pacification [Primitive]
Territory: (7)
Bonuses:
1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.
2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.
Eccentricity:
1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted
>>You are mobilized: Industrial Efficiency: 100%
>>Lose 1.1 pop/turn
>>Set mobilization status: 4 turns. You population views this as an offensive war. Political murmuring has started.
>>Add mobilized unit: 3 Kaldorian Infantry Formations [Very Strong]
24 Kaldorian Admixture Formations [Very Strong]
Your resources and food supply are increasingly taxed.
1. Continue the work on the anti-fortification spell 9/10
2. Mine the gems and charge them with fire spells
3. Consolidate almost all our troops at Mare
>>Troops at Capitol
3 Kaldorian Infantry Formations [Very Strong]
3 Juvenile Rocs [Very Strong++]
3 [Huntmaster] Very Strong
1 Skyships [Very Strong]
>>Troops at Mare
1 [Leonan Warriors], Strong;
2 [Wurmrider Squad] Very Strong++++
[Deathgaze]* Very Strong, Clever
1 Kaldorian Priestesses [Very Strong+++]
Verana, Priestess of Galgoroth [Epic]
2 Skyships [Very Strong]
24 Kaldorian Admixture Formations [Very Strong]
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fa19bf No.12835
| Rolled 3 (1d3) |
>>12806
Expansion roll
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fa19bf No.12836
| Rolled 94, 8 = 102 (2d100) |
>>12807
Food: Low
Building: The Sanctuary[Town]+1 hex
Military Units: 2 Berserk Warbands [Very Strong +++Resilient] 2 [Shadow Walkers] [Very Strong, +++ Resilient] 2 Vengence Warbands [Very Strong] 3 Night Shadow-Walkers [Very Strong+][Mage]
Magic/Spells: Santerian [Good]+ Magi-Biology [Very Good]; Shadowlands Walk [Good]
Technology: Wood, Stone, Metallurgy [Simple]; War Magic [Simple];Medical [Simple]; Biology [Simple]; Statecraft [Primitive]; Tunnel Warfare [Primitive]
War Magic 5/11
1-2) The teachings of war magic continue 5/11
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fa19bf No.12837
| Rolled 60, 41, 31 = 132 (3d100) |
>>12807
Lore: http://pastebin.com/CSSxQsH9
Nation: Plains Fairy Kingdom of Flowers in the Sky
Population: (11) (+1/turn)
Food: (N/A)
Raw Currency: (32) (+7/turn)
Legitimacy: Very Good
Culture: 8
Industry: 5
Unique Buildings: Leprechaun Hall
Defenses: Feytraps [Good]
Military Units: 4 Pikechaun Platoons [Very Strong], 2 Spring Herald Squads [Strong], 2 Soren Armadillo Packs [Strong][Armored]
Resources/Quantity: Copper [Sustainable]; Bronze [Sustainable]; Tin [Sustainable]; Gold [Sustainable]; Sunflowers [Sustainable]
Magic/Spells: [Sunflower-Chaun] (spells: Taint Currency [Simple]; Disorient [Simple]; Query Rainbow [Simple])
Technology: (Stone, Wood, Bronze, Copper); Feywar [Simple]; Exotic Animal Training [Simple];
Trade Routes: [none]
Territory: (3)
>Bonuses:
1. Feywild: Fey territories are a total nightmare to attack or occupy because it's basically a weaponized hedgemaze. As such, Fey units can act as infiltrators and guerillas to bog down opposition armies in movement inside your territory.
2. Fey-Blooded: As fey, you have certain advantages - you do not typically eat and are resistant to most forms of blight. You are also effectively immortal barring getting killed by something (or someone). You also do not pay upkeep for units, but large standing armies are problematic.
>Eccentricities:
1. You Eat WHAT?: Reproduction and population expansion is tied to gold and sunflowers.
2.The Riddle of Steel Sucks: You suffer a general penalty if enemy units deploy iron (or derivations) as a weapon. Given that pretty much everything is made of iron, it must be a good portion of their army using it.
>Actions:
1/2. - Now onward to constructing the residential area of the tower, with plenty of windows and balconies! (5/15)
3. - Rehearse flying at high altitudes with the spring heralds; the best defense against the nasty things bellow is to fly too high for them to catch you!
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fa19bf No.12838
>>World Event – The Second Epoch: In what is increasingly termed the “Epoch of Loss”; the years continue to move forward on Soren. In the previous epoch, a variety of nations rose and fell under the marching of feet, diplomatic maneuvers, simple mistakes, and callous hubris. War continue to wrack the world, and the smaller empires and nations of the first and second epoch have given rise to larger integrated nations with established bureaucracies, advanced armies, refined governments, and increasingly powerful weapons. The increase in terrorism – political, military, or otherwise – and the formal end of the second coalition are key events in the second epoch, with the first and second battles over the astral well of Orgul being among the many flashpoints. It is generally agreed that the dramatic and crushing defeated of the Sculpted host by Morgaz at the battle of Ash peak marks the effective end of the Second Epoch, but it seems fair to state that this battle will pale in scope to the weapons and soldiers being amassed for the coming epoch. Time will tell if the nations of the world can arrive at some sort of equity and stability – but if previous trends bear, this coming third epoch will be an epoch of violence and destruction in scales unheard of.
>>[[GM Note: Relatively recent nations have not had enough time to develop a history]]
[The Golden Republic] Battered by repeated wars and increasing inequality of wealth, the once strong nation has become what many diplomats call “The Sick Man of Gul”, with it being wracked by profound political disputes and factionalization. It is unclear if the nation will survive for much longer, but the history of the republic is both proud and resilient.
[Elemental Chaos] The Elemental Chaos have proven their formidable capacities in both military force and single-minded dedication. Expanding south and conquering all in their way, the elementals have begun to excavate their great ritual circles and begin their ancient rites. Though unimportant to the casual observer, the secrets of these rituals and circles are obvious to the layman – the arrival of the Herald, and a formidable problem for the peoples of Gul and beyond.
[The Dominion] In the far east on the lonely island of Shezeb, the Throne and his allies and servants the Vilon watch the world carefully and with a studied eye. Much has changed, and treachery now leeches out of all of the nations of the world in equal part to the lust for power and expansion with little good news; the arrival of the Santareians and the relative safety being among few unqualified advancements. In such a situation cynicism might prevail, but these powers still stand against the Throne and his mighty host. The question remains however: will these brave souls be enough to prevail over the callous brutality that now runs rampant? Not even the very wise know such a thing for sure, and surely, friend reader, it is for us to guess.
[Patchwork Republic] On the sleepy island of Loen the Patchwork Republic watches the world in a cautious and measured way. Unwilling to risk conflict or any actions that might endanger the republic beyond minor commitments, the republic has jealously guarded what strength as the most jealous miser guards his money horde. However, unlike the miser, such watchfulness provides dividends for the Patchwork: a clean diplomatic record and unobtrusiveness provide the nation with excellent political capital to maneuver in a world of increasing danger and decreasing sanity. If this situation will continue forever does not seem as clear as either death or taxes; the only thing that seems certain for the republic is the assistance of their foremost (and certainly most plucky) city-state of Starkegrob.
[Necro Imperialis] Ravaged by war and a heroic victory, the new government of the Necro Imperialis is battle-tested and the nation itself relatively large by the standards of the other nations of Soren. Their conquest of the Stella Imperium and the subsequent wars over that territory rocked the nation, but dramatic political maneuvers and a bit of luck carried the Necro Imperialis to a series of blood and horrific stalemates. Those stalemates, well recorded and disputed, nevertheless tied for the victor, and so Necro Imperialis stands. If the Necro Imperialis can continue expansion and success is open to question; their addition the Angles to their ranks has certainly raised expectations that this will indeed be the case.
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fa19bf No.12839
>>12838
[Necro Imperialis] Ravaged by war and a heroic victory, the new government of the Necro Imperialis is battle-tested and the nation itself relatively large by the standards of the other nations of Soren. Their conquest of the Stella Imperium and the subsequent wars over that territory rocked the nation, but dramatic political maneuvers and a bit of luck carried the Necro Imperialis to a series of blood and horrific stalemates. Those stalemates, well recorded and disputed, nevertheless tied for the victor, and so Necro Imperialis stands. If the Necro Imperialis can continue expansion and success is open to question; their addition the Angles to their ranks has certainly raised expectations that this will indeed be the case.
[The Technocratic Republic] In the quiet chain of Curlo, the Technocratic Republic churns onward. Following a massive campaign against several minor powers, the new government of the Technocracy has experienced minor internal problems as it pushed the nation to the limit in pursuit of more power. Subsequently, power always being slipper, the goals of the Technocracy have yet to change. To this end the Technocracy has gained some advantages to bolster its physical strength: vast space and resources, but also more space to defend and exploit. If the Technocracy can hold such claims is always a question, but their industrial capacities and manufacturing methods are second to no other nation.
[Vyriah] Though diminutive and sometimes ridiculous, the gnomes have an eye for financial management. Subsequently, the perfidious gnomes and their financial terrorism ravage the world in a vast scale and their monopolies choke the market. Other nations, reeling from the economic onslaught, attempt to develop their economic structures into quasi-autarkies to handle the scheming gnomes and their bulging pockets. If their scheme will work is anyone's guess, but, to expect the gnomes to simply sit by as their own interests are threatened is perhaps to ask for too much, but, more naively, it is asking for the highly dangerous gnome naval fleet to simply vanish. This, as minimum, seems worthy of mockery.
[Kaldor] In the ruins of Mare and the Fell Chain, Kaldor has begun to move. The leonine peoples have proven themselves constant warriors and often destroyers – their schemes and actions having cause destruction and violence from the former capital of Stella Imperial to the clearing of the Freak-Troll infestation of Gul. Now they occupy the former capital of Mare; if their expansion and mercenary activity continues is a question only for the government and leaders of that nation.
[Advent] From the northern regions of Gul the Advent have started to stake their claim and assume control over areas previously though unimportant by the powers of the world. The Morph, as is their way, have begun their effort to diplomatically leverage any advantage they have to gain a leg up. Though it does seem that the late arrival of this nation to the world puts them at a disadvantage, only the stars know what they will accomplish with the assistance of Rattlehock and his band of morphs. Perhaps in time they will be a major power, but for now they are content to be a regional consideration.
[Morgaz] In the south of the Nightcrag mountains the old dragon of the first epoch has continued his projects – he has fought in many wars, strategically, and he has made him self known, carefully. With the construction of his device, the plane seems more stable than ever and his constant efforts to maintain the basic integrity of the substance of reality has earned him a reputation as an iron surgeon: excising threats deftly, being tactful where possible, but always having a clinical eye and a hard enough heart to slay the rabid dogs he sees. If such a behavior can be maintained indefinitely is always for debate; the mystery of the black dragon and his motivations remain exceedingly hidden. Much as epochs prior Morgaz is a hero to some, but to others he is a callous menace.
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fa19bf No.12840
>>12839
[CAPITOL] The remnants of the detachment #2702 continue their mysterious work on mysterious projects with little to be known. That is to say, little is to be known excepting strewn corpses, strangled guards, and the occasional bombing. What precisely do they want? What do they plan? Where will they strike next? Nobody knows, and what information that will be gleaned from the next bombing will more than likely not be enough to rectify the situation. Nor, it is suspected, will simple corpses be enough for such a group in the fullness of time.
[The Colony] Leaderless and silent, the Mycon of The Colony have been unable to gain any clear direction with the passing of months and years. Though clearly conservative by their nature and exceedingly quiet, the Mycon have so far managed to evade all major conflicts and move ahead their sacred and solemn goals. If such an evasion can continue is perhaps best to the divination and reading of avian entrails.
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fa19bf No.12841
>>GM: All players have been allocated 4 hex. You do not roll for resources, however. This will be reflected on future maps.
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fa19bf No.12842
>>12617
Oh yeah? well I'll train my spies to avoid your counterspies trained to catch my spies avoiding your counterspies.>>12617
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fa19bf No.12844
>>12842
Damn it hit enter in the wrong place.
http://pastebin.com/Hb96saUG
Population: 16 (+1/turn)
Food: Good.
[Drachma] Raw Currency: 84 (+9/turn)
Legitimacy: Stable.
Culture: 8
Industry: 1
Unique Buildings: The Arch-Dominator's Tower.
Defenses: Basic, Stone.
Military Units: 3 Moirian Shock Infantry (Medium), Tyrill [Weak; Infiltrate]
Resources: Stone, Serf-Slaves, Farming fleshbeasts, Dark Iron (Sustainable).
Magic/Spells: [Flesh]. Spell: Fleshboosted Strength (Basic); Chimeric Graft, Simple.
Technology: Bronze, Flesh (limited), Flesh-beasts (Simple).
Territory: 8
Bonuses:
1. Unholy Artifice: Dominators are extremely good at developing new magical methods to modify Moirans or other creatures; for good or ill.
2. Centralized Power: The Arch-Dominator can use serf-slaves to bolster legitimacy and the military. The more serf-slaves you have, the less societal pressures impact the plutocracy and the easier it gets to recruit infantry.
Dark Iron Forging 1/10
Dominator Krayle Ivy Marcus Septim didn't enjoy causing pain per se. It was merely a bonus to the extraordinarily beneficial job that was being a Fleshcrafter. The serf-slave belonged to some race named Cimmerians. He had been picked up by a recent patrol. A recent patrol sent out to find out how the entirety of the Dominate and a sizable chunk of Moco had been dumped somewhere very very -not Moco-. The man under his attentions writhed as he plucked at a particularly exposed set of nerves. Them an would've cried out in pain, but the scars - that weren't of his doing - across the man's body told of someone who was quite used to being poked with sharp things. "Shh," he cooed with mock care. "Your suffering has a purpose. I promise." He punctated these last words by jamming a syringe full of a bubbling blue liquid into the man's exposed veins.
He expired within seconds. Krayle, in a fit of rage, detonated his corpse. "That twice-lowered bitch of a woman." He snarled, hands gripping the bloody remains of the man with white knuckled intensity. "I will outdo her and her cursed cabal. The Whites do not understand the strength of Moirans! They trust in beasts of their own creation and not in the creation of our blessed Eves." He slapped away the table holding the remains with the strength of several men. He'd been the first successful experiment of strength grafting.
Within secondso f the slap he had calmed himself back down again. With a sigh he stripped off his bloodied gloves and ran a bare hand through his wavy dark hair. "Back to the operating table I suppose." He snapped his fingers twice, a pair of serf-slaves with collars around their necks appearing in a blink in the doorframe.
"Yes, Dominus?" They asked with lowered eyes and lowered bodies. He scoffed. This was why they were serf-slaves. They could not uphold their blessed Eve.
"Bring me another! Make it one of those… what were they called? Dwarves? The short hairy beasts."
"As you will, Dominus." They groveled, scrambling away from him with practiced humility. He would have to take one tonight. They had become too complacent in their positions. They didn't desire more.
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fa19bf No.12845
>>World Event – Neu-Moco: There is a massive shrieking noise as a spatial distortion spits out a large island near Pegul. Morgaz's device begins to whine and groan loudly as it barely manages to equalize the alien forces that hold the plane together. There is some slight shaking, but nothing else happens. What strange nation could be on such an island?
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fa19bf No.12846
| Rolled 19, 84 = 103 (2d100) |
Name: Angle Confederation
Race: Primarily human (Living)
Color: Pink A on Black
Fluff: The Angle Confederation was founded by a group of merchant crews turned smugglers and later, pirates. Seeking a life with less of the more troublesome decrees of those that would call themselves the masters of others, the Confederation vanished into the wilderness. In time, the Confederation was forced to turn to smuggling and piracy for hire to survive, though they often produce a healthy variety of alcoholic brews that are almost a form of defacto currency. The Confederation is highly dependent upon outside sources for technology to keep their air ships in working order, and is often forced to improvise during military situations.
Elves are often considered to be the main foe of the Angle Confederation, as most view them as stuck up Imperialists that seek to enslave their kin, though a small number of elves have come to live among the Confederation. Most are eventually broken of their superior attitude by a seemingly coordinated series of pranks or quickly say a number of rude things as they leave.
Best described by outsiders as 'a bunch of drunken smugglers, pirates, farmers and moonshiners', the Confederation still holds to a rough code of internal and external conduct. One must serve the Confederation to earn the right to vote or own land. One must own land to seek office in the Republic.
Government Type: Militaristic Confederate Republic.
Economy Type: Semi-cooperative Free Market. Food is often shared, but most barter services in return.
Religion: The Angle Confederation often recognizes the Four Winds as dieties, but above them worships a great bird (exact bird is a matter of a number of honor duels) known as Maliel the Wise. She is said to have been a source of wisdom and knowledge to the first Captain of the Angle Confederation. A number of lesser superstitions are known to exist among different families.
Location: Orgul
[Courtier of Necro Imperialis]
Necro's Stats: https://docs.google.com/document/d/1BCa5hJHfN0I9_XSkYqusYJRgRoBED49vqmVuqBKgFRA/edit
Angle-specific Things:
>>Population: 12.4 (+1.3/turn)
>>Unique Buildings
Oakwell, Orgul [Town][Lightly Fortified]
Azazis Town, Orgul Major [Town]
Night Reach, Ribwall [Town]
[Trade Port] (in Necro Capitol)
>>Military
+ 4 Confederate Irregulars [Very Strong]
>>Technology
Urban Pacification [Primitive]
>>Ribwall Expeditionary Force [At Roboczyl, Holding]
+ 2 Confederate Irregulars [Very Strong]
>>Bonuses
1. Piratical: Every time you destroy enemy units or units generally, roll a d100 to see what kind of things you pull from their stupid corpses. [This occurs once following combat and works on NPCs.]
1.
The newly claimed lands around Night Reach shall be settled with farmsteads, feeding our growing population. Though our undead benefactors may not require food, some of the men have begun to wonder just what is in the strange foods they've provided us…
[Farms]
2.
We must still found trade lanes for the Necro Imperialis. Perhaps we should turn our attentions from the strange gnomes and instead establish a trade route between Necro Imperialis and these Skyrates to the West of Night Reach?
[Necro/Skyrate Trade Route]
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fa19bf No.12847
>>12844
>>Nation Event: Severan
>> …Everything feeds oddly easier, like you've been under some sort of strange gravity…
>>Revise:
>>Industry 5, Culture 12
>>Military units: Set "Shock Infantry" to "Very Strong++; Tyrill to "Strong++"
>>Set all existing resources to [Sustainable]; Revise Serf-Slaves to [Massive, 1]
>>Set all spells to [Average]
>>Revise technology to: Metallurgy: Good; Fleshbeasts [Average]
>>Revise bonus: Addendum – #1 "You may reroll any activity involving fleshcrafting if you roll below 50, once. This includes making new units or researching new spells."
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fa19bf No.12848
>>12847
An undead Dwarf approaches Morgaz realm, hailing them in the same manner as they once were hailed by the Necro Imperialis whence they both defended the gate against a shady, otherworldly force.
It had been a long time since the Dwarves had ever turned their eyes on the Dragonlands, and so much has changed since the time they burned the Patchwork Republic. But that is about as alien a time to anything now.
The Dwarf ship hovers, knowing not to intrude without being granted permission.
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fa19bf No.12849
>>Nation Event – Technocracy [Terrorism]: Several bombs have gone off in the capital rail systems, causing mass derailments. Much to everyone's surprise, those injured do not seem to get back up. There appears to be some sort of contagion or magic at work which is preventing resurrection. The fatalities are enormous: no less than five trains have been destroyed, and fires now rage through several areas of the industrial district.
>>Technocracy: Lose 5 population
>>Technocracy: Set Legitimacy to [Martial Law][Total Chaos and Rioting]
>>Looters in the streets are stealing and destroying buildings. Clockwork-police have engaged in urban pacification and are using low-caliber live rounds. Set currency incoming to 1/turn until the situation has stabilized.
>>Lose 30 currency.
>>Lose 1 Industry
>>Set technology: Civil Defense to [Average]
>>Nation Event – Dominion: A bomb has exploded in Octavia's office, badly injuring her. The bomb is clearly Vyrian in origin despite extensive efforts to disguise it as a Necro Imperialis explosive. Your agents seem certain about this and they demand action. Octavia is in a coma and may not wake up.
>>Set Inquisitorial Office to heavily damaged.
>>Lose 1 population.
>>Set technology: Civil Defense to Good
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fa19bf No.12850
>>12848
[Morgaz]
Morgaz's diplomat appears at the battlements. He waits for you to speak.
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fa19bf No.12851
>>12850
"Greetings Morgaz. I am a diplomat of the Technocratic Republic, here to speak on my nations behalf.
You have seen us before, during the war of the 2nd Coalition.
We bring to Morgaz a gift. Something we have no need for, nor reason to hold, hoping that he might use it to better effect."
The Dwarf hands over a sealed package, containing in it a trace of Raw Magic. That was about the nations entire stockpile."
"If he be willing to come out and speak to us, we would appreciate it, otherwise I shall offer our propositions to you. It concerns the denizens of Mare and the Troll Blight."
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fa19bf No.12852
>>12851
The diplomat pauses and moves away away from sight. After a time, Morgaz appears personally as he exits the massive darksteel doors. Massive magi-storm cannons now begin to swivel as he speaks. You are being watched by several platoons. You can feel it.
Morgaz appears in a good mood today and speaks. "Technocracy, is it? I know of your…political reputation, but what you hold is of concern to me. What is your proposition."
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fa19bf No.12853
>>12849
In the wreckage of all of the attacks one can find a familiar pattern. Scraps of cloth that read CAPITOL when put together. In the case of the Technocracy the message is a little more… elevated. Teams of rescuers looking from high enough above can read in the lines of explosions that same word. CAPITOL. Who - or whatever - CAPITOL is. They're dangerous, deadly, and not to be trifled with. Still, these clues aren't readily apparent to anyone, and it's only after careful examination and reexamination that this rather overt threat is even discovered. Until such an inquiry occurs everyone suspects exactly what CAPITOL wanted them to.
In the depths of his secret volcano base the Minister strokes the white cat-thing on his lap and grins wickedly. If this bout of terrorism couldn't start him a war of vengeance nothing could.
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fa19bf No.12855
>>12845
https://www.youtube.com/watch?v=lAL9rzGCW8k
From the eastern end of what remained of the Plane of Moco, a tiny, comparatively insignificant figure desperately clawed its way up what was once a bay leading into a vast ocean, narrowly escaping falling into the endless skies bellow.
>Explore.
The small, spherical creature of flesh and corroded copper barely clung to life after spending the better of several months drifting through the sea, and it mindlessly attempted to excecute the last directive given to it by its superiors, no doubt destroyed in whatever calamity brought it to this strange world.
>Explore.
It rolled its way across the forest using its still functional arms as oars, disoriented and confused as the already faint connection it felt to its collective form before had ceased entierly. Though hardly intelligent enough to be considered a sapient being, the creature could not help but feel fear and dread over its current state, and above all, confusion.
>Explore.
Nevertheless, it continued on with its mission, its bizarre appearance scaring off fauna as it rolled along still.
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fa19bf No.12856
| Rolled 32, 78, 54 = 164 (3d100) |
[Research war fleshbeasts; expand; create the Overseer/Tactician unit]
1. The Dominate has arrived on a new land, but it is still the Dominate, and the Dominate plays by Dominate rules. To that end, we will continue to practice our fleshcrafting. The Blacks achieved success in augmenting the strength of flesh. Now it is time to see if the White Cabal is capable of besting their efforts in warfare.
The White Cabal will create a fleshbeast - not for labor or food - but for killing.
2. The Dominate was portaled here with a small chunk of Moco. We need all of this island. Every last scrap. Leave no stone unturned, no plot unclaimed. The Dominate will dominate.
3. While the Fleshcrafters battle in their pissant ways like usual the rest of the Dominate moves forward with business as usual. Several Equites have been looking at expanding their own personal households by elevating proles and serf-slaves to Civitas by virtue of patronage. Both the military and the Fleshcrafter cabals have their fingers in this particular crake pie.
Search the lowest classes for skilled devotees of their Pillars and promote them.
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fa19bf No.12857
| Rolled 54 (1d100) |
>>12856
Come on reroll!
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fa19bf No.12858
>>12852
"The plight of Mare. It is an issue that, while grave and serious, has not aroused the interest of many nations.
Indeed, as far as we know, the most many have done was to make efforts to defeat the Troll-Blight, and in the case of at least one, that was purely on defensive instinct rather than to make an efforts to protect Mare itself. The Necro Imperialis and Kaldor, our allies, have also made attempts to hold what of Mare is left and suppress the Troll blight.
But very few have taken into account the actual people of mare itself. Excepting of course, you.
Refugees. That's what we here yuo are in charge of. People in need of food and supplies and housing.
And if your intent is to defeat the Trolls, forgive us if we make a conjecture that may seem offensive, but it hasn't appeared you are either properly equipped or supplied to take them out. Quite clearly you have shown yourself capable of fending off the attack on the gate, and stopping the sculpteds unfavorable research, yet the Troll blight persists.
The Technocratic Republic has many farms, an [excellent] food stocks, but almost no mouths to feed, and thus a vast stockpile of food ready to be delivered at a moments notice. We have a strong industry, and are ready to build additional housing and utilities for mare refugees. And, if our political situtation allows it, we can set our industries to supplyng arms, armament, and ammunition to your forces to finally stamp out this Troll blight, should you wish to make that your intent.
These, we come to offer to you. However, our offers will be in vain, if we are not even allowed to deliver them. Not for lack of resource, or lack of want, but due to extenuating circumstances that we hope you might be of help in resolving.
In short, we are fully ready and capable to help relieve as much of the plight of the Mare refugee's as we can, and intend to, but if we must bring any request, it's that you assist us in resolving political matters. So that we might be free from them, and can truly focus on restoring a standard of living to the displaced of mare, and assist you in any other endeavors you are after.'
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fa19bf No.12859
>>12858
Morgaz pauses for a second before speaking. He flicks his hand periodically as he speaks; he seems to be a hand-talker today.
"If I am understanding your offer, you are offering an exchange your industrial capacity for my political…expertise. Is that correct? And what of the substance? It is simply a gift?"
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fa19bf No.12860
>>12859
"It could be more than a one time gift, honestly. It could be an extended trade route of the deliveries of food, supplies, and whatever else we could provide. And this could continue so long as we exist.
Concerning your political expertise, that is a matter we should clarify.
You mentioned our political reputation. I'm sure you would be well informed of it. But we are unpopular for more than just our actions.
We are, undead. A race that, in many religions, cultures, and ideologies, should not be allowed the right to exist on this world. Between the elementals who have openly sworn to destroy us, the Angels of the Dominion who we have tenuously hold a peace treaty with, the Santorians who have reasons to grudge against us, and the Vyrians with their advanced superior navy, there are a great number of powers who either actively seek our destruction, or have the potential to do so.
This does not even account those terrible, horrible acts of terrorism that continue to plague our nation, reducing our ability to prepare to defend ourselves.
We have something to offer to you, but there is something we and our allies beg to ask in return.
It has been told by us to the Morphs that for a little bit of cherubic, you joined in battle against the forces of the Clown Brood.
With our request, you may not even need to go to war if what we desire is given.
You are a well respected and reverred person in many nations around the world, the same world you have spent time and again trying to protect.
If you were to openly declare to defend the Undead forces, that is the Technocracy and her allies, from aggression and attack, those other nations would no longer be inclined to threaten us. None would think of opposing you, and we can work to assist you in security that we will not be destroyed.
I will not hide our true intentions. An ally, or a mutual defender, is what we seek. And we pray that our offers of trade route to supply a constant, continuous amount of food, as well as whatever supplies and economic or military assistance we can provide, can purchase thus."
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fa19bf No.12861
>>12860
*a little rubicite
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fa19bf No.12862
>>12860
Morgaz stares at you for a moment and then speaks. "I have the stone-men providing my supplies. I have my device providing the safety to the plane. I have destroyed my enemies in the must brutal way possible and now my armies pillage their research labs, stocks, and anything of value. You, on the other hand, seem to be ailing, and you bring the world nothing but death and pain. And what to show of it? More abuse, more power, and more death for still more abuse, more power and more death."
Morgaz pauses for a moment and then speaks again. As he speaks, his gestures with his hand stops and his fangs are now showing. He leans in closely – you can see his drool and his massive teeth.
He speaks slowly, deliberately, and in an omninous tone. "You are going to give me your gift. There will be no other business. As my gift to you, I will show you something."
Morgaz points. Behind you, Morgazian guerillas in crude suits covered in vegetation appear. They are clearly armed.
"This is the law of power that you so cherish. If you had said the wrong thing I would have destroyed that smelly slab of iron of yours and torn the thing entire thing to shreds to find the substance. After that, I would have come to your cities and burned them to ash to find the rest of it. This is because my usage of power is for something very basic and proper: justice. Power itself has no such impetus: it is only terminated by power, and the creature of power is bound to die in obscurity and rage as it slays all enemies or is itself slain in turn. That is your curse. Think on that and reflect."
Morgaz extends his massive palm. You get the feeling you should give him the package and go.
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fa19bf No.12863
>>12862
"Understood.
The food shipments will still continue, unless otherwise refused.
We are creatures of power. But let it not be said creatures who break a deal."
The package is dropped off. And the dwarf leaves.
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fa19bf No.12875
| Rolled 7, 1 = 8 (2d10) |
>>12821
A letter is sent to the angels.
We have had word that someone once again attempts to frame our good empire and cause yet another war. This has happened with our ally the dwarfs as well. We assure you that as before we have nothing to do with this act. War with you would be nothing but negative for us. We encourage you to look deeply into the matter. If you wish for assistance feel free to send an emmisary to us. We are more than willing to work with you and try to put a stop to whoever is trying so hard to sully our good name. I hope that we can look beyond our past conflicts with one another and work together to bring an age of peace to this world. There are far too many threats to us all for the three superpowers to be at each others throats.
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fa19bf No.12876
>>12875
Ignore the roll. just forgot to take off the dice.
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fa19bf No.12878
| Rolled 3 (1d3) |
Statpost and 1d3, as usual
>>12806
Name: Tunak Tuarum - the Elemental Chaos
Race (Determines bonuses): Elementals (Dryads, Oreads, Golems, living lakes, etc etc)
Color: (Determined map color): Bright Red with green trim
FLUFF: http://pastebin.com/bBJyguE5
>Rerolls available: 3
Population: (33.7) (1.7/turn)
Food: (N/A)
Raw Currency: (34) (4/turn)
Legitimacy: (Strong)
Culture: (5)
Industry: (7)
Unique Buildings: [Temple of the Earthly Awakening], [Godcaller's Circle]
Defenses: Elemental Patrols [Average], Thrakun Tuuman [Fortress]
Military Units:
1 [Roilshapers][Epic];
1 [Titan of Imperious Steel][Epic][Resilient]
2 [Fist of the Herald][Very Strong];
1 [Titan of Rage][Very Strong];
1 [Thakundur][Very Strong];
3 [Tempest Lords][Strong+]*;
2 [Thrungradi][Strong];
3 [Earthbore Conscripts][Medium][Infiltrate];
2 [Sylpharen][Medium][Infiltrate]*;
2 [Wasteland Ravagers][Medium];
4 [Dryad Grovespeakers][Medium];
4 [Brinemantle Scouts][Weak]
Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable]; Star Metal [Average+];1 Dark Iron [Sustainable]; 1 Gold [Sustainable]
Magic/Spells: (Primal Elemental) (spells: Quake [Simple]; Firestorm [Average]; Ritual [Average])
Technology: (Stone, Copper, Iron, Wood)(Metallurgy [Good]) (War Magic [Average])(Luddic Armor [Very Simple]) (Alternative Mobilization [Leylines][Primitive]) (Adverse Terrain [Simple]) (Bombardment [Primitive])
Territory: (37)
>Bonuses:
1. The Natural Order: Attacks or spells that utilize the elements against you are wholly or totally ineffective. You also do not eat in the traditional way, and are generally immune to some things (ie: disease) that would hurt the jackal-races.
2. Fever of the World: Generally speaking, clearing the world of those who disturb the balance will produce benefits for you. For every imbalance you purify, you may secure re-rolls which may be banked.
>Eccentricity:
1. Totalist: You do not respond very well to worshippers of other deities or gods. The godless powerful are tolerable, to a point.
2. Balancer: Things that excessively disrupt the balance of the world will throw your nation into a rage until the balance is restored
3. Luddic Horde: You gain free units as you expand, but, you cannot utilize many technologies of the other nations; you also don't pay upkeep as usual.
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fa19bf No.12880
| Rolled 8, 59, 62 = 129 (3d100) |
>>12878
1 - With the immediate area secured as Tunak domain, and with assurance from the Dominion, the agents of the Demiurge continue constructing the ritual circle to summon it.
>4/15
2 - Now that they have connected to the land both in the Spine, and in their Temple of Awakening, the Tunak Tuarum feels a greater synchrony to the plane's magic. It is something they will need in days to come.
>Improve Alternate Mobilization (Leylines)
3 - Meanwhile, the main force works on improving their [Bombardment] capabilities. When combined with their Quake magic and their behemoth Titans, it should make any fortress tremble and falter.
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fa19bf No.12881
| Rolled 10 (1d100) |
>>12880
Let's get that first one fixed up, hmm?
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fa19bf No.12885
[Fluff] [Tunak Tuarum]
"Tell me, seer:
What causes
The mighty quakes
That scare my children
And send me tumbling?"
"I see a juggernaut
Greater than giants
And far older still.
He sleeps beneath the earth
Among those whom once he slew.
He bears the marks of ages upon his skin,
Memories of dreams long dead
And best left buried.
Whenever cracks split the ground,
An old peak falls,
Or hills roll like water,
That is the demiurge
Muttering in his slumber.
But one day his sleep will end,
As any sleep but death must.
He shall rise
From his forgotten bed.
His is an ancient doom,
Never spoken of
But always known
If only in flashes
Of trembling fear.
And he will walk
The world that tried to forget him.
None shall ever pass
Where he walks.
His footprints are marks of grieving.
The greatest mountain
Is sand under his feet,
The eldest forest
A single blade of grass,
Bent and crushed under his heel.
All shall see his
The shadow of his coming,
Feel his stride,
Shaking their lives apart.
And know that death is upon them.
They will scream.
They will curse.
They will beg.
They will run.
Yet all these acts, and yet more,
Will cease in the same moment
Trod under his implacable step.
When he has reached his goal,
A trail of blood and silence
Stretching behind him,
He will say words
Never spoken before or since
That will be etched upon his skin.
Then he will lie upon that spot
And slumber once more.
As the dust that falls upon him
Grows into hills
And the wrenched fields
Claw slowly back to life,
He will sleep.
And one day,
When foolish folk once again flourish,
Their arrogance blinding them
To their own mortality,
The demiurge will again awake.
And begin his journey anew."
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fa19bf No.12891
>>12790
"It is not evil to refuse us or to have your own path, but in the vision for peace we see a great coalition where powers stand like pillars to uphold the peace of Soren. If you do not stand for war then take a stance that will help lead to a quick resolution if a threat reveals itself and puts in danger the balance of forces. A nation that stands for peace is a force may give its word on what is right and what is wrong and balance Soren from war into peace."
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fa19bf No.12894
>>12891
Arche roars with laughter. "War into peace? Looking at records of known Soren history, war has simply lead unto further war. I don't see any active wars at this moment. That is peace by your standard, is it not? Why are you readying yourself to start the cycle over? In addition, I've reviewed Soren's history, and the coalition has never been a solid set of powers, it is whoever is currently displeased with another nation. It ends with the slaughter of a power that may not have truly done anything wrong. Should I, or any other morph, not fight for your cause, we would likely be labeled an enemy of the Coalition and wiped from this plane. What I urge is a true cause for you to fight or that you do not fight at all. Tell me, have you recently been struck by these 'enemies of the Coalition'? Have they made any attacks against you or your people? Or should a meeting be held between both sides to end this squabbling like civilized, higher lifeforms?"
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fa19bf No.12895
>>12875
"Our initial investigations are pointing towards the bomb that struck us seems to point towards another nation but it is ongoing. Your letter is welcome and our condolences on the current state of your government"
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fa19bf No.12898
>>12894
"To be prepared to defend your nation is not fanning the flames of war. The change within the coalition is best known by the Dominion and if you are referring to the jesters then perhaps you should have spoken up or formed your nation before their fall but it was evident to all their God and their entire nation was a blight on the land and eager to throw themselves into the honking bosom of their god in whatever depth of oblivion he resides. It doesn't have to be an attack on our people to be worrying, it has been several attacks on several nations who had played no part in politics and made no moves to injure others, that is truly worrying and if you think you are better equipped to handle the peace of Soren then good luck to you and good day."
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fa19bf No.12900
>>12894
[Arche should be Faux of the Path of Arche.]
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fa19bf No.12907
>>12862
The Vilon after figuratively spilling her guts, has her wings released from chains. She may be permitted to stay as an envoy provided she behaves herself. The king will give her an answer soon. After he's done pondering her words.
>>12803
A few days later, a young man dressed in furs approaches the defenses of the Tyranny of Morgaz, alone if not for his horse and Dark Iron blade at his hip.
"I would come closer but I'd get shot by someone if I did. I'd like to speak to someone in a position to answer my questions."
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fa19bf No.12909
>>12810
[Rattle]
>>You have gained the following resources from expansion: Iron [1x]; Copper [2x]
1. The revisions to the town are complete. (revise town: Haven to [Fortified City]; +.3 pop/turn)
2. A recruitment effort starts, but bad weather seems to delay any sustained effort.
>>12812
[Vyriah]
1. The research into Stratos missiles completes. They're short of slow and only suitable for usage against larger or slower vessels. On the bright side, you can probably fire them in large salvos. (Add technology: Stratos Missiles [Simple])(revise Aerial Warfare to: Average)
2. Your traders arrive at the Elemental Chaos. You find that they aren't terribly keen on interaction with others, but you begin brisk exchanges with assorted people that happen to dwell in their territory. You suppose time will tell if the elementals will find this offensive. (Add trade route: [Elementals; Massive - +4 currency/turn, Dark Iron [Spotty]]
3. Revisions to the current magi-storm weaponry starts. It's going to be a large advancement in theory and so research may take some time. (5/20)
>>12813
[Sunniria]
1. You begin working on better equipment. The smiths seem confident. (Research – equipment 5/10)
2. You train a shaman. He is well regarded as powerful and is highly favored by the other shamans of the nation. (Add 1 unit, player's name choice shaman [Very Strong++][Granix]
3. The equipment is mostly shoddy, but some of it is enough to equip a small group of elite soldiers. (Add 3 unit, player's name choice [Very Strong]
>>12821
[Dominion]
1. The research into the Total Crusade is done. It's a coherent methodology for sustained warfighting, mobilization, logistics, and specialized equipment applied to various threats known and unknown. This will generally increase the quality of units produced during mobilizations and also streamline problematic production bottlenecks. (consolidate technology: Crusade and Total Mobilization to Total Crusade [Above Average].)
23. You manage to develop some reasonable ways to raise currency through a series of non-invasive taxes, collections, tolls, and other small fees. (+3 currency/turn)
4. You train another phalanx of elite vilon. They seem fairly giddy for apparently hardened warriors, but whatever. (Add unit: Vilon Phalanx [Epic+][Resilient]
>>12822
[Technocracy]
1. You constructed the embassy. (Add unique building: Embassy [Morph]
2. You expand rapidly across the island at a pace that even the clockworks have trouble managing. (+4 hex; roll 1d3 for resources)
3.You begin stripping down the territories on Gul and cannibalizing them into expansion efforts on Curlo. (Add 3 hex, Curlo's chain, lose 4 hex, Gul.)(1/2)
4. You finish your work on your bio-weapon. You aren't sure it's going to work very well, but it's worth a try. (Add technology: Terrorism [Simple])
5. Several capitalists have begun contributing their influence to attempting to stabilize the political situation. There are no results as of yet.
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fa19bf No.12910
>>12823
[Skyrates]
1. The expansion effort is nearly completed. There just needs to be a small road and a few houses and it will be done. (Expansion 9/10)
2. Several of the lads are piss-drunk to the point of not coming in for practice. Sigh. (-20 currency)
3. You now have a better handle on bombardment. Those crews came in on time and did some good work. (set tech: Bombardment to [Simple])
>>12827
[Patchwork]
>>You have been allocated an additional dice for expansion efforts. Your total is 4d100.
1) The city is finished. It provides a sizeable increase in population growth. (Add unique city, player's name choice [Large City](+.4/pop/turn)
2) The museum construction starts but is quickly muddled over institutional power disputes. (Museum 3/5)(-5 currency)
3) You begin working on general equipment upgrades for the army generally. (research: Equipment 4/8)
>>12829
[Starkegrob]
You begin working on simple firearms. These will be driven by compressed air. Range will be impacted, but it doesn't require a resource footprint. (Firearms research: 8/10)
>>12830
[Advent]
1. You converted the facility to a town. (Revise coalition facility to town; player's name choice [Town]. Add +.1/pop/turn)
2. The latest revisions on the walker move ahead and complete. The energy problems aren't helping the situation, really, and more power is needed. Lighter materials might also be effective to reduce the burden. (Revise technology: Walkers to Average) (-10 currency)
3. The first projection theory research is effectively completed to a point where debates on the subject between intellectuals are minimized to the point of consensus. The issue with power remains: projection weaponry requires fuel and power systems that we just don't have. (Add technology: Projection Theory [Simple]; Add technology: Projection Weapons [Primitive]) (-10 currency)
>>12832
[Necro]
1. You begin searching the cave but you find it's totally empty. Sigh.
2. The military ministry construction halts due to a series of zoning disputes. Ugh.
3. The Zeke talk to you about their homeworld – apparently it's a plane near to this one and they just call it Arcolith. Weirdly, they can't speak in your language and instead need to impress what they want to say upon a human intermediary. Apparently that plane is wracked by war much as this one and it has many similar problems – it is apparently so unstable that raw magic, order, and chaos exist with even more regularity than this plane. You find this hard to believe, but they insist on it. Anyway, that being the case, they offer you some methods of infantry combat in exchange for some basic assistance insofar as food and resources – they are stranded and unable to reproduce (all of them are male). (Add technology: Infantry Combat [Simple])
4.You bring in another 2 squads of GMEN. (Add 2 player's name GMEN squads [Very Strong][GMEN])
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fa19bf No.12911
>>12834
[Kaldor]
1. You finish your work on sapping spells, generally. This will apply to most fortified areas, cities, and otherwise. (Add technology: Sieging [Simple])
2. You mine the gems and soon your supply is quite good, frankly. (Revise Gems to [Sustainable][2x]
3. You begin to mass all of your forces at Mare.
>>12836
[Santareia]
1.2: You revise your understanding of war magic. Most units in the military now have a basic understanding of magic and can cast simple spells – useful or destructive (or both). (Revise War Magic to [Good])
>>12837
[Flowers]
1.2. The tower is effectively completed. Additional revisions and additions can be made in the future to increase the scale of it. (Add unique building, player's name choice [Tower; Huge])(+2 industry, +2 culture; add technology: Scaled Building [Primitive])
3. You begin to practice tactics based on mobility. It starts slowly, but you gain a good handle on it. (Research: Mobility 4/10)
>>12846
[Angles]
>>You gained the following resources from expansion: strange ruined Zepplin [one]; Sky Turtle Nest [Sustainable]; Rubicite [Unmined]
1. The new farms seem to underperform. No real progress is made.
2. You establish a large trade route with the Skyrates. (add trade route: [Skyrates; Large: +3 Currency/turn; +3 industry)
>>12856
[Severans]
1. You start working on fleshbeasts that are effective in combat. You make them extremely modular and flexible to adapt to most situations. Both cabals both seem thrilled with the idea. (Fleshbeasts: War research 5/8)
2. You begin to claim what is left of great Moco. You find that a good portion of the plane appears to have been hypercompressed by the translation and it's fairly rich in minerals. It's also almost entirely devoid of hostile creatures and so is easily claimed. (expansion 8/10)
3. The wave of internal reorganization produces some unexpected boons to overall efficiency. (+1 industry, +1 currency/turn)(set legitimacy to: Very Stable)
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fa19bf No.12912
>>12880
[Elemental Chaos]
1. There is no progress on the circle. One of the rocks is completed in the wrong spot and it refuses to budge. Awful. This rock is a pacifist and claims this entire effort is madness!
2. You start working on additional Leyline revisions – methodological, spiritual, and otherwise. (Leylines: research 5/15)
3 – You start working on basic bombardment. This usually translates into your earth elementals hurling rocks. Their accuracy is god-awful, but they can do it. (add technology: Bombardment [Primitive])(revise all [Epic units with [Bombard][2x])
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fa19bf No.12913
| Rolled 65, 54, 76 = 195 (3d100) |
[Warbeast research; expansion; spawning pools/breeder beast research]
1. Warbeast research (5/8)
2. Expansion and exploitation! (8/10)
3. Both Cabals are forced to acknowledge that the current methods of creating flesh beasts is horribly inefficient. The traditional methods are good for making designer beasts with strong control sigils but poor for making mundane beasts for making food or basic labor. To remedy this the Cabals will work on developing a method to spawn or birth large amounts of basic flesh beasts at once.
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fa19bf No.12914
| Rolled 4, 53, 66 = 123 (3d100) |
>>12911
Nation Fluff:
http://pastebin.com/FBM7X4GB
[Kaldor]
Population: (20.4) (1/turn)
Food: (Stable)
Raw Currency: (8) (5/turn)
Legitimacy: (Good)
Culture: (17)
Industry: (10)
Unique Buildings: [Temple, Hunter's Calling]
[Government building, Warrior's Hall]
[Northern Fell Chain Fortress, Huge, Imposing]
Defenses: (Elaborate Wooden Fortifications, Strong)
Military Units:
1 [Leonan Warriors], Strong;
3 [Huntmaster] Very Strong
2 [Wurmrider Squad] Very Strong++++
[Deathgaze]* Very Strong, Clever
1 Kaldorian Priestesses [Very Strong+++]
Verana, Priestess of Galgoroth [Epic]
3 Juvenile Rocs [Very Strong++]
3 Skyships [Very Strong]
Resources/Quantity:
Copper [Sustainable][x2]
[Pelts, Sustainable]
[Stone, Sustainable]
[Wood, Sustainable]
[Beetlechitin, some]
[Wurms, some]
[Prisoners, some]
[Iron, Sustainable][x2]
Mildly-Burnt Freak-troll hide [some]
Freak Troll Minors [Some]
Wurmscale [Strained]
Fruit [Some]
Gems [Sustainable] 2x
Magic/Spells: (Elemental, Average) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]
Technology:
+Iron
+Stone
+Copper
+Wood
+Hideworking
+Exotic Creature Training[Average],
+War Drums [Average]
+War Animal Training, Average)
+Drum Amplifiers [simple]
+Composite-Material Armors [Simple]
+War Magic [Simple]
+Air Transport [Simple]
+Professional Armies [Simple]
+Airships [Average]
+ Night-Fighting [Primitive]
+ Spitter-Guns [Simple]
+Re-organization [primitive]
Urban Pacification [Primitive]
Sieging [Simple]
Territory: (11)
Bonuses:
1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.
2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.
Eccentricity:
1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted
>>You are mobilized: Industrial Efficiency: 100%
>>Lose 1.1 pop/turn
>>Set mobilization status: 4 turns. You population views this as an offensive war. Political murmuring has started.
>>Add mobilized unit: 3 Kaldorian Infantry Formations [Very Strong]
24 Kaldorian Admixture Formations [Very Strong]
Your resources and food supply are increasingly taxed.
1. Reorganize our forces and equip as many of them as we can with the gem loaded spitter guns
2. Research or build some way to reduce the taxation of our armies on our supplies
3. Have our Army begin their march south east, Galgoroth calls for war and so war shall we have. The first on our march, the Elemental Chaos.
>>Troops on the march
1 [Leonan Warriors], Strong;
2 [Wurmrider Squad] Very Strong++++
[Deathgaze]* Very Strong, Clever
1 Kaldorian Priestesses [Very Strong+++]
Verana, Priestess of Galgoroth [Epic]
2 Skyships [Very Strong]
24 Kaldorian Admixture Formations [Very Strong]
https://www.youtube.com/watch?v=gNAB-BzU7Nc
>>Troops at Capitol
3 Kaldorian Infantry Formations [Very Strong]
3 Juvenile Rocs [Very Strong++]
3 [Huntmaster] Very Strong
1 Skyships [Very Strong]
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fa19bf No.12916
| Rolled 21, 90, 18 = 129 (3d100) |
>>12910
>>12910
Sigh. That could have been better. Well.
1. Use my Embassy to pass on what I can to the Technocracy on Air War, as per the agreement.
2. Finish that expansion. LOOKING GOOD LADS!
3. Lets see if we can get that Bombardment ability a biiit higher. (Continue upgrading Bombardment [Simple])
Name:Skyrates
Race: Assorted
Color: Pink
Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to
strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic
mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over
arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains
represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The
Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any
one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic
enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful
balance they have worked to set up.
To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,
airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their
assorted functions.
Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.
Economy Type: Pirate Free Market
Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.
