7a9870 No.16037 [Last50 Posts]
New players can either replace afk nations or pm me for another *secret* option.
You are a Lord of a Province of the Great Empire.
>Lord's Name:
>Fluff:
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name:
>Color: (Also write the number of your location)
>Fluff: (Fantasy Races are allowed)
>Population:
>Military:
>Economy:
>Buildings:
>Technology:
>Storage:
>Magic:
>Bonus:
>What happened last thread
Emperor Bello has died.
Now for the sake of the Empire, the majority of the Lords must vote who shall be the new Emperor.
The Voting happens every 10 turns. All Lords, Ladies, or representatives must travel to the throne before then.
Rules not mentioned above: http://pastebin.com/0FtuGsBA
____________________________
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7a9870 No.16039
I just need a roll-call for now
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7a9870 No.16040
>>16037
The Lord of Kelthas Glade is here and has no idea what his plans were.
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7a9870 No.16042
>>16037
Desolace is here and awaiting the stat up on his nat 100 combat clockwork designs.
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7a9870 No.16045
>>16037
>>16039
Nation of were monsters
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7a9870 No.16046
>>16039
The Scorpion Clan returns
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7a9870 No.16054
>>16039
bruhhhhhhh
THE LORD OF ARUILE BRINGS HELLFIRE AND HALBERD
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7a9870 No.16055
>>16039
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Thundering Hooves Checking in
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7a9870 No.16056
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7a9870 No.16057
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7a9870 No.16058
>>16039
Lord Zephos is here but the has no idea where he is.
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7a9870 No.16060
>Lord's Name:
Sepandar Kalalia
>Fluff:
Sepandar is a Trade Prince of Noraphrak. House Kalalia were the greatest traders of Aphrak, and were rewarded for diligent service with the Satrap of Noraphrak following its pacification. Kalalia has long sought to cultivate trade around Aphrak and across the sea to the north.
Sepandar has spent his whole adult life cultivating trade routes and a powerful enough merchant-marine to transport supplies and commodities around the coasts of Aphrak and North to the Throne. He cares about his people as well as the bottom line, and institutes many "bread & circuses" events to keep the people happy and fed.
>Skill:
>Heir/Heiress:
Lysandi Kalalia
>Bonus:
>Kingdom's Name: Satrap of Noraphrak
>Color: Green
>Fluff:
The region along the north coast of Aphrak. Human with an Elf minority of nomadic trade caravans.
Biotechnology in the Satrap of Noraphrak has largely been devoted to crafting superior aquatic beings, domesticated and trained for transit and war alike. Before assimilation into greater Aphrak, Noraphrak was
>Population:
>Military:
>Economy:
Capitalist\Command hybrid, Writs of Trade given to certain individuals and trade rights allowed to all Elf caravans
>Buildings:
>Technology:
>Storage:
>Magic:
>Bonus:
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7a9870 No.16061
I am attempting to reserve a new spot where I can remake/make a new nation.
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7a9870 No.16065
Heads up but Morgoth (Epidemica), Whitedeath (Sylvania), Jaundice (orris) are likely still active but not here at this time.
Questionable is Druza and Ash who tapered out in the previous thread.
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7a9870 No.16067
Interested in joining, but don't see a spot open. Perhaps a larger nation would like a self-ruling vassal?
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7a9870 No.16070
>>16067
Just wait a bit, there will be a new map for wiped nations.
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7a9870 No.16071
>>16070
Rogerdodger.
Still, that does sound fun. Mmm.
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7a9870 No.16143
I would like to reserve a spot as well.
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7a9870 No.16169
>>16039
Best Salvyniam Shithole reporting in
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7a9870 No.16170
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7a9870 No.16174
>>16065
Morgoth has said on steam "I should be settled soon" and has shown interest in playing
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7a9870 No.16181
>>16037
Ponnpi in this motherfucker
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7a9870 No.16323
>>16065
I'll be around sooner or later Bello
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7a9870 No.16469
>>16037
ARIC/ORRIS IS HERE
ARIC/ORRIS IS READY TO WHIP ASS.
YOU BEST NOT BE RUSING US BELLO.
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7a9870 No.16602
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7a9870 No.17338
>>17337
If there's space and room, I'd like to play. Just let me know.
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7a9870 No.17341
and here is the correct map :3
no sleep is bad for you kids
feel free to bitch at me if I fucked up again
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7a9870 No.17347
>>17342
Looks swiggity swooty
Can I can an outline on dat Noraphrak booty?
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7a9870 No.17420
>>17341
>Lord's Name: Archon Gabriel Kouretas
>Fluff: Archon Kouretas is the first elected leader of the Republic. He's known mostly for soothing ruffled feathers, and was a compromise candidate rather than a leader of a faction himself.
>Skill:
>Heir/Heiress: Patrician Elective
>Bonus:
>Kingdom's Name: Republic of Ehlene
>Color: Yellow, island to the East [Former Hendappa]
>Fluff: After the recent disorganization, the Republic of Ehlene was formed out of the chaos that was once Hendappa, as the merchant families took over the government and formed a council to govern the island, which has since evolved to a Republic.
>Population:
>Military:
>Economy:
>Buildings:
>Technology:
>Storage:
>Magic:
>Bonus:
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7a9870 No.17454
Heres the new map
>Aphrak
Nations in Aphrak do not hold territory.
Instead, they start out a central hub (the dot).
(3 Open spots left in Aphrak)
>Throne
(2 open spots left in Throne)
>Other Continent
(Have yet to be found)
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7a9870 No.17458
Now taking applications.
>>17356
>>17420
These two already took the last two spot in Throne.
You guys need to change your location, however, or you can just move to Aphrak.
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7a9870 No.17459
>>17458
I'll take the spot in the South of Aphric, and will delete the references to an island that no longer exists.
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7a9870 No.17464
>>17458
The Fiery Reaches will now be located in north Aprak.
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7a9870 No.17466
Lord's Name: Cinderwise the Flanged
Fluff: Cinderwise is the foremost inferno wurm in all of the reaches. Known for his temper as well as his calm judgements when enraged, Cinderwise is a pinnacle of control and orderliness when confronted by a raging heart. This provides him many advantages, but it makes him few friends among others in the reaches. He is mostly known for his puns, and this has earned him many enemies in the realm and within the courts of the throne.
Skill:
Heir/Heiress: The Fiery Center will appoint a new leader.
Bonus:
Kingdom's Name: The Fiery Reaches
Color: Reddish Orange
Fluff: The Fiery Reaches" is a region of northern Aphrak held by a small coalition of like-minded allied creatures: Inferno Wurms, Inferno Goblins, and Inferno Kobolds. Inferno Wurms are smaller dragonlike creatures that live in hotter portions of the world, such as volcanos and deep mountains. Much as their namesake, such creatures have a fiery disposition, and are keen on fighting, brawling, and generally asserting themselves. They stand somewhat in contrast to the cleverer goblins, who handle matters mostly technical and requiring elegance. The last race, the kobolds, are doglike creatures with great strength; they handle matters of labor and work without complaint – without them society would surely collapse. All told, society is a division of the spirited, the rational, and the appetitive.
The Fiery Reaches of course follows the dictates of the throne, but generally chafes with the usual demands for autonomy.
Population:
Military:
Economy:
Buildings:
Technology:
Storage:
Magic:
Bonus:
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7a9870 No.17467
>Lord's Name: Adéwale Jiiaranok
>Fluff: A warrior of humble origins; Adéwale's village was pillaged by a neighbouring tribe. Captured and sold as a slave, the young man was sold to merchants, who used him as a porter. Travelling across northern Aphrak, Adéwale learnt of many things, listening and observing. On a return trip near his homeland, Adéwale, who had gained the trust and respect of his fellow slaves, led a revolt against the merchants. Adéwale is now the leader of a small kingdom, having taken revenge on his old enemies. They have sworn fealty to him and him alone.
>Skill:
>Heir/Heiress: Adéwale's daughter, Veynaro Jiiaranok, is a keen woman who is as loyal to her people as she is cunning. She has taken on her father's beliefs of loyalty, justice, and a keen eye and mind.
>Bonus:
>Kingdom's Name: The Kingdom of Tiatomerruk (Land of just vengeance)
>Color: Gold (Western Aphrak please)
>Fluff:
>Population:
>Military:
>Economy:
>Buildings:
>Technology:
>Storage:
>Magic:
>Bonus:
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7a9870 No.17471
>>17467
Fluff: A collection of villages surrounding the main town, the capital of Tiatomerruk (for which the kingdom is named) is a bustling town of trade and commerce surrounding a stone monument erected by the founders of the town. On this column is the laws of the kingdom for all to see, and makes as a warning to those who commit wrongs against their fellow countrymen.
