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The King Is Dead; Long Live The King!

File: 1448770459827.png (2.97 MB,2229x2066,2229:2066,Soren17.png)

045820 No.17266 [Last50 Posts]

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

This is the seventh(!!!?) thread, as the first as reached a post limit. (huea)

Søren is the latest world and probably my most advanced map; it lives alongside Moco and Baader. It's going for "ultra-high" fantasy, which I'm admittedly not sure about conceptually, but we're going to give it a try. Think first age Lord of the Rings with politics similar to Victoria 2. Conceptually the game goes for an aesthetic of "huge".

Rules: http://pastebin.com/Y2GzvhQa

Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Previous Thread: https://8ch.net/builders/res/15228.html#17132

____________________________
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045820 No.17267

>>17266

>>17246

—-Actions–

All Rolls get +5 from Clever [Not put in to modifier field]

-Construction of Planar Magic Workshop begins

-Research Directed Research Improvements [5/10]

-Planar Theory Research Continues [17/20]

Population: (42.6) (+1.6/turn)

Food: (Good)

Raw Currency: (60) (+13/turn,)

Legitimacy: (Good)

Culture: (6)

Industry: (11)

Unique Buildings:

-Vulmeria(Capitol)[High King's Palace] [Magic Research Academy,[Directed Research Wing]][School Network]

-Town of Dejima[0.2pop/turn, Dejima Thaumaturgial Tower, Ruins[Alch Lab, Armory], Embassy [Flowers], Technocracy [Embassy], Research Library, Fortuna Memorial University]

Defenses: Vulmerian Walls and Traps [Large], [Minor Obscurantism Shroud]

Military Units: 4 Legio Vulpes Consularius[Very Strong]; 2 Legio Vulpes [Strong]; 3 Battlespheres Wings [Very Strong]

Resources/Quantity: Iron [Sustainble]; Stone [Sustainable]; Wood [Sustainable]; Silver [Sustainable,+3 currency/turn], Rubicite [unmined], Arceotech Scrap [Some], Lay Cards [Trade]

Magic/Spells: [Vulmerian](spells: Invisibility [Good]; Body Alteration [Good], Death-Ray [Simple], Obscurantism [Average])

Technology: Metallurgy [Average]; General Magic Theory [Excellent]; Magical Industry [Very Simple]; Magical Fuels [Primitive], Espionage [Simple], Civil Defense [Simple], Directed Research [Simple], Empiricism [Primitive], Education [Simple]

Trade Routes: Patchwork [Medium; +2 currency/turn; +2 industry], Fae [Large:+3 currency/turn; +3 industry]

Territory: 7

Aware of: Dragon Den, the Patchwork, Kaldor, Clownbrood, Mycon, Sunflower Fae, Dominate, Technocracy, Sunniria, Necro Imperialis

Bonuses:

1. Like A Fox: Generally, very clever tactics don't work on you in combat. You're just super clever.

2. Clever: You know a thing or two about most things. You get +5 to all rolls.

Eccentricities:

1. What's That Smell?: You are vulnerable to fire. If the opposition uses fire against you, you are penalized by -1 in combat rolls. Generally the opposition must make an actual effort to use flame.

–In Progress–

-(Planar Theory:17/20)

-(Magic Theory: 5/20)

-(Directed Reseach: 5/10)

------

>>17250

Ambassador Fuchs's movements still, almost becoming a statue of a fox rahter than a living, breathing Vulmer. "Perhaps. No outsiders have ever come to Vulmeria. It is why we build our research facilities here. I think... I'll prevail upon him. This is probably even worse than he realizes. If we do go to Vulmeria-the-City, you'll have to be blindfolded and hidden. Even now, we take precautions. If that's acceptable, we go as soon as I can make arrangements."

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045820 No.17268

File: 1448770560512.jpg (197.64 KB,1920x1080,16:9,vigilo-confido_wide.jpg)

>>17266

"Hello Commander. In light of the recent extradimensional incursion, this council of fae have convened to approve the activation of the XCOM project. You have been chosen to lead this initiative. To oversee our first and last line of defense. Your efforts will have considerable influence on this plane's future. We urge you to keep this in mind as you proceed. Good luck Commander."

Courtier Nation for the Flowers.

Name: The Extradimensional Combat Unit or XCOM

Fluff: The aliens are winning. This is a fact that nations are hiding from behind their troops but the threat of the aliens is not waning. It is growing. With each passing day, more civilians are picked off by these things and soldiers are dragged into the underworld screaming while so-called leaders fight over petty insults. This cannot last and we will not let it last. Ten men and women from different nations and walks of life have convened underneath the protection of the Fae to discuss this problem. One solution has been found satisfactory among the many proposed. An organization must be made to combat the threat of these aliens and guide the way for the bigger nations. This organization is known as XCOM and it will succeed where others have failed. We will not fight other nations over simple territory or gold. We will not bend the knee to the corrupt or bloodthirsty. We will destroy the aliens or die trying. With funding and land provided by the Flowers who have promised us neutrality in any future conflicts they face, we have made our entrance onto this plane. Now we send out the call to all nations on it. We need resources. We need troops. We need technology. We need allies. If we our to end the alien threat, we must come together as one plane and fight them back with arms locked and legs steady. This is our goal as XCOM's specialist teams prepare for their first operation against the alien menace.

Viglio Confido

tldr: Literally XCOM set up in fae lands. They promise us neutrality upon their already neutral status. Aliens get ready to get buttfucked.

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045820 No.17269

>>World Event The Mericon Arrival – The Mericon: Suinoz has thrown her entire host into the fight against the Mericon on Shezeb. Every single piece of equipment and individual capable of bearing arms has been committed to the island.

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045820 No.17270

>>17132

> Everlight

>>You are a courtier of Flowers.

>>You share the same status as your host nation.

>>You have 2 dice.

>>You have been given the following units: 2 player named units [x4]; 1 player named unit [x8]

Bonus:

3. REMOVE FROM PREMISES: You gain a general combat bonus of +2 against creatures loosely defined as "not local".

>>17268

> EXCOM

>>You are a courtier of Flowers.

>>You share the same status as your host nation.

>>You have 2 dice.

>>You have been given the following units: 1 player named units [x4]; 2 player named units [x6]

Bonus:

3. Greetings, Commander: You have shadowy (Fae) individuals that help you with pretty much anything you want to do; as such you get a +15 to a single roll you choose per turn.

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045820 No.17271

File: 1448771074713-0.png (260.18 KB,2314x3092,1157:1546,x_com_enemy_unknown_logo_b….png)

File: 1448771074714-1.jpg (334.25 KB,3779x1571,3779:1571,8l7UI5K.jpg)

>>17268

>>17132

>>Local Event: Fey Preparations - With the Fairy Queen gone to the lands of the far south, the Leprechaun King has been busy recruiting every able-bodied force he can find in North Eastern Gul to aid him and his people against the threat that they can physically sense to the north. An elite team of human soldiers, disgruntled from the infighting of their homelands, have heeded the call after decoding a set of gnomish coordinates which led them to the fey lands, while the wisps arise from hiding as one of the last remaining elemental forces still in functional order on the plane, with possibly more help on the way. Now that the full extent of the plane's damage has become clear, not a single expense has been queried as the fey mobilize for the defensive. Likewise, talks of financial crisis and using the Bronze Vault in order to help mitigate the damage done to the global economy have been made, awaiting a definitive response from the Queen once she returns from her visit.

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045820 No.17274

Dice rollRolled 48, 36, 1 = 85 (3d100)

[Morph][The Vincent Empire]

http://pastebin.com/wGkYEbjx

-Population:(18.6)(.6/turn)

-Food:(Very Stable)

-Raw Currency:(-6)(-1/turn)

-Legitimacy:[Tyranny]

-Culture: 0

-Industry: 4

-Unique Buildings:[Peacekeeper Factory, +P];[Northpoint Fortress][Fortress];[Sanctum Minor][Town];[Sanctum Major][Town][Capital];[Technocracy Embassy];[First Post of Vincent][Trading Post]

-Defenses: [None]

-Trade Routes: [none]

-Territory: (15)

-Military Units: 2 Loyalist Bodyguard Squads [Very Strong]; Tyrant Vincent [Epic][x13][Resilient][PSI][Flying]; 1 Peacekeeper Squadron [39x][Arm][Fly][Bombard][x8]; 1 Peacekeeper formation [x11][Bombard][x4]; Genesis [Epic][Mage][Resilient]

-Magic/Spells: [Morph Pluralist: Average][Summoning: Simple] (Arche's Fist [Simple])(General Summoning [Simple])(Shielding of Arche [Simple])

-Resources/Quantity:

Copper[Trade]; Gems[Trade]; Iron[Trade]; Wood[Trade]; Gold[Trade]; Rubies[Some]; Steel[Sustainable]; Stone[Trade]; Silver[Trade]; Coal[Unmined]; Gas[Unmined]; Iron [Sustainable]; Magicite Sustainable]; Lucentium [Sustainable]; Rubicite[Sustainable][x3]; A Dimensional Gate[Ruined]; Arceotech Cables[Some]

-Technology:

—Advanced Resource—

[Steel]

—Industry—

[Metallurgy, Good]

[Sealed Construction, Primitive]

[Electricity, Primitive]

[Combustion Engine, Average]

—Diplomacy/Government—

[Diplomacy, Average]

[Communication, Simple]

—Advanced Mechanics—

[Walkers, Very Good]

[Advanced Hulls, Simple]

[Cloaking, Simple]

[Shielding, Very Simple]

[CMBatteries, Simple]

[Mech Flight Systems Simple]

—Combat/Military—

[Mechanized Warfare, Primitive]

[Projection Theory, Simple]

[Projection Weapons, Primitive]

[On-Board Weapons, Simple]

[Scouting, Simple]

[Air-War, Primitive]

—Economic—

[Coinage, Good]

[Commodities, Simple]

Bonuses:

1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.

2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.

3. Tyranny: Your nation is a tyranny. Legitimacy doesn't change.

Eccentricities:

1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)

—–

[IN PROGRESS]

-

-

-

—–

[ACTIONS]

1. Finish stabilizing the economy.

2. Begin work on The Factory.

3. Assist in NI's research. We need to help them move forward as much as possible.

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045820 No.17276

A courier is sent to the sunnirian peoples offering a contract to them. (contract is private being handled in chat)

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045820 No.17278

Dice rollRolled 66, 41, 53 = 160 (3d100)

http://pastebin.com/Hb96saUG

1. [Set Urbanization to Good] The next stage of urbanization begins in earnest. Now that fleshstone has become a proven proof-of-concept the process begins of steadily replacing every building with a living counterpart. Soon all of Moco will be one giant organism.

2. [Wide-spread hybridization] Further advances in hybridization have allowed for the process to be made effective across multiple species in the Dominate. Set up Hybriziation centers across the city to slowly but surely turn every citizen into a hybrid lifeform. Long-living, resistant to disease and physical trauma, and with any choice of modification they desire. Some may wish to burrow, others to fly, some to run endlessly, the possibilities are well and truly endless. The process, of course, will be free. Everyone should want to achieve physical dominance. +15 from bonus

3. [Set Infector Process to Average] The speed and potency of the infectors has long been in question, and these latest batches of test subjects have proven that much work needs to be done if these are to be used in the proper capacity.

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045820 No.17279

>>17266

>>17241

>Nation Fluff:

>http://pastebin.com/FBM7X4GB

>[Kaldor]

>Population: (22.4) (1/turn)

>Food: (Burgeoning)

>Raw Currency: (50) (8/turn)

>Legitimacy: (Good)

>Culture: (3)

>Industry: (13)

>Unique Buildings: [Temple, Hunter's Calling]

>[Government building, Warrior's Hall] [Reinforced Freak-Troll Farm]

[Titanic Ritual Circle]

>[Northern Fell Chain Fortress, Huge, Imposing]

>Defenses: (Elaborate Wooden Fortifications, Strong)

>Military Units:

>Huntmaster Hunting Pack [Epic][14x]

>[Deathgaze]* Very Strong, Clever

>Verana, Priestess of Galgoroth [Epic][8x][Mage][Resiliant]

>Juvenile Roc Flock [Epic][8x]

>1st Spitter Company [Epic]

>1st Kaldorian Air Fleet [Epic][x2]

>Skydrum ship [Strong][Morale]

>Claw of Galgoroth (Skyship)[x15][Bombard x4][Resilient][Quick]

>Galgorath, God of Destruction [Deity][???x]

>Resources/Quantity:

>Copper [Sustainable][x3]

>[Pelts, Sustainable]

>[Stone, Sustainable]

>[Wood, Sustainable][x2]

>[Beetlechitin, some]

>Star Metal [Sustainable][Perishes:10 turns]

>Elemental Slaves [Overflowing; 2]

>[Wurms, some]

>[Prisoners, some]

>[Iron, Sustainable][x3]

>Mildly-Burnt Freak-troll hide [some]

>Freak Troll Minors [Some]

>Wurmscale [Strained]

>Fruit [Some]

>Gems [Lots] 5x

>Rubicite [Some]

>Magic/Spells: (Elemental, Average) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]

>Technology:

>+Iron

>+Stone

>+Copper

>+Wood

>+Hideworking

>+Exotic Creature Training[Average],

>+War Drums [Average]

>+War Animal Training, Average)

>+Drum Amplifiers [simple]

>+Composite-Material Armors [Simple]

>+War Magic [Simple]

>+Air Transport [Simple]

>+Professional Armies [Average]

>+Airships [Average]

>+ Night-Fighting [Primitive]

>+ Spitter-Guns [Simple]

>+Re-organization [primitive]

>+Urban Pacification [Primitive]

>+Sieging [Simple]

>+Total Mobilization [Primitive]

>+Logistics [Average]

>+Scaled Construction [Very Simple]

>+Bureaucracy [Simple]

>+Projection Weapons [Average]

>+Fortifications [Simple]

>+Projection-Spitters [Simple]

>+Rationalization [Good]

>+Standardization [Good]

>+Large Scale Construction [Primitive]

>+Tooling [Primitive]

>E-Drive [Simple]

>Territory: (38)

>Bonuses:

>1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

>2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

>Eccentricity:

>1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted

>>>You are mobilized.

>>>Set status: Mobilized, 5 turn.

>>>Your industrial efficiency is 100%.

>>>You lose 2.8 population.

>>>You gained the following units from mobilization: 9 Mobilized Kaldorian Infantry Formations [Epic]

>1 Mobilized Kaldorian Warhost [x72]

2 Mobilized Kaldorian Warhosts [x48]

>2 Kaldorian Warhosts [x30][Bombard][x2]

1. Recall our skyships, send troops to Shezeb Bombard the place and pound the entirety of Shezeb into dust

>1st Kaldorian Air Fleet [Epic][x2]

>Skydrum ship [Strong][Morale]

>Claw of Galgoroth (Skyship)[x15][Bombard x4][Resilient][Quick]

>2 Kaldorian Warhosts [x30][Bombard][x2]

2.3. Create anti-magic weaponry

4. Build more bombardment capable skyships

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045820 No.17283

Dice rollRolled 5, 5, 8, 3, 10, 10, 4, 1, 8, 8, 8, 7, 4, 7, 6, 9 = 103 (16d10)

>2 Destroyer Formation [Titanic]

>2 Clockwork Divisions [Titanic]

>1st Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms]

The Technocracies fleet makes its way from New Khazan towards Neu-Moco, while it's allies are reorganized to head to new and developing threats elsewhere.

Proceeding with Bombardment rolls

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045820 No.17285

Dice rollRolled 5, 7, 7, 7, 10, 5, 10, 2, 10, 10, 6, 5, 1, 4, 7, 5 = 101 (16d10)

>>17283

Defense

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045820 No.17289

>>17267

The Queen nodded, understanding why the King would attempt to hide the city (though in truth she could probably detect its leyline signature with or without eyes, but she didn't want to make the situation any more complicated then it already was.) in such perilous times, though she hid herself just fine using lumic magic, encompassing the trio in a bubble that reflected the surroundings.

>>17268

Meanwhile, back at the Tower, a group of humans from the various nations of Soren stood in front of the King in close proximity to the grand Bronze Vault: even the smallest of them was almost three times his size, and each of them was armed with a firearm of some sort; whatever they could scavenge from their homelands before landfall to the Fairy Kingdom.

"I'm be most impressed that ya managed to find us past the illusionary wall: which tells me that the wall needs to be upgraded later. Nevertheless, ye couldn' have come at a better time lads; if what you say is true, our friends to the North are in imminent danger with the incursion of these so called "Mericon outsiders". Though I wish I could fight em' meself, I know my kind arn't built fer combat the way you are.

If supplying you means that we can keep the plane in balance in the face of these…/outsiders/, than you shall be given the full monetary support of the Bronze Vault of Gul. My kin have set up a small tower in order to serve as an HQ: nobody outside o' the fields can find it easy as it's covered by the national barrier.

Good luck, Commander. The fate of Gul might soon be in yer hands!"

As the group turned to move out, the King bellowed a few more words. "Oi, an' one more thing: we've recently contacted one of our old friends: they'll be assisting ya in yer duties, if they show up. Stay shar!"

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045820 No.17290

Dice rollRolled 5, 8, 2, 5, 2 = 22 (5d10)

>>17283

The first Bomber Destroyer fleet, along with its escort of 2 Destroyer Formations upon which rides the Clockwork Devisions, proceeds at full speed towards Neu-Moco.

Rather than lowering its altitude and slowing down for a landing operation, it appears to be diverging from usual tactics.

Remaining at high altitude, the force hopes to avoid as much of the lower level AA or otherwise make it diffucult to be targeted by them as possible, and put as much distance between them and the Severan Swarms as much as possible, giving time to engage.

The Clockworks on board the vessels line the decks, with the new rifles from the Starkegian and Technocratic cannon arms ready to protect the fleet with a wall of hot lead and explosive shot. The powerful Peacekeeper mecha flies in and between the fleet, determined to assist by escorting the ships and blasting away any enemies that try to get close.

When the fleet makes it past the incoming aerial escort, they will unleash their deadly payloads as hot lava pours from gigantic metal vats onto the industrial centers, food storage units, spawning pits. Some new bombs are tested, including the latest Seismic Charges equipped with E-Magitek, creating miniature volcanos and earthquakes to devastate the infrastructure with damage from deep below the earth.

Other airships release dark black clouds of dust and smoke upon the fleshbeasts and their masters, testing their bio-weapon upon the masses of hostiles, hoping to spread plague and disease.

The rest of the artillery clockworks proceed to unleash what is left of their ammunition down upon more of the industrial centers below.

The fleet will cause as much devastation to the infrastructure, resource assets, and populace as it can. Once the fleet unloads its payload upon the Severan Dominate, it proceeds to fly off and away from Neu-Moco. Hopefully the lighter load means extra speed and altitude to fly away.

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045820 No.17292

Dice rollRolled 2, 5, 3, 4, 7, 4, 4, 10 = 39 (8d10)

>>17290

The strategy was clever in concept, but woefully underestimated the sheer volume of beasts. Like a black mass of clouds the newly created Kyrilliths swooped down in vast masses, pulsing with a wicked green light from within. They slam into the airships detonating themselves against the hulls, gunports, troop bays, anything that they can find purchase. Corrosive acid eats away at the hulls where the creatures explode, and the damage ships are soon set upon by Mutaliths who join in the fray, spewing that same corrosive acid over the ships and troops while they swoop in for their attacks.

The attacks naturally take their toll, forcing the airships lower to where the lower anti-air of the urban defenders on the outskirts of Moco can begin to do their work. While some creatures are of no use the urban defenders are expert shots, and the integration of their new hybrid weaponry and the synapse link allows them to better coordinate their attacks. From buildings of muscle and sinew powerful spines are unleashed upward against the ships. At worst, causing damage and at best hooking in and dragging them ever lower where yet more beasts can participate in the battle.

At worst, several thousand Kritaliths cover the entrance of the spawning pits, shielding them from direct attack by weight of biomass alone.

1-2. Kyrilliths [x6][Suicide][Deadly]

3. 1 Moirian Urban Guerilla Platoon [x28][Deadly][Guerilla]

4. Swarm Baal [Titanic][Swarm][Deadly][x14]

5. Hierophant Composite Swarm [x28][Deadly][Burrower][Siege]

6. Infected Ones [x6][Raging]

7. 1 Mobilized Fleshbeast Swarm: [15x][Deadly]

8. 1 Mobilized Hybrid Infantry Formation [x15]

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045820 No.17295

Dice rollRolled 14, 64 = 78 (2d100)

>>17270

Courtier Nation for the Flowers.

Name: The Extradimensional Combat Unit or EXCOM

Fluff: The aliens are winning. This is a fact that nations are hiding from behind their troops but the threat of the aliens is not waning. It is growing. With each passing day, more civilians are picked off by these things and soldiers are dragged into the underworld screaming while so-called leaders fight over petty insults. This cannot last and we will not let it last. Ten men and women from different nations and walks of life have convened underneath the protection of the Fae to discuss this problem. One solution has been found satisfactory among the many proposed. An organization must be made to combat the threat of these aliens and guide the way for the bigger nations. This organization is known as XCOM and it will succeed where others have failed. We will not fight other nations over simple territory or gold. We will not bend the knee to the corrupt or bloodthirsty. We will destroy the aliens or die trying. With funding and land provided by the Flowers who have promised us neutrality in any future conflicts they face, we have made our entrance onto this plane. Now we send out the call to all nations on it. We need resources. We need troops. We need technology. We need allies. If we our to end the alien threat, we must come together as one plane and fight them back with arms locked and legs steady. This is our goal as XCOM's specialist teams prepare for their first operation against the alien menace.

Units: 1x Skyranger Squadron [x4]; 2x Specialist Squads [x6]

Bonus: [Greetings, Commander] You have shadowy (Fae) individuals that help you with pretty much anything you want to do; as such you get a +15 to a single roll you choose per turn.

Everything else: http://pastebin.com/RcgFbBTN

1) Construct a research lab in our HQ Tower.

2) Construct a Manufactury bay in our HQ Tower. (+15 Commander Bonus)

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045820 No.17296

Dice rollRolled 8, 10, 10, 9, 6, 8, 10, 3, 2, 1, 9 = 76 (11d10)

>>17266

Starkegian Zepplin Armada [Titanic][x44][Bombard][x8]

1 Starkegian Zepplin Formation[x12] [Bombardx3]

The time has come to attack. Begin the bombardment of Pegul with the Armada and the Auxiliary Formation.

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045820 No.17297

Dice rollRolled 9, 4 = 13 (2d10)

>>17296

Huntmaster Hunting Pack [Epic][14x]

[Deathgaze]* Very Strong, Clever

The kaldoran Infantry also assist in the taking of the Severan territory on Pegul, the huntmaster leading the hunt of any forces remaining on the island.

The huntmaster takes some pride in his work, trying to see if he can capture any of the fleshbeasts alive or dead.

The Deathgazer gazes from on high, prepared to act where he see's the foe, and deliver death to them.

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045820 No.17298

>>17266

>>17241

1. Send the military to assist the Vilons. We must buy our scientists time.The assault ships and first wing will save as many refugees as they can and retreat back to orgrul. Deprive the mericon of biomatter. The 6 mobilized divisions will Engage the mericon first with selective bombardment then in direct combat.

NIAF transport and attack 1st wing [Epic][10x]

2 Assault ships [Very Strong]

6 Mobilized Necro Imperialis Mixed Divisions [x19][Bombard][x4]]

2. Continue (NTECH:4/15)

3. Continue (Planar Theory: 4/30)

4. Continue(Empiricism: 4/10)

2,3,4 tech

Empiricism [Simple]

Education [Excellent]

Various education and study buildings and ministry.

>>17231

>>17220

>>17036

>>17222

>>16861

>>16721

Now is the time to fight the mericon send what forces you can to Vilon.If we don't push the mericon back we are all doomed.

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045820 No.17299

Dice rollRolled 2, 1, 8, 5 = 16 (4d10)

>>17296

1 Starkegian Zepplin Armada [Titanic][x44][Bombard][x8]

1 Starkegian Zepplin Formation[x12] [Bombardx3]

1 Starkegian Infantry Brigade [Epic++++][Brave]

1 Starkengrober Riesengarde [Very Strong+][Brave]

Once bombardment ends, the attack begins in earnest with the help of the Kaldorians, with the Infantry Brigade and the Riesengarde on the ground, and the Armada and the Auxiliary formation providing air support

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045820 No.17301

Dice rollRolled 5, 3, 10, 8, 9, 4, 7, 8, 1 = 55 (9d10)

>>17299

Kaldorian attack rolls

+ Ambush roll

Verana is casting any spell she can

>Huntmaster Hunting Pack [Epic][14x]

>[Deathgaze]* Very Strong, Clever

>Verana, Priestess of Galgoroth [Epic][8x][Mage][Resiliant]

>Juvenile Roc Flock [Epic][8x]

>1st Spitter Company [Epic]

>1 Mobilized Kaldorian Warhost [x72]

2 Mobilized Kaldorian Warhosts [x48]

Ambush roll

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045820 No.17302

>>17298

All 38 gold to the 3rd action We MUST finish this.

Hire assistants. Purchase knowledge from the dragons or any leftover gnomes. We need this done asap.

http://pastebin.com/tFqVAsZL

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045820 No.17303

Dice rollRolled 87, 94, 25 = 206 (3d100)

>>17266

Race (Determines bonuses): Humans

Color: (Determined map color): Orange

Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.

Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"

Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.

Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.

Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.

Location:Gul

Population: (40.8)(1.2/turn) (2 mobilized)

Food: Good

Raw Currency: (33) (+8/turn)(-10 a turn due Vyriah's loss)

Legitimacy: Good

Culture: (25)

Industry: (27)

Unique Buildings: Hall of the Kings; Great Forge(+3 Industry); (Arena); +1 industry +2 culture.)(Grand Armory +3 Industry)(Grand smelter +3 Industry)(Elder's Runic Workshop)

Capitol Defenses: Stone Walls [Large]; Fortress Of Sunniria[Massive]

Military Units:

Morrigan's Cohort [Epic][Raging}[20x][Granix][Resilient]

Wulfgar's Cohort [Epic][Raging][32x][Granix][Resilient]

1 Sunniria Shieldwall Formation [Epic][x32][Brave][Resilient]

Siege Weapon Squadron [Epic][3x][Bombard][5x][Resilient]

1 Agarach's Cohort [Epic][10x][Granix][Resilient]

2 Sunniri Swordsmen [Very Strong][Resilient]

>Mobilized

Sunnirian Mixed Division: [19x][Bombard][x2]

4 Sunnirian Mixed Division: [15x][Bombard][x2]

Resources/Quantity: Stone [Sustainable]; Copper [Sustainable] ; Iron [Sustainable] ; Steel [Sustainable]; Dark Iron [Sustainable];Feywood [Sustainable]; Sorenium [Average];

Magic/Spells: (The Way of Granix)(Raging Strength [Good]) Amplified Jump [Very Simple])

Technology: Metallurgy [Excellent];Professional Armies [Simple]; Drill [Average]; Equipment[Average];Reorganization/Upgrades [Simple];Ranged Weapons [Simple]; Air Cavalry [Simple]; Gemworking[simple] ; Alchemy [Simple]; Systemized Cremation [Very Simple]; Infantry Tactics [Average]; Sorenium Working [Simple]; Purification Runes [Simple]; Runesmithing [Simple])

Trade Routes: Patchwork [Medium: +2 currency/turn; +2 industry]

Territory: (11)

Bonuses:

1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).

2. This You Can Trust: You may reroll unit recruitment once if it below 50.

Eccentricities:

1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.

2. My Culture Is War: Culture now generally handles the amount of your standing unit slots

(cap is 8 atm)

[You are mobilized. Your current industrial efficiency is: 100%] 1 turn

Rating: [Very Good]

1. Set up a trade route with the Vulmer. It's overland so no airship necessary.

+27 industry

2-3. Continue to research Runesmithing. Make the necessary Additions to the shop, apply the shaman and wise men.

+27 Industry

+Runesmithing simple

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045820 No.17304

File: 1448779199705.jpg (127.24 KB,890x379,890:379,Braken_SC2_Art1.jpg)

No foreigner had ever breached Dominate airspace. No foreigner had ever returned from Severan proper. As such, no one had ever seen or reported what exactly the Dominate looked like. On Moco a vast sprawl of flesh-like structures were interspersed with those of convention wood or stone. These stationary monstrosities tower into the sky, nearing the clouds. This level of development stretches across the horizon, across the entirety of the continent. The earth itself has become carpeted in a greyish mass that appears hard and sturdy. The entire continent seemed to have been torn down and rearranged into a neat pattern of interlocking stars. The areas between each star were spawning pits, farmland, or industrial zones, all of them well away from urban centers proper. Between the gap of these zones and the cityscape lie zones empty of anything but that pulsing grey morass. Killzones to the trained eye. The very continent itself was a carefully cultivated garden of flesh, carapace, and stone. There were no trees, no mountains, no hills that were not clearly the hump of some great flesh beast carapaced to form a commanding spot. No, this was no longer land.

This was a monster.