Location: Ribwall
Population: (28) (1/turn)
Food: (Good)
Raw Currency: (62) (+13/turn)
Legitimacy: (Average)
Culture: (7)
Industry: (12)
Unique Buildings: [1 Pirate Council Hall] [1 DreadDock Super Dock] [1 Black Market Goods Trade Emporium] [1 PYU Pirate Univerity] [Technocracy Embassy]
Defenses: Aerial Patrols [Large]
Military Units: 4 [SkyGalleon][Very Strong]; 4 [Pirate Marines][Medium]; 1 [SkyCutter][Very Strong+++][Quick]; 3 [Grand SkyCutters][Very Strong++][Bombardx1][Quick]; 3 [Machine Men Marksmen][Strong]
Resources/Quantity: Rum [Sustainable][x2][Market]; Iron [Sustainble][x2]; Copper [Sustainable]; Wood [Sustainable][x3]; Magicite [A Lot]; Oil/Gas [Sustainable]
Magic/Spells: (Aero-Piratical [Average]) (spells: Summon Ghost Pirates [Simple]) (War Magic [Primitive])
Technology: (Iron, Stone, Wood, Copper) Airships; [Average]; Air-War [Good]; Scaled Building [Simple]; Economics
[Primitive]; Bombardment[Simple]
Trade Routes: Advent[large, +3 Industry, +4 Currency/turn]; Patchwork [Small, +2 Currency/turn]
Territory: (11)
Bonuses:
1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or
opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes
undefended/non-military, roll 1d10. This does not apply to creatures.)
2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes
traditionally shipboard marines and boarding parties.
Eccentricities:
1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,
disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.
2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.
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fa19bf No.12917
>>12916
>>12916
[Meta] Love you too dice. I'll spend ten on each first and third action to make sure it doesn't blow up in my face.
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fa19bf No.12918
>>12898
Arche holds his tongue, growing increasingly irate. Instead, Vatki speaks, calm and collected in her tone, "We do not… wish to cause any harm to your people or any other. I believe my associate wanted to find a standard of peace through means other than war. We offer… council between both sides to create a treaty. It would be a shame if war breaks out and an agreement could have been reached. It is the belief of our council that, should no treaty can be made here, you may go to war. We understand you may not accept that offer, but… anything to maintain peace."
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fa19bf No.12919
| Rolled 327, 558, 797, 488 = 2170 (4d1000) |
>>12910
>FluffnStuff: >>10350
Population: 46.4 (2.3/turn)
Raw Currency: 123 (20turn)
Legitimacy: Good
Culture: (8)
Industry: (11)
Unique Buildings:
>Patchwork City: [Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]
>New Patchwork: Patchwork Heritage Museum (3/5)
Defenses: (Tower/Wall Defense Network (Large)
Professional Military: 6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic++)[Armored], Patchwork Republican Guard (Epicx8)[Brave], 3 Air Mages (Medium), The G-Unit[EpicX7][Infiltrate][Sapper]
Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, Sustainable x3] [Steel, Sustainable] [Magicite, Unmined] [Iron, Unmined] [Strange Ooze, Trace] [Dark Iron, Unmined]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, Simple] [Diplomacy, Simple] [Standardization, Simple] [Rationalization, Simple] [Coinage, Simple] [Unit Upgrade, Improvised] [Economics, Primitive] [Equipment 4/8] [Infantry Tactics, Very Simple] [Metallurgy, Good]
Territories: (34)
1) Finish the Cultural Heritage Museum in New Patchwork. (3/4)
2) New Patchwork also needs its own trading port. Build one.
3) Work on upgrading the army's equipment. (4/8)
4) Start mining that Magicite deposit we found a while back.
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fa19bf No.12920
>>12918
"We already have a treaty. If you want to make a treaty between all of Soren's current nations and then try to include the numerous sprouting nations to agree, enjoy the legwork. Or you could speak for my side who is part of an existing treaty of the prominent powers in Soren and has made some efforts to include nations without conquering them outright and declaring what is theirs to be mine."
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fa19bf No.12921
| Rolled 48, 82, 56, 64 = 250 (4d100) |
ooops, fucked up dice
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fa19bf No.12922
>>12919
real rolls here >>12921
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fa19bf No.12923
| Rolled 96, 51, 48 = 195 (3d100) |
>>12909
Name: Kingdom of Suniria
Race (Determines bonuses): Humans
Color: (Determined map color): Orange
Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.
Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"
Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.
Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.
Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.
Location:Gul
Population: (19) (+1.2/turn)
Food: Good
Raw Currency: (11) (+6/turn)
Legitimacy: Good
Culture: (7)
Industry: (8)
Unique Buildings: Hall of the Kings; Great Forge(+3 Industry)
Defenses: Stone Walls [Large]
Military Units: 8 [Sunniri Swordsmen][very strong];
2 unit [Sunniri Berserkers][Very Strong][Raging];
2 [Sunniri Shield Maidens][Strong])
(Morrigan the Raven [Epic][Granix])
(Wulfgar the Wise [Very Strong++][Granix]
Resources/Quantity: Stone [Sustainable]; Copper [Sustainable]; Iron [Sustainable]; Steel [Sustainable]; Dark Iron [Sustainable};Feywood [Sustainable];
Magic/Spells: (The Way of Granix) (spells: Strengthen Unit)( Amplified Jump [Very Simple])
Technology: Metallurgy [Good]; Professional Armies [Simple]; Drill [Simple]; Equipment [Simple] (Research – equipment 5/10)
Trade Routes: [none initially]
Territory: (11)
Bonuses:
1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).
2. This You Can Trust: You may reroll unit recruitment once if it below 50.
Eccentricities:
1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.
1. Consolidate our forces. 1 Berserker and 2 swordsmen to create a Linebreaker formation. This was we can capitalize on the berserkers reckless fury with a wall to exploit the gaps. We can create 2 such. The rest of the swordsmen groups and Shieldmaidens will be wrapped up into a Shieldwall formation, to hold and advance. (4 swordsmen 2 shieldmaidens)
+Drill
+Professional Army
2. The smiths shall continue to improve ours soldier's equipment. We shall soon begin a march and we will need the best we can bring.
(5/10)
+Metallurgy Good
+Great Forge
+Copper [Sustainable];
+Iron [Sustainable];
+Steel [Sustainable];
+Dark Iron [Sustainable};
+Feywood [Sustainable];
+Equipment (simple)
3. Start construction on an arena where warriors may hone their skills and tournaments may be held.
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fa19bf No.12924
>>12919
Real rolls here >>12921
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fa19bf No.12926
>>12907
[Morgaz]
An ambassador appears and exits from the exceedingly large darksteel gate. He speaks and says: "Welcome to the realm of great Morgaz the Just, liberator of the south and scourger of evils. I am Elrez, his foremost diplomat. How can I be of service to…" [he waits for you to fill in a response.]
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fa19bf No.12928
| Rolled 10, 13, 62 = 85 (3d100) |
[Morph][Order of the Advent]
http://pastebin.com/wGkYEbjx
Population: (29.3) (1.8/turn)
Food: (Very Stable)
Raw Currency: (37) (+19/turn)
Legitimacy: (Very Stable)
Culture: 5
Industry: 6
Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town];[Northpoint Fortress][Fortress];[First National Port of Ethos][Port];[Haven][Fortified Town];[Sanctum Minor][Town]
Defenses: Wooden Walls [Simple]
Military Units: [Vincent][Very Strong+][Flight]; 2 [Meli, Dez][Very Strong]; 6 [Xenon, Tinsel, Cain, Regent, Lem, Fitzgerald][Medium]
Resources/Quantity: Copper [Sustainable][x2]; Gems [Sustainable]; Iron [Sustainable][x1]; Wood [Strained]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x2]; Silver [Sustainable]
Magic/Spells: [Morph Pluralist: Average] (spells: Arche's Fist [Simple])
Technology: [Steel];[Metallurgy, Good];[Diplomacy, Average];[Communication, Simple];[Electricity, Primitive];[Walkers, Average];[Mechanized Warfare, Primitive];[Coinage, Good];[Sealed Construction, Primitive];[CMBatteries, Simple];[Projection Theory, Simple];[Projection Weapons, Primitive]
Trade Routes: [none]
Territory: (15)
Bonuses:
1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.
2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.
Eccentricities:
1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)
—–
[Progress]
-Magic Leech (5/15)
-
-
—–
1. While the power source is not yet available to the project, the weapons and shields for such a device are going to be massive. Construction of the frame, weapons, and armors are to begin. Other nations are also adding their own tools to the weapon, allowing for even more firepower and armor than any one nation alone could provide. [Begin Peacekeeper MK I]
Available Resources:
-Copper [Sustainable][x2]
-Gems [Sustainable]
-Iron [Sustainable][x1]
-Wood [Strained]
-Gold [Some]
-Rubies [Some]
-Steel [Sustainable]
-Silver [Sustainable]
-Tech: [Steel]
-Tech: [Metallurgy, Good] (For smelting advanced alloys used in frame)
-Tech: [Electricity, Primitive]
-Tech: [Walkers, Average]
-Tech: [Mechanized Warfare, Primitive]
-Tech: [Sealed Construction, Primitive]
-Tech: [CMBatteries, Simple]
-Tech: [Projection Theory, Simple]
-Tech: [Projection Weapons, Primitive]
-Tech: Look to listed techs in action 2&3
2. Pay 10 currency to CAPITOL to complete payment for their military techs to be added to Roll 1: [Psi-Shields, Average][Omni-Shielding, Very Simple][Ranged Attack, Simple][Cloaking, Simple][Improvised Elsian Proprietary Armor, Improvised][Generalized Calibration, Simple]
3. Trade our Printing Presses [Communication, Simple] to randomperson for [Advanced Hulls, Simple].
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fa19bf No.12929
>>12928
[Pay 10 currency to make roll 1 not suck (minimize damage)]
[Pay 10 more currency to make sure the payment reaches CAPITOL]
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fa19bf No.12930
>>12926
Stoval, second son of Ulfgar,King of the Sunniri. I came in order to learn the answers of some questions my father had, and if I was lucky maybe see a dragon. Anyways, a "vilon" came rushing into my father's house, attacked the guards and nearly killed one. The false Valkyrie was raving about undead short men who fight with men made of metal and necromancers raising the dead and proclaiming it the highest form of "life" if you could call it that. My father would have beheaded her if not for the fact she mentioned something that we KNOW exists, not far from our homeland. Giant laughing spiders. So I was hoping I could hear what happened around the "astral gate" from Morgaz, or if he was busy someone who could recount it well.
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fa19bf No.12931
| Rolled 66, 79, 61 = 206 (3d100) |
>>12909
Name: Vyriah
Race (Determines bonuses): Gnome
Color: (Determined map color): Blue
Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?
Government Type (Determines some stats): Merchant Republic
Economy Type (Determines some stats): Free Market
Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.
Location: The Open Sky
Population: (32.4) (1.3/turn)
Food: (Very Stable)
Raw Currency: (2) (40/turn)
Legitimacy: (Stable)
Culture: (13)
Industry: (25)
Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz], [Foundry Platform], [Factory Platform], [The Iron Bank of Vyriah]
Defenses: Tower Network [Very Large]
Military Units: 3 Vyriah'n Airships [Strong]; 1 Vyriah'n Guard Platoons [Medium], Vyrian Mad Scientist Cohort [Very Strong+][Clever], 2 Storm Guard Platoons [Epic+][Resist], 1 Stromtide Class Battleship "DMV Imperator"[Epic][x8][Bombard][4x][Resilient]
Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [Sustainable][Market], Steel [Sustainable], Darksteel [A little]
Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple])(Add spell: Rain [Good])
Technology: (Stone, Wood, Gems) Aerial Warfare [Average], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Average], Advanced Hulls [Average], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Good], Counter-Espionage [Simple], Morgazian Air-War [Average], Civil Defense [Primitive], Magi-Storm Omni-Cannons [Average], Rationalization [Average], Standardization [Average], Magi-Storm Effect Weaponry [Very Simple], Bureaucracy [Primitive], Bombardment [Above Average], Metallurgy [Good], Scaled Construction [Simple], Trading [Simple], Economics [Average], Air-Ground War [Very Simple], Stratos Missiles [Simple]
Trade route: Air Dwarves [Medium; +3 industry / +3/currency/turn] Dominion [Mediocre; +1 industry; +3 currency/turn] Patchwork Republic. [Medium; +1 industry / +4/currency/turn; +.1/pop/turn], Morgaz [Massive; +4 industry; +4 currency/turn], Necro Imperialis [Medium; +2 culture; +.2/pop turn], [Elementals; Massive - +4 currency/turn, Dark Iron [Spotty]]
Territory: (1)
Bonuses:
1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but trade may be impacted.
2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.
Eccentricities:
1. Everyone Hates Gnomes: Gnomes are physically weak in combat, and are easily kicked, punched, or abused. All of your combat rolls in melee suffer a -1 penalty.
1. Trade Advanced Hulls [Simple] to the Advent.
2. Set up a trade route with the Advent.
3. Continue researching magi-storm effect weaponry. Spend 100 gold to incentivize the mad doctors to do well. 5/20
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fa19bf No.12932
The Immortal Technocratic Republic
Race: Dwarves
Color: Brown
Fluff :
Once, a monarchy of Kings and Nobles of living breathing dwarves, with dreams of building ships, fighting for cause of justice and the Coalition and of the freedom of Oppressed people.
After the massacre of the 2nd Coalition War which ended in a stalemate, underwent an even greater and darker revolution than the capitalist surge that came before it, and twisted into the new Immortal Technocratic Republic. One nation in eternal unlife with the goal of power in mind.
Government Type: Military-Technocratic Oligarchy
Economy Type: Capitalism
Religion: The Dreaming Forge God. The Dwarves believe that the reason the world floats through the sky, is that a great god of forgework is alseep and dreaming of islands flying through the sky. We dwarves are in the image of the forge god, and are the ones to construct the designs and inventions he dreams up with.
Location: Orgul Major
Population: (19.6) (1/turn)
Food: (Excellent)
Raw Currency: (1) Income: (10/turn) Expenses: (Martial Law: set Income to 1)
Legitimacy: [Martial Law][Total Chaos and Rioting]
Culture: (12)
Industry: (26)
Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge], Santerian Black Ziggurat, Large Santarian Academy, Embassy [Necro Imperialis], Embassy [Morph]
Defenses: (Stone Traps, Good), Nightcrag Tunnel Defenses [Elaborate, Segmented]
Military Units:
1 Eastwinds .Co Destroyer [Very Strong]
1 Dwarven Frigates (damaged)
1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]
>0 Royal Navy Destroyer's
>Mobilized Forces on the Field
[New Santoria]
[New Machina]
>Mobilized Forces at home
6 Combat Clockworks Groups [Very Strong][Resist]
Resources/Quantity:
>Home
Iron [Shortfall], Copper [Shortfall], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable]
>Colonies
[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]
[New Santoria] [Fortress] (Iron [x1]; Copper [x1]; Stone [x1]; Flux [x1]; Raw magic [trace]
[New Machina] [Fortress] Odd Scroll[Single], Silver [Unmined]; Dark Iron, Rubicite [Some]; 1x Iron, Wood, Copper; Ioun [Some]; Gems [Lots]
>Market Gifts:
Steel [Average]; Coal [rationing]
Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good]) (Mass Raise Undead [Very Simple])
Technology:
>Resource Tech
(Copper, Iron, Stone, Steel) [Steel Mill Blueprints]
>Economy
Bureaucracy [Primitive]
Rationalization [Average]
Standardization [Average]
Steam [Simple]
Clockwork Fabrication [Simple]
Dwarf-Clockwork Integration [Very Simple]
Recycling [Average]
Tooling [Very Simple]
Electricity [Primitive]
>Military
[Airships, Basic]
[Aerial Warfare, Simple]
[Civil Defense [Average]
Total Mobilization [Simple]
Mobilization [Average]
Large Scale Construction [Very Simple]
Bombardment [Very Simple]
Command Crowns [Some]
Combat Clockworks [Simple]
Salvage [Simple]
Tooling [Very Simple]
Holy Weapons [Simple]
Logistics 3/6
Terrorism [Simple]
>Other
Undead-Living Diplomacy [Simple]
Counter-Espionage [Good]
Counter-Espionage [Simple]
Secret Police [Primitive]
Territory: (29)
Bonuses:
1. Aerial Fabricators: Sky Dwarves are keen on airship construction, and gain a bonus to rolls to construct airships or other large aerial constructions (+15).
2. Industrial: Sky Dwarves are keen on industry. For every industrial point gained, add half a point.
Eccentricities: (generated by GM)
3. Undead
1. Captains of Industry – Every other turn, see what the capitalists are up to. Roll 1d100.
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fa19bf No.12933
| Rolled 48, 56 = 104 (2d100) |
>>12909
Name: Rattlehavoc's Company, Courtier of the Order of the Advent
Race: Morphs (Tainted)
Color: Blue with dark purple trim.
Fluff: A small cadre of Tainted Morphs that are led by an old, well-traveled individual that goes by the name of Rattlehavoc. Formerly a splinter group, these Tainted have recently returned to the Council, asking to serve in whatever capacity is needed. They say that they have returned due to unease over the changing political landscape and a desire for security, but in truth their reentry into the Advent is the result of religious worry– that the divergent testaments they follow are inaccurate. They have rejoined the Advent to ease their own doubts and to bring more Tainted into the fold.
Government Type: Meritocracy. Rattlehavoc is the fifth leader of the Band, and leaders are quietly, bloodlessly replaced when they are no longer felt as fit to lead. The exact guidelines for this process, and the process by which the Tainted rise up the social ladder (only by proving that they can greatly benefit the community) are outlined in the Sardonyx Tablet.
Economy Type: Planned. Since their return to the Advent, they have adopted their economic measures to better fit in, leaving behind the more socialist system they had previously used.
Religion: Sardonyxism - The Band strictly adhere to the tenets, laws and religious practices outlined in the Sardonyx Tablet, rumored to have been carved by the First Tainted, whose legendary deeds are responsible for the glowing opinion many morph cultures have of their kind. The Tablet emphasizes a focus on venerating the Tainted that have come and gone, implying that the Tainted are actually closer to what the Morphs are supposed to truly be, and suggesting that the Grimoire Advent was composed entirely of tainted as well. There are several divergences in terms of dictates, holidays and worship practices, but otherwise Sardonyxism is very similar to the Church of Remembrance, and the Band is starting to more closely realign the Sardonyx Tablet's teaching with the Church's own.
Location: Haven, [Fortified City] +.3 Pop/turn for host nation
Unique Traits
Military: [Rattlehavoc's Unit], [Swansong's Unit], [Bastille's Unit] [Very Strong]
Buildings: Basic Trading Post: +2 Currency/turn for lord nation.
1. Wait until the bad weather comes to pass, and THEN put out another call for recruitment.
2. Expand south, in the hunt for more resources.
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fa19bf No.12936
>>12930
[Morgaz]
The diplomat listens and then heads back inside after gesturing for you to wait. Morgaz soon appears, his massive lumbering bulk moving through the gate to you. He stops at a diplomatic distance and begins with a slightly canned routine.
"Greetings, I am Morgaz, defender of the peoples in my charge. I have been appraised of your questions by my diplomat. It is easily say that all of these things are, while quite ridiculous, still have the merit of being true."
[He pauses and draws in a breath, then sighs.]
"The gate is an tear in the fabric of reality. The precise facts of how such a tear came into existence does not matter: the essential point is that vast armies move against each other usually under the auspice of goodness, but, the facts seem to indicate that these armies are cynically minded warmongers of a variety of stripes. During the 2nd war, in which my forces participated, the precursor to the …rip… was being defended by my forces as it was assaulted by an admixture of plane-faring cannibals, techno-scientific powermongers, and others. You have met The Dominion - the last of that illustrious group. They are an exceedingly idealist nation that houses itself on the island of Shezeb – what they say is generally truthful, as such creatures are disposed to what is generally understood as…good. If such a moniker holds is in question. However, while they may be …naive… they are reasonable in a diplomatic capacity barring their apparent glee toward crusade."
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fa19bf No.12938
| Rolled 51, 72 = 123 (2d100) |
Name: Angle Confederation
Race: Primarily human (Living)
Color: Pink A on Black
Fluff: The Angle Confederation was founded by a group of merchant crews turned smugglers and later, pirates. Seeking a life with less of the more troublesome decrees of those that would call themselves the masters of others, the Confederation vanished into the wilderness. In time, the Confederation was forced to turn to smuggling and piracy for hire to survive, though they often produce a healthy variety of alcoholic brews that are almost a form of defacto currency. The Confederation is highly dependent upon outside sources for technology to keep their air ships in working order, and is often forced to improvise during military situations.
Elves are often considered to be the main foe of the Angle Confederation, as most view them as stuck up Imperialists that seek to enslave their kin, though a small number of elves have come to live among the Confederation. Most are eventually broken of their superior attitude by a seemingly coordinated series of pranks or quickly say a number of rude things as they leave.
Best described by outsiders as 'a bunch of drunken smugglers, pirates, farmers and moonshiners', the Confederation still holds to a rough code of internal and external conduct. One must serve the Confederation to earn the right to vote or own land. One must own land to seek office in the Republic.
Government Type: Militaristic Confederate Republic.
Economy Type: Semi-cooperative Free Market. Food is often shared, but most barter services in return.
Religion: The Angle Confederation often recognizes the Four Winds as dieties, but above them worships a great bird (exact bird is a matter of a number of honor duels) known as Maliel the Wise. She is said to have been a source of wisdom and knowledge to the first Captain of the Angle Confederation. A number of lesser superstitions are known to exist among different families.
Location: Orgul
[Courtier of Necro Imperialis]
Necro's Stats: https://docs.google.com/document/d/1BCa5hJHfN0I9_XSkYqusYJRgRoBED49vqmVuqBKgFRA/edit
Angle-specific Things:
>>Population: 13.7 (+1.3/turn)
>>Unique Buildings
Oakwell, Orgul [Town][Lightly Fortified]
Azazis Town, Orgul Major [Town]
Night Reach, Ribwall [Town]
[Trade Port] (in Necro Capitol)
>>Military
+ 4 Confederate Irregulars [Very Strong]
>>Resources
Strange Ruined Zepplin [one]
Sky Turtle Nest [Sustainable]
Rubicite [Unmined]
>>Technology
Urban Pacification [Primitive]
>>Ribwall Expeditionary Force [At Roboczyl, Holding]
+ 2 Confederate Irregulars [Very Strong]
>>Bonuses
1. Piratical: Every time you destroy enemy units or units generally, roll a d100 to see what kind of things you pull from their stupid corpses. [This occurs once following combat and works on NPCs.]
[Meta: The trade route and all benefits go straight to Necro Imperialis' coffers.]
With a successful trade route established for the Necro Imperialis, the people of the Angle Confederation momentarily turn their attention completely to their own agenda! Surely, we have earned such a right?
1. We shall investigate this strange ruined zepplin! Perhaps it can be turned to our service?
[Mystery Machine?]
2.
The expansion of our claims on Ribwall, around Night Reach, shall continue! What other mysteries and resources might we encounter?
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fa19bf No.12939
>>12936
"So them saying the dwarves stabbed them in the back, embraced necromancy, and hide behind creations of metal who fight for them without direction is accurate then? I assume it's equally true they attack without warning any nation they think they can get away with? Troubling that such a dishonorable race has risen so high.
Anything else about The Dominion, Technocracy, Imperialis, Kaldor or any other nearby nation I should know? I would ask about the laughing undead spiders nest near us, but we know their predations and insanity well already."
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fa19bf No.12942
>>12939
[Morgaz]
Morgaz continues. "I have nothing of specific to add to the situation except one thing." [He pauses] "None of them have any honor, man of the hills. Your kind is alone in the world and the only language they speak is the language of violence."
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fa19bf No.12943
| Rolled 2, 34, 70, 76 = 182 (4d100) |
1. Use our technological expertise to assist the morphs in this grand project of theirs, applying our knowledge on airships, steam-power, bombardment and standardized parts.
2. As per our promise, we ship a load of excess, unneeded food toward Morgaz and Mare, provided they do not outright refuse the shipments.
3-4. Once, they were men of ideals. Men of innovation, of inspiration. Once they fought against what was an oppressive rule of inheritance to see that merit and reason prevail over the old archaic system that dominated and oppressed the society, extracting its industry for gems.
Now, things have changed. Ever more withdrawn from that same society they once knew themselves a part of and sought to bring prosperity, the lust for power has twisted their hearts and souls, corrupting themselves. In a twisted parody, now these oligarchical have become the new nobility, enforcing their despotism and extracting out of the nation its resources and lives for themselves, the difference that they do so in a far greater and more terrible manner than the old nobles ever could. Hearts, minds, and souls black and withered in abominable unlife.
And they grow tired of these persistent insufferable dwarven populace. Who have cut into their funds, their indsutry, and now their patience.
The very same people who used an army of unwaveringly loyal machines, cold and obedient, to enforce a swift and utterly total coup d'etat, to slay and rise up a populace to what they saw as eternal glory and immortality, once again seek to tighten the iron vice. Maybe even to wipe the slate clean.
What good are these people, who so infuriatingly are susceptible to the slightest enemy attack and assault. The machines do not complain. When fires burn, and factories blow up, or their kin are destroyed, they simply recycle, rebuild, and obey. And yet these people have required us to instill martial law and now even seek to overthrow the very order they sacrificed so much to instill.
Once more the great machine armies turn not to without, but to within, as the capitalists, in total control of the mechanical programming, as demand a nation that fits into their line of thinking. A nation that while not entirely undead or even dwarven, would obey as a machine would obey its programming. Dissidence is a virus, and viruses must be purged.
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fa19bf No.12944
| Rolled 93, 88, 58, 28 = 267 (4d100) |
>>12783
http://pastebin.com/yxEC8kEQ
1 Avatar Theory [Simple]. So that we can reach the level of understanding needed for transmigration the avatar theory must advance.
2 Industry Mistress, Rationalization. For the Vilon to have the best equipment available with greater ease and efficiency an Industry Mistress must lead the way for vilon's expert crafters to make equipment in an efficient way.
3 Inquisitorial Office - Heavily Damaged. Damnation! We will have to wait till the office is fixed before it can serve as the center of our investigation into the bomb.
4 Upgrade Overfell into a city. The people we have brought to Shezeb should be housed in a city to properly include Santareians and the peoples under our authority.
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fa19bf No.12946
>>12942
"I thought as much. Thankfully we Sunnirians speak their common tongue, and we speak it well. Thank you for honoring me with your presence, Dragon King. Maybe in time father can meet you and you both may speak of many things. Until we meet again, then. Long may you reign"
The young man Claps his fist to his chest and nods his head, then walks away.
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fa19bf No.12948
| Rolled 8, 51, 10 = 69 (3d100) |
>>12911
Lore: http://pastebin.com/CSSxQsH9
Nation: Plains Fairy Kingdom of Flowers in the Sky
Population: (12) (+1/turn)
Food: (N/A)
Raw Currency: (39) (+7/turn)
Legitimacy: Very Good
Culture: 10
Industry: 7
Buildings: The Capital City of Flowers in the Sky [Huge], Leprechaun Hall
Defenses: Feytraps [Good]
Military Units: 4 Pikechaun Platoons [Very Strong], 2 Spring Herald Squads [Strong], 2 Soren Armadillo Packs [Strong][Armored]
Resources/Quantity: Copper [Sustainable]; Bronze [Sustainable]; Tin [Sustainable]; Gold [Sustainable]; Sunflowers [Sustainable]
Magic/Spells: [Sunflower-Chaun] (spells: Taint Currency [Simple]; Disorient [Simple]; Query Rainbow [Simple])
Technology: (Stone, Wood, Bronze, Copper); Feywar [Simple]; Exotic Animal Training [Simple]; Scaled Building [Primitive]
Trade Routes: [none]
Territory: (7)
>Bonuses:
1. Feywild: Fey territories are a total nightmare to attack or occupy because it's basically a weaponized hedgemaze. As such, Fey units can act as infiltrators and guerillas to bog down opposition armies in movement inside your territory.
2. Fey-Blooded: As fey, you have certain advantages - you do not typically eat and are resistant to most forms of blight. You are also effectively immortal barring getting killed by something (or someone). You also do not pay upkeep for units, but large standing armies are problematic.
>Eccentricities:
1. You Eat WHAT?: Reproduction and population expansion is tied to gold and sunflowers.
2.The Riddle of Steel Sucks: You suffer a general penalty if enemy units deploy iron (or derivations) as a weapon. Given that pretty much everything is made of iron, it must be a good portion of their army using it.
>Actions:
1/2. - Construct an additional floor on the tower to function as an indoor sunflower field: give this floor plenty of extra-large windows!
3. - More flight training: glide, don't flap for long distances!
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fa19bf No.12952
| Rolled 79, 22 = 101 (2d100) |
>>12910
>>12829
>>12919
>FluffnStuff: >>12010
Population: 46.4 (1.9/turn)
Raw Currency: 123 (20/turn)
Legitimacy: Good
Culture: (8)
Industry: (13)
Master Buildings:
[Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart], [Starkegrob], [Patchwork City Marketplace]
Defenses: (Tower/Wall Defense Network (Large), Starkegrob Citadel [Fortress]
Master Military:
6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic-), Patchwork Republican Guard Company (Epic++++++++)[Brave], 1 Starkengrober Riesengarde (Very Strong+)[Brave], 1 Starkegian Infantry Brigade (Epic++++)[Brave], 3 Air Mages (Medium), The "G-Crew" (Epic+++++++)[Infiltrate][Sapper]
Resources/Quantity:
[Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable, Unmined] [Rubicite, Sustainable (x3)] [Steel, Sustainable][Odium, Average][Magicite, Unmined]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, Simple] [Diplomacy, Simple] [Drill, Simple] [Standardization, Simple] [Rationalization, Simple] [Coinage, Simple] [Unit Upgrade, Improvised] [Economics, Primitive] [Equipment 4/8] [Infantry Tactics, Very Simple] [Metallurgy, Good]
Territories: (30*)
_
Courier Specific Buildings:[Starkegrob]
Defenses: Starkegrob Citadel [Fortress]
Courier Specific Military:
1 Starkengrober Riesengarde [Very Strong+][Brave], 1 Starkegian Infantry Brigade [Epic++++][Brave]:
(1 Starkengrober Riesengarde [Very Strong+][Brave]):
-2nd Starkegian Infantry Regiment, "The Stark Town Giants"
(1 Starkegian Infantry Brigade [Epic++++][Brave]):
-1st Starkegian Infantry Regiment, "The Retrievers"
-3rd Starkegian Infantry Regiment, "The Kleins"
-4th Starkegian Infantry Regiment, "The Neue Kerls"
Bonus: [Strategic]
_
1.) Complete the designs of these weapons and arm all Starkegian Infantry units with them as soon as possible! (8/10)
2.) Work on scaling up the underlying concepts of these air-powered guns in order to construct air cannons capable of knocking down walls!
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fa19bf No.12963
| Rolled 97, 42, 73, 99 = 311 (4d100) |
1. Very well then send Phil to explore the ruins. There must still be something left to find. He has been working hard. Give him a bonus of 3 currency when he gets back.
2. Continue working on the military ministry. Sadly this world is starting to slide into chaos once more. We will need to put a lot of effort into this. Use 20 currency to make sure that it is done. It will have all that the ministry needs in that area. Training grounds, research facilities, a college to train officers, etc.
20 currency
Sturdy Construction, Average
Scaled Construction [Average]
Specialized Modification [Simple]
Standardization [Very simple]
3. This Arcolith sounds interesting I think many things could be learned from it. Assure them that they are under the care of our empire and their needs will be seen to as much as possible. Ask them more of their experiences their tech could be very useful to us. Also find out how they came to be in those ruins and what the machinery they were with does.
Undead-Living Diplomacy [Simple]
4.Expand our holdings. It is time for the undead to claim what is ours by right. All of Orgrul.
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fa19bf No.12966
>>12920
"I believe that would be… tedious. Too tedious in this current state of world. Perhaps both sides of this coming war could be brought before the council, and… modifications could be made. The… enemy of your people could be forced into signing a treaty that would prevent any further slaughter of innocent nations. Any sort of non-violent agreement you could come to."
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fa19bf No.12967
http://pastebin.com/SEMtuCdr
The Vulmer. Anything else I need to do?
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fa19bf No.12969
>>12967
Name: The Vulmer
Race: Magically Uplifted foxes
Color: Red with Black Trim
Fluff: Centuries ago, there was a race of Elves who were very skilled at magically altering living beings. Towards the end, there was a fad about pet foxes, and liked to breed and show them - but were not above magically enhancing the vulpines, bringing them up to nearly as intelligent as baseline humans, and giving them grasping paws and longer lifespans - although not as long as the Elves.
However, disaster struck as a plague - a magically enhanced cold that only impacted the Elves - burned through the community. Within only a few days, 99% of the elves had died, and the remainder were not enough to sustain their people. The remainders fully uplifted the Vulmer, who took on the Elvish society.
Government Type: High Kingdom, with a council of 'High Nobles'. There is a strong code of laws, but Code Duello is active. The Noble titles are held for life and are not passed on, with the exception of the High King.
Economy Type: Heavily Craftsman-based, with specialized Guilds. Uses precious-metal currency.
Religion: Officially, the Vulmer worship the Creator God of the Elves. unofficially, they worship their Elvish Ancestors.
Location: Southern Peninsula on the West End of Gul, nearish the town I guess?
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fa19bf No.12970
>>12966
"Forced to sign? Hah, Id be curious to see you try. It wouldn't be hard for any nation to be safe by the current treaty, just to be the subject of Dominion and the nation is protected so long as the parties have not already had war declared on them. In this way those of Gul would be safe from conquest."
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fa19bf No.12971
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fa19bf No.12972
>>12969
Population: (10) (+1.2/turn)
Food: (Good)
Raw Currency: (10) (+5/turn)
Legitimacy: (Good)
Culture: (5)
Industry: (5)
Unique Buildings: [player named government building]
Defenses: Vulmerian Walls [Large]
Military Units: 4 (Player named units)[Very Strong]; 2 player named units [Strong]
Resources/Quantity: Iron [Sustainble]; Stone [Sustainable]; Wood [Sustainable]
Magic/Spells: [Vulmerian](spells: Invisibility [Simple]; Body Alteration [Simple])
Technology: Metallurgy [Average]; Arcane Theory [Simple];
Trade Routes: [none initially]
Territory: 3
Bonuses:
1. Like A Fox: Generally, very clever tactics don't work on you in combat. You're just super clever.
2. Clever: You know a thing or two about most things. You get +5 to all rolls.
Eccentricities:
1. What's That Smell?: You are vulnerable to fire. If the opposition uses fire against you, you are penalized by -1 in combat rolls. Generally the opposition must make an actual effort to use flame.
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fa19bf No.12975
| Rolled 32, 2, 64 = 98 (3d100) |
>>12972
Actions: 1) Explore nearby for additional resources
2) Construct additional internal infrastructure
3) Research into Magic: Invisibility
Government Building: High King's Palace
Very Strong Units: Legio Vulpes Consularius
Strong Units: Legion Vulpes
Hope I did the dice correctly.
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fa19bf No.12977
>>12972
Actions: 1) Explore nearby for additional resources
2) Construct additional internal infrastructure
3) Research into Magic: Invisibility
Government Building: High King's Palace
Very Strong Units: Legio Vulpes Consularius
Strong Units: Legion Vulpes
Hope I did the dice correctly.
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fa19bf No.12978
>>12970
"So you… do not plan to go to war at this time? You… seem to be setting yourself in a predetermined moral high-ground…"
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fa19bf No.12981
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fa19bf No.12994
| Rolled 4, 61 = 65 (2d100) |
>>12911
Food: Low
Building: The Sanctuary[Town]+1 hex
Military Units: 2 Berserk Warbands [Very Strong +++Resilient] 2 [Shadow Walkers] [Very Strong, +++ Resilient] 2 Vengence Warbands [Very Strong] 3 Night Shadow-Walkers [Very Strong+][Mage]
Magic/Spells: Santerian [Good]+ Magi-Biology [Very Good]; Shadowlands Walk [Good] War Magic [Good]
Technology: Wood, Stone, Metallurgy [Simple]; War Magic [Simple];Medical [Simple]; Biology [Simple]; Statecraft [Primitive]; Tunnel Warfare [Primitive]
1) Train dedicated mages, unlike other nations these troops are shape shifting front line fighters. (Train Shapeshifters)
2) The fires of rage lie deep within the hearts of our people, we begin to learn simple fire magic (Learn fire magic)
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fa19bf No.12995
>>12944
>>12783
"Hey, hey lady? Are you all right?"
The fairy queen was still standing on the rock, glancing at the spaced-out Vilion whom was now blocking her view of the tower, as well as casting a rather large shadow.
From behind, one of the workers shouted "Work's finished m' queen! Should we cap it with eh' pinnacle?", drawing her attention and momentarily breaking up the meeting as she leaped off the stone and onto the earth, taking the moment to admire the structure's current state. It had a base clad in bronze as per decree, while the upper sections of the tower were of smooth stone held in place by four thick beams of the metal, with windows crafted of sunstone and accented with lines of gold: from the second floor upward, floors alternated between having windows and having open air balconies from which fairies could fly into and out of at will.
Though sufficiently thick and a major architectural feat for a species that had until a couple weeks ago been living in the fields and caves, it was hardly the towering marvel that she had envisioned; it appeared rather squat given its height to width ratio; quite dwarvish, but not catering to the tastes of the queen who commissioned it.
"Great job so far: what's there looks just perfect! But don't cap it yet: I want it taller!"
A dust caked leprechaun patted some of the residue off his rawhide overalls before replying, first turing his eyes to the naturally attention drawing vilion before looking back at the queen. "We really cannae really build it any higher m' queen: we dunnae ave' the tools needed to haul materials to higher floors!"
Blinking, the monarch sighed and decided that perhaps what was there would be sufficient for the moment. "Is the interior ready for habitation?"
Lifting a loose stone block and shoving it into place, the worker nodded. "Nay yet' really furnished beyan what we coul' scrunge far yer quarters, yar highness, bu' it'll keep the rain off yer heads. We can use the second floor fer stockpilin' too, so ya can all access it easier without havin' to go underground."
Somewhat displeased at the response entailing the lack of furnishings, but nevertheless quite excited, the queen looked up at the diplomat and offered her a unique proposition.
"Congratulations: you just witnessed the start of our first city! Wanna royal tour?"
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fa19bf No.13023
[Severans]
[Warbeast research; expansion; spawning pools/breeder beast research]
1. Your research onto fleshbeasts is complete. You now thing you can repurpose them to pretty much any task – the cabals have termed these creatures “Omni” Fleshbeasts. (Revise tech: Flesh-Beasts to Omni-Fleshbeasts [Average]; revise technology Flesh to [Average])
2. Your forces make good headway clearing Neu-Moco. (Add 4 hex; roll 1d3)
3. The work on efficiency-minded spawning and replication begins. It's generally thought that this will help the volume of units produced in wartime, but that it will also increase the volume of units produced in the standing army. (Rationalized Spawning 6/12)(-10 currency)
[Kaldor]
>>Kaldor: You are partially mobilized; 7 turns. Your resources and food stocks are increasingly humbled. Set food to: Wobbly.
1. You aren't able to equip your units as well as you would like, but some get the new weapons.
2. You begin working on logistics. This might help to relieve the food and supply burden. (Logistics 4/8)
3. You moved your units. (Advantage: Minor.)
[Skyrates]
1. You sent Air War to Technocracy.
2. The expansion completes. Yo ho! (Add 4 hex; roll 1d3)(Add technology: Pioneering [Primitive])
3. There was an accident. Nobody was killed but the gunnery commander looks sheepish.
[Patchwork]
1) The museum is done. [Add unique building, player's name choice]; [+4 culture, +1 industry, +1 currency/turn]
2) You built a trade port. It immediately begins to increase your trading effectiveness with trading. (Add unique building [Trade Port]; +2 currency/turn)
3) You finish upgrades on equipment for the army. It's generally better handled, now. (Add technology: Equipment [Simple])
4) You finished the magicite mine. (set resource: Magicite to [Sustainable])
[Sunniria]
1. Your forces consolidated to: 2 Sunnirian Linebreaker Formation [Epic][x5][Raging]
1 Sunniria Shieldwall Formation [Epic][x14][Brave]
(Add technology: Reorganization [Simple])
2. Your equipment seems to be better, generally. The constant refinements will yield direct results in combat. (Set technology: Equipment to [Average])
3. Construction on the arena begins. It's actually quite large. (Arena 4/12)
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fa19bf No.13024
[Advent]
>>You gained technology: Advanced hulls from Vyriah. It translates as: Advanced Hulls [Simple]. This translated without issue.
1. The research on the latest walker design starts. It's not very impressive despite the considerable effort and funding allocated. (1/10) (-10 currency)
2. Some of the research comes through. It will take more time. (-10 currency)
3. You trade [Communication, Simple] to Vyriah.
[Vyriah]
>>You gained technology: Communication [Simple] from Advent. This translated without issue.
1. You traded advanced hulls to the Advent.
2. You set up a relatively large trade route to The Advent. (Add trade route: Advent [Large; +1 industry +3 currency/turn; +.1/pop/turn)
3. While the currency helps, there seems to be a decreasing effect as you throw money volumes of money at it. Still, it completes in good order. (set technology: Magi-Storm Effect Weaponry to [Above Average])(Set: Magi-Storm Theory to Excellent)(-100 currency)
[Rattlehavoc]
1. You managed to pull in some recruits this time. They're sort of mediocre, but it's better than nothing. (Add 1 player named unit [Very Strong])
2. You begin expanding south in search of more resources. (expansion 4/10)
[Angles]
1. You start examining the …zepplin? It's really very neat. (1/2)
2. Another round of expansion continues. You feel confident as your pioneers and explorers begin their slow work. (Expansion 5/10)
[Technocracy]
>>You received Air-War [Good] from Skyrates. This translates into: Air-War [Average]
1. The assistance you provide, while certainly well meaning, falls flat. There is no progress and the two research teams feel increasingly at odd – your teams feel the Morphs are total morons.
2. Your ships receive warning shots and aerial fly-bys by armored dragons as they attempt to enter Morgazian airspace. No diplomat is sent. Your ships return without incident and the crews breathe a sigh of relief.
3-4. Your society begins to calcify into a totalitarian state and the clockworks are given freer orders, duties, and procedures to restore order under any circumstance. From here, the next steps that follow are clear: the population is sequestered into narrowly defined spaces that are monitored actively with checkpoints, constantly operational clockwork police, and crude recording devices. This chokes dissent quickly and things seem to get quieter as the factories begin to belch out more pacification clockworks. Under such conditions not even the capitalists are able to raise ruckus. (Set legitimacy to: Stable [Active Pacification])(lose 3 pop)(Add: The Total State [Simple])(set: Secret Police to [Simple])
>>Revise government Type: Totalitarian Technocracy
>>Remove eccentricity: Captains of Industry
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fa19bf No.13025
[Dominion]
1 You manage to figure out a way to increase the overall effectiveness and size of the avatars called from beyond Soren. (Set Avatar Theory to [Average])
2. You begin work on rationalization. Some of the Vilon are actually very good at numbers and so this goes fairly well. They're like, totally jazzed. (Rationalization 8/10)
3. You repaired the inquisitorial office. (reset inquisitorial office)
4. Upgrading the town starts, but the progress is so-so. (2/15)
[Flowers]
1/2. - You start construction on botanical garden inside the tower. Great idea! (5/6)
3. The flight training is a disaster, but nobody is killed. Bent wings and hurt feelings only.
[Starkegrob]
1. The firearms research is done. They're not super effective, but, it's way better than the crude muskets used more generally. (Add technology: Firearms [Average])
2.) You begin working on air-cannons. You aren't sure how this is going to work, but it sounds good. (Air-Cannons 2/10)
[Necro]
1. Phil sound something. He found something big. He thinks it's an old necromacy lab that specialized in extra-planar transport. Specifically, necromatically based transport. Phil asserts that some of the equipment was (or could be) used to teleport undead units through lower order planes of existence to other areas. In any event, he strips down the ruin and brings all the equipment back. He keeps calling it “dead time” equipment. Whatever. (Add resource: DT-Travel Equipment [Some])
2. You lay the first foundation stones of the ministry. The money seems to help (Military 5/8). (-20 currency)
3. The Zeke don't seem to know too much more. Apparently they are mostly soldiers for the wider Zekein Empire of Arcolith. According to them, the Zeke have been battling for control of that world against the Mericon for many decades and most of the planet has been partially or wholly devastated. They go on to state that they are mostly part of a wider planar expeditionary force that has traversed the multiverse looking for suitable resource; the Mericon of Arcolith have exhausted much of surface resource base and have taken their fighting underground. They claim their plane is unstable – even moreso than this one. When pressed for information that might be of strategic value, they offer their knowledge of combined arms. You suspect this is probably the best you can get from you; they offer to join your army. (Add technology: Combined Arms [Simple])
4.Your forces feel fresh and excited as they begin to move out. Now that the continent is yours and peace is here, the armies roll over everything. (Add 4 hex, roll 1d3)
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fa19bf No.13026
[Vulmerians]
1. Your scouts head out and they find some silver. (Add resource: Silver [unmined])
2) The order to build additional infrastructure comes down, but there's some lost paperwork and it never starts. Bummer.
3.You begin revising you knowledge of invisibility. (research: Invisibility 5/6)
[Santareia]
1) The first few shapeshifters are in all honesty not very impressive. More work is required.
2) You begin to work toward fire magic. Using your understanding of magi-biology, you think you've go a handle on some variation of it. (Research 5/6)
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fa19bf No.13027
>>World Event: The Bohemian Horde can be seen moving in their awkward way toward the west.
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fa19bf No.13028
| Rolled 3 (1d3) |
>>13023
First, 1d3 for expansion
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fa19bf No.13029
| Rolled 2 (1d3) |
>>13023
Expansion roll
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fa19bf No.13030
>>13025
The Immortal Technocratic Republic
Race: Dwarves
Color: Brown
Fluff :
Once, a monarchy of Kings and Nobles of living breathing dwarves, with dreams of building ships, fighting for cause of justice and the Coalition and of the freedom of Oppressed people.
After the massacre of the 2nd Coalition War which ended in a stalemate, underwent an even greater and darker revolution than the capitalist surge that came before it, and twisted into the new Immortal Technocratic Republic. One nation in eternal unlife with the goal of power in mind.
Government Type: Totalitarian Technocracy
Economy Type: Capitalism
Religion: The Dreaming Forge God. The Dwarves believe that the reason the world floats through the sky, is that a great god of forgework is alseep and dreaming of islands flying through the sky. We dwarves are in the image of the forge god, and are the ones to construct the designs and inventions he dreams up with.
Location: Orgul Major
Population: (17.6) (1/turn)
Food: (Excellent)
Raw Currency: (11) Income: (10/turn)
Legitimacy: Stable [Active Pacification]
Culture: (12)
Industry: (26)
Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge], Santerian Black Ziggurat, Large Santarian Academy, Embassy [Necro Imperialis], Embassy [Morph]
Defenses: (Stone Traps, Good), Nightcrag Tunnel Defenses [Elaborate, Segmented]
Military Units:
1 Eastwinds .Co Destroyer [Very Strong]
1 Dwarven Frigates (damaged)
1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]
>0 Royal Navy Destroyer's
>Mobilized Forces on the Field
[New Santoria]
[New Machina]
>Mobilized Forces at home
6 Combat Clockworks Groups [Very Strong][Resist]
Resources/Quantity:
>Home
Iron [Shortfall], Copper [Shortfall], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable]
>Colonies
[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]
[New Santoria] [Fortress] (Iron [x1]; Copper [x1]; Stone [x1]; Flux [x1]; Raw magic [trace]
[New Machina] [Fortress] Odd Scroll[Single], Silver [Unmined]; Dark Iron, Rubicite [Some]; 1x Iron, Wood, Copper; Ioun [Some]; Gems [Lots]
>Market Gifts:
Steel [Average]; Coal [rationing]
Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good]) (Mass Raise Undead [Very Simple])
Technology:
>Resource Tech
(Copper, Iron, Stone, Steel) [Steel Mill Blueprints]
>Economy
Bureaucracy [Primitive]
Rationalization [Average]
Standardization [Average]
Steam [Simple]
Clockwork Fabrication [Simple]
Dwarf-Clockwork Integration [Very Simple]
Recycling [Average]
Tooling [Very Simple]
Electricity [Primitive]
>Military
[Airships, Basic]
[Aerial Warfare, Simple]
[Civil Defense [Average]
Total Mobilization [Simple]
Mobilization [Average]
Large Scale Construction [Very Simple]
Bombardment [Very Simple]
Command Crowns [Some]
Combat Clockworks [Simple]
Salvage [Simple]
Tooling [Very Simple]
Holy Weapons [Simple]
Logistics 3/6
Terrorism [Simple]
>Other
Undead-Living Diplomacy [Simple]
Counter-Espionage [Good]
Counter-Espionage [Simple]
Secret Police [Simple]
The Total State [Simple]
Territory: (29)
Bonuses:
1. Aerial Fabricators: Sky Dwarves are keen on airship construction, and gain a bonus to rolls to construct airships or other large aerial constructions (+15).
2. Industrial: Sky Dwarves are keen on industry. For every industrial point gained, add half a point.
Eccentricities: (generated by GM)
3. Undead
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fa19bf No.13031
| Rolled 17, 73, 33, 11 = 134 (4d100) |
>>13028
Ragenfragen
1. PULL IT TOGETHER YOU LUBBERS. I WANT THOSE CANNONS FIRIN' ON TARGETS UNDER YOU, YESTERDAY! (Freaking trying this again, preemptively spending 10 gold)
2. I just realized I have more boats then crews! Lets recruit some more Pirate Marines.
3. Lets also look into training them into a meaner fighting force! (Upgrade Pirate marines [Medium])
4. And as I think it's been 3 rounds since the last time, scoundrels roll
Name:Skyrates
Race: Assorted
Color: Pink
Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to
strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic
mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over
arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains
represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The
Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any
one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic
enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful
balance they have worked to set up.
To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,
airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their
assorted functions.
Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.
Economy Type: Pirate Free Market
Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.