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7a9870 No.18413
>>16060
>Skill
Leadership 2
IB-Leadership 1
Charisma 4
Combat 1
Wisdom 3
Intelligence 3
(Shorten it to : L-2, IB-1, Ch-4, C-1, W-3, I-3)
>Bonus:
Lord's Bonus - Shady Dealings: Spend [1] economy points to buy one action. Can only use once per turn.
>Population: 30,000
>Military:
2 Modified Warriors [Idle]
>Economy:
7
>Buildings:
Farm Level 2
Market Level 2
Trading Docks Level 2
Bank Level 1
>Technology:
Aquatic-Being Augmentations
>Bonus:
First [2] trade routes require no actions
Trade routes instantly turn level 2
>>17466
Leader
>Skill:
Leadership 3
IB-Leadership 2
Charisma 1
Combat 2
Wisdom 3
Intelligence 2
(Shorten it to : L-3, IB-2, Ch-1, C-2, W-3, I-2)
>Bonus:
Lord's Bonus: Pinnacle of Control - Having 2 or more actions being less than 30 results in gaining [1] more action.
>Population: 25,000
>Military:
3 Inferno Units [Idle]
>Economy:
5
>Buildings:
Farm Level 1
Barracks Level 1
Volcanoes and Mountains [MAX] [+Defense]
Mine Level 2 (+Volcanoes and Mountains Buff)
>Technology:
Fire-Resistant Genetics
Inferno-type Military
>Bonus:
Fiery Disposition - Action values of [55,66,77,88,99] result in crit value.
Fiery Disposition - Crit values results in loss of population.
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7a9870 No.18414
>Lord's Name: Quin Shiwan
>Lord's Name: Quin Shiwan
>Fluff: Lord Quin Shiwan is the inheritor of the vast peoples of the Shiwan, the veritable head at the top of a heirarchy including some fantastical numbers of men.
It was tradition that the head of the clan go through the lives of their subjects, so he know what his people are like.
As such, from a young age, he was taught by eunuchs in numbers and figures, and agriculture.
He was made to live among farmers, to see how much food, grain, water, and cows could be raised in an amount of time, and how the people lived in their home.
He was made to march in an army, as a soldier, and count just how much food he ate, how much water he drank, how long he slept, and how far he could march.
Above all, he was made to know the very value of one man, so that the value of the hundreds, thousands, even millions could be made clear in his mind. Thus does the Lord become one with his people, and every grain of sand and every man accounted for.
>Skill
Leadership Level X
IB-Leadership Level 2
Charisma Level 1
Combat Level 2
Wisdom Level 4
Intelligence Level 2
>Heir/Heiress: Ksheng Shiwan
>Bonus:
Leadership's rank can not be measured, but will instead fluctuate depending on the circumstances.
Lord's Bonus [Shared Experience] - Optional;Once per turn; If you have one action that failed and one action with a double success (80+), you can choose to make both actions to be normal successes.
>Kingdom's Name: Shiwan Dynasty
>Color: Bronze/Reddish BRown
>Fluff:
http://pastebin.com/TnzP7d0V
>Population: 950,000 Humans
>Military:
17350 Infantry
+200 Promoted Infantry+
>Buildings:
Farm Level 5
[WONDER] The Grand Rice Terraces
Fish Port Level 5
Market Level 3
Lumber Mill Building 1
[WONDER] Road Level X
Trading Dock Level 1
School of War Level 1
Storage Level 1 (5 Stack Cap)
>Technology:
[Wonder] Weapon Crafting
-The Shiwans Long Pike
-The Shiwans Shield of Steel
-The Shiwans Short Sword of Steel
Weapon Crafting Level 2
-Sword
-Shield
General Training
Formations
Grand Logistics
Grand Logistics Level 2 (2/4)
>Magic:
>Bonus:
Breeding
Stat Post
Military Society
>Economy : 5
>Heroes:
Shin Hal [General. L-3, IB-3, C-2, Ch-2 W-2, I-2]
Expeditionary Defensive Force: 3500 Men in Anniria's Land
Rebel Supression Force: 3850
—
>Trade:
SEA:
Market Level 3
Trading Docks Level 1 - Hendappa (Sea) Level 1 - [Currently Supplying Rice Per Turn]
Trading Docks Level 2 (1/2)
Road Level 1 - Winters, Curious, Anniria, Scruffy, Thuclyd
LAND:
Market Level 3
[WONDER] Road Level X (Iron Corner's Road Network - [Winters, Curious, Anniria, Scruffy]
Market Level 4 1/5
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7a9870 No.18418
>>18413
>Lord's Name: Lord Yuros Haleer (500 #)
>Fluff: The elven lord of the kingdom, he is 500 years old but has only been lord of the kingdom for 100 years. He is the son of the previous lord, and descended from the first elven lord of these lands, and raised for almost all his life to be a proper high elven lord of the kingdom. Although he can seem stuck up and a bit prudish to other nobles he really does just want to see his kingdom and the rest of the empire prosperous and peaceful.
>Skill:
Combat (Archery) Level 0
Charisma Level 4
Wisdom Level 3
Intelligence Level 4 (2/25 for 5)
Leadership Level 2
IB-Leadership Level 1
>Heir/Heiress:
>Bonus:
Granted Magic by one God (Nature)-Nature Channeling : Changes an object into a random material of nature.
Nature Channeling: Changes an object into a material of nature.
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
One-Arm
>Kingdom's Name: Kelthas Glade
>Color: Blue 3
>Fluff: A mostly elven nation where the upper class mainly consists of high elves. Long ago there was an elven kingdom in the forest that worshiped a pantheon of gods and followed their mortal representatives on the mortal world. That was until the representative of the nature god slayed the others and claimed kingship of all elves. He brought hardship to the people and persecuted those that did not worship him. Many left, and he persecuted those harder. A group that worshiped the god of light, the high elves, settled a city upon the river and for many years lived in peace in their city of light. Then the forest king found them and began trying to burn their city. Many raids and sieges passed and the high elf were on the brink of destruction, when the first emperor began to expand the empire. The priests saw something in this human and found he was born the same day the old representative of light was killed. He was declared the new representative of the god of light on the mortal world and was given a deal by the high elven lord, help win the war and dethrone the king in the forest and their kingdom shall join the empire. The deal was struck and the war one, with the high elven lord given control of all that was the kingdom, and all it expanded to. The worshipers of the gods began to return and the city began to change with it, gaining representations of the worshipers as they made their marks. Marble buildings and light, parks and nature, fountains and water, and many more added to the city. The lord of the city had to manage it all, the different religions and their interactions, and to make the city and kingdom great. It is said the first lord looked upon the first parks and fountains and smiled, as the future was bright but his hardships had only just begun.
>Population (Happyness 6): 401,000 Elves
>Military: 8,000 Infantry
+30 Spies
>Buildings:
Light Church Level 3
Death Church Level 2
Nature Temple Level 3
Water Temple Level 2
Earth Temple Level 2
Shadow Temple Level 1
Knowledge Temple Level 1
Roads Level 2
Farm Level 5
Mine Level 1
Fish Port Level 1
Spy Network Level 1
(Unique) Decoration Garden Level 1
Storage Level 1
+Storage (0/5):
0 Stack of Farm Goods (Expire in 2 Turns)
Market Level 1
>Technology:
>Magic:
Nature Magic ( 4 Elves, 1 Elf (Food gives more Pop))
Light Magic ( 3 Elves)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
Earth Magic (1 Elf)
Knowledge Magic ( 1 Human)
Enhanced Magic ( 1 )
>Economy: 6 (+4 Roll Value to relevant)
>Trade: Epidemica (Land) Level 1
>Bonus:
+Favored by Gods
From last turn before the end chose Enchanting magic - improve magic
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7a9870 No.18419
>>17420
Need some more Leader's fluff.
>>17467
Leader
>Skill
Leadership 1
IB-Leadership 2
Charisma 3
Combat 4
Wisdom 2
Intelligence 3
(Shorten it to : L-1, IB-2, Ch-3, C-4, W-2, I-3)
>Bonus:
Lord's Bonus - Knowledge from Travels : Choose [1] Building, [1] Technology, and [1] Military Unit which you learned from your travels. Your nation automatically gain these things. (Requires an action for each)
(Need Kingdom's Fluff)
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7a9870 No.18420
Lord's Name: Cinderwise the Flanged
Fluff: Cinderwise is the foremost inferno wurm in all of the reaches. Known for his temper as well as his calm judgements when enraged, Cinderwise is a pinnacle of control and orderliness when confronted by a raging heart. This provides him many advantages, but it makes him few friends among others in the reaches. He is mostly known for his puns, and this has earned him many enemies in the realm and within the courts of the throne.