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045820 No.17306

The Immortal Technocratic Republic

Race: Dwarves & Machine Men

Color: Blue

Fluff : http://pastebin.com/6EP0vTsa

Government Type: Totalitarian Technocracy

Economy Type: Capitalism

Religion: The Dreaming Forge God. The Dwarves believe that the reason the world floats through the sky, is that a great god of forgework is alseep and dreaming of islands flying through the sky. We dwarves are in the image of the forge god, and are the ones to construct the designs and inventions he dreams up with.

Location: Orgul Major

Population: (34.5) (1.8/turn)

Food: (Excellent)

Raw Currency: (77) Income: (25/turn)

Legitimacy: Stable [Active Pacification]

Culture: (15)

Industry: (53)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge], Santerian Black Ziggurat, Large Santarian Academy, [Machine Men Index]

Embassy [Vincent's Empire]

Embassy [Vulmer]

Embassy [Menovia]

Embassy [The True Advent]

Embassy [The Patchwork Republic]

Embassy [The Glitch Empire]

Embassy [Necro Imperialis]

Defenses: (Stone Traps, Good), Nightcrag Tunnel Defenses [Elaborate, Segmented]

Military Units:

1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive] (Damaged)

>Mobilized Forces on the Field

>2 Destroyer Formation [Titanic]

>2 Clockwork Divisions [Titanic]

>1st Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms]

[New Machina]

[New Khazan]

2nd Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms]

3rd Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms]

Khazanian Fortifications

Magma Pumps

Iron [1x]; Wood [1x]; Copper [1x]; Stone [1x]; Magma [1x]; Coal [1x]; Steam [1x]

[Marewelt, Eastern Gul]

Coal [1x]

[Tinale, Central Gul]

Coal [1x]

[Midvale, Scar of Morgaz]

Coal [1x]

Mana Crystals [x1]

>Mobilized Forces at home

Resources/Quantity:

>Home

Iron [Lots], Copper [Lots], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Lots]

(Iron [x1]; Copper [x1]; Stone [x1]; Flux [x1])

Special: [Elemental Slaves:2] from Kaldor

>Colonies

[New Dwarvia] [Town]: Integrated Magma Defense Network & Edifice [Massive] Iron [Lots]; Gems [Low]

[New Machina] [Fortress] Odd Scroll[Single], Silver [Unmined]; Dark Iron, Rubicite [Depleted (traded away)]; 1x Iron, Wood, Copper; Ioun [DEPLETED (Trade)]; Gems [Lots]

[New Santoria] [Fortress]

>Market Gifts:

Steel [Average]; Coal [Lots]

Magic/Spells: (Geo-Aero, Simple) (Magical Artifice) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good]) (Mass Raise Undead [Very Simple] Imbue Equipment, Good; Earthshaping [Basic])

Technology:

>Resource Tech

(Copper, Iron, Stone, Steel) [Steel Mill Blueprints]

>Economy

Bureaucracy [Primitive]

Rationalization [Good]

Standardization [Good]

Empiricism [Simple]

Metallurgy [Good]

Crystal Fabrication [Simple]

Steam [Simple]

Clockwork Fabrication [Good]

Dwarf-Clockwork Integration [Very Simple]

Recycling [Very Good]

Electricity [Primitive]

Commodities [Simple]

Magma Utilization [Average]

>Military

Artillery Clockwork [Simple]

[Airships, Basic]

Aerial Warfare/[Air War [Average]

[Civil Defense [Average]

Total Mobilization to [Average]

Military-Industrial Complex [Average]

Large Scale Construction [Average]

Sturdy Construction, [Average]

[Advanced Hulls, Simple]

[Sealed Construction, Primitive]

Bombardment [Good]

Firearms [Good]

Command Crowns [Some]

Combat Clockworks [Simple]

Salvage [Simple]

Tooling [Excellent]

Holy Weapons [Simple]

Psi Dampening [Simple]

Logistics [Good]

Terrorism [Simple]

Traps [Simple]

Fortifications [Average]

Tunneling [Basic]

Underground Warfare [primitive]

Close Quarters Fighting [Simple]

Elemental Resistance [Primitive]

Guerilla Warfare [Simple]

Subterines [Below Average]

Elemental Magitek [Simple]

Seismic Charges [Simple]

Mass Organization [Simple]

>Other

Undead-Living Diplomacy [Simple]

Counter-Espionage [Good]

Counter-Espionage [Simple]

Secret Police [Simple]

The Total State [Simple]

Glitch Building [Simple]

Territory: (31)

Trade Routes:

Vyriah [Financial, Special]

Necro Imperialis [Huge:+4/currency/turn; +6 industry]

Patchwork [Small:+2 currency/turn]

Bonuses:

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

2. Industrial: Sky Dwarves are keen on industry. For every industrial point gained, add half a point.

Eccentricities: (generated by GM)

3. Undead

Projects: Empiricism 4/15

Military Lab: 9/10

[You are mobilized. Your current industrial efficiency is: 100%]

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045820 No.17307

File: 1448779905789.png (178.53 KB,584x471,584:471,Fortresses.png)

Dice rollRolled 2, 66, 83, 47 = 198 (4d100)

>>17306

The Operation was a strategic success.

With the Severan forces focused on their capitol, there were no troops which would be able to intercept the Combined Landing force of the Starkegian and Kaldoran infantry forces landing in Pegul, or harras Technocratic troops moving to the outskirts of the lands by the Severan Dominate on Gul.

Now fortresses and airstrips could be constructed closer to Neu-Moco. These would protect further invasion forces via close or long range AA as well as rapid deployment of interceptors.

They would also serve to intercept any attempt by Severan Dominate to leave their precious island too.

1-2. Construct a Fortress on the now Occupied and owned Severan territory on Pegul. Most likely they were going to use it to invade the nearby nation belonging to Suinoz, it will now serve the reverse purpose.

Move the

2nd Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms]

Here

Large Scale Construction [Average]

Sturdy Construction, [Average]

3-4. Construct a second fortress on the southern tip of Gul, close to Neu-Moco

Move the

3rd Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms]

Here

Large Scale Construction [Average]

Sturdy Construction, [Average]

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045820 No.17312

>>17298

The Queen heard an unfamiliar voice echoing across the town as she readied to follow Ambassador Luch's directions. Though she didn't recognize the speaker, her heart became stone cold as she heard the words "Vilion".

"My goodness! The ladies of the sky are under siege! They're right next to the tower!" She shouted aloud in front of her compatriots, visually surprised as she dropped the preparing obscurantism spell.

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045820 No.17331

Dice rollRolled 87, 48, 87, 53 = 275 (4d100)

>>17266

[Morph/Tainted][Rattlehavoc's Advent]

http://pastebin.com/wGkYEbjx

Population: (65.4) (2.1 /turn)

Food: (Very Stable)

Raw Currency: (140) (+12/turn)

Legitimacy: (Stable)

Culture: 10

Industry: 6

Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town]; [First National Port of Ethos][Port];[Haven][Heavily Fortified Town];[Sanctum Minor][Town]; [Trading Post (+2 Currency/Turn)]; [GulGobs] [Town]; [Peacekeeper Factory +P]

Defenses: Projection Turret Network [Medium] [Bombard][x2]

Military Units: [Rattlehavoc's Company] [Epic] [16x], [Tainted Company] [x16] [PEACEKEEPER ALPHA][Epic][x8][Bombard][x4], 1 Peacekeeper Formation [x16][Bombard][x4], 1 Peacekeeper Production-Model Formation [x12][Bombard][x4]

Resources/Quantity: Copper [Sustainable][x1]; Gems [Sustainable]; Iron [Sustainable][x1]; Wood [Strained]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x1]; Silver [Sustainable]; Coal [Sustainable]x2; Gas [Sustainable][x2], Raw Magic [Trace], Metaphysical Container Blueprints [Some]

Magic/Spells: [Morph Pluralist: Average][Summoning: Simple] (Arche's Fist [Simple])(General Summoning [Simple])(Shielding of Arche [Simple])

Technology: [Steel];[Metallurgy, Good];[Diplomacy, Average];[Communication, Simple];[Electricity, Primitive];[Walkers, Very Good];[Mechanized Warfare, Primitive];[Coinage, Good];[Sealed Construction, Primitive];[CMBatteries, Simple];[Projection Theory, Average];[Projection Weapons, Simple];[Advanced Hulls, Simple];[Cloaking, Simple];[Shielding, Very Simple];[Combustion Engine, Average];[Commodities, Average];[On-Board Weapons, Average];[Mech Flight Systems Simple]; [Standing Armies: Average]; [Magi-Leech: Simple]; [Armor-Piercing Weapons: Simple]

Trade Routes: [none]

Territory: (24)

Bonuses:

1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.

2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.

3. Clever: +15 to a single roll per turn

ACTIONS

1. We continue to pray to Arche for guidance. +15 Clever Bonus.

2. Another Peacekeeper Formation is put into production. Things are growing dire all across Soren. They will be needed.

3. Expand. We need more resources, we need more land.

4. Our finest engineers and scholars set to work on deciphering these blueprints and building these "metaphysically inert containers" at once. Valuable information– perhaps even living things– can be stored! It must be preserved.

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045820 No.17382

File: 1448834960752.jpg (18.16 KB,1276x851,1276:851,Blood-moon.jpg)

>>Interlude – The Mericon Arrival:

Deep in the capital of the the Vilon, the fighting had turned into a slow-burn genocide. The surprise of the Mericon had been total, and they had exploited every advantage to seize a good portion of the capital's merchant district before being halted by Vilon infantry engaged in pitched battles. The constant by the Vilon stalling had yielded positive results, as armies of Vilon poured in from the surrounding nation and Vilon purifiers had managed to rally a good portion of the military with haste; the vast bureaucratic leviathan of the Vilon had begun to coordinate supplies and troops to areas afflicted by Mericon attacks and the government still remained in the capital. Despite this bravery, the standing president, Pini, had ordered her family to evacuate the city. Refugees had begun flow to the other nations around the world as a total panic had set in; affected areas had been apparently poisoned, and a strange moss had been sighted by Vilon as they managed periodic counterattacks into Mericon-held areas. Vilon hospitals overflow with the poisoned, the injured, and the dead.

How this had occurred was plain to see. The Mericon assaulted in ways the Vilon hadn't seen before; deep infiltration, lightning speed, and brutal terror marked their tactics. The Vilon commanders, very aware of the Mericon's contingent nature of the plane, had counterattacked repeatedly to the portal, but each assault had been thrown back by Mericon invaders who surged out of the gate. The initial invaders, initially armored in extremely advanced suits, soon gave away to rank and file infantry: lighter suits, less advanced, but better suited to urbanized warfare. The area around the portal, now secured, had become a massive ocean of Mericon and their equipment – arms, armor, weapons, explosives, food. A few heavily armored Mericon had also been sighted: drivers, standing twice the size of the rank and file soldiers. These massive Mericon had hulking bloodrifles and sophisticated equipment, even more advanced than the vanguard, but it remained unsused as they stood on guard and keeping order where needed. At the gate itself, a strange moss had begun to leak out and soon covered the ground; it was black and it fed on corpses. Already the moss had sent out strange shoots, and had begun to cover the edifices of many buildings; a few Mericon crouched to eat some of the moss and seemed excited by the taste of it. The cannibal-priests, watching them eat, looked on – they had to stabilize the gate, and there was a slight shortfall in technicians due to repeated attacks.

We will need more priests and technicians for this. I know this. I know you know this, but this plane is held together in a thin way. I have never seen a plane like this. It is special. I know this, this is why I volunteered. I know you volunteered, as I did. This is not important. Watch for attacks from the other. What do the other look like here? The other look like ape-birds. They are hideous. Bird-others are the worst. Yes. Yes. Yes.

Suddenly, with a flash, the Strain Coordinator had arrived. The coordinator was a massive Mericon, but not much taller than his fellows, just much wider and considerably more menacing; the typical Mericon armor worn by the coordinator had inelegant spikes and clearly ceremonial decorations that covered the whole it. Indeed, what made it truly different was it's coloration: while other Mericon in the field had a characteristic black color, the strain coordinator was pure white, indicating command and responsibility. In a vicious set of noises and gestures, it ordered and coordinated the invading host with a small demiprocessor attached to his wrist; a small hologram projected a series of numbers, projections, and statistical information. The coordinator took in the data with while twitching violently: the pie chart indicated general threat disposition, strength, and the amount of reinforcements available. It poked and gestured at the screen with a look of visible annoyance and anger; several breacher squads had already been lost and they hadn't manage to collect very much data on the plane at all. The timetable was totally wrong, and the coordinator fed analytics back to the boil – estimates, requests, shortfalls. After a time, the coordinator looked at the numbers and grew enraged as it frantically gestured at the little image and a flood of alterity-laden symbols.

[1/2]

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045820 No.17385

[2/2]

No, the portal was too small. No, the initial landing side hadn't been pacified. No, there was still resistance. No, the enemy seems resilient. Yes, it would need several breakers, as there was deity-level opposition. No, it didn't have an estimate. Yes, it would a sustained commitment from the boil. Yes, it understood that. Yes, it understands that. No, it doesn't know how elastic frontline #6 is doing. No, it has just arrived. No, there is no command center. Yes, it needs a command center. No, the atmosphere is breathable. No, the plane does not appear to have another trans-planar power present. No, the command center hasn't arrived yet. Yes, logistics needs to be liquidated.

The questions continued and the coordinator grew increasingly….annoyed. As a result, it grabbed the nearest rank and file infantry it could find and began screeching incoherently. The Mericon subject to the shouting had been assigned to relay and collect more information, having been promoted to field-lieutenant. Yes it understands the tenuous nature of the plane. Yes. It will draw together surviving elements of the command staff. Yes, of course. Admitttedly, several lieutenants assigned to this task had been killed already, but the coordinator felt more positive that this one would complete the job. The coordinator, so to enforce this point, grabbed the smaller Mericon by its left arm and twisted it backward until it snapped off.

Do you understand my intentions? Yes coordinator, I understand. I must seek medical aid or I will bleed to death. No, you will do as I say; the suit will clot the blood. Yes coordinator, I will organize the general staff and see which breach teams have survived. Do not dissapoint me, or it will be the other arm.

The smaller Mericon twitched audibly, but then moved off to complete the task as it favored the severed arm socket. The coordinator tossed the arm to the moss. This entire plane would be a mess. Yes. It would.

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045820 No.17406

[Sjork]

1. Sjork personally finishes up the laboratory. [Artisans +10]

2. Work with the Kaldoran Embassy to build Temple to to the God of Annihilation, that we might give praise unto them and learn the ways of their worship [Artisans +10]

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045820 No.17407

Dice rollRolled 88, 9 = 97 (2d100)

>>17406

Raouls

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045820 No.17410

>>17406

Spend 20 Gold and spare no expense to ensure every item required to properly worship the Kaldoran god, and if need be as tithe's to make amends for any errors on our part

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045820 No.17419

The Immortal Technocratic Republic

Race: Dwarves & Machine Men

Color: Blue

Fluff : http://pastebin.com/6EP0vTsa

Government Type: Totalitarian Technocracy

Economy Type: Capitalism

Religion: The Dreaming Forge God. The Dwarves believe that the reason the world floats through the sky, is that a great god of forgework is alseep and dreaming of islands flying through the sky. We dwarves are in the image of the forge god, and are the ones to construct the designs and inventions he dreams up with.

Location: Orgul Major

Population: (34.5) (1.8/turn)

Food: (Excellent)

Raw Currency: (77) Income: (25/turn)

Legitimacy: Stable [Active Pacification]

Culture: (15)

Industry: (53)

Unique Buildings: 1 King's Palace, 1 National Bank, 1 Royal Academy of the Arts and Sciences (Of the Orders of Merit), [Coalition Research Facility], [Grand Iron Forge], Santerian Black Ziggurat, Large Santarian Academy, [Machine Men Index]

Embassy [Vincent's Empire]

Embassy [Vulmer]

Embassy [Menovia]

Embassy [The True Advent]

Embassy [The Patchwork Republic]

Embassy [The Glitch Empire]

Embassy [Necro Imperialis]

Defenses: (Stone Traps, Good), Nightcrag Tunnel Defenses [Elaborate, Segmented]

Military Units:

1 Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive] (Damaged)

>Mobilized Forces on the Field

>2 Destroyer Formation [Titanic]

>2 Clockwork Divisions [Titanic]

>1st Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms]

[New Machina]

[New Khazan]

2nd Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms]

3rd Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms]

Khazanian Fortifications

Magma Pumps

Iron [1x]; Wood [1x]; Copper [1x]; Stone [1x]; Magma [1x]; Coal [1x]; Steam [1x]

[Marewelt, Eastern Gul]

Coal [1x]

[Tinale, Central Gul]

Coal [1x]

[Midvale, Scar of Morgaz]

Coal [1x]

Mana Crystals [x1]

>Mobilized Forces at home

Resources/Quantity:

>Home

Iron [Lots], Copper [Lots], Stone [Sustainable], Gems [Low], Rubicite [Tiny Sample], Flux[Lots]

(Iron [x1]; Copper [x1]; Stone [x1]; Flux [x1])

Special: [Elemental Slaves:2] from Kaldor

>Colonies

[New Dwarvia] [Town]: Integrated Magma Defense Network & Edifice [Massive] Iron [Lots]; Gems [Low]

[New Machina] [Fortress] Odd Scroll[Single], Silver [Unmined]; Dark Iron, Rubicite [Depleted (traded away)]; 1x Iron, Wood, Copper; Ioun [DEPLETED (Trade)]; Gems [Lots]

[New Santoria] [Fortress]

>Market Gifts:

Steel [Average]; Coal [Lots]

Magic/Spells: (Geo-Aero, Simple) (Magical Artifice) (spells: Scry Sky-Ores, Simple; Shape Rock; Simple) (Rain [Good]) (Mass Raise Undead [Very Simple] Imbue Equipment, Good; Earthshaping [Basic])

Technology:

>Resource Tech

(Copper, Iron, Stone, Steel) [Steel Mill Blueprints]

>Economy

Bureaucracy [Primitive]

Rationalization [Good]

Standardization [Good]

Empiricism [Simple]

Metallurgy [Good]

Crystal Fabrication [Simple]

Steam [Simple]

Clockwork Fabrication [Good]

Dwarf-Clockwork Integration [Very Simple]

Recycling [Very Good]

Electricity [Primitive]

Commodities [Simple]

Magma Utilization [Average]

>Military

Artillery Clockwork [Simple]

[Airships, Basic]

Aerial Warfare/[Air War [Average]

[Civil Defense [Average]

Total Mobilization to [Average]

Military-Industrial Complex [Average]

Large Scale Construction [Average]

Sturdy Construction, [Average]

[Advanced Hulls, Simple]

[Sealed Construction, Primitive]

Bombardment [Good]

Firearms [Good]

Command Crowns [Some]

Combat Clockworks [Simple]

Salvage [Simple]

Tooling [Excellent]

Holy Weapons [Simple]

Psi Dampening [Simple]

Logistics [Good]

Terrorism [Simple]

Traps [Simple]

Fortifications [Average]

Tunneling [Basic]

Underground Warfare [primitive]

Close Quarters Fighting [Simple]

Elemental Resistance [Primitive]

Guerilla Warfare [Simple]

Subterines [Below Average]

Elemental Magitek [Simple]

Seismic Charges [Simple]

Mass Organization [Simple]

Magi-tek Engines [Average]

Undead-Living Diplomacy [Simple]

Counter-Espionage [Good]

Counter-Espionage [Simple]

Secret Police [Simple]

The Total State [Simple]

Glitch Building [Simple]

Territory: (31)

Trade Routes:

Vyriah [Financial, Special]

Necro Imperialis [Huge:+4/currency/turn; +6 industry]

Patchwork [Small:+2 currency/turn]

Bonuses:

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

2. Industrial: Sky Dwarves are keen on industry. For every industrial point gained, add half a point.

Eccentricities: (generated by GM)

3. Undead

Projects: Empiricism 4/15

Military Lab: 9/10

[You are mobilized. Your current industrial efficiency is: 100%]

Corrected Stats

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045820 No.17446

Dice rollRolled 65, 65 = 130 (2d100)

>>17270

Name: The Everlight

Race: Wisp - A peculiar type of elemental fey without much of a physical form, wisps are simplistic beings that serve the aspect of nature they're tied to as a direct way to manipulate the external plane. In comparison to the fairies, wisps are less meant to be conversed with by mortals and more intended as general tools in the system that keeps the plane regulated, able to shape themselves into useful forms and functions as needed to assist and if needed, temporarily take the responsibilities of more complex elementals and servants of Soren. Though hardly phased by most physical weapons (other then iron, of course), they have a vulnerability to magic.

Color: Sunflower yellow with midnight blue trim.

Fluff: In response to the plane getting closer and closer to destabilizing, the wisps have risen as part of Soren's magical immune system in order to aid the remaining elemental beings of the realm to repair the situation to the best of their ability. Representing forests, meadows, plains, and jungles, the wisps now detect that these landforms and flora are in grave danger as the mass of Vyriah literally vanished into nothingness, working in earnest to defend these points as a form of self-preservation. They work in conjunction with the other forces of nature as guardians, sentries, and magical technicians, making use of their unique properties to connect to the plane on a spiritual level.

Government Type: Technically speaking, the wisps have no form of internal government and instead function as a whole based on the whims of the force of nature they represent, responding to events and stimuli according to a long list of scripts accounting for millions of situations. With the situation before them so convulsed as to be beyond the list, they have defaulted to the nominal rule of the Sunflower Fairy government, which represent the closest thing left to a direct voice of the plane.

Economy Type: The wisps do not partake in economics, and find that concept alien. They do however know of trade as an abstract concept, and that setting up trade routes might aid in balancing Soren through redistributing resources to areas that they are needed.

Religion: Wisps don't directly worship, but naturally follow the wills of nature as though their lives depend on it, for they do; a wisp is, like other elementals tied to whatever force of nature it represents, and without that force of nature its meager light-based form does not have the subsistence to keep itself together, causing it to die with its host. Wisps grow by promoting their particular nature: for instance, the more grass there is, the more grass there is available to support plains wisps, and so on.

Units.

2 Wisp Swarms [x4];

1 Large Wisp Swarm [x8]

Bonus: REMOVE FROM PREMISES: You gain a general combat bonus of +2 against creatures loosely defined as "not local".

1-2. The Wisps get to work immediately, coming to a solution based on what is presented before them they decide to swarm over the Tower, trying to harmonize with the powers that control it and act as great mana batteries for the device.

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045820 No.17462

File: 1448853696347-0.jpg (258.53 KB,1920x1080,16:9,2013-11-16_00002-100160946….jpg)

File: 1448853696347-1.jpg (14.27 KB,399x298,399:298,shadowy-figure-e1343350074….jpg)

>>17295

CAPITOL is anything but idle. No, in fact it was quite the opposite. Slowly but surely it had developed a complicated system of operatives from across the Plane, former Detachment staff included, and put their considerable scientific and economic weight behind EXCOM. In many ways, CAPITOL was the very shadowy beneficiaries that EXCOM thought it was backed by. Even then, they were not so foolish as to violate the sacred OPSEC, and thus they were shielded behind the notions that they were "fey". Accurate enough.

"Good morning, Commander." Says the shadowy figure from the elaborate holo-display. "I see you're settling into your new quarters and your new position under the protection and leadership of our fellow beneficiaries. I am the Directrix, and it is from our council that you will receive funding and the occasional operation that you will need to undertake." The figure could be see folding its hands. "Any questions, Commander?"

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045820 No.17474

>>17462

A slightly flickering sub-image shows up back at the secluded area of the mysterious benefactor, revealing the Leprechaun King, presumably secluded in a dark, featureless area. It took a few moments for the crafty fey to tinker with the device enough that his reception was understandable, until the point that his voice was receivable beyond static.

"All right, now that yer inside me lands, I want to hear more about this "machine" of yours. You say you have plans o' a device that can fix the damage done to my home, yes? I've directed what beings of th' ether I could to start reworking themselves to power it in anticipation: you've effectively got Soren itself backing ya now."

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045820 No.17498

>>17267

>Presuming this is still in front of the Dwarven Ambassador

"And what will the Technocracy's part in all of this be?"

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045820 No.17503

>>17498

>"And what will the Technocracy's part in all of this be?"

Fuchs ponders. "The Technocracy is perhaps the greatest industrial power upon Soren. The Vulmer, the least. You seem to specialize in technological clockworks, and we magic - and the key to saving Soren might be in that. But… This needs to be before the High King, in Vulmeria-the-City."

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045820 No.17504

>>17503

After getting over her initial shock over the news occurring near her home, the Queen turned back to the matter at hand. "We can sort this all out in front of the King, but I fear that we can't waste any more time! So much needs to be accounted for in such a short time!" Queen Cheri grabbed two lacy handkerchiefs from her pockets and bound them around first the dwarf's and than her own eyes, and cloaked the group into a reflective field. "Lead the way, Mister Luchs!"

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045820 No.17506

>>17504

>>17503

"Indeed, we are currently focused on the War. However, I beleive Sjork can provide the industrial assistance required."

>>17504

"Lead on!"

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045820 No.17508

>>17504

Meta[I'm assuming my envoy has just been standing here silently]

Pardon your highness. My name is Jill.

Before you leave I wish to speak to you in private for a moment. We have business to discuss if you are willing.

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045820 No.17510

File: 1448862837481-0.jpg (90.36 KB,1000x417,1000:417,vulmer_dead_tree.jpg)

File: 1448862837491-1.png (204.55 KB,805x1000,161:200,vulmer_dead_tree_stencil_s….png)

>>17506

You are placed in a covered wagon, and sealed tightly. Obscurtism and Invisibility magics waft around, although to prevent your wagon from being seen or to make certain you don't see outward, you do not know.

After some time passes, you notice achange in the sound of the wagon wheels; you're now on stone, pavement by the sound. A short while later, the cart stops, and if you can, you feel the magic disappate slightly.

Exiting the wagon, you see two large and heavily armored Vulmer standing guard in front of a large archway. The flag of the Vulmerian Kingdom flies above it, and beyond you see scattered beams of sunlight. Ambasador Fuchs argues with the guards some, who are visible agitated to see non-Vulmer in the wagon, but eventually let pass.

Passing through the arch into a courtyard, you see a small field of grass, benches lined around, and a tall tree notable for the fact you've not seen the like, and it is very obviously dead; the bark slightly peeling in places, the withered branches with no leaves, flowers, or fruit. In front of the tree is a bench with the only other occupant of the courtyard, the High King of the Vulmer, Todd Reynard.

"The Dead Tree of our Creators," the High King speaks without turning. "While they lived, so did the Tree, and it gave its last bit of life when our last Creator died. It was the symbol of their nation, of their race, of their hopes and dreams. It is our own symbol as well, the Dead Tree, for it represents the promise of our ancestors to those who made us, that we would remember. We would guard. And so, we did, for an uncounted time, amongst the ruins we let you call Vulmeria."

He turns, facing the envoys. "You are the first not of our creators, nor of our people, to see the Dead Tree. Much to our creators, it is our nation as well. Our duty. And until recently, we were content in remaining here, guarding it. It was only when I became High King that we started to look outside, for threats beyond what we knew. And it appears we are too late."

He sighs, softly. "We will die to the last Vulmer to defend the Dead Tree. And to prevent that from happening I have moved my entire nation, my entire people. We were planning on remaining hidden and unseen, but when the entire forest burns, the deepest den we could dig only becomes a tomb."

High King Todd Reynard raises his face, to look directly at the envoys. "Welcome to Vulmeria. We are done digging dens. What can we do to save Soren, and the Dead Tree?"

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045820 No.17511

>>17508

Unfortunately, the pale figure behind the Queen fails to catch up before she and her cohorts seemingly disappear. It would appear the Necro Imperialis would have to wait for the moment as the group was whisked away.

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045820 No.17515

>>17510

"The question, your Majesty, is one even the great nations of Soren have yet to truly find an answer.

Vyriah and Morgaz thought they had one, but for all their works and efforts, they removed themself from this plane through flight or death.

The situation is so complex in its nature, so damning in it's many problems that for some like the Technocracy attempting to resist the invaders by force is the only understandable solution.

But, as was the case with Morgaz and Vyriah, intelligence and application of scientific and magical means may be the key. Vulmerian magical science, and fairy magical prowess, and with a bit of Technocratic industrial strength, the possibilities are limitless.

We could, if we so sought, attempt to recreate the device used by Morgaz and Vyriah. But you would be facing the same problems both did, a severe drain on magic, extreme fluctuations and risks, and direct targeting by the Mericon of which we can only try to stem some of these things."

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045820 No.17520

>>17515

"But do we have any other options? Are there any other means available to us to save Soren?" The Vulmerian king pauses a moment, turning to look at the Dead Tree as he continues,

"I simply don't see any other option. The Mericon are here in Soren. We were only beginning to see the world when Morgaz died, and the Vyrians, we had no contact before they disappeared. I've my entire nation focused on researching planar theory, but it is slow going, and we've started perhaps too late."

"If we could get the basics, we could pass the knowledge of how to build more of these machines to others. We certainly couldn't build one ourselves. All we can do is look into things further, and hope we are in time to help."