Location: Ribwall
Population: (29) (1/turn)
Food: (Good)
Raw Currency: (55) (+13/turn)
Legitimacy: (Average)
Culture: (7)
Industry: (12)
Unique Buildings: [1 Pirate Council Hall] [1 DreadDock Super Dock] [1 Black Market Goods Trade Emporium] [1 PYU Pirate Univerity] [Technocracy Embassy]
Defenses: Aerial Patrols [Large]
Military Units: 4 [SkyGalleon][Very Strong]; 4 [Pirate Marines][Medium]; 1 [SkyCutter][Very Strong+++][Quick]; 3 [Grand SkyCutters][Very Strong++][Bombardx1][Quick]; 3 [Machine Men Marksmen][Strong]
Resources/Quantity: Rum [Sustainable][x2][Market]; Iron [Sustainble][x2]; Copper [Sustainable]; Wood [Sustainable][x3]; Magicite [A Lot]; Oil/Gas [Sustainable]
Magic/Spells: (Aero-Piratical [Average]) (spells: Summon Ghost Pirates [Simple]) (War Magic [Primitive])
Technology: (Iron, Stone, Wood, Copper) Airships [Average]; Air-War [Good]; Scaled Building [Simple]; Economics
[Primitive]; Bombardment[Simple]; Pioneering [Primitive]
Trade Routes: Advent[large, +3 Industry, +4 Currency/turn]; Patchwork [Small, +2 Currency/turn]
Territory: (15)
Bonuses:
1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or
opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes
undefended/non-military, roll 1d10. This does not apply to creatures.)
2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes
traditionally shipboard marines and boarding parties.
Eccentricities:
1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,
disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.
2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.
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fa19bf No.13033
The Immortal Technocratic Republic
Race: Dwarves
Color: Brown
Fluff :
Once, a monarchy of Kings and Nobles of living breathing dwarves, with dreams of building ships, fighting for cause of justice and the Coalition and of the freedom of Oppressed people.
After the massacre of the 2nd Coalition War which ended in a stalemate, underwent an even greater and darker revolution than the capitalist surge that came before it, and twisted into the new Immortal Technocratic Republic. One nation in eternal unlife with the goal of power in mind.
Government Type: Totalitarian Technocracy
Economy Type: Capitalism
Religion: The Dreaming Forge God. The Dwarves believe that the reason the world floats through the sky, is that a great god of forgework is alseep and dreaming of islands flying through the sky. We dwarves are in the image of the forge god, and are the ones to construct the designs and inventions he dreams up with.
Location: Orgul Major
Population: (17.6) (1/turn)
Food: (Excellent)
Raw Currency: (11) Income: (10/turn)
Legitimacy: Stable [Active Pacification]
Culture: (12)
Industry: (26)
Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge], Santerian Black Ziggurat, Large Santarian Academy, Embassy [Necro Imperialis], Embassy [Morph]
Defenses: (Stone Traps, Good), Nightcrag Tunnel Defenses [Elaborate, Segmented]
Military Units:
1 Eastwinds .Co Destroyer [Very Strong]
1 Dwarven Frigates (damaged)
1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]
>0 Royal Navy Destroyer's
>Mobilized Forces on the Field
[New Santoria]
[New Machina]
>Mobilized Forces at home
6 Combat Clockworks Groups [Very Strong][Resist]
Resources/Quantity:
>Home
Iron [Shortfall], Copper [Shortfall], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable]
>Colonies
[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]
[New Santoria] [Fortress] (Iron [x1]; Copper [x1]; Stone [x1]; Flux [x1]; Raw magic [trace]
[New Machina] [Fortress] Odd Scroll[Single], Silver [Unmined]; Dark Iron, Rubicite [Some]; 1x Iron, Wood, Copper; Ioun [Some]; Gems [Lots]
>Market Gifts:
Steel [Average]; Coal [rationing]
Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good]) (Mass Raise Undead [Very Simple])
Technology:
>Resource Tech
(Copper, Iron, Stone, Steel) [Steel Mill Blueprints]
>Economy
Bureaucracy [Primitive]
Rationalization [Average]
Standardization [Average]
Steam [Simple]
Clockwork Fabrication [Simple]
Dwarf-Clockwork Integration [Very Simple]
Recycling [Average]
Tooling [Very Simple]
Electricity [Primitive]
>Military
[Airships, Basic]
[Aerial Warfare, Simple]
[Air War] [Average]
[Civil Defense [Average]
Total Mobilization [Simple]
Mobilization [Average]
Large Scale Construction [Very Simple]
Bombardment [Very Simple]
Command Crowns [Some]
Combat Clockworks [Simple]
Salvage [Simple]
Tooling [Very Simple]
Holy Weapons [Simple]
Logistics 3/6
Terrorism [Simple]
>Other
Undead-Living Diplomacy [Simple]
Counter-Espionage [Good]
Counter-Espionage [Simple]
Secret Police [Simple]
The Total State [Simple]
Territory: (29)
Bonuses:
1. Aerial Fabricators: Sky Dwarves are keen on airship construction, and gain a bonus to rolls to construct airships or other large aerial constructions (+15).
2. Industrial: Sky Dwarves are keen on industry. For every industrial point gained, add half a point.
Eccentricities: (generated by GM)
3. Undead
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fa19bf No.13036
| Rolled 9, 28, 11 = 48 (3d100) |
>>13023
>FluffnStuff: >>10350
Population: 48.7 (2.3/turn)
Raw Currency: 146 (23/turn)
Legitimacy: Good
Culture: (12)
Industry: (14)
Unique Buildings:
>Patchwork City: [Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]
>New Patchwork: [Patchwork Heritage Museum], [Trade Port]
Defenses: (Tower/Wall Defense Network (Large)
Professional Military: 6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic++)[Armored], Patchwork Republican Guard (Epicx8)[Brave], 3 Air Mages (Medium), The G-Unit[EpicX7][Infiltrate][Sapper]
Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, Sustainable x3] [Steel, Sustainable] [Magicite, Sustainable] [Iron, Unmined] [Strange Ooze, Trace] [Dark Iron, Unmined]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, Simple] [Diplomacy, Simple] [Standardization, Simple] [Rationalization, Simple] [Coinage, Simple] [Unit Upgrade, Improvised] [Economics, Primitive] [Equipment, Simple]
[META]- Giving control of my fourth die to my courtier, the Starkegrob Protectorate.
1) New Patchwork needs a combination temple/magic school. See it done. (10 gold)
2) Send envoys to Elton, the city just outside our eastern borders, with an offer to become esteemed members of the Republic. [Pluralism] (10 gold)
3) Mine the Odium our vassal uncovered on Loen. (10 gold)
3)
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fa19bf No.13038
| Rolled 17, 48, 88, 73 = 226 (4d100) |
>>>13033
1. We have lost seven, gentlemen.
SEVEN industrial grading points from numerous attacks, disruptions, and acts of terrorism. And due to the war and chaos, we have never had the time to repair these damages.
Now. . .now that we're in control we have the time. We will continue to repair all damages until these seven industrial grading points are restored.
>Begin working on the restoration of lost industrial points via repairs
2. We need to continue to expand and claim all of Curlo's Chain, we must put all of it's available resources to use. Keep laying those railroads.
3. The strip mining and exploitation of New Santoria, as well as the transfer of its structures to the home capitol, will continue. Even after we are done with this current route, we will persist in exploitation efforts and not abandon the area until the last moment. 2/3
4. I don't care how stupid or intelligent you think these morphs are. We made a deal to assist them in Project Peacekeeper in exchange for technology and this thing needs to be as advanced as we can possibly make it.
If you need to have clockworkmen staff the parts they can't understand, do it. But they're giving us technology and we need to keep up our end of the bargain.
Remember, a Dwarf never breaks from a trade deal.
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fa19bf No.13039
| Rolled 2 (1d3) |
>>13038
Expansion roll.
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fa19bf No.13040
| Rolled 2 (1d3) |
>>13025
Rolling 1d3 for expansion last turn
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fa19bf No.13041
| Rolled 3, 11, 14 = 28 (3d100) |
[Culture - music; Fleshcrafting - Cosmetics;
1. A cultural shift begins in Severan. While the traditional view of the Pillars has always been more in line with militaristic values several Moirans have begun taking to applying the tenants of Tekla, Iyedah, and Ivy into a musical form. Instruments, made of wood, metal, and the hides and guts of fleshbeasts are combined with the talent of singers to create a new form of music.
2. Some in the Black Cabal believe that they can quickly and with only slight pain change the looks and appearances of Moirans to be more desirable. As is usual with the Black Cabal, tests are carried out on serf-slaves in the interest of public safety.
3. Fleshcrafters of the White Cabal seek to improve the effectiveness of their omni-beasts. Lots are taken and the deciding vote is for omni-beasts of combat varieties to be given blood with extreme acidic properties. Estimates from initial tests of modifying the acidity levels give them hopes that they can give the blood a corrosive nature that is one thousand times that of stomach acid.
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fa19bf No.13042
| Rolled 38, 68, 53 = 159 (3d100) |
>>13025
http://pastebin.com/GmkLzs0C
The High King orders that this source of silver to be exploited (Action 1).
Action 2: Research on Invisibilty to continue
Action 3: In addition, research to improve our Body Alteration magic is to begin.
[+5 to all rolls, not put into dice field]
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fa19bf No.13043
| Rolled 760, 514, 8, 564 = 1846 (4d1024) |
>>13024
>>13025
1. Continue working on the military ministry (Military 5/8)
Sturdy Construction, Average
Scaled Construction [Average]
Specialized Modification [Simple]
Standardization [Very simple]
Orgrul major
2.Expand to the north
3.Expand to the northwest
4.expand to the west
Bureaucracy [Average]
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fa19bf No.13044
| Rolled 84, 72, 54, 77 = 287 (4d100) |
>>13043
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fa19bf No.13045
| Rolled 85, 42 = 127 (2d100) |
>>13041
Spend 50 drachmas on getting FLESHMETAL into the mainstream.
Otherwise reroll on 2, 3
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fa19bf No.13046
>>13045
>>13041
And just cuz I'll spend 10 more on roll 3.
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fa19bf No.13047
| Rolled 39, 1, 37 = 77 (3d100) |
>>13024
Name: Vyriah
Race (Determines bonuses): Gnome
Color: (Determined map color): Blue
Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?
Government Type (Determines some stats): Merchant Republic
Economy Type (Determines some stats): Free Market
Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.
Location: The Open Sky
Population: (33.8) (1.4/turn)
Food: (Very Stable)
Raw Currency: (45) (43/turn)
Legitimacy: (Stable)
Culture: (13)
Industry: (26)
Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz], [Foundry Platform], [Factory Platform], [The Iron Bank of Vyriah]
Defenses: Tower Network [Very Large]
Military Units: 3 Vyriah'n Airships [Strong]; 1 Vyriah'n Guard Platoons [Medium], Vyrian Mad Scientist Cohort [Very Strong+][Clever], 2 Storm Guard Platoons [Epic+][Resist], 1 Stromtide Class Battleship "DMV Imperator"[Epic][x8][Bombard][4x][Resilient]
Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [Sustainable][Market], Steel [Sustainable], Darksteel [A little]
Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple], Rain [Good])
Technology: (Stone, Wood, Gems) Aerial Warfare [Average], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Average], Advanced Hulls [Average], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Excellent], Counter-Espionage [Simple], Morgazian Air-War [Average], Civil Defense [Primitive], Magi-Storm Omni-Cannons [Average], Rationalization [Average], Standardization [Average], Magi-Storm Effect Weaponry [Above Average], Bureaucracy [Primitive], Bombardment [Above Average], Metallurgy [Good], Scaled Construction [Simple], Trading [Simple], Economics [Average], Air-Ground War [Very Simple], Stratos Missiles [Simple]
Trade route: Air Dwarves [Medium; +3 industry / +3/currency/turn] Dominion [Mediocre; +1 industry; +3 currency/turn] Patchwork Republic. [Medium; +1 industry / +4/currency/turn; +.1/pop/turn], Morgaz [Massive; +4 industry; +4 currency/turn], Necro Imperialis [Medium; +2 culture; +.2/pop turn], [Elementals; Massive - +4 currency/turn, Dark Iron [Spotty]], Advent [Large; +1 industry +3 currency/turn; +.1/pop/turn]
Territory: (1)
Bonuses:
1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but trade may be impacted.
2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.
Eccentricities:
1. Everyone Hates Gnomes: Gnomes are physically weak in combat, and are easily kicked, punched, or abused. All of your combat rolls in melee suffer a -1 penalty.
1. Heck for these results the scientists got the clear sky they deserved. They have been doing good work. Too bad they are getting more work. With the rumor that continents are being brought into the plane it is the perfect time to start up a project I have wanted to do for a while. The Vyriah'n Institute of Exploration and Natural Science. To go to relatively unexplored locations and study the natural life there. Maybe bring back samples and seeds of interesting wildlife.
2. We have also neglected one of our major industries from the beginning of our short history, luxury goods. For jewelry we are going to need Gold and Silver, we have the Jewels already. Start setting up a sustainable market for those.
3. We have also neglected the comfort and desires of our own people a bit, although a few seem to like it that way. Either way Vyriah has become the City of Gold for the world, so lets make this city shine with a culture of its own. Foremost something very few have had the pleasure of seeing, plants not for eating and a calm place to relax and smell the sky-flowers. Begin building a grand public park.
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fa19bf No.13049
>>13047
I'm just going to spend 45 gold to negate as much of action 2's bad things as possible.
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fa19bf No.13053
| Rolled 60, 52, 15 = 127 (3d100) |
>>13023
Name: Kingdom of Suniria
Race (Determines bonuses): Humans
Color: (Determined map color): Orange
Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.
Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"
Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.
Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.
Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.
Location:Gul
Population: (20.2) (+1.2/turn)
Food: Good
Raw Currency: (17) (+6/turn)
Legitimacy: Good
Culture: (7)
Industry: (8)
Unique Buildings: Hall of the Kings; Great Forge(+3 Industry)[Arena(4/12)]
Defenses: Stone Walls [Large]
Military Units:
2 Sunnirian Linebreaker Formation [Epic][x5][Raging]
1 Sunniria Shieldwall Formation [Epic][x14][Brave]
(Morrigan the Raven [Epic][Granix])
(Wulfgar the Wise [Very Strong++][Granix]
Resources/Quantity: Stone [Sustainable]; Copper [Sustainable]; Iron [Sustainable]; Steel [Sustainable]; Dark Iron [Sustainable};Feywood [Sustainable];
Magic/Spells: (The Way of Granix) (spells: Strengthen Unit[Simple])( Amplified Jump [Very Simple])
Technology: Metallurgy [Good]; Professional Armies [Simple]; Drill [Simple]; Equipment [Average];Reorganization [Simple]
Trade Routes: [none initially]
Territory: (11)
Bonuses:
1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).
2. This You Can Trust: You may reroll unit recruitment once if it below 50.
Eccentricities:
1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.
1. Continue on the Arena. We will need it to drill the troops and prove the valor of our forces.
+8 Industry
2.Begin Mobilization. Enemies are all around us and we stand alone. Time to fix that. Spend 10 currency in it to make sure EVERY man and shield maiden hears. War is coming, be ready for glory.
+Industry 8
+Professional Armies [Simple];
+Drill [Simple];
+Equipment [Average];
+10 Currency
3.Work on heavy long ranged weaponry. It's Not the most honorable of weapons by far, but if even the "good" race of Soren eschews honor for victory, Something less honorable but not dishonorable is acceptable. For a good shot from an archer in a hunt is praiseworthy, so to will a shot from these weapons when they bring down the battlements our foes hide behind, or strike down those that would deny to meet us in open battle and instead attempt to hide in the winds. After all we cannot all be heroes like Morrigan, who can touch the sky with but a leap.
+Industry 8
+Metallurgy[good]
+Stone [Sustainable];
+Copper [Sustainable];
+Iron [Sustainable];
+Steel [Sustainable];
+Dark Iron [Sustainable};
+Feywood [Sustainable];
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fa19bf No.13055
| Rolled 67, 86 = 153 (2d100) |
>>13023
Name: Rattlehavoc's Company, Courtier of the Order of the Advent
Race: Morphs (Tainted)
Color: Blue with dark purple trim.
Fluff: A small cadre of Tainted Morphs that are led by an old, well-traveled individual that goes by the name of Rattlehavoc. Formerly a splinter group, these Tainted have recently returned to the Council, asking to serve in whatever capacity is needed. They say that they have returned due to unease over the changing political landscape and a desire for security, but in truth their reentry into the Advent is the result of religious worry– that the divergent testaments they follow are inaccurate. They have rejoined the Advent to ease their own doubts and to bring more Tainted into the fold.
Government Type: Meritocracy. Rattlehavoc is the fifth leader of the Band, and leaders are quietly, bloodlessly replaced when they are no longer felt as fit to lead. The exact guidelines for this process, and the process by which the Tainted rise up the social ladder (only by proving that they can greatly benefit the community) are outlined in the Sardonyx Tablet.
Economy Type: Planned. Since their return to the Advent, they have adopted their economic measures to better fit in, leaving behind the more socialist system they had previously used.
Religion: Sardonyxism - The Band strictly adhere to the tenets, laws and religious practices outlined in the Sardonyx Tablet, rumored to have been carved by the First Tainted, whose legendary deeds are responsible for the glowing opinion many morph cultures have of their kind. The Tablet emphasizes a focus on venerating the Tainted that have come and gone, implying that the Tainted are actually closer to what the Morphs are supposed to truly be, and suggesting that the Grimoire Advent was composed entirely of tainted as well. There are several divergences in terms of dictates, holidays and worship practices, but otherwise Sardonyxism is very similar to the Church of Remembrance, and the Band is starting to more closely realign the Sardonyx Tablet's teaching with the Church's own.
Location: Haven, [Fortified City] +.3 Pop/turn for host nation
Unique Traits
Military: [Rattlehavoc's Unit], [Swansong's Unit], [Bastille's Unit], [Abbas' Unit] [Very Strong]
Buildings: Basic Trading Post: +2 Currency/turn for lord nation.
1. Continue the Expansion. 4/10
2. Quill's Night approaches– a holiday for the followers of Sardonyxism, for it marks the day when a legendary Tainted warrior, Avache The Quillmonger, defeated a rampaging dragon that had gone mad and nearly annihilated entire swaths of countryside. Whether or not Avache really existed, and if he did, whether or not he slew a dragon, is up for debate. What matters, though, is that Quill's Night is a celebration of strength, dedication and selfless sacrifice, for Avache died taking the dragon down. The practice of Quill's Night is quietly, unobtrusively made common knowledge to Advent morphs.
Raise and reinforce Culture by spreading word of, and practicing the religious observances of, Quill's Night.
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fa19bf No.13057
| Rolled 83, 37, 50 = 170 (3d100) |
>>13023
Name: Kingdom of Suniria
Race (Determines bonuses): Humans
Color: (Determined map color): Orange
Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.
Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"
Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.
Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.
Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.
Location:Gul
Population: (20.2) (+1.2/turn)
Food: Good
Raw Currency: (17) (+6/turn)
Legitimacy: Good
Culture: (7)
Industry: (8)
Unique Buildings: Hall of the Kings; Great Forge(+3 Industry)[Arena(4/12)]
Defenses: Stone Walls [Large]
Military Units:
2 Sunnirian Linebreaker Formation [Epic][x5][Raging]
1 Sunniria Shieldwall Formation [Epic][x14][Brave]
(Morrigan the Raven [Epic][Granix])
(Wulfgar the Wise [Very Strong++][Granix]
Resources/Quantity: Stone [Sustainable]; Copper [Sustainable]; Iron [Sustainable]; Steel [Sustainable]; Dark Iron [Sustainable};Feywood [Sustainable];
Magic/Spells: (The Way of Granix) (spells: Strengthen Unit[Simple])( Amplified Jump [Very Simple])
Technology: Metallurgy [Good]; Professional Armies [Simple]; Drill [Simple]; Equipment [Average];Reorganization [Simple]
Trade Routes: [none initially]
Territory: (11)
Bonuses:
1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).
2. This You Can Trust: You may reroll unit recruitment once if it below 50.
Eccentricities:
1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.
1. Continue on the Arena. We will need it to drill the troops and prove the valor of our forces.
+8 Industry
2.Begin Mobilization. Enemies are all around us and we stand alone. Time to fix that. Spend 10 currency in it to make sure EVERY man and shield maiden hears. War is coming, be ready for glory.
+Industry 8
+Professional Armies [Simple];
+Drill [Simple];
+Equipment [Average];
+10 Currency
3.Work on heavy long ranged weaponry. It's Not the most honorable of weapons by far, but if even the "good" race of Soren eschews honor for victory, Something less honorable but not dishonorable is acceptable. For a good shot from an archer in a hunt is praiseworthy, so to will a shot from these weapons when they bring down the battlements our foes hide behind, or strike down those that would deny to meet us in open battle and instead attempt to hide in the winds. After all we cannot all be heroes like Morrigan, who can touch the sky with but a leap.
+Industry 8
+Metallurgy[good]
+Stone [Sustainable];
+Copper [Sustainable];
+Iron [Sustainable];
+Steel [Sustainable];
+Dark Iron [Sustainable};
+Feywood [Sustainable];
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fa19bf No.13060
| Rolled 72, 11, 75 = 158 (3d100) |
>>13023
Nation Fluff:
http://pastebin.com/FBM7X4GB
[Kaldor]
Population: (20.3) (1/turn)
Food: (wobbly)
Raw Currency: (0) (5/turn)
Legitimacy: (Good)
Culture: (17)
Industry: (10)
Unique Buildings: [Temple, Hunter's Calling]
[Government building, Warrior's Hall]
[Northern Fell Chain Fortress, Huge, Imposing]
Defenses: (Elaborate Wooden Fortifications, Strong)
Military Units:
1 [Leonan Warriors], Strong;
3 [Huntmaster] Very Strong
2 [Wurmrider Squad] Very Strong++++
[Deathgaze]* Very Strong, Clever
1 Kaldorian Priestesses [Very Strong+++]
Verana, Priestess of Galgoroth [Epic]
3 Juvenile Rocs [Very Strong++]
3 Skyships [Very Strong]
Resources/Quantity:
Copper [Sustainable][x2]
[Pelts, Sustainable]
[Stone, Sustainable]
[Wood, Sustainable]
[Beetlechitin, some]
[Wurms, some]
[Prisoners, some]
[Iron, Sustainable][x2]
Mildly-Burnt Freak-troll hide [some]
Freak Troll Minors [Some]
Wurmscale [Strained]
Fruit [Some]
Gems [Sustainable] 2x
Magic/Spells: (Elemental, Average) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]
Technology:
+Iron
+Stone
+Copper
+Wood
+Hideworking
+Exotic Creature Training[Average],
+War Drums [Average]
+War Animal Training, Average)
+Drum Amplifiers [simple]
+Composite-Material Armors [Simple]
+War Magic [Simple]
+Air Transport [Simple]
+Professional Armies [Simple]
+Airships [Average]
+ Night-Fighting [Primitive]
+ Spitter-Guns [Simple]
+Re-organization [primitive]
Urban Pacification [Primitive]
Sieging [Simple]
Territory: (11)
Bonuses:
1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.
2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.
Eccentricity:
1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted
>>You are mobilized: Industrial Efficiency: 100%
>>Lose 1.1 pop/turn
>>Set mobilization status: 7 turns. You population views this as an offensive war. Political murmuring has started.
>>Add mobilized unit: 3 Kaldorian Infantry Formations [Very Strong]
24 Kaldorian Admixture Formations [Very Strong]
Your resources and food supply are increasingly taxed.
1. Continue working on Logistics: 4/8
2.3. Stabilize our resources immediately, do not let our lack of proper resources affect our mobilized troops.
>>Troops on the march
1 [Leonan Warriors], Strong;
2 [Wurmrider Squad] Very Strong++++
[Deathgaze]* Very Strong, Clever
1 Kaldorian Priestesses [Very Strong+++]
Verana, Priestess of Galgoroth [Epic]
2 Skyships [Very Strong]
24 Kaldorian Admixture Formations [Very Strong]
>>Troops at Capitol
3 Kaldorian Infantry Formations [Very Strong]
3 Juvenile Rocs [Very Strong++]
3 [Huntmaster] Very Strong
1 Skyships [Very Strong]
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fa19bf No.13061
| Rolled 64, 65, 15 = 144 (3d100) |
>>13023
Name: Kingdom of Suniria
Race (Determines bonuses): Humans
Color: (Determined map color): Orange
Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.
Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"
Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.
Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.
Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.
Location:Gul
Population: (20.2) (+1.2/turn)
Food: Good
Raw Currency: (17) (+6/turn)
Legitimacy: Good
Culture: (7)
Industry: (8)
Unique Buildings: Hall of the Kings; Great Forge(+3 Industry)[Arena(4/12)]
Defenses: Stone Walls [Large]
Military Units:
2 Sunnirian Linebreaker Formation [Epic][x5][Raging]
1 Sunniria Shieldwall Formation [Epic][x14][Brave]
(Morrigan the Raven [Epic][Granix])
(Wulfgar the Wise [Very Strong++][Granix]
Resources/Quantity: Stone [Sustainable]; Copper [Sustainable]; Iron [Sustainable]; Steel [Sustainable]; Dark Iron [Sustainable};Feywood [Sustainable];
Magic/Spells: (The Way of Granix) (spells: Strengthen Unit[Simple])( Amplified Jump [Very Simple])
Technology: Metallurgy [Good]; Professional Armies [Simple]; Drill [Simple]; Equipment [Average];Reorganization [Simple]
Trade Routes: [none initially]
Territory: (11)
Bonuses:
1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).
2. This You Can Trust: You may reroll unit recruitment once if it below 50.
Eccentricities:
1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.
1. Continue on the Arena. We will need it to drill the troops and prove the valor of our forces.
+8 Industry
2.Begin Mobilization. Enemies are all around us and we stand alone. Time to fix that. Spend 10 currency in it to make sure EVERY man and shield maiden hears. War is coming, be ready for glory.
+Industry 8
+Professional Armies [Simple];
+Drill [Simple];
+Equipment [Average];
+10 Currency
3.Work on heavy long ranged weaponry. It's Not the most honorable of weapons by far, but if even the "good" race of Soren eschews honor for victory, Something less honorable but not dishonorable is acceptable. For a good shot from an archer in a hunt is praiseworthy, so to will a shot from these weapons when they bring down the battlements our foes hide behind, or strike down those that would deny to meet us in open battle and instead attempt to hide in the winds. After all we cannot all be heroes like Morrigan, who can touch the sky with but a leap.
+Industry 8
+Metallurgy[Good]
+Stone [Sustainable];
+Copper [Sustainable];
+Iron [Sustainable];
+Steel [Sustainable];
+Dark Iron [Sustainable};
+Feywood [Sustainable];
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fa19bf No.13062
| Rolled 16, 66, 5 = 87 (3d100) |
>>13023
>>13023
Nation Fluff:
http://pastebin.com/FBM7X4GB
[Kaldor]
Population: (20.3) (1/turn)
Food: (wobbly)
Raw Currency: (0) (5/turn)
Legitimacy: (Good)
Culture: (17)
Industry: (10)
Unique Buildings: [Temple, Hunter's Calling]
[Government building, Warrior's Hall]
[Northern Fell Chain Fortress, Huge, Imposing]
Defenses: (Elaborate Wooden Fortifications, Strong)
Military Units:
1 [Leonan Warriors], Strong;
3 [Huntmaster] Very Strong
2 [Wurmrider Squad] Very Strong++++
[Deathgaze]* Very Strong, Clever
1 Kaldorian Priestesses [Very Strong+++]
Verana, Priestess of Galgoroth [Epic]
3 Juvenile Rocs [Very Strong++]
3 Skyships [Very Strong]
Resources/Quantity:
Copper [Sustainable][x2]
[Pelts, Sustainable]
[Stone, Sustainable]
[Wood, Sustainable]
[Beetlechitin, some]
[Wurms, some]
[Prisoners, some]
[Iron, Sustainable][x2]
Mildly-Burnt Freak-troll hide [some]
Freak Troll Minors [Some]
Wurmscale [Strained]
Fruit [Some]
Gems [Sustainable] 2x
Magic/Spells: (Elemental, Average) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]
Technology:
+Iron
+Stone
+Copper
+Wood
+Hideworking
+Exotic Creature Training[Average],
+War Drums [Average]
+War Animal Training, Average)
+Drum Amplifiers [simple]
+Composite-Material Armors [Simple]
+War Magic [Simple]
+Air Transport [Simple]
+Professional Armies [Simple]
+Airships [Average]
+ Night-Fighting [Primitive]
+ Spitter-Guns [Simple]
+Re-organization [primitive]
Urban Pacification [Primitive]
Sieging [Simple]
Territory: (11)
Bonuses:
1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.
2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.
Eccentricity:
1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted
>>You are mobilized: Industrial Efficiency: 100%
>>Lose 1.1 pop/turn
>>Set mobilization status: 7 turns. You population views this as an offensive war. Political murmuring has started.
>>Add mobilized unit: 3 Kaldorian Infantry Formations [Very Strong]
24 Kaldorian Admixture Formations [Very Strong]
Your resources and food supply are increasingly taxed.
1. Continue working on Logistics: 4/8
2.3. Stabilize our resources immediately, do not let our lack of proper resources affect our mobilized troops.
>>Troops on the march
1 [Leonan Warriors], Strong;
2 [Wurmrider Squad] Very Strong++++
[Deathgaze]* Very Strong, Clever
1 Kaldorian Priestesses [Very Strong+++]
Verana, Priestess of Galgoroth [Epic]
2 Skyships [Very Strong]
24 Kaldorian Admixture Formations [Very Strong]
>>Troops at Capitol
3 Kaldorian Infantry Formations [Very Strong]
3 Juvenile Rocs [Very Strong++]
3 [Huntmaster] Very Strong
1 Skyships [Very Strong]
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fa19bf No.13065
| Rolled 1, 50, 27 = 78 (3d100) |
>>13023
>>13023
Nation Fluff:
http://pastebin.com/FBM7X4GB
[Kaldor]
Population: (20.3) (1/turn)
Food: (wobbly)
Raw Currency: (0) (5/turn)
Legitimacy: (Good)
Culture: (17)
Industry: (10)
Unique Buildings: [Temple, Hunter's Calling]
[Government building, Warrior's Hall]
[Northern Fell Chain Fortress, Huge, Imposing]
Defenses: (Elaborate Wooden Fortifications, Strong)
Military Units:
1 [Leonan Warriors], Strong;
3 [Huntmaster] Very Strong
2 [Wurmrider Squad] Very Strong++++
[Deathgaze]* Very Strong, Clever
1 Kaldorian Priestesses [Very Strong+++]
Verana, Priestess of Galgoroth [Epic]
3 Juvenile Rocs [Very Strong++]
3 Skyships [Very Strong]
Resources/Quantity:
Copper [Sustainable][x2]
[Pelts, Sustainable]
[Stone, Sustainable]
[Wood, Sustainable]
[Beetlechitin, some]
[Wurms, some]
[Prisoners, some]
[Iron, Sustainable][x2]
Mildly-Burnt Freak-troll hide [some]
Freak Troll Minors [Some]
Wurmscale [Strained]
Fruit [Some]
Gems [Sustainable] 2x
Magic/Spells: (Elemental, Average) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]
Technology:
+Iron
+Stone
+Copper
+Wood
+Hideworking
+Exotic Creature Training[Average],
+War Drums [Average]
+War Animal Training, Average)
+Drum Amplifiers [simple]
+Composite-Material Armors [Simple]
+War Magic [Simple]
+Air Transport [Simple]
+Professional Armies [Simple]
+Airships [Average]
+ Night-Fighting [Primitive]
+ Spitter-Guns [Simple]
+Re-organization [primitive]
Urban Pacification [Primitive]
Sieging [Simple]
Territory: (11)
Bonuses:
1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.
2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.
Eccentricity:
1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted
>>You are mobilized: Industrial Efficiency: 100%
>>Lose 1.1 pop/turn
>>Set mobilization status: 7 turns. You population views this as an offensive war. Political murmuring has started.
>>Add mobilized unit: 3 Kaldorian Infantry Formations [Very Strong]
24 Kaldorian Admixture Formations [Very Strong]
Your resources and food supply are increasingly taxed.
1. Continue working on Logistics: 4/8
2.3. Stabilize our resources immediately, do not let our lack of proper resources affect our mobilized troops.
>>Troops on the march
1 [Leonan Warriors], Strong;
2 [Wurmrider Squad] Very Strong++++
[Deathgaze]* Very Strong, Clever
1 Kaldorian Priestesses [Very Strong+++]
Verana, Priestess of Galgoroth [Epic]
2 Skyships [Very Strong]
24 Kaldorian Admixture Formations [Very Strong]
>>Troops at Capitol
3 Kaldorian Infantry Formations [Very Strong]
3 Juvenile Rocs [Very Strong++]
3 [Huntmaster] Very Strong
1 Skyships [Very Strong]
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fa19bf No.13066
| Rolled 4, 9, 3, 4, 9, 10, 4, 7, 3, 8, 4, 1, 2, 1, 6, 6, 2, 3, 5, 1, 5, 5, 5, 10, 4, 3, 2, 7, 5, 10, 2, 9 = 159 (32d10) |
>>13023
Combat Rolls:
When they reach their opponent, the Priestess and Verana shall begin throwing their siege spells at the fortifications and any of the large elementals. While different formations with different elemental gems shall attack the elementals weak against those gems. Deathgaze and the Wurmriders shall harry any they can and the Skyships shall target the largest of elementals to try and bring them down.
The Leonan Warriors and the rest of the Formations shall surge forward, engaging in combat with the smaller elementals and working when they can to bring down the larger ones.
Roll Orders:
1 [Leonan Warriors], Strong;
2 [Wurmrider Squad] Very Strong++++
[Deathgaze]* Very Strong, Clever
1 Kaldorian Priestesses [Very Strong+++]
Verana, Priestess of Galgoroth [Epic]
2 Skyships [Very Strong]
24 Kaldorian Admixture Formations [Very Strong]
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fa19bf No.13068
| Rolled 22, 79, 27 = 128 (3d100) |
>>13025
>>12952
>>13036
>FluffnStuff: >>12010
Population: 48.7 (2.3/turn)
Raw Currency: 146 (23/turn)
Legitimacy: Good
Culture: (12)
Industry: (14)
Cities: Patchwork City, New Patchwork
Master Buildings:
[Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart], [Starkegrob], [Patchwork City Marketplace]
Defenses: (Tower/Wall Defense Network (Large), Starkegrob Citadel [Fortress]
Master Military:
6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic-), Patchwork Republican Guard Company (Epic++++++++)[Brave], 1 Starkengrober Riesengarde (Very Strong+)[Brave], 1 Starkegian Infantry Brigade (Epic++++)[Brave], 3 Air Mages (Medium), The "G-Crew" (Epic+++++++)[Infiltrate][Sapper]
Resources/Quantity:
[Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable, Unmined] [Rubicite, Sustainable (x3)] [Steel, Sustainable][Odium, Average][Magicite, Sustainable]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, Simple] [Diplomacy, Simple] [Drill, Simple] [Standardization, Simple] [Rationalization, Simple] [Coinage, Simple] [Unit Upgrade, Improvised] [Economics, Primitive] [Equipment, Simple] [Firearms, Average] [Infantry Tactics, Very Simple] [Metallurgy, Good]
Territories: (30*)
_
Courier Specific Buildings:[Starkegrob]
Defenses: Starkegrob Citadel [Fortress]
Courier Specific Military:
1 Starkengrober Riesengarde [Very Strong+][Brave], 1 Starkegian Infantry Brigade [Epic++++][Brave]:
(1 Starkengrober Riesengarde [Very Strong+][Brave]):
-2nd Starkegian Infantry Regiment, "The Stark Town Giants"
(1 Starkegian Infantry Brigade [Epic++++][Brave]):
-1st Starkegian Infantry Regiment, "The Retrievers"
-3rd Starkegian Infantry Regiment, "The Kleins"
-4th Starkegian Infantry Regiment, "The Neue Kerls"
Bonus: [Strategic]
_
1+2.) More work on those cannons! We should probably refit the flagship with them someday, but for now, it's all about getting a working concept! (2/10)
3.) Begin construction of a set of dedicated transport airships in order to cart our expanded forces around the world! A standing army is of little use if we cannot use it to protect the Empire's new territories!
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fa19bf No.13069
| Rolled 8 (1d10) |
>>13066
and the d10 for my bonus Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively
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fa19bf No.13070
| Rolled 8 (1d10) |
>>13066
>>13066
and the d10 for my bonus Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively
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fa19bf No.13073
| Rolled 59, 73 = 132 (2d100) |
>>13026
Food: Low
Building: The Sanctuary[Town]+1 hex
Military Units: 2 Berserk Warbands [Very Strong +++Resilient] 2 [Shadow Walkers] [Very Strong, +++ Resilient] 2 Vengence Warbands [Very Strong] 3 Night Shadow-Walkers [Very Strong+][Mage]
Magic/Spells: Santerian [Good]+ Magi-Biology [Very Good]; Shadowlands Walk [Good] War Magic [Good]
Technology: Wood, Stone, Metallurgy [Simple]; War Magic [Simple];Medical [Simple]; Biology [Simple]; Statecraft [Primitive]; Tunnel Warfare [Primitive]
1) Then we work harder, think of it as molding clay instead of turning into another thing (Train Shapeshifters)
2) Research into fire magic continues. 5/6
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fa19bf No.13078
| Rolled 67, 80, 13 = 160 (3d100) |
[Morph][Order of the Advent]
http://pastebin.com/wGkYEbjx
Population: (31.1) (1.8/turn)
Food: (Very Stable)
Raw Currency: (26) (+19/turn)
Legitimacy: (Very Stable)
Culture: 5
Industry: 6
Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town];[Northpoint Fortress][Fortress];[First National Port of Ethos][Port];[Haven][Fortified Town];[Sanctum Minor][Town]
Defenses: Wooden Walls [Simple]
Military Units: [Vincent][Very Strong+][Flight]; 2 [Meli, Dez][Very Strong]; 6 [Xenon, Tinsel, Cain, Regent, Lem, Fitzgerald][Medium]
Resources/Quantity: Copper [Sustainable][x2]; Gems [Sustainable]; Iron [Sustainable][x1]; Wood [Strained]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x2]; Silver [Sustainable]
Magic/Spells: [Morph Pluralist: Average] (spells: Arche's Fist [Simple])
Technology: [Steel];[Metallurgy, Good];[Diplomacy, Average];[Communication, Simple];[Electricity, Primitive];[Walkers, Average];[Mechanized Warfare, Primitive];[Coinage, Good];[Sealed Construction, Primitive];[CMBatteries, Simple];[Projection Theory, Simple];[Projection Weapons, Primitive];[Advanced Hulls, Simple]
Trade Routes: [none]
Territory: (15)
Bonuses:
1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.
2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.
Eccentricities:
1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)
—–
[Progress]
-Magic Leech (5/15)
-Peacekeeper MK I Frame (1/10)
-
—–
1. Completion of the frame is a key priority! (1/10)
Available Resources:
-Copper [Sustainable][x2]
-Gems [Sustainable]
-Iron [Sustainable][x1]
-Wood [Strained]
-Gold [Some]
-Rubies [Some]
-Steel [Sustainable]
-Silver [Sustainable]
-Tech: [Steel]
-Tech: [Metallurgy, Good] (For smelting advanced alloys used in frame)
-Tech: [Electricity, Primitive]
-Tech: [Walkers, Average]
-Tech: [Mechanized Warfare, Primitive]
-Tech: [Sealed Construction, Primitive]
-Tech: [CMBatteries, Simple]
-Tech: [Projection Theory, Simple]
-Tech: [Projection Weapons, Primitive]
-Tech: [Advanced Hulls, Simple]
-Tech: Look to listed techs in action 2
2. Due to their failure to complete the addition of their techs, another 25 currency is paid for their military techs to be added to Roll 1: [Psi-Shields, Average][Omni-Shielding, Very Simple][Ranged Attack, Simple][Cloaking, Simple][Improvised Elsian Proprietary Armor, Improvised][Generalized Calibration, Simple]
3. The problem of power still very much an issue, and a research team is put to the task of solving the energy problem. [Research tech necessary to power the towering monstrosity Peacekeeper]
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fa19bf No.13094
| Rolled 1, 6, 99 = 106 (3d100) |
>>13025
Lore: http://pastebin.com/CSSxQsH9
Nation: Plains Fairy Kingdom of Flowers in the Sky
Population: (13) (+1/turn)
Food: (N/A)
Raw Currency: (45) (+7/turn)
Legitimacy: Very Good
Culture: 10
Industry: 7
Buildings: The Capital City of Flowers in the Sky [Huge], Leprechaun Hall
Defenses: Feytraps [Good]
Military Units: 4 Pikechaun Platoons [Very Strong], 2 Spring Herald Squads [Strong], 2 Soren Armadillo Packs [Strong][Armored]
Resources/Quantity: Copper [Sustainable]; Bronze [Sustainable]; Tin [Sustainable]; Gold [Sustainable]; Sunflowers [Sustainable]
Magic/Spells: [Sunflower-Chaun] (spells: Taint Currency [Simple]; Disorient [Simple]; Query Rainbow [Simple])
Technology: (Stone, Wood, Bronze, Copper); Feywar [Simple]; Exotic Animal Training [Simple]; Scaled Building [Primitive]
Trade Routes: [none]
Territory: (7)
>Bonuses:
1. Feywild: Fey territories are a total nightmare to attack or occupy because it's basically a weaponized hedgemaze. As such, Fey units can act as infiltrators and guerillas to bog down opposition armies in movement inside your territory.
2. Fey-Blooded: As fey, you have certain advantages - you do not typically eat and are resistant to most forms of blight. You are also effectively immortal barring getting killed by something (or someone). You also do not pay upkeep for units, but large standing armies are problematic.
>Eccentricities:
1. You Eat WHAT?: Reproduction and population expansion is tied to gold and sunflowers.
2.The Riddle of Steel Sucks: You suffer a general penalty if enemy units deploy iron (or derivations) as a weapon. Given that pretty much everything is made of iron, it must be a good portion of their army using it.
>Actions:
1/2. - Uh oh. I guess the Queen needs to pay better attention to her subjects to keep them from hurting themselves! Wait a sec, hey lady, you flew here just fine with your wings, why don't you teach us a thing or two about flying? We'll even pay you a bit! (Subtract 5 currency: if possible, currency goes to the Dominion.) (4/10)
3. - Okay boys, if you've figured out how to haul blocks and stuff to the top of the tower again, finish up that garden! (5/6)
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fa19bf No.13103
>>12995
"Sorry your Majesty, just enjoying your fields of sunflowers." The Vilon gossips about recent events and how lovely this part of Gul is.
"It would be lovely to have a tour, we can chit chat about spreading sunflowers over all Gul" The diplomat fixes her skirt and fluffs her wings after the flight over from Shezeb
"Well then please lead the way your Majesty"
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fa19bf No.13104
| Rolled 74, 48, 86, 63 = 271 (4d100) |
>>13025
>>13025
http://pastebin.com/3HSSujEv
1 Rationalization 8/10. Excellent, once we begin the movement for rationalization it sounds like the Vilon will be eager to push it for the sake of showing off their calculation skills and the chance to talk about bigger numbers.
2 Transmigration. With good divine power in Soren now understanding a bit more about the avatars and their brave struggle to reach us here in Soren I have decided that we should help them get here and stay so they can keep helping us. The Throne will create a divine sphere of its power where the avatars can reside, when someone enters it they receive a divine spirit that strengthens them. It is sub-creation in that is combines the gifts of those on Soren with the gifts of the divine spirits we call avatars in a way that extends them both giving them the tools to better fulfill their life and existence.
3 Send Capitol 45 gold.
4 Upgrade Overfell [Town] into a [City] 2/15. With our the humans on Shezeb, the Santareians and the Vilon we can now create a city that uses all the space available to us; air above and purchases on buildings, above ground roads and structures and below ground tunnels and stores. No wasted space on Shezeb.
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fa19bf No.13106
| Rolled 90, 70 = 160 (2d100) |
>>13024
Name: Angle Confederation
Race: Primarily human (Living)
Color: Pink A on Black
Fluff: The Angle Confederation was founded by a group of merchant crews turned smugglers and later, pirates. Seeking a life with less of the more troublesome decrees of those that would call themselves the masters of others, the Confederation vanished into the wilderness. In time, the Confederation was forced to turn to smuggling and piracy for hire to survive, though they often produce a healthy variety of alcoholic brews that are almost a form of defacto currency. The Confederation is highly dependent upon outside sources for technology to keep their air ships in working order, and is often forced to improvise during military situations.
Elves are often considered to be the main foe of the Angle Confederation, as most view them as stuck up Imperialists that seek to enslave their kin, though a small number of elves have come to live among the Confederation. Most are eventually broken of their superior attitude by a seemingly coordinated series of pranks or quickly say a number of rude things as they leave.
Best described by outsiders as 'a bunch of drunken smugglers, pirates, farmers and moonshiners', the Confederation still holds to a rough code of internal and external conduct. One must serve the Confederation to earn the right to vote or own land. One must own land to seek office in the Republic.
Government Type: Militaristic Confederate Republic.
Economy Type: Semi-cooperative Free Market. Food is often shared, but most barter services in return.
Religion: The Angle Confederation often recognizes the Four Winds as dieties, but above them worships a great bird (exact bird is a matter of a number of honor duels) known as Maliel the Wise. She is said to have been a source of wisdom and knowledge to the first Captain of the Angle Confederation. A number of lesser superstitions are known to exist among different families.
Location: Orgul
[Courtier of Necro Imperialis]
Necro's Stats: https://docs.google.com/document/d/1BCa5hJHfN0I9_XSkYqusYJRgRoBED49vqmVuqBKgFRA/edit
Angle-specific Things:
>>Population: 15 (+1.3/turn)
>>Unique Buildings
Oakwell, Orgul [Town][Lightly Fortified]
Azazis Town, Orgul Major [Town]
Night Reach, Ribwall [Town]
[Trade Port] (in Necro Capitol)
>>Military
+ 4 Confederate Irregulars [Very Strong]
>>Resources
Strange Ruined Zepplin [one]
Sky Turtle Nest [Sustainable]
Rubicite [Unmined]
>>Technology
Urban Pacification [Primitive]
>>Ribwall Expeditionary Force [At Roboczyl, Holding]
+ 2 Confederate Irregulars [Very Strong]
>>Bonuses
1. Piratical: Every time you destroy enemy units or units generally, roll a d100 to see what kind of things you pull from their stupid corpses. [This occurs once following combat and works on NPCs.]
1.
This… Zepplin thing? It really is very neat! I like it, the boys like it! I bet we could paint a woman without clothes onto the bow, if we could dig it up a bit more!
[Zepplin thing! 1/2]
2.
The land around Nights Reach is beautiful and full of interesting things! Let us continue our efforts to expand our settlement of it!
[Expansion 5/10]
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fa19bf No.13154
| Rolled 8, 4, 6, 8, 1, 9, 7, 6, 3, 6, 6, 1 = 65 (12d10) |
>>13066
[GM roll]
[Elemental Chaos]
1 [Roilshapers][Epic];
1 [Titan of Imperious Steel][Epic][Resilient]
2 [Fist of the Herald][Very Strong];
1 [Titan of Rage][Very Strong];
1 [Thakundur][Very Strong];
3 [Tempest Lords][Strong+]*;
2 [Thrungradi][Strong];
3 [Earthbore Conscripts][Medium][Infiltrate];
2 [Sylpharen][Medium][Infiltrate]*;
2 [Wasteland Ravagers][Medium];
4 [Dryad Grovespeakers][Medium];
4 [Brinemantle Scouts][Weak]
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fa19bf No.13157
[Combat Report: Kaldor v. Elemental Chaos]
[Winner: Kaldor, Bloody]
[GM roll]
[Elemental Chaos]
Rolled 8x8, 4x8, 6[2x4], 8x4, 1x4, 9[3x3], 7[3x1], 6[2x1], 3[2x2], 6[2x2], 6[4x1], 1[4x.5]
64 32 48 32 4 81 32 4 81 21 12 12 24 2 [Total: 449]
1 [Roilshapers][Epic];
1 [Titan of Imperious Steel][Epic][Resilient]
2 [Fist of the Herald][Very Strong];
1 [Titan of Rage][Very Strong];
1 [Thakundur][Very Strong];
3 [Tempest Lords][Strong+]*;
2 [Thrungradi][Strong];
3 [Earthbore Conscripts][Medium][Infiltrate];
2 [Sylpharen][Medium][Infiltrate]*;
2 [Wasteland Ravagers][Medium];
4 [Dryad Grovespeakers][Medium];
4 [Brinemantle Scouts][Weak]
[Kaldor]
79 21 16 63 80 16 28
4x4, 9x7, 3x7, 4x4, 9x7, 10x8, 4x4, 7x4, [303]
3x4, 8x4, 4x4, 1x4, 2x4, 1x4, 6x4, 6x4, 2x4, 3x4, 5x4, 1x4, 5x4, 5x4, 5x4, 10x4, 4x4, 3x4, 2x4, 7x4, 5x4, 10x4, 2x4, 9x4 [452]
1 [Leonan Warriors], Strong;
2 [Wurmrider Squad] Very Strong++++
[Deathgaze]* Very Strong, Clever
1 Kaldorian Priestesses [Very Strong+++]
Verana, Priestess of Galgoroth [Epic]
2 Skyships [Very Strong]
24 Kaldorian Admixture Formations [Very Strong]
Kaldor Total: 755 [Ambush 1.2][906]
Elemental Chaos Total: 449 [Hard Terrain 1.1][1.5 Last Stand][740.85]
–
Combat Report
–
The Kaldorian forces arrive in relatively good order and manage to catch the elemental defenders off guard; their patrols are largely ineffective. The fighting quickly gets bloody: The Elementals are defending their homelands, while the Kaldorians have stretched themselves on repeated overlapping campaigns. As such the fighting is muderous: The Elementals hold strong ground and rain rocks, thrown trees, fire, and a variety of other attacks at the Kaldorians as they attempt to carry their assault. Repeatedly the assault bogs down, but the raw weight of numbers eventually carries the day as the Kaldorians destroy every elemental they can find. The casualaities are still catastrophic, however.
