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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1447703508414-0.jpg (417.57 KB,1920x1200,8:5,budapest_-_fantasy_landsca….jpg)

File: 1447703508441-1.png (4.83 MB,4000x2000,2:1,Pc4A6KN.png)

e9fe3c No.14652

Welcome to the world of ÆØN, a world ready to be filled with sentient life and nations, yours specifically! This game will(hopefully)progress from the beggining of civilization to when the world takes to space! As such here is the statsheet and a map!

Name:(name your budding civilization)

Race:(as we are starting from the bronze age, the races you pick are the only ones of their kind for the time unless another player picks the same thing)

Location:(where would you like to start?)

Color:

Fluff:(1 or 2 paragraphs at least please, the better it is the better the stats)

Government:

Economy:

Religion:(vague or detailed, your call)

Specialty Magic:(you can always have none if you wanna take that risk or be jack of all trades, though this will mean your number of magical units is rather unstable)

____________________________
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e9fe3c No.14654

File: 1447704314542.jpg (340.95 KB,800x600,4:3,eldritch_abomination_by_th….jpg)

>>14652

Name:Cthqzau

Race:Eldritch abominations..pretty self explanatory

Location:Most barren lifeless place on the map

Color:Black

Fluff:This race of creatures is something that simply should not be, with a disregard for anything not of their race their only goal is to consume all. Giant amorphous masses of a acrid black tar like substance, hey have numerous eyes located all over their body that blend in well with it due to the coloration of the iris being completely black with tiny red pupils. They sport numerous bone like tentacles that they seem to be able to shape and mold at will as well as numerous mouths scattered all around their body filled with row upon row of razor sharp fangs designed to rip and tear through flesh and grind up bone.

Government:They have no government so to speak of they merely act in a hivemind following the orders of their king

Economy:They have no need of an economy their only purpose is to consume

Religion:They worship their king, he is known to them as one of the old gods.

Specialty Magic:Chaos/Cursing

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e9fe3c No.14656

File: 1447704791394-0.png (127.5 KB,431x242,431:242,Icthultu.PNG)

File: 1447704791414-1.jpg (255.03 KB,580x881,580:881,AQM_Cv18_5293e273d57653.84….jpg)

Name: Mermador

Race: Mermen (closer to Humanoid but with Gills and superior lung capacity)

Location: The Sea of Anis (as far away from green land as possible, but close to the ice)

Color: Blue

Fluff: For as long as history remembers, the mermen have lived in the depths. Little better than the fish and creatures of the deep which surrounded them, they hunted and ate each other for sustenance and territory. As the bigger fish at the smaller fish only to be eaten themselves, so too did the violence of the mermen prevail over them, and little more than animals.

It was not until an ancient old god, an eldtrich diety known only as "Icthultu" the bringer of knowledge, gifted king Arklanten with the knowledge on how to forge a magic trident, to conquer all the other mermen tribes, that the mermen were finally united under the tribe of Mermador.

The Mermen now stand behind their King, who has brought a new era of peace and unity to the mermen, and worship their god Icthultu, praying to him for wisdom and science and rejoicing that he has brought them from the minds of mere animals to a new race of intelligent being, and bring sacrifices in his name.

Government: Monarchy with a high council

Economy: Command Economy

Religion: We worship Icthultu, a powerful ancient one and old god, the bringer of unfathomable knowledge, science, magic, and madness.

Specialty Magic: Equipment Enchanting

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e9fe3c No.14657

File: 1447704795856.jpg (77.73 KB,1191x670,1191:670,cockroach_by_mclelun-d83do….jpg)

Name: The Mericon [the nation has no formal name; it merely is the case]

Race: Mericon (Large Bipedal "Cockroaches")

Location: Iron Mountains

Color: Black or Flame Red

Fluff: The Mericon are trans-planar race that vaguely resemble slouching armored bipedal cockroaches. This group, now isolated, seeks to dominate the world and the creatures that live there in pursuit of ever more power. To that end, the Mericon are utterly alien, savage, relentless, and prolific; everywhere the Mericon go they blight the world with conquest and war. Rarely has a world been found that does not bend to their liking. They are harsh, industrious, vicious, and mean; they play to win – and if they do not win, they will make sure others certainly lose.

Mericon society very much reflects the personality and demeanor of the average Mericon: hash and pitiless, hierarchichal, and driven by the lust for power in all forms. As such, it functions in an awkward and mean fashion, with powerful Mericon elites determine policy in a loose consensus with this policy filtering down to the swarming roiling masses below. Religion, often held as a reflection of higher values in other societies, is merely a mask in Mericon society. Indeed, religion is a favored avenue for more prestige and resources, many elites find their origin in it. Truly, the only god of the Mericon is power, naked and unashamed. Economically, the hierarchy is a vicious class society – neofeudal, with some capitalist autonomy, but more resembling postmodern economic slavery than any quaint philosophy of mammals. Civil "society" is a fast-paced, bewildering, and frightening place – so much so that it is upsetting to other races to interact with or look upon. It is a society of nightmares, where every Mericon individual fights to survive and dominate others; an awkward beast in total, but truly monstrous when elite formations manage to agree on policy.

Government: Elite Consensus

Economy: Neo-Feudal

Religion: Mericonian

Specialty Magic: Mericon Blood Magic [specializing in mutations and mass ritual]

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e9fe3c No.14661

Name: Gwynreth

Color: Green

Race: human

Fluff: Gwynreth was once a land ruled by nobles whose hearts had become black with greed, debauchery, and cruelty. Dark gods and dark power went openly worshipped and the people suffered. Then the Hero was born. A powerful good force called the Omniscience sent to Aeon a magic sword to confirm the hero and give it power to defeat the evil in the kingdom. The Hero did and ruled justly for several years before dying. Now the sword has chosen a new king, one pure of heart and full of good to lead the people of Gwynreth.

The omniscience gave to them a promise, that the sword would always give Gwynreth a rightful and just king, and that the land would flourish and survive but only if the people could remain good and just and battle evil in all its forms. Anyone could become the new Hero and lead, but only if the sword choose them and it only choose the best of heart.

Location : between the betwsy woods and shield river

Economy : there is little coin or precious stones or metals. The coin is usually held for trade with foreigners. Most transactions are barter or by using a special currency baked by crops.

Government : feudalism. The king is chosen by the Sword but the nobles are not.

Religion : the Omniscience is worshiped as a God and its power infuses the lands. Everyone seeks to uphold the 9 virtues laid down by the Omniscience.

Specialty magic : holy

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e9fe3c No.14667

File: 1447708382382.jpg (1.22 MB,2051x1387,2051:1387,Map.jpg)

Map revision as per request

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e9fe3c No.14668

>>14667

This is new map everyone

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e9fe3c No.14671

File: 1447709771761.png (3.44 MB,2647x1580,2647:1580,1447703508441-1.png)

>>14667

>>14668

You two stop that! Stop it. You stop.

Here, this is the best possible cropping from east-to-west on that map leaving the western part intact and respecting the names and not cropping any main landmark.