Reynard turns back to the emissaries. "Whomever fights the Mericon, we will aid to the best of our ability. But we're a young people, not well established in the world. It is why I ask what we can do to help."

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045820 No.17523

Dice rollRolled 4, 76, 96, 9 = 185 (4d100)

[Event Roll: The Battle for Shezeb]

[Mericon Disposition][+20]

[Vilon Disposition][-20]

[Mericon Attack]

[Vilon Defense]

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045820 No.17524

>>17520

"There are other options. But they each have their own drawbacks.

The gates of the Mericon swing both ways. Whatever the Mericon are coming through, can be made to return the same way. The Technocracy is a firm believer in taking the battle to the enemy rather than the other way around, and hopes to develop a fleet of combined nations to take the fight to the mericon. If only to deliver perhaps a weapon of devastation to buy Soren yet more precious time.

Another, far less palpable option, is. . .well, the unthinkable.

The expenditure of the sum total of Soren's magical energy to completely searing the metaphysical wounds that are causing these rifts, preventing the Mericon from ever invading again.

But, we are all of us here aware of what /that/ would entail, and few of us are sure the nations which would be affected would be open to that idea."

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045820 No.17525

File: 1448866496275.png (109.05 KB,205x231,205:231,Lazy_Edit_Of_Someone_Else'….png)

>>17510

https://www.youtube.com/watch?v=DZDq0a2vPpc

Queen Lilium detected the dead tree's presence (or rather, lack of presence) even with the blindfolds, and with the movement of a finger undid hers, her face looking down at the elderly Fox King in melancholy. She understood his sentiment all to well, as she too had kept her lands hidden from the outside for fear that they would be tampered with, and it was the events transpiring outside which had informed her that such actions were what ultimately led for the worse.

The Queen spread her wings out momentarily, each laden with a faint cyan glow and trailing faeiry dust as she stepped out of the wagon, quickly folding them back as she appeared in front of the ancient fox. "Thanks for bringing me here, Vulmer King. I too am a Queen, to the fairies of the North, and share similar sentiments. We were tasked with keeping a particular stretch of forest and grassland in order, but we failed and that section of land is in ruins…"

The dead tree struck a particular chord with her as it served as a large, overbearing reminder of the current fate of Soren: it represented the Fellscape, the unknown Scar of Morgaz to the West, the destruction of Vyriah, and one of the many cases of the total ineptitude of the fairies and other elementals as avatars of Soren to keep their own plane regulated, as well as their consequences.

The combined stress of the Shezeb invasion, the planes giving way, and the sudden realization of all the damage done to Soren was too much for her. Cheri burst into weeping, using the handkerchief in her hand in a vain effort to wipe them out before dropping it onto the ground undignified.

"We were supposed to keep Soren in balance and we /failed/, and now your masters are dead and now the gnomes are gone and now the plane is going to die and we can't do anything to stop it! I- *sniff* I came here because I hoped that you'd know how to fix things, but I don't know *sniff* how! I- I- *sniff* I- it was just a SCAR!"

She was now on her knees, her dress of cyan and gold collecting dust as tears pooled down into the ground.

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045820 No.17527

>>17525

The Vulmerian king kneels down and reaches out to Queen Cheri, putting a paw upon her shoulder. There wasn't much to say as he took a breath, then spoke.

"There is much work to be done and so very little time to do it. There is a host of a thousand little tasks that need to be accomplished amongst the giant looking ones. The Mericon have invaded the Vilon, and I do not know how long they can last. But." He sighs, "So many thing to do. So little time."

"My people have been out in the world, seeing and in some cases being seen. They've reported on the immense works of the Technocratic Republic, the stout soldiers of Starkrebob and the Patchwork Republic, the stiffnecked honor of the Sunnirians, the might of the Imperialis. They've relayed to me the pride of the Dominate, the fury of the the Kaldorians, the versitility of the Morphs, the wonder of the flying ships of the Skyrates, and of the hues of the Flowers in the Sky."

"I fear that Soren may fall to the Mericon. But we shall not fall without a fight. In Vilon, in Kaldora, we shall fight. Down to the last man of Starkrebob, the last Dwarf of the Technocracy, the last fae of the Flowers, and the last fox," he gestures to the Tree, "here, to the last."

"A thousand little tasks. A few big ones. Solve what we can. Queen Cheri, your people have knowledge of banking and economics if I'm not mistaken. Let the Technocracy fight, but we need to make certain everyone can be fed still."

The older fox gets up slowly. "United we may have a chance. There is a war with the Dominate. How do we Vulmer stop them fighting Soren, and instead fight for Soren?"

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045820 No.17529

>>17527

Lilium tried to calm down in light of the King's attempted reassurance. "*Sniff* I'm sorry, but we can't really fight; we weren't designed to destroy things, and almost all the elementals that were have been *sniff* /dissimilated/.

B-but, we can fix your issues with money; the leprechauns, another group of fairy that arrived in our lands one day, they set up a banking system and were taught by the gnomes how to run an economy. They can piece together all the old contracts held between the peoples of Soren and revive them, giving you the money needed to fend off the outsiders and find a solution."

She took a deep breath.

"The Leprechaun King rules over the lands underneath mine, and he might have an answer himself on how to best use the industrial power of the outside nations. I can't describe it, but I can feel from here that he's been up to something important the way the leylines are rippling back at home. I'll meet him and tell him of the outside situation, and afterward send merchants and heralds across Soren to contact all these nations you speak of.

We were not made to take on the amount of responsibility we're falling into now, but we'll try our best to keep Soren together while the people of the Outside World fend off the invaders."

Cheri wiped a tear off her cheek using a sleeve. "And, if I might ask, High King…did you ever gather any seeds from the tree before it died? Even just a wilted one?"

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045820 No.17543

File: 1448890336215-0.jpg (266.83 KB,1024x768,4:3,glyptodon_by_deskridge-d6e….jpg)

File: 1448890336215-1.png (52.64 KB,256x144,16:9,Wisp.png)

>>17270

https://www.youtube.com/watch?v=JisGmngaNjc

(From reports given out to the leprechauns via EXCOM, they now have knowledge of all the world's major nations. As well, their own presence is revealed to the nations they have set trade routes with to the EXCOM HQ tower, which serves as a trading post of sorts on the surface.)

Hundreds of leprechaun merchants disembarked from the backs of giant Soren Armadillos carrying trade goods and resources to the farthest corners of Gul; all part of an ambitions project by the Leprechaun King in order to take the reigns of the global economy that have been left forfeit by the gnomes. Though doing this mainly to supply the EXCOM volunteers with the funds and resources they would eventually need, he could not help but take great pride in exploiting the great financial venture that was about to unfold: the vice of his people, but one he would not give up for a second. Nevertheless he worried of the fate of the Fairy Queen to west, hoping that she arrived to her destination safely, and would soon return so he could tell her the latest news.

Next to him stood a small cyan wisp, acting as an informant of sorts between him and the rest of the tower, as well as the people of EXCOM to the west of the main area. He asked it a few questions. "Any news on whether those more shady members o' the group are going to respond on the machine question?"

https://www.youtube.com/watch?v=H7gxsGAsugA

The wisp responded in a monotone "NO."

"Are ya trying to find a way to power it anyway?"

The wisp paused a bit, using some sort of magical sense to speak with the rest of the wisps within the tower.

https://www.youtube.com/watch?v=7AeVkHQ2uCA

It responded with a slightly more enthusiastic, yet stilted "YES." In truth, he was a bit hesitant to order them to do that as he had no concrete information about the reports or whether he could even construct such a device if given plans, but he figured that was the best he could order the fey's new guardians to do, as he doubted they would be able to set up more trade routes with their…difficulties in communicating with non-fey. Though simplistic, their presence reassured both the King as well as the fairies that they were at very least not alone when it came to trying to stabilize the magical imbalances of the plane.

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045820 No.17544

Dice rollRolled 67, 20, 94, 67, 17, 89 = 354 (6d100)

>>17543

Lore: http://pastebin.com/CSSxQsH9

Nation: Plains Fairy Kingdom of Flowers in the Sky

Population: (33.6) (+1.2/turn)

Food: (N/A)

Raw Currency: (163) (+18/turn)

Legitimacy: Very Good

Culture: 20 (+.5/turn)

Industry: 13

Buildings:

>Tower: The Capital City of Flowers in the Sky [Huge]: Leprechaun Hall, The Bronze Vault of Gul, The Embassy on Floors 25 and 26 [Vulmer], Spellcard Decker on Floor 14, The Sky Arena of Stardust Dreams

>Tower: EXCOM HQ: [NA]

Defenses: Feytraps [Good], National Obscurantism [Complex]

Military Units: 4 Pikechaun Platoons [Very Strong], 2 Spring Herald Squads [Strong], 2 Soren Armadillo Packs [Strong][Armored]

Allied Units:

Resources/Quantity: Copper [Sustainable]; Bronze [Sustainable]; Tin [Sustainable]; Feywood [Sustainable]; Gold [Sustainable][x2]; Sunflowers [Sustainable][x3]; Magicite [Unmined][x2]; Loun [Unmined]; Lay Cards [Sustainable]; Sunstones [Sustainable]; Moonstones [Sustainable]; Weird Scrolls [Some]

Magic/Spells: [Sunflower-Chaun] (Spells: Taint Currency [Simple]; Disorient [Simple]; Query Rainbow [Simple]; Terrain Purification [Simple]) [Lumic] (spells: Lumic Ray [Simple])

Technology: (Stone, Feywood, Bronze, Copper, Magical Fuels); Feywar [Simple]; Economics [Simple]; Exotic Animal Training [Simple]; Scaled Building [Primitive]; Air War [Simple]; Coinage [Primitive]; Commodities [Simple]; Hardened Facilities [Simple]; Lumic Magic Theory [Simple]; Lay Cards [Simple]; War Magic [Simple]; Magiamps [Simple]; Magical Industry [Primitive]; Lumic Obscurantism [Simple]; Hybrid Obscurantism [Simple]; Natural Obscurantism [Simple]; General Magic Theory [Simple]; Events [Simple]; Transmute [Improvised]

Trade Routes: Vulmer [Nothing (Like a Fox)]

Territory: (15)

>Bonuses:

1. Feywild: Fey territories are a total nightmare to attack or occupy because it's basically a weaponized hedgemaze. As such, Fey units can act as infiltrators and guerrillas to bog down opposition armies in movement inside your territory.

2. Fey-Blooded: As fey, you have certain advantages - you do not typically eat and are resistant to most forms of blight. You are also effectively immortal barring getting killed by something (or someone). You also do not pay upkeep for units, but large standing armies are problematic.

>Eccentricities:

1. You Eat WHAT?: Reproduction and population expansion is tied to gold and sunflowers.

2.The Riddle of Steel Sucks: You suffer a general penalty if enemy units deploy iron (or derivations) as a weapon. Given that pretty much everything is made of iron, it must be a good portion of their army using it.

>Global Economic Reform, By the King's Decree!:

1. - Send out ah' trade route to the Vulmer: something that will actually result in returns this time: the fairies are generous, and have been giving away oua' goods for /free/! That's not how economics work. (Expand Vulmer Trade Route)

2. - Send out a trade route tah the Sunnirian humans: scary lot they are with all th' iron of theirs, but accordin' to the outsider reports they're decent lads when ya get to know them, and are in a bit of a financial spot. (Create Sunnirian Trade Route)

3. - Th' dwarves are a name I haven' heard in a /long/ time…So, they call emselves' a "Technocracy", eh? Don't even know what that is, but I do know that if they're anythin' like I remember they can't resist a good deal, specially one that deals in stone. Trade em' sunstones! (Set up Trade Route to the Technocratic Republic)

4. - Ugh, I dunnae like the sound of contactin' the undead at all nor the idea behind em', but corrdin' to the reports they're a fairly significant power: parently' their capital is on a floatin' island, so we can't wander t' the stinky place ourselves, but there appears tah be territories on Gul we can trade on. Send the pack-armadillos, lads! (Establish Trade Route to the Necro Imperialis)

5. - There's a city down west called "Elton" owned by one nation, they call themselves th "Patchwork Republic", or "Starkegrob" or something. Whatever the specifics, the humans say that they produce highly sophisticated weapons that we'll be needin' later. (Construct a trade route to the Patchwork Republic)

6. - An' start pickin' through whatever documents t' gnomes mighta left behind at the Trade Terminal to see if we can piece together everyone's so we can take their place as global bank. We've got big shoes t' fill in lads, but we're just as good a' merchants as they! (Centralize the bank!)

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045820 No.17564

Dice rollRolled 25 (1d100)

[Combat: Bio Weapon Deployment Disposition: Good][L. Bombardment/Prepared: +30]

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045820 No.17567

[Combat Report: Technocracy v. Severans]

[Winner: Technocracy, Tactical]

[Bombardment]

[Technocracy] 7, 7x, 10, 5x, 12, 12, 6x, 3, 10x, 10x, 10, 9, 6, 9, 8, 11

[Severans] 5, 7, 7, 7, 10, 5, 10, 2, 10, 10, 6, 5, 1, 4, 7, 5

[Result: Considerable Damage; Bioweapon Bonus]

[Technocracy] 5x16, 8x16, 2x16, 5x16, 2x45 = 410 [Air War 1.3] = 533

[Severans] 2x6, 5x6, 3x28, 4x14, 7x28, 4x6, 4x15, 10x15 = 612 [Shelling: .8][Urban 1.3] = 636.48

[Combat Report]

The intial phase of bombardment was considerable, with a massive fleet engaged in shelling and the deployment of a bio-weapon against the Severans. The weapon, a mixture of poisons, chemicals, and some incendiaries, met with middling results as it impacted the outer urban centers of Neu-Moco. As the fleet drops its cargo, it is intercepted by smaller and slightly faster swarms that impact on the hulls of several ships; the weapons fired from the Severan hybrids are found to be largely ineffective due to range considerations and the lack of aerial challenge from the Severans generally; the superior tactical abilities of the Technocracy keep the fleet on course as it shells and bombs at will.

Soon the fleet is gone, and Neu-Moco is damaged considerably. Losses for technocracy are comparatively light, as it did not commit to the fighting aside from the weapon deployment and bombardment; the only effective option is the smaller Kyrilliths, who manage to find their targets with their relatively small bodies being able to avoid everything but crewed guns aboard the ships.

Ultimately, the Severan forces are too entangled in the fighting to launch a defense of Pegul and those territories fall.

[Losses]

[Severan]

2 Kyrilliths [x6][Suicide][Deadly]

Lose 4 hex, Pegul

[You lose 10 population to bio-weapon deployment. You must attempt to deal with the contagions that are spreading.]

Set: Neu-Moco Urbanization to [Somewhat Damaged]

[Reduce Strength]

1 Moirian Urban Guerilla Platoon [x28][Deadly][Guerilla] to 1 Moirian Urban Guerilla Platoon [x20][Deadly][Guerilla]

1 Swarm Baal [Titanic][Swarm][Deadly][x14] to [Titanic][Swarm][Deadly][x8]

1 Hierophant Composite Swarm [x28][Deadly][Burrower][Siege] to [x24][Deadly][Burrower][Siege

[Technocracy]

[Reduce Strength]

1st Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms] to [x30][Bombard][x10][Comb.Arms]

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045820 No.17568

>>17301

>>17299

>>17297

>>17296

[Combat Report: Your forces take over the territories on Pegul without incident. Patchwork: +4 hex, Pegul]

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045820 No.17586

[Kaldor]

>>[You are mobilized. Your current industrial efficiency is: 100%]

>>[You gained the following units from mobilization: 1 Kaldorian Warhost [x30][Bombard][x2]

>>[[You are mobilized, 6 turns; food supplies are taxed.]]

>>[[Lose 2 pop]]

1. You moved your units to Shezeb. They will arrive in 1 turn.

2.3. You manage to finish very basic anti-magic weapons. They are being distributed. (Add technology: Antimagic Weapons [Simple])

4. You begin fabrication; you lack heavy facilities and construction is impacted. (Skyships/???)

[Sunniria]

>>Some of the home guard have noticed roachlike creatures on the northern part of Gul.

[You are mobilized. Your current industrial efficiency is: 100%]

[You gained the following units from mobilization: 4 Sunnirian Mixed Division: [15x][Bombard][x2]

>>[[You are mobilized, 2 turns]]

>>[[Lose 2 pop]]

1. You set up a large trade route with the Vulmer. (Add trade route: Vulmer [Large:+4 currency/turn; +4 industry])

2-3. You manage to get a basic handle of runesmithing. You've had to break a few of the tenets of Granix, but it is done. (Add magic [Runesmithing])(Add technology: Runesmithing [Simple])

[Vulmer]

1. The Vulmer are working on the Planar lab/workshop… [6/10]

2. You finished your research into directed magic research. Magical research should be easier now if you keep at it for long enough… (Add technology: Directed Magic Research [Simple])

3. The research bogs down. There's ANOTHER dispute about metaphysics. (Planar Resarch: 17/20)

[Vincent]

1. You manage to stabilize the internal markets with price controls. (+3 currency/turn) (Add technology: State Intervention [Primitive])

2. You start on the factory. (Factory: 3/15)

3. Several of your researchers are intercepted and destroyed by Mericon shocktrooper squads laying in ambush to the north of Orgul.

[Severans]

>>[You are mobilized. Your current industrial efficiency is: 100%]

>>[You gained the following units from mobilization: 2 Mobilized Fleshbeast Swarms: [15x][Deadly]; 1 Mobilized Hybrid Infantry Formations [x20]

>>This is understood as defensive, and the population stands behind you.

>>[[Lose 2 pop]]

1. The fighting has halted any effect at increasing the infrastructure base of Moco; crews are instead allocated to repairs. (Add technology: Civil Defense [Simple])

2. You start implementing widespread hybridization. (Mass Hybridization: 6/10)

3. Refinements to the process are underway. (Infector Process: 5/10)

[Sjork]

1. The Bio-Weapons lab is effectively complete. (Add player's name unique building, bio-weapons lab)

2. You start working on the temple….but you don't have much experience with Kaldoran iconography… (Temple: 1/6)(-20 currency)

[Everlight]

>>[Add player's name unique building, government building]

1-2. The wisps work together, and manage to figure out how to channel their power to serve as batteries! (Add technology: Mako-Extraction Batteries [Simple])

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045820 No.17587

[Flowers]

>>Your research into commodities has provided you an additional +2 currency/turn.

1. - You expanded the Vulmer trade route a good deal. (revise trade route: Vulmer to: +4 currency/turn; +.5 culture/turn)

2. The trade route is established, but it's sort of feeble. (Add trade route: Sunniria [Tiny:+1 currency/turn)

3. You establish a large trade route to the Technocracy. (Add trade route: Technocracy [Large:+4 currency/turn; +4 industry])

4. You established a good sized trade route to Necro Imperialis! (Add trade route: Necro Imperialis: +3 currency/turn; +.5 culture/turn])

5. The trade route gets built, but it's…sort of small… (Add trade route: Patchwork [Tiny:+1 currency/turn)

6. You start trying to repair the world financial system…it seems to be going pretty well.. (Central Bank:/???)

[EXCOM]

>>[Add player's name unique building, HQ tower]

1) The construction stalls; everyone is too nervous about the reports coming from Shezeb.

2) The HQ tower manages to complete a small manufacturory bay. (Add player's name unique manufactory bay)(Add technology: Industrialization [Simple])

[Rattlehavoc]

1. Arche has sent you something very peculiar, recognizing the situation on Soren. She is…extremely powerful. (Add 1 unit: Herald of Arche [???x])

2. The formation production has started… (Peacekeepers 5/10)

3. You expanded! (Add 4 hex, roll 1d3)

4. The research starts and makes some progress. The scrolls are hard to read. (Metaphysically Inert Containers: 5/20)

[Technocracy]

>>[You are mobilized. Your current industrial efficiency is: 100%]

>>[You gained the following units from mobilization:]

>>2 Mobilized Destroyer Fleet [16x][Bombard][x4]

>>2 Mobilized Peacekeeper Formation [16x][Bombard][x4]

>>2 Mobilized Combat Clockwork Formation [x13] (not reorganized)

>>2 Mobilized Artillery Clockwork Formation [x13][Bombard][x8]

>>[[Lose 1.5 pop]]

>>[[You are mobilized, 2 turns]]

1-2. You start work on the fortress. The units are stationed there. (Fortress: 5/10)

3-4. You start work on the second fortress. The units are stationed there and it is nearly complete. (Fortress: 9/10)

[Necro Imperialis]

>>[You are mobilized. Your current industrial efficiency is: 100%]

>>[You gained the following units from mobilization:]

>>4 Necro Imperialis Mixed Divisions [x19][Bombard][x4]]

>>[[You are mobilized, 2 turns]]

>>[[Lose 2 pop]]

1. You moved your units. They will arrive in 1 turn.

2. The researchers are working frantically on the NTECH equipment… (NTECH:9/15)

3. The planar theory team is slow, but are moving ahead. (Planar Theory: 7/30)

4. Work on empircisim falters. Many of the researchers are swept up reading reports about the Mericon attacks. (Empiricism: 4/10)

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045820 No.17589

>>World Event – The Fall of Shezeb: Though the Mericon reinforcements through the gate have stalled due to logistical problems, the Mericon host has conclusively smashed the Vilon defense cordon after Mericon terror units managed to assault the governmental council meeting while it was in session. The Vilonian government, hoping to maintain a brave face, was holding emergency debates when a group of Mericon terror guard managed to infiltrate into the council chamber while it was still in session and wipe the entire Vilonian government in a single blow; said terror guard now hold the smoking ruins of governmental parliament and the capital defenses have collapsed entirely. This being the case, chaos now wracks the entirety of the Vilon democracy as provincial governesses, military leaders, and local bureaucracies attempt to assert control of the shattered territories. However, without a centralized coordinated defense, the Mericon have seized a good portion of the island and the Vilon teeter on total defeat and disaster looms. With the death of so many Vilon and the discarge of magical energies, new portals have begun to open on the island, larger ones. As one might suspect, more Mericon have begun to pour through and the first of strange devices have been erected: they are of unknown design, but appear to be stabilizing the plane in some way? Meanwhile, the original portal that the Mericon gained entry through has expanded, slightly, as the planeworkers and technicians begin to work on it further and in haste; all of them knew that if a strain lord arrived and saw this debacle they would be executed.

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045820 No.17590

>>World Event – World Economy: The world economy has begun to stabilize thanks to directed efforts by several nations. Economic collapse appears to be stalled, for now.

>>World Event – Uninvited Guests: There are repeated reports of roachlike creatures around the world. Attacks have been sporadic and largely limited; they appear to be collecting information.

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045820 No.17591

Dice rollRolled 34 (1d100)

[Mericon Technicians/Planeworkers]

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045820 No.17592

Dice rollRolled 74, 70, 75 = 219 (3d100)

[Second Battle for Sheze]

[Mericon Disposition]

[Mericon][+30]

[Vilon][-30]

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045820 No.17593

>>World Event – Refugees:

The worsening of the war has triggered a massive flight of refugees from Shezeb. The following nations have seen massive refugee flows: Patchwork Republic, Flowers, Vulmer, Sunniria. [[This will impact those nations next turn]]

>>World Event – Suinoz's Last Ride: Suinoz has been slain in battle against an exceptionally large Mericon; larger than any seen prior. Reports are vague, and contradictory.

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045820 No.17594

Dice rollRolled 13, 91, 53 = 157 (3d100)

[Morph][The Vincent Empire]

http://pastebin.com/wGkYEbjx

-Population:(19.2)(.6/turn)

-Food:(Very Stable)

-Raw Currency:(-3)(+3/turn)

-Legitimacy:[Tyranny]

-Culture: 0

-Industry: 4

-Unique Buildings:[Peacekeeper Factory, +P];[Northpoint Fortress][Fortress];[Sanctum Minor][Town];[Sanctum Major][Town][Capital];[Technocracy Embassy];[First Post of Vincent][Trading Post]

-Defenses: [None]

-Trade Routes: [none]

-Territory: (15)

-Military Units: 2 Loyalist Bodyguard Squads [Very Strong]; Tyrant Vincent [Epic][x13][Resilient][PSI][Flying]; 1 Peacekeeper Squadron [39x][Arm][Fly][Bombard][x8]; 1 Peacekeeper formation [x11][Bombard][x4]; Genesis [Epic][Mage][Resilient]

-Magic/Spells: [Morph Pluralist: Average][Summoning: Simple] (Arche's Fist [Simple])(General Summoning [Simple])(Shielding of Arche [Simple])

-Resources/Quantity:

Copper[Trade]; Gems[Trade]; Iron[Trade]; Wood[Trade]; Gold[Trade]; Rubies[Some]; Steel[Sustainable]; Stone[Trade]; Silver[Trade]; Coal[Unmined]; Gas[Unmined]; Iron [Sustainable]; Magicite Sustainable]; Lucentium [Sustainable]; Rubicite[Sustainable][x3]; A Dimensional Gate[Ruined]; Arceotech Cables[Some]

-Technology:

—Advanced Resource—

[Steel]

—Industry—

[Metallurgy, Good]

[Sealed Construction, Primitive]

[Electricity, Primitive]

[Combustion Engine, Average]

—Diplomacy/Government—

[Diplomacy, Average]

[Communication, Simple]

[State Intervention, Primitive]

—Advanced Mechanics—

[Walkers, Very Good]

[Advanced Hulls, Simple]

[Cloaking, Simple]

[Shielding, Very Simple]

[CMBatteries, Simple]

[Mech Flight Systems Simple]

—Combat/Military—

[Mechanized Warfare, Primitive]

[Projection Theory, Simple]

[Projection Weapons, Primitive]

[On-Board Weapons, Simple]

[Scouting, Simple]

[Air-War, Primitive]

—Economic—

[Coinage, Good]

[Commodities, Simple]

Bonuses:

1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.

2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.

3. Tyranny: Your nation is a tyranny. Legitimacy doesn't change.

Eccentricities:

1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)

—–

[IN PROGRESS]

-The Factory (3/15)

-

-

—–

1,2,3. Get The Factory finished.

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045820 No.17595

[Skyrates Catchup]

1. The dread is done! Yar har! (Add 1 player named battleship [x10][Quick][Bombard][x2])

2. The researchers are working on the next level of shot… looks fancy.. (Shot: 9/10)

3. No progress; the pirates assigned spend it all on hookers and drugs. Still, it was a good time.

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045820 No.17596

>>17267

>>17271

>>17274

>>17279

>>17296

>>17298

A letter is sent to the nation's in the Technocracy's contacts.

"This is the report of the Technocracy's opinion on the alien invader.

1. The Mericon have determined to establish their foothold and staging grounds on Vilon. This must be met with immediate force to either dislodge them or disrupt their operations long enough that they not be allowed to further establish their base of operations with which they will no doubt use to establish an invasion force, as well as use Shezeb as a fortified position much in the same manner the Vilon did.

2. The Mericon have deemed it necessary to stabilize the plane, and sending in Engineers. The capturing of Mericon Engineers by any means, and then the research and interrogation of them will likely prove vital in the defense of our plane against the Mericon invader.

3. Further efforts to contain or capture the Mericon spies and sabotuers will be hugely effective in gaining additional information as well as preventing the enemy from achieveing their own intelligence goals. This is the recommendation given to any nations with speed or technological capability to catch them

It is the recommendation of the Technocracy that any forces capable of able should begin to mobilize and proceed to carry out sustained attacks against the Mericon immediately."

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045820 No.17599

Dice rollRolled 52, 97, 42 = 191 (3d100)

>>17586

—-Actions–

All Rolls get +5 from Clever [Not put in to modifier field]

-Construction of Planar Magic Workshop continues [6/10]

-Prepare Housing for the Refugees, and put them to work - integrate them into Dejima.

-Planar Theory Research Continues [17/20]

Population: (44.2) (+1.6/turn)

Food: (Good)

Raw Currency: (63) (+13/turn,-10 from central collapse)

Legitimacy: (Good)

Culture: (6)

Industry: (11)

Unique Buildings:

-Vulmeria(Capitol)[High King's Palace] [Magic Research Academy,[Directed Research Wing]][School Network]

-Town of Dejima[0.2pop/turn, Dejima Thaumaturgial Tower, Ruins[Alch Lab, Armory], Embassy [Flowers], Technocracy [Embassy], Research Library, Fortuna Memorial University]

Defenses: Vulmerian Walls and Traps [Large], [Minor Obscurantism Shroud]

Military Units: 4 Legio Vulpes Consularius[Very Strong]; 2 Legio Vulpes [Strong]; 3 Battlespheres Wings [Very Strong]

Resources/Quantity: Iron [Sustainble]; Stone [Sustainable]; Wood [Sustainable]; Silver [Sustainable,+3 currency/turn], Rubicite [unmined], Arceotech Scrap [Some], Lay Cards [Trade]

Magic/Spells: [Vulmerian](spells: Invisibility [Good]; Body Alteration [Good], Death-Ray [Simple], Obscurantism [Average])

Technology: Metallurgy [Average]; General Magic Theory [Excellent]; Magical Industry [Very Simple]; Magical Fuels [Primitive], Espionage [Simple], Civil Defense [Simple], Directed Research [Simple], Empiricism [Primitive], Education [Simple],Directed Magic Research [Simple]

Trade Routes: Patchwork [Medium; +2 currency/turn; +2 industry], Fae [Large:+3 currency/turn; +3 industry]

Territory: 7

Aware of: Dragon Den, the Patchwork, Kaldor, Clownbrood, Mycon, Sunflower Fae, Dominate, Technocracy, Sunniria, Necro Imperialis

Bonuses:

1. Like A Fox: Generally, very clever tactics don't work on you in combat. You're just super clever.

2. Clever: You know a thing or two about most things. You get +5 to all rolls.

Eccentricities:

1. What's That Smell?: You are vulnerable to fire. If the opposition uses fire against you, you are penalized by -1 in combat rolls. Generally the opposition must make an actual effort to use flame.