–
Result
–
Kaldor:
Disband -
1 [Leonan Warriors], Strong;
2 [Wurmrider Squad] Very Strong++++
1 Kaldorian Priestesses [Very Strong+++]
2 Skyships [Very Strong]
16 Kaldorian Admixture Formations [Very Strong]
–
Elemental Chaos
–
Your nation has been destroyed.
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fa19bf No.13160
[Necro Imperialis]
>>GM Notice: You arrr vastly over the unit cap. You must pay for every unit beyond 6 units, consolidate units, or expand your standing army capacity through technology.
1. The military ministry is finished. It provides us with some knowledge of large group coordination and tactics generally. (add unique building, player's name choice)(Set bureaucracy to [Good])
2.Your forces continue to move north. (5/10)
3.Northwest your forces move. (5/10)
4.You expand westward. You are making some solid progress, generally. (6/10)
[Add technology: Pioneering [Simple])
[Vulmer]
1. You built the silver mine. (set resource: Silver to [Sustainable];+3 currency/turn)
2. Your invisibility research completes. You now have a good handle on how to small small groups indivisble so long as you have a spellcaster around. (Set spell: Invisibility to [Average])
3. You start working on your knowledge of body shaping magic. It's a variation of alteration, so it takes some time. (Research: Body Shaping 5/7)
[Severans:]
>>You gained the following things from expansion: [Moconium [Some]; +.2/pop/turn]
1. The cultural shift is met with some minor rioting by the stupid underclasses who find it to be offensive. Troops restore order and issue a series of public executions. (Lose -1 pop)
2. The progress on bodily alteration starts and makes reasonable progress. You just throw money at it. (Research: Aesthetic-Fleshworking 9/10)(-50 currency)
3. You begin work on exploding fleshbeasts. It's going to be really very cool. (Exploding Fleshbeasts 3/10)(-10 currency)
[Skyrates]
>>GM Notice: You arrr vastly over the unit cap. You must pay for every unit beyond 6 units, consolidate units, or expand your standing army capacity through technology.
>>You gained the following resources from expansion: +.2/pop/turn; Raw Chaos [Trace]; Flux [unmined]
1. No progress lads. The money doesn't help, either. Yarr :( (-10 currency)
2. You recruited some more marines! Yar-har! (add 2 player named marines [Very Strong])
3. You upgraded your marines. (Set Marines to [Very Strong])
4. Some of the lads got a bit drunk and were smoking… (lose 1 industry)
[Patchwork Republic]
>>GM Notice: You arrr vastly over the unit cap. You must pay for every unit beyond 6 units, consolidate units, or expand your standing army capacity through technology.
>>You appear to have missed a dice. You may add the dice next turn.
1) You start working on the temple-school, but the progress is not very good. (Temple/school1/6)
2) You send your diplomats. They are negotiating currently. (1/2)
3) You attempt to mine the deposit but it's just not very big and some of the crews are having trouble getting at the remainder. Sigh.
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fa19bf No.13161
[Technocracy]
>>You gained the following things from expansion: A weird metal box [Single]; Raw Chaos [Trace]
1. You start the repairs. They're not going very well; there's still some leftover political violence from the national revolution. (1/2)
2. Your industrial machinery begins to belch out all the requirements for more expansion. (Expansion 4/7)
3. You begin stripping down the territories on Gul and cannibalizing them into expansion efforts on Curlo. It soon completes. (Add 4 hex, Curlo's chain, lose 3 hex, Gul. Remove fortress on Gul.)
4. You assisted the Morphs with their walker-thingy.
[Vyriah]
>>You have earned another dice! You now roll 4 1d100 dice.
1. You bring back some seed and odd items. Work on the institution also begins! (Institute of Natural Science 4/7)
2. Needless to say, there was some error in accounting and the form didn't get filled out. You throw money at it to fix it. Whew. (Lose 45 currency)
3. You start working on a public park. It's…pretty nice, actually. (Public Park: 4/7)
[Sunniria]
>>You are mobilizing. You will be mobilized in 2 turns.
1. You continue on the arena. It will be a fine arena of warriors. Because we are those. (Arena 11/12)
2. You start mobilization. Your units will be ready in 2 turns. You initial mobilization strength was graded as “Good” [Minor].
3. The work on “ranged” “weapons” is met with some annoyance by the conservative pro-axe establishment. Bah! No progress.
[Rattlehavoc]
1. The expansion rolls forward. It's about done. (Expansion 9/10)
2. The holiday goes extremely well. It's rapidly becoming a fine tradition worthy of mention. (+4 culture)
[Kaldor]
>>You gained the following for conquering Elemental Chaos:
>>Raw Currency: (18)
>>Resources/Quantity: Iron [1x]; Copper [1x]; Wood [1x]; Star Metal [Average+]; Elemental Slaves [Overflowing; 10]
>>Add: Industry: (3);
>>Add Hexes: 25.
>>You are administrating a gargantuan occupation area. It is straining your military units to the limit holding it. It would require 6 [very strong] units to hold.
>>You are partially mobilized: 8 turns. The recent victory has provided some breathing room, but resources are thinning rapidly. There are reports of starvation.
1. You research into logistics stalls. Apparently there's been some problems. (Logistics 4/8)
2.3. You commit your industry to trying to stabilize the resource situation. It manages to fix the issue for the time being. (Logistics 7/8)
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fa19bf No.13162
[Angles]
1.It's a high speed Zepplin! You add it to your roster. (Add technology: Zepplins [Average]) (add 1 Zepplin [Epic][Quick]
2. The expansion continues. It's almost done. [Expansion 9/10]
[Starkegrob]
1+2.) The cannon research is almost done. It should provide some reasonable cannons. (9/10)
3.) The construction, is in a word, unimpressive. More time is needed to work out some of the spacing.
[Santareia]
1) You trained some shapeshifters. Some are better than others. Add 1 player's name unit [Very Strong++][Infiltrate]
2) Research into fire magic continues. 5/6
[Advent]
>>Assistance from CAPITOL and Technocracy has helped your production and research. You suspect they won't be able to help much more.
1. The revised frame is effectively done. (Revise Walkers to [Very Good])
2. The additional technologies are applied to the walker. Effectively only a few of them are deployed – they rely on Elsian technology that we are largely ignorant of in theory. Worse, the basic materials required are slipshod and improvised. (Add technology: Cloaking [Simple]; Shielding [Very Simple]; [-25 currency]
3. You start working on some sort of fuel-powered system. Perhaps a coal-slurry? The dwarves have provided some theoretical considerations based on steam ngines.. (Combustion Engines 2/12)
[Flowers]
1/2. - A really very bad rain keeps flight training from making any reasonable progress. The money doesn't help.
3. - You finished up the garden in good order. (Add 4 culture; +1 industry; add unique building player's name choice) (Set resource: Sunflowers to [x2]
[Dominion]
1. You managed to complete very basic rationaliztion research. Great. (Add technology: Rationalization [Simple])
2. You begin work on transmigration. It will be able to allow the avatars to remain on the plane for longer and assist you with more things, generally. (Transmigration 4/15)
3. You sent the currency. (-45 currency)
4. The upgrades start. It will take some time. 7/15
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fa19bf No.13163
A Treatise on the Foederati Class of Severan Society by Overseer Jaxuil
The Foederati occupy a unique position in Severan society. Severans are a largely insular people who do not believe in direct assimilation. To combat the problems that such a xenophobic attitude toward outsider citizenship brings the Foederati class was created. These inviduals occupy a strange position in the Dominate. They are not citizens, and thus are not under any legal protections of the Dominate - but at the same time they are granted substantial legal privileges.
A Foedus is a script given to any non-Moiran and is the document from which the social class derives its name. The Foedus acts as a sort of legally and socially binding contract. It grants the Foedus the right to his patron's clothing, legal protections, and social rank. For all intents and purposes a Foedus is a direct extension of their patron. These protections are limited in that they are protections from outside intervention, but do not safeguard against legal consequences of one's actions. For example, a Foedus under Dominator Titus Iyedah Tekla Crassus would be able to prosecute any duty within the Dominator's sphere of influence - commerce in this case. The Foedus cannot use this authority to order the gatebearers to release someone from custody, or to interfere in military or fleshcrafting operations. If this hypothetical Foedus were to kill a Moiran of the Prole class or a serf-slave of the Arch-Dominator he would be tried for murder or unsanctioned killing for killing one with protections above that granted by his Foedus. The definitions of the Foedus are left intentionally vague by most Moiran legal scholars for the simple reason that the more vague they are the more power the Foederati legally have. While the hypthoeticals used here are more "by the letter" apporaches, Dominator Titus utilizes several dozen Foederati in the Dominion of Commerce to carry out legal slayings that a Moiran would be put on trial for. Their Foedus grants them the authority to kill, and because they can show that they were carrying out their actions under the guise of "regulating commerce" the killings are allowed to pass - provided of course that the Foedus are not so stupid as to strike at a Dominator or higher.
The intersection between legal authority and protection from legal consequences is important. As it is illegal and grounds for detainment for unregistered persons to wander in Severan the Foedus is key for the Foederati to do their assigned tasks. The protections shield from the usual extra-legal status non-Moirans have while the authority allows for the Foedus to handle the situations that may come up in the process of their work. Foederati are mostly used for tasks that a normal Moiran would be unable to get away with without loss of face, personal honor, private honor or consequences.
The process of acquiring a Foedus is a rather simple process for the power that those individuals wield. A Foedus can only be granted by an Equite or higher to one no lower than a Civitas. Foederati are subject to some special laws - namely that Foederati may not marry, engage in carnal relations (unless the Foedus states otherwise), or been seen wearing the dress of anyone but their Patron. A Foederati who has had his Foedus revoked - either for crimes related to acting outside of the terms listed in the document, for crimes against the state, crimes against the Patron, or crimes against a Higher Station - loses all protections immediately. For the vast majority of foederati this is nothing short of a trip to the Black Cabal for experimentation. If the terms of the Foedus expire without revocation the Foederati in question is granted a 30 day "protection" period in which he is granted the legal protections of a Civitas but no legal authority. During this time they can either find a new Patron or leave Severan. On the 31st day the Foederati reverts to normal barbarian status and is usually arrested and sent to the Black Cabal.
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fa19bf No.13164
>>World Event - Morgaz: Morgaz has begun cannibalizing the former realms of the sculpted.
>>World Event - ???: There is an odd screeching noise. There is no other effect, but everything shakes slightly.
>>World Event - Structural Adjustment: The Vhyrian Iron bank has assumed nominal control over major financial markets. All other nations aside from Vyriah lose -4 currency/turn.
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fa19bf No.13165
| Rolled 6, 22 = 28 (2d100) |
>>13161
Name: Rattlehavoc's Company, Courtier of the Order of the Advent
Race: Morphs (Tainted)
Color: Blue with dark purple trim.
Fluff: A small cadre of Tainted Morphs that are led by an old, well-traveled individual that goes by the name of Rattlehavoc. Formerly a splinter group, these Tainted have recently returned to the Council, asking to serve in whatever capacity is needed. They say that they have returned due to unease over the changing political landscape and a desire for security, but in truth their reentry into the Advent is the result of religious worry– that the divergent testaments they follow are inaccurate. They have rejoined the Advent to ease their own doubts and to bring more Tainted into the fold.
Government Type: Meritocracy. Rattlehavoc is the fifth leader of the Band, and leaders are quietly, bloodlessly replaced when they are no longer felt as fit to lead. The exact guidelines for this process, and the process by which the Tainted rise up the social ladder (only by proving that they can greatly benefit the community) are outlined in the Sardonyx Tablet.
Economy Type: Planned. Since their return to the Advent, they have adopted their economic measures to better fit in, leaving behind the more socialist system they had previously used.
Religion: Sardonyxism - The Band strictly adhere to the tenets, laws and religious practices outlined in the Sardonyx Tablet, rumored to have been carved by the First Tainted, whose legendary deeds are responsible for the glowing opinion many morph cultures have of their kind. The Tablet emphasizes a focus on venerating the Tainted that have come and gone, implying that the Tainted are actually closer to what the Morphs are supposed to truly be, and suggesting that the Grimoire Advent was composed entirely of tainted as well. There are several divergences in terms of dictates, holidays and worship practices, but otherwise Sardonyxism is very similar to the Church of Remembrance, and the Band is starting to more closely realign the Sardonyx Tablet's teaching with the Church's own.
Location: Haven, [Fortified City] +.3 Pop/turn for host nation
Unique Traits
Military: [Rattlehavoc's Unit], [Swansong's Unit], [Bastille's Unit], [Abbas' Unit] [Very Strong]
Buildings: Basic Trading Post: +2 Currency/turn for lord nation.
1. Finish expanding. 9/10
2. Consolidate all four existing units into one larger unit.
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fa19bf No.13166
[Addendum: Necro]
Add resource: Rubicite [unmined]; Raw Chaos [trace]
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fa19bf No.13168
| Rolled 22, 33, 83 = 138 (3d100) |
>>13160
>FluffnStuff: >>10350
Population: 51 (2.3/turn)
Raw Currency: 153 (19/turn)
Legitimacy: Good
Culture: (12)
Industry: (14)
Unique Buildings:
>Patchwork City: [Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]
>New Patchwork: [Patchwork Heritage Museum], [Trade Port] [Temple School 1/6]
Professional Military: 6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic++)[Armored], Patchwork Republican Guard (Epicx8)[Brave], 3 Air Mages (Medium), The G-Unit[EpicX7][Infiltrate][Sapper]
Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, Sustainable x3] [Steel, Sustainable] [Magicite, Sustainable] [Iron, Unmined] [Strange Ooze, Trace] [Dark Iron, Unmined]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, Simple] [Diplomacy, Simple] [Standardization, Simple] [Rationalization, Simple] [Coinage, Simple] [Unit Upgrade, Improvised] [Economics, Primitive] [Equipment, Simple]
1) Continue work on the Temple School. (1/6)
2) Continue negotiations to make the city of Elton part of the Republic. It may not seem like it now, but they will be a crucial and honorable part of it some day! (Pluralism)
3) Mine the Odium.
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fa19bf No.13170
| Rolled 80, 22, 5 = 107 (3d100) |
[Morph][Order of the Advent]
http://pastebin.com/wGkYEbjx
Population: (32.9) (1.8/turn)
Food: (Very Stable)
Raw Currency: (26) (+15/turn)
Legitimacy: (Very Stable)
Culture: 9
Industry: 6
Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town];[Northpoint Fortress][Fortress];[First National Port of Ethos][Port];[Haven][Fortified Town];[Sanctum Minor][Town]
Defenses: Wooden Walls [Simple]
Military Units: [Vincent][Very Strong+][Flight]; 2 [Meli, Dez][Very Strong]; 6 [Xenon, Tinsel, Cain, Regent, Lem, Fitzgerald][Medium]
Resources/Quantity: Copper [Sustainable][x2]; Gems [Sustainable]; Iron [Sustainable][x1]; Wood [Strained]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x2]; Silver [Sustainable]
Magic/Spells: [Morph Pluralist: Average] (spells: Arche's Fist [Simple])
Technology: [Steel];[Metallurgy, Good];[Diplomacy, Average];[Communication, Simple];[Electricity, Primitive];[Walkers, Very Good];[Mechanized Warfare, Primitive];[Coinage, Good];[Sealed Construction, Primitive];[CMBatteries, Simple];[Projection Theory, Simple];[Projection Weapons, Primitive];[Advanced Hulls, Simple];[Cloaking, Simple];[Shielding, Very Simple]
Trade Routes: [none]
Territory: (15)
Bonuses:
1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.
2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.
Eccentricities:
1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)
—–
[Progress]
-Magic Leech (5/15)
-Combustion Engine (2/12)
-
—–
1.Vincent is sent to the now fallen stone giants' territory. There are all sorts of minerals to be consumed. Gold, stone, various minerals. Vincent shall feast! [Increase Vincent's strength.]
2. Continue our research into more effective engines! (2/12)
3. We're letting the gnomes topple our economy! As if we'd let that happen! Make this trade route two ways! And build it bigger than theirs! [Build a trade route, large, with the gnomes!]
>>13165
BAIL OUT! Spend 10 currency to mitigate the damages of action 1 for the Tainted.
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fa19bf No.13172
>>13170
Pay another 10 to mitigate our roll 3. Ouch, our economy,
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fa19bf No.13173
| Rolled 31, 22, 78 = 131 (3d100) |
>>13161
Name: Kingdom of Suniria
Race (Determines bonuses): Humans
Color: (Determined map color): Orange
Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.
Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"
Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.
Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.
Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.
Location:Gul
Population: (21.4) (+1.2/turn)
Food: Good
Raw Currency: (13) (+6/turn)
Legitimacy: Good
Culture: (7)
Industry: (8)
Unique Buildings: Hall of the Kings; Great Forge(+3 Industry)[Arena(11/12)]
Defenses: Stone Walls [Large]
Military Units:
2 Sunnirian Linebreaker Formation [Epic][x5][Raging]
1 Sunniria Shieldwall Formation [Epic][x14][Brave]
(Morrigan the Raven [Epic][Granix])
(Wulfgar the Wise [Very Strong++][Granix]
Resources/Quantity: Stone [Sustainable]; Copper [Sustainable]; Iron [Sustainable]; Steel [Sustainable]; Dark Iron [Sustainable};Feywood [Sustainable];
Magic/Spells: (The Way of Granix) (spells: Strengthen Unit[Simple])( Amplified Jump [Very Simple])
Technology: Metallurgy [Good]; Professional Armies [Simple]; Drill [Simple]; Equipment [Average];Reorganization [Simple]
Trade Routes: [none initially]
Territory: (11)
You are mobilizing. You will be mobilized in 2 turns.“Good” [Minor].
Bonuses:
1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).
2. This You Can Trust: You may reroll unit recruitment once if it below 50.
Eccentricities:
1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.
1. Finish the Arena, it's almost done. When it's finished our warriors will know glorious combat!(11/12)
+8 Industry
2.Continue research on ranged weaponry. Yes, It's new, yes it's not as glorious as Melee. But It's for cracking the walls the cowards hide behind, and bringing those that hide in the winds to the Earth, where all men abide.
+Industry 8
+Equipment [Average];
+Metallurgy [Good]
+Stone [Sustainable];
+Copper [Sustainable];
+Iron [Sustainable];
+Steel [Sustainable];
+Dark Iron [Sustainable};
+Feywood [Sustainable];
3.Build a grand armory, to store, catalogue and maintain the weapons made by the Great forge that lack a wielder. This will give weapons masters better chances to help warriors find a weapon suited to them, and free the smiths to create more Items without worrying for their other gear.
+Industry 8
+Equipment [Average];
+Metallurgy [Good]
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fa19bf No.13174
| Rolled 97, 19, 10 = 126 (3d100) |
http://pastebin.com/Hb96saUG
[Rationalized Spawning; Cosmetic Alterations; Create warbeasts]
1. Overseers, Equites, and Civitas alike of the Fleshcrafting Cabals work on figuring out the most effective methods of spawning large numbers of omni-beasts at once.
2. But a few of them continue to work on their pet projects of cosmetic alterations.
3. But Arch-Dominator Sevaria and a dozen White Cabalists work on a different project. The Tyrill had been sent out to scour this Plane to discover interesting creatures that could be modified. One was a large hooded snake that could project venom an extraordinary distance. Using this as a base the Arch-Dominator and her team work with [Chimeric Graft] to modify this creature. Its size increases to nearly eight feet tall, the projectiles changed from a rather potent venom to the same sort of experimental acid that they had been researching on putting into the veins of other fleshbeasts. Thick carapace covered he creatures now simplified and streamlined organs. It had one heart and one brain protected by a foot thick carapace of bio-composite scales and interlocking plates. Within the chest cavity the powerful muscles that moved the creature could also project a series of bone spikes at incredible speeds a considerable distance. Several long scything talons were added to grant the creature melee potency, as well as a additional support in the form of a maw of razor sharp teeth.
The Arch-Dominator and her team step back as they complete the incantation. Soon it would be seen if a new type of warbeast had been born to wage their secret war against the Black Cabal.
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fa19bf No.13175
| Rolled 36, 99 = 135 (2d100) |
>>13174
Rerolls on 2 and 3
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fa19bf No.13176
The creature breathed life. The command sigil hidden deep within the creature's carapace shone briefly with the power granted to it by the Fleshcrafter's dark artifice. It's enormous weight and bulk slithered off of the operating table with a meaty thud. The thing rose to it's full ten-foot height. Acid dripped lazily from a maw of needle point teeth. One could not tell if it was snarling or if it were smiling at its mother. Sevaria stepped forward, fearless in the face of her creation. The beast bowed it's carapace head to her and the Arch-Dominator rested her palm on the cherry-red crest of it's head. The Overseers in the room visibly relaxed. They had been tense. Crafting a warbeast like this had never been attempted, and now it was a fact. Beasts of war - true beasts of war and not of burden or hardship - had been made. It was a new dawn for the Moirans, and a huge victory for the Whites.
"I will name you, Alcagon. You will be my consort." Sevaria said in a hushed voice, her head resting on the flared crest of the creature's carapace. The beast shuddered visibly in response, like the way that a person does when a shiver crawls up their spine.
"We've done something glorious this night." She said, turning to face the Overseers. Her hand rested still on the beast, but it now rose again to its full height, looking down at the Overseers with eyes like pools of blood. "The Black Cabal will tremble before Alcagon and his Brood. Get to work. We have many more of these to make if we are to stop Dominator Septim's machinations. I'll not be outmaneuvered by that man." Alcagon hissed at the name. The sound was odd, like a snake at the botton of a horn. It was still a snakes hiss - but so much deeper. The thing slithered forward awkwardly, clearly learning how to maneuver itself with its new body and the four new talons that nearly dragged on the operating floor. Eventually it got it right. It moved to the door, blocking most of it with it's bulk but left just enough of a sliver for Sevaria to slip through.
"Arch-Domina," Began one overseer, causing Sevaria to pause as she left the room. "Should we not keep Alcagon here? To preserve secrecy?" He asked, sparing the creature a wary glance. Alcagon returned it with an acidic snarl. He looked away.
"No, Krayle should know that I have Alcagon. It'll keep him from trying to assassinate me with his damn Cimmerian mutants. Unless -you- want to stand guard for me, Kralius."
"I must decline, Arch-Domina. But thank you." He bowed to her, then nodded to Alcagon. The beast slithered its bulk through the door a tad too narrow for it and followed after Sevaria. People scrambled out of the monster's way. It was just one of many.
The Overseers copied the text on how to make the creature, the proper procedures and methods to modifying the King Cobra, and the proper location of all grafting sigils. They named these creatures Batholiths. A beast created for one singular purpose - to kill.
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fa19bf No.13179
| Rolled 51, 94, 53 = 198 (3d100) |
>>13161
Nation Fluff:
http://pastebin.com/FBM7X4GB
[Kaldor]
Population: (20.2) (1/turn)
Food: (wobbly)
Raw Currency: (19) (5/turn)
Legitimacy: (Good)
Culture: (17)
Industry: (13)
Unique Buildings: [Temple, Hunter's Calling]
[Government building, Warrior's Hall]
[Northern Fell Chain Fortress, Huge, Imposing]
Defenses: (Elaborate Wooden Fortifications, Strong)
Military Units:
3 [Huntmaster] Very Strong
[Deathgaze]* Very Strong, Clever
Verana, Priestess of Galgoroth [Epic]
3 Juvenile Rocs [Very Strong++]
1 Skyships [Very Strong]
Resources/Quantity:
Copper [Sustainable][x3]
[Pelts, Sustainable]
[Stone, Sustainable]
[Wood, Sustainable][x2]
[Beetlechitin, some]
Star Metal [Average]
Elemental Slaves [Overflowing; 10]
[Wurms, some]
[Prisoners, some]
[Iron, Sustainable][x3]
Mildly-Burnt Freak-troll hide [some]
Freak Troll Minors [Some]
Wurmscale [Strained]
Fruit [Some]
Gems [Sustainable] 2x
Magic/Spells: (Elemental, Average) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]
Technology:
+Iron
+Stone
+Copper
+Wood
+Hideworking
+Exotic Creature Training[Average],
+War Drums [Average]
+War Animal Training, Average)
+Drum Amplifiers [simple]
+Composite-Material Armors [Simple]
+War Magic [Simple]
+Air Transport [Simple]
+Professional Armies [Simple]
+Airships [Average]
+ Night-Fighting [Primitive]
+ Spitter-Guns [Simple]
+Re-organization [primitive]
Urban Pacification [Primitive]
Sieging [Simple]
Territory: (36)
Bonuses:
1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.
2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.
Eccentricity:
1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted
>>You are mobilized: Industrial Efficiency: 100%
>>Lose 1.1 pop/turn
>>Set mobilization status: 8 turns. You population views this as an offensive war. Political murmuring has started.
>>Add mobilized unit: 3 Kaldorian Infantry Formations [Very Strong]
8 Kaldorian Admixture Formations [Very Strong]
Your resources and food supply are increasingly taxed.
1. Kill the mobilization, demobilize completely.
2. Finish learning about Logistics, I don't want to deal with another near collapse [7/8]
3. Transport the 3 huntmasters and 2 of the rocs to the elemental lands on a skyship to hold the territory, meanwhile bring Verana and Deathgaze back to the Capitol
>>Troops at Capitol
Deathgaze
Verana
1 Juvenile Roc
>>Troops at EC Capitol
3 Huntmaster [Very Strong]
2 Juvenile Roc [Very Strong ++]
1 Skyship [Very Strong]
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fa19bf No.13181
| Rolled 23, 31, 22, 91 = 167 (4d100) |
>>13160
1.consolidate units:
+ 3 Cosmopolitan Undead [Very Strong]
+ 1 Cosmopolitan Undead Hordes [Very Strong+]
+ 2 Wightswarms [Very Strong][Fear]
Report to the NIA 1st infantry division
+ 1 Zombie Hordes [Strong][Infectious]
+ 2 Undead Freak-Troll Swarms [Strong]
1 Freak-Troll Megaswarm [Epic++][Raging]
+ 1 Wightswarms [Very Strong][Fear]
Report to the NIA 1st shock trooper division
+ 1 Wightswarms [Very Strong][Fear]
+ 3 Cosmopolitan Undead [Very Strong-]
Report to the NIA 2nd infantry division
+ 3 Cosmopolitan Undead Hordes [Very Strong+]
+ 1 Cosmopolitan Undead [Very Strong-]
Report to NIA 3rd infantry division
+ 1 Zombie Roc Epic, [Epic]
+ 3 Pygmy Rocs [Very Strong]
+ 5 [Airship-T56- Springbok MK23][Very Strong]
Report to NIAF transport and attack 1st wing
+ 3 Undead Warmages [Strong]
+ 1 Lich-Priest [Epic+][Mage][Resilient]
Report to NIA 1st magical division
2.continue to move north. (5/8
3.Continue to move northwest. (5/8)
4 . continue to move westward . (6/8)
Pioneer tech adjusted to 8.
https://docs.google.com/document/d/10R2tF7d25yq9r_5lir2M_H6oH80jcB_Xgx6XhnfzHwc/edit?usp=docslist_api
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fa19bf No.13182
| Rolled 21, 90, 18 = 129 (3d100) |
>>13162
>>13168
>>13068
>FluffnStuff: >>12010
Population: 51 (2.3/turn)
Raw Currency: 153 (19/turn)
Legitimacy: Good
Culture: (12)
Industry: (14)
Cities: Patchwork City, New Patchwork
Master Buildings:
[Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart], [Starkegrob], [Patchwork City Marketplace]
Defenses: (Tower/Wall Defense Network (Large), Starkegrob Citadel [Fortress]
Master Military:
6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic-), Patchwork Republican Guard Company (Epic++++++++)[Brave], 1 Starkengrober Riesengarde (Very Strong+)[Brave], 1 Starkegian Infantry Brigade (Epic++++)[Brave], 3 Air Mages (Medium), The "G-Crew" (Epic+++++++)[Infiltrate][Sapper]
Resources/Quantity:
[Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable, Unmined] [Rubicite, Sustainable (x3)] [Steel, Sustainable][Odium, Average][Magicite, Sustainable]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, Simple] [Diplomacy, Simple] [Drill, Simple] [Standardization, Simple] [Rationalization, Simple] [Coinage, Simple] [Unit Upgrade, Improvised] [Economics, Primitive] [Equipment, Simple] [Firearms, Average] [Infantry Tactics, Very Simple] [Metallurgy, Good]
Territories: (30*)
_
Courier Specific Buildings:[Starkegrob]
Defenses: Starkegrob Citadel [Fortress]
Courier Specific Military:
1 Starkengrober Riesengarde [Very Strong+][Brave], 1 Starkegian Infantry Brigade [Epic++++][Brave]:
(1 Starkengrober Riesengarde [Very Strong+][Brave]):
-2nd Starkegian Infantry Regiment, "The Stark Town Giants"
(1 Starkegian Infantry Brigade [Epic++++][Brave]):
-1st Starkegian Infantry Regiment, "The Retrievers"
-3rd Starkegian Infantry Regiment, "The Kleins"
-4th Starkegian Infantry Regiment, "The Neue Kerls"
Bonus: [Strategic]
_
1.) Though one cannot fault the need to build high walls in order to defend those who cannot defend themselves, and it is not dishonourable to hide behind a fortification hewn by one's own fingers or scavanged from the wilderness, they should also not be exempt from punishment once the the opposing army develops tactics to defeat these walls. The cannon shall be that tactic, and their walls shall be judged! (9/10)
2+3.) It has come to my attention that, while Starkegrob is still one of the best equipped and trained infantry bodies in all of Soren, we are technically considered a milita as per tradition, tracing back our heritage to its initial formation in response to the Great Beast. While it would be quite romantic to retain that definition in the face of those who feel they constantly need a spear to thrust at their rivals, the reality has become clear to us, and if we are to defend those of the Republic and beyond in an honourable, just fashion, we must adapt and formally adopt the title of standing force. We shall do so! [Research Professional Armies.]
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fa19bf No.13183
| Rolled 27, 98, 50, 99 = 274 (4d100) |
>>13181
Spend 20 currency on the consolidation hire extra administrators, offer bonuses, etc do whatever is necessary to make sure things go well
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fa19bf No.13186
| Rolled 61, 61, 50 = 172 (3d100) |
>>13162
Lore: http://pastebin.com/CSSxQsH9
Nation: Plains Fairy Kingdom of Flowers in the Sky
Population: (14) (+1/turn)
Food: (N/A)
Raw Currency: (47) (+7/turn)
Legitimacy: Very Good
Culture: 10
Industry: 7
Buildings: The Capital City of Flowers in the Sky [Huge], Leprechaun Hall
Defenses: Feytraps [Good]
Military Units: 4 Pikechaun Platoons [Very Strong], 2 Spring Herald Squads [Strong], 2 Soren Armadillo Packs [Strong][Armored]
Resources/Quantity: Copper [Sustainable]; Bronze [Sustainable]; Tin [Sustainable]; Gold [Sustainable]; Sunflowers [Sustainable]
Magic/Spells: [Sunflower-Chaun] (spells: Taint Currency [Simple]; Disorient [Simple]; Query Rainbow [Simple])
Technology: (Stone, Wood, Bronze, Copper); Feywar [Simple]; Exotic Animal Training [Simple]; Scaled Building [Primitive] Mobility [4/10]
Trade Routes: [none]
Territory: (7)
>Bonuses:
1. Feywild: Fey territories are a total nightmare to attack or occupy because it's basically a weaponized hedgemaze. As such, Fey units can act as infiltrators and guerillas to bog down opposition armies in movement inside your territory.
2. Fey-Blooded: As fey, you have certain advantages - you do not typically eat and are resistant to most forms of blight. You are also effectively immortal barring getting killed by something (or someone). You also do not pay upkeep for units, but large standing armies are problematic.
>Eccentricities:
1. You Eat WHAT?: Reproduction and population expansion is tied to gold and sunflowers.
2.The Riddle of Steel Sucks: You suffer a general penalty if enemy units deploy iron (or derivations) as a weapon. Given that pretty much everything is made of iron, it must be a good portion of their army using it.
>Action:
1+2+3. - You know what? I think we should lay off the training for now, since it's clear that we aren't ready yet. Boys down bellow say they want to make a vault specifically to store all the gold they've been hording, but need to lay down all the…difficult stuff first. They say we should start by researching economics! They'll tell us what economics is once they discover it!
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fa19bf No.13187
>>13186
Culture: 14
Industry: 8
Buildings: The Capital City of Flowers in the Sky [Huge], 1st Garden District, Leprechaun Hall
Resources/Quantity: Copper [Sustainable]; Bronze [Sustainable]; Tin [Sustainable]; Gold [Sustainable]; Sunflowers [Sustainablex2]
Oooops. Added everything from before in.
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fa19bf No.13188
>>13103
The ground level gates, of which led into the tower's interior, were all solid bronze structures of approximately two and a half meters in height: quite a clearance level for the diminutive race that constructed it, gilded with various simple designs of sunflowers, whose petals and vines were rendered in gold. The interior of the base consisted of a massive room, its stone walls and floor of a yellowish, slightly translucent rock that had been polished to a marble-like sheen, with a well full of water at the center of the structure as per the Queen's decree; four ports hanging over it consisting of tin buckets and winches constructed of copper, with chains of gold. A far away look at the floor revealed that a second, lighter colored stone had been used to craft a large flower pattern circling around the perimeter, only interrupted by a small, conspicuous staircase of a much cruder construction that presumably led to the underworld from which the leprechauns dwelled.
Around the well stood four pillars which undoubtedly aided in keeping the tall tower upright in combination with the bronze supports on that made the building's exoskeletal frame, stairwells of bronze circling around each as they led to the next floor upward. This floor was largely featureless save for the four stairwells and their pillars that led into it, and there were now windows or openings in the walls to let in sunlight, though light seemed to get through anyway via the slight transparency present in the yellow stone that also made up the ceiling, as well as in greater number through the openings down bellow, and a huge hole on the center of the ceiling from which an equally large
stairwell ascended into the upper floors of the structure; the Queen's statements alluded this place to being used as a "general stockpile" in the future.
Rather than walk them, the Queen instead flew upward, ascending to the next level by wing with her guest into a second room which was also rather bare, but had four inlayed hut-like structures with four gates to them evenly spaced out, and was stated to be a future kitchen, a peculiarity as the fairies did not seem to have any real need to eat.
The floor after that was the dining hall proper, lacking any tables or other furnishings for the moment, but possessing the addition of balconies leading to outside the tower, four each and one for each cardinal direction for ease of access by creatures with wings; a peak from outside revealed them to be roughly four stories from the ground.
Come the next floor the layout started to become especially complex as stone walls of lighter stone twisted and turned in a slight labyrinth; a residential floor, it was stated that these walls would become coherent housing once doors and furniture were implemented, and it was enough to comfortably house a group of four dozen fairies, each with separate quarters.
The room after that was an open plaza with another flower pattern on the floor, large windows positioned where the balconies were a couple floors downward, themselves seemingly cut of the same material as the interior walls, yet much thinner so light shone through them at a higher intensity, as well as showcasing a somewhat transparent quality for a tinted look at the outside. When asked of the material's identity, the Queen replied stating it was something they called "feldspar", and apparently quite abundant in the tunnels bellow, with the windows being a high grade of it known as "sunstone", while the whiter stone that made up the exterior of the structure as well as certain walls and the patterns on the floors known as "moonstone".
Afterward, each floor was an alternation between a residential floor, a plaza with balconies, another residential floor, and a plaza with windows, repeating in a structured manner for thirty-ninth floors, the forty-fourth floor leading to yet another windowed plaza as well as the current top floor: it had no ceiling built yet, but an artificial (though when speaking off fae, the difference between natural and artificial is blurred) field held in place by elevated stone bricks, with sunlight shining in both from above and from the carefully positioned windows on the walls. Within the dirt sunflower sprouts already grew, well on their way to becoming an indoor field of flowers mirroring the vast spaces far bellow.
By then, the Queen was catching her breath as her wings drooped flow from flying so much. "*Huff* *Huff* *Huff* So-Sorry, *Wheeze* gotta catch my- Breath…"
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fa19bf No.13189
>>13188
After breathing heavily for another thirty seconds or so, the wind returned to to fey noble and she turned back to face the guest with a smile on her face. "Anyways, pretty neat, yep? Since the plagued area to the west is too dangerous to expand into at the moment, we've decided to build up!"
The Queen flew a bit higher until she stood on the current cap of one of the four bronze pillars, gazing outward towards the sunflower fields ahead as well as the dead, rotten ground that made up the Fellscape to the west.
"We didn't really care for the lands over there, as they were teeming with all sorts of nasty things before which seemed to do the job of keeping order just fine; just as we kept order to the fields. But then one day, everything there was just destroyed, and it's given us all bad feelings since, something tugging at everyone's conscious."
Her smile turned to a frown as she held her gloved hands together, catching a stray leaf that had somehow gotten that high into the air.
"We don't know how yet, but someday, we want to fill that land with sunflower fields to heal it up! And that's why we formed a kingdom, lady, so we can fix all those ruined lands that are starting to pop up everywhere!"
>>13157
Suddenly, a deep feeling of dread filled the petite avatar of nature as a range of different senses in the back of her head suddenly ceased, as though a connection to something in her had been severed. The Queen gasped and froze in place, dangerously close to teetering either direction off the tower as she nearly collapsed.
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fa19bf No.13191
>>13161
The Immortal Technocratic Republic
Race: Dwarves
Color: Brown
Fluff :
Once, a monarchy of Kings and Nobles of living breathing dwarves, with dreams of building ships, fighting for cause of justice and the Coalition and of the freedom of Oppressed people.
After the massacre of the 2nd Coalition War which ended in a stalemate, underwent an even greater and darker revolution than the capitalist surge that came before it, and twisted into the new Immortal Technocratic Republic. One nation in eternal unlife with the goal of power in mind.
Government Type: Totalitarian Technocracy
Economy Type: Capitalism
Religion: The Dreaming Forge God. The Dwarves believe that the reason the world floats through the sky, is that a great god of forgework is alseep and dreaming of islands flying through the sky. We dwarves are in the image of the forge god, and are the ones to construct the designs and inventions he dreams up with.
Location: Orgul Major
Population: (17.6) (1/turn)
Food: (Excellent)
Raw Currency: (16) Income: (10/turn) [-4 Vhyrian Iron Bank]
Legitimacy: Stable [Active Pacification]
Culture: (12)
Industry: (26)
Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge], Santerian Black Ziggurat, Large Santarian Academy, Embassy [Necro Imperialis], Embassy [Morph]
Defenses: (Stone Traps, Good), Nightcrag Tunnel Defenses [Elaborate, Segmented]
Military Units:
1 Eastwinds .Co Destroyer [Very Strong]
1 Dwarven Frigates (damaged)
1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]
>0 Royal Navy Destroyer's
>Mobilized Forces on the Field
[New Santoria]
[New Machina]
>Mobilized Forces at home
6 Combat Clockworks Groups [Very Strong][Resist]
Resources/Quantity:
>Home
Iron [Shortfall], Copper [Shortfall], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable]
>Colonies
[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]
[New Santoria] [Fortress] (Iron [x1]; Copper [x1]; Stone [x1]; Flux [x1]; Raw magic [trace]
[New Machina] [Fortress] Odd Scroll[Single], Silver [Unmined]; Dark Iron, Rubicite [Some]; 1x Iron, Wood, Copper; Ioun [Some]; Gems [Lots]
>Market Gifts:
Steel [Average]; Coal [rationing]
Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good]) (Mass Raise Undead [Very Simple])
Technology:
>Resource Tech
(Copper, Iron, Stone, Steel) [Steel Mill Blueprints]
>Economy
Bureaucracy [Primitive]
Rationalization [Average]
Standardization [Average]
Steam [Simple]
Clockwork Fabrication [Simple]
Dwarf-Clockwork Integration [Very Simple]
Recycling [Average]
Tooling [Very Simple]
Electricity [Primitive]
>Military
[Airships, Basic]
[Aerial Warfare, Simple]
[Air War] [Average]
[Civil Defense [Average]
Total Mobilization [Simple]
Mobilization [Average]
Large Scale Construction [Very Simple]
Bombardment [Very Simple]
Command Crowns [Some]
Combat Clockworks [Simple]
Salvage [Simple]
Tooling [Very Simple]
Holy Weapons [Simple]
Logistics 3/6
Terrorism [Simple]
>Other
Undead-Living Diplomacy [Simple]
Counter-Espionage [Good]
Counter-Espionage [Simple]
Secret Police [Simple]
The Total State [Simple]
Territory: (30)
Bonuses:
1. Aerial Fabricators: Sky Dwarves are keen on airship construction, and gain a bonus to rolls to construct airships or other large aerial constructions (+15).
2. Industrial: Sky Dwarves are keen on industry. For every industrial point gained, add half a point.
Eccentricities: (generated by GM)
3. Undead
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fa19bf No.13192
| Rolled 69, 58, 11, 8 = 146 (4d100) |
>>13191
>>13179
1. "Congratulations are in order!" says a gnomish diplomat "Those blasted Chaos Elementals are gone thanks to you.
Transfer [Total Mobilization] to Kaldor, as a gift for helping make the world a safer place for the undead, and so that they decrease their own mobilization strain next time they go to war.
A Gnome also hands over a treaty quietly to the Kaldorans. "For reasons be, it would be very good for the both of us if you were to be considered a mutually aligned power with us. We have worked many times before, and we hope to keep working many times more. This would ensure you are covered in certain peace treaties. If you so choose to, feel free to sign it. You have no obligation to do so, but it would mean you would be covered under our protection from certain. ..elements that might try to make a move on you and use treaty to prevent us from assisting."
2. The Kaldorans are finishing up their own logistics technology, it's about time we did that too. I suggest we combine our efforts while the opportunity presents itself. We'll send our notes to them, and ask if they can send any back and help us finish our own 3/6 Logistics
3. Get our 7 points of damaged industry repaired! We have so much to do and now that we have one less threat to worry about opportunities abound. So we need to be at our finest! 1/2
4. Never-mind the Iron Bank for now, pay them what they are due, and we will treat with the Gnomes later. I have an idea for the Gnomes that they might like, and that will help us with the banking issue.
For now, we MUST gain all the resources and territory of Curlo's Chain. Everything up to that new island to the north we're giving the Morphs.
Expansion 4/7
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fa19bf No.13193
>>13192
Spend 10 Currency to get some damn progress on repairs
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fa19bf No.13194
| Rolled 31, 32, 56 = 119 (3d100) |
>>13160
Alright then. Here's what we'll do lads.
1. We gots some of them sociology chaps at PYU yeah? Lets look into making things easier on our forces to lower costs. [Research standing army cap]
2. We ahve that there and this here interesting resources. Have the mage pirates look into Magicite further, to start.
3. Start mining that flux. Could be useful later on.
Name:Skyrates
Race: Assorted
Color: Pink
Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to
strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic
mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over
arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains
represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The
Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any
one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic
enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful
balance they have worked to set up.
To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,
airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their
assorted functions.
Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.
Economy Type: Pirate Free Market
Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.
Location: Ribwall
Population: (30.2) (1.2/turn)
Food: (Good)
Raw Currency: (58) (+13/turn)
Legitimacy: (Average)
Culture: (7)
Industry: (11)
Unique Buildings: [1 Pirate Council Hall] [1 DreadDock Super Dock] [1 Black Market Goods Trade Emporium] [1 PYU Pirate Univerity] [Technocracy Embassy]
Defenses: Aerial Patrols [Large]
Military Units: 4 [SkyGalleon][Very Strong]; 6 [Pirate Marines][Very Strong]; 1 [SkyCutter][Very Strong+++][Quick]; 3 [Grand SkyCutters][Very Strong++][Bombardx1][Quick]; 3 [Machine Men Marksmen][Strong]
Resources/Quantity: Rum [Sustainable][x2][Market]; Iron [Sustainble][x2]; Copper [Sustainable]; Wood [Sustainable][x3]; Magicite [A Lot]; Oil/Gas [Sustainable]; Raw Chaos [Trace]; Flux [Unmined]
Magic/Spells: (Aero-Piratical [Average]) (spells: Summon Ghost Pirates [Simple]) (War Magic [Primitive])
Technology: (Iron, Stone, Wood, Copper) Airships [Average]; Air-War [Good]; Scaled Building [Simple]; Economics
[Primitive]; Bombardment[Simple]; Pioneering [Primitive]
Trade Routes: Advent[large, +3 Industry, +4 Currency/turn]; Patchwork [Small, +2 Currency/turn]
Territory: (15)
Bonuses:
1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or
opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes
undefended/non-military, roll 1d10. This does not apply to creatures.)
2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes
traditionally shipboard marines and boarding parties.
Eccentricities:
1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,
disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.
2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.
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fa19bf No.13195
>>13194
[Meta] edit to Currency to
Raw Currency: (54) (+9/turn)
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fa19bf No.13197
| Rolled 26, 19 = 45 (2d100) |
>>13162
Name: Angle Confederation
Race: Primarily human (Living)
Color: Pink A on Black
Fluff: The Angle Confederation was founded by a group of merchant crews turned smugglers and later, pirates. Seeking a life with less of the more troublesome decrees of those that would call themselves the masters of others, the Confederation vanished into the wilderness. In time, the Confederation was forced to turn to smuggling and piracy for hire to survive, though they often produce a healthy variety of alcoholic brews that are almost a form of defacto currency. The Confederation is highly dependent upon outside sources for technology to keep their air ships in working order, and is often forced to improvise during military situations.
Elves are often considered to be the main foe of the Angle Confederation, as most view them as stuck up Imperialists that seek to enslave their kin, though a small number of elves have come to live among the Confederation. Most are eventually broken of their superior attitude by a seemingly coordinated series of pranks or quickly say a number of rude things as they leave.
Best described by outsiders as 'a bunch of drunken smugglers, pirates, farmers and moonshiners', the Confederation still holds to a rough code of internal and external conduct. One must serve the Confederation to earn the right to vote or own land. One must own land to seek office in the Republic.
Government Type: Militaristic Confederate Republic.
Economy Type: Semi-cooperative Free Market. Food is often shared, but most barter services in return.
Religion: The Angle Confederation often recognizes the Four Winds as dieties, but above them worships a great bird (exact bird is a matter of a number of honor duels) known as Maliel the Wise. She is said to have been a source of wisdom and knowledge to the first Captain of the Angle Confederation. A number of lesser superstitions are known to exist among different families.
Location: Orgul
[Courtier of Necro Imperialis]
Necro's Stats: https://docs.google.com/document/d/1BCa5hJHfN0I9_XSkYqusYJRgRoBED49vqmVuqBKgFRA/edit
Angle-specific Things:
>>Population: 13.7 (+1.3/turn)
>>Unique Buildings
Oakwell, Orgul [Town][Lightly Fortified]
Azazis Town, Orgul Major [Town]
Night Reach, Ribwall [Town]
[Trade Port] (in Necro Capitol)
>>Military
+ 4 Confederate Irregulars [Very Strong]
+ 1 Zepplin 'CAS Night Phoenix' [Epic][Quick]
>>Resources
Strange Ruined Zepplin [one]
Sky Turtle Nest [Sustainable]
Rubicite [Unmined]
>>Technology
Urban Pacification [Primitive]
Zepplins [Average]
>>Ribwall Expeditionary Force [At Roboczyl, Holding]
+ 2 Confederate Irregulars [Very Strong]
>>Bonuses
1. Piratical: Every time you destroy enemy units or units generally, roll a d100 to see what kind of things you pull from their stupid corpses. [This occurs once following combat and works on NPCs.]
The Angle Confederation is shocked by this Zepplin's existence! After a few careful test flights over the island and a minor incident involving a sky turtle, superstitious sailors and a dress… The helmswoman is released from the brig for the christening ceremony, by order of Captain Sarah Northwind. She dubs the air ship 'Night Phoenix', the first Confederate Air Ship.
1.
The Angle Confederation soon receives orders from the Necro Imperialis to consolidate military units! Using CAS Night Phoenix, all Confederate Irregulars on Ribwall are recalled to Orgul Major for this effort.
(Free Move: Return all absent military to Orgul Major)
[Roll: Consolidate Confederate Irregulars x6 into 2 Formations. Will confirm if this is valid after work]
2.
Expansion around Nights Reach shall continue! This land shall be ours for generations, and frankly, a number of us like the climate here more than on Orgul Major!
[Expansion 9/10]
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fa19bf No.13198
| Rolled 49, 18, 80, 54 = 201 (4d100) |
>>13161
Name: Vyriah
Race (Determines bonuses): Gnome
Color: (Determined map color): Blue
Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?
Government Type (Determines some stats): Merchant Republic
Economy Type (Determines some stats): Free Market
Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.