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e9fe3c No.14686

File: 1447712560723-0.jpg (116.98 KB,855x1024,855:1024,Stepan Alekseev - Pith.jpg)

File: 1447712560735-1.jpg (251.19 KB,1000x563,1000:563,Paul Scott Canavan - The D….jpg)

>>14652

Name: Khalol Pith

Race: Humanesque

Location: Faha Wastes

Color: Gray

>Fluff:

>When the plane was young, and its inhabitants younger still, the founding races squabbled and pecked for power, living in the shadows of ancient, monstrous beings. Most either hid from the Old Gods, cowering in fear of their retribution, or worshipped them, seeking from those eldritch horrors power to rule and to conquer, at the cost of sanity and morality. The land was bleak, dark, and fraught with evil.

>But the Khalol would not bow, nor would they hide. They were united, bound together by the bonds of honor in life and death, as they remain today, and as a single force they struck against the dire things beyond. The Old God Ch'z-ath'egkul, menace of their lands, became their obvious target, but their method would require a force beyond that power granted by its kind.

>Before the Khalol, before even the Old Gods, there was the magic that shaped them, the magic of Making, Choss Kahm, and the magic of Unmaking, Vien Kahm. They tapped into the strength of the Vien Kahm, and banished the eldritch tyrant. But its defeat came at great cost, and the Curse of Winnowing was laid against the Khalol by the fading God. Thereafter, the bonds of honor that united them withered, and their very physiology was corrupted, leaving them permanently stained with red markings about the eyes, pitched skin and desiccated bodies. Furthermore, their usage of the magic of Unmaking tainted their essence, denying them access to all other paths, for once one has walked the road of Oblivion, it becomes a stain on the soul.

>They became known as the Khalol Pith, the Fallen Khalol. For a long time, they scraped what existence they could from the wastes of their formerly lush home, crippled and scattered, but proud in their victory over an erstwhile unconquerable force. The centuries passed, and the Khalol Pith rose from their ignominy, devoted to restoring what they had before, to reunite their race and rise again with the might of Oblivion and the honor of loyalty, to free this squabbling, scarred world from the influence of the Old Gods altogether.

Government: The clans of the Khalol Pith date back to the kingdoms of the old Khalol, each with a ruling family line and several 'lesser' families serving that group. In the current day, the number of clans has lessened to war, famine and emigration, but those that remain have united into larger, multi-clan groups called Svitrik. The Svitri bis Kand is the largest, and it ostensibly governs the others via a court of familial elders, the Nomenkhal.

Economy: Scavenger/barter system, as yet undeveloped in means of currency. Smooth, flat stones are favored as mutual countenance when necessary.

Religion: The Khalol Pith do not have a religion proper, having an understandably antagonistic view towards gods. Some among them pay tribute to lesser, more moderate deities than the Old Gods, but such are rare in Pith culture. More common is the Creed of Oblivion, a pseudo-religious code taken by many Khalol Pith mages and other hopefuls, stating five key tenets:

- Everything which has begun must end

- Oblivion defeats creation, but creation cannot replace Oblivion

- Thus, Oblivion is the stronger force

- Suffering is to resist endings

- Strength is to abet endings

Specialty Magic: Vien Kahn, oblivion magic. On lesser scales, it removes chaff and excess to allow for sparkling and perfectly chiseled structures, or removes small memories or details from a mind. On moderate scales it can break enchantments and sterilize a person's thought and body, leaving them either mindless or desiccated. On higher levels it can extirpate a figure or group in a short cant, nullify a spell as it is cast, and bring Ending to regions of former growth (though the latter use is considered profane). On extreme levels, it can wipe entire armies from the earth, wither whole kingdoms into dust and ruins, and drain even the highest of magics from its source, be it arcane, demonic or divine.

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e9fe3c No.14691

>>14654

Population: 6

Food: 0

Raw Currency: 0

Legitimacy:  Very Stable

Culture: 0

Industry: 0

Unique Buildings: Player named building

Defenses: Wandering Cthqzau[Small]

Military Units: Your current pop is your military and all rate as strong

Resources/Quantity: 0

Technology: 0

Trade Routes: [none initially]

Territory: 4

Bonuses:

Children of the old god: Your people need no tech or resources, for you have magic for all things

Devourers: Your race can eat nigh anything, hence no set resource limit

Unplacable: +10 to combat actions

Eccentricities:

Monsters: Can not negotiate with any race barring other pc's

Hunger: You must roll another d100 to maintain your population. 1-30(decrease) 31-89(maintained) 90-100(increase)

>>14656

Population: 6[+1 per turn]

Food: 3[+2 per turn]

Raw Currency: 10[+5 per turn]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: Name underwater building

Defenses: Mermen Guards[small]

Military Units: 4 self named units[strong], 3 self named units[very strong]

Resources/Quantity:

Technology: Taming III

Trade Routes: [none initially]

Territory: 4

Bonuses:

Under da sea: Your units are greatly enhanced while underwater, moving three times the speed of land based units

Blessings of Icthulhu: Once per 3 turns you can ask your god for a major blessing(roll a d100 and specify need, difficulty depending on need)

Eccentricities:

Dislike of land lubbers: You have a dislike of landlovers, and must roll a d100 to see how they react to you

Need water: You need water, and your troops move slower than normal troops on land.

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e9fe3c No.14692

Name: Urartu

Race: Ogres

Location: The foothills of the white mountains.

Color: Copper

Fluff: The city of Ur was crafted when bronze was first new, when man and beast could scarcely clamber forth from the primordial ooze. The hands of ogres piled sandstone and mud brick to build a Ziggurat, and it began from there. The priests would collect grain and sheep from nearby herdsmen as sacrifices, and dole them out to the urban populace, drawing skilled workers to the city. Over time, the priest was overtaken by an Ensi, (Great Man), a warrior-chieftain who would expand his dominion over the ogres of the area, collecting taxes from herdsmen and farmers.

The Great king Megalon first led the armies of Ur to march, great thumping war drums heralding the approach of the bellowing horde. This conquest expanded the Kingdom of Urartu's rule over a large portion of the white mountains, great herds of auroch and sheep migrating in great cycles around the nexus point of the great city. On Megalon's death, his kingdom fell to a crisis, as the priest faction fought for dominance over his sons.

The city was laid to waste, the herds dispersed, and the clans shattered into naught, leaving the ogres naught more than tribal savages, pining after their ancient glory. A new king has come among the tribes, now, rebuilding a city on the foundations of great Ur, and naming himself as Megalon the Second. Several of the tribes back him, their herds under his command, their men under his control. He rests upon a stone throne, carved from the ruined stone of the old ziggurat, holding in one hand a spear, and in the other, a great scyth, ready to once more bring Urartu to primacy.

Government: Kingdom

Economy: Mostly herding of large Auroch and Sheep, the metabolism of Ogres allowing them to survive easily enough from a sparse diet of crushed millet and meat. Hides, furs and masonry are the most traded goods, the mines of the mountainside, drawing up both copper and tin, to be smelted in the great city. Ogres commonly work a profession and as farmers, most land near the capital dominated by massive fields of grain, irrigated by channels dug by the old Urartans. This massive crop, along with herding allows the city to function, with traders and merchants becoming more and more prevalent, along with a new profession, professional soldiers. Most wealth is sent to the King in Ur before being distributed as he deigns fit, food handed out to those that dwell in the city. Those who dwell outside the city are bound to send a sizeable portion of their produce to the capital in exchange for bronze and stone from the capital.