–In Progress–

-(Planar Theory:17/20)

-(Magic Theory: 5/20)

-Planar Magic Workshop[6/10]

>>17529

"The tree bore no seeds or fruit since before we became more than just… smart pets. Our makers knew its secrets; we do not. One of our few legends is that one day, a Vulmer may find a way to bring it back to life."

The king's face hardened. "But enough stories and talk. There are refugees coming and we must prepare. Much work to do. A thousand little tasks…"

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045820 No.17600

>>17596

In response a letter is sent by Sigvar the Giant to both the ITR and the Dominate, very nearly demanding an at least temporary white peace. Now is not the time for fighting amongst each other. Now is the time to unite against the alien menace.

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045820 No.17601

Dice rollRolled 100, 26, 18 = 144 (3d100)

>>17595

The pirates all stand back in awe as the doors to the long busy Dreaddock open up with a loud, echoing roar. A long horn sounds, and the creaking of wood is all that is heard as the first Pirate Battleship Black Bone slides out of the dock. Skyrate and Angle engineers shake hands and drink heartily as she floats into her parking space, a grand marvel of pirate sciences. Later that night, the Pirate Lord calls a grand gathering. "As you may have heard, our plane is suffering some serious issues!" he cries out over the din, everyone going silent and paying attention. "Long have we prepared, and researched. Now is the time to move! If there is no plane, there will be no booty. So let us do our part!" he calls, a loud cheer going up.

1. Begin pirate mobilization. Spend 20 currency to lube the wheels. We shall show that while we are scoundrels, we still care about our home!

2. Finish up that shot tech before we leave. I want the best grape, normal, and chain shot types. I want special explosive types for bombardment. I want to let these Mercion know we won't lay down and take it.

3. Consolidate the Grand Skycutters into one formation to help coordination.

Stats next post

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045820 No.17602

Dice rollRolled 76, 27, 38 = 141 (3d100)

>>17601

Name:Skyrates

Race: Assorted

Color: Pink

Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to

strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic

mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over

arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains

represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The

Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any

one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic

enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful

balance they have worked to set up.

To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,

airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their

assorted functions.

Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.

Economy Type: Pirate Free Market

Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.

Location: Ribwall

Population: (52) (1.2/turn)

Food: (Good)

Raw Currency: (143) (+9/turn)

Legitimacy: (Average)

Culture: (8.5) (+.5/turn)

Industry: (11)

Unique Buildings: [1 Pirate Council Hall] [1 DreadDock Super Dock] [1 Black Market Goods Trade Emporium] [1 PYU Pirate Univerity] [Technocracy Embassy] [Angle Embassy, aka Best Embassy]

Defenses: Aerial Patrols [Large]

Military Units: {Unit Cap 7} 1 [SkyGalleon Formation][Epic/x8]; 2 [Pirate Marines][Epic/x6][Amphib]; 1 [SkyCutter*][Very Strong+++][Quick]; 3 [Grand SkyCutters][Very Strong++][Bombardx1][Quick]; 3 [Machine Men Marksmen*][Strong]; 2 [Transports][medium]*; 1 [Super Dread "BlackBone"][x10][Quick][Bombard][x2]

Resources/Quantity: Rum [Sustainable][x3][Market]; Iron [Sustainable][x2]; Copper [Sustainable]; Wood [Sustainable][x3]; Magicite [A Lot]; Oil/Gas [Sustainable]; Flux [Sustainable]; Sorenium [Some]; Ioun [Sustainable][x2]; Gasoline [unmined]; Truesteel [x1]

Magic/Spells: (Aero-Piratical [Average]) (spells: Summon Ghost Pirates [Simple]) (War Magic [Simple])

Technology: (Iron, Stone, Wood, Copper) Airships [Average]; Air-War [Good]; Scaled Building [Average]; Economics

[Primitive]; Bombardment[Average]; Pioneering [Simple]; Standing Army [Simple]; Raiding [Average]; Magi-tek Engines [Super-Excellent]; AA [Simple]; Shot [Simple]; Counterespionage [Simple]

Trade Routes: Advent[large, +3 Industry, +4 Currency/turn]; Patchwork [Small, +2 Currency/turn]; Angle Confederation [Large, +.5 culture/turn, +4 Currency/turn]

Territory: (24)

Bonuses:

1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or

opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes

undefended/non-military, roll 1d10. This does not apply to creatures.)

2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes

traditionally shipboard marines and boarding parties.

Eccentricities:

1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,

disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.

2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.

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045820 No.17604

>>17600

"As far as the Technocracy tell, the severan dominate persists on being the 'other'.

This has become an issue entirely because the Severan Dominate has, and continues, to assert a status of hostility and war upon Sunniria and by estension us, even while the Mericon are attacking. They are themselves, whether voluntarily or in ignorance, acting as co-belligerants to the Mericon.

Nevertheless the Immortal Technocracy will accept peace by the Severan Dominate, and is in fact desiring of a status of peace. The question remains is after continued hostilities they will so much as entertain the idea, when they were not willing to pursue peace in the face of the Mericon threat before."

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045820 No.17605

Dice rollRolled 46, 28, 65 = 139 (3d100)

>>17586

Race (Determines bonuses): Humans

Color: (Determined map color): Orange

Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.

Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"

Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.

Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.

Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.

Location:Gul

Population: (41)(1.2/turn) (4 mobilized)

Food: Good

Raw Currency: (35) (+12/turn)(-10 a turn due Vyriah's loss)

Legitimacy: Good

Culture: (25)

Industry: (31)

Unique Buildings: Hall of the Kings; Great Forge(+3 Industry); (Arena); +1 industry +2 culture.)(Grand Armory +3 Industry)(Grand smelter +3 Industry)(Elder's Runic Workshop)

Capitol Defenses: Stone Walls [Large]; Fortress Of Sunniria[Massive]

Military Units:

Morrigan's Cohort [Epic][Raging}[20x][Granix][Resilient]

Wulfgar's Cohort [Epic][Raging][32x][Granix][Resilient]

1 Sunniria Shieldwall Formation [Epic][x32][Brave][Resilient]

Siege Weapon Squadron [Epic][3x][Bombard][5x][Resilient]

1 Agarach's Cohort [Epic][10x][Granix][Resilient]

2 Sunniri Swordsmen [Very Strong][Resilient]

>Mobilized

Sunnirian Mixed Division: [19x][Bombard][x2]

8 Sunnirian Mixed Division: [15x][Bombard][x2]

Resources/Quantity: Stone [Sustainable]; Copper [Sustainable] ; Iron [Sustainable] ; Steel [Sustainable]; Dark Iron [Sustainable];Feywood [Sustainable]; Sorenium [Average];

Magic/Spells: (The Way of Granix)(Runesmithing)(Raging Strength [Good]) Amplified Jump [Very Simple];

Technology: Metallurgy [Excellent];Professional Armies [Simple]; Drill [Average]; Equipment[Average];Reorganization/Upgrades [Simple];Ranged Weapons [Simple]; Air Cavalry [Simple]; Gemworking[simple] ; Alchemy [Simple]; Systemized Cremation [Very Simple]; Infantry Tactics [Average]; Sorenium Working [Simple]; Purification Runes [Simple]; Runesmithing [Average])

Trade Routes: Patchwork [Medium: +2 currency/turn; +2 industry]; [Large:+4 currency/turn; +4 industry]

Territory: (11)

Bonuses:

1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).

2. This You Can Trust: You may reroll unit recruitment once if it below 50.

Eccentricities:

1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.

2. My Culture Is War: Culture now generally handles the amount of your standing unit slots

(cap is 8 atm)

[You are mobilized. Your current industrial efficiency is: 100%] 2 turn

Rating: [Very Good]

1. Begin setting up for the incoming refugees. Use the Arena and other suitable sights as makeshift structures for them.

+31 Industry

+25 Culture

2. Continue to Improve upon runesmiting and runic theory.

+31 Industry

+Runesmithing Average

3. March Sunniri Forces to the Mericon Front. Leave only a small token guard behind. WE MARCH TO WAR! Let's show them our hearts, then we'll show them theirs!

(troops)

Morrigan's Cohort [Epic][Raging}[20x][Granix][Resilient]

Wulfgar's Cohort [Epic][Raging][32x][Granix][Resilient]

1 Sunniria Shieldwall Formation [Epic][x32][Brave][Resilient]

Siege Weapon Squadron [Epic][3x][Bombard][5x][Resilient]

1 Agarach's Cohort [Epic][10x][Granix][Resilient]

>Mobilized

Sunnirian Mixed Division: [19x][Bombard][x2]

8 Sunnirian Mixed Division: [15x][Bombard][x2

(Bonuses)

+Professional Armies [Simple];

+Drill [Average];

+Infantry Tactics [Average]

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045820 No.17609

Dice rollRolled 25, 9 = 34 (2d100)

>>17586

Name: The Everlight

Race: Wisp - A peculiar type of elemental fey without much of a physical form, wisps are simplistic beings that serve the aspect of nature they're tied to as a direct way to manipulate the external plane. In comparison to the fairies, wisps are less meant to be conversed with by mortals and more intended as general tools in the system that keeps the plane regulated, able to shape themselves into useful forms and functions as needed to assist and if needed, temporarily take the responsibilities of more complex elementals and servants of Soren. Though hardly phased by most physical weapons (other then iron, of course), they have a vulnerability to magic.

Color: Sunflower yellow with midnight blue trim.

Fluff: In response to the plane getting closer and closer to destabilizing, the wisps have risen as part of Soren's magical immune system in order to aid the remaining elemental beings of the realm to repair the situation to the best of their ability. Representing forests, meadows, plains, and jungles, the wisps now detect that these landforms and flora are in grave danger as the mass of Vyriah literally vanished into nothingness, working in earnest to defend these points as a form of self-preservation. They work in conjunction with the other forces of nature as guardians, sentries, and magical technicians, making use of their unique properties to connect to the plane on a spiritual level.

Government Type: Technically speaking, the wisps have no form of internal government and instead function as a whole based on the whims of the force of nature they represent, responding to events and stimuli according to a long list of scripts accounting for millions of situations. With the situation before them so convulsed as to be beyond the list, they have defaulted to the nominal rule of the Sunflower Fairy government, which represent the closest thing left to a direct voice of the plane.

Economy Type: The wisps do not partake in economics, and find that concept alien. They do however know of trade as an abstract concept, and that setting up trade routes might aid in balancing Soren through redistributing resources to areas that they are needed.

Religion: Wisps don't directly worship, but naturally follow the wills of nature as though their lives depend on it, for they do; a wisp is, like other elementals tied to whatever force of nature it represents, and without that force of nature its meager light-based form does not have the subsistence to keep itself together, causing it to die with its host. Wisps grow by promoting their particular nature: for instance, the more grass there is, the more grass there is available to support plains wisps, and so on.

Government building: Wisp District floor 34.

Units.

2 Wisp Swarms [x4];

1 Large Wisp Swarm [x8]

Bonus: REMOVE FROM PREMISES: You gain a general combat bonus of +2 against creatures loosely defined as "not local".

1-2. The Everlight determine that this result is satisfactory for now and move on to other projects,. The next task on the que is the study of the Sunflower Kingdom’s strange scroll. All data will be conveyed to relevant operators.

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045820 No.17610

Dice rollRolled 55, 13, 69, 78 = 215 (4d100)

>>17586

[Morph/Tainted][Rattlehavoc's Advent]

http://pastebin.com/wGkYEbjx

Population: (65.4) (2.1 /turn)

Food: (Very Stable)

Raw Currency: (140) (+12/turn)

Legitimacy: (Stable)

Culture: 10

Industry: 6

Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town]; [First National Port of Ethos][Port];[Haven][Heavily Fortified Town];[Sanctum Minor][Town]; [Trading Post (+2 Currency/Turn)]; [GulGobs] [Town]; [Peacekeeper Factory +P]

Defenses: Projection Turret Network [Medium] [Bombard][x2]

Military Units: [Rattlehavoc's Company] [Epic] [16x], [Tainted Company] [x16] [PEACEKEEPER ALPHA][Epic][x8][Bombard][x4], 1 Peacekeeper Formation [x16][Bombard][x4], 1 Peacekeeper Production-Model Formation [x12][Bombard][x4], 1 Herald of Arche [x???]

Resources/Quantity: Copper [Sustainable][x1]; Gems [Sustainable]; Iron [Sustainable][x1]; Wood [Strained]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x1]; Silver [Sustainable]; Coal [Sustainable]x2; Gas [Sustainable][x2], Raw Magic [Trace], Metaphysical Container Blueprints [Some]

Magic/Spells: [Morph Pluralist: Average][Summoning: Simple] (Arche's Fist [Simple])(General Summoning [Simple])(Shielding of Arche [Simple])

Technology: [Steel];[Metallurgy, Good];[Diplomacy, Average];[Communication, Simple];[Electricity, Primitive];[Walkers, Very Good];[Mechanized Warfare, Primitive];[Coinage, Good];[Sealed Construction, Primitive];[CMBatteries, Simple];[Projection Theory, Average];[Projection Weapons, Simple];[Advanced Hulls, Simple];[Cloaking, Simple];[Shielding, Very Simple];[Combustion Engine, Average];[Commodities, Average];[On-Board Weapons, Average];[Mech Flight Systems Simple]; [Standing Armies: Average]; [Magi-Leech: Simple]; [Armor-Piercing Weapons: Simple]

Trade Routes: [none]

Territory: (24)

Bonuses:

1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.

2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.

3. Clever: +15 to a single roll per turn

Hexes are applied southward.

Rattlehavoc's tainted all bowed before the Herald of Arche, the tall, spined Tainted woman who had, seemingly, strode in from nowhere.

Rattlehavoc himself dipped his head, lowering his grip on his ornate spear.

"Your presence is heartening. War has come to Soren, and it is beyond a mere coup or territory struggle. Soon, we will march. And it is comforting to know that you, and Arche, march with us.

"We will yet win."

ACTIONS

1. Metaphysical Box Research. 5/20. +15 Clever Bonus.

2. Peacekeeper production. 5/10

3. Begin mobilising. We must bring the war to the Mericon, or we will die in flames.

4. Continue to research armor-piercing weaponry. [Steel: Sustainable][Good Metallurgy]

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045820 No.17611

>>17610

Population should be 67.5. Currency should be 152.

Spend 30 currency on improving the Second Action.

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045820 No.17612

Dice rollRolled 47, 6 = 53 (2d100)

[Sjork]

A's 1&2:

Sjork Steel Sinew works tirelessly day and night on the proper construction of the Temple. His hands and mind cannot fail his people now in their darkest hour.

He must persevere.

[Artisans: +10]

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045820 No.17615

Dice rollRolled 29, 3, 26, 57 = 115 (4d100)

>>17586

>Nation Fluff:

>http://pastebin.com/FBM7X4GB

>[Kaldor]

>Population: (21.4) (1/turn)

>Food: (Burgeoning)

>Raw Currency: (54) (8/turn)

>Legitimacy: (Good)

>Culture: (3)

>Industry: (13)

>Unique Buildings: [Temple, Hunter's Calling]

>[Government building, Warrior's Hall] [Reinforced Freak-Troll Farm]

[Titanic Ritual Circle]

>[Northern Fell Chain Fortress, Huge, Imposing]

>Defenses: (Elaborate Wooden Fortifications, Strong)

>Military Units:

>Huntmaster Hunting Pack [Epic][14x]

>[Deathgaze]* Very Strong, Clever

>Verana, Priestess of Galgoroth [Epic][8x][Mage][Resiliant]

>Juvenile Roc Flock [Epic][8x]

>1st Spitter Company [Epic]

>1st Kaldorian Air Fleet [Epic][x2]

>Skydrum ship [Strong][Morale]

>Claw of Galgoroth (Skyship)[x15][Bombard x4][Resilient][Quick]

>Galgorath, God of Destruction [Deity][???x]

>Resources/Quantity:

>Copper [Sustainable][x3]

>[Pelts, Sustainable]

>[Stone, Sustainable]

>[Wood, Sustainable][x2]

>[Beetlechitin, some]

>Star Metal [Sustainable][Perishes:10 turns]

>Elemental Slaves [Overflowing; 2]

>[Wurms, some]

>[Prisoners, some]

>[Iron, Sustainable][x3]

>Mildly-Burnt Freak-troll hide [some]

>Freak Troll Minors [Some]

>Wurmscale [Strained]

>Fruit [Some]

>Gems [Lots] 5x

>Rubicite [Some]

>Magic/Spells: (Elemental, Average) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]

>Technology:

>+Iron

>+Stone

>+Copper

>+Wood

>+Hideworking

>+Exotic Creature Training[Average],

>+War Drums [Average]

>+War Animal Training, Average)

>+Drum Amplifiers [simple]

>+Composite-Material Armors [Simple]

>+War Magic [Simple]

>+Air Transport [Simple]

>+Professional Armies [Average]

>+Airships [Average]

>+ Night-Fighting [Primitive]

>+ Spitter-Guns [Simple]

>+Re-organization [primitive]

>+Urban Pacification [Primitive]

>+Sieging [Simple]

>+Total Mobilization [Primitive]

>+Logistics [Average]

>+Scaled Construction [Very Simple]

>+Bureaucracy [Simple]

>+Projection Weapons [Average]

>+Fortifications [Simple]

>+Projection-Spitters [Simple]

>+Rationalization [Good]

>+Standardization [Good]

>+Large Scale Construction [Primitive]

>+Tooling [Primitive]

>E-Drive [Simple]

>Antimagic Weapons [Simple]

>Territory: (38)

>Bonuses:

>1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

>2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

>Eccentricity:

>1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted

>>>You are mobilized.

>>>Set status: Mobilized, 6 turns; food supplies are taxed.

>>>Your industrial efficiency is 100%.

>>>You lose 2.8 population.

>>>You gained the following units from mobilization: 9 Mobilized Kaldorian Infantry Formations [Epic]

>1 Mobilized Kaldorian Warhost [x72]

2 Mobilized Kaldorian Warhosts [x48]

>3 Kaldorian Warhosts [x30][Bombard][x2]

1.2. Begin researching Dimensional Tech

3. Continue to work on the bombardment skyships (Skyships/???)

4. Begin bcombining Anti-magic weapons and projection Weapons technology

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045820 No.17616

>>17600

>>17604

"The Dominate has never been opposed to peace, but we will not accept a lack of restitution for the crimes committed against us. Once the guilty parties have apologized and paid restitution, or assurances that monetary restitution is coming, we would be pleased to aid you against the Mericon with the information we have discovered about them. Until that time our position in this defensive war has not ended."

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045820 No.17617

>>17304

A single, unarmed Peacekeeper arrives at the Severan Dominate, bearing an electronic message from the Immortal Technocratic Republic.

"Throughout the history of Soren nation states have been divided into two camps.

There are those who in the face of death be it total or partial, choose the path of life. Willing to ensure the survival and continuation of themselves and their kin, even if it meant the loss of status or pride. To ensure the safety and security of their families, willing to give up on ambition in the name of peace.

There are those who when war and destruction knocks its ugly head upon their door, steel themselves, and dig holes and willingly chose to invite them upon their homes. Be they digging trenches or their graves, it matters not. They chose to cling to their honor, or their pride, or their control, or hope of victory, no matter what dire prospects where faced, no matter what cost it would bring to them. Devastation, ruination, or annihilation, they willingly chose to let them enter their homes and their lands just so they could keep their precious pride.

Santoria, Sunniria, the Clowns, each were willing to invite the prospect doom and death until the bitter ends, until the day they would be laid to rest along the bones their own buried dead.

The Skyrates, Vyriah, the Technocracy, Rattlehavoc, they chose the path of peace, of prosperity, of life. To ensure their families, their children, their people might escape the continued horrors of war. That they might live.

This is not diplomacy, this is not negotiation. This is a question:

Which camp does the Severan Dominate percieve itself in?

There are many ways to answer this question, the Technocracy will understands them."

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045820 No.17618

Dice rollRolled 75 (1d100)

Dominate infantry use the peacekeeper as an opportunity to practice shooting.

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045820 No.17619

>>17618

[GM: The Peacekeeper is destroyed and crashes to the ground.]

[Technocracy: Lose 6x from a formation with a peacekeeper unit.]

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045820 No.17620

Dice rollRolled 87, 37, 97, 56, 55, 24, 56, 42, 2, 28, 100, 92, 11, 13, 50 = 750 (15d100)

Name: Angle Confederation

Race: Primarily human (Living)

Color: Pink A on Black

Fluff: http://pastebin.com/05pbvbe0

Location: Ribwall

>>Population: 23.9 (+1.0/turn)

>>Food: (Average)

>>Raw Currency: (20) (+7/turn) [-10/turn]

>>Legitimacy: (Stable)

>>Culture: (9.5) [+0.5 /turn]

>>Industry: (5)

>>Unique Buildings: [Confederate Town Hall][Night Reach Military Academy][Night Reach Trade Depot][Ribwall Farms]

>>Defenses: Anglian Fortress [Large][Bombard][1x]

>>Military Units: (7/9)

+ 1 Zepplin 'CAS Night Phoenix' [Epic][Quick]

+ 2 Confederate Irregulars Companies [Epic]

+ 2 Pocket Zepplin [Strong]

+ 2 Confederate Irregulars [Very Strong]

>>Resources/Quantity:

Iron [Sustainable][x1]; Rubicite [Sustainable][x1] Stone; [Sustainable][x1]; "Death of Morgaz" paintings [Sustainable]; Rubicite [Unmined]

>>Magic/Spells: [Eclectic] (spells: Mass Raise Undead [Simple])

>>Technology:

Air Transport [Improvised]

Airships [Average]

Bombardment [Very Simple]

Bureaucracy [Good]

Civil Defense [Average]

Counter-Espionage [Good]

Culture [Simple]

Economics [Very Simple]; +2 currency/turn

Education [Simple]

Empiricism [Simple]

Entrenchment [Simple]

Espionage [Average]

Exotic creature training [Average]

Fixed-Wing Aircraft

Golems [Simple]

Infantry Combat [Average]

Mass Combat [Simple]

Morgazian Air-War [Simple]

Persuader Theory [Simple]

Persuader Weapons [Primitive]

Pioneering [Average]

Projected Energy Theory [Simple]

Rationalization [Average]

Scaled Construction [Average]

Secret Police [Less Simple]

Specialized Modification [Simple]

Standardization [Very simple]

Sturdy Construction, [Average]

The Total State [Simple]

Total Mobilization [Simple]

Undead-Living Diplomacy [Simple]

Urban Pacification [Primitive]

Urban Warfare [Basic]

War Animal Training [Average]

Zepplins [Average]

Standing Armies to: [Good] [Your effective standing army cap is 9 slots]

>>Trade Routes: Skyrates [Large: +3 currency/turn; +.5 culture/turn]

>>Territory: 7

>>Bonuses/Eccentricities:

1. Piratical: Every time you destroy enemy units or units generally, roll a d100 to see what kind of things you pull from their stupid corpses. [This occurs once following combat and works on NPCs.]

2. Revolutionary: You're recently freed yourself from tyrannical rule, and you now get to reroll actions to recruit units or develop tactics. The revolution must be defended!

>5 turns to make up! Shit. Let's make this simple.

Turn 1: (1,2,3) = Research Persuader Theory

Turn 2: (4,5,6) = Research Persuader Weapons

Turn 3: (7,8,9) = Research Persuader Weapons

Turn 4: (10,11,12) = Aid Necro Imperialis: Research - Planar Theory

Turn 5: (13, 14, 15) = PRODUCE THEM PERSUADER WEAPONS

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045820 No.17621

>>17619

Adjusted

>>17618

"There is our answer"

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045820 No.17622

Dice rollRolled 82, 43, 52, 70, 96, 88, 34, 82, 76, 95, 4, 63 = 785 (12d100)

>Missed two turns, making them up

>META: reclaiming 4th die from Starkegrob

>FluffnStuff: >>12010

Population: 97.5

Raw Currency: 210(20/turn)

Legitimacy: Good

Culture: 14

Industry: 21

Unique Buildings:

>Patchwork City: [Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]

>New Patchwork: [Patchwork Heritage Museum], [Trade Port] [Patchwork Magic Academy] [Elton (Fortified)] [Patchwork Vault]

Professional Military (Unit Cap:8): Patchwork Flagship Mk. II (Epicx14)[Armored][Medical] Patchwork Warbird Corps (Epic 14x), Patchwork Republican Guard (Epic 14x)[Brave], Patchwork Battlemage Company (Epic)(Mage) The G-Unit (Epic 9x)[Infiltrate][Sapper]

Defenses: Cannon Tower Network (Large)[Bombard 3x] Elton [Fortified]

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, Sustainable x3] [Steel, Sustainable] [Magicite, Sustainable] [Iron, Unmined] [Strange Ooze, Trace] [Dark Iron, Unminedx2] [Odium, Scarce] [Raw Magic, Trace,] [Sorenium, Some x2] [Mana Crystals, Sustainable]

Magic/Spells: (Air, Good) (spells: Summon Tseyarian Birds, Excellent; Tornado, Simple; Haste, Simple; Summon Air Elemental, Simple)

Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, Average] [Diplomacy, Simple] [Standardization, Simple] [Rationalization, Good] [Coinage, Simple] [Unit Upgrade, Improvised] [Economics, Primitive] [Equipment, Simple] [Standing Armies, Average] [Creature Equipment, Simple] [Medical, Simple] [Naval Marines, Simple]

Trade Routes: Vulmer (Small) Sunniria (Huge) ITR (Small)

>Missed Turns

1) Finish our [weather-war] tactics. (9/10)

2) It's time to merge our units again- Have the Battlemages merge into the Republican Guard and teach them their magic. The G-unit as well- being sneaky might be useful in the inevitable war against the Mericon. (10 Gold)

3) Take the Mana Crystals we found and inlay them into the armor of the Army. (20 Gold)

4) Drill the new and improved Patchwork Army. (20 Gold)

5) Summon more Tseyarian Birds into the Warbird Corps. (20 Gold)

6) Work on our [Haste] Spell. (20 Gold)

7) Work on summoning more powerful Air Elementals. (20 Gold)

8) Improve the Flagship's Medical technology. It may not be able to get our injured back out immediately, but it will at least help them to survive and fight another day. (20 Gold)

>This Turn

1/2) Continue improving our ways of summoning air elementals. (20 Gold)

3/4) Summon as many as we can. (20 Gold)

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045820 No.17623

>>17622

>And Starkegrob's rolls

>FluffnStuff: >>12010

Population: 97.5

Raw Currency: 210(20/turn)

Legitimacy: Good

Culture: 14

Industry: 21

>Starkegrob (City): [Dirigible Factory] [+P], [Klein Goods Plant], [Sunnirian King Mansion], [Embassy (Sunniria)], [Hydrogen Plant]

Defenses: Starkegrob Citadel [Fortress]

Strakegrian Military:

1 Starkengrober Riesengarde [Very Strong+][Brave], 1 Starkegian Infantry Brigade [Epic++++][Brave], Starkegian Zepplin Armada [Titanic][x32][Bombard][x4]

(1 Starkengrober Riesengarde [Very Strong+][Brave]):

-2nd Starkegian Infantry Regiment, "The Stark Town Giants"

(1 Starkegian Infantry Brigade [Epic++++][Brave]):

-1st Starkegian Infantry Regiment, "The Retrievers"

-3rd Starkegian Infantry Regiment, "The Kleins"

-4th Starkegian Infantry Regiment, "The Neue Kerls"

(Starkegian Zepplin Armada [Titanic][x32][Damaged][Bombard][x4]):

- Starkegrob-Class Zepplin " 'SBS Starkegrob"

- Dulland-Class Zepplin 'SBS Z-1 "Kaizer"

- Elton-Class Midget Zepplin 'SBS Bogart

- Elton-Class Midget Zepplin 'SBS Gobtown

1 player named zepplin formation [x9][Bombard][x3]

Bonus: [Strategic]

>Missed Turns

1/2) Construct a dock in our new Pegul holdings to make the assault of Neu Moco easier. Hopefully this war will end soon and the world can get back to dealing with the real threat.

3/4) Build more Zepplins to beef up our Armada.

5) Train the Starkegrob infantry a bit. They're weak.

6) Join the ITR in Neu Moco.

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045820 No.17624

Dice rollRolled 53, 73, 52, 89, 13, 45 = 325 (6d100)

>>17623

And rols

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045820 No.17625

Dice rollRolled 23, 97, 93, 20 = 233 (4d100)

http://pastebin.com/rh7nq1Mx

Stats.