Location: The Open Sky
Population: (35.2) (1.4/turn)
Food: (Very Stable)
Raw Currency: (43) (43/turn)
Legitimacy: (Stable)
Culture: (13)
Industry: (26)
Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz], [Foundry Platform], [Factory Platform], [The Iron Bank of Vyriah]
Defenses: Tower Network [Very Large]
Military Units: 3 Vyriah'n Airships [Strong]; 1 Vyriah'n Guard Platoons [Medium], Vyrian Mad Scientist Cohort [Very Strong+][Clever], 2 Storm Guard Platoons [Epic+][Resist], 1 Stromtide Class Battleship "DMV Imperator"[Epic][x8][Bombard][4x][Resilient]
Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [Sustainable][Market], Steel [Sustainable], Darksteel [A little]
Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple], Rain [Good])
Technology: (Stone, Wood, Gems) Aerial Warfare [Average], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Average], Advanced Hulls [Average], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Excellent], Counter-Espionage [Simple], Morgazian Air-War [Average], Civil Defense [Primitive], Magi-Storm Omni-Cannons [Average], Rationalization [Average], Standardization [Average], Magi-Storm Effect Weaponry [Above Average], Bureaucracy [Primitive], Bombardment [Above Average], Metallurgy [Good], Scaled Construction [Simple], Trading [Simple], Economics [Average], Air-Ground War [Very Simple], Stratos Missiles [Simple]
Trade route: Air Dwarves [Medium; +3 industry / +3/currency/turn] Dominion [Mediocre; +1 industry; +3 currency/turn] Patchwork Republic. [Medium; +1 industry / +4/currency/turn; +.1/pop/turn], Morgaz [Massive; +4 industry; +4 currency/turn], Necro Imperialis [Medium; +2 culture; +.2/pop turn], [Elementals; Massive - +4 currency/turn, Dark Iron [Spotty]], Advent [Large; +1 industry +3 currency/turn; +.1/pop/turn]
Territory: (1)
Bonuses:
1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but trade may be impacted.
2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.
Eccentricities:
1. Everyone Hates Gnomes: Gnomes are physically weak in combat, and are easily kicked, punched, or abused. All of your combat rolls in melee suffer a -1 penalty.
1. Continue working on the Institute of Natural Science 4/7
2. Continue working on the public park 4/7
3. Set up a market for gold and/or silver within the city, now that the paper work is cleared up.
4. Start building a jewelry factory, that will create rings, necklaces, and all that kind of stuff to be sold.
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fa19bf No.13199
| Rolled 27, 72, 35 = 134 (3d100) |
>>13160
Name: The Vulmer
Race: Magically Uplifted foxes
Color: Red with Black Trim
Fluff: Centuries ago, there was a race of Elves who were very skilled at magically altering living beings. Towards the end, there was a fad about pet foxes, and liked to breed and show them - but were not above magically enhancing the vulpines, bringing them up to nearly as intelligent as baseline humans, and giving them grasping paws and longer lifespans - although not as long as the Elves.
However, disaster struck as a plague - a magically enhanced cold that only impacted the Elves - burned through the community. Within only a few days, 99% of the elves had died, and the remainder were not enough to sustain their people. The remainders fully uplifted the Vulmer, who took on the Elvish society.
Government Type: High Kingdom, with a council of 'High Nobles'. There is a strong code of laws, but Code Duello is active. The Noble titles are held for life and are not passed on, with the exception of the High King.
Economy Type: Heavily Craftsman-based, with specialized Guilds. Uses precious-metal currency.
Religion: Officially, the Vulmer worship the Creator God of the Elves. unofficially, they worship their Elvish Ancestors.
Location: Southern Peninsula on the West End of Gul, nearish the town I guess?
Population: (12.4) (+1.2/turn)
Food: (Good)
Raw Currency: (19) (+8/turn, -4 Iron Bank)
Legitimacy: (Good)
Culture: (5)
Industry: (5)
Unique Buildings: High King's Palace
Defenses: Vulmerian Walls [Large]
Military Units: 4 Legio Culpes Consularius[Very Strong]; 2 Legio Vulpes [Strong]
Resources/Quantity: Iron [Sustainble]; Stone [Sustainable]; Wood [Sustainable]; Silver [Sustainable,+3 currency/turn]
Magic/Spells: [Vulmerian](spells: Invisibility [Average]; Body Alteration [Simple])
Technology: Metallurgy [Average]; Arcane Theory [Simple];
Trade Routes: [none initially]
Territory: 3
Bonuses:
1. Like A Fox: Generally, very clever tactics don't work on you in combat. You're just super clever.
2. Clever: You know a thing or two about most things. You get +5 to all rolls.
Eccentricities:
1. What's That Smell?: You are vulnerable to fire. If the opposition uses fire against you, you are penalized by -1 in combat rolls. Generally the opposition must make an actual effort to use flame.
Research: Body Shaping 5/7
—-
All Roles get +5 from Clever [Not put in to modifier field]
Action 1: Using improved Invisibility to assist in evading being spotted, scout the nearby areas and settlements, with an eye towards expansion
Action 2: Continue research into Body Shaping
Action 3: Begin research into Arcane Theory.
I'll fluff it up next time.
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fa19bf No.13203
[Necro]
>>Your society has changed. Remove eccentricity 1.
>>Add eccentricity: Theocratic Total State: Your nation values your religious traditions and control generally speaking. Research into technology is generally penalized at -5, but, your legitimacy is increasingly difficult to reduce. This does not impact spells.
1. You consolidate your units. (-20 currency). Result:
NIA 1st infantry division [Epic][17x]
NIA 1st shock trooper division [Epic][x14]
NIA 2nd infantry division [Epic][8x]
NIA 3rd infantry division [Epic][8x]
NIAF transport and attack 1st wing [Epic][37x]
NIA 1st magical division [Epic][x7][Mage]
2.You continue to move north; it slows slightly due to a bad storm. (7/8)
3. You ontinue to move northwest. Much as in the north, the storm stalls things. (7/8)
4 . You expanded to the west. (add 4 hex, roll 1d3)
[Starkegrob]
>>Your effective unit cap has increased by 1 slot.
1.) Your research into cannons complete. They're a refined design that seems to have good range. ([Add technology: Compressed Air Cannons [Simple]
2+3.) You begin work onto standing armies. It's actually pretty easy and you get the theory down immediately. (add technology: Standing Armies [Simple])
[Patchwork]
1) The work on the school is, in a word, ponderous and slow. (2/6)
2) Despite some problematic negotiations Elton decides to join you thanks to your generally mild demaneanor. (Add 1 hex; +.4/pop/turn; add unique building [Elton; Town]
3) You start mining the Odium deposit. It's pretty weak, but it provides you with some of the material. (Add resource: Odium [Strained])
[Rattlehavoc]
1. Despite confidence about the recent effort the expansion suddenly halts. Apparently there's been some questions about housing. Sigh. [-10 currency]
2. You merged: [Rattlehavoc's Unit], [Swansong's Unit], [Bastille's Unit], [Abbas' Unit] [Very Strong] to Rattlehavoc Company [Epic][16x]
[Advent]
1. Vincent is sent out to the ruins of the Sculpted territory. Most of it has been systematically stripped by Morgaz's troops and the remainder has been burned. However, you manage to find a partially intact diamond desposit that provides you with material you consume. (Revise Vincent to [Epic][x2][Resilient]
2. Your research doesn't really move forward much. The theory behind the engine is sometimes specious and disagreements are common. (3/12)
3. The trade route fails to get off the ground. Apparently the adjustment has left a mild distaste in the mouth of many traders for some reason….
[Sunniria]
1. You arena is completed. (Add unique building: Arena); +1 industry +2 culture.)(Set technology: Drill to [Average])
2. The research moves forward, slowly. (Heavy Ranged Weapons 1/10)
3.You begin construction of a grand armory. It's nearly done by the time you lay the first brick. (Grand 6/8)
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fa19bf No.13210
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fa19bf No.13211
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fa19bf No.13212
[Severans]
1. You manage to develop the spawning vats. They're excellent and produce reasonable amounts of units. (Add technology: Rationalization [Simple]; Standardization [Simple])
2. Your research into cosmetic alterations finishes. (add technology: Aesthetic-Fleshcrafting [Simple])
3. The first few prototype warbeasts are completed. They're exceedingly large. (Add unit – player's name fleshbeast group [Epic][Deadly])
[Kaldor]
>>You gained technology: Total Mobilization [Primitive]
>>You earned an additional dice from conquest. You now roll 4d100.
1. You begin to demobilize.
2. You finish your research into logistics. This should stabilize your stocks slightly during prolonged wars. (Add technology: Logistics [Average])
3. You move the units internally to handle the occupation issue.
[Flowers]
1+2+3. - You start work on economics and it soon completes. The chauns really have this one by the balls, so to speak. (Add technology: Economics [Simple])(+3 currency/turn)
[Technocracy]
1. You transfer: [Total Mobilization] to Kaldor.
2. You finish your research into logistics. This should stabilize your stocks slightly during prolonged wars. (Add technology: Logistics [Average])
3. You manage to repair some of the industrial base. It's sort of slow, though. (Add 1 industry)(-10 currency)
4. The expansion totally halts after some rockslides. This is really very annoying.
[Skyrates]
1. While well intentioned, most of the department is Marxist conflict theorists. Research moves along as they complain about power systems. (Standing armies 3/6)
2. You start working on the magicite. You think you can use it for fuel of an engine of some reasonable power. The power output is enormous. (Magi-Tek Engines 2/10)
3. You finish mining the flux. It should provide a way to make steel if combined with iron. (set resource: Flux to [Sustainable])
[Angles]
1. You consolidated your units. Merge: Consolidate Confederate Irregulars x6 into 2 Formations.
Result: 2 Confederate Irregulars Companies [Epic][4x]
2. The expansion finishes, barely. Great. (Add 4 hex; roll 1d3)
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fa19bf No.13213
[Vyriah]
>>Your trade route to elemental chaos collapses because that nation no longer exists.
1. The institute is done! Great. (Add player's name choice unique building)(Revise Empiricism to: Above Average)
2. The public park construction stops after some minor disputes over what trees to plant. (Park 5/7)
3. You set up markets for both gold and silver – as well as other traditionally 'rare' metals. Given that most of the world runs their economies on the stuff, it might be useful as leverage. (Add resource: Rare Metals [Market])(+2 currency/turn)
4. You start working on a jewelry factory. The production of this sort of commodity seems reasonable since the apparent silence of the Khazanian markets.
[Vulmer]
1. You continue working on invisibility. It doesn't help much with expansion generally, but it's getting more advanced. (Research 2/10)
2. You finish up your research into body shaping. It provides some basic manipulation. (set spell: Body Manipulation to [Good])
3. You start work on arcane theory. This should help you with most spellcasting and provide avenues to explore later. (Arcane theory 2/10)
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fa19bf No.13221
| Rolled 84, 42, 20, 75 = 221 (4d100) |
>>13209
Will roll my 1d3 next post
1. Study the Odd Machinery [Some]
2. Research standing army.
3.continue to move north. (7/8
4.Continue to move northwest. (7/8)
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fa19bf No.13222
| Rolled 2 (1d3) |
>>13221
>>13215
Rolling for resources.
Also sending an emissary to morgaz. :
An emissary arrives in a hurry not requiring morgaz audience personally but checking if assistance is needed.
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fa19bf No.13223
>>World Event – The Khazanian Civil War: The dwarven civil war has begun. There is open fighting between various factions inside the dwarven state – insurrectionary violence is reported as constitutionalists, jacobins, and monarchists engage in pitched street battles. You could risk open intervention, but this would possible congeal the factions into a coherent defense.
>>World Event – ???: There is still more noise. The world shakes again.
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fa19bf No.13224
| Rolled 29, 89, 2 = 120 (3d100) |
>>13209
>FluffnStuff: >>10350
Population: 53.4 (2.4/turn)
Raw Currency: 162 (19/turn)
Legitimacy: Good
Culture: (12)
Industry: (14)
Unique Buildings:
>Patchwork City: [Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]
>New Patchwork: [Patchwork Heritage Museum], [Trade Port] [Temple School 2/6] [Elton]
Professional Military: 6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic++)[Armored], Patchwork Republican Guard (Epicx8)[Brave], 3 Air Mages (Medium), The G-Unit[EpicX7][Infiltrate][Sapper]
Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, Sustainable x3] [Steel, Sustainable] [Magicite, Sustainable] [Iron, Unmined] [Strange Ooze, Trace] [Dark Iron, Unmined] [Odium, Scarce]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, Simple] [Diplomacy, Simple] [Standardization, Simple] [Rationalization, Simple] [Coinage, Simple] [Unit Upgrade, Improvised] [Economics, Primitive] [Equipment, Simple]
1) Continue construction of the Tseyarian Academy of Magic.
2) Improve upon the Standing Army technology of our vassal.
3) Acquire some of those Compressed Air Cannons, and outfit the Flagship with them.
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fa19bf No.13225
>>13224
[Meta] Spend 10 gold on action 3 to negate any ill effects.
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fa19bf No.13226
| Rolled 2 (1d3) |
>>13212
Angle Expansion roll
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fa19bf No.13227
>>13213
1. You continue working on invisibility. It doesn't help much with expansion generally, but it's getting more advanced. (Research 2/10)
Er, to clarify: I was scouting the area, with an eye towards things to expand to, and using the invisibility for groups to keep out of site of others.
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fa19bf No.13228
>>13223
[Meta: The two expansions by Angle Confederation should have been around the Town of Nights Reach, on Ribwall. Totally not planning a Colonial Rebellion]
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fa19bf No.13229
| Rolled 41 (1d100) |
With the creation of the Batholisks a sizable and deadly schism has shaken the foundations of the Cabals. Dominator Steptim - fearing that the influence and power of the White Cabal had grown beyond his ability to contain with the new creations - sends a full cohort of loyal Shocktroops and nearly a hundred Foederati to the Arch-Dominator's Tower to "apprehend" the national leader. Open conflict occurs in the Dominator's Hall between the Black Cabal's Sunnirian, Cimmerian, and Cozier Foederati and Arch-Dominator Sevaria's Batholisk Brood. The great beasts are far more powerful than their fleshboosted opponents, but numbers still take their toll on the monsters. The fleshboosted soldiers are individually no match for a Batholisk, but in their formations of solidly armored and super-strong warriors even the Batholisk struggles. The battle is bloody, and at the end of the conflict twenty two Cabalists of both factions had been killed but neither the Arch-Dominator nor Dominator Krayle had been killed. Five Batholisks, a full cohort of shocktroops had also been killed in the fighting; as well as eighty one of the Foederati sent in the assault. The remaining fifteen Batholisks healed quickly, but two were too severely wounded to heal as rapidly, and were taken under the care of a few White Cabalists for repair.
The Dominators convene the next morning in an emergency meeting. Everyone attends with a full cohort of their own Foederati, Sevaria and her allies are protected by the remaining fifteen Batholisks. The large creatures ripple with power, energy, and barely restrained violence. The atmosphere is tense and the governing body must come to a solemn decision.
1-15 Arch-Dominator Sevaria has neglected the needs of the Dominate by focusing her attention on her own pet projects and not on the needs of the nation. As punishment the presence of fleshbeasts made for war - or armed thusly - are banned from use in public or private and must be turned it to the military.
16-45 Dominator Krayle has committed a grievous crime in attacking one elected above his station. He will be punished in a manner befitting his crime. In addition Fleshboosting Foederati is hereby made illegal by pain of death or exile dependent upon judge decision.
46-85 Both Cabals must make overtures of peace. The laws are changed: banning the use of fleshboosted Foederati and the presence of armed omni-beasts in the public sphere. Both will be regulated purely for military use.
86-100 A total deadlock occurs in the Dominator's Council. Arch-Dominator Sevaria realizes her tenuous position and makes no moves in any direction. Krayle likewise makes no recommendation to the council or moves to break the arguments.
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fa19bf No.13230
| Rolled 2 (1d3) |
>>13227
>>13228
Lol I like the way red put it =D
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fa19bf No.13231
>>13227
>>13230
Eh screw it. I'll roll with it. It was on my to-do list anyhow.
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fa19bf No.13232
| Rolled 42, 13, 84, 48 = 187 (4d100) |
>>13212
Nation Fluff:
http://pastebin.com/FBM7X4GB
[Kaldor]
Population: (21.2) (1/turn)
Food: (wobbly)
Raw Currency: (20) (5/turn)
Legitimacy: (Good)
Culture: (17)
Industry: (13)
Unique Buildings: [Temple, Hunter's Calling]
[Government building, Warrior's Hall]
[Northern Fell Chain Fortress, Huge, Imposing]
Defenses: (Elaborate Wooden Fortifications, Strong)
Military Units:
3 [Huntmaster] Very Strong
[Deathgaze]* Very Strong, Clever
Verana, Priestess of Galgoroth [Epic]
3 Juvenile Rocs [Very Strong++]
1 Skyships [Very Strong]
Resources/Quantity:
Copper [Sustainable][x3]
[Pelts, Sustainable]
[Stone, Sustainable]
[Wood, Sustainable][x2]
[Beetlechitin, some]
Star Metal [Average]
Elemental Slaves [Overflowing; 10]
[Wurms, some]
[Prisoners, some]
[Iron, Sustainable][x3]
Mildly-Burnt Freak-troll hide [some]
Freak Troll Minors [Some]
Wurmscale [Strained]
Fruit [Some]
Gems [Sustainable] 2x
Magic/Spells: (Elemental, Average) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]
Technology:
+Iron
+Stone
+Copper
+Wood
+Hideworking
+Exotic Creature Training[Average],
+War Drums [Average]
+War Animal Training, Average)
+Drum Amplifiers [simple]
+Composite-Material Armors [Simple]
+War Magic [Simple]
+Air Transport [Simple]
+Professional Armies [Simple]
+Airships [Average]
+ Night-Fighting [Primitive]
+ Spitter-Guns [Simple]
+Re-organization [primitive]
+Urban Pacification [Primitive]
+Sieging [Simple]
+Total Mobilization [Primitive]
+Logistics [Average]
Territory: (36)
Bonuses:
1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.
2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.
Eccentricity:
1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted
1. Let us see what we can do with this starmetal
2. Increase our knowledge of Airship building techniques
3. Refine the Rules for "Hoopy" and find a better name for it, Hoopy sounds kind of silly.
4. Begin improving the Temple once more
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fa19bf No.13233
| Rolled 80, 22, 88 = 190 (3d100) |
>>13224
>>13225
>>13203
>>13182
>FluffnStuff: >>12010
Population: 53.4 (2.4/turn)
Raw Currency: 162 (19/turn)
Legitimacy: Good
Culture: (12)
Industry: (14)
Cities: Patchwork City, New Patchwork
Towns: Gobtown, Bogart, Starkegrob, Elton
Master Buildings:
[Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Starkegrob], [Patchwork City Marketplace]
Defenses: Tower/Wall Defense Network (Large), Starkegrob Citadel [Fortress]
Master Military:
6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic++)[Armored], Patchwork Republican Guard Company (Epic++++++++)[Brave], 1 Starkengrober Riesengarde (Very Strong+)[Brave], 1 Starkegian Infantry Brigade (Epic++++)[Brave], 3 Air Mages (Medium), The "G-Crew" (Epic+++++++)[Infiltrate][Sapper]
Resources/Quantity:
[Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable, Unmined] [Rubicite, Sustainable (x3)] [Steel, Sustainable][Odium, Scarce][Magicite, Sustainable] [Strange Ooze, Trace] [Dark Iron, Unmined]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic][Compressed Air Cannons, Simple][Bureaucracy, Simple] [Diplomacy, Simple] [Drill, Simple] [Standardization, Simple] [Rationalization, Simple] [Coinage, Simple] [Unit Upgrade, Improvised] [Economics, Primitive] [Equipment, Simple] [Firearms, Average] [Infantry Tactics, Very Simple] [Metallurgy, Good][Standing Armies, Simple]
Territories: (30*)
_
Courier Specific Buildings:[Starkegrob]
Defenses: Starkegrob Citadel [Fortress]
Courier Specific Military:
1 Starkengrober Riesengarde [Very Strong+][Brave], 1 Starkegian Infantry Brigade [Epic++++][Brave]:
(1 Starkengrober Riesengarde [Very Strong+][Brave]):
-2nd Starkegian Infantry Regiment, "The Stark Town Giants"
(1 Starkegian Infantry Brigade [Epic++++][Brave]):
-1st Starkegian Infantry Regiment, "The Retrievers"
-3rd Starkegian Infantry Regiment, "The Kleins"
-4th Starkegian Infantry Regiment, "The Neue Kerls"
Bonus: [Strategic]
_
1+2.) It has come to our attention that those darn-moonshining "neighbours" of ours have somehow managed to one-up us in designing a craft they dub the "Zeppelin", apparently designed by one of our own citizens working freelance! Rather then waste further time and resources trying to reinvent the design, find this man, and ensure he builds this type of airship to outfit our navy!
1.) I sense that our development of the air cannon will have spiked the interest of the greater Patchwork Empire. Aid them in outfitting the new weapons to the pride and joy of our aero-forces! (combine with Patchwork Republic's Roll 3.)
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fa19bf No.13234
| Rolled 24, 79, 40 = 143 (3d100) |
>>13203
Name: Kingdom of Suniria
Race (Determines bonuses): Humans
Color: (Determined map color): Orange
Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.
Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"
Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.
Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.
Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.
Location:Gul
Population: (22.6) (+1.2/turn)
Food: Good
Raw Currency: (19) (+6/turn)
Legitimacy: Good
Culture: (9)
Industry: (9)
Unique Buildings: Hall of the Kings; Great Forge(+3 Industry); (Arena); +1 industry +2 culture.)(Grand Armory 6/8)
Defenses: Stone Walls [Large]
Military Units:
2 Sunnirian Linebreaker Formation [Epic][x5][Raging]
1 Sunniria Shieldwall Formation [Epic][x14][Brave]
(Morrigan the Raven [Epic][Granix])
(Wulfgar the Wise [Very Strong++][Granix]
Resources/Quantity: Stone [Sustainable]; Copper [Sustainable]; Iron [Sustainable]; Steel [Sustainable]; Dark Iron [Sustainable};Feywood [Sustainable];
Magic/Spells: (The Way of Granix) (spells: Strengthen Unit[Simple])( Amplified Jump [Very Simple])
Technology: Metallurgy [Good]; Professional Armies [Simple]; Drill [Average]; Equipment [Average];Reorganization [Simple];(Heavy Ranged Weapons 1/10)
Trade Routes: [none initially]
Territory: (11)
You are mobilizing. You will be mobilized in 1 turns.“Good” [Minor].
Bonuses:
1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).
2. This You Can Trust: You may reroll unit recruitment once if it below 50.
Eccentricities:
1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.
1. Continue building the Great armory, We've made good progress, getting it done now would be a massive boon to the war efforts. (6/8)
+9 Industry
+Equipment [Average];
+Metallurgy [Good]
2. Continue research in heavy gauge ranged weaponry. Melee is still the most glorious and honorable way to fight, but there are those who hide behind walls or up in the air. They are without honor or scruples and must be laid low.
+Industry 9
+Equipment [Average];
+Metallurgy [Good]
+Stone [Sustainable];
+Copper [Sustainable];
+Iron [Sustainable];
+Steel [Sustainable];
+Dark Iron [Sustainable};
+Feywood [Sustainable];
3. Recruit troops, we need more and we can sustain a few more. Not the mobilized peoples, who while brave, lack training and artifice, but true soldiers, who know and cherish the glory of battle.
+Metallurgy [Good];
+Professional Armies [Simple];
+Drill [Average];
+Equipment [Average];
+This You Can Trust
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fa19bf No.13235
| Rolled 61 (1d100) |
>>13234
This you can trust Reroll
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fa19bf No.13238
| Rolled 20, 29, 21 = 70 (3d100) |
[Urbanize; Swarm Tactics; Create a swarm]
>>13229
Arch-Dominator Sevaria slams the gavel down into the wood stub on the table of Dominator's Hall. Several Shocktroops step forward, escorting Krayle out of the room to his repeated curses and demands for Sevaria's removal - but a vote is a vote. There is a short scream punctuated by a meaty thuck outside the closed doors of the hall. Sevaria cannot stop herself from looking pleased with herself. She looks around the table at the other Dominators.
"We're going to need to find a new Dominator to fill his seat," remarks Dominator Jusican Boyle, sparing the growing pool of blood seeping from under the doorway a casual glance. "But more importantly we're going to need to discuss current events."
He rolls out a map of Neu-Moco as the Tyrill had scouted it. "We now have sole dominace over what remains of our world, and some knowledge of the areas outside of it. We have three options available to us as I see it." He points with a meaty finger to the "coastline" of Gul. "We can set up a colony on this continent here and begin making in-roads onto it. It appears to be the biggest landmass in the area so it'll likely be thickly populated. Or we could begin to colonize this island here." He points now to Pegul. "But there's also a settlement of no small size on it." He withdraws his hand so the other Dominators can lean in and look for themselves. "The alternative is that we can begin to massively urbanize Moco and fortify the region with a chain of fortresses manned by cohorts of Moirans and support them with spawning pits." He shrugs. "All of these are viable, but I recommend that we hold our position here. Moco is the homeland of the Dominate, and it should be as thickly populated and developed as we can make it before creating other Dominances."
"I agree with you, Dominator Boyle." Sevaria says. She glances down at the map. "From what we've seen all of the resources of Moco have been condensed into this one small continent. The Severan Dominate will urbanize this land, then we will move on to others. We have a great deal of infrastructure to build to link together outlying towns and villages and a population that is too small to actively prosecute a war without first building up our military infrastructure and tactics."
Dominator Rylai nods his head. "The Thema here are ready, but after last night's debacle one of our three available cohorts is dead. We're going to need to work on reforming the military for the inclusion of those." He nods his head to the towering Batholisk. "And other creations that the White Cabal sees fit to make for us."
1. Urbanize - build towns, roads, canals, and other infrastructure across Moco. Encourage people to move to the suburbs and outlying towns from the city itself. The state considers this of key importance, and invests directly in its completion. -20 Drachma
2. Sevaria and her Cabal has created a solution to the problem of controlling a swarm's worth of fleshbeasts. While all fleshbeasts have the intelligence of animals, some fleshbeasts could be made larger and given tactical control over aspects of their swarm - providing command and control and reducing the strain on individual Overseers. They've taken to calling it a Synaptic Bond, and gather their research from ants and bees who use similar processes for command and control.
3. A full swarm: made up of mostly omni-beasts the size of large dogs and given lighter carapace to maintain speed and maneuverability along with a pair of long and wicked scything talons is created from the spawning pits inside of Spire.
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fa19bf No.13239
>>13213
[GM Fix: Vyriah.]
Jewelry factory is at 1/2.
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fa19bf No.13240
| Rolled 52, 6, 80 = 138 (3d100) |
Name: The Vulmer
Race: Magically Uplifted foxes
Color: Red with Black Trim
Fluff: Centuries ago, there was a race of Elves who were very skilled at magically altering living beings. Towards the end, there was a fad about pet foxes, and liked to breed and show them - but were not above magically enhancing the vulpines, bringing them up to nearly as intelligent as baseline humans, and giving them grasping paws and longer lifespans - although not as long as the Elves.
However, disaster struck as a plague - a magically enhanced cold that only impacted the Elves - burned through the community. Within only a few days, 99% of the elves had died, and the remainder were not enough to sustain their people. The remainders fully uplifted the Vulmer, who took on the Elvish society.
Government Type: High Kingdom, with a council of 'High Nobles'. There is a strong code of laws, but Code Duello is active. The Noble titles are held for life and are not passed on, with the exception of the High King.
Economy Type: Heavily Craftsman-based, with specialized Guilds. Uses precious-metal currency.
Religion: Officially, the Vulmer worship the Creator God of the Elves. unofficially, they worship their Elvish Ancestors.
Location: Southern Gul
Population: (13.6) (+1.2/turn)
Food: (Good)
Raw Currency: (23) (+8/turn, -4 Iron Bank)
Legitimacy: (Good)
Culture: (5)
Industry: (5)
Unique Buildings: High King's Palace
Defenses: Vulmerian Walls [Large]
Military Units: 4 Legio Culpes Consularius[Very Strong]; 2 Legio Vulpes [Strong]
Resources/Quantity: Iron [Sustainble]; Stone [Sustainable]; Wood [Sustainable]; Silver [Sustainable,+3 currency/turn]
Magic/Spells: [Vulmerian](spells: Invisibility [Average]; Body Alteration [Good])
Technology: Metallurgy [Average]; Arcane Theory [Simple];
Trade Routes: [none initially]
Territory: 3
Bonuses:
1. Like A Fox: Generally, very clever tactics don't work on you in combat. You're just super clever.
2. Clever: You know a thing or two about most things. You get +5 to all rolls.
Eccentricities:
1. What's That Smell?: You are vulnerable to fire. If the opposition uses fire against you, you are penalized by -1 in combat rolls. Generally the opposition must make an actual effort to use flame.
Invisbility: 2/10
Arcane Theory: 2/10
—-
All Roles get +5 from Clever [Not put in to modifier field]
Action 1: Research Invisbility
Action 2: Research Arcane Theory
Action 3: Scout.
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fa19bf No.13242
>>13234
>>13235
Ranged research is (1/10), forgot to add that
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fa19bf No.13243
| Rolled 3, 39, 28 = 70 (3d100) |
Name: The Vulmer
Race: Magically Uplifted foxes
Color: Red with Black Trim
Fluff: Centuries ago, there was a race of Elves who were very skilled at magically altering living beings. Towards the end, there was a fad about pet foxes, and liked to breed and show them - but were not above magically enhancing the vulpines, bringing them up to nearly as intelligent as baseline humans, and giving them grasping paws and longer lifespans - although not as long as the Elves.
However, disaster struck as a plague - a magically enhanced cold that only impacted the Elves - burned through the community. Within only a few days, 99% of the elves had died, and the remainder were not enough to sustain their people. The remainders fully uplifted the Vulmer, who took on the Elvish society.
Government Type: High Kingdom, with a council of 'High Nobles'. There is a strong code of laws, but Code Duello is active. The Noble titles are held for life and are not passed on, with the exception of the High King.
Economy Type: Heavily Craftsman-based, with specialized Guilds. Uses precious-metal currency.
Religion: Officially, the Vulmer worship the Creator God of the Elves. unofficially, they worship their Elvish Ancestors.
Location: Southern Gul
Population: (13.6) (+1.2/turn)
Food: (Good)
Raw Currency: (23) (+8/turn, -4 Iron Bank)
Legitimacy: (Good)
Culture: (5)
Industry: (5)
Unique Buildings: High King's Palace
Defenses: Vulmerian Walls [Large]
Military Units: 4 Legio Culpes Consularius[Very Strong]; 2 Legio Vulpes [Strong]
Resources/Quantity: Iron [Sustainble]; Stone [Sustainable]; Wood [Sustainable]; Silver [Sustainable,+3 currency/turn]
Magic/Spells: [Vulmerian](spells: Invisibility [Average]; Body Alteration [Good])
Technology: Metallurgy [Average]; Arcane Theory [Simple];
Trade Routes: [none initially]
Territory: 3
Bonuses:
1. Like A Fox: Generally, very clever tactics don't work on you in combat. You're just super clever.
2. Clever: You know a thing or two about most things. You get +5 to all rolls.
Eccentricities:
1. What's That Smell?: You are vulnerable to fire. If the opposition uses fire against you, you are penalized by -1 in combat rolls. Generally the opposition must make an actual effort to use flame.
Invisbility: 2/10
Arcane Theory: 2/10
—-
All Roles get +5 from Clever [Not put in to modifier field]
Action 1: Research Invisbility
Action 2: Research Arcane Theory
Action 3: Scout.
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fa19bf No.13245
| Rolled 96, 20 = 116 (2d100) |
>>13238
Reroll on 2 and 3
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fa19bf No.13254
>>13222
[Morgaz]
Your emissary arrives unexpectedly. Morgaz is outside directing soldiers and making retrofits to a massive antenna-tower that seems to loom over the landscape. Near it, masses of sculpted are sequestered behind quickly stone walls that appear contain many hundreds of the creatures. As you watch from afar, you notice that the sculpted are sometimes periodically led under guard into a small door near the antenna-tower. The sculpted don't seem to come out. Eventually you are treated to a small group of the creatures being executed at close range by Morgazian troops as they attempt to flee; the dragons have established a defensive cordon with patrols that seem to be everywhere. You aren't certain you should move closer.
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fa19bf No.13257
| Rolled 20, 19, 68 = 107 (3d100) |
[Morph][Order of the Advent]
http://pastebin.com/wGkYEbjx
Population: (34.7) (1.8/turn)
Food: (Very Stable)
Raw Currency: (21) (+15/turn)
Legitimacy: (Very Stable)
Culture: 9
Industry: 6
Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town];[Northpoint Fortress][Fortress];[First National Port of Ethos][Port];[Haven][Fortified Town];[Sanctum Minor][Town]
Defenses: Wooden Walls [Simple]
Military Units: [Vincent][Epic][x2][Resilient]; 2 [Meli, Dez][Very Strong]; 6 [Xenon, Tinsel, Cain, Regent, Lem, Fitzgerald][Medium]
Resources/Quantity: Copper [Sustainable][x2]; Gems [Sustainable]; Iron [Sustainable][x1]; Wood [Strained]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x2]; Silver [Sustainable]
Magic/Spells: [Morph Pluralist: Average] (spells: Arche's Fist [Simple])
Technology: [Steel];[Metallurgy, Good];[Diplomacy, Average];[Communication, Simple];[Electricity, Primitive];[Walkers, Very Good];[Mechanized Warfare, Primitive];[Coinage, Good];[Sealed Construction, Primitive];[CMBatteries, Simple];[Projection Theory, Simple];[Projection Weapons, Primitive];[Advanced Hulls, Simple];[Cloaking, Simple];[Shielding, Very Simple]
Trade Routes: [none]
Territory: (15)
Bonuses:
1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.
2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.
Eccentricities:
1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)
—–
[Progress]
-Magic Leech (5/15)
-Combustion Engine (3/12)
-
—–
1. We've got to finish that combustion engine! (3/12)
2. Vincent, growing ever stronger, heads to the lands of the fallen elementals, where titans of gold roamed. A divine feast this will be! [Enhance Vincent Further]
3. Perhaps… The Council ponders. Perhaps we should ask our god for great beasts made from the material of the morphs. Of course we'll need to learn to summon. [Gain Summon Magic]
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fa19bf No.13258
| Rolled 100, 9, 23, 8 = 140 (4d100) |
>>13162
Food: Low
Building: The Sanctuary[Town]+1 hex
Military Units: 2 Berserk Warbands [Very Strong +++Resilient] 2 [Shadow Walkers] [Very Strong, +++ Resilient] 2 Vengence Warbands [Very Strong] 3 Night Shadow-Walkers [Very Strong+][Mage] Stalker [Very Strong++][Infiltrate]
Magic/Spells: Santerian [Good]+ Magi-Biology [Very Good]; Shadowlands Walk [Good] War Magic [Good]
Technology: Wood, Stone, Metallurgy [Simple]; War Magic [Simple];Medical [Simple]; Biology [Simple]; Statecraft [Primitive]; Tunnel Warfare [Primitive]
1) Finish fire magic, huzah! 5/6
2-4) We begin our foray into lightening magic, we'll soon have impressive firepower at the tips of all of our soldiers! [Lighting magic]
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fa19bf No.13262
| Rolled 23, 90, 91, 53 = 257 (4d100) |
>>13213
Name: Vyriah
Race (Determines bonuses): Gnome
Color: (Determined map color): Blue
Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?
Government Type (Determines some stats): Merchant Republic
Economy Type (Determines some stats): Free Market
Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.
Location: The Open Sky
Population: (36.6) (1.4/turn)
Food: (Very Stable)
Raw Currency: (84) (41/turn)
Legitimacy: (Stable)
Culture: (13)
Industry: (26)
Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz], [Foundry Platform], [Factory Platform], [The Iron Bank of Vyriah]
Defenses: Tower Network [Very Large]
Military Units: 3 Vyriah'n Airships [Strong]; 1 Vyriah'n Guard Platoons [Medium], Vyrian Mad Scientist Cohort [Very Strong+][Clever], 2 Storm Guard Platoons [Epic+][Resist], 1 Stromtide Class Battleship "DMV Imperator"[Epic][x8][Bombard][4x][Resilient]
Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [Sustainable][Market], Steel [Sustainable], Darksteel [A little], Rare Metals [Market]
Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple], Rain [Good])
Technology: (Stone, Wood, Gems) Aerial Warfare [Average], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Above Average], Advanced Hulls [Average], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Excellent], Counter-Espionage [Simple], Morgazian Air-War [Average], Civil Defense [Primitive], Magi-Storm Omni-Cannons [Average], Rationalization [Average], Standardization [Average], Magi-Storm Effect Weaponry [Above Average], Bureaucracy [Primitive], Bombardment [Above Average], Metallurgy [Good], Scaled Construction [Simple], Trading [Simple], Economics [Average], Air-Ground War [Very Simple], Stratos Missiles [Simple]
Trade route: Air Dwarves [Medium; +3 industry / +3/currency/turn] Dominion [Mediocre; +1 industry; +3 currency/turn] Patchwork Republic. [Medium; +1 industry / +4/currency/turn; +.1/pop/turn], Morgaz [Massive; +4 industry; +4 currency/turn], Necro Imperialis [Medium; +2 culture; +.2/pop turn], Advent [Large; +1 industry +3 currency/turn; +.1/pop/turn]
Territory: (1)
Bonuses:
1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but trade may be impacted.
2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.
Eccentricities:
1. Everyone Hates Gnomes: Gnomes are physically weak in combat, and are easily kicked, punched, or abused. All of your combat rolls in melee suffer a -1 penalty.
1. Just choose a bit of each, get a nice blend. Park 5/7
2. Set up a trade route with those Fey, The Flowers in the Sky.
3. Set up a trade route to Kaldor, since they inherited all that land from the elementals.
4. Continue on the jewelry factory. 1/2
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fa19bf No.13263
>>13254
Call out to get attention. I don't care what he does with the sculpted. They are his pow. If the emissary gets killed relations sour but it's not a huge loss atm. He knows who I am and that I only will seek to render aid.
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fa19bf No.13264
The Immortal Technocratic Republic
Race: Dwarves
Color: Brown
Fluff :
Once, a monarchy of Kings and Nobles of living breathing dwarves, with dreams of building ships, fighting for cause of justice and the Coalition and of the freedom of Oppressed people.
After the massacre of the 2nd Coalition War which ended in a stalemate, underwent an even greater and darker revolution than the capitalist surge that came before it, and twisted into the new Immortal Technocratic Republic. One nation in eternal unlife with the goal of power in mind.
Government Type: Totalitarian Technocracy
Economy Type: Capitalism
Religion: The Dreaming Forge God. The Dwarves believe that the reason the world floats through the sky, is that a great god of forgework is alseep and dreaming of islands flying through the sky. We dwarves are in the image of the forge god, and are the ones to construct the designs and inventions he dreams up with.
Location: Orgul Major
Population: (18.6) (1/turn)
Food: (Excellent)
Raw Currency: (10) Income: (10/turn) [-4 Vhyrian Iron Bank]
Legitimacy: Stable [Active Pacification]
Culture: (12)
Industry: (27)
Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge], Santerian Black Ziggurat, Large Santarian Academy, Embassy [Necro Imperialis], Embassy [Morph]
Defenses: (Stone Traps, Good), Nightcrag Tunnel Defenses [Elaborate, Segmented]
Military Units:
1 Eastwinds .Co Destroyer [Very Strong]
1 Dwarven Frigates (damaged)
1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive][Armored][Slow])[Huge]
>0 Royal Navy Destroyer's
>Mobilized Forces on the Field
[New Santoria]
[New Machina]
>Mobilized Forces at home
6 Combat Clockworks Groups [Very Strong][Resist]
Resources/Quantity:
>Home
Iron [Shortfall], Copper [Shortfall], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable]
>Colonies
[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]
[New Santoria] [Fortress] (Iron [x1]; Copper [x1]; Stone [x1]; Flux [x1]; Raw magic [trace]
[New Machina] [Fortress] Odd Scroll[Single], Silver [Unmined]; Dark Iron, Rubicite [Some]; 1x Iron, Wood, Copper; Ioun [Some]; Gems [Lots]
>Market Gifts:
Steel [Average]; Coal [rationing]
Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good]) (Mass Raise Undead [Very Simple])
Technology:
>Resource Tech
(Copper, Iron, Stone, Steel) [Steel Mill Blueprints]
>Economy
Bureaucracy [Primitive]
Rationalization [Average]
Standardization [Average]
Steam [Simple]
Clockwork Fabrication [Simple]
Dwarf-Clockwork Integration [Very Simple]
Recycling [Average]
Tooling [Very Simple]
Electricity [Primitive]
>Military
[Airships, Basic]
[Aerial Warfare, Simple]
[Air War] [Average]
[Civil Defense [Average]
Total Mobilization [Simple]
Mobilization [Average]
Large Scale Construction [Very Simple]
Bombardment [Very Simple]
Command Crowns [Some]
Combat Clockworks [Simple]
Salvage [Simple]
Tooling [Very Simple]
Holy Weapons [Simple]
Logistics [Average]
Terrorism [Simple]
>Other
Undead-Living Diplomacy [Simple]
Counter-Espionage [Good]
Counter-Espionage [Simple]
Secret Police [Simple]
The Total State [Simple]
Territory: (30)
Bonuses:
1. Aerial Fabricators: Sky Dwarves are keen on airship construction, and gain a bonus to rolls to construct airships or other large aerial constructions (+15).
2. Industrial: Sky Dwarves are keen on industry. For every industrial point gained, add half a point.
Eccentricities: (generated by GM)
3. Undead
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fa19bf No.13265
>>13263
[Morgaz]
The guards respond and move in suddenly; they do not attack. Eventually after consulting with the other guards, one of them makes a noise and Morgaz turns and approaches. He seems put off. "Yes, emissary?"
He pauses. This pause seems to be as a long as the age of a world.
"I wasn't expecting… guests."
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fa19bf No.13267
>>13265
The screeching and shaking has brought me here. From our understanding your device is yet again the only thing stopping the of the world. I came to offer assistance should it be needed. And to tell you if you do need help after this you only need send an emissary at any time. Our doors are always open to you.
This way we aren't always bothering you when something happens.
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fa19bf No.13269
>>13267
[Morgaz]
"I assure you, I have the situation quite under control." [There is the sound of sustained magi-storm repeater fire in the background as another group of prisoners makes a break for it. Morgaz turns and scowls while muttering to himself softly, then turns to you.]
[Morgaz eventually sighs and looks sad for a moment as he stares at the ground, then he speaks to you again.] "I will sent my diplomats if I require assistance. Thank you good diplomat."
You think he wants you to go.
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fa19bf No.13270
| Rolled 24, 62, 55, 26 = 167 (4d100) |
>>13264
1-4.
The Khazan civil war, now suddenly takes up GREAT interest to those in the upper eschelon of the Technocracy.
By treaty, it would not be allowed to perform any direct military intervention, else it appear as a hostile action against a power, which is not allowed.
To bring down a government and the existing status quo would be a hostile action. However, to provide assistance to a government, protecting it from threats, staving it from anarchy and chaos, why, that is quite the opposite of hostile indeed.
It is a helpful, cooperative action.
This is our official stance. The rightful and only authority and government of the Khazan Republic is and always will be the Parliamentarian Constitutional-Monarchy, is the very same Parliament which ratified the peace treaty that binds the country. It is without a doubt the only legal governing body which truly represents the republic.
There is nothing in the peace treaty that bars peaceful trade between nations.
Diplomats and Merchants from the Technocracy open up channels with several notable Parliamentarians and the Prime Minister. It was offered we would "trade" with the "Khazan Government" a MASSIVE amount of supplies, armaments, and especially food, everything they would need "to help stem the tide of radicals and anarchal malcontents". Our trade would be quite beneficial to them, we would require almost little to no resource or monetary exchange. All we wanted was certain, ahem, "legal and non-hostile political concessions concerning the politics of the Republic of Khazan and the world at large, with the intention of course of maintaining the authority of proper Republican Government" [PM for clarification]
On the homefront, the same war industry that once fueld the Immortal Technocratic Republic prepares to fuel another Republic in its effort to maintain itself, as supplies are loaded onto ships to be sent to ports of Khazan.
It is a great time to put our new logistics expertise to us.
Bonuses:
Tooling [Very Simple]
Clockwork Fabrication [Simple]
Logistics [Average]
Food: (Excellent)
Not only were mass produced supplies and weapons offered, but certain "strategic and tactical insights" to "keeping the peace". That is of course, once the choice constitutionals and parlimentarians were willing to accept our trade deal.
Secret Police [Simple]
The Total State [Simple]
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fa19bf No.13271
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fa19bf No.13273
| Rolled 62, 47 = 109 (2d100) |
Name: Angle Confederation
Race: Primarily human (Living)
Color: Pink A on Black
Fluff: The Angle Confederation was founded by a group of merchant crews turned smugglers and later, pirates. Seeking a life with less of the more troublesome decrees of those that would call themselves the masters of others, the Confederation vanished into the wilderness. In time, the Confederation was forced to turn to smuggling and piracy for hire to survive, though they often produce a healthy variety of alcoholic brews that are almost a form of defacto currency. The Confederation is highly dependent upon outside sources for technology to keep their air ships in working order, and is often forced to improvise during military situations.
Elves are often considered to be the main foe of the Angle Confederation, as most view them as stuck up Imperialists that seek to enslave their kin, though a small number of elves have come to live among the Confederation. Most are eventually broken of their superior attitude by a seemingly coordinated series of pranks or quickly say a number of rude things as they leave.
Best described by outsiders as 'a bunch of drunken smugglers, pirates, farmers and moonshiners', the Confederation still holds to a rough code of internal and external conduct. One must serve the Confederation to earn the right to vote or own land. One must own land to seek office in the Republic.
Government Type: Militaristic Confederate Republic.
Economy Type: Semi-cooperative Free Market. Food is often shared, but most barter services in return.
Religion: The Angle Confederation often recognizes the Four Winds as dieties, but above them worships a great bird (exact bird is a matter of a number of honor duels) known as Maliel the Wise. She is said to have been a source of wisdom and knowledge to the first Captain of the Angle Confederation. A number of lesser superstitions are known to exist among different families.
Location: Orgul
[Courtier of Necro Imperialis]
Necro's Stats: https://docs.google.com/document/d/1BCa5hJHfN0I9_XSkYqusYJRgRoBED49vqmVuqBKgFRA/edit
Angle-specific Things:
>>Population: 15.0 (+1.3/turn)
>>Unique Buildings
Oakwell, Orgul [Town][Lightly Fortified]
Azazis Town, Orgul Major [Town]
Night Reach, Ribwall [Town]
[Trade Port] (in Necro Capitol)
>>Military
+ 2 Confederate Irregulars Companies [Epic][4x]
+ 1 Zepplin 'CAS Night Phoenix' [Epic][Quick]
>>Resources
Sky Turtle Nest [Sustainable]
Rubicite [Unmined]
>>Technology
Urban Pacification [Primitive]
Zepplins [Average]
>>Bonuses
1. Piratical: Every time you destroy enemy units or units generally, roll a d100 to see what kind of things you pull from their stupid corpses. [This occurs once following combat and works on NPCs.]
1.
With a Zepplin among the Confederacy's military might, the Confederate leadership gathers…
When they have ended their meeting, a map of Soren and particularly Gul is delivered to Captain Northwind and the CAS Night Phoenix, along with a set of orders.
"Investigate the Ruins rumored to occupy the valley of the Nightcrag Mountains, and claim any treasures within for the Confederacy and Necro Imperialis!"
[Move to Large Ruin on Gul]
+ 2 Confederate Irregulars Companies [Epic][4x]
+ 1 Zepplin 'CAS Night Phoenix' [Epic][Quick]
2.
The Necro Imperialis has inquired as to our lack of progress with establishing further trade routes. We should probably get to work on that…
[Establish Trade Route: Technocratic Republic]
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fa19bf No.13275
| Rolled 82, 2, 87 = 171 (3d100) |
>>13212
Hrm…guys, I know you like your ideals, but we really need to keep these guys fed.
1. Continue that research lads. We need it soon or we'll run out of funding. Your funding specifically. [Standing Armies 3/6]
2. Ooh. This interests me. Please continue this research, lads. [Magi-tek Engines 2/10]
3. Hmm…you know, we could probably actually consolidate the marines into crews. [Consolidate Pirate Marines x 6 into 2 Units, called Crews]
Name:Skyrates
Race: Assorted
Color: Pink
Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to
strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic
mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over
arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains
represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The
Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any
one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic
enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful
balance they have worked to set up.
To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,
airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their
assorted functions.
Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.
Economy Type: Pirate Free Market
Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.
Location: Ribwall
Population: (31.4) (1.2/turn)
Food: (Good)
Raw Currency: (35) (+9/turn)(-28/turn Unit Upkeep)
Legitimacy: (Average)
Culture: (7)
Industry: (11)
Unique Buildings: [1 Pirate Council Hall] [1 DreadDock Super Dock] [1 Black Market Goods Trade Emporium] [1 PYU Pirate Univerity] [Technocracy Embassy]
Defenses: Aerial Patrols [Large]
Military Units: 4 [SkyGalleon][Very Strong]; 6 [Pirate Marines][Very Strong]; 1 [SkyCutter*][Very Strong+++][Quick]; 3 [Grand SkyCutters][Very Strong++][Bombardx1][Quick]; 3 [Machine Men Marksmen*][Strong]
Resources/Quantity: Rum [Sustainable][x2][Market]; Iron [Sustainable][x2]; Copper [Sustainable]; Wood [Sustainable][x3]; Magicite [A Lot]; Oil/Gas [Sustainable]; Raw Chaos [Trace]; Flux [Sustainable]
Magic/Spells: (Aero-Piratical [Average]) (spells: Summon Ghost Pirates [Simple]) (War Magic [Primitive])
Technology: (Iron, Stone, Wood, Copper) Airships [Average]; Air-War [Good]; Scaled Building [Simple]; Economics
[Primitive]; Bombardment[Simple]; Pioneering [Primitive]
Trade Routes: Advent[large, +3 Industry, +4 Currency/turn]; Patchwork [Small, +2 Currency/turn]
Territory: (15)
Bonuses:
1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or
opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes
undefended/non-military, roll 1d10. This does not apply to creatures.)
2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes
traditionally shipboard marines and boarding parties.
Eccentricities:
1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,
disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.
2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.
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fa19bf No.13276
>>13269
>>13269
And so the diplomat leaves.