Religion: They worship a deity known as Tannur, a great Auroch who 's braying speeds the sun and moon. Religion is centralized around a priesthood of musicians, who use elaborate, drum like tools to produce booming, bellowing roars, along with sacrificing meals to their god. Tannur preaches devotion, loyalty and hard work, especially in herding.

Specialty Magic: A Form of Druidism. The shamanic mages direct the fury of nature, most specifically that of the herds. They also serve to act as doctors and mass herders, able to direct seas of cattle to do their bidding if well practiced enough.

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e9fe3c No.14703

>>14652

Name: Kingdom of AhGorak

Race: Lizardmen

Location: Near the sea

Color: Whatever is left

Fluff: Legends say that the first Lizardmen were washed upon the shore at the base of the capital city, where the temple district is today. From there the lizardmen split into tribes and spread, but where never unified. They warred with each other, raided each others camps, shattered eggs and made off with food. That is until the demi-god Gorak, son of the sea, united many of the warring tribes into a kingdom.

The nobles believe themselves decended from Gorak, and use this as their base of power, the king having the purest line. The people of AhGorak believe in strength, and that strength is never more evident in size. Warriors try to appear taller and bigger to show their strength, architects try to show their strength of mind by building bigger buildings, and nobles try to show their strength as rulers by having larger domains.

Government: Despotism, King with nobles under him.

Economy: barter

Religion: The Kingom of AhGorak believe that all races were created by the gods. They mainly worship the god they believe created them, Zozo lord of the sea and storms.

Specialty Magic: Water magic

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e9fe3c No.14709

File: 1447716990337-0.jpg (81.05 KB,1024x680,128:85,blessed bricca.jpg)

File: 1447716990355-1.jpg (48.19 KB,900x361,900:361,Bricca.jpg)

Name: The Blessed Lands of Bricca

Race:(as we are starting from the bronze age, the races you pick are the only ones of their kind for the time unless another player picks the same thing) Briccan Humans

Location: The mouth of the Bricca River

Color: Brick Color (Reddish-Brown)

Fluff: To the North, the cold, unforgiving seas. To the East, the towering Shieldzar Range. To the West, the foul Dreadwood. And to the South, the burning Sula. While all are… tolerable, none are so blessed as Bricca. Crystal waters, fertile lands, deep mines, and a lively culture roll across this land. Our land.

Our Ancestors were lucky to find this place, for they were once but traders in the Burning sands of Sula, eking out a living extracting the Sunlight from the sands where it fell.

But then we found Bricca, and we found the Suns.

Government: Electoral Monarchy [Rulers of smaller administrative units choose a High King]

Economy: Mercantile

Religion: The whole reason Bricca is Blessed is due to the Four Suns: The Fostering Sun, the Conquering Sun, the Harvesting Sun, and the Conspiring Sun.

The Fostering Sun, well, fosters growth and life, renewal and rebirth. But also disease. It’s usually associated with Springtime, Marshlands, and Morning.

The Burning sun is all about ACTION and STRENGTH. About PERSONAL EMPOWERMENT and BURNING AWAY THE COMPETITION. It also lacks any subtlety and HATES DECEPTION. It’s associated with SUMMER, DESERTS, and MIDDAY.

The Harvesting Sun is all about chilling out after a long period of work, the completion of a task. Which makes it popular with harvesters, brewers, and executioners. That’s right, it’s also all about death. It’s associated with Fall, Mountains, and Evening.

The Conspiring Sun is sometimes called a coward, hiding on the field of stars rather than illuminating the world. Ah, but that’s just it. It’s no coward, it just would rather rest and recover on its own terms rather than face you head on. It’s a knife in the back and a good night’s sleep. It’s associated with Winter, the Ocean, and Night.

They all emit tons of Magical Energies, referred to as Sunlight, all over the place. People harvest it, and use it for various things.

Specialty Magic: Sun Magic

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e9fe3c No.14716

File: 1447717925511-0.jpg (69.91 KB,500x319,500:319,image.jpg)

File: 1447717925512-1.jpg (38.61 KB,289x400,289:400,image.jpg)

>>14652

Name: Zombie Lincoln

Race: undead lich

Location: in a location hidden from the world

Color:

Fluff: There was peace once in the world I knew, but that all changed when the nations of fire attacked. There was war ! There was suffering ! There where campaigns lurched at the people of undeath! Wars where fought and eventually the scourge of life was no more. It was a peaceful time, the God of death even walked in our Mitts. Death controlled the whole world! All life was eradicated or so we thought, bacteria laid hidden and would soon grow into the races that stand today. After dominating and ruling a lifeless rock upon a throne of skulls The dead too where allowed to die. The kingdom died along with the world. It was only I for generations in a barren world. Much time passed and I was at peace. Only millennia later to be awaked. Feeling an hint of life had returned to the world I awoke to discover our conquest had been in vain! The God of death had abandon us! Life was back ! Now I'm journey to attempt to liberate this world once more. So my rest can be eternal.

Government: absolute monarchy

Economy: complete control

Religion: followers of of old an death God who onced walked on the planet

Specialty Magic: Primary illusion secondary Necromancy. We are illusionist first then undead.

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e9fe3c No.14723

>>14657

Population: 6[+1 per turn]

Food: 3[+1 per turn]

Raw Currency: 10[+5]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: player named building

Defenses: Mericon crawlers[small]

Military Units: 4 player named units[4x], 3 player named units[6x]

Resources/Quantity:

Technology: War tech III

Trade Routes: [none initially]

Territory: 4

Bonuses:

Roach Hegemony: +10 to all recruitment rolls due to a love of war

Deathbringers: War and Chaos are natural to your people, +10 to combat rolls

Eccentricities:

Disgust: Due to your appearances and actions the best relationships you can form with others is uneasy truces

Hatred of religion: As atheist your people do not benefit from the help or liking of gods

>>14661

Population: 6[+1]

Food: 3[+1]

Raw Currency: 10[+5]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: Player named building

Defenses: Holy Knights[small]

Military Units: 4 player named units[4x] 3 player named units[6x]

Resources/Quantity:

Technology: Swordsmithing III

Trade Routes: [none initially]

Territory: 4

Bonuses:

Praise Be, Praise Be: Thine lord has blesses thee with holy magic, giving thine the power to endure! +10 to defensive combat

Purification: Once per 3 turns you can turn 1 territory into pure land, giving a +10 bonus against dark beings while upon it

Eccentricities:

Fanaticism: You…"dislike" unbelievers to say the least. Roll a d100 upon meeting them. Also it will be hard to pull troops back home if a war is ended without the conversion or destruction of thine enemies

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e9fe3c No.14731

>>14686

Population: 6[+1]

Food: 3[+1]

Raw Currency: 10[+5]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: Player named building

Defenses: Oblivion Walkers[small]

Military Units: 4 player named units[4x] 3 player named units[6x]

Resources/Quantity:

Technology: Oblivion Smithing III

Trade Routes: [none initially]

Territory: 4

Bonuses:

Oblivion: You can bring about the complete destruction of an enemy or place once every 10 turns(partial destruction if enemy or thing is owned by a pc)

Godslayers: You gain a +10 bonus to fighting gods

Eccentricities:

Omnicidal: Not much to explain…

>>14703

Population: 6[+1]

Food: 3[+1]