Heir/Heiress: The Fiery Center will appoint a new leader.
Kingdom's Name: The Fiery Reaches
Fluff: The Fiery Reaches" is a region of northern Aphrak held by a small coalition of like-minded allied creatures: Inferno Wurms, Inferno Goblins, and Inferno Kobolds. Inferno Wurms are smaller dragonlike creatures that live in hotter portions of the world, such as volcanos and deep mountains. Much as their namesake, such creatures have a fiery disposition, and are keen on fighting, brawling, and generally asserting themselves. They stand somewhat in contrast to the cleverer goblins, who handle matters mostly technical and requiring elegance. The last race, the kobolds, are doglike creatures with great strength; they handle matters of labor and work without complaint – without them society would surely collapse. All told, society is a division of the spirited, the rational, and the appetitive. The Fiery Reaches of course follows the dictates of the throne, but generally chafes with the usual demands for autonomy.
Skills:
Leadership 3
IB-Leadership 2
Charisma 1
Combat 2
Wisdom 3
Intelligence 2
(Short: L-3, IB-2, Ch-1, C-2, W-3, I-2)
Bonus:
Lord's Bonus: Pinnacle of Control - Having 2 or more actions being less than 30 results in gaining [1] more action.
Population: 25,000
Military:
3 Inferno Wurm Juves [Idle]
Economy: 5
Buildings:
Farm Level 1
Barracks Level 1
Volcanoes and Mountains [MAX] [+Defense]
Mine Level 2 (+Volcanoes and Mountains Buff)
Technology:
Fire-Resistant Genetics
Inferno-type Military
Bonuses:
Fiery Disposition - Action values of [55,66,77,88,99] result in crit value.
Fiery Disposition - Crit values results in loss of population.
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7a9870 No.18422
>>18414
Shorten skills to
L-?, IB-?, Ch-?, C-?, W-?, I-?
>Military:
Max Unit Capacity : 6
Infantry Units (Idle) - 5
Infantry+ Unit (Idle) - 1
>>18418
Shorten skills to
L-?, IB-?, Ch-?, C-?, W-?, I-?
>Military:
Max Unit Capacity : 3
Infantry Units (Idle) - 3
Spy Unit - 1 (Doesn't count towards capacity)
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7a9870 No.18423
>>18419
Gabriel Kouretas was the son of a shipsmaster for a small trading company, and often accompanied his father after his mother passed away at a young age, serving his apprenticeship at sea on that vessel. When a lieutenancy opened up on another ship, he was slotted in. He rose through the ranks, known as an even-tempered officer who was tough, but fair, often managing to solve problems aboard ships without lashings.
A few lucky windfalls in personal cargo meant he could buy a stake in the merchant association, and then a ship outright. From there, mainly acting as a middleman, his personal wealth grew until he became part of the city council of Ehlene.
When the Republic formed, two factions arose in the senate, with only Gabriel remaining apart. As the two factions became deadlocked in electing an Archon, one exasperated faction member shouted "Why don't we just vote Gabriel in?". To everyone's astonishment, including his own, he handily won the vote.
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7a9870 No.18424
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (4)
+ Wisdom (3)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,296 Humans
+ 50,049 Vampires
>Advisers:
+ Evangeline Bleichhaut (Female, 120)
+ Marcus Rotfang (Male, 387)
>Military:
+ Black Guard (995 Vampire Soldiers)
+ 60 Spies (Counter-Intelligence)
>Economy: 2 [$ 490 / 500 ] (-6 Roll Value to Relevant Action)
>Buildings:
+ Farm (Level 1)
+ Wine Vine (Level 1) (Level 2 - 1/3)
+ Nachtstein Castle (Level 4)
+ [WONDER] Silent Gardens
+ [WONDER] Tower of Shrouds
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Trade:
+ Zephos [Sea] Level 1
>Technology:
Weapon Crafting
-Seeker Spear [Ranged, Homing]
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
>In the Works:
+ Weremonsters Hunter 1/3
+ Cycle of Blood 3/12
+ Wisdom (4) 2/15
+ Watchtowers 1/4
+ Intelligence 2/10
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7a9870 No.18426
>Lord's Name: Ernst Shurslstad
>Fluff: Ernst used to be a simple peasant, until the lord of (the now gone) kingdom of Gurvza, died and the lesser nobles started to do heavy taxing, with conditions worsening every week, and local tribes that were allowed to live in specific areas getting forced to smaller and smaller areas, Ernst deciding enough is enough started rousing the people and tribes (which are orcs and goblins) to rally against the nobles and make a kingdom which is truly a country for the people,
>Skill: Leadership 4
IB-Leadership 3
Combat 2
Charisma 4
Wisdom 3
Int 1
>Heir/Heiress: None
>Bonus: [Lowly Peasant] - People can see you as a lowly peasant. If this is true, Leadership, IB-Leadership, and Charisma turns to 1. This instantly does not work to a person to a character with a Wisdom of 3 or higher.
Lord's Bonus [The Uniting Speech] - The population is more accepting to [Social Policies]. Only one [Social Policy] will give a huge bonus.
>Kingdom's Name: Soviet Union
>Color: Anything
>Fluff: Look at lords fluff as this kingdom just got recently made
>Population: 69,700 Goblin, 10,000 Orc,100 Humans
>Military:
1,035 Infantry
105 Orc Infantry
20 Carrier Boats (Carries up to 100 Units)
>Building:
Fish Port Level 1
Docks (Trade) Level 1
Shipyard Level 1
Loghouse 2/4
>Bonus:
Wildlife - Everything wants to kill you
Technology:
Taming Level 2
-Monsters
Taming 1/4
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7a9870 No.18427
>>18413
>Lord's Name: Aric Bryne
>Fluff: A ruthless raider who married into his position after years of steadfast and loyal service, Aric Bryne can be considered the luckiest man in Orris. The unluckiest would be his late father-in-law, a gutless coward of a man whose only good course of action was to marry his daughter, Alice, to Aric instead of a scheming nobleman. Aric has replaced his small council with his own trusted crewmen, and has proven himself to be a shrewd, dangerous leader.
>Skill: Leadership 1, IB-Leadership 4, Charisma 3, Combat 4, Wisdom 1, Intelligence 2
>Heir/Heiress: Andol, age 1.
>Bonus: [Raider King] - +20 to rolls where attacks are personally led. +15 to military actions on the sea, military sea actions only fail on a 1
>Kingdom's Name: Orris
>Color: Grey, 19
>Fluff: A fishing colony, Orris has fallen on hard times due to the poor policies and decisions of its now late ruler. Now, however, Lord Bryne is intent on bringing it back to its old glory as a prosperous and feared naval power. Orris' population is mostly human, but there are a fair smattering of dwarves, elves and merfolk. The elusive Humbolt, a race of squid people, have an underwater colony not far off of the Orrisian coast, and rumors tell of ferocious sea monsters in the area as well.
>Population: 82280 Humans, 10450 Dwarves, 7300 Elves, 3050 Merfolk
>Military: 1101 Raiders+, 1612 Elite Raiders, 1995 Elite Raiders+, 379 Lesser Hero Raiders, 97 Carrier Boats (100 Units), 7 Warships (300), 1 Capital Ship (500), 1 Scorpion
>Military Action: [Naval Blockage] 7 Warship, 50 Carrier Boats, 379 Lesser Hero Raiders, 1621 Elite Raiders+
Aphrak Expedition: 200 Raiders+, 2 Carrier Boats.
>Buildings: Fishing Port 2, Trade Docks 2, Military Docks 2, Shipyard Level 2, Storehouse Level 2
>Technology: Ship Crafting 3, Weapon Crafting 2, Siege Crafting 1, Scorpions
>Magic:
>Heroes: Siegel, The Half-Elven QuarterMaster: Increases Training Rate, Combat 4, IB-Leadership 3
>Bonus: Naval Power
>Holdings: 1 Stack of Wood, 2 Stacks of Iron, 3 Stacks of Fish, 24% Filled
>Economy: 4 (-1 Roll Value)
Economy 4 [10/500]
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7a9870 No.18428
>>18424
Shorten skills to
L-?, IB-?, Ch-?, C-?, W-?, I-?