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fa19bf No.13277
>>13275
Throw extra rum rations at the mages to avoid any issues! (Spending 10 currency to avoid bad things/negate bad things)
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fa19bf No.13278
| Rolled 25, 16 = 41 (2d100) |
>>13203
Name: Rattlehavoc's Company, Courtier of the Order of the Advent
Race: Morphs (Tainted)
Color: Blue with dark purple trim.
Fluff: A small cadre of Tainted Morphs that are led by an old, well-traveled individual that goes by the name of Rattlehavoc. Formerly a splinter group, these Tainted have recently returned to the Council, asking to serve in whatever capacity is needed. They say that they have returned due to unease over the changing political landscape and a desire for security, but in truth their reentry into the Advent is the result of religious worry– that the divergent testaments they follow are inaccurate. They have rejoined the Advent to ease their own doubts and to bring more Tainted into the fold.
Government Type: Meritocracy. Rattlehavoc is the fifth leader of the Band, and leaders are quietly, bloodlessly replaced when they are no longer felt as fit to lead. The exact guidelines for this process, and the process by which the Tainted rise up the social ladder (only by proving that they can greatly benefit the community) are outlined in the Sardonyx Tablet.
Economy Type: Planned. Since their return to the Advent, they have adopted their economic measures to better fit in, leaving behind the more socialist system they had previously used.
Religion: Sardonyxism - The Band strictly adhere to the tenets, laws and religious practices outlined in the Sardonyx Tablet, rumored to have been carved by the First Tainted, whose legendary deeds are responsible for the glowing opinion many morph cultures have of their kind. The Tablet emphasizes a focus on venerating the Tainted that have come and gone, implying that the Tainted are actually closer to what the Morphs are supposed to truly be, and suggesting that the Grimoire Advent was composed entirely of tainted as well. There are several divergences in terms of dictates, holidays and worship practices, but otherwise Sardonyxism is very similar to the Church of Remembrance, and the Band is starting to more closely realign the Sardonyx Tablet's teaching with the Church's own.
Location: Haven, [Fortified City] +.3 Pop/turn for host nation
Unique Traits
Military: [Rattlehavoc's Company] [Epic] [16x]
Buildings: Basic Trading Post: +2 Currency/turn for lord nation.
1. Assure the populace that we'll use the resources we gain to upgrade the city, once we expand. Expansion 9/10.
2. Begin to make good on our promise by upgrading the Trading Post. use [Wood] and [Iron].
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fa19bf No.13281
The Immortal Technocratic Republic
Race: Dwarves
Color: Brown
Fluff :
Once, a monarchy of Kings and Nobles of living breathing dwarves, with dreams of building ships, fighting for cause of justice and the Coalition and of the freedom of Oppressed people.
After the massacre of the 2nd Coalition War which ended in a stalemate, underwent an even greater and darker revolution than the capitalist surge that came before it, and twisted into the new Immortal Technocratic Republic. One nation in eternal unlife with the goal of power in mind.
Government Type: Totalitarian Technocracy
Economy Type: Capitalism
Religion: The Dreaming Forge God. The Dwarves believe that the reason the world floats through the sky, is that a great god of forgework is alseep and dreaming of islands flying through the sky. We dwarves are in the image of the forge god, and are the ones to construct the designs and inventions he dreams up with.
Location: Orgul Major
Population: (18.6) (1/turn)
Food: (Excellent)
Raw Currency: (10) Income: (10/turn) [-4 Vhyrian Iron Bank]
Legitimacy: Stable [Active Pacification]
Culture: (12)
Industry: (27)
Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge], Santerian Black Ziggurat, Large Santarian Academy, Embassy [Necro Imperialis], Embassy [Morph]
Defenses: (Stone Traps, Good), Nightcrag Tunnel Defenses [Elaborate, Segmented]
Military Units:
1 Eastwinds .Co Destroyer [Very Strong]
1 Dwarven Frigates (damaged)
1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive]
6 Combat Clockworks Groups [Very Strong][Resist][Armored][Slow])[Huge]
>0 Royal Navy Destroyer's
>Mobilized Forces on the Field
[New Santoria]
[New Machina]
>Mobilized Forces at home
Resources/Quantity:
>Home
Iron [Shortfall], Copper [Shortfall], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable], (Iron [x1]; Copper [x1]; Stone [x1]; Flux [x1])
>Colonies
[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]
[New Machina] [Fortress] Odd Scroll[Single], Silver [Unmined]; Dark Iron, Rubicite [Some]; 1x Iron, Wood, Copper; Ioun [Some]; Gems [Lots]
>Market Gifts:
Steel [Average]; Coal [rationing]
Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good]) (Mass Raise Undead [Very Simple])
Technology:
>Resource Tech
(Copper, Iron, Stone, Steel) [Steel Mill Blueprints]
>Economy
Bureaucracy [Primitive]
Rationalization [Average]
Standardization [Average]
Steam [Simple]
Clockwork Fabrication [Simple]
Dwarf-Clockwork Integration [Very Simple]
Recycling [Average]
Tooling [Very Simple]
Electricity [Primitive]
>Military
[Airships, Basic]
[Aerial Warfare, Simple]
[Air War] [Average]
[Civil Defense [Average]
Total Mobilization [Simple]
Mobilization [Average]
Large Scale Construction [Very Simple]
Bombardment [Very Simple]
Command Crowns [Some]
Combat Clockworks [Simple]
Salvage [Simple]
Tooling [Very Simple]
Holy Weapons [Simple]
Logistics [Average]
Terrorism [Simple]
>Other
Undead-Living Diplomacy [Simple]
Counter-Espionage [Good]
Counter-Espionage [Simple]
Secret Police [Simple]
The Total State [Simple]
Territory: (30)
Bonuses:
1. Aerial Fabricators: Sky Dwarves are keen on airship construction, and gain a bonus to rolls to construct airships or other large aerial constructions (+15).
2. Industrial: Sky Dwarves are keen on industry. For every industrial point gained, add half a point.
Eccentricities: (generated by GM)
3. Undead
Corrected Stats
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fa19bf No.13282
>>13262
Need to add Communication [Simple] to tech and [Vyriah'n Institute of Natural Science] to buildings.
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fa19bf No.13283
>>13245
>>13238
Spend 10 drachma on roll 3.
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fa19bf No.13287
| Rolled 65, 24, 64, 95, 20, 46, 23, 90 = 427 (8d100) |
>>13162
>>13212
http://pastebin.com/3HSSujEv
123 Transmigration 4/15. Not simply granting them place within Soren or within the people seeking reincarnation of a sort. Many avatars can form together and put their entire being and willpower towards solving equations or to crafting arms and armor, refining materials in a large concentration of their will under direction of Vilon. With this we can match any great manufacturing device with the assistance of magics greater then science.
The avatars form basic computers and factories, their entire being directed to calculating equations and constructing objects instead of just handling them
4-8 Support Monarchist faction. 23 in addition
The authority of a nation flows from a single benevolent body that represents the people of a country, which makes the monarchist faction the rightful government of Khazan. The King of Khazan signed the treaty and his actions and diplomacy as the father of the people made it possible.
We hold up the existing nation by sending supplies, arms, and equipment to help maintain themselves through the turmoil caused by the politically defeated troublemakers. We can provide them with access to our materials particularly our great iron reserves. That the coalition is upheld by the pillars of the nation is the only policy that we hope they maintain.
Newly formed and specialized avatars directed by Vilon to aid in producing goods and bringing them to Khazan as The Dominion looks to keep Khazan standing in Soren.
Metallurgy[Great]
(Equipment Making) [Good]
Bureaucracy: [Average]
To protect themselves it would be wise to have knowledge of ways to reduce casualties and ensure the safety of vital departments.
Counter-Espionage [Good]
Civil Defense [Good]
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fa19bf No.13297
>>13262
>>13213
The Kaldorians reject the trade route, we do not need leeches in our nation, they are only fit to be exterminated like the pests they are
If you wish to set up some sort of trade route then give something in return.
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fa19bf No.13299
>>13262
>>13213
The Kaldorians reject the trade route, we do not need leeches in our nation, they are only fit to be exterminated like the pests they are
If you wish to set up some sort of trade route then give something in return.
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fa19bf No.13320
| Rolled 20, 70, 44 = 134 (3d100) |
>>13212
Lore: http://pastebin.com/CSSxQsH9
Nation: Plains Fairy Kingdom of Flowers in the Sky
Population: (15) (+1/turn)
Food: (N/A)
Raw Currency: (57) (+10/turn)
Legitimacy: Very Good
Culture: 14
Industry: 8
Buildings: The Capital City of Flowers in the Sky [Huge], Leprechaun Hall
Defenses: Feytraps [Good]
Military Units: 4 Pikechaun Platoons [Very Strong], 2 Spring Herald Squads [Strong], 2 Soren Armadillo Packs [Strong][Armored]
Resources/Quantity: Copper [Sustainable]; Bronze [Sustainable]; Tin [Sustainable]; Gold [Sustainable]; Sunflowers [Sustainable]
Magic/Spells: [Sunflower-Chaun] (spells: Taint Currency [Simple]; Disorient [Simple]; Query Rainbow [Simple])
Technology: (Stone, Wood, Bronze, Copper); Feywar [Simple]; Economics [Simple]; Exotic Animal Training [Simple]; Scaled Building [Primitive]; Mobility [4/10]
Trade Routes: [none]
Territory: (7)
>Bonuses:
1. Feywild: Fey territories are a total nightmare to attack or occupy because it's basically a weaponized hedgemaze. As such, Fey units can act as infiltrators and guerillas to bog down opposition armies in movement inside your territory.
2. Fey-Blooded: As fey, you have certain advantages - you do not typically eat and are resistant to most forms of blight. You are also effectively immortal barring getting killed by something (or someone). You also do not pay upkeep for units, but large standing armies are problematic.
>Eccentricities:
1. You Eat WHAT?: Reproduction and population expansion is tied to gold and sunflowers.
2.The Riddle of Steel Sucks: You suffer a general penalty if enemy units deploy iron (or derivations) as a weapon. Given that pretty much everything is made of iron, it must be a good portion of their army using it.
>Action:
1. - With the tower standing as the highest object in the whole area, it' makes the flowers down below look a bit tiny. Lets fix that by figuring out a way to grow the sunflower fields taller!
2. - Flight training attempt three, fingers crossed this time. Please don't perform anything too rash! (4/10)
3. - Hey, we're fairies, right? Why don't we take all these loose wood and convert it into feywood so it doesn't take so much effort to haul around? Lets do that right now!
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fa19bf No.13324
>>13262
The fairies are both awed and confused by the strange floating object in the sky made of wood, metal, and cloth as it descends to the edge of the Sunflower Fields. After an initial half an hour or so spent bumbling through the comparatively tall maze of plants (by chance not accidentally getting lost in any of the scattered magic traps intended for intruders), the gnomish entrepreneurs that had made it to the clearing were greeted with a line of men that were not dissimilar to them in size or shape dressed in a series of green and red suits; some of them wore a simplistic type of chest armor in bronze, while a few more had cylindrical helmets fitted onto their heads; a handful of these helmets appeared to be re-purposed cooking utensils.
All of them carried a rather large polearm that dwarfed themselves in their hands, not directly at the visitors, but pointing skywards. Of the group, one individual who was an inch higher than the rest and appeared to wear higher quality gear stepped out of the crowd to address the wayward explorers. "State ye' business, mysterious people o' thar sky!"
Oddly, the winged figures that the exploration team had seen drifting in the airspace earlier appeared nowhere to be seen on the ground.
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fa19bf No.13325
>>13324
A gnome wearing a heavy coat suited for high air travel speaks up "Terribly sorry for the intrusion. We have heard rumors of this nation and thought it a good idea to stop by for a quick negotiation. We are, quite frankly, here to set up a trade route between our people. If the notion is unfamiliar to you, which is more common than we thought, we plan on bringing supplies that you may need in exchange for money or things you may not need such as much. The Vyriah'n markets have many things any nation needs, metals from gold to steel, luxury goods and power sources such as coal and Ioun."
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fa19bf No.13328
>>13325
The pikechaun stood still for a moment. "Money, yeh say?" He turned ninety degrees to face his comrades and started to chatter among them. A few minutes passed as the colorful men gestured and whispered rather loudly, with one of them audibly whining about a seemingly unrelated issue. Another accidentally drops his pike rather loudly, causing everyone's attention to turn to him as he embarrassingly lifted it up again and tried to move back into the crowd. Finally, the presumed leader of the team stepped out and hollered to the sunflowers in front of them.
"Ah, lasses, they be just wee traders, nothin' tah' worry about! Ya can all come on out now!"
The sunflowers began to rustle as hundreds of fairies in simple but frilled and clean dresses poured from the sunflower fields, each with a rather large flower in her hands. They giggled and spread a peculiar glittery dust from their wings as the great maze of flowers suddenly sprang to life. The pikechaun guards had backed into two rows standing left and right in front of one of the Capital City's gates, holding their weapons in such a manner that they formed arches and leaving the view to the massive tower mostly unobstructed as its magnificence and scale became apparent. Formed of translucent white and yellow stone and clad in bronze and gold, it was a magnificent sight even in its incomplete state and proved the rumors that a nation had recently sprung up to be true.
"Welcome t' tho' Capital City o' the Flowers in ther' Sky! Don' ask me aboot ther' name, the Queen coined it! Enjoy yer stay lads, but if ya wanna conduct buisness, I'd sugges' ye go to the King as th' Queen is busy. I can lead ya thar."
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fa19bf No.13329
>>13328
"No need to talk to anyone that high up. If you have any merchants lead us to them and we'll hash out a deal. Also be ready for more ships like ours to come your way in the future."
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fa19bf No.13330
>>13329
"Lad, th' merchants are facin' ye brandishin' spears right now! Tell us what ya need exactly, and we'll see if we can part with it. We moight be ah' bit outta oit', but don' think we'r' dumb in the matter of trade! King has th' final word, as he controls all th' stocks."
The commander snapped his fingers, and one of the fairies in the sky (possessing a rather large set of spectacles) swiftly flew downward, holding a list made of paper with various illustrations scrawled upon it in crayon and given strange symbols next to them that only their writer understood.
"Word on stocks, curren' an' pendin'?" asked the chaun, who was now leaning on his weapon as though it were a walking stick.
The fairy studied the paper for a moment and "read" the symbols as they appeared out loud in a high pitched, nasally voice.
"Uh, okay- Bronze and related metals took a large dive in the construction of the tower but stocks should be restoring themselves to normal by tomorrow, sunflowers that we can bare to spare are running at an all-time high, and gold-"
A pause occurred for the moment, and the record keeper did not finish her last statement for some odd reason. "I mean, carrying on, we're currently working on generating feywood! Other exotic objects include sunstone and moonstone, though almost all of it was consumed in the construction of the tower and more stocks are to be diverted there as needed until ordered otherwise, and there are some recorded talks of starting a breeding plan for the armadillo packs!'
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fa19bf No.13331
[Necro]
>>Your expansion yielded: Gold [unmined]; Platinum [unmined]
1. The machine appears to be a engine of some sort. It's extremely complicated and might be a
2. You start working on additional revisions to standing army. (Standing Army 4/8)
3. You expand north. (Add 4 hex; roll 1d3)
4.You expand northwest. (Add 4 hex; roll 1d3) (Revise Pioneering to: Simple)
[Patchwork]
>>Your standing army cap is 8 slots. Your vassal has 4 slots.
1) The academy is not really speeding up as much as you'd like, frankly. (Academy 5/6)
2) You work on improving standing armies and it completes. (Add technology: Standing Armies [Average]) [Note by GM: I advise a merge of stat-sheets to avoid confusion.)
3) The cannons don't really fit. You throw money at it. It doesn't help. (-10 currency)
[Kaldor]
1. You've never found the stuff before. You can probably make it into a starforge. The forge would probably be able to make special weapons that utilize elemental powers of nature. It would take some time and would need rubicite, probably.
2. While the attempt to research airshps is well meaning, there is a small accident. (lose 1 pop)
3. The new rules are out for what is being called “Kball”. It doesn't quite have the stupid sound that hoopy did, and attracts a reasonable audience. (Add +3 currency; revise Urban Pacification to [Simple]; +2 culture)
4. Another wave of revisions to the temple begins. (Temple upgrades 4/8)
[Starkegrob]
1+2.) He apparently lives in a small town to the south. You hire him on, but he's slightly eccentric and demands a TON of money. (Add technology: Zepplins [Average])(-25 currency)
3.) You begin to retrofit the flagship. (Revise Patchwork flagship to [8x][Bombard][x2]
[Sunniria]
1. The armory is completed. (Add unique building: player's name armory)(+3 industry)
2. You manage to get a good grip on ranged weapons. While they're not great, they are certainly better than having no weapons at all. (Add technology: Ranged Weapons [Simple])
3. You recruit a few squads of soldiers. The turnout is mid-range. (Add 2 player named unit [Very Strong]
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fa19bf No.13332
[Severans]
1. The urbanization process has begun! This will make most of the island effectively urban and contribute to population growth – among other things. (Urbanization 3/20)
2. You begin working on synaptically bonded variations of fleshbeasts – it moves quickly and is soon done. Coordination units are automatically assigned – no need for you to intervene. (Add technology: Swarm Coordination [Simple])
3. The first few groups out of the vats are undersized and runty. More time is required. The money is no use. (-10 currency)
[Vulmer]
>>GM: Strike the -4 currency penalty; your nation is not formally integrated into the world economy.
1.Your progress into invisibility completes. (Revise invisibility to [Good])
Action 2: You make some headway on basic principles pertaining to arcane theory, generally. (Arcane theory 3/8)
Action 3: Your scouts find a lair of a dragon in the northwest. In the far west they encounter the Patchwork territories. Beyond the mountains are a few nations – Kaldor, in specific, but also the Clownbrood and Mycon. In the farthest north-east portion of the island appears to be a Fae enclave. None of them seem to have noticed you, really. You can probably selectively engage with some and not others.
[Morphs]
1. The engine research is slow going as more and more disputes erupt. (Gas Engine 5/12)
2. Vincent doesn't appear to be much concerned with the dictates of the council today.
3. You start working on new magic to summon creatures. (New Magic: Summoning 5/10)
[Santareia]
1. You manage to develop extremely effective fire magic applicable to everything – even flaming swords that the Vilon can use. (Add technology: Magi-Pyrokinesis [Simple]; Add technology: Flaming Weapons [Simple])
2-4) The efforts poured into lighting magic…aren't moving very well. (Lightning magic 3/8)
[Vyriah]
1. You managed to finish the park! (Add unique building, player's name choice)(+2 culture)(Add Urban Pacification to: Primtiive)
2. You try to set up a route with the Fey, but their magic seems to make locating them difficult. This will take another turn but doesn't require another action.
3. The Kaldorians appear to have refused your trade envoys. You redirect them to the Skyrates – the goods aren't exactly what they want, so the route is sort of small. (Add trade route: Skyrates [Medium; +2 culture; +.1pop/turn]
4. The factory is done. (Add technology: Commodities [Simple])(+1 industry)
[Technocracy]
1.2.3.4: You pour vast amounts of arms into the war. (Set: Tooling to [Average])(Set: Logistics to: [Good]) (-10 currency) (+6 industry)
[Angles]
1.You move to the ruins and begin scouting. They are entirely abandoned and you begin to dig. (1/2)
2. You established a mid-sized trade route with the Technocracy. (Add trade route: Technocracy [Medium: +2 industry; +2 currency/turn]
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fa19bf No.13333
[Skyrates]
>>Your unit cap is now 7 slots.
You finish your standing army research. (Add technology: Standing Army [Simple]
2. There are several explosions at PYU. The money doesn't help. (lose 1 pop)
3.You consolidated your units to: 2 Pirate Crews Epic [x6][Amphib]. (Add technology: Reorganization/Upgrade [Primitive])
[Rattlehavoc]
1. You expand again! Great. You own another bit of territory. (Add 4 hex; roll 1d3)
2. The trading post falls over. Really? Awful.
[Dominion]
123. You finish up your research. This should let you do increasingly avanced things with the help of the avatars. (Set Avatar Theory to: Excellent)
4-8. You are supporting the monarchist faction. You commit massive volumes of resources to the war effort in Khazan. (set technology: Rationalization to [Average])(Set standarization to [Primitive])(+3 industry)
[Flowers]
1. There's some headway made on refining the flower growth techniques. (Farming 2/6)
2. You finish up your flight training. This should help you in aerial combat. (Add technology: Air-War [Simple])
3. You begin trying to convert the wood to feywood. It's coming along pretty well, mostly because it's what you know how to do. (Transmutation 4/8)
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fa19bf No.13334
>>The Khazanian Civil War: The first few battles have seen an even contest between the Constitutionalists and Monarchists. The Constitutionalists are being backed by the Technocracy, and they are armed with volumes of lower grade but much more available cannons, guns, and explosives. The Monarchists are less well equipped, but the equipment is generally better – it has been shipped in reasonable quantity from the Dominion. The Jacobins are the weakest, but are gaining initial support from Morgaz. Morgazian guerillas have been sighted engaging in training and they have the best tactics to make up for their shorfalls in equipment.
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fa19bf No.13335
>>13330
The gnome taps a finger to his chin for a bit, thinking. "For some Feywood, Sunstone and Moonstone we will trade you Gold or other rare metals of your desire. For now, until we can figure out what these resources may be used for, we shall trade 3 crates Feywood, 3 crates Sunstone, 3 crates Moonstone for 2 Crate Gold ingots. This may change depending on what we find on these resources. What say you?"
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fa19bf No.13336
>>13333
The Immortal Technocratic Republic
Race: Dwarves
Color: Brown
Fluff :
Once, a monarchy of Kings and Nobles of living breathing dwarves, with dreams of building ships, fighting for cause of justice and the Coalition and of the freedom of Oppressed people.
After the massacre of the 2nd Coalition War which ended in a stalemate, underwent an even greater and darker revolution than the capitalist surge that came before it, and twisted into the new Immortal Technocratic Republic. One nation in eternal unlife with the goal of power in mind.
Government Type: Totalitarian Technocracy
Economy Type: Capitalism
Religion: The Dreaming Forge God. The Dwarves believe that the reason the world floats through the sky, is that a great god of forgework is alseep and dreaming of islands flying through the sky. We dwarves are in the image of the forge god, and are the ones to construct the designs and inventions he dreams up with.
Location: Orgul Major
Population: (19.6) (1/turn)
Food: (Excellent)
Raw Currency: (6) Income: (10/turn) [-4 Vhyrian Iron Bank]
Legitimacy: Stable [Active Pacification]
Culture: (12)
Industry: (33)
Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge], Santerian Black Ziggurat, Large Santarian Academy, Embassy [Necro Imperialis], Embassy [Morph]
Defenses: (Stone Traps, Good), Nightcrag Tunnel Defenses [Elaborate, Segmented]
Military Units:
1 Eastwinds .Co Destroyer [Very Strong]
1 Dwarven Frigates (damaged)
1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive]
6 Combat Clockworks Groups [Very Strong][Resist][Armored][Slow])[Huge]
>0 Royal Navy Destroyer's
>Mobilized Forces on the Field
[New Santoria]
[New Machina]
>Mobilized Forces at home
Resources/Quantity:
>Home
Iron [Shortfall], Copper [Shortfall], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable], (Iron [x1]; Copper [x1]; Stone [x1]; Flux [x1])
>Colonies
[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]
[New Machina] [Fortress] Odd Scroll[Single], Silver [Unmined]; Dark Iron, Rubicite [Some]; 1x Iron, Wood, Copper; Ioun [Some]; Gems [Lots]
>Market Gifts:
Steel [Average]; Coal [rationing]
Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good]) (Mass Raise Undead [Very Simple])
Technology:
>Resource Tech
(Copper, Iron, Stone, Steel) [Steel Mill Blueprints]
>Economy
Bureaucracy [Primitive]
Rationalization [Average]
Standardization [Average]
Steam [Simple]
Clockwork Fabrication [Simple]
Dwarf-Clockwork Integration [Very Simple]
Recycling [Average]
Tooling [Very Simple]
Electricity [Primitive]
>Military
[Airships, Basic]
[Aerial Warfare, Simple]
[Air War] [Average]
[Civil Defense [Average]
Total Mobilization [Simple]
Mobilization [Average]
Large Scale Construction [Very Simple]
Bombardment [Very Simple]
Command Crowns [Some]
Combat Clockworks [Simple]
Salvage [Simple]
Tooling [Average]
Holy Weapons [Simple]
Logistics [Good]
Terrorism [Simple]
>Other
Undead-Living Diplomacy [Simple]
Counter-Espionage [Good]
Counter-Espionage [Simple]
Secret Police [Simple]
The Total State [Simple]
Territory: (30)
Bonuses:
1. Aerial Fabricators: Sky Dwarves are keen on airship construction, and gain a bonus to rolls to construct airships or other large aerial constructions (+15).
2. Industrial: Sky Dwarves are keen on industry. For every industrial point gained, add half a point.
Eccentricities: (generated by GM)
3. Undead
Corrected Stats
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fa19bf No.13337
>>13335
After hearing the words "gold", the leprechaun soldier's mouth started to widen into a large grin.
He turned back to the group of pikechauns and barked orders. "Men! Start convertin' floor 38 into ah' terminal capable of accepting these sky-people's skyships! What? Ye know, the empty one we wr' plannin' on makin' an armadillo pen! Tell the King the good news, and tell th' lassies to inform the Queen too!"
He extended a hand out to the lead entrepreneur. The chaunate had a good feeling about this. "Oissumin' ye cannae back yar claims up, ye have yerselfs' eh deal!"
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fa19bf No.13338
| Rolled 77, 8 = 85 (2d100) |
>>13333
Name: Rattlehavoc's Company, Courtier of the Order of the Advent
Race: Morphs (Tainted)
Color: Blue with dark purple trim.
Fluff: A small cadre of Tainted Morphs that are led by an old, well-traveled individual that goes by the name of Rattlehavoc. Formerly a splinter group, these Tainted have recently returned to the Council, asking to serve in whatever capacity is needed. They say that they have returned due to unease over the changing political landscape and a desire for security, but in truth their reentry into the Advent is the result of religious worry– that the divergent testaments they follow are inaccurate. They have rejoined the Advent to ease their own doubts and to bring more Tainted into the fold.
Government Type: Meritocracy. Rattlehavoc is the fifth leader of the Band, and leaders are quietly, bloodlessly replaced when they are no longer felt as fit to lead. The exact guidelines for this process, and the process by which the Tainted rise up the social ladder (only by proving that they can greatly benefit the community) are outlined in the Sardonyx Tablet.
Economy Type: Planned. Since their return to the Advent, they have adopted their economic measures to better fit in, leaving behind the more socialist system they had previously used.
Religion: Sardonyxism - The Band strictly adhere to the tenets, laws and religious practices outlined in the Sardonyx Tablet, rumored to have been carved by the First Tainted, whose legendary deeds are responsible for the glowing opinion many morph cultures have of their kind. The Tablet emphasizes a focus on venerating the Tainted that have come and gone, implying that the Tainted are actually closer to what the Morphs are supposed to truly be, and suggesting that the Grimoire Advent was composed entirely of tainted as well. There are several divergences in terms of dictates, holidays and worship practices, but otherwise Sardonyxism is very similar to the Church of Remembrance, and the Band is starting to more closely realign the Sardonyx Tablet's teaching with the Church's own.
Location: Haven, [Fortified City] +.3 Pop/turn for host nation
Unique Traits
Military: [Rattlehavoc's Company] [Epic] [16x]
Buildings:
Hexes are applied southward.
1. Rattlehavoc stared at the remnants of the trading post, slowly, surely turning his head around to stare at the quartet of Tainted that were SUPPOSED to be raising the thing up, not letting it fall down.
Despite his lack of facial expressions, Rattlehavoc's sheer disappointment was palpable.
Repair the Trading Post, better than before. Use [Wood] (Strained) and [Iron] (Sustainable).
2. The most devout Sardonyxists among the Band devote several days in quiet contemplation and prayer, seeking a way to utilize the power of Arche in a more overt manner.
Work on the development of a new spell.
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fa19bf No.13339
>>GM Addendum: Sunniria
>>You are mobilized: 1 turn.
>>Your industrial efficiency is 50%.
>>You gained the following units from mobilization: 1 Mobilized Sunnirian Warband [Epic][x8]
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fa19bf No.13340
| Rolled 43, 86, 63, 2 = 194 (4d100) |
>>13332
Name: Vyriah
Race (Determines bonuses): Gnome
Color: (Determined map color): Blue
Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?
Government Type (Determines some stats): Merchant Republic
Economy Type (Determines some stats): Free Market
Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.
Location: The Open Sky
Population: (38.1) (1.5/turn)
Food: (Very Stable)
Raw Currency: (105) (41/turn)
Legitimacy: (Stable)
Culture: (17)
Industry: (27)
Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz], [Foundry Platform], [Factory Platform], [The Iron Bank of Vyriah], [Vyriah'n Institute of Natural Science], [Grand Central Park]
Defenses: Tower Network [Very Large]
Military Units: 3 Vyriah'n Airships [Strong]; 1 Vyriah'n Guard Platoons [Medium], Vyrian Mad Scientist Cohort [Very Strong+][Clever], 2 Storm Guard Platoons [Epic+][Resist], 1 Stromtide Class Battleship "DMV Imperator"[Epic][x8][Bombard][4x][Resilient]
Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [Sustainable][Market], Steel [Sustainable], Darksteel [A little], Rare Metals [Market]
Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple], Rain [Good])
Technology: (Stone, Wood, Gems) Aerial Warfare [Average], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Above Average], Advanced Hulls [Average], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Excellent], Counter-Espionage [Simple], Morgazian Air-War [Average], Civil Defense [Primitive], Magi-Storm Omni-Cannons [Average], Rationalization [Average], Standardization [Average], Magi-Storm Effect Weaponry [Above Average], Bureaucracy [Primitive], Bombardment [Above Average], Metallurgy [Good], Scaled Construction [Simple], Trading [Simple], Economics [Average], Air-Ground War [Very Simple], Stratos Missiles [Simple], Communication [Simple], Urban Pacification [Primitive], Commodities [Simple]
Trade route: Air Dwarves [Medium; +3 industry / +3/currency/turn] Dominion [Mediocre; +1 industry; +3 currency/turn] Patchwork Republic. [Medium; +1 industry / +4/currency/turn; +.1/pop/turn], Morgaz [Massive; +4 industry; +4 currency/turn], Necro Imperialis [Medium; +2 culture; +.2/pop turn], Advent [Large; +1 industry +3 currency/turn; +.1/pop/turn], Skyrates [Medium; +2 culture; +.1pop/turn]
Territory: (1)
Bonuses:
1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but trade may be impacted.
2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.
Eccentricities:
1. Everyone Hates Gnomes: Gnomes are physically weak in combat, and are easily kicked, punched, or abused. All of your combat rolls in melee suffer a -1 penalty.
1-3. As agreed send the Jacobin enough Magi-storm Rifles, Magi-Storm Effect Anti-Personnel weapons, and Stratos missiles to arm them all and then a bit more. As well send them a bit of medical supplies as a sign of good faith. Spend 20 gold for the medical supplies and to smooth anything that needs smoothing.
4. On that note of medical supplies, the average health in Vyriah is a worry as a disease can easily spread through the city, even if platforms can be easily quarantined. Begin building a hospital to aid the sick and injured of the city.
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fa19bf No.13341
>>13340
Spend 20 gold to get the gears rolling a bit more for the hospital.
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fa19bf No.13342
| Rolled 82, 5, 19, 14 = 120 (4d100) |
>>13334
>>13336
1. We had 6 units of Combat Clockworkmen on the ruins of New Santoria. Now that we've strip mined the area as untennable, we honestly have no use for them.
Now, we still hold it true that we ourselves cannot and will not intervene in a direct military fashion, else break the treaty.
But as before, notihng bars us from trading items and equipment.
The 6 Combat Clockworkmen are dissasembled into nice easy to reassemble "Clock and watch parts", and "traded" to the Constitutionalists. You can of course, use these parts to build a nice clock, as is the ascribed purpose. But if the constitutionalists decide to make something else of them, they are free to do so. Just so long as they are sure to mark these devices as theirs and theirs alone.
We hope that this might give them the edge to stem the tide of lawlesness and anarchy.
2. This is an excellent time to develop new and interesting weapons to supply to our Khazan friends.
Much of the world has advanced well beyond us in that regard.
Perhaps by studying the effects of our weapons from a non-partial standpoint, rather than as shooters, might teach us a thing or two about [empiricism]. And how we can make better improvements to our guns.
3. Our cannons stand reason to improve as well. Let's hear how our Khazan constitutionalist friends feel about their guns, and get back input. Gives us a good way to study better [bombardment] tech, which we can then ship back to them via superior cannons.
4. And as always, they will need continued supplies and armaments to keep up the good fight. Let us make sure we give it to them. Continue to ship aid to the Khazan government.
Learning how to catalog, manufacture, and deliver the most supplies to the most soldiers in the fastest amount of time might also help us a deal in bettering our Total-Mobilization [Simple] efforts. If we can supply their
dwarves quickly, we can supply our own dwarves.
Spend 6 Gold
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fa19bf No.13343
>>13337
The head gnome shakes the hand "The Gnomes of Vyriah are many things, but liars and cheats we are not."
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fa19bf No.13344
>>13343
Tha' speaks well o' yar people, sir. But tell me, abəit yer' kin an' where ya come from? See, it's bəin' ages since we've ad' contact wit' anyoon' other than them' lasses with wings, an' until the incident whar' half the forest was blown up, we've been aloof o' the outside world. Wha' is it like?"
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fa19bf No.13345
| Rolled 86, 29, 72 = 187 (3d100) |
>>13331
Name: Kingdom of Suniria
Race (Determines bonuses): Humans
Color: (Determined map color): Orange
Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.
Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"
Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.
Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.
Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.
Location:Gul
Population: (23.8) (+1.2/turn)
Food: Good
Raw Currency: (25) (+6/turn)
Legitimacy: Good
Culture: (9)
Industry: (12)
Unique Buildings: Hall of the Kings; Great Forge(+3 Industry); (Arena); +1 industry +2 culture.)(Grand Armory +3 Industry)
Defenses: Stone Walls [Large]
Military Units:
2 Sunnirian Linebreaker Formation [Epic][x5][Raging]
1 Sunniria Shieldwall Formation [Epic][x14][Brave]
>Mobilized
1 Mobilized Sunnirian Warband [Epic][x8]
(Morrigan the Raven [Epic][Granix])
(Wulfgar the Wise [Very Strong++][Granix]
2 Sunniri Swordsmen [Very Strong]
Resources/Quantity: Stone [Sustainable]; Copper [Sustainable]; Iron [Sustainable]; Steel [Sustainable]; Dark Iron [Sustainable};Feywood [Sustainable];
Magic/Spells: (The Way of Granix) (spells: Strengthen Unit[Simple])(Amplified Jump [Very Simple])
Technology: Metallurgy [Good]; Professional Armies [Simple]; Drill [Average]; Equipment [Average];Reorganization [Simple];Ranged Weapons [Simple]
Trade Routes: [none initially]
Territory: (11)
>>You are mobilized: 1 turn.
>>Your industrial efficiency is 50%.
Bonuses:
1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).
2. This You Can Trust: You may reroll unit recruitment once if it below 50.
Eccentricities:
1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.
1. Create some heavy gauge ranged weapons and recruit crews for them to be manned by. The enemy will not hide in the air any longer. Since it is less glorious than close combat, put 5 Currency into it, so the crews can afford gear they need and to make those who are less than convinced about it be silenced.
+ Metallurgy [Good];
+Professional Armies [Simple];
+Drill [Average];
+Equipment [Average];
+Ranged Weapons [Simple]
+Industry 12
+This you can Trust.
+5 currency
2.Reorginize our troops. Fold 1 Sunniri Swordsman[Very strong] into a retinue for Morrigan[Epic][Granix]. Of course she will train and drill them up to her standards in the arena, those who cannot keep up are not warriors and not worthy to follow a hero. Likewise make an honor guard out of the other Sunniri Swordsman[Very strong] into an honor guard for Wulfgar the Wise[Very strong++][Granix] they will receive like training from him, and will receive the same thing if they drop out. Those that keep up will split a reward of 5 currency amongst themselves as a commendation for being true warriors.
Morrigan+Sunniri Swordsman
Wulfgar+Sunniri Swordsman
+Drill [Average];
+Reorganization [Simple];
+ 5 Currency
+12 industry
3. Spread tales about the glory and honor of taking part in battle, from the greatest hero to the lowest shield bearer. Our people respect and glorify battle, for the gods and our ancestors, it is time the remember!
+ 9 Culture
+Arena
+Professional Army
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fa19bf No.13346
| Rolled 10, 92, 52, 54 = 208 (4d100) |
>>13331
Nation Fluff:
http://pastebin.com/FBM7X4GB
[Kaldor]
Population: (21.2) (1/turn)
Food: (wobbly)
Raw Currency: (16) (8/turn)
Legitimacy: (Good)
Culture: (19)
Industry: (13)
Unique Buildings: [Temple, Hunter's Calling]
[Government building, Warrior's Hall]
[Northern Fell Chain Fortress, Huge, Imposing]
Defenses: (Elaborate Wooden Fortifications, Strong)
Military Units:
3 [Huntmaster] Very Strong
[Deathgaze]* Very Strong, Clever
Verana, Priestess of Galgoroth [Epic]
3 Juvenile Rocs [Very Strong++]
1 Skyships [Very Strong]
Resources/Quantity:
Copper [Sustainable][x3]
[Pelts, Sustainable]
[Stone, Sustainable]
[Wood, Sustainable][x2]
[Beetlechitin, some]
Star Metal [Average]
Elemental Slaves [Overflowing; 10]
[Wurms, some]
[Prisoners, some]
[Iron, Sustainable][x3]
Mildly-Burnt Freak-troll hide [some]
Freak Troll Minors [Some]
Wurmscale [Strained]
Fruit [Some]
Gems [Sustainable] 2x
Magic/Spells: (Elemental, Average) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]
Technology:
+Iron
+Stone
+Copper
+Wood
+Hideworking
+Exotic Creature Training[Average],
+War Drums [Average]
+War Animal Training, Average)
+Drum Amplifiers [simple]
+Composite-Material Armors [Simple]
+War Magic [Simple]
+Air Transport [Simple]
+Professional Armies [Simple]
+Airships [Average]
+ Night-Fighting [Primitive]
+ Spitter-Guns [Simple]
+Re-organization [primitive]
+Urban Pacification [Primitive]
+Sieging [Simple]
+Total Mobilization [Primitive]
+Logistics [Average]
Territory: (36)
Bonuses:
1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.
2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.
Eccentricity:
1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted
1. Improve our Airship tech, the accident is a tragedy yes but the tech is necessary
2. Consolidate units into Hunting Packs
3 [Huntmasters] into a [Huntmaster Hunting Pack]
3 [Juvenile Rocs] into [Juvenile Roc Flock]
3. Continue the Improvements of the temple 4/8
4. Set up a "ranch" for Freak-trolls, we shall attempt to use them as cannon-fodder and manual labor if possible, if they cannot be trained they shall be slaughtered and the corpses sold to the Necro Imperialis.
On that note, allow the Necro Imperialis access to the battlefield against the Elemental Chaos and the Freak Trolls so they may replenish their forces from the corpses there, those of the Leonans that have died shall continue their service to Galgoroth even in death.
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fa19bf No.13347
| Rolled 99, 82, 95 = 276 (3d100) |
>>13332
Name: The Vulmer
Race: Magically Uplifted foxes
Color: Red with Black Trim
Fluff: Centuries ago, there was a race of Elves who were very skilled at magically altering living beings. Towards the end, there was a fad about pet foxes, and liked to breed and show them - but were not above magically enhancing the vulpines, bringing them up to nearly as intelligent as baseline humans, and giving them grasping paws and longer lifespans - although not as long as the Elves.
However, disaster struck as a plague - a magically enhanced cold that only impacted the Elves - burned through the community. Within only a few days, 99% of the elves had died, and the remainder were not enough to sustain their people. The remainders fully uplifted the Vulmer, who took on the Elvish society.
Government Type: High Kingdom, with a council of 'High Nobles'. There is a strong code of laws, but Code Duello is active. The Noble titles are held for life and are not passed on, with the exception of the High King.
Economy Type: Heavily Craftsman-based, with specialized Guilds. Uses precious-metal currency.
Religion: Officially, the Vulmer worship the Creator God of the Elves. unofficially, they worship their Elvish Ancestors.
Location: Southern Gul
Population: (14.8) (+1.2/turn)
Food: (Good)
Raw Currency: (35) (+8/turn,)
Legitimacy: (Good)
Culture: (5)
Industry: (5)
Unique Buildings: High King's Palace
Defenses: Vulmerian Walls [Large]
Military Units: 4 Legio Culpes Consularius[Very Strong]; 2 Legio Vulpes [Strong]
Resources/Quantity: Iron [Sustainble]; Stone [Sustainable]; Wood [Sustainable]; Silver [Sustainable,+3 currency/turn]
Magic/Spells: [Vulmerian](spells: Invisibility [Good]; Body Alteration [Good])
Technology: Metallurgy [Average]; Arcane Theory [Simple];
Trade Routes: [none initially]
Territory: 3
Aware of: Dragon Den, the Patchwork, Kaldor, Clownbrood, Mycon, Unidentified Fae Enclave
Bonuses:
1. Like A Fox: Generally, very clever tactics don't work on you in combat. You're just super clever.
2. Clever: You know a thing or two about most things. You get +5 to all rolls.
Eccentricities:
1. What's That Smell?: You are vulnerable to fire. If the opposition uses fire against you, you are penalized by -1 in combat rolls. Generally the opposition must make an actual effort to use flame.
–In Progress–
-Arcane Theory: 3/8
—-Actions–
All Roles get +5 from Clever [Not put in to modifier field]
Action 1: Continue Arcane Theory Research [3/8]
Action 2: Industrial Production Improvement [0/?]
Action 3: Construct Magic Research Academy [0/?]
"Entry, High King Todd Reynard's Journal
The Scouts we sent out brought back word of our neighbors. Some of them don't look too friendly to anyone, and some just look plain weird. I think we're going to sit pat for a bit and try not to draw attention to ourselves. Our strength appears to be in not appearing. We are unnoticed, let us remain that way.
We've finished the research into Invisibility, and basic Arcane research continues. Hopefully it pans out into something useful, but basic research often pays off. I've ordered that we get our production capability expanded, and as the head Royal Mage was complaining about ad-hoc research facilities, the construction of a Magic Academy would be beneficial.
Progenitors give us light."
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fa19bf No.13348
| Rolled 16, 71, 70 = 157 (3d100) |
[Morph][Order of the Advent]
http://pastebin.com/wGkYEbjx
Population: (36.5) (1.8/turn)
Food: (Very Stable)
Raw Currency: (36) (+15/turn)
Legitimacy: (Very Stable)
Culture: 9
Industry: 6
Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town];[Northpoint Fortress][Fortress];[First National Port of Ethos][Port];[Haven][Fortified Town];[Sanctum Minor][Town]
Defenses: Wooden Walls [Simple]
Military Units: [Vincent][Epic][x2][Resilient]; 2 [Meli, Dez][Very Strong]; 6 [Xenon, Tinsel, Cain, Regent, Lem, Fitzgerald][Medium]
Resources/Quantity: Copper [Sustainable][x2]; Gems [Sustainable]; Iron [Sustainable][x1]; Wood [Strained]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x2]; Silver [Sustainable]
Magic/Spells: [Morph Pluralist: Average] (spells: Arche's Fist [Simple])
Technology: [Steel];[Metallurgy, Good];[Diplomacy, Average];[Communication, Simple];[Electricity, Primitive];[Walkers, Very Good];[Mechanized Warfare, Primitive];[Coinage, Good];[Sealed Construction, Primitive];[CMBatteries, Simple];[Projection Theory, Simple];[Projection Weapons, Primitive];[Advanced Hulls, Simple];[Cloaking, Simple];[Shielding, Very Simple]
Trade Routes: [none]
Territory: (19)
Bonuses:
1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.
2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.
Eccentricities:
1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)
—–
[Progress]
-Magic Leech (5/15)
-Gas Engine (5/12)
-Summoning (5/10)
—–
1. We must continue working on the gas engine. Finding an energy source that can power our Peacekeeper is absolutely necessary. [Gas Engine (5/12)]
2. The continued study of summoning occurs. If we can get this going, perhaps we'll eventually pull EYE himself through. (5/10)
3. As promised to the Kaldorians, [Projection Weapons, Simple] are delivered in a timely manner.
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fa19bf No.13349
| Rolled 2, 3 = 5 (2d3) |
>>13331
Expansion rolls
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fa19bf No.13350
>>13344
"We are from the City State of Vyriah, a city floating within the clouds. No one is really sure how though. We are currently located to the north west, and to the west of the Dominion, those stuck up flying women you saw before. Vyriah is a Merchant Republic, where all merchants, technically most of the population by this point, can vote on who will be the leader of the nation, the Doge. As well we have the Iron Bank, the strongest bank in the world, anyone can take a loan or store money within it's vaults. Anything else you wish to know?"
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fa19bf No.13351
| Rolled 9, 42, 6 = 57 (3d100) |
>>13332
http://pastebin.com/Hb96saUG
[Urbanization; Swarm spawning; Moconium research]
The urbanization of Neu-Moco begins in earnest, making decent progress as Moirans, Foederati, and fleshbeasts work in concert to clear roads, lay foundations, and stockpile materials for the massive undertaking before them.
Arch Dominator Sevaria Ivy Lucretia Pretrovdu stood - not in her quarters of the Tower - but in the Dominance of Commerce. Here, Dominator Titus Ivy Julia Orpheus Magnus, was ruler. "Domina," he began slowly, very pointedly not tearing his glance from the long list of ledgers on the table. "The reason I've called you here is simple. Your Cabal pissed away a tax cycle on a lavish party thrown in seven different districts across the Spire." He spun the ledger to face Sevaria, who lounged unashamedly in the chair before the polished desk. "Under your consent we've undertaken a massive construction project that stands to see this whole continent covered in urban planning. Buildings, shops, tenements, spawning pits, arms factories, schools, hospitals. A hundred thousand different projects. All of which this money could have been used on. Hard won drachmas that your Cabal blew in one night. Coin that I cannot collect for another three months." Titus sighed, rubbing his face with his hand. He spun the ledger in the opposite direction - away from Sevaria - to face him. Sevaria looked unconcerned but Titus was a Julian. He could tell a mask when he saw one. She was concerned and he was about to reveal why.
"For that reason I'm revoking your access to the Central Treasury. You'll have to go through the same loops as every other business to withdraw funds from my Dominance until our urbanization is complete." Sevaria started. She looked as through she were about to say something but was stalled by Titus holding up his hand. "That is final, Domina. You may have command of the decisions in this nation but by the Decree of Moira the command of my Dominance is mine and mine alone. That is all."
"Are you sure you want to make an enemy of me, Titus?" Sevaria asked coolly. Titus shot her an unconcerned glance. Unlike Sevaria's earlier expression his was not a fake.
"I'm positive, Domina. This nation has other things to concern itself with that your pet projects. In this case I can say that literally as opposed to it being a figure of speech. Your Dominance has sapped the treasury of a historic surplus and I'm now forced to work with far less than I would have in order to make your will a reality." He looked back to a different ledger. "Now unless I am mistaken you have another appointment soon. I suggest you get to it, Domina. Good day, Seven bless."
Sevaria was livid. Her cheeks flushed, hands balled into fists. She exploded to her feet. "Fine," she replied curtly. "Good day, Dominator. Seven bless." She excused herself sharply, her heels clicking on the fine tile as she stormed out. Only once she left did Titus raise his eyes and let out a tired sigh. It was going to be a long day.
1. Sevaria meets with Dominator Crassus Priscilla Kekil Pompei. He lays out the planning for all further urbanization, and with the help of Dominator Jusican Boyle, includes proposed supply depots, strategic chokepoints, and general defensive planning for each urbs. (-20 currency)
2. Spawn a Swarm - properly this time.
3. During our last expansion into Neu-Moco we discovered a new substance apparently related to the collapse of our home plane and our strange transport here. Some of the scholar begins to examine its properties.
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fa19bf No.13352
| Rolled 3 (1d3) |
>>13338
Expansion.
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fa19bf No.13353
| Rolled 77, 35 = 112 (2d100) |
Name: Angle Confederation
Race: Primarily human (Living)
Color: Pink A on Black
Fluff: The Angle Confederation was founded by a group of merchant crews turned smugglers and later, pirates. Seeking a life with less of the more troublesome decrees of those that would call themselves the masters of others, the Confederation vanished into the wilderness. In time, the Confederation was forced to turn to smuggling and piracy for hire to survive, though they often produce a healthy variety of alcoholic brews that are almost a form of defacto currency. The Confederation is highly dependent upon outside sources for technology to keep their air ships in working order, and is often forced to improvise during military situations.
Elves are often considered to be the main foe of the Angle Confederation, as most view them as stuck up Imperialists that seek to enslave their kin, though a small number of elves have come to live among the Confederation. Most are eventually broken of their superior attitude by a seemingly coordinated series of pranks or quickly say a number of rude things as they leave.
Best described by outsiders as 'a bunch of drunken smugglers, pirates, farmers and moonshiners', the Confederation still holds to a rough code of internal and external conduct. One must serve the Confederation to earn the right to vote or own land. One must own land to seek office in the Republic.
Government Type: Militaristic Confederate Republic.
Economy Type: Semi-cooperative Free Market. Food is often shared, but most barter services in return.
Religion: The Angle Confederation often recognizes the Four Winds as dieties, but above them worships a great bird (exact bird is a matter of a number of honor duels) known as Maliel the Wise. She is said to have been a source of wisdom and knowledge to the first Captain of the Angle Confederation. A number of lesser superstitions are known to exist among different families.