Raw Currency: 10[+5]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: player named building

Defenses: Lizardmen Patrols[small]

Military Units: 4 player named units[4x] 3 player named units[6x]

Resources/Quantity:

Technology: (Player may insert at III)

Trade Routes: [none initially]

Territory: 4

Bonuses:

Children of Zozo: Major bonus to underwater warfare, +20. Cancelled out against pc mermen

Strength of a Demigod: Your people are remarkably hard to kill, and very strong

Eccentricities:

Water Lovers: While you dont need it as bad as lizardmen, going without adequate water for a long enough time will make your soldiers sluggish and possibly die if they go long enough without it

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e9fe3c No.14738

>>14692

Population: 6[+1]

Food: 3[+3]

Raw Currency: 10[+5]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: player named building

Defenses: Ogre Patrols[small]

Military Units: 4 player named units[4x] 3 player named units[6x]

Resources/Quantity:

Technology: (Player may insert at III)

Trade Routes: [none initially]

Territory: 4

Bonuses:

Shaman's of the land: The land can fight alongside you. Every 3 turns you may add 3 units[6x] to your armies, and your troops have doubled land movement and strength

Eccentricities:

Disorderly: It is hard to rouse your people meaning you must wait 2 turns to go to war unless attacked first

>>14708

Population: 6[+1]

Food: 3[+1]

Raw Currency: 10[+5]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: player named building

Defenses: Raptor Patrols[small]

Military Units: 4 player named units[4x] 3 player named units[6x]

Resources/Quantity:

Technology: (Player may insert at III)

Trade Routes: [none initially]

Territory: 4

Bonuses:

Packs: Your soldiers work better together than most, +10 to scouting and +10 to combat involving less than one unit

War god: Your god occasionlly grants blessings, aka +1 special unit you can ask for once every 5 turns

Eccentricities:

War god: Your god does NOT like piece. Either hunt, go to war, or suffer his wrath. Roll a d100 every turn for his satisfaction

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e9fe3c No.14743

>>14709

Population: 6[+1]

Food: 3[+1]

Raw Currency: 10[+5]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: player named building

Defenses: Sun Patrols[small]

Military Units: 4 player named units[4x] 3 player named units[6x]

Resources/Quantity:

Technology: (Player may insert at III)

Trade Routes: [none initially]

Territory: 4

Bonuses:

Sun gods: Your people are very blessed and versatile, giving you a wider range of troop types and powers(add one extra specialty magic related to the suns)

Eccentricities:

Too holy: All those blessings can quite easily go the wrong way if things go south if you catch my drift

>>14717

Population: 6

Food: 0

Raw Currency: 10[+5]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: player named building

Defenses: Undead Patrols[small]

Military Units: 4 player named units[4x] 3 player named units[6x]

Resources/Quantity:

Technology: (Player may insert at III)

Trade Routes: [none initially]

Territory: 4

Bonuses:

Mr Skeltal: Your calcium makes you extra durable doot doot! +10 to defense

Death god: Once every ten turns you can summon the avatar of death himself and make two or three wishes depending on his mood

Eccentricities:

Failing runes: The power of undeath is failing! Roll a d100 every turn to maintain or increase your pop

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e9fe3c No.14745

Everyone may now post. Map will be up soon, and I want everyone to change their plus numbers to the number in the tens category:(+10 to +1, +20 to +2, etc) You may do whatever you want…like anything.

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e9fe3c No.14747

Also here are the rules: http://pastebin.com/Y2GzvhQa

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e9fe3c No.14751

File: 1447722014992-0.jpg (373.01 KB,638x825,58:75,Tuatha.jpg)

File: 1447722014993-1.jpg (74.19 KB,736x460,8:5,sidhe.jpg)

Name: The Faewylde Hierarchy

Race: Tuatha, Sidhe and Fir-Bolg allies.

Location: The dark forests of the Dreadwood Vale.

Color: Yellow and/or White

Fluff: The Faewylde is all the land that lies under the control of the Sidhe and their bewildering enchantment-filled mists - the Grey Fog. Beings equally beautiful, powerful and terrible, the Sidhe rule over Fir-Bolg, who once where simple men and animal corrupted by the powerful enchantments of the Sidhe and have ever since become part of the Wyldes and subservient to their lords and their terrible and dark Gods, the Tuatha. Fir-Bolg are numerous and multiply quickly and easily, being wild and unrestricted by social rules they live as they want. The only rule they follow is the wishes of the Sidhe, which to them is unbreakable and holy.

The Sidhe are immortal Elven royalty from Tir Na Nog, the Land of the Ever Young, City of Mists Beyond Time, and came to colonize this world in the name of their overlords, the Tuatha. They are tall, fair and beautiful, masters of enchantments and illusions, which they wear as armor. Their very breath is magical and powerful, capable of calling the storms and thunder, or flaying the skin from the bone of a mortal man. They are hedonistic, self-indulgent and arrogant but hold at nothing to get what they want. They only bow to their superiors, the unfathomable Tuatha of Tir Na Nog, who they revere as gods. In order, the Tuatha themselves are as remove from the Sidhe as the Sidhe are from the Fir-Bolg. They have lived for eons and have insatiable hungers and unmeasurable intellects. Their magic is so immense they can't bring its full force to bear in this reality, unless they risk unmaking themselves in their spell-weaving, but what they can do is already far out of the reach of the simple mortal races. They abhor all that is not analogue to their standards of beauty and twisted sense of right. The Tuatha, Sidhe and Fir-Bolg must follow rules that are alien to mortals and only make sense in their horrific reality.

While cold iron will harm Fir-Bolg, Sidhe and Tuatha equally, making them favor bronze, there are secret war technologies that the Lords of Tir Na Nog do not make a

Government: Hierarchic Autocracy - The Fir-Bolg tribesmen are led by self-appointed chieftains strong enough to kill all who challenge their leadership. Shamans will try to use their meager talents in magic to help their chieftain where they can. The Sidhe rule themselves, each a minor noble entity of great powers, and often will have dozens, if not hundreds, of Fir-Bolg under their rule. Sidhe will often gather in "families", the biggest families command more respect from the others. All Sidhe bow to the Tuatha Lords who reign over entire Sidhe "families", or Daiones, not out of fear or imposed respect, but because the Sidhe themselves will try to align with their elven overlords. The most influential Tuatha have hundreds or thousands of Sidhe under their command.

Economy: Feudal - The Fir-Bolg are greedy and will use gold and silver as transaction coins and will hunger for the noble metals with a hunger commonly known to mortals. The Sidhe and Tuatha have little want for simple wealth and will leave the Fir-Bolg to deal with such matters, but they love and desire beauty and will hoard anything they deem attractive; slaves, gold and gems, commonly.

Religion: Polytheist Theovassalism - The Tuatha are worshiped as demigods in this reality by the Sidhe and the Fir-Bolg, but in the ladder power of the Faewyldes there are beings to which even the Tuatha must bow; Kings and Queens of Time and Space, Emperors of Wrath and Empresses of Beauty from the Land of The Ever Young. Chiefly among those godly beings of universal power are Queen Titania, Lady of All Fae, and Lord Oberon, Caller of The Wylde Hunt, to which all Tuatha will revere to a certain degree. However, the Faewyldean Gods are as numbered as the stars and many households will have a shrine to a personal Fey God they worship, be they tiny or immense.