-Bonus:
Remove all Leader's bonuses from before
+Bonus:
Lord's Bonus - Vampire Politics : Having 3 actions or more as successes grants [+10] to all rolls and [+1] action from a House.
Lord's Bonus - Vampire Politics: Having 3 actions or more as failures grants [-1] actions next turn.
>Military
Max Unit Capacity - 3
Black Guard Units - 1
Spies - 1 (Does not count towards cap)
>>18426
Shorten skills to
L-?, IB-?, Ch-?, C-?, W-?, I-?
>Bonus:
Remove [Lowly Peasant] Bonus
Add
Lord's Bonus - The Rousing Union : Alliances or assimilation grants [1] Social Policy.
>>18427
Shorten skills to
L-?, IB-?, Ch-?, C-?, W-?, I-?
>Bonus:
Remove all bonuses
>Bonus:
Lord's Bonus - Raider King : Attacks led by Bryne does not require an action.
Lord's Bonus- All out Viking : Any actions dealing with [Military Sea Action] results in [+1 Military Sea Action].
>Military:
Military Unit Cap : 3
Elite Raiders Unit : 1
Elite Raiders+ Unit: 1
Lesser Hero Raiders Unit: 1
>Ships
Max Ship Cap: 3
Warship Fleet : 2 (Carries 2 Units each)
Capital Fleet: 1 (Carries 4 Units each)
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7a9870 No.18431
>>18413
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 19 and Tyrat age 17. His wife Glynda is 45.
>Skill
Leadership Level 1 (2/5)
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 25 [Wisdom][Intelligence]
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop]-Have the option to create the [EX.WONDER]
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 149,997 Dwarves, 60,000 Gnomes
>Military:
3,440 Infantry
1 Clockwork Carriage
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 3
Mine Level 3 (5/7)
Storage 1
Stone Roads 2 (iron Corner)
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
Clockwork Men Level 2
Clockwork Carriages
Quarantine Procedures Level 1
Armed Clockwork Men 3/8 (Nat 100 with 2 fluffed designs: pending)
>Bonus:
Magicless
Inventors!
>Wonders
[EX WONDER]- Grand Clockwork Workshop
-More workspace
>Economy"5 (+0 rolls)
>Storage Limit 5
Revised stats
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7a9870 No.18432
Lord's Name: Lord Thundering Hoof
Fluff: "Lord" Thundering Hoof is less of a lord and more like a chieftain of his people and if sticking to the customs of their own kind he would only be a chieftain. He fought bravely beside the Emperor himself against the viscous Grey Wolf tribe, his father the former chieftain died during that war. Thundering Hoof is the greatest riding and warrior of his tribe and when he isn't doing official business with the Emperor he is at home on his horse. He is also loyal to a fault to his Emperor who has gained his respect, many other lords refer the Thundering Hoof as the kings personal lap pony. Those who say that near him rarely get a chance to say it again.
Skill:
Heir/Heiress: Brother: Swishing Tail (26). Son: Valiant Stallion(4). Daughters:Swooping Hawk(4), Dancing Grass(8), Dashing Rabbit (16)
Bonus:
Kingdom's Name:Broken Mane
Color: Tan 9
Fluff:The tribe of the broken manes were and in a way still are less civilized then the other kingdoms. They live a simple life of nomadic hunting and gathering with a specialty in horse riding. When the Emperor first began his rise of power the Broken Mane tribe was at first strong opposition however when the tribe of the Grey Wolves began amassing troops against them they found their only ally in the Emperor himself. The two fought valiantly against the Grey Wolves and since that fateful battle the two have been some of the strongest of allies. While the Broken Manes have become more willing to work with other regions in trade and military alliances they still keep to themselves in their nomadic tribes. Their main military are their extremely well trained horse riders and archers who while not as well armed as most other armies make up for it in skill, tenacity, and numbers.
Population:
Military:+Military:
20 Spies
Leadership Level 1
IB-Leadership Level 4
Combat Level 4
Charisma Level 2
Wisdom Level 1
Intelligence Level 1
>Bonus:
While riding a horse, IB-Leadership and Combat turns into 5.
Lord's Bonus - Horse's speed is greatly increased for travel purposes.
Lord's Bonus - When leading a battle, Thundering Hoof is granted [First Strike]
[First Strike] - Kills off some enemies first before battle calculations.
Population: 300,000 Humans
>Military:
1,000 Horse-Riders
500 Horse-Archers
2000 Archers
Buildings: [NOMADIC]
Hunting Field Level 4
Stables Level 2
Barracks Level 2
+Building: Council of Plains
Technology
Horse-Riding Level 3
Utility Crafting Level 2
-Horse Equipment
Weapon Crafting Level 2
taming animals 1
-Bows and Arrows
Bonus
Nomadic
Land contains smaller tribes [NPC controled]
15 hawks
+Storage (100% FULL) :
1 Stack of HellBeast's Fur
+Technology:
Beast Trainer
Heroes:
Harnessing Hoofs [Beast Tamer. L-1, IB-1, C-3, Ch-2, W-2, I-1]
Gushing Claws [Beast Tamer. L-1, IB-2, C-3, Ch-1, W-1, I-1]
Wondering Eyes [Beast Tamer. L-1, IB-1, C-2, Ch-2, W-3, I-1]
+Technnology:
Hawk Communications
Finding new beasts 1/2
+Technology:
Buffalo
Economy: 3 (-2 Roll Value)
-[Nomadic Living] : While living as nomads and continuing using poor resources, Economy's roll value bonus does not affect you
+Technology: Improved Horses (Breeding)
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7a9870 No.18433
>>18427
Corrected stats
>Military:
Military Unit Cap : 3
Elite Raiders+ Unit: 1
Lesser Hero Raiders Unit: 1
>>18426
>Military:
Max Unit Cap : 2
Infantry Unit: 1
>Ships:
Max Ship Cap: 2
Carriers : 1
>>17420
>Skill
Leadership 2
IB-Leadership 2
Charisma 2
Combat 2
Wisdom 2
Intelligence 2
(Shorten it to : L-2, IB-1, Ch-2, C-2, W-2, I-2)
>Bonus:
Lord's Bonus - The Middle Man - Having an action with the value of [40-60] grants [+2] actions. Both of these added actions will have [-50] value. Active only once per turn.
>Population: 30,000
>Military
Max Unit Cap : 2
2 Infantry Units : 2
>Ships [ADDED]
Max Ship Cap 2
Carrier Ship : 1 (Carries 3 units per ship)
>Buildings:
Farm Level 1
Market Level 1
Trading Docks Level 1
Military Docks Level 1
>Technology:
Ship-making Level 2
>>18431
Shorten skills to
L-?, IB-?, Ch-?, C-?, W-?, I-?
>Bonus:
Remove Lord's Bonus - Increased Technology action by +5 roll value.
>Bonus:
Add
Lord's Bonus - Taking a Break : After finishing a new technology, you gain [-1] action and can not research any new technology for one turn.
Lord's Bonus - Well Rested : If you took a break from last turn, you gain [+2] actions and [+10] roll value to research for this turn.
>Military
Max Unit Cap: 2
2 Unit Infantry - 1.5
>Misc Units [ADDED]
1 Clockwork Carriage
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7a9870 No.18435
>>18432
>Bonus:
Remove
Lord's Bonus - When leading a battle, Thundering Hoof is granted [First Strike]
[First Strike] - Kills off some enemies first before battle calculations.
>Bonus:
Add
Lord's Bonus - [First Strike] - Having the highest roll value out of all the other players in this turn grants [+2] actions. These actions can not crit-fail or crit-succeed.
Lord's Bonus - [Close Enough Strike] - Having the second or third highest roll value out of all the other players in this turn gives [+2] success.
>Military:
Unit Max Cap - 3
Horse Riders - 1
Archers - 1
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7a9870 No.18436
>>Lord's Name: Onasser I
>>Fluff: Originally a sage who spent most of his life studying Thucyld (city), he was elected to the patriarchate at the age of 69. Onasser I served as a quartermaster in Thucylds army a long time before he became the Patriarchatus. His official title is that of "Patriarchatus of the church of the sacred and divine monolith, Master and guardian of the holy stone, and Vicar of many divines".
>>Skill
>Leadership Level 2
>IB-Leadership Level 2
>Combat Level 0
>Charisma Level 2
>Wisdom Level 3
>Intelligence Level 4
>>Bonus:
>[Old Age] Stats (usually Wisdom) can turn to 1 for certain cases.
>[Title of Having a Long Title] - When dealing with believers, Charisma turns to EX.