1. [Troop Movement]

>1st Mobilized Bomber/Destroyer Fleet [x24][Bombard][x10][Comb.Arms]

Is to withdraw back to our fortress construct on Gul.

>2nd Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms] [Gul]

Is to proceed with the next phase of strategic bombing, once more equipped with our terror weapons and incendiary.

2. [Retool]

The next batch of Mobilized Troops will consist of major ground forces.

It will consist of 50% efforts towards the new Subterine Ships equipped with our E-Tek seismic Torpedo's, and 25% Clockwork Combat Groups and 25% Peacekeeper Mecha.

>Industry: (51)

>Tooling [Excellent]

>Rationalization [Good]

>Standardization [Good]

>Total Mobilization to [Average]

>Military-Industrial Complex [Average]

3. [Construction]

Continue to complete our fortress projects.

Gul Fortress: 9/10

Pegul Fortress: 5/10

>Industry: (51)

>Large Scale Construction [Average]

>Sturdy Construction, [Average]

4. [Terror Weapons Improvement]

Our latest bio-weapon was a complete success. However, as with all viruses, plagues, and illnesses, nothing is ever permanently effective. Living beings tend to adapt and develop immunities, and especially from the Severan Dominate? They are built for adaptation and immunities.

We will have to upgrade our biological means even further. Altering the pathophysiologies, the formula's the dosage. Perhaps other methods besides gaseous transfer. Liquids which can be poured into water sources, solids which can be dumped onto soil.

We can use the data collected by the previous battle to estimate the most likely methods we can use to improve our weapon of terror.

Data will be collected and analyzed at our various univirsities, while actual implementation of new tests and materials will take place in the secure [Weapons Laboratory]

Terrorism [Simple]

>[Academy of the Arts and Sciences]

>[Large Santarian Academy]

>[Weapons Lab]

>Empiricism [Simple]

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045820 No.17626

>>17625

Spend 20 gold to ensure our scientists and engineers receive the proper biological materials and test subjects required to enhance our biological weapons technology.

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045820 No.17627

Dice rollRolled 84, 44, 3 = 131 (3d100)

http://pastebin.com/Hb96saUG

1. Retool mobilization to spawn nothing but kyrilliths. No point in making anything else right now.

2. Move everyone in doors or underground.

3. Keep up the hybridization.

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045820 No.17628

Dice rollRolled 60 (1d100)

>>17627

spend 40 on 2

reroll 3 +15 from bonus

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045820 No.17637

File: 1448945177864-0.jpg (33.03 KB,300x261,100:87,magic-scroll-02.jpg)

File: 1448945177916-1.jpg (47.73 KB,552x696,23:29,falling_angels.jpg)

>>17599

The Queen was oblivious to what was recently happening in the outside world (nor who the identities of the "refugees" were), but nevertheless nodded. "I wish you luck in fining that Vulmer; I'd probably be able to help you with that if I wasn't bogged down in so many other issues so far, King Vulmer, but I have duties I need to return to as well. Urgent ones. I might ask to leave now, if you'll permit." She reached for yet another lacy handkerchief that was hidden within her sleeves and tied it around her eyes, though she doubted she'd forget the signature Vulmeria left imprinted on the magical grid.

>>17609

https://www.youtube.com/watch?v=bM2b0khV2eo

Back at the tower, the King Yarrow was watching the wisps study ancient scrolls found in an odd box intently, uncommonly standing as far as floor 34 which he ordered repurposed to house the wisp swarms as an area to rest when idle; he was clearly amused at the creatures' methodical means of going about their business as they scanned a large scroll with a series of light beams, decoding it into some primordial language that perhaps only they understood. They appeared to do this rather slowly.

In his intent watching, the Leprechaun King scarcely noticed a large winged figure drop down onto the northern balcony of the floor until he heard a loud, audible thump on the sunstone block floor. A haggard Vilion woman with untamed feathers who looked like she hadn't rested in days (which was odd, as the fairies were quite sure that such beings didn't need to sleep normally) dropped down in front of him and the wisps and immediately feel to her knees.

"Oh- finding this place again…hard…" muttered the tall woman (who the Queen would have recognized as the same Vilion who visited her while the tower was under construction) before she quite nearly passed out from fatigue. "Game over man… game over-"

https://www.youtube.com/watch?v=0aL55i3kpO4

"NO NO NO NO NO NO." The wisp next to the King was going ballistic as it detected her in peril. Behind her, several figures could be seen falling from the skies and crashing down onto the sunflower fields as Vilion refugees passed out trying to find the Capital City through its illusionary barrier, falling through it and into the ground; some of them used their wings to float down gently, others not. The King grew deathly cold at the realization of what just happened, and he immediately barked orders to the wisps surrounding him, having given them names prior.

"/Whispie/, tell em' EXCOM lads to send an operative here immediately; Sparkles. ye tell the rest of yer kin to grow lodges or houses er' some form of shelter; we've got visitors! Everyone else, stay alert for suspicious figures: I know ya can sense outsiders; we need to make sure none o' them find the tower!"

"YES." the various wisps moved in coordinated unison in response to their new commands, leaving behind the scroll only partially decoded. The unseen crisis was now starting to reach home, and he worried heavily what would happen next. On the back of his mind, he wondered if he could charge the Vilions rent for staying in the tower proper, but Yarrow quickly dismissed those thoughts as something that would make Lilium displeased.

He paused a moment to carry that thought. For some reason, he cared for her in such a way that he couldn't quite describe in fey terms: there was this particular feeling he had in him beyond the normal connection that a fairy would have with a fellow aspect of nature, but had no easy way to define it, his closest equation being that of his desire for gold. He glanced down to his bronze peg, which she adjusted for him many, many ages ago. He wondered if he could get the wisps to decode what that was sometime.

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045820 No.17640

File: 1448946251780.png (17.32 KB,600x500,6:5,stocks-arrow-up-chart-hi.png)

Dice rollRolled 61, 60, 98 = 219 (3d100)

>>17587

>>17637

>>The gnomes' supplementary gold shipments are finally exhausted as the last of them are dragged from the derelict trade terminal and melted down into coins. It's back to mining the dirt and trading for more of the stuff. (Subtracting Gold, Sustainable [x1])

Lore: http://pastebin.com/CSSxQsH9

Nation: Plains Fairy Kingdom of Flowers in the Sky

Population: (34.8) (+1.2/turn)

Food: (N/A)

Raw Currency: (199) (+37/turn)

Legitimacy: Very Good

Culture: 21.5 (+1.5/turn)

Industry: 17

Buildings:

>Tower: The Capital City of Flowers in the Sky [Huge]: Leprechaun Hall, The Bronze Vault of Gul, The Embassy on Floors 25 and 26 [Vulmer], Spellcard Decker on Floor 14, The Sky Arena of Stardust Dreams, Wisp Quarters on Floor 34

>Tower: EXCOM HQ: Fabricator Quarters

Defenses: Feytraps [Good], National Obscurantism [Complex]

Military Units: 4 Pikechaun Platoons [Very Strong], 2 Spring Herald Squads [Strong], 2 Soren Armadillo Packs [Strong][Armored]

Allied Units:

Resources/Quantity: Copper [Sustainable]; Bronze [Sustainable]; Tin [Sustainable]; Feywood [Sustainable]; Gold [Sustainable]; Sunflowers [Sustainable][x3]; Magicite [Unmined][x2]; Loun [Unmined]; Lay Cards [Sustainable]; Sunstones [Sustainable]; Moonstones [Sustainable]; Weird Scrolls [Some]

Magic/Spells: [Sunflower-Chaun] (Spells: Taint Currency [Simple]; Disorient [Simple]; Query Rainbow [Simple]; Terrain Purification [Simple]) [Lumic] (spells: Lumic Ray [Simple])

Technology: (Stone, Feywood, Bronze, Copper, Magical Fuels); Feywar [Simple]; Economics [Simple]; Exotic Animal Training [Simple]; Scaled Building [Primitive]; Air War [Simple]; Coinage [Primitive]; Commodities [Simple]; Hardened Facilities [Simple]; Lumic Magic Theory [Simple]; Lay Cards [Simple]; War Magic [Simple]; Magiamps [Simple]; Magical Industry [Primitive]; Lumic Obscurantism [Simple]; Hybrid Obscurantism [Simple]; Natural Obscurantism [Simple]; General Magic Theory [Simple]; Events [Simple]; Transmute [Improvised]; Mako-Extraction Batteries [Simple]; Industrialization [Simple]

Trade Routes: Vulmer [Large: +4 currency/turn; +.5 culture/turn]; Sunniria [Tiny:+1 currency/turn]; Technocracy [Large:+4 currency/turn; +4 industry]; Necro Imperialis: [Med:+3 currency/turn; +.5 culture/turn]; Patchwork [Tiny:+1 currency/turn]

Territory: (15)

>Bonuses:

1. Feywild: Fey territories are a total nightmare to attack or occupy because it's basically a weaponized hedgemaze. As such, Fey units can act as infiltrators and guerrillas to bog down opposition armies in movement inside your territory.

2. Fey-Blooded: As fey, you have certain advantages - you do not typically eat and are resistant to most forms of blight. You are also effectively immortal barring getting killed by something (or someone). You also do not pay upkeep for units, but large standing armies are problematic.

>Eccentricities:

1. You Eat WHAT?: Reproduction and population expansion is tied to gold and sunflowers.

2.The Riddle of Steel Sucks: You suffer a general penalty if enemy units deploy iron (or derivations) as a weapon. Given that pretty much everything is made of iron, it must be a good portion of their army using it.

>Actions:

1/2. - Cordin' to the reports, the Outside World's economy is correcting itself while our coffers be swellin'! Don't leave a job half-done lads, and finish up picking up all the slack: I have a feelin' they're all gonna need it REAL soon. (Central Bank:/???)

3. - An' start integrating Hybrid Obscurantism intah our cloaking routine: them bugs cannae' attack us if they don't see us! Make it so that people wantin' into the HQ tower have t' say a special password in order to reveal it: everything to cloak the fact we're right in ere' path! (Upgrade the National Obscurantism [Complex])

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045820 No.17713

File: 1448987988949.jpg (52.87 KB,350x406,25:29,flower-tower-schematic-2.jpg)

>>17637

A proper update to the current layout of the tower is made, corrected by the leprechauns themselves in regards to the lower floors. The words "NOT 2 BE RED BY ALIENS" are scrawled on it in…crayon?

http://pastebin.com/wcaGXAjj

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045820 No.17788

File: 1449027111947.jpg (18.16 KB,1276x851,1276:851,Blood-moon.jpg)

>>Interlude – The Mericon Arrival:

The strain coordinator waited at the portal. The general coordinator was set to arrive; the timetable was being met and now exceeded expectations. The strain coordinator poked at its demiprocessor a little bit, moving a few of the symbols around in order to clarify some information on the plane. Overall the plane was graded as a middling-level threat to the boil; the others had not developed weaponry of sophisication and they had only a single deity-level other to be destroyed if it moved on the landing site.

At least, this was what the instruments said. The breakers would still need to be moved onto the plane soon in order to avoid a delay in deployment; the strain coordinator was unsure if existing forces could repel a deity-level attack given the lack of heavy equipment and the comparatively small force present. The strain coordinator entered a few more bits of information into its demiprocessor and then stood at attention at the portal. In the background the black moss had spready everywhere; it covered buildings, corpses, and seemed to grow small tree-like structures that bloomed with tiny black flowers.

The portal now looked more as a gate should. It was ringed in a metallic and organic design of a manufacture only known by the Mericon; it stood a little over four meters tall and two meters wide, and Mericon soldiers constantly marched out of it – sometimes flying, sometimes walking with equipment, sometimes driving small vehicles towing crates and containers. The gate slowly stretched, and seemed to move a little bit to expand as every minute seemed to pass. A group of Mericon technicians stood by and adjusted the gate, working frantically and making a series of chirping noises. A few stood to the side engaged in debate about metaphysics; today was a dispute about Soren's properties, and two small intellectual camps had formed about the essential qualities of the plane. As one might expect, they made no progress.

Eventually the flow of Mericon stopped and the general coordinator stepped through the gate with its bodyguard. The general coordinator was known for a certain disagreeableness, having been promoted through the ranks as a basic breacher section commander up the leviathan Mericon military hierarchy. This made the coordinator particularly vicious and quick thinking. When new planes were located, the general coordinator was often present on site for the glee of it; it disliked the sometimes bureaucratic nature of war and preferred the frontlines even when death was likely. The coordinator also liked to be present during executions; sometimes as participant, sometimes looking on.

The strain coordinator knew that it now was outranked, and it saluted; the two coordinators greeted each other with nods and chittering noises as their antennas moved in quick movements. The coordinator general was huge; it was about four meters tall and loomed over the strain coordinator who stood about an average height at about two meters tall. Both of the Mericon wore the typically white armor of their kind, but even when compared to the strain coordinator the general coordinator looked menacing; red spots seemed to give it an air of typhus.

Strain coordinator. Coordinator. What is the situation. It is agreeable, the others have been repulsed and they have not managed a collective defense; the landing site other has been crushed and their coordination apparatus has been smashed; the calculations seem to indicate a remainder series of mediocre political structures and mid-range military resources. Timetable? Ahead of schedule. This coordinator suggests a look at the preliminary information being fed back to the boil; the breacher sections have managed to collect basic information. Good. When this place is taken you will be promoted and installed as occupation and logistical coordinator locally. The breachers? They have been mobilized. How long? Not long. What else? Several mutants have been assigned. Good, we will need more of them, the ones we have locally will not be enough. Yes.

After a pause, the strain coordinator fetched something from a small backpack it was wearing. This was brought to me from a breach mutant; it had pulled for verification and testing. A tooth? The black other was here; the tests state this was his kin. Yes. it is dead. Yes. This was the last of that other. It is a shame we did not get to see his end. Yes. Both of the Mericon laughed; the noise had the sound of throats being cleared.

Such is existence. Yes. The two Mericon repeated a platitude at the same time: frustration and death. Yes. Carry on, strain coordinator. Yes coordinator.

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045820 No.17789

Dice rollRolled 60, 3, 100 = 163 (3d100)

>>17620

Right! I need a current turn, too, don't I?

1.

The Confederacy begins to mobilize upon learning of the Mericon threat!

2.

The Confederacy studies this… 'fixed-wing' airship information…

3.

The Confederacy aids in the evacuation of those that may yet remain upon Shezeb. We shall not leave behind those that can be saved!

>Send:

+ 2 Pocket Zepplin [Strong]

+ 2 Confederate Irregulars [Very Strong]

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045820 No.17814

Dice rollRolled 59, 41, 92, 48 = 240 (4d100)

>>17587

1. Start building mines on out unmined resources.

Aluminum[Unmined]

Platinum [unmined]

Rubicite [unmined] X2

Odium [unmined]

Sturdy Construction, [Average]

Scaled Construction [Average]

STC Construction [Simple]

Undead Production Lines [Simple]

2. More work on NTECH equipment… (NTECH:9/15)

3. More work on planar theory. (Planar Theory: 7/30)

4. More work on empiricism . (Empiricism: 4/10)

2.3.4

Empiricism [Simple]

Education [Excellent]

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045820 No.17816

Dice rollRolled 84, 42, 77, 81 = 284 (4d100)

>>17814

http://pastebin.com/XJNyE6C8

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045820 No.17817

[Vincent]

1,2,3. The factory is almost completed, but there's a shortfall in high energy cabling and core materials: large gems, silver, and gold….

[Vulmer]

>>You handled the refugee problem really well! [+10 pop]

1. You finished the workshop! (add player's name choice planar workshop)

2. You manage to handle the incoming refugees. Many of them are Vilon. They join your army and provide you with some basic weapons and tactical knowledge. (Add technology: Infantry Tactics [Average])(add player's name choice refugee center)(add units: 2 Vilon Avenger Formations [x10][Resilient])

3. You've managed to figure out the basic theories behind the planes, generally. (Add technology: Planar Theory [Simple])

[Skyrates]

>>You mobilized! You will mobilize in 2 turns…

1. You start the mobilization, and it goes amazingly well! YAR HAR! (+10 industry)

2. You start working on still better shot, but it's…well, it's just not done. (Shot: 3/10)

3. You consolidated: 1 [SkyCutter*][Very Strong+++][Quick]; 3 [Grand SkyCutters][Very Strong++][Bombardx1][Quick]; to Skycutter Formation [x27][Quick][Bombard:5]

[Sunniria]

>>[You are mobilized. Your current industrial efficiency is: 100%]

>>[You gained the following units from mobilization: 4 Mobilized Sunnirian Mixed Division: [15x][Bombard][x2]

>>[[You are mobilized, 3 turns]]

>>[[Lose 2 pop]]

>>You handled the refugee problem! [+5 pop]

1.You absorb some human refugees from the Vilon. They teach you a few things about weapons and methods. (Revise technology: Infantry Tactics [Good])

2. You continue working on the rune magic and theory, generally. (Runes: 4/10)

3. You moved: [Rating: Average]

Morrigan's Cohort [Epic][Raging}[20x][Granix][Resilient]

Wulfgar's Cohort [Epic][Raging][32x][Granix][Resilient]

1 Sunniria Shieldwall Formation [Epic][x32][Brave][Resilient]

Siege Weapon Squadron [Epic][3x][Bombard][5x][Resilient]

1 Agarach's Cohort [Epic][10x][Granix][Resilient]

Sunnirian Mixed Division: [19x][Bombard][x2]

8 Sunnirian Mixed Division: [15x][Bombard][x2

[Transportation will be difficult, as you have no airships…]

[Everlight]

1-2. The scroll is really hard. The wisps try to read it, but they're going to need more time.

[Rattlehavoc]

>>You mobilized! You will mobilize in 2 turns…

1. The reseach continues… [Metaphysics Box: 12/20.]

2. You start production again, but it stalls. [Production: 6/10]

3. You mobilize! Rating: [Good])

4. You managed to figure out very basic armor piercing weapons. (Add technology: AP Weapons [Simple])

[Sjork]

1.2: The temple looks nearly complete…. (Temple/???)

[Kaldor]

>>[You are mobilized. Your current industrial efficiency is: 100%]

>>[You gained the following units from mobilization: 1 Kaldorian Warhost [x30][Bombard][x2]

>>[[You are mobilized, 7 turns; food supplies are taxed. Revise food to: Average]]

>>[[Lose 2 pop]]

1.2. You start working on planar technology, but you don't really have much of a grounding in it… (Planar: 3/30)

3. You manage to finish the outline of very basic artillery skyships. (Add technology: Artillery Airships [Simple])

4. You start working on projected anti-magic weapons. It's…pretty complicated…. (Projected Anti-Magic Weapons: 3/20)

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045820 No.17818

[Angles]

Turn 1: (1,2,3) = You start research…

Turn 2: (4,5,6) = It continues….

Turn 3: (7,8,9) = and it goes really well, frankly. (revise: Persuader Weapons to [Excellent])

Turn 4: (10,11,12) = You send a surprising amount of help to Necro Imperialis with their Planar Theory work….

Turn 5: (13, 14, 15) = You installed the weapons on most of the fleet. Good to go! (+3 industry)

[Patchwork]

1) You managed to get a grip on fighting in rough weather! (add technology: Adverse Weather Tactics [Simple])

2) You merged: Patchwork Republican Guard (Epic 14x)[Brave], Patchwork Battlemage Company (Epic)(Mage) The G-Unit (Epic 9x)[Infiltrate][Sapper] to Patchwork Mixed Division [x55][Mage][Comb][Sap]

3) You try to to integrate the crystals…it's sort of sketchy.. (Add technology: Magi-Infused Equipment [Impovised])(-20 currency)

4) You drilled Patchwork Mixed Division [x55][Mage][Comb] to Patchwork Mixed Division [x63][Mage][Comb]

5) You summon a massive Tseyarian bird of paradise! (Add: 1 Tseyarian Bird of Paradise [x20][Resilient])

6) You make some progress with a new level of haste. (revise: Haste, Simple to Haste [Average]) (-20 currency)

7) You start working on more powerful summoning capacities. (Summoning: 3/10)

8) You make some major improvements on the medical facilities, generally. (-20 currency)

1/2) You make some major improvements on the spell… Revise: Summon Air Elemental to [Average] (-20 Gold)

3/4) You summon up a good sized elemental, but it's not great. (Add 1 player named air elemental [x8]) (-20 Gold)

[Starkegrob]

1/2) You constructed a dock and a logistics area at New Pegul. (Add player's name unique building, dock, Pegul)

3/4) You manage to produce some zepplins for the fleet. (Add unit: 1 player named mass-fab zepplins [x15])

5) You drill the infantry, but they're just not performing well.. (revise: 1 Starkegian Infantry Brigade [Epic++++][Brave] to [x15][Brave])

6) [[Declare units next time.]][Rating: Average]

[Technocracy]

>>[You are mobilized. Your current industrial efficiency is: 100%]

>>[You gained the following units from mobilization:]

>>1 Mobilized Subterine Formation [x58][Siege][Burrow][BombardXL:10]

>>1 Mobilized Clockwork Combat Formation [x24]

>>1 Mobilized Peacekeeper Formation [x24][Bombard:12]

>>[[Lose 1.5 pop]]

>>[[You are mobilized, 3 turns]]

1. You moved your units!

2. You retooled the industrial base. (+2 industry)

3. The fortress on Gul is complete, while the fortress on Gul isn't finished. (Add [player's name fortress, Gul])[Pegul Fortress: 9/10]

4. You make some improvements on your terror weapons. Great. Heh. (Terror Weapons: 5/8)(Revise: Terrorism to: Good])(-20 currency)

[Severans]

>>[You are mobilized. Your current industrial efficiency is: 100%]

>>[You gained the following units from mobilization: 1 Mobilized Kyrilith Megaswarm [x50][Deadly][Suicide]

>>This is understood as defensive, and the population stands behind you.

>>[[Lose 1.5 pop]]

>>The contagion appears to be spreading. Lose 3 population.

1. You adjusted the spawning methods and types. (+4 industry)

2. You move many of your civilians below ground or to hardened areas. (Revise: Civil Defense to [Average])

3. You make some reasonable improvements to the hybrids. (Revise: Flesh-Hybrids [Average] to Flesh-Hybrids [Good]

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045820 No.17819

[Angles]

>>You mobilized! You will mobilize in 2 turns…

1. You mobilized! (Rating: Good!)

2. Some of the pirates get drunk and debate about which is hotter: demons or angels. After much debate, everyone vomits and passes out. No progress.

3. Much to your surprise, one of your airships manages to rescue the remainder of the Vilon government that was encircled on the far peninsula of Shezeb. The captain (somehow) managed to defeat the Mericon defense cordon, rescue a ton of refugees, the rump parliament, and get out. It was frankly suicidal but you somehow managed to do it; the commander in charge is (reasonably) drinking like a madman and partying with some very grateful (and half naked) angels. Also, the president of the Vilon, Pini, has joined you. “Like, I never thought I'd be saved by such dashing and handsome pirates. We can provide you some better weapons….but you're going to need to marry a few of us first, sorry, it's the rules. Don't worry, it's not all bad.” [She winks suggestively.] (Add 1 unit Pini's Vilon Cohort [x20][Resilient][Unique]) (Add technology: Avatar Weapons [Average])(Add technology: Infantry Tactics [Average])(+20 population)(Add magic type: [Holy])(Add spell: Summon Avatars [Average])

[Flowers]

1/2. - You managed to build the central bank! (Add player's name unique building, central bank) (+4 currency/turn)

3. The field grows in both power and effectiveness. (revise defense: National Obscurantism [Complex] to National Obscurantism [Extremely Complex])

[Necro Imperialis]

>>[You are mobilized. Your current industrial efficiency is: 100%]

>>[You gained the following units from mobilization:]

>>4 Necro Imperialis Mixed Divisions [x19][Bombard][x4]

>>[[You are mobilized, 3 turns]]

>>[[Lose 2 pop]]

1. You built up a few mines:

Revise: Aluminum[Sustainable]

Revise: Platinum [Sustainable]

Revise: Rubicite [Sustainable][x2]

Revise: Odium [Sustainable]

2. The researchers think they're approaching a major breakthrough. (NTECH:14/15)

3. You manage to make a major breakthrough thanks to some help from the Skyrates! One of their researcher had this brilliant idea that…well, it just worked out, who cares about specifics. (add technology: Planar Theory [Mediocre])

4. Your researchers seem to have the finishing touches on empiricism. (Empiricism: 8/10)

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045820 No.17820

File: 1449036521237.png (2.9 MB,2229x2066,2229:2066,Soren17.png)

>>World Event – Global Economy: The global economy seems to have stabilized slightly, as several minor economic powers have managed to balance the internal stress with new financial engines.

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045820 No.17821

Dice rollRolled 61, 44, 81 = 186 (3d100)

[Event Roll]

[Mericon Technicians]

[Mericon Disposition]

[Mericon Reinforcements]

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045820 No.17822

Dice rollRolled 16, 76, 97, 6 = 195 (4d100)

>>17817

[Morph/Tainted][Rattlehavoc's Advent]

http://pastebin.com/wGkYEbjx

Population: (67.5) (2.1 /turn)

Food: (Very Stable)

Raw Currency: (152) (+12/turn)

Legitimacy: (Stable)

Culture: 10

Industry: 6

Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town]; [First National Port of Ethos][Port];[Haven][Heavily Fortified Town];[Sanctum Minor][Town]; [Trading Post (+2 Currency/Turn)]; [GulGobs] [Town]; [Peacekeeper Factory +P]

Defenses: Projection Turret Network [Medium] [Bombard][x2]

Military Units: [Rattlehavoc's Company] [Epic] [16x], [Tainted Company] [x16] [PEACEKEEPER ALPHA][Epic][x8][Bombard][x4], 1 Peacekeeper Formation [x16][Bombard][x4], 1 Peacekeeper Production-Model Formation [x12][Bombard][x4], 1 Herald of Arche [x???]

Resources/Quantity: Copper [Sustainable][x1]; Gems [Sustainable]; Iron [Sustainable][x1]; Wood [Strained]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x1]; Silver [Sustainable]; Coal [Sustainable]x2; Gas [Sustainable][x2], Raw Magic [Trace], Metaphysical Container Blueprints [Some]

Magic/Spells: [Morph Pluralist: Average][Summoning: Simple] (Arche's Fist [Simple])(General Summoning [Simple])(Shielding of Arche [Simple])

Technology: [Steel];[Metallurgy, Good];[Diplomacy, Average];[Communication, Simple];[Electricity, Primitive];[Walkers, Very Good];[Mechanized Warfare, Primitive];[Coinage, Good];[Sealed Construction, Primitive];[CMBatteries, Simple];[Projection Theory, Average];[Projection Weapons, Simple];[Advanced Hulls, Simple];[Cloaking, Simple];[Shielding, Very Simple];[Combustion Engine, Average];[Commodities, Average];[On-Board Weapons, Average];[Mech Flight Systems Simple]; [Standing Armies: Average]; [Magi-Leech: Simple]; [Armor-Piercing Weapons: Average]

Trade Routes: [none]

Territory: (28)

Bonuses:

1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.

2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.

3. Clever: +15 to a single roll per turn

CURRENTLY MOBILIZING IN 2 TURNS: RATING: GOOD

ACTIONS

1. Metaphysically Inert Boxes. 12/20, +15 Clever Bonus.

2. Peacekeeper production continues. 6/10

3. Rattlehavoc undergoes intense personal training with his immediate retinue under the Herald of Arche's guidance, so that he may hone his skills and fighting prowess to a heightened degree.

4. Improve Mechanized Warfare beyond the Primitive level.

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045820 No.17823

>>World Event – The Mericon Arrival: The Mericon technicians and priests have managed to increase the size of the gates now available to the Mericon forces, and the first Mericon Planebreaker has entered Soren. The creature is larger than any Mericon ever seen, and seems to be of deity-level power. It is fully visible from Gul and has begun attacking the tattered Vilon remnants. As such, Shezeb has effectively fallen despite some small organizational problems among the invaders.

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045820 No.17824

Dice rollRolled 3, 7, 5, 2, 9, 1, 4, 10, 10, 5, 4, 6, 2, 1, 6, 7 = 82 (16d10)

>>17818

Proceeding with the next phase of Bombardments by the 2nd Mobilized Bomber/Destroyer Fleet

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045820 No.17825

Dice rollRolled 3 (1d3)

>>17822

>>17817

Rolling for Last Turn's Resources from that expansion, since 8chan ate the original post

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045820 No.17826

Dice rollRolled 4, 5, 9, 2, 5, 10, 7, 4, 5, 8, 9, 4, 9, 9, 4, 2 = 96 (16d10)

>>17824

Defense

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045820 No.17828

Dice rollRolled 25, 37, 32 = 94 (3d100)

http://pastebin.com/Hb96saUG

1. Now that we're effectively a completely different species modify ourselves to become more immune to bio-weapons.

2. Then research these same bio-weapons used on us.

3. And research the infectors.

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045820 No.17829

Dice rollRolled 33, 18, 84 = 135 (3d100)

>>17828

And rerolls

+15 to roll 1

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045820 No.17830

Dice rollRolled 3, 10, 3 = 16 (3d10)

r-rolling for reasons

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045820 No.17831

Dice rollRolled 2, 9, 8 = 19 (3d10)

>>17830

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045820 No.17832

>>17830

>>World Event – Rattlehavoc: Explosives have detonated inside the peacekeeper production facility inside Rattlehavoc's Advent. The facility has been leveled, and only portions of it remain; roachlike creatures were reported to have been sighted as guards opened fire, however the methods of the attackers were superior and they managed to escape.. (Set Peacekeeper factory to: [Nearly Destroyed])

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045820 No.17833

Dice rollRolled 32, 51, 45 = 128 (3d100)

>>17817

THAT"S THE SPIRIT MEN!