Specialty Magic: Enchantments - of both Breath and Song - and Illusions of Glamour.

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e9fe3c No.14752

File: 1447722051589.jpg (80.29 KB,1280x720,16:9,eldritch_abomination.jpg)

Dice rollRolled 4, 99, 62, 93 = 258 (4d100)

>>14745

Name:Cthqzau

Race:Eldritch abominations..pretty self explanatory

Location:Most barren lifeless place on the map

Color:Black

Fluff:This race of creatures is something that simply should not be, with a disregard for anything not of their race their only goal is to consume all. Giant amorphous masses of a acrid black tar like substance, hey have numerous eyes located all over their body that blend in well with it due to the coloration of the iris being completely black with tiny red pupils. They sport numerous bone like tentacles that they seem to be able to shape and mold at will as well as numerous mouths scattered all around their body filled with row upon row of razor sharp fangs designed to rip and tear through flesh and grind up bone.

Government:They have no government so to speak of they merely act in a hivemind following the orders of their king

Economy:They have no need of an economy their only purpose is to consume

Religion:They worship their king, he is known to them as one of the old gods.

Specialty Magic:Chaos/Cursing

Population: 6

Food: 0

Raw Currency: 0

Legitimacy: Very Stable

Culture: 0

Industry: 0

Unique Buildings: Player named building

Defenses: Wandering Cthqzau[Small]

Military Units: Your current pop is your military and all rate as strong

Resources/Quantity: 0

Technology: 0

Trade Routes: [none initially]

Territory: 4

Bonuses:

Children of the old god: Your people need no tech or resources, for you have magic for all things

Devourers: Your race can eat nigh anything, hence no set resource limit

Unplacable: +10 to combat actions

Eccentricities:

Monsters: Can not negotiate with any race barring other pc's

Hunger: You must roll another d100 to maintain your population. 1-30(decrease) 31-89(maintained) 90-100(increase)

We hunger….we must….consume…multiply…increase numbers.

King…..mutations….wish…to use…magic…to develop…new….species…faster…more..lethal…version…of…us

we…must…scout…out…the..area..surrounding..us….our…unending…quest…to..consume all continues

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e9fe3c No.14767

>>14717

Population: 6

Food: 0

Raw Currency: 10[+5]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: player named building

Defenses: Undead Patrols[small]

Military Units: 4 player named units[4x] 3 player named units[6x]

Resources/Quantity:

Technology: (Player may insert at III)

Trade Routes: [none initially]

Territory: 4

Bonuses:

Mr Skeltal: Your calcium makes you extra durable doot doot! +1 to defense

Death god: Once every ten turns you can summon the avatar of death himself and make two or three wishes depending on his mood

[10]

Eccentricities:

Failing runes: The power of undeath is failing! Roll a d100 every turn to maintain or increase your pop

_______

1. Search immediate surrounding areas for materials and other useful items.

2. begin espionage and anti-espionage training

3. Improve our illusion magic

4. Matain that pop !

Free action: Legends speaks of a abomination of old, if I shall ever be safe in this world I will need other equally despicable creaters.

[send diplomat to malprig to establish a dark agreement of peace]

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e9fe3c No.14770

File: 1447723588648.png (33.42 KB,400x535,80:107,Martel Coat of Arms.png)

Dice rollRolled 32, 76, 71, 23 = 202 (4d100)

Kingdom of Gwynreth

Population: 6[+1]

Food: 3[+1]

Raw Currency: 10[+5]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: Temple of the Omniscience

Defenses: Holy Knights[small]

Military Units: 4 Hearth Guard[4x] 3 Knights of Emerald[6x]

Resources/Quantity:

Technology: Swordsmithing III

Trade Routes: [none initially]

Territory: 4

Bonuses:

Praise Be, Praise Be: Thine lord has blesses thee with holy magic, giving thine the power to endure! +1 to defensive combat

Purification: Once per 3 turns you can turn 1 territory into pure land, giving a +1 bonus against dark beings while upon it

Eccentricities:

Fanaticism: You…"dislike" unbelievers to say the least. Roll a d100 upon meeting them. Also it will be hard to pull troops back home if a war is ended without the conversion or destruction of thine enemies

[Build farms; Expand; increase currency gain per turn; research stone construction]

1. Our land is free and prosperous - praise be to the Omniscience. There are many who want to build new lives for themselves. They go out to build farmsteads and other small communities.

2. So much of this river land is unclaimed and would be useful for farming and other development. We will lay claim to it.

3. Crop yields may be good or bad this year, but regardless of which our economy runs of the backing of cereals. Bread is the coin of Gywnreth more or less and we'll need a good supply of grains to see it increased.

4. Buildings of wood and thatch are good for the average farmer, but they lack stability and sturdiness. Let's work on making mortar and learning the best ways to work stone to make better buildings.

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e9fe3c No.14776

Dice rollRolled 8, 66, 90, 20 = 184 (4d100)

>>14767

Rollin

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e9fe3c No.14777

>>14776

+10 currency to negate bad stuff from happening

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e9fe3c No.14782

>>14751

Name:Marai

Race:Bestial Foxfolk ( https://s-media-cache-ak0.pinimg.com/736x/dc/87/c3/dc87c3b601acaa4958a871395c53cf1e.jpg )

Location:Courtiering to Saorish

Color: Blood Red

Fluff: The Marai know their role in the world. They don't have existensial angst. They don't wonder, "Why are we here", "What is our purpose", because they know. They were created by the Tuatha of the Faewild Hierarchy to serve all of the Hierarchy. The Fae are not the masters of the Marai. That would be a downgrade. The Fae are their living gods. Beyond that, the Marai wish only to dominate and cause suffering.

Government: Pack hierarchy, with the Fae as uber-alphas. The strongest Marai rules, in so much as the Fae allows.

Economy: None. The strong take, the weak give.

Religion: None, perse. They worship their living creators, the Fae.

Specialty Magic: Self-enhancement - increasing strength, dexterity, constitution, speed, etc.

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e9fe3c No.14783

Dice rollRolled 10 (1d100)

>>14776

>fergoten action

Keep searching for stuff ! Stuff is needed for peace and war !

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e9fe3c No.14796

>>14751

Population: 6[+1]

Food: 3[+1]

Raw Currency: 10[+5]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: player named building

Defenses: Fey Patrols[small]

Military Units: 4 player named units[4x] 3 player named units[6x]

Resources/Quantity:

Technology: (Player may insert at III)

Trade Routes: [none initially]

Territory: 4

Bonuses:

Alien logic: You have an easier time fooling enemies, making it harder to spy on your nation and easier to infiltrate enemy nations.

Dark side: In times of strife your people can go quite mad. Roll a d100 after losing a battle to see if you can have a second go at the fight.

Eccentricities:

Alien logic: Dealing with other nations directly is hard due to their concrete logic that vastly differs from your minds. -1 to direct fights.

>>14782

Population: 6[+1]

Food: 3[+1]

Raw Currency: 10[+5]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: player named building

Defenses: Marai Patrols[small]

Military Units: 4 player named units[4x] 3 player named units[6x]

Resources/Quantity:

Technology: (Player may insert at III)

Trade Routes: [none initially]

Territory: 4

Bonuses:

Fey protectors: Once every 5 turns the fey will grant you a wish…twisted by their logic of course, but still making sense to you.