>Lord's Bonus [Guardian of the Holy Stone] - Military actions, for the purpose of the Church or Protection, gets a 25% roll value increase. Onasser's IB-Leadership also increases to 4.
>>Kingdom's Name: Thucyld
>>Color: gold & black, state 5
>>Fluff: A holy land for generations, the church is the absolute authority in Thucyld. Its main city, Jarrow, is a sacred precinct, its only permanent inhabitants are monks, nuns, and various temple staff. The general belief among those who are of the church of the monolith is that all gods who are of good alignment, don't wantonly abuse or torture their own, and genuinely care for their followers, are valid. As a result of this belief, the land has a relaxed policy about demihumans and human visitors from other lands, as Thucyld contains many temples from many different religions. Its other main cities are Harrowhead, a port city, and Delnyr, an inland city, though the ruins of the ancient and long extinct city of Thucyld reside here as well, and lend the region its name. Thucyld has been extinct for over 5000 years, and is recognized by the Jarrow-centered regional government as a holy site.
>>Economy 4 (-2)
>>Population:
>368,735 humans, 101,030 elves, 50,120 halflings, 750 demon humans
>Happiness: 76
>>Military:
>3,000 infantry
>>Buildings:
House Beautifying 2/4
>Hotel level 2, 4 of 5 to level 3
>Farm level 5
>[WONDER] Church of the holy Monolith level 5
>Fishing Port level 2
>Basilica of the Synods level 1
>Storehouse level 1
>>20% filled
>Beautiful decorations
>[Wonder] College of the Missionaries of the holy Monolith level 1
>>Technology:
>Preservation 2
>Final draft: "Emissi Popularo" - endorsing missionary work
>Catechism of the faith
>Merchant Tax Reform
>Dictionary of Truchio
>Finished draft: Regulatibus Sacroro - priestly rules and regulations
>>Magic: Holy Magic 1
>-Healing
>>Bonus: God-Beloved, high Racial Tension
>>Heros: Lance Lenny
I'm re-entering and would like to be in the same geographical location I was in previously.
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7a9870 No.18441
>>18422
Revising
>Lord's Name: Lord Yuros Haleer (500 #)
>Fluff: The elven lord of the kingdom, he is 500 years old but has only been lord of the kingdom for 100 years. He is the son of the previous lord, and descended from the first elven lord of these lands, and raised for almost all his life to be a proper high elven lord of the kingdom. Although he can seem stuck up and a bit prudish to other nobles he really does just want to see his kingdom and the rest of the empire prosperous and peaceful.
>Skill:
L-2, IB-1, Ch-4, C-0, W-3, I-4 (2/25 for 5)
>Heir/Heiress:
>Bonus:
Granted Magic by one God (Nature)-Nature Channeling : Changes an object into a random material of nature.
Nature Channeling: Changes an object into a material of nature.
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
One-Arm
>Kingdom's Name: Kelthas Glade
>Color: Blue 3
>Fluff: A mostly elven nation where the upper class mainly consists of high elves. Long ago there was an elven kingdom in the forest that worshiped a pantheon of gods and followed their mortal representatives on the mortal world. That was until the representative of the nature god slayed the others and claimed kingship of all elves. He brought hardship to the people and persecuted those that did not worship him. Many left, and he persecuted those harder. A group that worshiped the god of light, the high elves, settled a city upon the river and for many years lived in peace in their city of light. Then the forest king found them and began trying to burn their city. Many raids and sieges passed and the high elf were on the brink of destruction, when the first emperor began to expand the empire. The priests saw something in this human and found he was born the same day the old representative of light was killed. He was declared the new representative of the god of light on the mortal world and was given a deal by the high elven lord, help win the war and dethrone the king in the forest and their kingdom shall join the empire. The deal was struck and the war one, with the high elven lord given control of all that was the kingdom, and all it expanded to. The worshipers of the gods began to return and the city began to change with it, gaining representations of the worshipers as they made their marks. Marble buildings and light, parks and nature, fountains and water, and many more added to the city. The lord of the city had to manage it all, the different religions and their interactions, and to make the city and kingdom great. It is said the first lord looked upon the first parks and fountains and smiled, as the future was bright but his hardships had only just begun.
>Population (Happyness 6): 401,000 Elves
>Military:
Max Unit Capacity : 3
Infantry Units (Idle) - 3
Spy Unit - 1 (Doesn't count towards capacity)
>Buildings:
Light Church Level 3
Death Church Level 2
Nature Temple Level 3
Water Temple Level 2
Earth Temple Level 2
Shadow Temple Level 1
Knowledge Temple Level 1
Roads Level 2
Farm Level 5
Mine Level 1
Fish Port Level 1
Spy Network Level 1
(Unique) Decoration Garden Level 1
Storage Level 1
+Storage (0/5):
0 Stack of Farm Goods (Expire in 2 Turns)
Market Level 1
>Technology:
>Magic:
Nature Magic ( 4 Elves, 1 Elf (Food gives more Pop))
Light Magic ( 3 Elves)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
Earth Magic (1 Elf)
Knowledge Magic ( 1 Human)
Enhanced Magic ( 1 )
>Economy: 6 (+4 Roll Value to relevant)
>Trade: Epidemica (Land) Level 1
>Bonus:
+Favored by Gods
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7a9870 No.18449
Dice roll Rolled 55, 37, 36, 48 = 176 (4d100)
>>2486
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
>Skill:
Leadership Level 1
IB-Leadership Level 3
Charisma Level 1
Combat Level 4
Wisdom Level 2
Intelligence Level 2
>Heir/Heiress:
Sons:
Augustus: Age 8
Magnus: Age 4
>Bonus:
When fighting inside the first given terrritory, Caius gains +1 in IB-Leadership and Combat.
>Lord's Bonus: [Confused] - Most susceptible to gaining a Bonus.
Your people are confused what Steam Power is.
>Inventory:
>Kingdom's Name: Aruile
>Color: Orange - 7
>Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveler but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the mountains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot-tall Minotaur, you aren't afraid of much else.
>Population:
200,000 Humans
>Economy: 6 ($40 / 500)
>Military:
1,315 Aruile Defenders [UNIQUE]
5,000 Infantry
>Buildings:
Farm Level 2
Blacksmith Level 2
Arena Level 1
Barracks Level 2
Walls Level 1
Storehouse Level 1
School Level 1
Mine Level 2
>Happiness:
6
>Storage: (100%)
.75 Stack of Iron
1 Food Stack ( Expire in 2 turns)
1 Stack of Stone
1 Stack of Monster's Flesh
1 Stack of Monster's Fur
>Technology:
Weapon Crafting Level 2
-Infantry Gear
-Fire Lance
-Blackpowder
Very Weak Steam Engine
>Magic:
>Bonus:
Large amount of Beastmen
>Construction
Farm Level 3 (1/6)
Mine level 3 2/6
>Research and Skills:
Combat -> 5 ( 1 / 25 )
Final Push 1/????
Dragoon Creation 3/4
1/2. Continue Research and testing of the Dragoon Cannonade unit's
3.Use the newly acquired stack of food to "Encourage" a "population surplus"
4. Finally, make note of the surrounding lands of Aphrak, of anything here that may be of use to Aruile
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7a9870 No.18489
>>16037
>Lord's Name: Edward Ast Zephos XVII
>Fluff:
The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always looking into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the more scrupulous lords and outside threats. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII Age 11
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff:
Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value. +3 To All Rolls
>Population: 100,200 Humans (Loyalty Level 2)
>Military: 2600 Infantry, 400 Treasure Hunters Soldiers. 5 Elite Lord's Hand. 2 Warships (Carries up to 300 Units)
>Units: 45 Archeologists. 95 Architects (100 Architect Tools).
>Trade:
Salvynia [Sea] Level 1
Epidemica (Sea) Level 1
>Buildings:
Forge Level 1
[Wonder] The Great hall of Constructs (Restored)
Mines Level 1
School Level 1
Shipyard Level 1
Fishing Port Level 1
Textile level 1 1/5
Docks (Trade) Level 2
Storage Level 2 2/4
Babylonian Ruins (Tourist Attraction)
Akkadian. (Babylonian ancient temple)
Scholar School Level 3
>Technology:
Construction Level 2
Ship Crafting Level 1
Utility Crafting Level 1
-Architects Tools
Lord's Hand Training
>Bonus:
Tourist Attraction
Lost Treasure
>Inventory ¼ stacks.
1 stack of Artifacts.