1. Keep up that shot tech! 20 dubloons to he who makes the most progress! (Shot 3/10)

2. Lets pay the Angles back for all their help. We're going to send them as much of that research that they helped us with back, and a little bonus at that. (Send the Angle Confederation Magi-Tech Engines [Super-Excellent] and Air-War [Good])

3. Recruit and equip more Pirate Marines. Spend 30 currency to sweeten the pot!

Name:Skyrates

Race: Assorted

Color: Pink

Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to

strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic

mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over

arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains

represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The

Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any

one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic

enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful

balance they have worked to set up.

To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,

airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their

assorted functions.

Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.

Economy Type: Pirate Free Market

Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.

Location: Ribwall

Population: (53.2) (1.2/turn)

Food: (Good)

Raw Currency: (152) (+9/turn)

Legitimacy: (Average)

Culture: (9) (+.5/turn)

Industry: (21)

Unique Buildings: [1 Pirate Council Hall] [1 DreadDock Super Dock] [1 Black Market Goods Trade Emporium] [1 PYU Pirate Univerity] [Technocracy Embassy] [Angle Embassy, aka Best Embassy]

Defenses: Aerial Patrols [Large]

Military Units: {Unit Cap 7} 1 [SkyGalleon Formation][Epic/x8]; 2 [Pirate Marines][Epic/x6][Amphib]; Skycutter Formation [x27][Quick][Bombard:5]; 3 [Machine Men Marksmen*][Strong]; 2 [Transports][medium]*; 1 [Super Dread "BlackBone"][x10][Quick][Bombard][x2]

Resources/Quantity: Rum [Sustainable][x3][Market]; Iron [Sustainable][x2]; Copper [Sustainable]; Wood [Sustainable][x3]; Magicite [A Lot]; Oil/Gas [Sustainable]; Flux [Sustainable]; Sorenium [Some]; Ioun [Sustainable][x2]; Gasoline [unmined]; Truesteel [x1]

Magic/Spells: (Aero-Piratical [Average]) (spells: Summon Ghost Pirates [Simple]) (War Magic [Simple])

Technology: (Iron, Stone, Wood, Copper) Airships [Average]; Air-War [Good]; Scaled Building [Average]; Economics

[Primitive]; Bombardment[Average]; Pioneering [Simple]; Standing Army [Simple]; Raiding [Average]; Magi-tek Engines [Super-Excellent]; AA [Simple]; Shot [Simple]; Counterespionage [Simple]

Trade Routes: Advent[large, +3 Industry, +4 Currency/turn]; Patchwork [Small, +2 Currency/turn]; Angle Confederation [Large, +.5 culture/turn, +4 Currency/turn]

Territory: (24)

Bonuses:

1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or

opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes

undefended/non-military, roll 1d10. This does not apply to creatures.)

2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes

traditionally shipboard marines and boarding parties.

Eccentricities:

1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,

disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.

2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.

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045820 No.17834

Dice rollRolled 9, 6, 5, 7, 5 = 32 (5d10)

>>17826

>>17824

>2 Destroyer Formation [Titanic]

>2 Clockwork Divisions [Titanic]

>2nd Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms]

The 2nd Mobilized Bomber/Destroyer Fleet links up with the 2 Destroyer Formation and Clockwork escorts, ready to begin the next wave of attack.

From the last fight, it realized that the Severan Dominate had in fact little to no High Altitude AA protection, but the significant resistance came entirely from their suicide swarms. Which they no doubt would be producing in larger numbers.

Thus the fleet would be reorganized and shifted. Ships rather than take the usual formation against long range AA took up entirely focused formations designed to make it difficult to approach any angle without being shot at.

Peacekeepers had more freedom of movement and so were able to break formation and intercept incoming swarms and fighters directly, to strafe the suicidal units, targeting their curious green glow.

It was also understood that after the initial bombardments they would no doubt begin to take cover. From the landscape, it was clear they, like the Dwarves themselves, would have numerous underground opportunities for cover. While incendiaries would still be poured into any visible structures and industry, the bioweapons target would need to be shifted.

Not so the populace this time, but the the natural resources. Water, crops, their precious terraformation and bio-urban complexes they were so proud of.

New strains of herbicidal viruses and plagues were unleashed upon the strange and exotic wildlife, the farms and animals on the surface they feasted on. The very fleshy forests and fauna were to be infected by yet different strains of more effective bioweapons technology. The streams, the rivers, the lakes, sources of water that fed the natural landscape of Neu-Moco were poured with toxic agents which if we were lucky would seep into the earth and poison even the deeper wells and sources of water.

The very landscape of Neu-Moco would be ruined and turned against them, as necrotic disease spreads among the fleshy trees and forests and roots of the earth. This should end up resulting in the loss of their food supply.

Perhaps might be able to find a cure for our last plague soon enough, let's see them find a cure for this new one. It will be a perfect test run of our own efforts to counter Mericon bioforming.

Aerial Warfare/[Air War [Average]

[Terrorism:Good]

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045820 No.17837

Dice rollRolled 7 (1d10)

>>17834

1 Mobilized Kyrilith Megaswarm [x50][Deadly][Suicide]

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045820 No.17846

>>17834

A Tainted morph strides up to the envoy within the Advent capital in the wake of the new bombing.

"You. Get your leader on the horn– contact all of your allies. We have been bombed. Our peacekeeper factory has been compromised.

"The Mericon and their bug-servants have brought the fight to us."

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045820 No.17848

Dice rollRolled 3, 2, 8, 10 = 23 (4d10)

>>17818

>>17824

Now that our Armada has joined with the ITR, we can help with the attack. Commence bombardment.

(Starkegian Zepplin Armada [Titanic][x32] [Bombard][x4]

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045820 No.17849

Dice rollRolled 8, 6 = 14 (2d10)

>>17848

Continued Bombardment rolls

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045820 No.17850

Dice rollRolled 7, 9 = 16 (2d10)

>>17849

[META: These are actually combat rolls for the two units]

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045820 No.17854

Dice rollRolled 90, 95 = 185 (2d100)

[Sjork]

1. Polish off that temple, quickly! Sjork leaves the schematics with his most trusted engineer, his own daughter Selina, before heading off to answer the next call. [/???]

+10, Artisans

2. Install giant treads under the Flower Tower–huge, lumbering treads that shall tear the earth and roll this thing far from the path of the Mericon for so long as there is land to tread upon (or a conveniently placed XBOX HUEG barge). Sjork has a grand vision amidst the flame and despair, and he shall make it a reality.

+10, Artisans

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045820 No.17857

Dice rollRolled 26, 22 = 48 (2d100)

http://pastebin.com/rh7nq1Mx

1. [Troop Reorganization]

Reorganize the following:

>3 Mobilized Destroyer Fleet [16x][Bombard][x4]

>1 Mobilized Combat Clockwork Formation [x13]

>1 Mobilized Peacekeeper Formation [x24][Bombard:12]

>1 Mobilized Artillery Clockwork Formation [x13][Bombard][x8]

Into the 1st Amphibious Naval Fleet

Reorganize the following:

>1 Mobilized Subterine Formation [x58][Siege][Burrow][BombardXL:10]

>1 Mobilized Clockwork Combat Formation [x24]

>1 Mobilized Artillery Clockwork Formation [x13][Bombard][x8]

Into the 1st Submersible Armored Brigade

Reorganize the following:

>1 Mobilized Artillery Clockwork Formation [x13][Bombard][x8]

>1 Mobilized Combat Clockwork Formation [x13]

>1 Mobilized Combat Clockwork Formation [x13]

Into the 1st Heavy Infantry Brigade

Reorganize the following:

>1 Mobilized Peacekeeper Formation [16x][Bombard][x4]

>1 Mobilized Peacekeeper Formation [16x][Bombard][x4]

Into the 1st Aerial-Interceptor Wing

Mass Organization [Simple]

2. [Troop Movement]

Proceed to move the listed forces above ^ as well as the

>3rd Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms]

to Neu-Moco

>Con't

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045820 No.17862

File: 1449047885639-0.png (716 B,28x42,2:3,Panic.png)

File: 1449047885639-1.png (1.04 KB,60x42,10:7,Terror.png)

>>17589

https://www.youtube.com/watch?v=cYo-iyACjh0

The news that relayed back to the Capital City of Flowers in the Sky that the Vilion were completely driven out of the north and Soren was further destabilizing was nothing short of sunflower-fertilizing terror.

>>17854

The leylines to the north were depressing like a metal weight upon a trampoline. A terrible event was eminent, and King Yarrow had to act fast if he was to help his people, or Soren itself survive for the matter. He contacted the dwarves as soon as possible and got representatives from the providence of Sjork to start work immediately. He thanked the stout workers and promised to repay them in the future.

"Get movin', everyone that ain't workin' WORK! WORK!"

The Capital City of Flowers in the sky was buzzing with work as every able bodied chaun, fairy, and wisp were busy constructing all the internal components needed in order to get the structure mobile and as far away from the anomaly as possible when they weren't paralyzed with fear. The Leprechaun King was in a state of barely-hidden panic, himself hauling around sunstone blocks in order to install a series of gold wires to connect the a rudimentary powerplant made from the Wisp District to the giant sets of rollers installed at the base: the leprechaun halls would have to be abandoned, but the Grand Golden Bank of Gul had already been built within the tower proper and all wealth was transferred, making it an acceptable loss.

The handful of Vilions that made it into the tower were small enough in number that he contained them in a vacant residential floor without much trouble to be tended to by the wisps, but were too injured to do anything more than rest. Those wisps that weren't aiding them were either busy configurating the crude mako reactor or covering the lowest floor of the tower in live sunflower vines so it would take a part of the field with it when it moved.

The Queen had been gone for several days now and the King was worried sick that something might have happened to her; he wanted to do nothing more but lock himself into the bank and hide under the pile of gold until the event blew through. He ordered the Vulmerian caravan on both sides to look out for Cheri, and could only imagine how she'd react to the horrid news.

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045820 No.17863

File: 1449048105866.jpg (196.34 KB,1829x2001,1829:2001,zgIcrsz.jpg)

Dice rollRolled 95, 100 = 195 (2d100)

>>17857

[META: I have no idea if "Logistics [Good]" helps with troop movement, but if it does just FYI]

3-4. The time has come to do away with what has become an obsolete artifact.

Scrap the Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive] (Damaged)

And from its wreckages and steel we will smelt and forge a new Super Sky Dreadnought. Not an ancient relic of old but a new War Machine.

A war machine forged of modern technology, of our advanced industrial capability, unlike anything the world has ever seen before. Truly incredible in its size, scope, and scale. A moving Megacity of roadways and buildings, of interlocked steel, engines, and weapons system.

20km in Length

12KM in Width

Boasting new types of magi-tek engines and electrical control systems. And with the capacity for no less than ONE HUNDRED fully armed Bombardment Cannons, and hangers able to service fleets of destroyers or entire battleships . It will be a fleet and a fortress in its own right!

The SSD "Annihilator" will begin construction immediately.

Bonus:

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

Construction Technology:

Industry: (77) [Fixed from bonus IRC]

Large Scale Construction [Average]

Sturdy Construction, [Average]

Tooling [Excellent]

Rationalization [Good]

Standardization [Good]

Total Mobilization to [Average]

Military-Industrial Complex [Average]

Recycle/etc Technology:

Recycling [Very Good]

Salvage [Simple]

Ship/Weapons Technology:

[Airships, Basic]

[Advanced Hulls, Simple]

Bombardment [Good]

Firearms [Good]

Magi-tek Engines [Average]

Elemental Magitek [Simple]

Seismic Charges [Simple]

Electricity [Primitive]

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045820 No.17865

>>17862

The Vulmer king rode with the representatives from the Technocracy and the Kingdom of Flowers in the Sky, the caravan guarded by the best troops the Vulmerians could field.

"We will do what we can," Todd Reynard let them know as they disembarked in Dejima. "Let us know how we could help, otherwise," he gestures to the grand sweep of Dejima. Rising from the ruins of what was once Fate's Reach was a bustling town, with near constant construction of schools, research facilities, and workshops, "We shall continue our researches."

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045820 No.17867

>>17865

For a moment, things seemed a bit awkward as the Queen suddenly remembered that…she didn't really remember the location of the tower beyond a vague direction north; having never before ventured that far from her home, and was rightfully scared that she might have just stranded herself flying to the town. If it were not for chance, wheres she noticed a familiar glyptodontidoid creature grazing on grass to the side, as well as its rider.

"Queen C? Is that ye? Thank goodness!" One of the leprechaun merchants sent by the king noticed her as well as her rather impressive envoy, and stared in awe. "Eh, is this important? Should I lea-" he didn't get to finish that sentence as the Queen jumped up and embraced him in a full arms hug, causing him to blush.

"Thank you thank you thank you thank you! Mister Merchant, this here is the Vulmer King, and that there is the Dwarven Ambassador. We would really like to go home, and would like it if you helped lead us there."

The swarthy chaun whipped his beard. "Golly, I'd be honored to, your Queeness! All aboard the Glypto-train!" The merchant put together all the wagons of the caravan into a single line of connected vehicles, the beast pulling them bucking briefly before starting to move at a brisk, steadily increasing pace. Accompanying the merchant was a small wisp. It floated around the Queen in joy.

https://www.youtube.com/watch?v=Cbf3rOkOKFU

"YES. YES. YES. YES. YES." it cheered, leaving a small trail of curious dust in its wake. Cheri was momentarily intrigued by it. "What…"

The merchant replied "Soren is goin' heywire and the wisps have gone out of hiding. They've been helping us prepare: the King REALLY wants to see ye, ya see." The armadillo was moving faster, speeding through the road at an impressive pace for a creature of its girth. "Lotsa terrible things happened while ya were away yer Queenlyness, but you'll find out when I send ye home: I con' tell it to you well if I tried."

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045820 No.17869

File: 1449051374792-0.png (34.82 KB,158x233,158:233,Dude.png)

File: 1449051374805-1.png (360.13 KB,583x280,583:280,XComEW_Mission_-_XCOM_Base….png)

Dice rollRolled 83 (1d100)

>>17867

https://www.youtube.com/watch?v=W7ItZz-mmws

After hours of moving, the caravan finally made it to the EXCOM HQ that served as a checkpoint between the Outsider World and the greater Sunflower Fields in a manner not dissimilar to Dejima and its relationship with the Vulmer's own capital. It was nightime, and various tiny insects were chirping, the occasonal soren pygmy beetle scuttling about: to those who were aware of the Mericon, their sight alone was enough to make the hair stand up upon their heads.

The building in question was a stout, simple cylinder of a moonstone frame and feywood walls among a field of average-sized sunflowers: though built of fairy materials, whoever constructed it clearly did not follow their architectural cues: the four external supports were spartan and only connected at the top roof, which was similarly constructed of a flat moonstone base, while the doors were just simple rectangles of the same material as the walls, and blended in with them; they were also constructed four sizes too big, to the point Lilium herself could barely reach them. There were no windows or other openings.

Were it any other situation, the Queen would have ordered the ugly structure to be drastically reconfigured, but she feared that now was not the time to do so, as her innate senses were picking up a massive amount of activity far North as well as West; two presences of overwhelming magnitude straining the leylines just existing there, and out of instinct she shivered. The leprechaun merchant said a phrase to it. "Knock Knock."

After a moment, the door opened, revealing a towering (from the perspective of the shorter races, anyway) man armed with a musket and dressed in a strange uniform, and an even stranger hairdo. "What is-"

The man paused when he noticed Queen Cheri's six-winged figure and pink hair. "Yo- you're the…you're /her/! The Fairy Queen!" He gasped, looking left and right and then to the envoy. "Get in your Highness. Quickly. /All of you/." He turned to his back and spoke something into a device. "This is Rookie. The Queen has returned. I repeat, the Queen of the Fairies has returned. alert the King immediately. Over." He ushered the convoy in with a swatting motion, trying to keep as quiet as possible.

When they got inside, they were greeted with a large ramp that directed downwards into a series of tunnels which were half-covered with the bare stone partially exposed in some areas. After following the rookie for a few minutes, he muttered something into what appeared to be a dead end, and it opened up to reveal as vast facility of stone and metal, various tools and arms sitting around a large central table. Various holograms shone from devices of an unknown construction and origin; the whole interior seemed austere and otherworldly at the same time.

"Your Highness, might I introduce myself as Private Second Class Samuel Mclean. Extradimensional Combat Unit.

Welcome to the EXCOM HQ."

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045820 No.17877

>>17869

Still staring at the high-tech holo-displays, the Queen turned her attention back to the private and asked "What is this place? Who are you, and why was I sent here? What about the King? I'm sorry, but I've been out of the loop: as far as I'm concerned the trip from the city and back took less than a day?"

Private Mclean shrugged. "Don't know how to answer that your Highness, but the game has changed in your absence: the threat of xenos incursions, alien invaders from other dimensions outside of our own from the North and Southern quadrants.

These aliens will stop at nothing to bring downfall to our world, as you might now, and our organization has been founded as a Multi-National attempt to stop them from doing that: we were led to your realm by an unknown benefactor and told it was specially cloaked from view and particularly affluent, variables which were of vital consideration after the economic crisis resulting from the destruction of Vyriah."

He paused to catch his breath.

"Your King accepted our offer to protect your people in return for monetary support, and we have alerted you of a copious amount of outside information: nations, important leaders, and of course, the nature of the xeno menace itself."

The Private paused once more and held his head down.

"I heard that you in particular were close to the Vilion peoples of the Shezeb continent: we regret to tell you this your Majesty, but their nation has been destroyed, and their government exiled. Some survivors made it to the tower through chance, but we received less than a dozen individuals. Intelligence reports that the Mericons, the strain of xenos closest to us, have summoned a being of immense power: global danger code has risen to class severe, and the King has decided that the best course of action is evacuation of this area. The preparations are occurring as we speak."

Lilium's broke out in hives and began to tear up.

"We're sorry your Highness, but there was nothing we could do, nothing without potentially alerting the Mericon our presence and attracting undue attention to your people. What we can do is help you evacuate: the King has created a rather ingenious plan-"

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045820 No.17878

File: 1449059719730.png (1.16 KB,65x63,65:63,Hug.png)

>>17877

https://www.youtube.com/watch?v=SzOUqOCRXOs

Queen Cheri held out her hand in order to pause Mclean, tears still beading down her eyes. "Please, just take me to the tower. I need to talk to the King. Please!"

He nodded, and motioned for the group to go into another secret door that was indistinguishable from a wall. "Sorry you didn't get to meet the commander or the rest of the team, your Majesty, but we've been on the clock 24/7 monitoring the Mericon threat. We'll probably be staying here for now to continue our research, but whatever happens to you, please, stay safe. And apologies that you must leave your homeland: it's a beautiful place, if I might comment, your Majesty."

The door opened, revealing a second apparent wall, which itself opened, revealing a chainlink fence, which then drew down finally opening up a wide tunnel. The prolonged time underground was starting to make the Queen queasy, but she carried on with her cohorts, venturing for what seemed to be miles before making it to the other end of the tunnel: which yet again, appeared to be a dead end. The leprechaun merchant threw a small rock, revealing it to be an illusion, and the party went through it in order to walk into a field full of giant sunflowers. They were finally home. If the Queen was not in such a terrible mood, she would have likely made a comment to the Vulmer of the envoy about how she trusted them enough not to blindfold their eyes, but all she cared about at this point was returning to the King to speak with him.

At this leg of the journey, Cheri knew where to go instinctively, and led the party to the front of the tower after an additional tower's trek: she stopped to see a massive construction project taking place as strange dwarven engines were loudly working away at the earth surrounding the tower, hauling large sections of metal in order to augment it. The sight of the ground being torn up in such a manner made her physically ill, offset by the views of the wisps appearing to grow foliage onto the tower proper. Hundreds of wisps and fairies were flying in and out of balconies to higher and lower floors, the fairies hauling various objects in their arms, including pieces of machinery, while leprechauns occasionally popped out of the base floor gates in teams hauling massive metal bolts.

At the front of the gate stood a haggard King Yarrow. His eyes bagged; suggesting both a lack of sleep and overexertion which was burning energy faster then his gold could supply him, and his regal clothing was dirty and misaligned. In spite of all this, he rushed to Queen Cheri's side as quickly as he could on his one good leg, using a golden scepter as a walking stick as he went over to embrace her. "I THOUGHT YOU WERE GONE!"

Though normally rather stoic, the King's eyes were emitting tears themselves, the Fairy Queen's reunion the first nice thing to have happened to the monarch in ages. His arms went limp afterward as he nearly fell to the ground, the Queen's own hug the only thing saving him as he hastily corrected himself. "So much to explain /Lilium/, but almost no time…"

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045820 No.17880

File: 1449060987469.png (31.17 KB,217x199,217:199,large_energy_wisp-11120236.png)

>>17878

"WHY!? Why are we leaving this place? *sniff* It's our HOME!"

screamed Cheri, sobbing into the King's golden pauldron.

King Yarrow knew that the decision he made was one not to be taken lightly; as he attempted to explain, he tried to keep his voice together. "I did wha' I had to do my Queen: there's no way we can fend those monsters from the outside, and it's only a matter of time before they come ere'. By moving out, it'll get us somewhere safer to figure out what tah do. It's our only hope."

He didn't even attempt to hide the fact that a stream of tears was falling from his own face, ricocheting off his beard and staining his cloak. "I wanted to tell you, but ya were gone before I even knew it. Gone to see the Outside: the Outside that I told us to hide from. This all happening is my fault: I'm sorry Lilium, I'm sorry.

/I'm Sorry/."

Whispie and a duo of pikechauns went up to the rest of the envoy, stopping in front of Ambassador Fuchs and the dwarven envoy. "Uh, the King is sort of busy, as ye can see, but how can we help ya, friends of th' Queen?"

https://www.youtube.com/watch?v=7AeVkHQ2uCA

The wisp shouted a "YES."

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045820 No.17881

File: 1449063000813.png (172.37 KB,480x336,10:7,Corel_reactor.png)

Dice rollRolled 44, 91, 67, 22, 17, 72 = 313 (6d100)

>>17817

(Clovis has informed me that he cannot post today and has asked me to do so in his steed, and I have also been informed that Zavon us also absent for the past few days: so, couriers, here we go!)

https://www.youtube.com/watch?v=nswfLcROs-0

[EXCOM]

http://pastebin.com/d9uDhfF9

1+2. - We've got our orders, but we need to place our part in to ensure the fairies get out of this land safely; aid in construction of the their so called "Mako Reactor" they're turning the wisp garden in the tower into. Use our industrial base to help fabricate parts to it.

3. And help those dwarves complete the track system of theirs. That system needs to come online now! (+15 Commander Bonus)

4. And finally, get back to work starting up that research facility. Doc has a feeling those xenos have a weakness: an urge of some kind, but we need more data. (Set up research facility.)

[Everlight]

http://pastebin.com/Etf5AyrY

1+2.- Following their most recent command, the wisps start to integrate themselves into the reactor that is slowly taking shape within the tower, directly interfacing in it and through the cables and wires which connects it to the massive track system many floors bellow. If it is the tower's heart, then the wisps would be the blood.

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045820 No.17882

File: 1449064637713.jpg (71.27 KB,728x542,364:271,nomad.jpg)

Dice rollRolled 91, 58, 94 = 243 (3d100)

>>17881

Though only half its intended height, getting the Capital City moving was a daunting task for a technologically lacking state like the Flowers; with the aid of their many friends they remained optimistic that the project could be completed in a week, but deep down they felt deeply insecure. They would still need to find somewhere to move to once the tower was activated; the ghastly Severans were said to occupy a continent on the other side of Gul, and were stated to be just as alien as the Mericons to the north. Rumors abounded from incomplete information that the two beings were in fact allies trying to squeeze the people of Soren in a sort of vice-grip, not content until its entirety is covered in a putrid, unnatural fleshy surface. The fairies shivered at the thought.

Lore: http://pastebin.com/CSSxQsH9

Nation: Plains Fairy Kingdom of Flowers in the Sky

Population: (36) (+1.2/turn)

Food: (N/A)

Raw Currency: (240) (+41/turn)

Legitimacy: Very Good

Culture: 23 (+1.5/turn)

Industry: 17

Buildings:

>Tower: The Capital City of Flowers in the Sky [Huge]: Leprechaun Hall, The Bronze Vault of Gul, The Embassy on Floors 25 and 26 [Vulmer], Spellcard Decker on Floor 14, The Sky Arena of Stardust Dreams, Wisp Quarters on Floor 34, The Golden Central Bank of Gul

>Tower: EXCOM HQ: Fabricator Quarters

Defenses: Feytraps [Good], National Obscurantism [Extremely Complex]

Military Units: 4 Pikechaun Platoons [Very Strong], 2 Spring Herald Squads [Strong], 2 Soren Armadillo Packs [Strong][Armored]

Allied Units:

Resources/Quantity: Copper [Sustainable]; Bronze [Sustainable]; Tin [Sustainable]; Feywood [Sustainable]; Gold [Sustainable]; Sunflowers [Sustainable][x3]; Magicite [Unmined][x2]; Loun [Unmined]; Lay Cards [Sustainable]; Sunstones [Sustainable]; Moonstones [Sustainable]; Weird Scrolls [Some]

Magic/Spells: [Sunflower-Chaun] (Spells: Taint Currency [Simple]; Disorient [Simple]; Query Rainbow [Simple]; Terrain Purification [Simple]) [Lumic] (spells: Lumic Ray [Simple])

Technology: (Stone, Feywood, Bronze, Copper, Magical Fuels); Feywar [Simple]; Economics [Simple]; Exotic Animal Training [Simple]; Scaled Building [Primitive]; Air War [Simple]; Coinage [Primitive]; Commodities [Simple]; Hardened Facilities [Simple]; Lumic Magic Theory [Simple]; Lay Cards [Simple]; War Magic [Simple]; Magiamps [Simple]; Magical Industry [Primitive]; Lumic Obscurantism [Simple]; Hybrid Obscurantism [Simple]; Natural Obscurantism [Simple]; General Magic Theory [Simple]; Events [Simple]; Transmute [Improvised]; Mako-Extraction Batteries [Simple]; Industrialization [Simple]

Trade Routes: Vulmer [Large: +4 currency/turn; +.5 culture/turn]; Sunniria [Tiny:+1 currency/turn]; Technocracy [Large:+4 currency/turn; +4 industry]; Necro Imperialis: [Med:+3 currency/turn; +.5 culture/turn]; Patchwork [Tiny:+1 currency/turn]

Territory: (15)

>Bonuses:

1. Feywild: Fey territories are a total nightmare to attack or occupy because it's basically a weaponized hedgemaze. As such, Fey units can act as infiltrators and guerrillas to bog down opposition armies in movement inside your territory.

2. Fey-Blooded: As fey, you have certain advantages - you do not typically eat and are resistant to most forms of blight. You are also effectively immortal barring getting killed by something (or someone). You also do not pay upkeep for units, but large standing armies are problematic.

>Eccentricities:

1. You Eat WHAT?: Reproduction and population expansion is tied to gold and sunflowers.

2.The Riddle of Steel Sucks: You suffer a general penalty if enemy units deploy iron (or derivations) as a weapon. Given that pretty much everything is made of iron, it must be a good portion of their army using it.

>Actions:

1/2. - Convert the Wisp District into a Mako Reactor from which to power the engine system of the tower, as well as other possible uses. (Mako Reactor)

2. - Finalize hooking up the reactor to the engine system: we need this thing together now! (Centralized Implacable Tower Engine [Project C.I.T.E])

3. - If complete, /activate the reactor/! If incomplete, complete it!

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045820 No.17884

>>17882

(Ignore the "1/2" of action 1.)