Enhancments: +1 to combat and scouting ( ° ʖ °)

Eccentricities:

Fey Gods: Fey+God=be prepared to get messed up at the slightest unseen provocation. Roll a d100 every turn along with your other dice.

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e9fe3c No.14797

Dice rollRolled 10, 49, 88 = 147 (3d100)

>>14691

Name: Mermador

Race: Mermen (closer to Humanoid but with Gills and superior lung capacity)

Location: The Sea of Anis (as far away from green land as possible, but close to the ice)

Color: Blue

Fluff: For as long as history remembers, the mermen have lived in the depths. Little better than the fish and creatures of the deep which surrounded them, they hunted and ate each other for sustenance and territory. As the bigger fish at the smaller fish only to be eaten themselves, so too did the violence of the mermen prevail over them, and little more than animals.

It was not until an ancient old god, an eldtrich diety known only as "Icthultu" the bringer of knowledge, gifted king Arklanten with the knowledge on how to forge a magic trident, to conquer all the other mermen tribes, that the mermen were finally united under the tribe of Mermador.

The Mermen now stand behind their King, who has brought a new era of peace and unity to the mermen, and worship their god Icthultu, praying to him for wisdom and science and rejoicing that he has brought them from the minds of mere animals to a new race of intelligent being, and bring sacrifices in his name.

Government: Monarchy with a high council

Economy: Command Economy

Religion: We worship Icthultu, a powerful ancient one and old god, the bringer of unfathomable knowledge, science, magic, and madness.

Specialty Magic: Equipment Enchanting

Population: 7[+1 per turn]

Food: 5[+2 per turn]

Raw Currency: 15[+5 per turn]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: Sea King's Palace

Defenses: Mermen Guards[small]

Military Units: 4 Mermen Infantry Units [strong], 3 Giant Crabs[very strong]

Resources/Quantity:

Technology: Taming III

Trade Routes:

Territory: 4

Bonuses:

Under da sea: Your units are greatly enhanced while underwater, moving three times the speed of land based units

Blessings of Icthulhu: Once per 3 turns you can ask your god for a major blessing(roll a d100 and specify need, difficulty depending on need)

Eccentricities:

Dislike of land lubbers: You have a dislike of landlovers, and must roll a d100 to see how they react to you

Need water: You need water, and your troops move slower than normal troops on land.

1. Construct a temple of coral and stone to Icthultu, our god!

2. The fish of the deep are many, as are their eyes. We must learn to tame certain beast of the ocean who can act as scouts and ears for us in the depths and afar.

3. Research - Magma Forge Methods.

There is heat beneath the sea, liquid stone which causes water to boil.

Some creatures can survive this heat, and they can be used to help forge metals in the lava, from ores dug under the sea.

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e9fe3c No.14806

Dice rollRolled 5, 17, 3, 9 = 34 (4d100)

>>14731

Name: Kingdom of AhGorak

Race: Lizardmen

Location: Near the sea

Color: Whatever is left

Fluff: Legends say that the first Lizardmen were washed upon the shore at the base of the capital city, where the temple district is today. From there the lizardmen split into tribes and spread, but where never unified. They warred with each other, raided each others camps, shattered eggs and made off with food. That is until the demi-god Gorak, son of the sea, united many of the warring tribes into a kingdom.

The nobles believe themselves decended from Gorak, and use this as their base of power, the king having the purest line. The people of AhGorak believe in strength, and that strength is never more evident in size. Warriors try to appear taller and bigger to show their strength, architects try to show their strength of mind by building bigger buildings, and nobles try to show their strength as rulers by having larger domains.

Government: Despotism, King with nobles under him.

Economy: barter

Religion: The Kingom of AhGorak believe that all races were created by the gods. They mainly worship the god they believe created them, Zozo lord of the sea and storms.

Specialty Magic: Water magic

Population: 6[+1]

Food: 3[+1]

Raw Currency: 10[+5]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: Castle

Defenses: Lizardmen Patrols[small]

Military Units: 4 AhGorak Spearmen[4x] 3 AhGorak Swordsmen [6x]

Resources/Quantity:

Technology: Ship Construction III

Trade Routes: [none initially]

Territory: 4

Bonuses:

Children of Zozo: Major bonus to underwater warfare, +20. Cancelled out against pc mermen

Strength of a Demigod: Your people are remarkably hard to kill, and very strong

Eccentricities:

Water Lovers: While you dont need it as bad as lizardmen, going without adequate water for a long enough time will make your soldiers sluggish and possibly die if they go long enough without it

1. Begin building a fishing dock.

2. Begin construction of a grande temple to Zozo upon the shore.

3. Begin exploring our lands for un-tapped natural resources.

Research: Research better methods of construction.

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e9fe3c No.14815

File: 1447730738601.jpeg (30.92 KB,481x425,481:425,lord of leafs.jpeg)

Dice rollRolled 79, 71, 86, 22 = 258 (4d100)

Fluff: >>14751

Population: 7[+1]

Food: 4[+1]

Raw Currency: 15[+5]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: Tower of Avalon

Defenses: Fey Patrols[small]

Military Units: 4 Fir-Bolg Skirmishers[4x] 3 Fir-Bolg Champions[6x]

Resources/Quantity:

Technology: (Enchantment III)

Trade Routes: [none]

Territory: 4

Bonuses:

Alien logic: You have an easier time fooling enemies, making it harder to spy on your nation and easier to infiltrate enemy nations.

Dark side: In times of strife your people can go quite mad. Roll a d100 after losing a battle to see if you can have a second go at the fight.

Eccentricities:

Alien logic: Dealing with other nations directly is hard due to their concrete logic that vastly differs from your minds. -1 to direct fights.

The Autumn Lord himself, Marquis Saorish, opened the portal from the other side. From its white depth prismatic mists cascaded forth, engulfing the woodlands. Riding that mist came the Sidhe Lords, royalty of pure Fae blood, and their masters, the demigods of the Tuatha. The land changed to accommodate their demanding will and trees and glades became houses and bathes. The invasion had begun. The Archlord then opened another portal, to a world in another dimension, and let from it cascade their serf armies. Fir-Bolg, wild and hairy animal men, populated the land around the portal. The holy Warrior Slaves of the Marai came from their land of intrigue after, and where given a different part of the forest to conquer. With them went some Tuatha, for they adored the worship of the Marai. The majority remained behind with the Sidhe and their Fir-Bolg servants. Immediately they began working on the colonization process.

Actions.

1. The Tuatha shall weave a might mist-magic cloud that will bewilder all who enter their domain-land. It's a very delicate enchantment, bound to their very soul and will, making hostilities in their land quite an unfavorable matter. [Create Defense Permanent Fog]

2. The Sidhe are focused on a ritual to enchant-shape the land into an agreeable castle-hold. A place similar to home, where the Fae can live in debauchery and appeasement of their Tuatha overlords. [Raise Noble Housings]

3. The Fir-Bolg, left mostly to their devices, began scattering away from the sight of their lords, ever afraid. Deep inside they woods they rejoiced. They were free from the dark and thorny realm that was their halls in the Lands of the Ever Young. Such was their wild joy that they mated, hunted, ate and killed with equal abandon to each part. [Half-action between Gather Food and Multiply]

Research.