[LOST ARTIFACT] ??? - Looks like a curved sword
[LOST ARTIFACT] ??? - Looks like a wooden bow
[LOST ARTIFACT] ??? - Looks like a long spear
[LOST ARTIFACT] ??? - Looks like a metal shield (Very Slightly Damaged)
0.01 Stack of ??? Metal.
Storage 80% Full
>Economy: 6
>>16037
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7a9870 No.18604
>Lord's Name: Bob Hexxus $ 39
>Fluff: Leper King of Epidemica, the royal blood gives its blessings and its curses in full to this man who knows no pain and is believed by the people that it grants him robust strength and immunity to the plagues that thrive in the rabble of the city proper. From behind a mask of white mithril Bob's eyes are proud and seemingly unblinking. He loves to talk and sing, his voice deep and sinuous he caresses his words. The Hexxus Line has long reigns some outlasting their great great grandsons as if the diseases that spring from Epidemica produced an internal fount of life but the unlucky ones never last. His son Ruber Hexxus is his heir a large and powerful beast of a man who relishes the loss of pain the hereditary leprosy has given him and is covered in weeping sores and bright scars.
>Skills:
Leadership Level 3
IB-Leadership Level 2
Combat Level 3
Charisma Level 3
Wisdom Level 2
Intelligence Level 1
>Heir: Ruber Hexxus $ 20
>Bonus:
Painless
Lord's Bonus - Once having 2 or more bad rolls, one random failed action will succeed instead.
>Kingdom's Name: Epidemica
>Color: 2 Green
>Fluff: The people of Epidemica were struck by a most foul plague that killed two thirds of the population and left the rest to wallow in the suffering of mortality, they migrated closer to the ceremonial graveyard lands and buried their dead some centuries ago. The Hexxus family was one of the few houses to survive as they were blessed with leprosy and bodies that were beyond physical pain which was a sign to the people of Epidemica that they were chosen to lead them into this new age. The land turned out to be very agreeable with the changed peoples, hot and wet days but cool nights with the breeze and rain that comes off the pale waters of Corpse Bay to the west. Perfect for growing cotton to make cotton bandages which have been in style, though the advancement of metallurgy may replace the household bandage attire in the coming years. Industrious they work tirelessly as some do feel that they are beyond sleep and the smog of their many forges chokes the air and sun out of the city at times. They are also packed together quite tightly because if there is one thing misery loves it is company and now after many years the population has reached a normal level.
>Population: 405,000 Humans [Happiness 6]
>Economy: 6 (340 / 500) (+2 Roll Value to Relevant)
>Trade: Kelthas Glade (Land) Level 1
>Military:
6,100 Soldiers
1005 Guards
Heroes:
Eli Whitney [Tailor. L-0, IB-0, C-1, Ch-4, W-2, I-1]
>Buildings:
Apothecary Institute of Epidemica Level 1
Road Level 1
Trading Docks Level 1
[WONDER]The Cotton White House
Forge Level 1
Explorers Guild Hall Level 1
School Level 1
Mine Level 1
Small [Wonder] Emperor Memorial
Farm Level 5
Cotton Plantation Level 3
Market Level 1
Lumber Mill Level 1
Barracks Level 1
>Storage Level 3 ( Limit 25): 2 Cotton Clothing
>Technology
Construction Level 1 (2/4)
The Empire Map by Entris Ellis
Medicine Level 1
Cotton Weaving Level 4
-Linothorax
-Bandages
-Clothes
>Bonus:Loyalty to the Hexxus Family
Packed - Stronger Relationships
Temp Bonus: +1 Wisdom Only for one occasion
Mine Level 2 (1/5)
Fighting Level 4 (2/15)
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7a9870 No.18640
>>16037
Dice roll Rolled 65, 56, 99, 57 = 277 (4d100)
>>2486
http://pastebin.com/M2hVFUvF
1-2:Thundering Hooves returns to his tribe standing tall as the new commander of two new tribes.
He makes way to his chief messengers and orders them to deliver a letter to every single tribe. "The Broken Mane Tribe have claimed rights as the new leader of the unified tribal alliance. All those who wish to pledge fidelity shall come to our territory. Those who refuse should make preparations for war. The Ancestors decree it"
3:Begin gathering every man of age and training them for the upcoming battles
4:Finish training scouts 3/4
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7a9870 No.18744
| Rolled 27, 82, 57, 78 = 244 (4d100) |
>>18428
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skills:
L-(3) IB-(2) Ch-(2) C-(4) W-(3) I-(2)
>Heir/Heiress: None
>Bonus:
+ Lord's Bonus - Vampire Politics : Having 3 actions or more as successes grants [+10] to all rolls and [+1] action from a House.
+ Lord's Bonus - Vampire Politics: Having 3 actions or more as failures grants [-1] actions next turn.
>Kingdom's Name: Salvynia
>Color: 1 Vampire Purple
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,296 Humans
+ 50,049 Vampires
>Advisers:
+ Evangeline Bleichhaut (Female, 120)
+ Marcus Rotfang (Male, 387)
>Military:
+ Max Unit Capacity (3)
+ Black Guard Units (1) - Vampire Soldiers
+ Spies (1) - Don't count towards cap
>Economy: 2 [$ 490 / 500 ] (-6 Roll Value to Relevant Action)
>Buildings:
+ Farm (Level 1)
+ Wine Vine (Level 1) (Level 2 - 1/3)
+ Nachtstein Castle (Level 4)
+ [WONDER] Silent Gardens
+ [WONDER] Tower of Shrouds
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Trade:
+ Zephos [Sea] Level 1
>Technology:
Weapon Crafting
+ Seeker Spear [Ranged, Homing]
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
>In the Works:
+ Weremonsters Hunter 1/3
+ Cycle of Blood 3/12
+ Wisdom (4) 2/15
+ Watchtowers 1/4
+ Intelligence 2/10
1-2. Lord Sohneins awoke in the middle of the night. His senses were heightened, every little movement outside his door, the guards silently talking about how entitled he was that he thought he could rule over the vampires. Really, he had thought they would have found the topic boring by now, however not many things in Salvynia happened.
This was not strictly speaking true, however things like the mutilation of whole families by rabid vampires were no news to the population and famine was just about as ever present as poverty and violence. Putting on his morning robe Sohneins made his way to the silent gardens, perhaps they held the answers to his problems.
>Train Intelligence 2/10
+ [WONDER] Silent Gardens
3. While there was nothing particularly interesting to steal that would make Salvynia an interesting target for raiders there could still be other more politically motivated attacks on the county. The construction of Watchtowers would most certainly be helpful in any case. There were still some old ruins, a Lord long past had ordered their construction, however they had never been finished, probably due to his passing. They would serve as foundation for the new constructions.
Rumor had it that they were cursed, but then again, what wasn't in this godforsaken wasteland?
>Build Watchtowers 1/4
4. The hostile grounds of Salvynia grew almost nothing. Only few cherished spots were able to grow food crops and even those were barely able to support the Salvynian population. One of the many reasons Lord Sohneins had never held a feast in Castle Nachtstein had been the simple fact that there was not enough food to throw a lavishing feast. Well that and the fact that in Salvynia there was nothing to celebrate in general.
There was one thing however that did grow in the Salvynian wastes, on the cursed ground of a thousand graves. "Blood", or rather Blood Wine, a very particular taste that was not particularly enjoyable for everyone and had both strong supporters and opponents.
>Expand Wine Vine Level 2 (1/3)
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7a9870 No.18758
>>18441
actions from last turn
Dice roll Rolled 80, 84, 71, 34 = 269 (4d100)
1. Keep looking for the Earth magic user.
2-4. Continue working on the Grande Arcanium. 2/12
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7a9870 No.18760
>>18436
Shorten skills to
L-?, IB-?, Ch-?, C-?, W-?, I-?
>Remove Happiness stat
>Military
Max Unit Capacity 2
Infantry Unit 1
>>18449
Shorten skills to
L-?, IB-?, Ch-?, C-?, W-?, I-?
>Bonus
Remove all bonuses from before
>Bonus
Lord's Bonus : [The Spartan Workload] Can only use once per thread. Gain [+4] actions. In this turn, failures are 50 and below and double-success is 90+.
>Military:
Max Unit Cap 3
Aruile Defenders 1
Infantry Unit 1
>>18489
Shorten skills to
L-?, IB-?, Ch-?, C-?, W-?, I-?
>Bonus
Remove all bonuses from before
>Bonus:
Lord's Bonus : Empire Unity - Once per thread, you can replace this bonus with one other Lord's Bonus a player already has. Players must be in trade with you.