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045820 No.17886

Dice rollRolled 52, 70, 68 = 190 (3d100)

>>17882

—-Actions–

All Rolls get +5 from Clever [Not put in to modifier field]

-Research Continues into [Planar Theory]

-Work on Improving our [Magical Research Methods]

-Prepare site in Vulmeria for Flowers in the Sky Tower

Population: (55.8) (+1.6/turn)

Food: (Good)

Raw Currency: (76) (+13/turn)

Legitimacy: (Good)

Culture: (6)

Industry: (11)

Unique Buildings:

-Vulmeria(Capitol)[High King's Palace] [Magic Research Academy,[Directed Research Wing]][School Network]

-Town of Dejima[0.2pop/turn, Dejima Thaumaturgial Tower, Ruins[Alch Lab, Armory], Embassy [Flowers], Technocracy [Embassy], Research Library, Fortuna Memorial University, Shezeb Memorial Planar Workshop, Ellis Temporary Housing Facility]

Defenses: Vulmerian Walls and Traps [Large], [Minor Obscurantism Shroud]

Military Units: 4 Legio Vulpes Consularius[Very Strong]; 2 Legio Vulpes [Strong]; 3 Battlespheres Wings [Very Strong], 2 Vilon Avenger Formations [x10][Resilient]

Resources/Quantity: Iron [Sustainble]; Stone [Sustainable]; Wood [Sustainable]; Silver [Sustainable,+3 currency/turn], Rubicite [unmined], Arceotech Scrap [Some], Lay Cards [Trade]

Magic/Spells: [Vulmerian](spells: Invisibility [Good]; Body Alteration [Good], Death-Ray [Simple], Obscurantism [Average])

Technology: Metallurgy [Average]; General Magic Theory [Excellent]; Magical Industry [Very Simple]; Magical Fuels [Primitive], Espionage [Simple], Civil Defense [Simple], Directed Research [Simple], Empiricism [Primitive], Education [Simple],Directed Magic Research [Simple], Infantry Tactics [Average], Planar Theory [Simple]

Trade Routes: Patchwork [Medium; +2 currency/turn; +2 industry], Fae [Large:+3 currency/turn; +3 industry]

Territory: 7

Aware of: Dragon Den, the Patchwork, Kaldor, Clownbrood, Mycon, Sunflower Fae, Dominate, Technocracy, Sunniria, Necro Imperialis

Bonuses:

1. Like A Fox: Generally, very clever tactics don't work on you in combat. You're just super clever.

2. Clever: You know a thing or two about most things. You get +5 to all rolls.

Eccentricities:

1. What's That Smell?: You are vulnerable to fire. If the opposition uses fire against you, you are penalized by -1 in combat rolls. Generally the opposition must make an actual effort to use flame.

–In Progress–

-(Magic Theory: 5/20)

-Vulmerian Legend, Stage 1 [Fluff]

—-

It was audacious. Moving an entire tower, almost an entire nation, across a continent. Yet, in a world going mad, it made perfect sense. King Reynard ordered land prepared for their new neighbors, in addition to continued research. Perhaps with their powers combined…

Meanwhile, a young Vulmerian kit stumbles down a disused passage in the deepest parts of the city of Vulmeria.

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045820 No.17892

>>17846

"Understood."

>>17814

>>17622

>>17303

>>17594

"To any and all forces capable of sparing it, the Mericon have designated the True Advent nation as its next target, and are proceeding with typical saboteur and infiltration attempts.

This is a direct request by the ITR by any forces not already engaged in military combat with the Mericon to send assistance.

In particular the ITR requests of the Necro Imperialis and Patchwork republic to send in their G-Men, or for Vincent to send in, with the True Advent's permission, additional Morphish reinforcements."

>>17882

>>17886

"As well, if either of your nations has or would like to test counter-mericon magics or better cloaking devices, this would be the optimal time and location."

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045820 No.17896

>>17892

"The usurper may send his forces. But understand that any sabotage or subterfuge will be an act of war. And we will not tolerate a war on two fronts.

"As it is, we -were- mobilizing our forces to go to war on Shezeb. It seems as if that may not be possible."

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045820 No.17906

Dice rollRolled 83, 67, 45, 98 = 293 (4d100)

>>17817

>Nation Fluff:

>http://pastebin.com/FBM7X4GB

>[Kaldor]

>Population: (20.4) (1/turn)

>Food: (Average)

>Raw Currency: (60) (8/turn)

>Legitimacy: (Good)

>Culture: (3)

>Industry: (13)

>Unique Buildings: [Temple, Hunter's Calling]

>[Government building, Warrior's Hall] [Reinforced Freak-Troll Farm]

[Titanic Ritual Circle]

>[Northern Fell Chain Fortress, Huge, Imposing]

>Defenses: (Elaborate Wooden Fortifications, Strong)

>Military Units:

>Huntmaster Hunting Pack [Epic][14x]

>[Deathgaze]* Very Strong, Clever

>Verana, Priestess of Galgoroth [Epic][8x][Mage][Resiliant]

>Juvenile Roc Flock [Epic][8x]

>1st Spitter Company [Epic]

>1st Kaldorian Air Fleet [Epic][x2]

>Skydrum ship [Strong][Morale]

>Claw of Galgoroth (Skyship)[x15][Bombard x4][Resilient][Quick]

>Galgorath, God of Destruction [Deity][???x]

>Resources/Quantity:

>Copper [Sustainable][x3]

>[Pelts, Sustainable]

>[Stone, Sustainable]

>[Wood, Sustainable][x2]

>[Beetlechitin, some]

>Star Metal [Sustainable][Perishes:10 turns]

>Elemental Slaves [Overflowing; 2]

>[Wurms, some]

>[Prisoners, some]

>[Iron, Sustainable][x3]

>Mildly-Burnt Freak-troll hide [some]

>Freak Troll Minors [Some]

>Wurmscale [Strained]

>Fruit [Some]

>Gems [Lots] 5x

>Rubicite [Some]

>Magic/Spells: (Elemental, Average) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]

>Technology:

>+Iron

>+Stone

>+Copper

>+Wood

>+Hideworking

>+Exotic Creature Training[Average],

>+War Drums [Average]

>+War Animal Training, Average)

>+Drum Amplifiers [simple]

>+Composite-Material Armors [Simple]

>+War Magic [Simple]

>+Air Transport [Simple]

>+Professional Armies [Average]

>+Airships [Average]

>+ Night-Fighting [Primitive]

>+ Spitter-Guns [Simple]

>+Re-organization [primitive]

>+Urban Pacification [Primitive]

>+Sieging [Simple]

>+Total Mobilization [Primitive]

>+Logistics [Average]

>+Scaled Construction [Very Simple]

>+Bureaucracy [Simple]

>+Projection Weapons [Average]

>+Fortifications [Simple]

>+Projection-Spitters [Simple]

>+Rationalization [Good]

>+Standardization [Good]

>+Large Scale Construction [Primitive]

>+Tooling [Primitive]

>E-Drive [Simple]

>Antimagic Weapons [Simple]

>Territory: (38)

>Bonuses:

>1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

>2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

>Eccentricity:

>1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted

>>>You are mobilized.

>>>Set status: Mobilized, 7 turns; food supplies are taxed.

>>>Your industrial efficiency is 100%..

>>>You gained the following units from mobilization: 9 Mobilized Kaldorian Infantry Formations [Epic]

>1 Mobilized Kaldorian Warhost [x72]

2 Mobilized Kaldorian Warhosts [x48]

>4 Kaldorian Warhosts [x30][Bombard][x2]

1. Pause mobilization

2.3. Continue working on dimensional Tech 3/30

4. Continue work on projected anti-magic weaponry 3/20

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045820 No.17907

File: 1449085492721.jpg (18.16 KB,1276x851,1276:851,Blood-moon.jpg)

>>Interlude: The Mericon Arrival

The assembled Mericon force waited for the planebreaker to arrive. The general coordinator had emerged from his general staff meetings with his bodyguards, several Mericon aircraft did laps above the capital, and now the assembled Mericon delegation waited. It had been nearly an hour, but such waits were normal where such creatures were concerned. They spent their time sending and changing orders from their demiprocessors; all of the assembled general staff stared with intent at the little devices as if their salvation was inside them. Two of the assembled group – the general coordinator and the strain coordinator – began to speak as they continued to fiddle with their devices.

Strain coordinator. Coordinator. It will be #1226C. Good, new breakers are often unsuitable for metaphysically unsound planes. Yes. Rumor has it that the purifier itself has taken an interest in this place. Truly? Yes. Unlikely; the purifier has many things to deal with. Yes, but that is the rumor. That would explain the allocation of 1226C. Yes, your statement is coherent. Yes. How long? Not long.

The site had been cleared of foot traffic and equipment. Most of it had been moved to areas more suitable now that resistance had been pacified. Now the area around the gate was being cleared so that something could walk through the center of the capital to the staging areas outside the city. The reasoning was sound: every footfall from the arriving planebreaker would cause enormous damage unless a pathway was carved out of the ruined urban center. That being the case, Mericon heavy equipment was much too large for the narrow warrens of the occupied city and Mericon construction vehicles continued to smash buildings while moving rubble. Outside the city the logistical hubs had finally been built and the gate area was now able to be used for more reinforcements. Around the gate area small buildings had been erected; they were entirely rectangular and utilitarian and they lacked any curved lines in lieu of a harsh alien brutalism. The gate itself was now considerable in size, as the technicians had finally managed to modify their equipment to Soren's peculiar metaphysical structure.

At the gate the technicians continued to debate about fineries of the structure of the plane, with two of them shouting and hitting each other. The fight immediately showed up on the Mericon tactical grid as a such and (predictably) called the wrath of blue-armored enforcement squads. As the two technicians tried to strangle each other, the squads to give them fines after beating them both with suppression-rods until they both went limp. Infighting during an invasion is a capital offense, but such individuals were afforded some leniency given their technical status and expertise.

Eventually such bustle of activity at the landing site came to a halt after orders came down to prepare for arrival. Subsequently, the first planebreaker stepped through the gate. The thing was enormous; some 30 meters tall. It had to crouch and lean through the gate, grab two prepared protrusions, and pull itself through as a man would fit through a manhole. After slowly and carefully pulling itself through, the creatures stood and picked up a massive weapon it had placed on the ground before manged to get its massive bulk through. After it stood, it pressed a few small glyphs; cabling shot out and attached to the enormous backpack of the creature and the weapon made weird sound as the firing mechanism clicked on; A few small lights on the eternal housing turned from a muted off dim color to red.

Planebreakers are the go-to weapon for resistant planes. Heavily mutated and revered by the Mericon, the creatures are as close to gods as the Mericon have managed; they embody all of the worst of the Mericon psychology and what is deadly in equipment. They are one part lab experiment, one part god, one part force of nature, and one part weapons tests. Most Mericon who volunteer for the programs do not survive, but, the few that do are often the best of what the Mericon consider values, or, the worst in what others see in the Mericon.

[1/2]

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045820 No.17909

[2/2]

This planebreaker had a nickname and a designation, but no name proper. To military leaders among the Mericon it was simply #1226C [Batch 28, 9.5.6654]. To rank and file it had another name: “Sans-Draco”; a nickname given to it by Mericon soldiers during a campaign against a dragon-infested plane “Malbett”. During the campaign Sans-Draco has slain over fifteen greater dragons and a minor deity in sustained combat – by itself – before being injured and forced to quit the field for repairs and recovery. Now it was here.

Sans-Draco was frightening to look at; its eyes glowed and it pulsed with hatred that seemed to shroud the creature in a faint black aura. Physically it resembled a massive Mericon, but unlike others it was equipped with an experimental blaster recently produced by the considerable research base of the Mericon trans-boil. The blaster had cables and other links to a backpack the creature wore; from the backpack emerged two massive antenna-like protrusions – one larger than the other – that seemed to leech power from the sky. As the backpack operated, the sky itself seemed to turn from black to grey as the weapon was fed power from the aether. The creature was also covered in typical Mericon armor, but this creature had even more bulk than usual insofar as overlapped plates. On the plates Mericon engineers and cannibal-priests carved vile glyphs onto every centimeter of the blackened armor with contrast being provided by glowing flame red aura of the glyphs. As the creature moved, glyphs would activate and brighten, but as the creature slowed or stopped the glyphs would quiet and dim. The weapon Sans-Draco carried was huge: the diameter of the barrel was the size of a house. Additionally, there was some scuffing on the weapon from previous battles that was deemed to be psychologically frightening by Mericon psychologists and thus ignored; a similar lack of concern prevailed with a few loose cords, tubes, and exposed wiring on the weapon housing – none of it had been deemed to be an efficiency issue. Naturally, a massive pointed bayonet had also been added after several requests by Sans-Draco. No doubt such a request would have been ignored but for a small research paper by a Mericon pro-bayonet research lab; the paper would eventually gain enthusiasts in the Mericon elite military circles.

The general coordinator spoke into a small communications device as it watched #1226C stand and calibrate its weapon. #1226C. General coordinator. This landing site will be under attack relatively soon. Set your weapon to free fire, mode 16, rapid fire, high metaphysics. Engage hostile others at your leisure. Yes. Defense of the landing site is primary consideration. Yes. Friendly causalities are acceptable but defensive considerations are primary. Yes. Do not fail #1226C. Yes.

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045820 No.17919

Dice rollRolled 35, 29 = 64 (2d100)

>>17817

Race (Determines bonuses): Humans

Color: (Determined map color): Orange

Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.

Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"

Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.

Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.

Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.

Location:Gul

Population: (45.2)(1.2/turn) (6 mobilized)

Food: Good

Raw Currency: (37) (+12/turn)(-10 a turn due Vyriah's loss)

Legitimacy: Good

Culture: (25)

Industry: (31)

Unique Buildings: Hall of the Kings; Great Forge(+3 Industry); (Arena); +1 industry +2 culture.)(Grand Armory +3 Industry)(Grand smelter +3 Industry)(Elder's Runic Workshop)

Capitol Defenses: Stone Walls [Large]; Fortress Of Sunniria[Massive]

Military Units:

Morrigan's Cohort [Epic][Raging}[20x][Granix][Resilient]

Wulfgar's Cohort [Epic][Raging][32x][Granix][Resilient]

1 Sunniria Shieldwall Formation [Epic][x32][Brave][Resilient]

Siege Weapon Squadron [Epic][3x][Bombard][5x][Resilient]

1 Agarach's Cohort [Epic][10x][Granix]

[Resilient]

2 Sunniri Swordsmen [Very Strong][Resilient]

>Mobilized

Sunnirian Mixed Division: [19x][Bombard][x2]

12 Mobilized Sunnirian Mixed Division: [15x][Bombard][x2]

Resources/Quantity: Stone [Sustainable]; Copper [Sustainable] ; Iron [Sustainable] ; Steel [Sustainable]; Dark Iron [Sustainable];Feywood [Sustainable]; Sorenium [Average];

Magic/Spells: (The Way of Granix)(Runesmithing)(Raging Strength [Good]) Amplified Jump [Very Simple];

Technology: Metallurgy [Excellent];Professional Armies [Simple]; Drill [Average]; Equipment[Average];Reorganization/Upgrades [Simple];Ranged Weapons [Simple]; Air Cavalry [Simple]; Gemworking[simple] ; Alchemy [Simple]; Systemized Cremation [Very Simple]; Infantry Tactics [Good]; Sorenium Working [Simple]; Purification Runes [Simple]; Runesmithing [Average](4/10)

Trade Routes: Patchwork [Medium: +2 currency/turn; +2 industry]; [Large:+4 currency/turn; +4 industry]

Territory: (11)

Bonuses:

1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).

2. This You Can Trust: You may reroll unit recruitment once if it below 50.

Eccentricities:

1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.

2. My Culture Is War: Culture now generally handles the amount of your standing unit slots

(cap is 8 atm)

[You are mobilized. Your current industrial efficiency is: 100%] 3 turn

Rating: [Very Good]

1. Continue working on Runesmithing techniques. We need them now more than ever. For if we are to kill the Mericon Planebreaker we will need runes even Granix only thought about. To make them we must have Runesmithing down to an art.

(4/10)

+31 industry

2. Continue to improve raging strength, It is much better than what it once was, but we are nowhere near Granix's level yet. To beat the Mericon, we will have to be.

+31 Industry

+25 Culture

+Raging Strength [Good]

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045820 No.17920

Dice rollRolled 2, 42 = 44 (2d100)

>>17919

3. It's time to reorganize and upgrade our available troops. We need to be at our best to stop the MEricon small squads and a disparate mobilized force won't do it. Consolidate the Sunniri swordsmen and Siege Weapon Squadron into the Sunniri Shieldwall. Also Consolidate all the Mobilized Sunnirian Mixed Divisions together into one cohesive whole. Make sure our troops have the best weapons, armor and support equipment available. We need to be at our best, and we WILL be!

+31 industry

+Reorganization/Upgrades [Simple];

+Metallurgy [Excellent];

+Professional Armies [Simple];

+Drill [Average];

+Equipment[Average];

+Ranged Weapons [Simple];

+Infantry Tactics [Good];

+Sorenium Working [Simple];

+Runesmithing [Average]

1 Sunniria Shieldwall Formation [Epic][x32][Brave][Resilient]+Siege Weapon Squadron [Epic][3x][Bombard][5x][Resilient]+ 2 Sunniri Swordsmen [Very Strong][Resilient]

Sunnirian Mixed Division: [19x][Bombard][x2]+ 12 Mobilized Sunnirian Mixed Division: [15x][Bombard][x2]

[troop move roll was refunded, this is make up]

4. Stoval walked into the temple that was present in the Hall of Kings. The number of priests and shamans in attendance there were few, most were working on Runesmithing research, or working on how to improve Granix's Raging Strength to the level of the hero of yore. It was quiet as a crypt as Stoval walked into the center of the temple. Around were the statues, effigies and altars of the Sunniri pantheon, those who watch the world as but a giant performance on a grand stage. Stovall knelt before them and bowed his head. "I have not prayed in a long time, I have had neither the tongue nor time for it. After I signed that infernal treaty that limited our reach and our holdings I tried my best to keep Sunniria together, to show the world that despite our battles and losses we were stills strong, and to show my people that we had if not won, survived and ensured that justice had prevailed. Then the Mericon came, and we killed their scouts, Morrigan and Wulfgar had no problems with it. The then Dominate bungled and blamed us and had the GALL to try and make us heel like dogs. Then the Mericon came in earnest. I martialed the people, and prepared them for war, but all we could do is watch helpless from the air as the skies over Shezeb were lost and nothing was done. Even now the undead of the Imperialis refuse to march while monstrosities gather power and strength, and the Kaldorians cower in their home despite the fact they brought their god, Galgorroth, a god of War and Destruction to the plane. On the other side the Dominate cleaves so closely to the Mericon that they ARE the monsters, and the Technocracy and Starkegrob fight while we're forced to watch and wait. I have done my best to lead, but we all can see that is not enough. The Mericon are amssing, and iving into the Dominate's demands would shame Sunniria, and shatter it. By the Hells the only reason I hold the throne was because Beoric left with father, and Morrigan, Wulfgar and Agarach haven't seen fit to challenge me for the throne. They're heroes and I am not, it would no be a fight. I curse my Weakness, unable to lead properly against foes and holding a throne I should have no right too. I curse the weakness of my people, ready for battle but forced to look on while cowards and fools ignore the issue or hide away. SO I have one question, why? Not why we are so weak, I already no the answer and hate it. Why have you not acted? This world is as much yours as it the other various god's, more so because you have both honor and might on you side. Why have you not moved? I don't care if you come to the plane or not, but your people, the people you watch in this coliseum that is Soren need help. We need to be stronger, smarter, tougher, faster, to take the worst the bugs can deal, and shove it down their throats. We need help, or else we will be gone, and the game you so love will end. SO HELP US. If you don't? Well, I guess you weren't much in the way of gods anyways.

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045820 No.17944

File: 1449106049317.jpg (99.81 KB,1024x530,512:265,12101846125_66c56ccf60_b.jpg)

>>17920

>>THE POWER OF MONEY:

Sensing an imbalance to the west, the fairies instinctively hand out a 40 unit dividend to the Sunnirians in order to give the upgrade attempts of theirs some headway, leaving the gold behind in a rather large sack next to the Grand Armory. (Add 40 currency to action #3 of Sunniria.)

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045820 No.17969

Dice rollRolled 41 (1d100)

[[The Purifier's Interest]]

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045820 No.17970

>>17881

Zavon and commander of Excom here, I approve of these actions.

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045820 No.17971

Dice rollRolled 7, 10, 4, 1 = 22 (4d10)

Rolling for Tansen Bombardment of Shezeb

[Very Strong] 6 Mobilized Necro Imperialis Mixed Divisions [x19][Bombard][x4]

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045820 No.17972

Dice rollRolled 1, 9, 9, 7 = 26 (4d10)

>>17971

[Mericon Defense]

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045820 No.17973

Dice rollRolled 9, 2, 4, 8, 6, 3, 3, 4, 2, 8, 5, 9, 9, 6 = 78 (14d10)

[Mericon Bombardment]

[XL - 4][Normal: 10]

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045820 No.17974

Dice rollRolled 1, 6, 3, 7, 5, 7, 4, 3, 3, 2, 2, 7, 5, 3, 6, 4, 10, 2, 1, 2 = 83 (20d10)

>>17971

>>17972

Remaining bombards for other 5 units. Combat after this.

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045820 No.17975

>>17818

>FluffnStuff: >>12010

Population: 99.9

Raw Currency: 150(20/turn)

Legitimacy: Good

Culture: 14

Industry: 21

Unique Buildings:

>Patchwork City: [Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]

>New Patchwork: [Patchwork Heritage Museum], [Trade Port] [Patchwork Magic Academy] [Elton (Fortified)] [Patchwork Vault]

Professional Military (Unit Cap:8): Patchwork Flagship Mk. II (Epicx14)[Armored][Medical] Patchwork Warbird Corps (Epic 14x), Tseyarian Bird of Paradise (x20)[Resilient Patchwork Infantry Division [x63](Mage)(Comb)(Sap) Air Elemental (x8)

Defenses: Cannon Tower Network (Large)[Bombard 3x] Elton [Fortified]

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, Sustainable x3] [Steel, Sustainable] [Magicite, Sustainable] [Iron, Unmined] [Strange Ooze, Trace] [Dark Iron, Unminedx2] [Odium, Scarce] [Raw Magic, Trace,] [Sorenium, Some x2] [Mana Crystals, Sustainable]

Magic/Spells: (Air, Good) (spells: Summon Tseyarian Birds, Excellent; Tornado, Simple; Haste, Average; Summon Air Elemental, Average)

Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, Average] [Diplomacy, Simple] [Standardization, Simple] [Rationalization, Good] [Coinage, Simple] [Unit Upgrade, Improvised] [Economics, Primitive] [Equipment, Simple] [Standing Armies, Average] [Creature Equipment, Simple] [Medical, Simple] [Naval Marines, Simple] [Adverse Weather Tactics, Simple] [Magi-Infused Equipment, Improvised]

Trade Routes: Vulmer (Small) Sunniria (Huge) ITR (Small)

1) Merge the Bird of Paradise with the Warbird Corps. Perhaps they'll see it as their leader. (10 Gold)

2) Use all of our knowledge, and all of our Sorenium stores to make new weapons and armor for the infantry division. (30 Gold)

3) As with the Warbird Corps, we will fuse industry and magic inside our Elemental. Bring our Magicite to our refineries, sharpen it as fine as possible. Then we shall insert the pieces into the elemental; it should upgrade it's power, as well as making it deadlier to anything wishing to come to close. (30 Gold)

4) The time has come. Mobilize the people to fight against the invading Mericon.

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045820 No.17976

Dice rollRolled 15, 66, 26, 8 = 115 (4d100)

>>17975

And rolls

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045820 No.17977

Dice rollRolled 2, 10, 4, 2, 3, 8, 6, 10, 7, 7, 10, 4, 8, 4, 2, 1, 7, 8, 4, 3 = 110 (20d10)

>>17974

[Mericon Defense]

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045820 No.17978

Dice rollRolled 42, 97, 81, 69 = 289 (4d100)

>>17819

1. Further research of Planar Theory [Mediocre]

2. Finish upgrading empiricism. (Empiricism: 8/10)

3. Finish up ntech theory (NTECH:14/15)

Jesus that shit took way too long

4. Further research on that bad ass NTECH engine. Try to copy the design once we figure out how it works. "The engines appear to be extremely advanced and based on necromatic magic of some sort… (N-Tech Engines/???)"

Empiricism [Simple]

Education [Excellent]

http://pastebin.com/LUQzHZX4

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045820 No.17979

Dice rollRolled 1, 10, 9, 1, 4, 9, 1, 6, 8, 5, 4, 9, 8, 5 = 80 (14d10)

defense or something I dunno

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045820 No.17980

File: 1449116561266.jpg (293.62 KB,1200x715,240:143,SixYears-5.jpg)

Dice rollRolled 6, 10, 1, 2, 5, 3 = 27 (6d10)

>>17973

>>17977

In later days, for as long as there would be later days, the attack would be known as "The Shezeb Raid"

Since their arrival, we have only seen their pre-liminary scouts performing sabotuer actions, and the invasion of the Vilon was truly chaotic. There wasn't any actual example or displays of their military capability, their tactics, their strategies. All that was known were rumors and third party sources which weren't very reliable, indeed, their individual units and weapons technology was hitherto unknown.

The Shezeb Raid was meant to gain insight on the Mericon's military methodology, their troop numbers, their dispositoin. But also acquire another important piece of information.

Since their arrival , there was almost an air that the Mericon could not be attacked. That so powerful was their force and technology, any notion of resistance was at best futile delay.

An air of invincibility. That even a single unit of Mericon were indestructible.

The Raid was meant to prove this wrong. To cause casualties, as many as we could, to the Mericon, and show the world the corpses.

We needed to see if the gods bleeded. And if they did, where they bled best.

The Mobilized Troops of the Necro Imperialis marched forward up the beeches. They were the first, but they would by far not be the last.

Using established tactics, they were prepared to fight against Mericon-Bio forming or urbanization, and were ordered to press forward to take and hold ground using their infantry tactics. When it was clear enough that the attack could not be carried forward momentum, they were to immediately dig in and hold out for as long as possible. And to take as many Mericon with them as they could.

Data would be collected after the end of the raid, and would be vital to developing counter tactics against the Mericon. Let's see how many Mericon we can take today.

Urban Warfare [Basic]

Urban Pacification [Primitive]

Mass Combat [Simple]

Bombardment [Very Simple]

Infantry Combat [Simple]

Entrenchment [Simple]

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045820 No.17981

>>17980

6 [Very Strong] Mobilized Necro Imperialis Mixed Divisions [x19][Bombard][x4]

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045820 No.17982

Dice rollRolled 5, 9, 4, 3, 9, 5, 8, 4, 1, 6, 2, 8, 9 = 73 (13d10)

[Mericon]

[1 Mericon Planebreaker "Sans-Draco" [???x][Raging][Fearless][Resilient][BombardXL:1]

[2 Mericon Mutant Squads [x25][Arm][Raging][Fearless][Resilient]

[1 Mericon Artillery Sections [x50][BombardXL:3][AA]

[2 Mericon Invader Strains][x200][Bombard:5][Fearless][Raging]

[3 Mericon Breacher Sections][x25][POW][Fearless][Quick]

[1 Mericon Naval Picket Formation [x50][Arm][Quick][Bombard:5]

[1 Mericon Terrorist Strain][x40][Fearless][Guerilla]

[1 Strain Coordinator][x10][Fearless][Resilient]

[1 General Coordinator][x20][Fearless][Resilient]

The entire Mericon host flies into a rage as the opposition fleet is sighted. Firing begins immediately their forces rapidly counter-attack.

You sight the following buildings:

A Portal [Massive]

A Secondary Portal [Small]

A Device [???] [Massive]

A Device [???] [Massive]

A Device [???] [Massive]

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045820 No.17983

Dice rollRolled 10, 7, 5, 4, 9, 6, 8, 10, 8, 1, 2, 4, 5, 8 = 87 (14d10)

>>17980

Combined Arms [Very Simple]

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045820 No.17984

Dice rollRolled 51 (1d100)

[Mericon Stabilization Roll]

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045820 No.17985

>>World Event – ???: The plane feels….slightly more…stable. You don't really understand how you know this, but you do. Things feel more coherent, crisper, and better.

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045820 No.17986

Dice rollRolled 64, 26, 66 = 156 (3d100)

[Morph][The Vincent Empire]

http://pastebin.com/wGkYEbjx

-Population:(19.2)(.6/turn)

-Food:(Very Stable)

-Raw Currency:(-3)(+3/turn)

-Legitimacy:[Tyranny]

-Culture: 0

-Industry: 4

-Unique Buildings:[Peacekeeper Factory, +P];[Northpoint Fortress][Fortress];[Sanctum Minor][Town];[Sanctum Major][Town][Capital];[Technocracy Embassy];[First Post of Vincent][Trading Post][The Factory]

-Defenses: [None]

-Trade Routes: [none]

-Territory: (15)

-Military Units: 2 Loyalist Bodyguard Squads [Very Strong]; Tyrant Vincent [Epic][x13][Resilient][PSI][Flying]; 1 Peacekeeper Squadron [39x][Arm][Fly][Bombard][x8]; 1 Peacekeeper formation [x11][Bombard][x4]; Genesis [Epic][Mage][Resilient]

-Magic/Spells: [Morph Pluralist: Average][Summoning: Simple] (Arche's Fist [Simple])(General Summoning [Simple])(Shielding of Arche [Simple])

-Resources/Quantity:

Copper[Trade]; Gems[Trade]; Iron[Trade]; Wood[Trade]; Gold[Trade]; Rubies[Some]; Steel[Sustainable]; Stone[Trade]; Silver[Trade]; Coal[Unmined]; Gas[Unmined]; Iron [Sustainable]; Magicite Sustainable]; Lucentium [Sustainable]; Rubicite[Sustainable][x3]; A Dimensional Gate[Ruined]; Arceotech Cables[Some]

-Technology:

—Advanced Resource—

[Steel]

—Industry—

[Metallurgy, Good]

[Sealed Construction, Primitive]

[Electricity, Primitive]

[Combustion Engine, Average]

—Diplomacy/Government—

[Diplomacy, Average]

[Communication, Simple]

[State Intervention, Primitive]

—Advanced Mechanics—

[Walkers, Very Good]

[Advanced Hulls, Simple]

[Cloaking, Simple]

[Shielding, Very Simple]

[CMBatteries, Simple]

[Mech Flight Systems Simple]

—Combat/Military—

[Mechanized Warfare, Primitive]

[Projection Theory, Simple]

[Projection Weapons, Primitive]

[On-Board Weapons, Simple]

[Scouting, Simple]

[Air-War, Primitive]

—Economic—

[Coinage, Good]

[Commodities, Simple]

Bonuses:

1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.