Location: Orgul
[Courtier of Necro Imperialis]
Necro's Stats: https://docs.google.com/document/d/1BCa5hJHfN0I9_XSkYqusYJRgRoBED49vqmVuqBKgFRA/edit
Angle-specific Things:
>>Population: 16.3 (+1.3/turn)
>>Unique Buildings
Oakwell, Orgul [Town][Lightly Fortified]
Azazis Town, Orgul Major [Town]
Night Reach, Ribwall [Town]
[Trade Port] (in Necro Capitol)
>>Military
+ 2 Confederate Irregulars Companies [Epic][4x]
+ 1 Zepplin 'CAS Night Phoenix' [Epic][Quick]
>>Resources
Sky Turtle Nest [Sustainable]
Rubicite [Unmined]
>>Technology
Urban Pacification [Primitive]
Zepplins [Average]
>>Bonuses
1. Piratical: Every time you destroy enemy units or units generally, roll a d100 to see what kind of things you pull from their stupid corpses. [This occurs once following combat and works on NPCs.]
>trade route taken over by Necro Imperialis
1.
The Expedition continues their efforts in the Ruins! For Treasure!
[Digging 1/2]
2.
When work in the first Ruin is completed, the Expeditionary Force will begin searching the next section of the Ruins!
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fa19bf No.13354
| Rolled 19, 61, 52, 31 = 163 (4d100) |
1.2. Actions are taken.
3. Build the trade route to anniria. We have agreed on importing her troll corpses enmass. Make sure the damn things are dead before bringing them back last thing we need is live ones coming through.
4. Send Scaled Construction [Average] and Bureaucracy [Good] to anniria.
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fa19bf No.13356
| Rolled 39, 18, 72, 100 = 229 (4d100) |
>>13354
Talk to me when you are on mibbit red.
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fa19bf No.13357
| Rolled 21, 27, 33 = 81 (3d100) |
>>13331
>FluffnStuff: >>10350
Population: 55.8 (2.4/turn)
Raw Currency: 146 (19/turn)
Legitimacy: Good
Culture: (12)
Industry: (14)
Unique Buildings:
>Patchwork City: [Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]
>New Patchwork: [Patchwork Heritage Museum], [Trade Port] [Temple School 5/6] [Elton]
Professional Military (Unit Cap:8): 6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic8x)[Armored][Bombard x2], Patchwork Republican Guard (Epicx8)[Brave], 3 Air Mages (Medium), The G-Unit[Epicx7][Infiltrate][Sapper]
Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, Sustainable x3] [Steel, Sustainable] [Magicite, Sustainable] [Iron, Unmined] [Strange Ooze, Trace] [Dark Iron, Unmined] [Odium, Scarce]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, Simple] [Diplomacy, Simple] [Standardization, Simple] [Rationalization, Simple] [Coinage, Simple] [Unit Upgrade, Improvised] [Economics, Primitive] [Equipment, Simple] [Standing Armies, Average]
1) The Patchwork Academy of Magic is nearly done! (5/6)
2) Time to do what Patchwork does best- come together and cooperate. Our six Tseyarian birds will form the core of the Patchwork Warbird Corps, and our Air Mages will form the Patchwork Battlemages.
3) Expand towards Elton. Can't leave the loyal subjects of the Republic alone!
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fa19bf No.13358
| Rolled 98 (1d100) |
>>13357
Intrepid reroll on #3
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fa19bf No.13359
>>13350
The commander scratched his head at the mention of the stuck up flying women, until he remembered mentions of a giant being escorted by the Queen herself, wondering about it.
"A flyin' city? Nation of merchants? Vault full of money? Sounds like magic o' a mighty strong kind. Ah righ' outsider, ya can ave' a tour o' the tower and stay fer a few days, or fly back t' that city of yars or wherever ye hail from. When ye get more o' yer wee kin to this place, make sure they dun' accidentally rub against the tower; it'll probably be expensive if ye do. I'd like t' send someone t'a check out this far away land o' yers, but fer now all of us fae ave' more important things to do."
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fa19bf No.13360
| Rolled 4, 28, 90 = 122 (3d100) |
>>13331
>>13357
>>13233
>FluffnStuff: >>12010
Population: 55.8 (2.4/turn)
Raw Currency: 146 (19/turn)
Legitimacy: Good
Culture: (12)
Industry: (14)
Cities: Patchwork City, New Patchwork
Towns: Gobtown, Bogart, Starkegrob, Elton
Master Buildings:
[Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Patchwork City Marketplace]
Defenses: Tower/Wall Defense Network (Large), Starkegrob Citadel [Fortress]
Master Military:
6 Tseyarian Birds (Medium), Patchwork Flagship Mk. II (Epic++++++++)[Armored][Bombard++], Patchwork Republican Guard Company (Epic++++++++)[Brave], 1 Starkengrober Riesengarde (Very Strong+)[Brave], 1 Starkegian Infantry Brigade (Epic++++)[Brave], 3 Air Mages (Medium), The "G-Crew" (Epic+++++++)[Infiltrate][Sapper]
Resources/Quantity:
[Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable, Unmined] [Rubicite, Sustainable (x3)] [Steel, Sustainable][Odium, Scarce][Magicite, Sustainable] [Strange Ooze, Trace] [Dark Iron, Unmined]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic][Compressed Air Cannons, Simple][Bureaucracy, Simple] [Diplomacy, Simple] [Drill, Simple] [Standardization, Simple] [Rationalization, Simple] [Coinage, Simple] [Unit Upgrade, Improvised] [Economics, Primitive] [Equipment, Simple] [Firearms, Average] [Infantry Tactics, Very Simple] [Metallurgy, Good][Standing Armies, Average][Zepplins, Average]
Territories: (30*)
_
Courier Specific Buildings:[Starkegrob]
Defenses: Starkegrob Citadel [Fortress]
Courier Specific Military:
1 Starkengrober Riesengarde [Very Strong+][Brave], 1 Starkegian Infantry Brigade [Epic++++][Brave]:
(1 Starkengrober Riesengarde [Very Strong+][Brave]):
-2nd Starkegian Infantry Regiment, "The Stark Town Giants"
(1 Starkegian Infantry Brigade [Epic++++][Brave]):
-1st Starkegian Infantry Regiment, "The Retrievers"
-3rd Starkegian Infantry Regiment, "The Kleins"
-4th Starkegian Infantry Regiment, "The Neue Kerls"
Bonus: [Strategic]
_
1+2+3.) Start construction of a zeppelin factory to churn out these aircraft in numbers more effective than an ad-hoc basis! This shall be the type of vessel that will carry our people across Soren!
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fa19bf No.13362
| Rolled 31, 16, 30 = 77 (3d100) |
>>13333
https://www.youtube.com/watch?v=vI1KnSDzbnU
Lore: http://pastebin.com/CSSxQsH9
Nation: Plains Fairy Kingdom of Flowers in the Sky
Population: (16) (+1/turn)
Food: (N/A)
Raw Currency: (67) (+10/turn)
Legitimacy: Very Good
Culture: 14
Industry: 8
Buildings: The Capital City of Flowers in the Sky [Huge], Leprechaun Hall
Defenses: Feytraps [Good]
Military Units: 4 Pikechaun Platoons [Very Strong], 2 Spring Herald Squads [Strong], 2 Soren Armadillo Packs [Strong][Armored]
Resources/Quantity: Copper [Sustainable]; Bronze [Sustainable]; Tin [Sustainable]; Gold [Sustainable]; Sunflowers [Sustainable][x2]
Magic/Spells: [Sunflower-Chaun] (spells: Taint Currency [Simple]; Disorient [Simple]; Query Rainbow [Simple])
Technology: (Stone, Wood, Bronze, Copper); Feywar [Simple]; Economics [Simple]; Exotic Animal Training [Simple]; Scaled Building [Primitive]; Mobility [4/10]
Trade Routes: [none]
Territory: (7)
>Bonuses:
1. Feywild: Fey territories are a total nightmare to attack or occupy because it's basically a weaponized hedgemaze. As such, Fey units can act as infiltrators and guerillas to bog down opposition armies in movement inside your territory.
2. Fey-Blooded: As fey, you have certain advantages - you do not typically eat and are resistant to most forms of blight. You are also effectively immortal barring getting killed by something (or someone). You also do not pay upkeep for units, but large standing armies are problematic.
>Eccentricities:
1. You Eat WHAT?: Reproduction and population expansion is tied to gold and sunflowers.
2.The Riddle of Steel Sucks: You suffer a general penalty if enemy units deploy iron (or derivations) as a weapon. Given that pretty much everything is made of iron, it must be a good portion of their army using it.
>Actions:
1/2. - "Lets get growing those sunflow- Oooof!" The sunflower head botanist that was busy using light magic to manipulate the growth of sunflowers when she was suddenly (a bit accidentally) shoved face-first into a patch of earth, dirtying the knees of her dress. A bunch of leprechauns were busy hauling several different types of material from the halls underground, whilst also working on partially disassembling and reinforcing the balconies of one of the tower's higher floors to accommodate a much heavier capacity of traffic.
"Oi, outta m' way lass, we're converting one of the unclaimed balcony floors to a trading/airship docking terminal by decree of the King! Go work on convertin' that timber to feywood so we have somethin' to offer ta' the Skymen once trade starts pouring in!"
Rumors abounded as to the nature of the odd merchant peoples that just arrived among the fairies, with varying amounts of accuracy: some claimed that they were another civilization of fey like themselves, who harnessed their own form of magic to power the machine that landed. Others claimed they were some sort of mutant attributing claims of weird facial features, over-sized ears, and a lack of innate magic, and had come to the fields to look for a cure for their worn out magic abilities. Still others had the idea that they weren't fey at all, and instead some alien beings from the aether that happened to look like fey and were intent on subverting their society. Whatever the reason, the so called "nomes" (called such in reference to their funny noses) were all the rage in conversation beyond those in the upper level of the tower that had not yet noticed the strange object, being enveloped in their own endeavors. [Construct Terminal, make the trade route with Vyriah two-way!]
3. - Sighing, the botanist turned her attention back to manipulating the timber with some peers, slowly transforming it into the familiar cream-colored wood with cyan bark that was noted for its extreme light weight. Though less entertaining then working with the sunflowers, getting back to work put her in a relaxed mood as the distinctive, mildly sweet scent of the magic timber filled the room. [4/8]
Back at the tower's pinnacle, the Queen had recomposed herself after the initial shock and noticed the strange object that had landed in the distant field. She turned to the Vilion as though expecting an answer from the angelic being. She also noted the faint noise of construction occurring several floors bellow that had started up. Much things were happening today!
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fa19bf No.13363
>>13362
>"Put yer backs into it louts, th' skyship is going to be comin' in a couple o' days at most, an' ye don' want them to show up empty-handed! King's orders say that ye' who does it fastest gets a load o' gold!" (Spend 17 Currency to get the project of turn 1/2 moving faster!)
>"Oh, and sorry bout' the dress lass, why don' you take some change and get yerself a better one?" (Spend 10 more currency to turn 3 to accelerate as well. There's no slowing us down now!)
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fa19bf No.13364
E…explosions from trying to solve a money issue?! I'm not sure I want to know what they were planning.
1. Lets try this one more time. Lets try to get our bombardment better. [Upgrade bombardment]
2. We're freaking pirates. WE SHOULD BE GOOD AT RAIDING. [Research raiding]
3. Lets try to continue that engine research. (Magi-tek engines 2/10)
Name:Skyrates
Race: Assorted
Color: Pink
Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to
strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic
mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over
arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains
represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The
Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any
one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic
enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful
balance they have worked to set up.
To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,
airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their
assorted functions.
Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.
Economy Type: Pirate Free Market
Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.
Location: Ribwall
Population: (31.6) (1.2/turn)
Food: (Good)
Raw Currency: (26) (+9/turn) (-8/turn unit upkeep)
Legitimacy: (Average)
Culture: (7)
Industry: (11)
Unique Buildings: [1 Pirate Council Hall] [1 DreadDock Super Dock] [1 Black Market Goods Trade Emporium] [1 PYU Pirate Univerity] [Technocracy Embassy]
Defenses: Aerial Patrols [Large]
Military Units: {Unit Cap 7} 4 [SkyGalleon][Very Strong]; 2 [Pirate Marines][Epic/x6][Amphib]; 1 [SkyCutter*][Very Strong+++][Quick]; 3 [Grand SkyCutters][Very Strong++][Bombardx1][Quick]; 3 [Machine Men Marksmen*][Strong]
Resources/Quantity: Rum [Sustainable][x2][Market]; Iron [Sustainable][x2]; Copper [Sustainable]; Wood [Sustainable][x3]; Magicite [A Lot]; Oil/Gas [Sustainable]; Raw Chaos [Trace]; Flux [Sustainable]
Magic/Spells: (Aero-Piratical [Average]) (spells: Summon Ghost Pirates [Simple]) (War Magic [Primitive])
Technology: (Iron, Stone, Wood, Copper) Airships [Average]; Air-War [Good]; Scaled Building [Simple]; Economics
[Primitive]; Bombardment[Simple]; Pioneering [Primitive]; Standing Army [Simple]
Trade Routes: Advent[large, +3 Industry, +4 Currency/turn]; Patchwork [Small, +2 Currency/turn]
Territory: (15)
Bonuses:
1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or
opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes
undefended/non-military, roll 1d10. This does not apply to creatures.)
2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes
traditionally shipboard marines and boarding parties.
Eccentricities:
1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,
disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.
2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.
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fa19bf No.13365
| Rolled 39, 56, 88, 90 = 273 (4d100) |
>>13364
Forgot my rolls. Also
4. Rascals roll.
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fa19bf No.13372
| Rolled 87, 55, 77, 79 = 298 (4d100) |
>>13333
http://pastebin.com/3HSSujEv
1 Standardization/Equipment Making, Flaming Weapons. With this breakthrough in magic and weaponry available we should make the most use of it and bring the flaming weapons up to snuff, we can make equipment designed to work better with flame and word has it, lightning, so flame retardant fabric armor and gear to fight in sustained fire and make it available to the Khazan monarchists by sending them flaming arrows, swords etc, it should appeal to their forge culture to have a ready weapon wreathed in flames as if it just came out of the forge of the mountain. that they can use to counter powder weapons like cannons by igniting it and causing considerable damage to their opposition.
2 Infantry. Training to fight in the thick of battle and fire. Improving our infantry theory to include soldiers that can create fire to fight in and training of the Khazan monarchist troops in squad formation and proper infantry fighting technique to get the most out of a unit's potential. Positioning, footwork, technique and even their own language to communicate in combat. To relieve a weary soldier so that a fresh soldier can take his place and to drill this cycle into each and every soldier.
3 Summon Ideal forms, Avatars. The avatars are here and they want to help, they do not fight as it would break the treaty but they are there to fulfill duties in the Khazan troop formations such as scouting, carrying burdens, healing to tend wounds, provide transportation with their shift-able forms etc. That will allow the dwarfs to keep every dwarf in fighting form making all the formations that much more able and effective.
4 Continue to send supplies, arms and armor to the Khazan government with incredibly specialized avatars able to deliver the goods with good senses, control over objects and a supreme speed and dexterity in movement to deliver the goods promptly. With our Total Crusade [Above Average] methodology we can continue to produce arms and goods in great number for the Khazan front. 7 Gold
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fa19bf No.13402
[Rattlehavoc]
>>You gained the following from expansion: Coal [unmined]; Gas [unmined][x2];
1. You finished the trading outpost. (add unique building player's name choice trading post; +2 currency/turn)
2. While it seemed good on paper, there was some disagreements among your more magically inclined individuals and the research has stalled.
[Vyriah]
>>Your trade route with the Flowers completed. Add trade route: Flowers [Large: +4 culture, Feywood [Market])
1-3. You ship the equipment to the Jacobin faction. You get some understanding of mass production methods, but you're going to need to wait for more feedback on the weapons. (-20 currency)(Add technology: Tooling [Simple])
4. The hospital moves along, slowly. (Hospital 1/6) (-20 currency)
[Technocracy]
1. You disband six clockwork units and sent them to the constitutionalists – along with some equipment. (disband 6 clockwork squads)(set technology: Rationalization to [Good])
2. The progress into empircism is problematic. Squabbling down in R&D has stopped all headway.
3. When you pull some of the cannons out of stock you find that the firing mechanisms are a mess. No progress.
4. You practice on your mobilization efforts. It's slow, but it will lead to a unified knowledge that incorporates all the industrial methods you've developed. (Total Mobilization/Industry: 1/20)
[Sunniria]
1. You create some considerable ground-to-air units. (Add: 2 Ballistas [Very Strong][Bombard] (-5 currency)
2.You reorganized your forces: to Morrigan's Cohort [Epic][4x][Granix] and Wulfgar's Cohort [Epic][11x][Granix] (lose 5 currency)
3. You spread tall tales worthy of regard. Truly these warriors are worthy to recount! (+4 culture)
[Kaldor]
>>You gained: Scaled Construction [Average] and Bureaucracy [Good] from Necro Imperialis. This translates into: Scaled Construction [Very Simple] and Bureaucracy [Simple]
1. Everyone's too spooked to talk about airships right now.
2. You consolidated your units to:
Huntmaster Hunting Pack [Epic][14x]
Juvenile Roc Flock [Epic][8x]
3. You make some improvements to the temple. (+4 culture)
4. You try to ranch the freak-trolls. It's…sort of complicated, mostly because they're kind of numerous and violent. (Freak Troll Ranching 4/10)
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fa19bf No.13405
[Vulmer]
1.You finish your progress into arcane theory. It should give you some signifigant leverage in deciding possible options in the future. (Set: Arcane Theory to [Good])
2. Attempts to apply magic to general production meet with reasonable success. (Magical Production 6/10)
3. You build a magical academy extremely quickly. This should help spell research slightly and you even get a spell! (add spell: Death-Ray [Simple]) (Add unique player building; +1 industry, +1 culture)
[Necro]
>>You find the following resources: Rubicite [unmined]; Raw Magic [trace]; Coal [unmined]; Odium [unmined]
[Severans]
1. The urbanization marches forward despite constant slowdowns and delays. (-20 currency; 7/20)
2.. The first swarm is done. It's relatively strong and can fly. If you keep at it you might be able to increase efficiency somewhat. (Add 1 unit, player's name choice [Very Strong++][Swarm]
3. The substance – Moconoium – appears to be entirely new. None of your researchers have ever heard of it, seen it, or read about it. You think it might be entirely unique. They continue work on it.
[Angles]
1. You find a vault and crack it open. Inside are some odd diagrams. Diagrams for a ship of some sort. You bring them home and study them. [Add technology: Fixed-Wing Aircraft]
2. There's another vault. You're unable to open it, and a few of the lads need time to get it open. (1/2)
[Necro]
1.2. You took some actions.
3. You build a trade route to Kaldor. It ships in corpses periodically. (Add resource: Troll Corpses: [Massive - 10])
4.You sent: Scaled Construction [Average] and Bureaucracy [Good] to Kaldor.
[Patchwork]
1) The magical academy is done. (+2 industry, +2 culture; add unique player building)
2) You consolidated your units to: Patchwork Warbird Corps [Epic] and Patchwork Battlemage Squad [Very Strong]
3) Your expansion rumbles onward. (expansion 4/8)
[Starkegrob]
1+2+3.) You begin working on a factory. It will help your knowledge of tooling, standardization, and rationalization. Wow! (Factory 10/15)
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fa19bf No.13406
[Flowers]
1/2. You constructed a trade port and it links up with the Vyrians. It's not very big, but it's done. (Add unique building, player's name choice)(add trade route: Vyriah [Small; +2 currency/turn]
3. You converted your wood over to feywood. It has all the properties of wood except it's very light. Of course you knew that. (Revise resource: Wood to Feywood)
[Skyrates]
1. You practice somewhat on the bombardment, again….
2. You're pirates, so you master raiding easily. (Add technology: Raiding [Simple])
3. You manage to finish up the first prototype engine. It seems to run on any sort of magical source of energy – like ioun or rubicite. (Add technology: Magi-Tek Engines [Very Simple])
4. ….and some of the boys were shooting at things and it finished up the bombardment research! Hooray! (Set bombardment to: [Average]
[Dominion
1. You send flaming weapons and equipment to the front. (set technology: Standardization to [Simple]
2 You continue working on infantry training with the Khazan. It's getting more complicated, now. (Infantry Training: 5/15)
3.The avatars pour into the fighting. The volume you are summoning has called forth increasingly powerful avatars. (consolidate all spells: “ideal” and “forms” – to Unified Ideal Forms [Good])
4.You sent more equipment to the front. (-7 currency)
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fa19bf No.13410
>>13405
>>GM Addendum:
Necro - revise resources gained to Coal [2x]
Sunniria - You are mobilized: 2 turns. [Efficiency 100%] - You gained the following units from mobilization: 2 Mobilized Sunnirian Warband [Epic][x8]
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fa19bf No.13411
>>Nation Event - The Civil War in Khazan:
The Constitutionalists are and Jacobins are very slowly losing the war. The Monarchists are winning, slightly.
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fa19bf No.13412
| Rolled 19, 22, 65 = 106 (3d100) |
http://pastebin.com/Hb96saUG
1. Urbanization moves forward past the planning and stockpile stages to the actual production of outlying urbs around Spire. Worker teams are collectivized and sent out. The Moiran infantry corps is also mobilized to assist in the construction given that they aren't actually doing anything else. (-15 drachma)
2. The Fleshcrafters continue working out kinks in the spawning pits. The only real way to test it is to pump out another swarm's worth, and they do just that.
3. Dominator Titus begins instituting new financial reforms, specifically ones governing foreign trade and foreign currencies. He also works on integrating in fleshcrafted commodities like pet omni-beasts and cosmetic alterations into the wider Severan economy.
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fa19bf No.13413
>>GM Addenum #2
[Kaldor]
>>Add: Projection Weapons [Very Simple] from Advent trade.
[Advent Catchup]
1. The engine research bogs down but moves ahead. (7/12)]
2. You work out the basics of summoning. (Add magic: Summoning [Simple]; Add spell: General Summoning [Simple])
3. You sent Projection Weapons to Kaldor.
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fa19bf No.13414
| Rolled 95 (1d100) |
>>13412
Reroll on 2
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fa19bf No.13417
| Rolled 13, 50, 18 = 81 (3d100) |
>>13405
>FluffnStuff: >>10350
Population: 58.2 (2.4/turn)
Raw Currency: 146 (19/turn)
Legitimacy: Good
Culture: (14)
Industry: (16)
Unique Buildings:
>Patchwork City: [Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]
>New Patchwork: [Patchwork Heritage Museum], [Trade Port] [Patchwork Magic Academy] [Elton]
Professional Military (Unit Cap:8): Patchwork Warbird Corps (Epic), Patchwork Flagship Mk. II (Epicx8)[Armored][Bombard x2], Patchwork Republican Guard (Epicx8)[Brave], Patchwork Battlemage Squad (Very Strong), The G-Unit[Epicx7][Infiltrate][Sapper]
Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, Sustainable x3] [Steel, Sustainable] [Magicite, Sustainable] [Iron, Unmined] [Strange Ooze, Trace] [Dark Iron, Unmined] [Odium, Scarce]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, Simple] [Diplomacy, Simple] [Standardization, Simple] [Rationalization, Simple] [Coinage, Simple] [Unit Upgrade, Improvised] [Economics, Primitive] [Equipment, Simple] [Standing Armies, Average]
1) Continue our expansion towards Elton.
2) With the Academy done, it should be easier for us to train mages. Do so, pulling from all over the Republic, and feed them into the Battlemage Squad. (Pluralism)
3) Improve our spells. (Tseyarian Birds, Tornado, Haste, Air Elemental)
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fa19bf No.13418
| Rolled 68, 81, 42, 16 = 207 (4d100) |
>>13402
Nation Fluff:
http://pastebin.com/FBM7X4GB
[Kaldor]
Population: (21.2) (1/turn)
Food: (wobbly)
Raw Currency: (20) (8/turn)
Legitimacy: (Good)
Culture: (23)
Industry: (13)
Unique Buildings: [Temple, Hunter's Calling]
[Government building, Warrior's Hall]
[Northern Fell Chain Fortress, Huge, Imposing]
Defenses: (Elaborate Wooden Fortifications, Strong)
Military Units:
Huntmaster Hunting Pack [Epic][14x]
[Deathgaze]* Very Strong, Clever
Verana, Priestess of Galgoroth [Epic]
Juvenile Roc Flock [Epic][8x]
1 Skyships [Very Strong]
Resources/Quantity:
Copper [Sustainable][x3]
[Pelts, Sustainable]
[Stone, Sustainable]
[Wood, Sustainable][x2]
[Beetlechitin, some]
Star Metal [Average]
Elemental Slaves [Overflowing; 10]
[Wurms, some]
[Prisoners, some]
[Iron, Sustainable][x3]
Mildly-Burnt Freak-troll hide [some]
Freak Troll Minors [Some]
Wurmscale [Strained]
Fruit [Some]
Gems [Sustainable] 2x
Magic/Spells: (Elemental, Average) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]
Technology:
+Iron
+Stone
+Copper
+Wood
+Hideworking
+Exotic Creature Training[Average],
+War Drums [Average]
+War Animal Training, Average)
+Drum Amplifiers [simple]
+Composite-Material Armors [Simple]
+War Magic [Simple]
+Air Transport [Simple]
+Professional Armies [Simple]
+Airships [Average]
+ Night-Fighting [Primitive]
+ Spitter-Guns [Simple]
+Re-organization [primitive]
+Urban Pacification [Primitive]
+Sieging [Simple]
+Total Mobilization [Primitive]
+Logistics [Average]
+Scaled Construction [Very Simple]
+Bureaucracy [Simple]
+Projection Weapons [Very Simple]
Territory: (36)
Bonuses:
1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.
2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.
Eccentricity:
1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted
1. Improve Projection Weapons [Very Simple]
2. Research a tech that will let us have a larger standing army
3. See if we can't combine the Projection Weapons with our Spitter-guns and make something better
4. Continue that Freak-Troll ranch thing, it's a terrible idea but it will be so useful if it works, make sure the ranch is in Mare just in case of any accidents. 4/10
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fa19bf No.13419
| Rolled 5, 56, 67, 94 = 222 (4d100) |
>>13402
Name: Vyriah
Race (Determines bonuses): Gnome
Color: (Determined map color): Blue
Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?
Government Type (Determines some stats): Merchant Republic
Economy Type (Determines some stats): Free Market
Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.
Location: The Open Sky
Population: (39.6) (1.5/turn)
Food: (Very Stable)
Raw Currency: (126) (41/turn)
Legitimacy: (Stable)
Culture: (21)
Industry: (27)
Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz], [Foundry Platform], [Factory Platform], [The Iron Bank of Vyriah], [Vyriah'n Institute of Natural Science], [Grand Central Park]
Defenses: Tower Network [Very Large]
Military Units: 3 Vyriah'n Airships [Strong]; 1 Vyriah'n Guard Platoons [Medium], Vyrian Mad Scientist Cohort [Very Strong+][Clever], 2 Storm Guard Platoons [Epic+][Resist], 1 Stromtide Class Battleship "DMV Imperator"[Epic][x8][Bombard][4x][Resilient]
Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [Sustainable][Market], Steel [Sustainable], Darksteel [A little], Rare Metals [Market],
Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple], Rain [Good])
Technology: (Stone, Wood, Gems) Aerial Warfare [Average], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Above Average], Advanced Hulls [Average], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Excellent], Counter-Espionage [Simple], Morgazian Air-War [Average], Civil Defense [Primitive], Magi-Storm Omni-Cannons [Average], Rationalization [Average], Standardization [Average], Magi-Storm Effect Weaponry [Above Average], Bureaucracy [Primitive], Bombardment [Above Average], Metallurgy [Good], Scaled Construction [Simple], Trading [Simple], Economics [Average], Air-Ground War [Very Simple], Stratos Missiles [Simple], Communication [Simple], Urban Pacification [Primitive], Commodities [Simple], Tooling [Simple]
Trade route: Air Dwarves [Medium; +3 industry / +3/currency/turn] Dominion [Mediocre; +1 industry; +3 currency/turn] Patchwork Republic. [Medium; +1 industry / +4/currency/turn; +.1/pop/turn], Morgaz [Massive; +4 industry; +4 currency/turn], Necro Imperialis [Medium; +2 culture; +.2/pop turn], Advent [Large; +1 industry +3 currency/turn; +.1/pop/turn], Skyrates [Medium; +2 culture; +.1pop/turn], Flowers [Large: +4 culture, Feywood [Market]
Territory: (1)
Bonuses:
1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but trade may be impacted.
2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.
Eccentricities:
1. Everyone Hates Gnomes: Gnomes are physically weak in combat, and are easily kicked, punched, or abused. All of your combat rolls in melee suffer a -1 penalty.
1. Continue hospital construction 1/6
2. Start creating and selling some Feywood furniture.
3&4. Upgrade our airships into ones with current technology. For now these will be all rounder ships, some Omni-cannons set upon rotating platforms, some effect weapons, and some some Stratos missile tubes. As well as upgrading their armor and engines.
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fa19bf No.13421
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fa19bf No.13422
The Immortal Technocratic Republic
Race: Dwarves
Color: Brown
Fluff :
Once, a monarchy of Kings and Nobles of living breathing dwarves, with dreams of building ships, fighting for cause of justice and the Coalition and of the freedom of Oppressed people.
After the massacre of the 2nd Coalition War which ended in a stalemate, underwent an even greater and darker revolution than the capitalist surge that came before it, and twisted into the new Immortal Technocratic Republic. One nation in eternal unlife with the goal of power in mind.
Government Type: Totalitarian Technocracy
Economy Type: Capitalism
Religion: The Dreaming Forge God. The Dwarves believe that the reason the world floats through the sky, is that a great god of forgework is alseep and dreaming of islands flying through the sky. We dwarves are in the image of the forge god, and are the ones to construct the designs and inventions he dreams up with.
Location: Orgul Major
Population: (19.6) (1/turn)
Food: (Excellent)
Raw Currency: (6) Income: (10/turn) [-4 Vhyrian Iron Bank]
Legitimacy: Stable [Active Pacification]
Culture: (12)
Industry: (33)
Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge], Santerian Black Ziggurat, Large Santarian Academy, Embassy [Necro Imperialis], Embassy [Morph]
Defenses: (Stone Traps, Good), Nightcrag Tunnel Defenses [Elaborate, Segmented]
Military Units:
1 Eastwinds .Co Destroyer [Very Strong]
1 Dwarven Frigates (damaged)
1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive]
>0 Royal Navy Destroyer's
>Mobilized Forces on the Field
[New Santoria]
[New Machina]
>Mobilized Forces at home
Resources/Quantity:
>Home
Iron [Shortfall], Copper [Shortfall], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable], (Iron [x1]; Copper [x1]; Stone [x1]; Flux [x1])
>Colonies
[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]
[New Machina] [Fortress] Odd Scroll[Single], Silver [Unmined]; Dark Iron, Rubicite [Some]; 1x Iron, Wood, Copper; Ioun [Some]; Gems [Lots]
>Market Gifts:
Steel [Average]; Coal [rationing]
Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good]) (Mass Raise Undead [Very Simple])
Technology:
>Resource Tech
(Copper, Iron, Stone, Steel) [Steel Mill Blueprints]
>Economy
Bureaucracy [Primitive]
Rationalization [Good]
Standardization [Average]
Steam [Simple]
Clockwork Fabrication [Simple]
Dwarf-Clockwork Integration [Very Simple]
Recycling [Average]
Tooling [Very Simple]
Electricity [Primitive]
>Military
[Airships, Basic]
[Aerial Warfare, Simple]
[Air War] [Average]
[Civil Defense [Average]
Total Mobilization [Simple] (Total Mobilization/Industry: 1/20)
Mobilization [Average]
Large Scale Construction [Very Simple]
Bombardment [Very Simple]
Command Crowns [Some]
Combat Clockworks [Simple]
Salvage [Simple]
Tooling [Average]
Holy Weapons [Simple]
Logistics [Good]
Terrorism [Simple]
>Other
Undead-Living Diplomacy [Simple]
Counter-Espionage [Good]
Counter-Espionage [Simple]
Secret Police [Simple]
The Total State [Simple]
Territory: (30)
Bonuses:
1. Aerial Fabricators: Sky Dwarves are keen on airship construction, and gain a bonus to rolls to construct airships or other large aerial constructions (+15).
2. Industrial: Sky Dwarves are keen on industry. For every industrial point gained, add half a point.
Eccentricities: (generated by GM)
3. Undead
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fa19bf No.13423
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fa19bf No.13425
| Rolled 52, 40, 73 = 165 (3d100) |
>>13405
>FluffnStuff: >>10350
Population: 58.2 (2.4/turn)
Raw Currency: 146 (19/turn)
Legitimacy: Good
Culture: (14)
Industry: (16)
Unique Buildings:
>Patchwork City: [Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]
>New Patchwork: [Patchwork Heritage Museum], [Trade Port] [Patchwork Magic Academy] [Elton]
Professional Military (Unit Cap:8): Patchwork Warbird Corps (Epic), Patchwork Flagship Mk. II (Epicx8)[Armored][Bombard x2], Patchwork Republican Guard (Epicx8)[Brave], Patchwork Battlemage Squad (Very Strong), The G-Unit[Epicx7][Infiltrate][Sapper]
Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, Sustainable x3] [Steel, Sustainable] [Magicite, Sustainable] [Iron, Unmined] [Strange Ooze, Trace] [Dark Iron, Unmined] [Odium, Scarce]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, Simple] [Diplomacy, Simple] [Standardization, Simple] [Rationalization, Simple] [Coinage, Simple] [Unit Upgrade, Improvised] [Economics, Primitive] [Equipment, Simple] [Standing Armies, Average]
1) Continue our expansion towards Elton.
2) With the Academy done, it should be easier for us to train mages. Do so, pulling from all over the Republic, and feed them into the Battlemage Squad. (Pluralism)
3) Improve our spells. (Tseyarian Birds, Tornado, Haste, Air Elemental)>>13405
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fa19bf No.13429
| Rolled 2, 34, 78 = 114 (3d100) |
>>13402
Name: Kingdom of Suniria
Race (Determines bonuses): Humans
Color: (Determined map color): Orange
Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.
Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"
Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.
Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.
Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.
Location:Gul
Population: (25) (+1.2/turn)
Food: Good
Raw Currency: (21) (+6/turn)
Legitimacy: Good
Culture: (13)
Industry: (12)
Unique Buildings: Hall of the Kings; Great Forge(+3 Industry); (Arena); +1 industry +2 culture.)(Grand Armory +3 Industry)
Defenses: Stone Walls [Large]
Military Units:
2 Sunnirian Linebreaker Formation [Epic][x5][Raging]
1 Sunniria Shieldwall Formation [Epic][x14][Brave]
2 Ballistas [Very Strong][Bombard]
Morrigan's Cohort [Epic][4x][Granix]
Wulfgar's Cohort [Epic][11x][Granix]
>Mobilized
3 Mobilized Sunnirian Warband [Epic][x8]
Resources/Quantity: Stone [Sustainable]; Copper [Sustainable]; Iron [Sustainable]; Steel [Sustainable]; Dark Iron [Sustainable};Feywood [Sustainable];
Magic/Spells: (The Way of Granix) (spells: Strengthen Unit[Simple])(Amplified Jump [Very Simple])
Technology: Metallurgy [Good]; Professional Armies [Simple]; Drill [Average]; Equipment [Average];Reorganization [Simple];Ranged Weapons [Simple]
Trade Routes: [none initially]
Territory: (11)
>>You are mobilized: 2 turn.
>>Your industrial efficiency is 100%.
Bonuses:
1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).
2. This You Can Trust: You may reroll unit recruitment once if it below 50.
Eccentricities:
1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.
1. Begin adding towers, murder holes and oil cauldrons to the wall. We shall make our home a fortress against any enemy! We shall apply our new ballistae in places where the enemy will be shot from the sky or hit upon the earth. Let our home never be unready for battle!
+12 Industry
+Stone [Sustainable];
+Copper [Sustainable];
+Iron [Sustainable];
+Steel [Sustainable];
+Dark Iron [Sustainable};
+Feywood [Sustainable];
+Ranged Weapons [Simple]
2.Have the Shamans study to tales and the scrolls of Granix. His blessings strengthen their bearers, but not nearly to the extent they strengthened him. Research and learn, and then spread the tales. For the Sunniri people!
+13 culture
3. It is time for us to march. Too long have they sat at our doorstep, raiding our settlements and hunting our people. Too long have we dealt with their insanity and madness, only hunting the problems, not the cause. Too long have we dealt with these honorless abominations. Today that ends now. We march not to war, but to extermination! For these are not more than animals, without honor or reason. We will stop their spread today! FOR SUNNIRIA!
>Troops sent
2 Sunnirian Linebreaker Formation [Epic][x5][Raging]
1 Sunniria Shieldwall Formation [Epic][x14][Brave]
2 Ballistas [Very Strong][Bombard]
Morrigan's Cohort [Epic][4x][Granix]
Wulfgar's Cohort [Epic][11x][Granix]
>Mobilized
3 Mobilized Sunnirian Warband [Epic][x8]
+Professional Armies [Simple];
+Drill [Average]
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fa19bf No.13430
| Rolled 58, 30, 84 = 172 (3d100) |
>>13405
Name: The Vulmer
Race: Magically Uplifted foxes
Color: Red with Black Trim
Fluff: Centuries ago, there was a race of Elves who were very skilled at magically altering living beings. Towards the end, there was a fad about pet foxes, and liked to breed and show them - but were not above magically enhancing the vulpines, bringing them up to nearly as intelligent as baseline humans, and giving them grasping paws and longer lifespans - although not as long as the Elves.
However, disaster struck as a plague - a magically enhanced cold that only impacted the Elves - burned through the community. Within only a few days, 99% of the elves had died, and the remainder were not enough to sustain their people. The remainders fully uplifted the Vulmer, who took on the Elvish society.
Government Type: High Kingdom, with a council of 'High Nobles'. There is a strong code of laws, but Code Duello is active. The Noble titles are held for life and are not passed on, with the exception of the High King.
Economy Type: Heavily Craftsman-based, with specialized Guilds. Uses precious-metal currency.
Religion: Officially, the Vulmer worship the Creator God of the Elves. unofficially, they worship their Elvish Ancestors.
Location: Southern Gul
Population: (16) (+1.2/turn)
Food: (Good)
Raw Currency: (43) (+8/turn,)
Legitimacy: (Good)
Culture: (6)
Industry: (6)
Unique Buildings: High King's Palace, Magic Research Academy
Defenses: Vulmerian Walls [Large]
Military Units: 4 Legio Culpes Consularius[Very Strong]; 2 Legio Vulpes [Strong]
Resources/Quantity: Iron [Sustainble]; Stone [Sustainable]; Wood [Sustainable]; Silver [Sustainable,+3 currency/turn]
Magic/Spells: [Vulmerian](spells: Invisibility [Good]; Body Alteration [Good], Death-Ray [Simple])
Technology: Metallurgy [Average]; Arcane Theory [Good];
Trade Routes: [none initially]
Territory: 3
Aware of: Dragon Den, the Patchwork, Kaldor, Clownbrood, Mycon, Unidentified Fae Enclave
Bonuses:
1. Like A Fox: Generally, very clever tactics don't work on you in combat. You're just super clever.
2. Clever: You know a thing or two about most things. You get +5 to all rolls.
Eccentricities:
1. What's That Smell?: You are vulnerable to fire. If the opposition uses fire against you, you are penalized by -1 in combat rolls. Generally the opposition must make an actual effort to use flame.
–In Progress–
-Magical Industrial Production [6/10]
—-Actions–
All Roles get +5 from Clever [Not put in to modifier field]
Action 1: Send Scouts to the ruins to the East. [+Invisibility spells]
Action 2: Industrial Production Improvement [With MAGIC!] [6/10]
Action 3: Research Illusion Magic. Spend 20 currency.
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fa19bf No.13431
>>13429
spend 10 currency to mitigate anything bad or dishonorable in action 1
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fa19bf No.13432
| Rolled 29 (1d100) |
>>13417
Intrepid reroll on #1
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fa19bf No.13435
>>13419
Pay 30 gold to keep that fucking Hospital moving.
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fa19bf No.13437
| Rolled 98, 62 = 160 (2d100) |
Name: Angle Confederation
Race: Primarily human (Living)
Color: Pink A on Black
Fluff: The Angle Confederation was founded by a group of merchant crews turned smugglers and later, pirates. Seeking a life with less of the more troublesome decrees of those that would call themselves the masters of others, the Confederation vanished into the wilderness. In time, the Confederation was forced to turn to smuggling and piracy for hire to survive, though they often produce a healthy variety of alcoholic brews that are almost a form of defacto currency. The Confederation is highly dependent upon outside sources for technology to keep their air ships in working order, and is often forced to improvise during military situations.
Elves are often considered to be the main foe of the Angle Confederation, as most view them as stuck up Imperialists that seek to enslave their kin, though a small number of elves have come to live among the Confederation. Most are eventually broken of their superior attitude by a seemingly coordinated series of pranks or quickly say a number of rude things as they leave.
Best described by outsiders as 'a bunch of drunken smugglers, pirates, farmers and moonshiners', the Confederation still holds to a rough code of internal and external conduct. One must serve the Confederation to earn the right to vote or own land. One must own land to seek office in the Republic.
Government Type: Militaristic Confederate Republic.
Economy Type: Semi-cooperative Free Market. Food is often shared, but most barter services in return.
Religion: The Angle Confederation often recognizes the Four Winds as dieties, but above them worships a great bird (exact bird is a matter of a number of honor duels) known as Maliel the Wise. She is said to have been a source of wisdom and knowledge to the first Captain of the Angle Confederation. A number of lesser superstitions are known to exist among different families.
Location: Orgul
[Courtier of Necro Imperialis]
Necro's Stats: https://docs.google.com/document/d/1BCa5hJHfN0I9_XSkYqusYJRgRoBED49vqmVuqBKgFRA/edit
Angle-specific Things:
>>Population: 17.6 (+1.3/turn)
>>Unique Buildings
Oakwell, Orgul [Town][Lightly Fortified]
Azazis Town, Orgul Major [Town]
Night Reach, Ribwall [Town]
[Trade Port] (in Necro Capitol)
>>Military
+ 2 Confederate Irregulars Companies [Epic][4x]
+ 1 Zepplin 'CAS Night Phoenix' [Epic][Quick]
>>Resources
Sky Turtle Nest [Sustainable]
Rubicite [Unmined]
>>Technology
Urban Pacification [Primitive]
Zepplins [Average]
Fixed-wing Aircraft
>>Bonuses
1. Piratical: Every time you destroy enemy units or units generally, roll a d100 to see what kind of things you pull from their stupid corpses. [This occurs once following combat and works on NPCs.]
1.
Captain Northwind's expedition is the toast of the Confederacy! Let the men continue their excavation of the second site!
[Excavation 1/2]
2.
After the second site is complete, Northwind's expedition continues to search the massive ruins for another site to locate treasures of the past!
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fa19bf No.13440
| Rolled 4, 90, 25 = 119 (3d100) |
>>13425
>>13360
>>13405
>FluffnStuff: >>12010
Population: 58.2 (2.4/turn)
Raw Currency: 146 (19/turn)
Legitimacy: Good
Culture: (14)
Industry: (16)
Cities: Patchwork City, New Patchwork
Towns: Gobtown, Bogart, Starkegrob, Elton
Master Buildings:
[Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Patchwork City Marketplace], [Patchwork Heritage Museum], [Trade Port], [Patchwork Magic Academy]
Defenses: Tower/Wall Defense Network (Large), Starkegrob Citadel [Fortress]
Master Military:
Patchwork Warbird Corps (Epic), Patchwork Flagship Mk. II (Epic++++++++)[Armored][Bombard++], Patchwork Republican Guard Company (Epic++++++++)[Brave], Starkengrober Riesengarde (Very Strong+)[Brave], Starkegian Infantry Brigade (Epic++++)[Brave], Patchwork Battlemage Squad (Very Strong), The "G-Crew" (Epic+++++++)[Infiltrate][Sapper]
Resources/Quantity:[Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable, Unmined] [Rubicite, Sustainable (x3)] [Steel, Sustainable][Odium, Scarce][Magicite, Sustainable] [Strange Ooze, Trace] [Dark Iron, Unmined]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic][Compressed Air Cannons, Simple][Bureaucracy, Simple] [Diplomacy, Simple] [Drill, Simple] [Standardization, Simple] [Rationalization, Simple] [Coinage, Simple] [Unit Upgrade, Improvised] [Economics, Primitive] [Equipment, Simple] [Firearms, Average] [Infantry Tactics, Very Simple] [Metallurgy, Good][Standing Armies, Average][Zepplins, Average]
Territories: (30*)
_
Courier Specific Buildings:[Starkegrob]
Defenses: Starkegrob Citadel [Fortress]
Courier Specific Military:
1 Starkengrober Riesengarde [Very Strong+][Brave], 1 Starkegian Infantry Brigade [Epic++++][Brave]:
(1 Starkengrober Riesengarde [Very Strong+][Brave]):
-2nd Starkegian Infantry Regiment, "The Stark Town Giants"
(1 Starkegian Infantry Brigade [Epic++++][Brave]):
-1st Starkegian Infantry Regiment, "The Retrievers"
-3rd Starkegian Infantry Regiment, "The Kleins"
-4th Starkegian Infantry Regiment, "The Neue Kerls"
Bonus: [Strategic]
_
1+2.) Yes, by Master Zepplin's decree, the factory shall be done! This building shall be of a new kind never seen before in Loen, and a new flexing of our industrial muscles! For the Empire! Also, might do good dragging those goblins from Gobtown over to work on it some: they seem to know a thing or two about machinery. [10/15]
3.) Though the factory nears competion, what we lack is a way to adequately keep the machinery running. Rummors abound that by using certain methods, one can harness mechanical energies in order to have tools power themselves. We shall research using what else but AIR to accomplish our own power needs, utilizing windmills as a base for power generation!
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fa19bf No.13444
| Rolled 94, 31, 1, 29 = 155 (4d100) |
>>13406
http://pastebin.com/3HSSujEv
1 Infantry Training 5/15. Training with the Khazan monarchist troops progresses well, new weapons that appeal to their nature and solid tactics with communication exercises next to avatars fulfilling duties that allow them to immerse themselves fully into soldiery. Throwing in a few war stories and lessons about Mass Combat [Average], a good organized assault by determined and experienced forces can even bring down a monster.
2 Overfell City Construction 7/15. Make Overfell an industrious force in Shezeb, a center for creation of goods and arms for people that understand how to produce and contribute to the Khazan war front. Specialized avatars meant to facilitate trade, production and transportation will gather here. Our first City.
3 Runed Core Avatar Hero, use Raw Magic [Trace]. Summon the raw magic into a solid form. A pile of the raw magic dust moved or 'summoned' and given solid form so that it can be inscribed with spells that can let it act as a core and engine of magic for an avatar. This runed solid piece of raw magic will have spells connecting it to The Throne so that the power of its summons does not wear down the core itself but acts as a device that allows the summons to come directly to the field of battle from the sphere of the Throne. Able to summon avatars and weapons in great waves if needed though such an action may push the tolerance of the spells, as an extension of the Throne by way of its connection the stability and power of avatars in proximity may experience an increase. Finally to avoid capture of precious research, a spell to bring the it back to the Throne if the core suffers damage and needs to be repaired, the way it will work is as soon as damage to the core is detected by a separate object inscribed with a spell to summon the avatar hero and its core and take its place on the field of battle to then activate Summon Detonation.
4 Continue to send supplies, arms and avatars to Khazan's Monarchists. The avatars who have developed considerable speed and a sense of familiarity with Soren to bring the supplies and their fellow avatars. Progress and a few good steps towards victory is the kind of good news I want to hear, send 7 gold.
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fa19bf No.13449
| Rolled 66, 81, 13, 15 = 175 (4d100) |
1.2.3.4. Operation K is a go.
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fa19bf No.13450
| Rolled 47, 99 = 146 (2d100) |
>>13449
Lucky.
perfectionist 3.4. Reroll
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fa19bf No.13451
| Rolled 36, 7, 52, 7 = 102 (4d100) |
>>13422
1. Gather up the destroyed clockworks, cannons, and any other steel and iron scraps from the Khazan Civil war.
And use them to manufacture yet more Clockworkmen to be shipped and sold directly to the Khazan Government.
"We have the advantage gentlemen. While the other powers can only support the dwarves through equipment, methods, and skill, we are the only faction capable of repleneshing and supplementing their forces.
Every dwarf lost is a dwarf gone forever, for them or us. But they cannot send their angels or dragon armies.
We will bolster the Khazan government through entirely legal means and ensure that at every opportunity a clockworkman spares the life of a dwarf. Every death of the enemy caused by a single clockworkmen is another step closer to victory. And at the end of this it will be the constitutionliailsts with the last man, or machine, standing and their fists held high in the ring."
https://www.youtube.com/watch?v=P6ho3jU4bzM
Salvage [Simple]
Recycling [Average]
Rationalization [Good]
Standardization [Average]
Steam [Simple]
Clockwork Fabrication [Simple]
Dwarf-Clockwork Integration [Very Simple]
Tooling [Very Simple]
Electricity [Primitive]
2. Whether we win or lose this war we will benefit from it. In the least, we can improve our empirical methods via observation of the physics of this war as a neutral party, and observing our robots performance in the fights.
Empirical will still continue.
Royal Academy of the Arts and Sciences
Large Santarian Academy
3. It is good that we have found defects in our cannons. This gives us opportunities to correct faults in our cannon production lines and improve our [bombadment] technology.