Lord's Bonus : Safeguarding Methods - Your trade routes can share Nation bonuses, instead of other resources.
>Military
Max Unit Capacity : 2
Infantry Unit 1
>Misc Units
400 Treasure Hunters Soldiers
5 Elite Lord's Hand
>Ships
Max Ship Unit 2
Warship 1 (Carries 3 Units)
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7a9870 No.18764
>>18441
>>18758
I choose Enchanting magic - Improve Magic
^ This was also something I chose last turn.
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7a9870 No.18771
>>18414
Rolled 73, 92, 45, 87 = 297 (4d100)
1.
Finish up Market Level 4 1/5
>Thuclyd was provided Preservation Tech Level 2 before it fell into the sea. Any chance I can still get that?
–
The Join Industrial Complex Wonder will resume, combining the industrial might of all the Iron Cornerallowing us to mass produce items at a rate no other nation will ever be able to.
2.Resume commendation of trade route with Desolace on the Iron Corner to begin the Joint Industrial Complex Wonder. They will provide Clockworkmen and Mineral resources for metal from their mines. Shiwan offers food. Their clockworkmen will help work the factories and be put to use in the mines 1/2
3.Begin commencation of trade with Aruile on the Iron Corner to begin the Joint Industrial Complex Wonder. They will provide mineral resources from their mines, Shiwan offers food.
4.Begin commencation of trade with the Scorpion Clan to begin the Join Industrial Complex Wonder. We require usage of their lands and trade networks.
Bonuses for all three actions:
Market Level 3
Lumber Mill Building 1
[WONDER] Road Level X (Iron Corner's Road Network - [Winters, Curious, Anniria, Scruffy]
Grand Logistics
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7a9870 No.18776
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
>Skill:
L - 1
IB- 3
Ch - 1
C - 4
W - 2
I - 2
>Heir/Heiress:
Sons:
Augustus: Age 16
Magnus: Age 12
>Bonus:
>Lord's Bonus: [The Spartan Workload] Can only use once per thread. Gain [+4] actions. In this turn, failures are 50 and below and double-success is 90+.
>Inventory:
>Kingdom's Name: Aruile
>Color: Orange - 7
>Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveler but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the mountains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot-tall Minotaur, you aren't afraid of much else.
>Population:
200,000 Humans
>Economy: 6 ($40 / 500)
>Military: [Cap 3]
1 Aruile Defender [UNIQUE]
1 Infantry
>Buildings:
Farm Level 2
Blacksmith Level 2
Arena Level 1
Barracks Level 2
Walls Level 1
Storehouse Level 1
School Level 1
Mine Level 2
>Happiness:
6
>Storage: (100%)
.75 Stack of Iron
1 Food Stack ( Expire in 2 turns)
1 Stack of Stone
1 Stack of Monster's Flesh
1 Stack of Monster's Fur
>Technology:
Weapon Crafting Level 2
-Infantry Gear
-Fire Lance
-Blackpowder
Very Weak Steam Engine
>Magic:
>Bonus:
Large amount of Beastmen
>Construction
Farm Level 3 (1/6)
Mine level 3 2/6
>Research and Skills:
Combat -> 5 ( 1 / 25 )
Final Push 1/????
Dragoon Creation 3/4
1/2. Continue Research and testing of the Dragoon Cannonade unit's
3.Use the newly acquired stack of food to "Encourage" a "population surplus"
4. Finally, make note of the surrounding lands of Aphrak, of anything here that may be of use to Aruile
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7a9870 No.18777
| Rolled 68, 30, 63, 86, 48 = 295 (5d100) |
>>18433
Rolled 33, 99, 39, 15, 25 = 211 (5d100)
rolls from last game, will reroll if not allowed to use those rolls, but would prefer to use them if possible, no matter what new roll is
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7a9870 No.18780
| Rolled 81, 16, 65, 83 = 245 (4d100) |
>>18760
Stats: http://pastebin.com/Lv1jbaKg
Lord Zephos is finally back in Zephos after his long absence. The first thing he does is hug his son and listen to him and Eloise as they speak of everything that happened while he was gone. After their reunion lord Zephos addresses his people. He Speaks of the plague and how it threatens the empire, he speaks of the mysterious continent of Aphrak and how it may yet hold the answer to these woes, he then speaks of his plans to form and mobilize a great expedition fleet to explore Aphrak and uncover it’s secrets. He instructs his people to spread word of this to the other lords as he is looking for volunteers to join the mission and help it along. The quicker this is accomplished the better.
1. Lord Zephos orders the Architects guild to upgrade the shipyard, we will need to produce and maintain a great many ships if we wish to form an expeditionary fleet.
Architects Guild (With specialized Architect Tools). [Wonder] The Great hall of Constructs (Restored). Ship Crafting Level 1. Shipyard Level 1. Forge Level 1 (providing nails and tools)
2. Simultaneously the Archeologists League begins to unearth the once great Harbor of Babylon that the current day shipyard is built on top of, if they can restore it then they would be able to upgrade their simple shipyard into a full-fledged harbor.
Archeologist League. [Wonder] The Great hall of Constructs (Restored).
3. Lord Zephos also orders his treasure hunter soldiers to go and find for him Babylonian Tablets that depict their ship designs and method of assembly. Tales have been told of the ancient Babylonians mighty navy. Surely there is much that could benefit Zephos by studying their designs.
4. Finally lord Zephos speaks with each of his Lords hand and he picks one that would be most suitable to command the scouting mission into Aphrak. Once he selects the most suitable candidate he begins personally instructing him on his plans for how they will approach Aphrak.
Lords hand 5.
L – 2, IB – 1, Ch – 3, C -1, W – 2, I - 3
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7a9870 No.18782
>>18776
old turn rolls
Dice roll Rolled 55, 37, 36, 48 = 176 (4d100)
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7a9870 No.18802
>>18771
>Addendum to action 1
And start shipping Food -> Thucyld via the Road
Then officiate the exchange of Swords
–
Have a map with Thuclyd back
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7a9870 No.18808
| Rolled 4, 26, 5, 77 = 112 (4d100) |
>>18760
>Lord's Name: Onasser I
>Fluff: Originally a sage who spent most of his life studying Thucyld (city), he was elected to the patriarchate at the age of 69. Onasser I served as a quartermaster in Thucylds army a long time before he became the Patriarchatus. His official title is that of "Patriarchatus of the church of the sacred and divine monolith, Master and guardian of the holy stone, and Vicar of many divines".
>Skill
>L-?
>IB-?
>C-?
>Ch-?
>W-?
>Intelligence Level 4
>Bonus:
>[Old Age] Stats (usually Wisdom) can turn to 1 for certain cases.
>[Title of Having a Long Title] - When dealing with believers, Charisma turns to EX.
>Lord's Bonus [Guardian of the Holy Stone] - Military actions, for the purpose of the Church or Protection, gets a 25% roll value increase. Onasser's IB-Leadership also increases to 4.
>Kingdom's Name: Thucyld
>Color: gold & black, state 5
>Fluff: A holy land for generations, the church is the absolute authority in Thucyld. Its main city, Jarrow, is a sacred precinct, its only permanent inhabitants are monks, nuns, and various temple staff. The general belief among those who are of the church of the monolith is that all gods who are of good alignment, don't wantonly abuse or torture their own, and genuinely care for their followers, are valid. As a result of this belief, the land has a relaxed policy about demihumans and human visitors from other lands, as Thucyld contains many temples from many different religions. Its other main cities are Harrowhead, a port city, and Delnyr, an inland city, though the ruins of the ancient and long extinct city of Thucyld reside here as well, and lend the region its name. Thucyld has been extinct for over 5000 years, and is recognized by the Jarrow-centered regional government as a holy site.
>Economy 4 (-2)
>Population:
>368,735 humans, 101,030 elves, 50,120 halflings, 750 demon humans
>Military: Max Capacity currently 2
>1 infantry
>Buildings:
House Beautifying 2/4
>Hotel level 2, 4 of 5 to level 3
>Farm level 5
>[WONDER] Church of the holy Monolith level 5
>Fishing Port level 2
>Basilica of the Synods level 1
>Storehouse level 1
>20% filled
>Beautiful decorations
>[Wonder] College of the Missionaries of the holy Monolith level 1
>Technology:
>Preservation 2
>Final draft: "Emissi Popularo" - endorsing missionary work
>Catechism of the faith
>Merchant Tax Reform
>Dictionary of Truchio
>Finished draft: Regulatibus Sacroro - priestly rules and regulations
>Magic: Holy Magic 1
>-Healing
>Bonus: God-Beloved, high Racial Tension
>Heros: Lance Lenny
Actions
A body of monks bearing a sealed message from onasser I travel to the capital, seeking audience with the appropriate advisor or minister to discuss royal validation of the local counterfeiting law of theirs into a more general law that can be lawfully applied by any lord or lady who is a valid ruler and has sworn fealty to the empire & who are not enemies of thucyld. An attached message written by onasser I states that there is 'zero sin' in lawfully putting counterfeiters to death in this way, IF, they actually are counterfeiters. one copy of each message is written in the -ALLCAPSWITHLATIN&MINIMALSPACES.- Truchio, the other in the common tongue.