4. The Tuatha are communing their vast minds with the rules and limitations of this reality. They search their immense memories for technologies about bronze-casting and weapon-making. [Research Blacksmithing tech]

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e9fe3c No.14836

Dice rollRolled 82, 57, 27, 35 = 201 (4d100)

[Mericon]

Population: 6 [+1 per turn]

Food: 3 [+1 per turn]

Raw Currency: 10 [+5/turn]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: [Command Aggregate Warrens]

Defenses: Mericon crawlers[small]

Military Units: 4 player named units[4x], 3 player named units[6x]

Resources/Quantity:

Technology: War tech III

Trade Routes: [none initially]

Territory: 4

Bonuses:

Roach Hegemony: +10 to all recruitment rolls due to a love of war

Deathbringers: War and Chaos are natural to your people, +10 to combat rolls

Eccentricities:

Disgust: Due to your appearances and actions the best relationships you can form with others is uneasy truces

Hatred of religion: As atheist your people do not benefit from the help or liking of gods.

Actions

1. The Mericon begin their expansion outward, as is their way. They kill and burn anything they can find, and devour the rest. Purification squads and Mericon outriders move in deliberate and subtle patterns. [expansion]

2. A wave of recruitment begins as the hordes begin to mobilize. There is a massive frenzy in the hive as excitement breaks out. It's…a celebration… [Recruitment][+10]

3. Some Mericon have been sighted working on forges for metals – war is always imminent. The serf-slaves work furiously and die in large numbers to get the initial crude things operational. [build forges]

4. The remainder Mericon have begun working on more effective ways to expand the territories – pioneering, by another name. Their methods grow increasingly refined as the initial command hierarchy and procedure is established. [research pioneering]

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e9fe3c No.14885

Name: The Blessed Lands of Bricca

Race:(as we are starting from the bronze age, the races you pick are the only ones of their kind for the time unless another player picks the same thing) Briccan Humans

Location: The mouth of the Bricca River

Color: Brick Color (Reddish-Brown)

Fluff: To the North, the cold, unforgiving seas. To the East, the towering Shieldzar Range. To the West, the foul Dreadwood. And to the South, the burning Sula. While all are… tolerable, none are so blessed as Bricca. Crystal waters, fertile lands, deep mines, and a lively culture roll across this land. Our land.

Our Ancestors were lucky to find this place, for they were once but traders in the Burning sands of Sula, eking out a living extracting the Sunlight from the sands where it fell.

But then we found Bricca, and we found the Suns.

Government: Electoral Monarchy [Rulers of smaller administrative units choose a High King]

Economy: Mercantile

Religion: The whole reason Bricca is Blessed is due to the Four Suns: The Fostering Sun, the Conquering Sun, the Harvesting Sun, and the Conspiring Sun.

The Fostering Sun, well, fosters growth and life, renewal and rebirth. But also disease. It’s usually associated with Springtime, Marshlands, and Morning.

The Burning sun is all about ACTION and STRENGTH. About PERSONAL EMPOWERMENT and BURNING AWAY THE COMPETITION. It also lacks any subtlety and HATES DECEPTION. It’s associated with SUMMER, DESERTS, and MIDDAY.

The Harvesting Sun is all about chilling out after a long period of work, the completion of a task. Which makes it popular with harvesters, brewers, and executioners. That’s right, it’s also all about death. It’s associated with Fall, Mountains, and Evening.

The Conspiring Sun is sometimes called a coward, hiding on the field of stars rather than illuminating the world. Ah, but that’s just it. It’s no coward, it just would rather rest and recover on its own terms rather than face you head on. It’s a knife in the back and a good night’s sleep. It’s associated with Winter, the Ocean, and Night.

They all emit tons of Magical Energies, referred to as Sunlight, all over the place. People harvest it, and use it for various things.

Specialty Magic: Sun Magic, Sunlight-Based Magics

Population: 6[+1]

Food: 3[+1]

Raw Currency: 10[+5]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: Hall of Blessings

Defenses: Sun Patrols[small]

Military Units: 4 Briccan Guardsmen[4x] 3 Burning Victors [6x]

Resources/Quantity:

Technology: (Player may insert at III)???

Trade Routes: [none initially]

Territory: 4

Bonuses:

Sun gods: Your people are very blessed and versatile, giving you a wider range of troop types and powers(add one extra specialty magic related to the suns)

Eccentricities:

Too holy: All those blessings can quite easily go the wrong way if things go south if you catch my drift

>1 Sunlight, Sun Bright

The suns cast their light upon the lands. It catches in the cracks and crevices, it flows through the skies, it weaves its way around us.

And we can gather it, like our Sulan ancestors once did.

[Set up some Sunlight Harvesting]

>2 Amber Waves

While we attend to the harvest of Sunlight, the Fostering (and, well, Harvesting) Sun teaches us not to neglect the harvest of food.

Fortunately, this land is bountiful, and should not require too much effort to pry feasts from its fields.

[FARMS, SON!]

>3 Fish

Rivers. Fish. Boats. Docks. Eat. I am very tired.

[Fish]

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e9fe3c No.14887

Dice rollRolled 22, 84, 97, 96 = 299 (4d100)

Rols n' Research:

>RESEARCH: Briccan Bricks

Some clever fellows have started doing something interesting with clay…apparently it may lead to better buildings.

Best to look into it.

[Brick and Building tech]

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e9fe3c No.14911

>>14731

Name: Khalol Pith

Race: Humanesque

Location: Faha Wastes

Color: Gray

>Fluff:

>When the plane was young, and its inhabitants younger still, the founding races squabbled and pecked for power, living in the shadows of ancient, monstrous beings. Most either hid from the Old Gods, cowering in fear of their retribution, or worshipped them, seeking from those eldritch horrors power to rule and to conquer, at the cost of sanity and morality. The land was bleak, dark, and fraught with evil.

>But the Khalol would not bow, nor would they hide. They were united, bound together by the bonds of honor in life and death, as they remain today, and as a single force they struck against the dire things beyond. The Old God Ch'z-ath'egkul, menace of their lands, became their obvious target, but their method would require a force beyond that power granted by its kind.

>Before the Khalol, before even the Old Gods, there was the magic that shaped them, the magic of Making, Choss Kahm, and the magic of Unmaking, Vien Kahm. They tapped into the strength of the Vien Kahm, and banished the eldritch tyrant. But its defeat came at great cost, and the Curse of Winnowing was laid against the Khalol by the fading God. Thereafter, the bonds of honor that united them withered, and their very physiology was corrupted, leaving them permanently stained with red markings about the eyes, pitched skin and desiccated bodies. Furthermore, their usage of the magic of Unmaking tainted their essence, denying them access to all other paths, for once one has walked the road of Oblivion, it becomes a stain on the soul.

>They became known as the Khalol Pith, The Fallen Khalol. For a long time, they scraped what existence they could from the wastes of their formerly lush home, crippled and scattered, but proud in their victory over an erstwhile unconquerable force. The centuries passed, and the Khalol Pith rose from their ignominy, devoted to restoring what they had before, to reunite their race and rise again with the might of Oblivion and the honor of loyalty, to free this squabbling, scarred world from the influence of the Old Gods altogether.