And the BEST part is we can use the civil war to test out improved prototypes in a true combat scenario. Start producing improved cannon prototypes and ship them to the Khazan government for "live fire testing"
Tooling [Very Simple]
Royal Academy of the Arts and Sciences
Large Santarian Academy
4. Where can we be at war while at peace?
And where can there be peace while a war takes place?
That is Khazan. Our ultimate playing ground where we can refine and improve our ability to supply a nation for war. Our industries will grow and adapt to meet the ever increasing demands of the Khazan civil war, and we in turn will improve our own methods.
Continue to ship more supplies to the Khazan government.
Total Mobilization/Industry: 1/20
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fa19bf No.13452
>>13451
Spend 6 Gold on action #4
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fa19bf No.13457
[Severans]
1. The urbanization slows more, but the amount of money being applied is mitigating the issue. (Urbanization 12/20)(-20 currency)(set stone to: Buckling)
2. The second swarm proves to be much better than the first and is read for combat. (Add unit: player's name choice [Epic][4x][Swarm])
3. You begin work on basic commodities, but this will also feed into general economic theory. (Economics 5/7)
[Patchwork]
1) The expansion moves forward but there's some bad terrain. (Expansion 7/8)
2) The squad soon balloons to a much larger size. (Revise: Patchwork Battlemage Squad (Very Strong) to Patchwork Battlemage Company [Epic][Mage]
3) The efforts to improve the spells meets with some complications – apparently someone had improperly allocated research space and the general bureaucratic SNAFU stymies the effort.
[Kaldor]
1. Efforts to increase the overall effectiveness of projection weapons starts. (Projection 5/10)
2. You start revising professional armies. (Standing armies: 7/10)
3. You begin to try to merge what you know about projection weapons and spitter guns. It might lead to a new type of weapon. (??? Weapons 4/10)
4. There are some complications at the ranch. (lose 1 pop)
[Vyriah]
>>Data from the civil war arrives: Revise Magi-Storm Omni Cannons to [Good] and Stratos Missiles to [Above Average]
1. The hospital construction continue to stall due to some last minute zoning problems. (2/6)(-30 currency)
2. You begin selling the furniture on the markets. It seems to sell pretty well. (+1 industry, +2/currency/turn)
3&4. The retrofitting is completed. The foreman says that the old-model airships will need more work to bring them up to modern standards, but some good progress has been made.
Revise: "DMV Imperator"[Epic][x8][Bombard][4x][Resilient] to DMV Imperator to: [Epic][x14][Bombard][6x][Resilient]
Revise: 3 Vyriah'n Airships [Strong] to [Very Strong+][Bombard][x1]
[Sunniria]
>>You are mobilized: 3 turn.
>>Your industrial efficiency is 100%.
You gained the following units from mobilization: 2 Mobilized Sunnirian Warband [Epic][x8]
1. The efforts to make defenses, while well intentioned, are simply ignored in favor of the more exciting war effort. Bah!
2. You continue work on the sales of Granix. This helps you develop your culture. (+2 culture)
>>Add eccentricity: 2. My Culture Is War: Culture now generally handles the amount of your standing unit slots.
>>Your effective standing army cap is 7 slots
3. You moved your units. (Advantage: Average)
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fa19bf No.13458
[Vulmer]
1. The ruins are empty, but could be excavated. It's what remains of a small town apparently ruined in the first epoch: it has a ruined alchemy lab, a ruined wizard tower, and an armory. On the way back, you find a supply of rubicite. (Add resource: Rubicite [unmined])
2. You seem to have a basic understanding of magical production. Now you just need to get a power source of some sort. (Add technology: Magical Industry [Very Simple])
3. You work on illusion magic. Without much direction, the researchers begin to work on more elaborate hidden traps. (Revise: Vulmerian Walls to Vulmerian Walls and Traps [Large]) (Illusions 7/8)(-20 currency)
[Angles]
1. The second vault is cracked open. This one has blueprints for some sort of gun? It seems to fire beams and it runs on rubicite or magicite as a fuel.. (Add technology: Persuader Theory [Simple])(Add technology: Persuader Weapons [Primitive])
2. The excavation continues. The value door is thick. You keep trying to blow it open, but it needs more time. Your forces think that the ruins will be exhausted after this. (1/2)
[Starkegrob]
1+2.) The factory is finished! Great. (add player named unique building) (revise: Zepplins to [Good]); (revise: Standardization to [Average])
3.) You start working on electrical power. (Electricity 2/10)
[Dominion]
1. You develop more progress in infantry combat with the dwarves. (Revise technology: Infantry Combat to [Good])
2. The overfell consturction continues onward. (Overfell 10/15).
3. There is a massive explosion and a dimensional tear opens. It closes quickly, but the ramifications play out on the other side of the world. (Lose 2 pop)
4. You sent more supplies to the Monarchists.
[Necro]
1.2.3.4: You raise masses of undead. It exhausts vast amounts of corpses and strains the capacities of the nation. You aren't sure how many of these you can maintain without more standing army technology. Your status as a total state seems to help, somewhat. (revise spell: Mass Raise Undead to [Good])
Revise: NIA 1st Shock Trooper Division [Titanic][x38]
[Technocracy]
1. You continue to pour resources into the war. (set recycling to: Good)
2. You continue working on empiricism. It's just not going very well. (1/15)
3. You manage to get a better handle on bombardment. (GM Addendum: You can rename the Santareian buildings)(Revise Bombardment to: [Average])
4. Your efforts to refine your methods continue, slowly. Your technicians are of such caliber that even periodic defeats are actually useful – progress moves ahead. (Total Mobilization/Industry: 5/20)(-10 currency)
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fa19bf No.13459
>>World Event – The Device:
With a catastrophic tampering in raw magic by the Dominion, a distortion has developed. As has been the case before, Morgaz's device attempts to stabilize the plane, but it soon begins to stress as the breach closes. However, this time is different: the device only manages to generate a sympathic reaction: it begins to warp and deform space time. Morgaz and his engineers try to frantically fix the device while it is operational, as they have no clear way to shut it down when it is absorbing and dispersing such volumes of energy.
The device soon begins to melt and panic begins to set in as the engineers attempt to do something they have never done: shut down the device while it is fully powered. The attempt is heroic: Morgaz himself loses three fingers on his left arm after he attempts to depress the emergency shutoff lever and a good deal of his engineering team die maintaining the cooling system as it buckles. For many of the engineers and Morgaz himself, it has been the sole project of most of their lives. They do not give up even when most of the team is dead.
It is too late, even with such drive.
The device explodes with tremendous plane-shattering force. Most of the people of Morgaz's nation die instantly as a pressure wave from the explosion topples mountains and causes the fabric of reality to warp and bend in awful ways. What remains is an incoherent abstract mass of rock, distortion, and slag. The atrocity only takes a minute to transpire before the shaking stops. The rift has been sealed and disaster has been adverted – for now.
Morgaz lies fatally injured in a field after being thrown nearly 20 kilometers from the detonation. He is near death with only a few days remaining at best. You could send individuals to talk to him, but he is beyond recovery and help. His injuries are beyond what anyone has ever seen. A few of his honor guard stand by to give him last rites.
>>World Event – The Civil War in Khazan:
The civil war continues. With the disaster, Morgaz's supplies have dried up and his soldiers have returned home, and the gnomish supply of arms seems to slow. This allows the Monarchists to capitalize on several major victories with only the consitutionalists managing to hold some ground.
- The Monarchists are winning the civil war conclusively. Victory seems imminent.
- The Constitutionalists are barely holding on.
- The Jacobins are effectively defeated; only a major commitment would help them.
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fa19bf No.13464
>>13459
Bill is dispatched immediately to the realm of morgaz. Whatever is happening must be catastrophic. He arrives on the scene and finds the body of morgaz and asks what the hell happened and what can be done to help him.
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fa19bf No.13465
| Rolled 17, 18, 27, 89, 59, 14 = 224 (6d100) |
>>13406
https://www.youtube.com/watch?v=vI1KnSDzbnU
Lore: http://pastebin.com/CSSxQsH9
Nation: Plains Fairy Kingdom of Flowers in the Sky
Population: (18) (+1/turn)
Food: (N/A)
Raw Currency: (74) (+12/turn)
Legitimacy: Very Good
Culture: 14
Industry: 8
Buildings: The Capital City of Flowers in the Sky [Huge], Leprechaun Hall
Defenses: Feytraps [Good]
Military Units: 4 Pikechaun Platoons [Very Strong], 2 Spring Herald Squads [Strong], 2 Soren Armadillo Packs [Strong][Armored]
Resources/Quantity: Copper [Sustainable]; Bronze [Sustainable]; Tin [Sustainable]; Feywood [Sustainable]; Gold [Sustainable][x2]; Sunflowers [Sustainable][x2]
Magic/Spells: [Sunflower-Chaun] (spells: Taint Currency [Simple]; Disorient [Simple]; Query Rainbow [Simple])
Technology: (Stone, Feywood, Bronze, Copper); Feywar [Simple]; Economics [Simple]; Exotic Animal Training [Simple]; Scaled Building [Primitive]; Air War [Simple]
Trade Routes: Flowers [Small: +2 currency/turn, Gold [Market]
Territory: (7)
>Bonuses:
1. Feywild: Fey territories are a total nightmare to attack or occupy because it's basically a weaponized hedgemaze. As such, Fey units can act as infiltrators and guerillas to bog down opposition armies in movement inside your territory.
2. Fey-Blooded: As fey, you have certain advantages - you do not typically eat and are resistant to most forms of blight. You are also effectively immortal barring getting killed by something (or someone). You also do not pay upkeep for units, but large standing armies are problematic.
>Eccentricities:
1. You Eat WHAT?: Reproduction and population expansion is tied to gold and sunflowers.
2.The Riddle of Steel Sucks: You suffer a general penalty if enemy units deploy iron (or derivations) as a weapon. Given that pretty much everything is made of iron, it must be a good portion of their army using it.
>Actions:
>Make Up Turn:
1/2/3.) Now that we ave' an actual look intah' the market, by th' King's decree, we need to further refine our knowledge of economics to reflect it! This is the theory of makin' GOLD lads, we can' let him down!
>Current Turn
1.) Well that was a ruckus? Back to gardening giant sunflowers everyone, and take care to water the sunflowers using the mineral-filled watering cans to promote healthy growth! [2/6]
2.) Research more into the general manipulation of light using our magics! I know that there's a way to make it "hard", I've seen it happen before! But what causes it? Lets find out!
3.) Expand westward! The closer we get to claiming the Fellscape, the sooner we can fix it!
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fa19bf No.13467
Bill is dispatched immediately to find out what the fuck happened and if aid can be rendered. Upon finding morgaz he try to find out.
What happened? Who is responsible?
What should be done now.
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fa19bf No.13468
| Rolled 12, 4, 92, 35 = 143 (4d100) |
>>13457
Name: Vyriah
Race (Determines bonuses): Gnome
Color: (Determined map color): Blue
Fluff (Determines bonuses): Long ago, actually not that long ago, a group of merchants found a ruined city upon the edge of the isles. Curious they began to explore the ruined city seemingly floating on the edge of the world. What they saw amazed them, even if they couldn't understand 90% of what they saw. They believed that this city could actually be self sufficient even on the open air! Well one thing led to another and with a mix of mistakes and terrible decisions the city took off into the open air! Now then, how do you fly this thing?
Government Type (Determines some stats): Merchant Republic
Economy Type (Determines some stats): Free Market
Religion (Determines magic): Worship god of the Open sky, Mercantilism, and knowledge.
Location: The Open Sky
Population: (39.6) (1.5/turn)
Food: (Very Stable)
Raw Currency: (139) (43/turn)
Legitimacy: (Stable)
Culture: (21)
Industry: (28)
Unique Buildings: Vyriah [Floating], [Farming platform], [Mercantile Dock Platform] [Shipyard Platform] [GnomU] Embassy [Morgaz], [Foundry Platform], [Factory Platform], [The Iron Bank of Vyriah], [Vyriah'n Institute of Natural Science], [Grand Central Park]
Defenses: Tower Network [Very Large]
Military Units: 3 Vyriah'n Airships [Very Strong+][Bombardment][x1]; 1 Vyriah'n Guard Platoons [Medium], Vyrian Mad Scientist Cohort [Very Strong+][Clever], 2 Storm Guard Platoons [Epic+][Resist], 1 Stromtide Class Battleship "DMV Imperator"[Epic][x14][Bombard][6x][Resilient]
Resources/Quantity: Strato-Birds [Sustainable]; Stone [Lots]; Iron [Sustainable][Market]; Dirt [Massive], Coal [Sustainable][Market], Gems [Sustainable][Market], Ioun [Sustainable][Market], Flux [Sustainable][Market], Steel [Sustainable], Darksteel [A little], Rare Metals [Market],
Magic/Spells: (Gnomish Stratocasting) (Spell: Summon Food) (Spell: Storm [Simple], Rain [Good])
Technology: (Stone, Wood, Gems) Aerial Warfare [Average], Aerial Defense [Basic], Proprietary Airships [Average]], Empiricism [Above Average], Advanced Hulls [Average], Gravity Construction [Basic], Magi-Storm Propulsion [Average], Magi-Storm Theory [Excellent], Counter-Espionage [Simple], Morgazian Air-War [Average], Civil Defense [Primitive], Magi-Storm Omni-Cannons [Average], Rationalization [Average], Standardization [Average], Magi-Storm Effect Weaponry [Above Average], Bureaucracy [Primitive], Bombardment [Above Average], Metallurgy [Good], Scaled Construction [Simple], Trading [Simple], Economics [Average], Air-Ground War [Very Simple], Stratos Missiles [Simple], Communication [Simple], Urban Pacification [Primitive], Commodities [Simple], Tooling [Simple]
Trade route: Air Dwarves [Medium; +3 industry / +3/currency/turn] Dominion [Mediocre; +1 industry; +3 currency/turn] Patchwork Republic. [Medium; +1 industry / +4/currency/turn; +.1/pop/turn], Morgaz [Massive; +4 industry; +4 currency/turn], Necro Imperialis [Medium; +2 culture; +.2/pop turn], Advent [Large; +1 industry +3 currency/turn; +.1/pop/turn], Skyrates [Medium; +2 culture; +.1pop/turn], Flowers [Large: +4 culture, Feywood [Market]
Territory: (1)
Bonuses:
1. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but trade may be impacted.
2. Merchant-Nomads: You can buy most things relatively easy, so long as you have the money. It is also easier for you to make money, generally.
Eccentricities:
1. Everyone Hates Gnomes: Gnomes are physically weak in combat, and are easily kicked, punched, or abused. All of your combat rolls in melee suffer a -1 penalty.
1&2. Hospital 2/6
3&4. Build two more Stormtide class battleships and create a Stromtide pack with the two new ones and the Imperator.
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fa19bf No.13470
>>13459
Meli is sent to meet with the weakened Morgaz. He crouches beside the weakened dragon in the field. Meli speaks in his softspoken tone, "I'm sorry the morphs could do nothing to help you. I'm sorry I could do nothing to help you. We… wish to assist you and your people in this time of need. I understand there is a level of mistrust in our people, but we… no I, can assure you that our wants for peace are genuine. Please, is there anything I can do?"
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fa19bf No.13472
>>13459
Meli, the most softspoken and peaceful of the morphs is sent to meet with the weakened Morgaz. He crouches beside the weakened dragon in the field. Meli speaks in his softspoken tone, "I'm sorry the morphs could do nothing to help you. I'm sorry I could do nothing to help you. We… wish to assist you and your people in this time of need. I understand there is a level of mistrust in our people, but we… no I, can assure you that our wants for peace are genuine. Please, is there anything I can do?"
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fa19bf No.13476
| Rolled 65, 88, 47 = 200 (3d100) |
http://pastebin.com/Hb96saUG
1. Urbanization moves ahead, despite our dwindling supply of stone. We should have enough to complete the next phase at the least. The outlying urbs have been completed, and at the half-way stretch towns and small cities are being built toward the center of Moco itself. In order to help make up for the lack of stone supplies some builders have taken to using specialized bones from industrial beasts in place of stone supports, giving the outlying towns a stranger, organic look than the inner ring. In fact the use of bone and preserved skinbeast flesh in the construction of some civic buildings becomes rather popular due to it's interesting appearance.
Now that development has moved past the half-way point the defense stratagem of over-lapping urbs begins to take shape. Like a burst of stars radiating out every urbs is constructed in a star pattern, with roads leading toward the urbs center. The city radiates outwards along the eight lines that lead to eight urbs which lead to another eight urbs. The connections between settlements makes transportation and communication simple between urbs. The precise city planning puts stress on the builders and the foremen, but the Dominators are very particular about the construction of their new cities and it is carried out despite the difficulty. (-15 Drachma)
2. The Batholisk Brood, Karalith Swarm, and Mutalith Swarms are all merged into a singular Swarm.
3. Continue working on economic theorems.
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fa19bf No.13479
>>13459
Meli, the most softspoken and peaceful of the morphs is sent to meet with the weakened Morgaz. He crouches beside the weakened dragon in the field. "I'm sorry the morphs could do nothing to help you. I'm sorry I could do nothing to help you. We… wish to assist you and your people in this time of need. I understand there is a level of mistrust in our people, but we… no I, can assure you that our wants for peace are genuine. Please, is there anything I can do?"
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fa19bf No.13483
What is there to say? What can be said is that Morgaz was almost boundless in his pursuit of his nation's future. A leader who had more strengths then weaknesses which is more precious then all the rubicite this plane had to offer in return for the effort he put towards saving it.
Yet, this story is one of tragedy. One reaching tower, one insatiable drive for sanity against the tide. I had tried to shoulder the politics of Soren with others, and for a time it was fruitful and felt content that the plane was in good hands. All Soren is lessened, fare well on the other side. We will build a statue in his honor on top of the embassy.
These feelings are conveyed to Morgaz "What is there to say. Heroes pass on to meet their loved ones and the rest fall to squalor. You will find your loved one on the other side Morgaz. Find peace in that far away place, in the valley of heaven. Farewell."
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fa19bf No.13484
| Rolled 7, 1, 5, 5, 5, 4, 1, 4, 6, 4, 7, 10 = 59 (12d10) |
>>13457
2 Sunnirian Linebreaker Formation [Epic][x5][Raging]
1 Sunniria Shieldwall Formation [Epic][x14][Brave]
2 Ballistas [Very Strong][Bombard]
Morrigan's Cohort [Epic][4x][Granix]
Wulfgar's Cohort [Epic][11x][Granix]
>Mobilized
3 Mobilized Sunnirian Warband [Epic][x8]
(Advantage: Average)
The Sunniri army marches on the lair of the clownbrood. They make no efforts to hide themselves or their weapons. This is extermination pure and simple. Their tunnels would prove troublesome, especially with their ambushing nature. Thus Wulfgar comes with an idea. The ballistae will bombard the tunnels and brood structures to draw them out. The shield wall will be the center with 1 mobilized formation on either side, and the ballistae behind guarded by the last mobilized formation. The Linebreaker formations will be even further in the flanks and move to cut off escape and be the hammer to the sheildwall's anvil. Morrigan and her Cohort will track and destroy the largest of the brood's monstrosities as will Wulfgar's cohort . Of course both cohorts will being using [the blessing of Granix on themselves like [Leap] to move around the battle faster and [Strengthen Unit] to cause even more damage to the enemy. The ballistae will shoot at flying units and break enemy swarms up once the battle commences.
First 2 rolls for bombard then the rest for units in order.
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fa19bf No.13485
>>13459
What is there to say? What can be said is that Morgaz was almost boundless in his pursuit of his nation's future. A leader who had more strengths then weaknesses which is more precious then all the rubicite this plane had to offer in return for the effort he put towards saving it.
Yet, this story is one of tragedy. One reaching tower, one insatiable drive for sanity against the tide. I had tried to shoulder the politics of Soren with others, and for a time it was fruitful and felt content that the plane was in good hands. All Soren is lessened, fare well on the other side. We will build a statue in his honor on top of the embassy.
These feelings are conveyed to Morgaz "What is there to say. Heroes pass on to meet their loved ones and the rest fall to squalor. You will find your loved one on the other side Morgaz. Find peace in that far away place, in the valley of heaven. Farewell."
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fa19bf No.13486
| Rolled 39, 83, 76, 64 = 262 (4d100) |
>>13459
Name: Rattlehavoc's Company, Courtier of the Order of the Advent
Race: Morphs (Tainted)
Color: Blue with dark purple trim.
Fluff: A small cadre of Tainted Morphs that are led by an old, well-traveled individual that goes by the name of Rattlehavoc. Formerly a splinter group, these Tainted have recently returned to the Council, asking to serve in whatever capacity is needed. They say that they have returned due to unease over the changing political landscape and a desire for security, but in truth their reentry into the Advent is the result of religious worry– that the divergent testaments they follow are inaccurate. They have rejoined the Advent to ease their own doubts and to bring more Tainted into the fold.
Government Type: Meritocracy. Rattlehavoc is the fifth leader of the Band, and leaders are quietly, bloodlessly replaced when they are no longer felt as fit to lead. The exact guidelines for this process, and the process by which the Tainted rise up the social ladder (only by proving that they can greatly benefit the community) are outlined in the Sardonyx Tablet.
Economy Type: Planned. Since their return to the Advent, they have adopted their economic measures to better fit in, leaving behind the more socialist system they had previously used.
Religion: Sardonyxism - The Band strictly adhere to the tenets, laws and religious practices outlined in the Sardonyx Tablet, rumored to have been carved by the First Tainted, whose legendary deeds are responsible for the glowing opinion many morph cultures have of their kind. The Tablet emphasizes a focus on venerating the Tainted that have come and gone, implying that the Tainted are actually closer to what the Morphs are supposed to truly be, and suggesting that the Grimoire Advent was composed entirely of tainted as well. There are several divergences in terms of dictates, holidays and worship practices, but otherwise Sardonyxism is very similar to the Church of Remembrance, and the Band is starting to more closely realign the Sardonyx Tablet's teaching with the Church's own.
Location: Haven, [Fortified City] +.3 Pop/turn for host nation
Unique Traits
Military: [Rattlehavoc's Company] [Epic] [16x]
Buildings: Trading Post, +2 Currency/Turn For Host Nation
1. Arguing gets us nowhere. We must be of one mind– focus, and work on developing that spell!
2. Begin building a stone-carving complex within Haven, so that tablets, and stone crafts, can be produced. Hopefully this will boost our economy and our culture. Use [Stone].
CATCH-UP ROLLS
3. Further fortify the city. Use [Stone] and [Iron].
4. Recruit more Tainted morphs.
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fa19bf No.13489
| Rolled 79, 34, 80, 91, 32, 77 = 393 (6d100) |
>>13406
It..works. Finally.
1. Send Raw Chaos to Advent. I don't need it, and he's the one I have the best trade route with.
2. Condense my 4 SkyGalleons into one unit.
3. Continue expansion efforts.
(Catchup actions)
4. Research more raiding options.
5. Invest in upgrading rum production without having to create a new still
6. Further expansion from action 3.
Name:Skyrates
Race: Assorted
Color: Pink
Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to
strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic
mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over
arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains
represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The
Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any
one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic
enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful
balance they have worked to set up.
To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,
airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their
assorted functions.
Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.
Economy Type: Pirate Free Market
Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.
Location: Ribwall
Population: (32.8) (1.2/turn)
Food: (Good)
Raw Currency: (27) (+9/turn) (-8/turn unit upkeep)
Legitimacy: (Average)
Culture: (7)
Industry: (11)
Unique Buildings: [1 Pirate Council Hall] [1 DreadDock Super Dock] [1 Black Market Goods Trade Emporium] [1 PYU Pirate Univerity] [Technocracy Embassy]
Defenses: Aerial Patrols [Large]
Military Units: {Unit Cap 7} 4 [SkyGalleon][Very Strong]; 2 [Pirate Marines][Epic/x6][Amphib]; 1 [SkyCutter*][Very Strong+++][Quick]; 3 [Grand SkyCutters][Very Strong++][Bombardx1][Quick]; 3 [Machine Men Marksmen*][Strong]
Resources/Quantity: Rum [Sustainable][x2][Market]; Iron [Sustainable][x2]; Copper [Sustainable]; Wood [Sustainable][x3]; Magicite [A Lot]; Oil/Gas [Sustainable]; Raw Chaos [Trace]; Flux [Sustainable]
Magic/Spells: (Aero-Piratical [Average]) (spells: Summon Ghost Pirates [Simple]) (War Magic [Primitive])
Technology: (Iron, Stone, Wood, Copper) Airships [Average]; Air-War [Good]; Scaled Building [Simple]; Economics
[Primitive]; Bombardment[Average]; Pioneering [Primitive]; Standing Army [Simple]; Raiding [Simple]; Magi-tek Engines [Very Simple]
Trade Routes: Advent[large, +3 Industry, +4 Currency/turn]; Patchwork [Small, +2 Currency/turn]
Territory: (15)
Bonuses:
1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or
opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes
undefended/non-military, roll 1d10. This does not apply to creatures.)
2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes
traditionally shipboard marines and boarding parties.
Eccentricities:
1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,
disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.
2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.
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fa19bf No.13492
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fa19bf No.13493
>>13459
What is there to say? What can be said is that Morgaz was almost boundless in his pursuit of his nation's future. A leader who had more strengths then weaknesses which is more precious then all the rubicite this plane had to offer in return for the effort he put towards saving it.
Yet, this story is one of tragedy. One reaching tower, one insatiable drive for sanity against the tide. I had tried to shoulder the politics of Soren with others, and for a time it was fruitful and felt content that the plane was in good hands. All Soren is lessened, fare well on the other side. We will build a statue in his honor on top of the embassy.
These feelings are conveyed to Morgaz "What is there to say. Heroes pass on to meet their loved ones and the rest fall to squalor. You will find your loved one on the other side Morgaz. Find peace in that far away place, in the valley of heaven. Farewell."
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fa19bf No.13494
>>GM Addendum: All players with trade routes to Morgaz lose trade routes. Disband Morgazian embassies, if present.
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fa19bf No.13495
| Rolled 23, 86, 7, 70 = 186 (4d100) |
>>13458
Nation Fluff:
http://pastebin.com/FBM7X4GB
[Kaldor]
Population: (21.2) (1/turn)
Food: (wobbly)
Raw Currency: (24) (8/turn)
Legitimacy: (Good)
Culture: (23)
Industry: (13)
Unique Buildings: [Temple, Hunter's Calling]
[Government building, Warrior's Hall]
[Northern Fell Chain Fortress, Huge, Imposing]
Defenses: (Elaborate Wooden Fortifications, Strong)
Military Units:
Huntmaster Hunting Pack [Epic][14x]
[Deathgaze]* Very Strong, Clever
Verana, Priestess of Galgoroth [Epic]
Juvenile Roc Flock [Epic][8x]
1 Skyships [Very Strong]
Resources/Quantity:
Copper [Sustainable][x3]
[Pelts, Sustainable]
[Stone, Sustainable]
[Wood, Sustainable][x2]
[Beetlechitin, some]
Star Metal [Average]
Elemental Slaves [Overflowing; 10]
[Wurms, some]
[Prisoners, some]
[Iron, Sustainable][x3]
Mildly-Burnt Freak-troll hide [some]
Freak Troll Minors [Some]
Wurmscale [Strained]
Fruit [Some]
Gems [Sustainable] 2x
Magic/Spells: (Elemental, Average) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]
Technology:
+Iron
+Stone
+Copper
+Wood
+Hideworking
+Exotic Creature Training[Average],
+War Drums [Average]
+War Animal Training, Average)
+Drum Amplifiers [simple]
+Composite-Material Armors [Simple]
+War Magic [Simple]
+Air Transport [Simple]
+Professional Armies [Simple]
+Airships [Average]
+ Night-Fighting [Primitive]
+ Spitter-Guns [Simple]
+Re-organization [primitive]
+Urban Pacification [Primitive]
+Sieging [Simple]
+Total Mobilization [Primitive]
+Logistics [Average]
+Scaled Construction [Very Simple]
+Bureaucracy [Simple]
+Projection Weapons [Very Simple]
Territory: (36)
Bonuses:
1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.
2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.
Eccentricity:
1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted
The Explosion is none of our concern, we have other things we need to focus on
1. Keep working on this projection weapon tech (Projection 5/10)
2. continue revising professional armies. (Standing armies: 7/10)
3. Continue to merge what we know about projection weapons and spitter guns. (??? Weapons 4/10)
4. Continue to attempt to create the ranch at Mare, these Freak-trolls shall not best us 4/8
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fa19bf No.13501
| Rolled 6, 65, 52, 5 = 128 (4d100) |
>>13458
http://pastebin.com/3HSSujEv
1 Overfell City Construction 10/15. The First City of Shezeb. The new center of population in the Dominion where peoples and avatars can gather to continue production of goods and arts. The town was built to commemorate out victory over the Honk and now it will be grander then ever.
2 Morgazian Memorial. This tragic loss, we won't forget his drive and heroics in pursuit of a better realm. That we won't be able to have chats about politics anymore is sad. Convert the embassy into a memorial.
34 Send supplies and arms to Khazan the show must go on, and victory is close at hand. More fire weapons and avatars for the final push. Spend 45 gold
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fa19bf No.13503
| Rolled 100, 60, 33, 12, 8, 33 = 246 (6d100) |
[Morph][Order of the Advent]
http://pastebin.com/wGkYEbjx
Population: (40.1) (1.8/turn)
Food: (Very Stable)
Raw Currency: (87) (+17/turn)
Legitimacy: (Very Stable)
Culture: 9
Industry: 6
Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town];[Northpoint Fortress][Fortress];[First National Port of Ethos][Port];[Haven][Fortified Town];[Sanctum Minor][Town]
Defenses: Wooden Walls [Simple]
Military Units: [Vincent][Epic][x2][Resilient]; 2 [Meli, Dez][Very Strong]; 6 [Xenon, Tinsel, Cain, Regent, Lem, Fitzgerald][Medium]
Resources/Quantity: Copper [Sustainable][x2]; Gems [Sustainable]; Iron [Sustainable][x1]; Wood [Strained]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x2]; Silver [Sustainable]; Coal [Unmined]; Gas [Unmined][x2]
Magic/Spells: [Morph Pluralist: Average][Summoning: Simple] (Arche's Fist [Simple])(General Summoning [Simple])
Technology: [Steel];[Metallurgy, Good];[Diplomacy, Average];[Communication, Simple];[Electricity, Primitive];[Walkers, Very Good];[Mechanized Warfare, Primitive];[Coinage, Good];[Sealed Construction, Primitive];[CMBatteries, Simple];[Projection Theory, Simple];[Projection Weapons, Primitive];[Advanced Hulls, Simple];[Cloaking, Simple];[Shielding, Very Simple]
Trade Routes: [none]
Territory: (19)
Bonuses:
1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.
2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.
Eccentricities:
1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)
—–
[Progress]
-Magic Leech (5/15)
-Gas Engine (7/12)
-
—–
1. We're receiving a shipment of a rare and strange material soon. Raw chaos. We certainly need to get some containers ready for proper transport or handling. After that unsightly explosion the Order is more than a little hesitant about handling the stuff.
2,3. Continue construction of the Gas Engine. We're about to have a large sum of gas, after all. Hopefully this will be enough to run our machine, but we can't be certain. (7/12)
4. A general summoning fixture has been arranged in full. It is time to test it out. (Summon Something)
5,6. Our walker design could be better. Weight could be better balanced and it could be built to utilize more weapons. What if we gave them GIANT SWORDS. Also it needs to be fast. LOTS OF WORK TO BE DONE.
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fa19bf No.13504
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fa19bf No.13507
| Rolled 75, 70, 5 = 150 (3d100) |
Name: The Vulmer
Race: Magically Uplifted foxes
Color: Red with Black Trim
Fluff: Centuries ago, there was a race of Elves who were very skilled at magically altering living beings. Towards the end, there was a fad about pet foxes, and liked to breed and show them - but were not above magically enhancing the vulpines, bringing them up to nearly as intelligent as baseline humans, and giving them grasping paws and longer lifespans - although not as long as the Elves.
However, disaster struck as a plague - a magically enhanced cold that only impacted the Elves - burned through the community. Within only a few days, 99% of the elves had died, and the remainder were not enough to sustain their people. The remainders fully uplifted the Vulmer, who took on the Elvish society.
Government Type: High Kingdom, with a council of 'High Nobles'. There is a strong code of laws, but Code Duello is active. The Noble titles are held for life and are not passed on, with the exception of the High King.
Economy Type: Heavily Craftsman-based, with specialized Guilds. Uses precious-metal currency.
Religion: Officially, the Vulmer worship the Creator God of the Elves. unofficially, they worship their Elvish Ancestors.
Location: Southern Gul
Population: (17.2) (+1.2/turn)
Food: (Good)
Raw Currency: (31) (+8/turn,)
Legitimacy: (Good)
Culture: (6)
Industry: (6)
Unique Buildings: High King's Palace, Magic Research Academy
Defenses: Vulmerian Walls and Traps [Large]
Military Units: 4 Legio Culpes Consularius[Very Strong]; 2 Legio Vulpes [Strong]
Resources/Quantity: Iron [Sustainble]; Stone [Sustainable]; Wood [Sustainable]; Silver [Sustainable,+3 currency/turn], Rubicite [unmined]
Magic/Spells: [Vulmerian](spells: Invisibility [Good]; Body Alteration [Good], Death-Ray [Simple])
Technology: Metallurgy [Average]; General Magic Theory [Good]; Magical Industry [Very Simple]
Trade Routes: [none initially]
Territory: 3
Aware of: Dragon Den, the Patchwork, Kaldor, Clownbrood, Mycon, Unidentified Fae Enclave
Bonuses:
1. Like A Fox: Generally, very clever tactics don't work on you in combat. You're just super clever.
2. Clever: You know a thing or two about most things. You get +5 to all rolls.
Eccentricities:
1. What's That Smell?: You are vulnerable to fire. If the opposition uses fire against you, you are penalized by -1 in combat rolls. Generally the opposition must make an actual effort to use flame.
–In Progress–
-Illusions [7/8]
—-Actions–
All Roles get +5 from Clever [Not put in to modifier field]
Action 1: Continue Researching Illusion Magic. Do not stop. Ongoing project. [7/8]
Action 2: Rearch into Magical Power Sources to fuel our Magical Industry.
Action 3: Expansion - Goal is to get the ruins within our borders.
Note: After discussion with red, "Arcane Theory" has been renamed "General Magic Theory" to better reflect intent.
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fa19bf No.13508
>>13507
Dropping 10 cold to mitigate any bad stuff from the 5
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fa19bf No.13509
>>13459
The event to the West was more than enough to draw the attention of Captain Northwind. Something terrible had happened, but just what?
"A map! Get a map!"
'Night Phoenix' sets down upon the edge of the field where Morgaz lies, the banner of Necro Imperialis flying above that of the Angle Confederation. Captain Northwind and an aid approach what remains of Morgaz and his honor guard.
"I am Captain Northwind of the Angle Confederacy, Courtier to the Necro Imperialis. What, what has happened here?"
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fa19bf No.13510
>>13503
Let's mitigate that 8 with 10 currency.
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fa19bf No.13511
| Rolled 2, 5, 6, 3, 9, 3, 2, 2, 1, 6, 7 = 46 (11d10) |
[Combat: Clownbrood by GM]
The Ringleader [Epic++][Raging][Bushwacker][Unstable];
1 Clownbrood Abominations [Very Strong+];
4 Clownbrood Nightmares [Very Strong+][Bushwacker]
5 Brood Throwback Swarms [Very Strong+]
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fa19bf No.13512
[Combat Report: Sunniria v. Brood]
[Result: Sunnirian Victory]
[Sunniria]
7+1x13, 1+1x13, 5+1x22, 5+1x4, 5+1x4, 4+1x12, 1+1x19, 4+1x16, 6+1x17, 4+1x16, 7+1[b], 10+1[b]
104 26 132 24 24 60 38 80 80 [568][Advantage: 1.1]
2 Sunnirian Linebreaker Formation [Epic][x5][Raging]
1 Sunniria Shieldwall Formation [Epic][x14][Brave]
2 Ballistas [Very Strong][Bombard]
Morrigan's Cohort [Epic][4x][Granix]
Wulfgar's Cohort [Epic][11x][Granix]
3 Mobilized Sunnirian Warband [Epic][x8]
9 8
[Clownbrood] 45 30 15 45 15 10 10 5 30 35
2x10, 5x5, 6x5, 3x5, 9x5, 3x5, 2x5, 2x5, 1x5, 6x5, 7x5 [180][1.2 Traps][Last Stand 1.5] = [324]
The Ringleader [Epic++][Raging][Bushwacker][Unstable];
1 Clownbrood Abominations [Very Strong+];
4 Clownbrood Nightmares [Very Strong+][Bushwacker]
5 Brood Throwback Swarms [Very Strong+]
Totals:
Sunniria: [624.8]
Clownbrood: [300]
—-
Combat Report
—
The Sunnirian forces make their assault with a slight advantage and manage to assault the clownbrood with relatively good surprise. The Sunnirian forces manage to burn vast portions of the clownbrood nest and then retreat to the outer caverns to wait for the enemy to fleet into their prepared formations – which they do. Casualities ensue on both sides, but the clownbrood lose entirely – they are unable to rally their forces and are effectively leaderless when the final Sunirian warbands breach the inner hive and douse the entirety of the nest with flammable oil. The nest burns for several days, and the Sunnirians have their victory.
[Sunniria]
Sunniria gets the following items:
Currency: 31
Hexes: 15
Industry: 3
Silk [1x]; Copper [1x]; Healing Grass [Scarce]; Gems [Lots]; Silver [Some]; Gold [Some]; Iron [Sustainable x2]; Wood [1x]]; Coal [ [1x]; Slaves [Lots]; Captured Brood Drones [Massive:20]
Disband:
2 Mobilized Sunnirian Warband [Epic][x8]
[Clownbrood]
Your nation has been destroyed.
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fa19bf No.13513
>>Nation Event – Skyrates : An airship carrying [Raw Magic] from Skyrates was destroyed during a routine shipment. The material appears to have been destroyed. [Skyrates: remove Raw Magic [Trace]]
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fa19bf No.13514
The Immortal Technocratic Republic
Race: Dwarves
Color: Brown
Fluff :
Once, a monarchy of Kings and Nobles of living breathing dwarves, with dreams of building ships, fighting for cause of justice and the Coalition and of the freedom of Oppressed people.
After the massacre of the 2nd Coalition War which ended in a stalemate, underwent an even greater and darker revolution than the capitalist surge that came before it, and twisted into the new Immortal Technocratic Republic. One nation in eternal unlife with the goal of power in mind.
Government Type: Totalitarian Technocracy
Economy Type: Capitalism
Religion: The Dreaming Forge God. The Dwarves believe that the reason the world floats through the sky, is that a great god of forgework is alseep and dreaming of islands flying through the sky. We dwarves are in the image of the forge god, and are the ones to construct the designs and inventions he dreams up with.
Location: Orgul Major
Population: (20.6) (1/turn)
Food: (Excellent)
Raw Currency: (6) Income: (10/turn) [-4 Vhyrian Iron Bank]
Legitimacy: Stable [Active Pacification]
Culture: (12)
Industry: (33)
Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge], Santerian Black Ziggurat, Large Santarian Academy, Embassy [Necro Imperialis], Embassy [Morph]
Defenses: (Stone Traps, Good), Nightcrag Tunnel Defenses [Elaborate, Segmented]
Military Units:
1 Eastwinds .Co Destroyer [Very Strong]
1 Dwarven Frigates (damaged)
1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive]
>0 Royal Navy Destroyer's
>Mobilized Forces on the Field
[New Santoria]
[New Machina]
>Mobilized Forces at home
Resources/Quantity:
>Home
Iron [Shortfall], Copper [Shortfall], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable], (Iron [x1]; Copper [x1]; Stone [x1]; Flux [x1]
>Colonies
[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]
[New Machina] [Fortress] Odd Scroll[Single], Silver [Unmined]; Dark Iron, Rubicite [Some]; 1x Iron, Wood, Copper; Ioun [Some]; Gems [Lots]
>Market Gifts:
Steel [Average]; Coal [rationing]
Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good]) (Mass Raise Undead [Very Simple])
Technology:
>Resource Tech
(Copper, Iron, Stone, Steel) [Steel Mill Blueprints]
>Economy
Bureaucracy [Primitive]
Rationalization [Good]
Standardization [Average]
Steam [Simple]
Clockwork Fabrication [Simple]
Dwarf-Clockwork Integration [Very Simple]
Recycling [Good]
Tooling [Very Simple]
Electricity [Primitive]
>Military
[Airships, Basic]
[Aerial Warfare, Simple]
[Air War] [Average]
[Civil Defense [Average]
Total Mobilization [Simple] (Total Mobilization/Industry: 5/20)
Mobilization [Average]
Large Scale Construction [Very Simple]
Bombardment [Average]
Command Crowns [Some]
Combat Clockworks [Simple]
Salvage [Simple]
Tooling [Average]
Holy Weapons [Simple]
Logistics [Good]
Terrorism [Simple]
>Other
Undead-Living Diplomacy [Simple]
Counter-Espionage [Good]
Counter-Espionage [Simple]
Secret Police [Simple]
The Total State [Simple]
Territory: (30)
Bonuses:
1. Aerial Fabricators: Sky Dwarves are keen on airship construction, and gain a bonus to rolls to construct airships or other large aerial constructions (+15).
2. Industrial: Sky Dwarves are keen on industry. For every industrial point gained, add half a point.
Eccentricities: (generated by GM)
3. Undead
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fa19bf No.13515
The Immortal Technocratic Republic
Race: Dwarves
Color: Brown
Fluff :
Once, a monarchy of Kings and Nobles of living breathing dwarves, with dreams of building ships, fighting for cause of justice and the Coalition and of the freedom of Oppressed people.
After the massacre of the 2nd Coalition War which ended in a stalemate, underwent an even greater and darker revolution than the capitalist surge that came before it, and twisted into the new Immortal Technocratic Republic. One nation in eternal unlife with the goal of power in mind.
Government Type: Totalitarian Technocracy
Economy Type: Capitalism
Religion: The Dreaming Forge God. The Dwarves believe that the reason the world floats through the sky, is that a great god of forgework is alseep and dreaming of islands flying through the sky. We dwarves are in the image of the forge god, and are the ones to construct the designs and inventions he dreams up with.
Location: Orgul Major
Population: (20.6) (1/turn)
Food: (Excellent)
Raw Currency: (6) Income: (10/turn) [-4 Vhyrian Iron Bank]
Legitimacy: Stable [Active Pacification]
Culture: (12)
Industry: (33)
Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge], Santerian Black Ziggurat, Large Santarian Academy, Embassy [Necro Imperialis], Embassy [Morph]
Defenses: (Stone Traps, Good), Nightcrag Tunnel Defenses [Elaborate, Segmented]
Military Units:
1 Eastwinds .Co Destroyer [Very Strong]
1 Dwarven Frigates (damaged)
1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive]
>0 Royal Navy Destroyer's
>Mobilized Forces on the Field
[New Santoria]
[New Machina]
>Mobilized Forces at home
Resources/Quantity:
>Home
Iron [Shortfall], Copper [Shortfall], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Sustainable], (Iron [x1]; Copper [x1]; Stone [x1]; Flux [x1]
>Colonies
[New Dwarvia] [Town]: Iron [Strained]; Gems [Low]
[New Machina] [Fortress] Odd Scroll[Single], Silver [Unmined]; Dark Iron, Rubicite [Some]; 1x Iron, Wood, Copper; Ioun [Some]; Gems [Lots]
>Market Gifts:
Steel [Average]; Coal [rationing]
Magic/Spells: (Geo-Aero, Simple) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good]) (Mass Raise Undead [Very Simple])
Technology:
>Resource Tech
(Copper, Iron, Stone, Steel) [Steel Mill Blueprints]
>Economy
Bureaucracy [Primitive]
Rationalization [Good]
Standardization [Average]
Steam [Simple]
Clockwork Fabrication [Simple]
Dwarf-Clockwork Integration [Very Simple]
Recycling [Good]
Tooling [Very Simple]
Electricity [Primitive]
>Military
[Airships, Basic]
[Aerial Warfare, Simple]
[Air War] [Average]
[Civil Defense [Average]
Total Mobilization [Simple] (Total Mobilization/Industry: 5/20)
Mobilization [Average]
Large Scale Construction [Very Simple]
Bombardment [Average]
Command Crowns [Some]
Combat Clockworks [Simple]
Salvage [Simple]
Tooling [Average]
Holy Weapons [Simple]
Logistics [Good]
Terrorism [Simple]
>Other
Undead-Living Diplomacy [Simple]
Counter-Espionage [Good]
Counter-Espionage [Simple]
Secret Police [Simple]
The Total State [Simple]
Territory: (30)
Bonuses:
1. Aerial Fabricators: Sky Dwarves are keen on airship construction, and gain a bonus to rolls to construct airships or other large aerial constructions (+15).
2. Industrial: Sky Dwarves are keen on industry. For every industrial point gained, add half a point.
Eccentricities: (generated by GM)
3. Undead
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fa19bf No.13569
| Rolled 8, 94, 29 = 131 (3d100) |
>>13457
>FluffnStuff: >>10350
Population: 60.6 (2.4/turn)
Raw Currency: 165 (19/turn)
Legitimacy: Good
Culture: (14)
Industry: (16)
Unique Buildings:
>Patchwork City: [Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]
>New Patchwork: [Patchwork Heritage Museum], [Trade Port] [Patchwork Magic Academy] [Elton]
Professional Military (Unit Cap:8): Patchwork Warbird Corps (Epic), Patchwork Flagship Mk. II (Epicx8)[Armored][Bombard x2], Patchwork Republican Guard (Epicx8)[Brave], Patchwork Battlemage Company (Epic)(Mage) The G-Unit[Epicx7][Infiltrate][Sapper]
Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, Sustainable x3] [Steel, Sustainable] [Magicite, Sustainable] [Iron, Unmined] [Strange Ooze, Trace] [Dark Iron, Unmined] [Odium, Scarce]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, Simple] [Diplomacy, Simple] [Standardization, Simple] [Rationalization, Simple] [Coinage, Simple] [Unit Upgrade, Improvised] [Economics, Primitive] [Equipment, Simple] [Standing Armies, Average]
1) Finish the expansion to Elton.
2) Take some of our vassal's factory technology. Create an industry that manufactures rubicite talons and beaks for our Warbirds. (10 Gold)
3) Try to get to more of that Odium our vassal found on Loen. (5 gold)
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fa19bf No.13570
| Rolled 30 (1d100) |
>>13569
[Intrepid] reroll on roll #1
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fa19bf No.13571
| Rolled 80, 47, 55 = 182 (3d100) |
>>13440
>>13458
>FluffnStuff: >>12010
Population: 60.6 (2.4/turn)
Raw Currency: 165 (19/turn)
Legitimacy: Good
Culture: (14)
Industry: (16)
Cities: Patchwork City, New Patchwork
Towns: Gobtown, Bogart, Starkegrob, Elton
Master Buildings:
[Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Patchwork City Marketplace], [Patchwork Heritage Museum], [Trade Port], [Patchwork Magic Academy], Dirigible Factory
Defenses: Tower/Wall Defense Network (Large), Starkegrob Citadel [Fortress]
Master Military:
Patchwork Warbird Corps (Epic), Patchwork Flagship Mk. II (Epic++++++++)[Armored][Bombard++], Patchwork Republican Guard Company (Epic++++++++)[Brave], Starkengrober Riesengarde (Very Strong+)[Brave], Starkegian Infantry Brigade (Epic++++)[Brave], Patchwork Battlemage Company (Epic)[Mage], The "G-Crew" (Epic+++++++)[Infiltrate][Sapper]
Resources/Quantity:[Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable, Unmined] [Rubicite, Sustainable (x3)] [Steel, Sustainable][Odium, Scarce][Magicite, Sustainable] [Strange Ooze, Trace] [Dark Iron, Unmined]
Magic/Spells: (Air, Basic) (spells: Summon Tseyarian Birds, Good; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)
Technology: [Airships, Average] [Aerial Navigation, Average] [Bureaucracy, Simple] [Civil Defense, Basic] [Coinage, Simple] [Compressed Air Cannons, Simple] [Diplomacy, Simple] [Drill, Simple] [Economics, Primitive] [Equipment, Simple] [Firearms, Average] [Metallurgy, Good] [Rationalization, Simple] [Standardization, Average] [Unit Upgrade, Improvised] [Infantry Tactics, Very Simple] [Standing Armies, Average] [Zepplins, Good]
Territories: (30*)
_
Courier Specific Buildings:[Starkegrob], Dirigible Factory
Defenses: Starkegrob Citadel [Fortress]
Courier Specific Military:
1 Starkengrober Riesengarde [Very Strong+][Brave], 1 Starkegian Infantry Brigade [Epic++++][Brave]:
(1 Starkengrober Riesengarde [Very Strong+][Brave]):
-2nd Starkegian Infantry Regiment, "The Stark Town Giants"
(1 Starkegian Infantry Brigade [Epic++++][Brave]):
-1st Starkegian Infantry Regiment, "The Retrievers"
-3rd Starkegian Infantry Regiment, "The Kleins"
-4th Starkegian Infantry Regiment, "The Neue Kerls"
Bonus: [Strategic]
_
1+2.) This factory is of little use if we have no means to drive its great machines other than simple manpower! Continue working lads, and continue urging the goblins to do their science thing with wind to make lightning! (Electricity 2/10)
3.) Lay out the wirework so that the factory is actually connected to the new power-generating windmills! A machine that can turn itself; I've heard of stories that the dwarves have accomplished something similar, in spite of their recent…troubles. Hopefully, we do not go mad with machinery and turn down a similar road: no, I order you to not go down that road!
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fa19bf No.13661
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