Actions
1. onasser I seeks advice from epistoritzi of appropriate rank within the church government about creating an active, permanent police force as paid city staff.
2-3: Give the fishing port a whaling add on (or) upgrade the fishing port into a whaling port.
4. Finish the hotel.
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7a9870 No.18813
| Rolled 18, 88, 96, 33 = 235 (4d100) |
Lord's Name: Cinderwise the Flanged
Fluff: Cinderwise is the foremost inferno wurm in all of the reaches. Known for his temper as well as his calm judgements when enraged, Cinderwise is a pinnacle of control and orderliness when confronted by a raging heart. This provides him many advantages, but it makes him few friends among others in the reaches. He is mostly known for his puns, and this has earned him many enemies in the realm and within the courts of the throne.
Heir/Heiress: The Fiery Center will appoint a new leader.
Kingdom's Name: The Fiery Reaches
Fluff: The Fiery Reaches" is a region of northern Aphrak held by a small coalition of like-minded allied creatures: Inferno Wurms, Inferno Goblins, and Inferno Kobolds. Inferno Wurms are smaller dragonlike creatures that live in hotter portions of the world, such as volcanos and deep mountains. Much as their namesake, such creatures have a fiery disposition, and are keen on fighting, brawling, and generally asserting themselves. They stand somewhat in contrast to the cleverer goblins, who handle matters mostly technical and requiring elegance. The last race, the kobolds, are doglike creatures with great strength; they handle matters of labor and work without complaint – without them society would surely collapse. All told, society is a division of the spirited, the rational, and the appetitive. The Fiery Reaches of course follows the dictates of the throne, but generally chafes with the usual demands for autonomy.
Skills:
Leadership 3
IB-Leadership 2
Charisma 1
Combat 2
Wisdom 3
Intelligence 2
(Short: L-3, IB-2, Ch-1, C-2, W-3, I-2)
Bonus:
Lord's Bonus: Pinnacle of Control - Having 2 or more actions being less than 30 results in gaining [1] more action.
Population: 25,000
Military:
3 Inferno Wurm Juves [Idle]
Economy: 5
Buildings:
Farm Level 1
Barracks Level 1
Volcanoes and Mountains [MAX] [+Defense]
Mine Level 2 (+Volcanoes and Mountains Buff)
Technology:
Fire-Resistant Genetics
Inferno-type Military
Bonuses:
Fiery Disposition - Action values of [55,66,77,88,99] result in crit value.
Fiery Disposition - Crit values results in loss of population.
[Actions] [Defenses, Research, Research, Recruitment]
1. Kobolds have begun to excavate massive underground defenses into the mountains. They think this will allow for better defense and trading, generally. [Mountain defenses, underground]
2. Some inferno goblins are attempting to figure out how to exploit said forges more effectively. [Magma forges research]
3. Cinderwise has started to produce ancient texts about magic from the somewhat limited vaults of the wurms. They're also sort of scorched, so that doesn't help. "They're hardly readable, this is awful." [research fire magic]
4.Lastly, there is a wave of recruitment for wurms generally. [Recruitment]
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7a9870 No.18814
>>17420
Nation
>Bonus
Republic
Merchant Familes
>>18604
>Military
Max Unit Cap : 3
Infantry Units - 2
Guard Units - 1
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7a9870 No.18823
| Rolled 7, 82, 41, 75 = 205 (4d100) |
>Lord's Name: Ernst Shurslstad
>Fluff: Ernst used to be a simple peasant, until the lord of (the now gone) kingdom of Gurvza, died and the lesser nobles started to do heavy taxing, with conditions worsening every week, and local tribes that were allowed to live in specific areas getting forced to smaller and smaller areas, Ernst deciding enough is enough started rousing the people and tribes (which are orcs and goblins) to rally against the nobles and make a kingdom which is truly a country for the people,
>Skill: Leadership ?
IB-Leadership 4
Combat 3
Charisma 4
Wisdom 3
Int 1
>Heir/Heiress: None
>Bonus:
>Lord's Bonus - The Rousing Union : Alliances or assimilation grants [1] Social Policy.
>Kingdom's Name: Soviet Union
>Color: Anything
>Fluff: Look at lords fluff as this kingdom just got recently made
>Population: 69,700 Goblin, 10,000 Orc,100 Humans
>Military:
Max Unit Cap : 2
Infantry Unit: 1
Max Ship Cap: 2
Carriers : 1
>Building:
Fish Port Level 1
Docks (Trade) Level 1
Shipyard Level 1
Loghouse 2/4
>Bonus:
Wildlife - Everything wants to kill you
Technology:
Taming Level 2
-Monsters
Taming 1/4
Action 1: Tame
Action 2: Tame
Action 3: Tame
Action 4: Upgrade loghouse
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7a9870 No.21705
>Lord's Name: Lady Hiemalis Von Der Nacht
>Fluff: The appointing of a female heir, especially when male heirs were available, was unheard of in Puszczagóra, until the king, tired of his officials' constant bickering an jockeying for position, name his eldest daughter, Hiemalis, as his successor, "JUST TO SHUT YOU BACKSTABBING FUCKS UP FOR FIVE GODFORSAKEN MINUTES". Riding out on a campaign, he promised to name a new heir as soon as he got back, "BY CROSS AND SEPULCHER, YOU NEEDLE-DICKS WOULDN'T WIAT TILL YOUR OWN GRAN WAS DEAD BEFORE STEALING HER FUCKING JEWLERY, WOULD YOU" he postponed the matter…but he never came back. Dying with an aneurysm while attempting to twist an enemy baron's head off with his bare hands, the kingdom passed to the girl, then only in her twentieth year.
At first the nobles of the kingdom refused to accept her, and a few openly declared that if she did not marry him (which would secure his place as king) he would revolt, splitting the kingdom, and possibly dissolving it forever. However, she had inherited her father's legendary rage and force of personality, along with the throne, and, after roasting most of the nobles (figuratively, of course), and making one eat her out in the throne room, they fell in line to a man.
>Skill:
Leadership Level 3
IB-Leadership Level 2
Combat Level 2
Charisma Level 3
Wisdom 2
Intelligence 1
>Heir/Heiress: her brother Suvi, age 16
>Bonus:
Leadership and IB-Leadership gets -1 when seen as a weak female.
Lord's Bonus [Legendary Rage] - When all actions gets 30 or lower, you choose one action that gets a roll value of 100.
Lord's Bonus [Force of Personality] - Instead of 25-, roll value failures are now 15-.
>Kingdom's Name: Puszczagóra (pronounced "pushtaguura")
>Color: Dark green, and 11.
>Fluff: A tradition of belligerence was not limited to the royal family. The rough, cold and hostile terrain of Puszczagóra was really only hospitable to the sorts of people who could say "yeah? Well fuck your shit!" to life, and do what they wanted, in spite of the circumstances.
>Population: 300,750 Humans
>Military:
5,250 Infantry
2 merchant ships
>Buildings:
Castle Level 1
Farm Level 1
Fish Port Level 2
Mine Level 1
Stake Hedges level 1
Shipyard level 1
Trading docks level 1
Coastal Fortifications
Road level 1
Wonder: grand lumber camp
Brain Bungalow
Wonder: Egghead Epicenter University
>Technology:
Greek Fire
Cutters
>Magic:
>Bonus:
Hostile Terrain - Defense is greatly improved
>Economy: 1(+0 roll value)
>storage:
1&2. "Aw, hell yea, son! I don't know what the shit you nerds do with all that money, turn it into gold dildos or some shit, but now I don't give a damn, cause we've got Greek Fire! Shit, boy, that'll give the fishfaces something to piss themselves about. Okay, though, now that we've got the shit, find a way to shoot it at their bitch faces like a firey-ass cumload!"
>design a class of ships to utilize the greek fire
3. retrofit the merchant ships with fire siphons
4. build another merchant ship
Rolls were 38, 87, 82, 96 in
>>>/nation/2513
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