Government: The clans of the Khalol Pith date back to the kingdoms of the old Khalol, each with a ruling family line and several 'lesser' families serving that group. In the current day, the number of clans has lessened to war, famine and emigration, but those that remain have united into larger, multi-clan groups called Svitrik. The Svitri bis Kand is the largest, and it ostensibly governs the others via a court of familial elders, the Nomenkhal.

Economy: Scavenger/barter system, as yet undeveloped in means of currency. Smooth, flat stones are favored as mutual countenance when necessary.

Religion: The Khalol Pith do not have a religion proper, having an understandably antagonistic view towards gods. Some among them pay tribute to lesser, more moderate deities than the Old Gods, but such are rare in Pith culture. More common is the Creed of Oblivion, a pseudo-religious code taken by many Khalol Pith mages and other hopefuls, stating five key tenets:

- Everything which has begun must end

- Oblivion defeats creation, but creation cannot replace Oblivion

- Thus, Oblivion is the stronger force

- Suffering is to resist endings

- Strength is to abet endings

Specialty Magic: Vien Kahn, oblivion magic. On lesser scales, it removes chaff and excess to allow for sparkling and perfectly chiseled structures, or removes small memories or details from a mind. On moderate scales it can break enchantments and sterilize a person's thought and body, leaving them either mindless or desiccated. On higher levels it can extirpate a figure or group in a short cant, nullify a spell as it is cast, and bring Ending to regions of former growth (though the latter use is considered profane). On extreme levels, it can wipe entire armies from the earth, wither whole kingdoms into dust and ruins, and drain even the highest of magics from its source, be it arcane, demonic or divine.

Population: 6[+1]

Food: 3[+1]

Raw Currency: 10[+5]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: Crypt of the Deliverer

Defenses: Oblivion Walkers[small]

Military Units: 4 Kon T'lannic Spearmen[4x]; 3 Chomath T'oc High Guard[6x]

Resources/Quantity:

Technology: Oblivion Smithing III

Trade Routes: [none initially]

Territory: 4

Bonuses:

Oblivion: You can bring about the complete destruction of an enemy or place once every 10 turns(partial destruction if enemy or thing is owned by a pc)

Godslayers: You gain a +10 bonus to fighting gods

Eccentricities:

Omnicidal: A cruel misrepresentation

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e9fe3c No.14913

Dice rollRolled 97, 58, 25, 32 = 212 (4d100)

>>14911

1 - The threads of unity are rewoven, forged by strength and loyalty, a once sundered bond now unbroken. Gather together the Svitrik, for we must bolster what dwindled force we have. The Khalol Pith are silent no longer.

[Population boost]

2/3 - Our first concern, as always, is for the well-being of our people. We cannot thrive, indeed we can barely survive, in this wasteland. We need arable lands, good soil for tilling and sowing and raising crops. It is the wish of the council that this land be taken peacefully, if possible. If not, then we shall have to claim it by the strength of our arms, as was done in those bleak, barbaric days.

[Acquire stable farms]

Research - Arid and inhospitable as our lands are, they are likewise unexploited. Though we find little resources on the surface, where all is rocky, stubborn and cold, what lies beneath may hold treasure unseen, that which drove the lives of so many men before the Sundering. We shall find what was buried, and use it to grow stronger. Such is the way of the Khalol Pith, to always take that which was to create that which is.

[Research mining]

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e9fe3c No.14924

Dice rollRolled 85, 49, 83 = 217 (3d100)

Name: Urartu

Race: Ogres

Location: The foothills of the white mountains.

Color: Copper

Fluff: The city of Ur was crafted when bronze was first new, when man and beast could scarcely clamber forth from the primordial ooze. The hands of ogres piled sandstone and mud brick to build a Ziggurat, and it began from there. The priests would collect grain and sheep from nearby herdsmen as sacrifices, and dole them out to the urban populace, drawing skilled workers to the city. Over time, the priest was overtaken by an Ensi, (Great Man), a warrior-chieftain who would expand his dominion over the ogres of the area, collecting taxes from herdsmen and farmers.

The Great king Megalon first led the armies of Ur to march, great thumping war drums heralding the approach of the bellowing horde. This conquest expanded the Kingdom of Urartu's rule over a large portion of the white mountains, great herds of auroch and sheep migrating in great cycles around the nexus point of the great city. On Megalon's death, his kingdom fell to a crisis, as the priest faction fought for dominance over his sons.

The city was laid to waste, the herds dispersed, and the clans shattered into naught, leaving the ogres naught more than tribal savages, pining after their ancient glory. A new king has come among the tribes, now, rebuilding a city on the foundations of great Ur, and naming himself as Megalon the Second. Several of the tribes back him, their herds under his command, their men under his control. He rests upon a stone throne, carved from the ruined stone of the old ziggurat, holding in one hand a spear, and in the other, a great scythe, ready to once more bring Urartu to primacy.

Government: Kingdom

Economy: Mostly herding of large Auroch and Sheep, the metabolism of Ogres allowing them to survive easily enough from a sparse diet of crushed millet and meat. Hides, furs and masonry are the most traded goods, the mines of the mountainside, drawing up both copper and tin, to be smelted in the great city. Ogres commonly work a profession and as farmers, most land near the capital dominated by massive fields of grain, irrigated by channels dug by the old Urartans. This massive crop, along with herding allows the city to function, with traders and merchants becoming more and more prevalent, along with a new profession, professional soldiers. Most wealth is sent to the King in Ur before being distributed as he deigns fit, food handed out to those that dwell in the city. Those who dwell outside the city are bound to send a sizable portion of their produce to the capital in exchange for bronze and stone from the capital.

Religion: They worship a deity known as Tannur, a great Auroch who 's braying speeds the sun and moon. Religion is centralized around a priesthood of musicians, who use elaborate, drum like tools to produce booming, bellowing roars, along with sacrificing meals to their god. Tannur preaches devotion, loyalty and hard work, especially in herding.

Specialty Magic: A Form of Druidism. The shamanic mages direct the fury of nature, most specifically that of the herds. They also serve to act as doctors and mass herders, able to direct seas of cattle to do their bidding if well practiced enough.

Population: 6[+1]

Food: 3[+3]

Raw Currency: 10[+5]

Legitimacy: Stable

Culture: 1

Industry: 2

Unique Buildings: Ziggurat of Tannur

Defenses: Ogre Patrols[small]

Military Units: Hordesmen of Tannur[4x] Talgur Axemen[6x]

Resources/Quantity:

Technology: Masonry III

Trade Routes: [none initially]

Territory: 4

Bonuses:

Shaman's of the land: The land can fight alongside you. Every 3 turns you may add 3 units[6x] to your armies, and your troops have doubled land movement and strength

Eccentricities:

Disorderly: It is hard to rouse your people meaning you must wait 2 turns to go to war unless attacked first

1. Tannur's people are united once more, but only a few stand so tall as the men of Megalon's old kingdom. We must build our lands into something worthy of his legacy

2. The Auroch of the mountainside follow our commands, but there is much more to be done with them, perhaps they could plough the fields more efficiently than the great mountain rams.

3. The city is in ruins, it must be brought to rise again, and first among the many projects needed are the walls. We must repair them soon, and to do so we need stone. Dig a quarry in the mountainside.

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