2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.

3. Tyranny: Your nation is a tyranny. Legitimacy doesn't change.

Eccentricities:

1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)

—–

[IN PROGRESS]

-

-

-

—–

1,2,3. Turn on The Factory. This thing better run properly.

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045820 No.17989

Dice rollRolled 55, 69, 87 = 211 (3d100)

Name: Angle Confederation

Race: Primarily human (Living)

Color: Pink A on Black

Fluff: http://pastebin.com/05pbvbe0

Location: Ribwall

>>Population: 44.9 (+1.0/turn)

>>Food: (Average)

>>Raw Currency: (17) (+7/turn) [-10/turn]

>>Legitimacy: (Stable)

>>Culture: (10) [+0.5 /turn]

>>Industry: (8)

>>Unique Buildings: [Confederate Town Hall][Night Reach Military Academy][Night Reach Trade Depot][Ribwall Farms]

>>Defenses: Anglian Fortress [Large][Bombard][1x]

>>Mobilized: [Rating: Good] [will mobilize in 2 turns…]

>>Military Units: (8/9)

Pini's Vilon Cohort [x20][Resilient][Unique]

Zepplin 'CAS Night Phoenix' [Epic][Quick]

+ 2 Confederate Irregulars Companies [Epic]

+ 2 Pocket Zepplin [Strong]

+ 2 Confederate Irregulars [Very Strong]

>>Resources/Quantity:

Iron [Sustainable][x1]; Rubicite [Sustainable][x1] Stone; [Sustainable][x1]; "Death of Morgaz" paintings [Sustainable]; Rubicite [Unmined]

>>Magic/Spells: [Eclectic] (spells: Mass Raise Undead [Simple]); [Holy] (spells: Summon Avatars [Average])

>>Technology:

Air Transport [Improvised]

Airships [Average]

Avatar Weapons [Average]

Bombardment [Very Simple]

Bureaucracy [Good]

Civil Defense [Average]

Counter-Espionage [Good]

Culture [Simple]

Economics [Very Simple]; +2 currency/turn

Education [Simple]

Empiricism [Simple]

Entrenchment [Simple]

Espionage [Average]

Exotic creature training [Average]

Fixed-Wing Aircraft

Golems [Simple]

Infantry Combat [Average]

Infantry Tactics [Average]

Mass Combat [Simple]

Morgazian Air-War [Simple]

Persuader Theory [Simple]

Persuader Weapons [Excellent]

Pioneering [Average]

Projected Energy Theory [Simple]

Rationalization [Average]

Scaled Construction [Average]

Secret Police [Less Simple]

Specialized Modification [Simple]

Standardization [Very simple]

Sturdy Construction, [Average]

The Total State [Simple]

Total Mobilization [Simple]

Undead-Living Diplomacy [Simple]

Urban Pacification [Primitive]

Urban Warfare [Basic]

War Animal Training [Average]

Zepplins [Average]

Standing Armies to: [Good] [Your effective standing army cap is 9 slots]

>>Trade Routes: Skyrates [Large: +3 currency/turn; +.5 culture/turn]

>>Territory: 7

>>Bonuses/Eccentricities:

1. Piratical: Every time you destroy enemy units or units generally, roll a d100 to see what kind of things you pull from their stupid corpses. [This occurs once following combat and works on NPCs.]

2. Revolutionary: You're recently freed yourself from tyrannical rule, and you now get to reroll actions to recruit units or develop tactics. The revolution must be defended!

1.

The Confederacy welcomes those rescued from the Mericon. As the all-female refugees are integrated and begin to marry with the Confederates, the Confederacy begins to expand. This is helpful, as the war will require more resources to be claimed and exploited…

[Expand]

2.

The Confederacy's soldiers must be better armed, if we are to face the looming threat. Let us study this [Fixed Wing] airship design again…

3.

Our infantry need better weapons! Perhaps we can make persuader weapons for our infantry?

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045820 No.17997

Dice rollRolled 74, 82 = 156 (2d100)

>>17975

>FluffnStuff: >>12010

Population: 99.9

Raw Currency: 15020/turn)

Legitimacy: Good

Culture: 14

Industry: 21

>Starkegrob (City): [Dirigible Factory] [+P], [Klein Goods Plant], [Sunnirian King Mansion], [Embassy (Sunniria)], [Hydrogen Plant]

Defenses: Starkegrob Citadel [Fortress]

Strakegrian Military:

1 Starkengrober Riesengarde [Very Strong+][Brave], 1 Starkegian Infantry Brigade [x15][Brave], Starkegian Zepplin Armada [Titanic][x32][Bombard][x4]

1) Merge the Riesengarde with the main infantry Brigade.

2) The Starkegian's might not share the same lust to explore as the rest of the empire, but Sigvar has an important mission for the Protectorate- to scour as much of Soren as possible for Raw Magic. (20 Gold)

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045820 No.18000

>>17628

A message was given to the only remaining severan war correspondent in the Technocracy.

"Inform your leaders the Technocracy is deciding to accept the armistice, provide a public apology, and co-sign the Sunnirian's fee. Pending on if the Sunnirian king will also accept his own apology.

On the grounds the Severan send some modicum of heal against the Mericon or otherwise do not distract our forces against it.

We can then redirect our fleets. That is, if the Severan Dominate is still interested.

If it is up to the Technocracy who will be the first to end this madness, so be it."

>>17920

All that remains is to see if perhaps the Sunniria's could be made to turn the other cheek.

Ultimately if the Mericon win the title of those who turned the cheek at the last moment for reason is hardly as satisfying as the achievement of bringing down the Dominate. But, the chance to save Soren?

Perhaps that was worth it after all.

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045820 No.18001

>>18000

"it was also asked whether the Sunniria apology could be haggled at least for a later date.

This /is/ after all an armistice, not peace."

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045820 No.18002

>>18000

>>18001

"We find a temporary armistice agreeable, the Mericon are a larger threat. However an apology will not be in the offing unless/until a public apology is in turn given to the Sunniri people for the Dominate assumption of rule over us and the insults they leveled at the people. Yes, it was only a representative, but that representative speaks for the Dominate as a whole."

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045820 No.18003

>>18000

Draxul remains silent for a moment, then nods his head. "My Dominance finds these terms acceptable. We will issue no apology to Sunniria and our diplomatic stance towards them remains unchanged. Neither party has officially declared war or acted upon the other, and for that reason the state of no relations remains in effect. A state of armistice with the ITR is in effect pending the acceptance of the ITR representative and the deliverance of the apology. Due to recent developments it is no longer necessary for you to go to Spire to deliver it. We can all hear and see it now."

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045820 No.18020

[Combat Report: 1st Battle of Shezeb: Mericon v. Necro Imperialis]

[Winner: Mericon; Crushing.]

[Mericon Bombardment]

9, 2x, 4x, 8, 6, 3x, 3x, 4x, 2x, 8, 5, 9x, 9, 6 = 68

1, 10, 9, 1, 4, 9, 1, 6, 8, 5, 4, 9, 8, 5

[Necro Imperialis Bombardment]

1x, 6x, 3x, 7, 5, 7x, 4x, 3x, 3x, 2x, 2x, 7, 5x, 3x, 6, 4, 10, 2x, 1x, 2x 7, 10, 4x, 1 = 56

2+, 10+, 4+, 2-, 3-, 8+, 6, 10, 7, 7, 10, 4x, 8+, 4+, 2x, 1x, 7x, 8+, 4+, 3+ 1x, 9x, 9+, 7+

[Bombardment Report]

The bombardment by both size is considerable, but the Necro Imperialis guns are outranged by the Mericon artillery pieces that are fewer in number. The [AA] capacities of the Mericon guns cause sizeable disruption as the Necro Imperialis forces attempt to make landfall, however, the bombardment manages to disrupt the Mericon logistical hierarchy briefly.

[Mericon]

5x???, 9x25, 4x25, 3x50, 9x200, 5x200, 8x25, 4x25, 1x25, 6x50, 2x40, 8x10, 9x20 = 4440 [Artillery Shock .9][Mericon Warfare Methods][Fearless]

[Necro Imperialis]

6x19, 10x19, 1x19, 2x19, 5x19, 3x19 = 513 [Amphibious: .8][Combined Arms][Infantry Tactics][Fearless]

[Combat Report]

The Necro Imperialis forces make landfall, but are soon set upon the Mericon host trained in a world of warfare methods; they allow the opposition force to commit before counter-attacking. After a sizeable force has disembarked, the shelling starts and the fighting is brutal as the Mericon forces attempt to encircle the force with aerial, infantry, and armored units. They attack from all sides and the Necro Imperialis forces are cut to ribbons as they land; retreat is impossible as Mericon naval units move to attack forces that rout to prevent their own destruction. The battle is a categorical disaster for the Necro Imperialis, with only a handful of survivors.

Strangely, the planebreaker does not commit to the battle, however, and can only be seen firing from a distance.

[Necro Imperialis]

[Disband]

5 Mobilized Necro Imperialis Mixed Divisions [x19][Bombard][x4]

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045820 No.18043

File: 1449185021151-0.jpg (55.37 KB,600x450,4:3,Dieppe_Book_CoverS.jpg)

File: 1449185021165-1.jpg (61.25 KB,800x499,800:499,dieppe.jpg)

>>18020

>>18003

>>18002

>>18001

>>17997

>>17989

>>17986

>>17983

>>17976

>>17906

>>17886

>>17854

The ITR speaks in what private channels remain, detailing a message to the entire world in practice.

"Ladies and Gentlemen of Soren. Today marks a day of revelation.

The 'Shezeb' raid, as expected, was a calculated loss. But, this defeat, may be the key to ultimate victory. For it has brought much needed information which will allow us to guage and rate the scale of the Mericon forces.

6.

Only 6 Necro Imperialis units, brave and true, where brought to bear against the Mericon. This was, on the whole, a force rating of about "120" and in battle came together to perform a force application rating of about 500.

The Mericon have revealed that at the current their force rating consists of, an estimated, "700", and were able to perform a force application of roughly 4440 although they did not diploy their plane breakers.

6 of the NI formations where able to provideduring the raid resistance ratio of about 1/10th against themericon forces. Yes, this was not near enough, and the odds where disastrously against the Raid's favor, but it has told us this:

It is a war we can win.

But it will require a combined fleet stronger than any nation, even the ITR alone, can bear. But if only 6 of the NI units where able to do this, the ITR is determined to believe that the entire world of Soren combined can create the force needed to knock the Mericon back into the portal from whence they came. The ITR will do some calculations to guage the defensive rating of Soren where it to muster a combined plannar force, but this raid has revealed much. It has revealed their numbers, their structures, and their force capability.

We have lost the battle.

but we can win this war."

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045820 No.18096

Dice rollRolled 13, 92, 72 = 177 (3d100)

[Event Roll]

[Mericon Technicians]

[Mericon Disposition]

[Mericon Reinforcements]

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045820 No.18109

This is the ITR's current force disposition

>2 Destroyer Formation [Titanic]

>2 Clockwork Divisions [Titanic]

>3 Mobilized Destroyer Fleet [16x][Bombard][x4]

>1 Mobilized Peacekeeper Formation [x24][Bombard:12]

>1 Mobilized Artillery Clockwork Formation [x13][Bombard][x8]

>1 Mobilized Subterine Formation [x58][Siege][Burrow][BombardXL:10]

>1 Mobilized Clockwork Combat Formation [x24]

>2 Mobilized Artillery Clockwork Formation [x13][Bombard][x8]

>3 Mobilized Combat Clockwork Formation [x13]

>3 Mobilized Peacekeeper Formation [16x][Bombard][x4]

1st Mobilized Bomber/Destroyer Fleet [x24][Bombard][x10][Comb.Arms]

2nd Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms]

3rd Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms]

As it stands, the current ITR has a combined force rating of “396”

This is the NI's current force disposition (calculating the loss of 5 Imperial-Mixed Divisions from the Shezeb Raid as is)

>[The People’s Shield I ][GMEN][Very Strong]

>[The People’s Shield II][GMEN][Very Strong]

>3 Undead swarms [Very Strong+]

>NIA 1st magical division [Epic][x3][Mage]

>NIA 1st Shock Trooper Division [Titanic]

>8 Necro Imperialis Mixed Divisions [x19][Bombard][x4]

For a total of “157” (rough estimate)

This is the Patchworks Current Force disposition.

>1 Patchwork Flagship Mk. II (Epicx14)[Armored][Medical]

>1 Patchwork Warbird Corps (Epic 14x)

>1 Patchwork Republican Guard (Epic 14x)[Brave]

>1 Patchwork Battlemage Company (Epic)(Mage)

>1 The G-Unit (Epic 9x)[Infiltrate][Sapper]

For a total of “40” (rough estimate)

This is the Starkegian Current force disposition.

>1 Starkengrober Riesengarde [Very Strong+][Brave]

>1 Starkegian Infantry Brigade [x15][Brave]

>1 Starkegian Zepplin Armada [Titanic][x32][Bombard][x4]

For a total of “48” (rough estimate)

This is the Sunnirian Current Force Disposition

>Morrigan's Cohort [Epic][Raging}[20x][Granix][Resilient]

>Wulfgar's Cohort [Epic][Raging][32x][Granix][Resilient]

>1 Sunniria Shieldwall Formation [Epic][x32][Brave][Resilient]

Siege Weapon Squadron [Epic][3x][Bombard][5x][Resilient]

>1 Agarach's Cohort [Epic][10x][Granix]

[Resilient]

>2 Sunniri Swordsmen [Very Strong][Resilient]

>Sunnirian Mixed Division: [19x][Bombard][x2]

>12 Mobilized Sunnirian Mixed Division: [15x][Bombard][x2]

For a total of “300” (rough estimate)

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045820 No.18110

>>18109

This is the Severan Dominate Current Force Disposition

>1 Tyrill [Strong++; Infiltrate]

>1 Swarm Baal [Titanic][Swarm][Deadly][x8]

>1 Hierophant Composite Swarm [x22][Deadly][Burrower][Siege]

>1 Moirian Urban Guerilla Platoon [x20][Deadly][Guerilla]

>2 Infected Ones [x6][Raging]

>2 Mobilized Fleshbeast Swarm: [15x][Deadly]

2 Mobilized Hybrid Infantry Formation [x20]

>1 Mobilized Kyrilith Megaswarm [x50][Deadly][Suicide]

For a total of “183” (rough estimate)

This is the Vincent Empire Current Force Disposition

>1 Loyalist Bodyguard Squads [Very Strong]

>1 Tyrant Vincent [Epic][x13][Resilient][PSI][Flying]

>1 Peacekeeper Squadron [39x][Arm][Fly][Bombard][x8]

>1 Peacekeeper formation [x11][Bombard][x4]

>1 Genesis [Epic][Mage][Resilient]

For a total of “65” (rough estimate)

This is the True Advent Current Force Disposition

>1 [Rattlehavoc's Company] [Epic] [16x]

>1 [Tainted Company] [x16]

>1 [PEACEKEEPER ALPHA][Epic][x8][Bombard][x4]

>1 Peacekeeper Formation [x16][Bombard][x4]

>1 Peacekeeper Production-Model Formation [x12][Bombard][x4]

This is the Kaldoran Current Force Disposition

>Huntmaster Hunting Pack [Epic][14x]

>[Deathgaze]* Very Strong, Clever

>Verana, Priestess of Galgoroth [Epic][8x][Mage][Resiliant]

>Juvenile Roc Flock [Epic][8x]

>1st Spitter Company [Epic]

>1st Kaldorian Air Fleet [Epic][x2]

>Skydrum ship [Strong][Morale]

>Claw of Galgoroth (Skyship)[x15][Bombard x4][Resilient][Quick]

>Galgorath, God of Destruction [Deity][???x]

>1 Mobilized Kaldorian Warhost [x72]

>2 Mobilized Kaldorian Warhosts [x48]

>4 Kaldorian Warhosts [x30][Bombard][x2]

For a total of “324” (rough estimate) [GIVE OR TAKE A GOD]

For a total of “68” (rough estimate)

This is the Skyrates Current Force disposition

>1 [SkyGalleon Formation][Epic/x8]

>2 [Pirate Marines][Epic/x6][Amphib]

>Skycutter Formation [x27][Quick][Bombard:5]

>3 [Machine Men Marksmen*][Strong]

>2 [Transports][medium]

>1 [Super Dread "BlackBone"][x10][Quick][Bombard][x2]

For a total of “62” (rough estimate)

This is the Vulmer Current Force Disposition

>4 Legio Vulpes Consularius[Very Strong]

>2 Legio Vulpes [Strong]

>3 Battlespheres Wings [Very Strong]

>2 Vilon Avenger Formations [x10][Resilient]

For a total of “33” (rough estimate)

This is the Flowers in the Sky Current Force Disposition:

>4 Pikechaun Platoons [Very Strong]

>2 Spring Herald Squads [Strong]

>2 Soren Armadillo Packs [Strong][Armored]

For a total of “8” rough estimate

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045820 No.18111

File: 1449205447152.png (142.6 KB,940x430,94:43,slide-act-now.png)

>>18110

"Combined, and /presuming/ the entire world, for the sake of it, bands together in a massive fleet our current plannar force disposition stands at:

>“1684”

This is in comparison to their displayed force disposition of:

>"700"

These are the facts. This is the information. Now is the time to develop a unified, whole strategy. We must remember that every moment we wait, every additional turn we do not take action, the Mericon grow ever more in force and in strength.

Whether we decide to plan, or to move, or to mobilize, or to do nothing, it is important that we all.

We /ALL/ come together and form a unified strategy.

People of the world, now is the time to come at the table as one, and stand against this impending threat. "

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045820 No.18113

>>18110

*For a total of “68” (rough estimate)

For the Advent

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045820 No.18122

>>18111

>ADDENDUM

The Current Angle Confederation Troop Disposition stands at

Pini's Vilon Cohort [x20][Resilient][Unique]

Zepplin 'CAS Night Phoenix' [Epic][Quick]

+ 2 Confederate Irregulars Companies [Epic]

+ 2 Pocket Zepplin [Strong]

+ 2 Confederate Irregulars [Very Strong]

For a total of "27"

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045820 No.18124

THE ITR RECOMMENDS THE FOLLOWING ACTIONS TO ALL NATIONS

1. Mobilization - Those nations who have not yet mobilized or have paused mobilization should resume immediately, which could rapidly inflate our numbers and force disposition.

The Mericon are ferrying in reinforcements, and these can only be matched by the total mobilization of the whole of Soren

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045820 No.18129

File: 1449207981282.jpg (18.16 KB,1276x851,1276:851,Blood-moon.jpg)

>>The Mericon Arrival – Interlude 3:

General Coordinator. Strain Coordinator. The first attack? I participated. Both of the Mericon looked at each other for a moment and emitted a coughing noise. Other is organizing. Yes. Our numbers indicate other success rate is low. Yes. What are the loose variables? This plane. Yes. Technician? Yes. Why are other able to resist us with such weapons? Something is wrong with the plane. Wrong? Yes. Both the general coordinator and strain coordinator made a coughing noise. Yes, we see that. Explain. The plane is metaphysically unsound; it behaves erratically. Because it behaves erratically, our weapons do not work as well as they should. The drives are also malfunctioning; we cannot initiate short range-rapid maneuver, for example. Yes, we see that. Can we fix it? Yes, but it will take time. How much? The technician wavered. It is a question for the priest. Priest. Yes, coordinator. The technician claims you have some knowledge of this plane.

Yes. The blood states that this place is arbitrary. All of the Mericon paused for a moment and looked at the priest. Arbitrary. Yes. Impossible. It is true. Impossible. This is heresy. Get me other priest. I will get another priest, but they will agree with me. The general coordinator and strain coordinator exchanged glances and consulted their demiprocessors. It is true, coordinators, the processors state that such things can occur. Lies. There are rules here, as other places.

The priest signaled to other priests. The cannibal lord stepped forward; his armor was covered in gore from sacrifice. It speaks in low discordant tones as it gestures with a hand. It is true. Our weapons will not be assured to work here; the cleverness of our engineers and the hatred of our finest priests is worth nothing in this place. They may backfire.

After a few moments both the general coordinator and the strain coordinator stared at the same image on their demiprocessors. Arbitrary, class theoretical. Theorized to exist. Theorized? What does that mean? It means that such plane has never been seen. A quiet falls on the group. Non-empirical? Yes, coordinator. It exists outside the rules. Madness. Only serfs speak of such idiocy. There is nothing outside the rules.

The general coordinator and strain coordinator looked at the cannibal lord. Such an insult was usually punishable by death, but the cannibal lord emitted a coughing noise and tilted its head to the left as it mulled over a thought.

Only the rules of the equations. Beyond those rules are matters of the blood. You wonder how your faith will test you, and how strong your hatred of the other is. Here is the test: how can you hate the other when it has no form, no body to strike at, when it is discarnate? Or when the form the hatred spends you until you lack a form? The black other chose his lair well; he aims to test our faith in his way. It is his last laugh. That is truly hatred to destroy after destruction; that is the lesson, as the black one would say.

None of the Mericon laughed. The cannibal lord and the assorted priests did. The black one is worthy.

Yes. The Mericon all nodded, and then went to their tasks.

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045820 No.18130

Dice rollRolled 20 (1d100)

>>18124

"The High Kingdom of Vulmeria shall stand with Soren. We will need assistance getting our meager forces to the battlefield, but we will mobilize and raise some additional mages troops." The high king looked over at Dejima. "As little as they may be."

Fluff Role: Vulmerian Legend

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045820 No.18132

>>18043

Rattlehavoc's deep voice resounds over the shaky comms.

"Our people mobilize as we speak. My training with the Herald has come to a near-close.

"We will give our last to defend Soren. It is all we have. It must be preserved and the Mericon must be broken, no matter how high the price.

"My Advent is ready to die for this world. You have our full support."

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045820 No.18133

>>18043

>>18132

Vincent's voice responds through his comm. "As is my empire. I have vowed to fight for the well being of Soren until my death, and I feel it may be my death if we are to go through this battle. I am prepared to detonate myself through eating unstable raw materials in order to wipe the entirety of Mericon land."

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045820 No.18134

>>18043

The NIA has always attempted to protect the plane. We will continue to do so now. We will March with you.

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045820 No.18136

>>18043

"The Sunniri have been preparing for this since the war on the Clownbrood came to a close. We were preparing for them when we challenged the Mycon, and we were preparing for them when were attacked. We Hunted the scouts when they appeared, despite having no presence in the skies, and we are mobilized now to fight them.

War and battle is in our blood and bone, We have been preparing for this for years. We are as ready as we can be, given how hobbled we are. We will march if you can carry us."

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045820 No.18138

Dice rollRolled 9 (1d100)

[Gate Activation: Vincent]

[Penalty: Ignorance -20]

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045820 No.18139

Dice rollRolled 69, 69, 40 = 178 (3d100)

[Catastrophe Roll]

[Curlo]

[Mericon Interaction]

[Soren Metaphysics][-5, Semi Stabilized]

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045820 No.18140

>>World Event – Dimensional Gate Activation: Vincent's Empire has tampered with equipment didn't understand and the effect is profound as the gate overheats and explodes from planar energy eddies. Subsequently, Soren shakes as Mericon stabilizers attempt to recalibrate and bring coherence to the plane. However, the damage is done.

>>The Mericon have noticed the attack and triangulated the position. The gate explodes before the Mericon are able to seize control of it, however, and the loss is limited to the device itself. [Soren Stability: -15]

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045820 No.18142

[Rattlehavoc]

1. You make some basic progress on the boxes… [Boxes: 15/20]

2. With the factory destroyed, production of peacekeepers falls off. Some are assembled. (Add 1 player named peacekeeper formation [x9][Bombard][x4])

3. Rattlehavoc has gained considerable skill from the Herald, but the herald speaks no more to him. (Add 1 unit, Rattlehavoc [x20][Resilient][Unique])

4. The research stalls; several of the research team were killed in the factory explosion.

[Severans]

>>[You are mobilized. Your current industrial efficiency is: 100%]

>>[You gained the following units from mobilization: 1 Mobilized Kyrilith Megaswarm [x50][Deadly][Suicide]

>>You are mobilized, 3 turns

>>[[Lose 1.5 pop]]

>>The disease in the population appears to have burnt out…

1. You manage to develop some basic resistance to bio-weapons. It manages to stop the existing disease in the population. (Add technology: Resistance [Improvised])

2. You begin to understand the nature of the infection; it was really more of a cocktail, really.. (Bioweapons: 3/8)

3. You start working on the next variation of infectors.. (Infectors: 7/8)

[Skyrates]

>>You mobilized! You will mobilize in 1 turn

1. You manage to finish the next level of shot. The shells are bigger and better! (revise: Shot [Simple] to [Average])

2. You sent the tech to the Angles.

3. You recruited some marines! (Add 2 units, player named marines [x4][Marines])

[Sjork]

1. You finished the temple! (Add player's name unique Kaldoran temple)(+.5 culture/turn)

2. You help the flowers with their…tower…thing..

[Technocracy]

>>[You are mobilized. Your current industrial efficiency is: 100%]

>>[You gained the following units from mobilization:]

>>1 Mobilized Subterine Formation [x58][Siege][Burrow][BombardXL:10]

>>1 Mobilized Clockwork Combat Formation [x34]

>>1 Mobilized Peacekeeper Formation [x34][Bombard:12]

>>[[Lose 1.5 pop]]

>>[[You are mobilized, 4 turns]]

1. [Troop Reorganization]

You merged:

>3 Mobilized Destroyer Fleet [16x][Bombard][x4]

>1 Mobilized Combat Clockwork Formation [x13]

>1 Mobilized Peacekeeper Formation [x24][Bombard:12]

>1 Mobilized Artillery Clockwork Formation [x13][Bombard][x8]

Into the 1st Amphibious Naval Fleet [66x][Bombard:24]

You merged:

>1 Mobilized Subterine Formation [x58][Siege][Burrow][BombardXL:10]

>1 Mobilized Clockwork Combat Formation [x24]

>1 Mobilized Artillery Clockwork Formation [x13][Bombard][x8]

Into the 1st Submersible Armored Brigade [x95][BombardXL:12]

You merged:

>1 Mobilized Artillery Clockwork Formation [x13][Bombard][x8]

>1 Mobilized Combat Clockwork Formation [x13]

>1 Mobilized Combat Clockwork Formation [x13]

Into the 1st Heavy Infantry Brigade [x39][Bombard:10]

You merged:

>1 Mobilized Peacekeeper Formation [16x][Bombard][x4]

>1 Mobilized Peacekeeper Formation [16x][Bombard][x4]

Into the 1st Aerial-Interceptor Wing [x32][Bombard:8]

Revise: Mass Organization [Simple] to [Average]

2. You moved your units.

3.4: You pour vast amounts of resources into construction. The result is the largest existing ship plane-wide and integrates all known technologies. (Disband Super Sky Dreadnought "Absolute Unity" Epic++++][Bombard][x2][Massive] (Damaged) (Add 1 unit, player named ship [x50][BombardXL:10][Arm][Resilient]

[Excom]

1+2. - You manage to construct the reactor. (Add player named unique building [Small Mako Reactor])(Add resource: Power [Sustinable])

3. You sent help insofar as the track system …

4. You start working on a research facility. (Facility: 3/6)

[Everlight]

1+2.- The Wisps appear to be turning themselves into basic circuitlike structures… (Mako Electronics: 5/10)

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045820 No.18144

[Flowers]

1. - The reactor is complete! (Add player named unique building [Small Mako Reactor]

2. You manage to finish the rig. The tower can move now, if slowly. (Add unique building, player's name tracks)

3. - You activate the reactor. It provide power for the basic tracks system and compels the tower to life. (Add technology: Mako Theory [Simple])

[Vulmer]

1. You continue working on planar theory… (Planar Theory: 7/20)

2. You start working on magical research methods… (R&D methods: 8/20)

3. The site is prepared!

[Kaldor]

>>Galgorath seems frustrated. He demands action….

>>[Partially mobilized..]]

1. You paused mobilization.

2.3. You continue working on planar knowledge.. [Planar Theory: 12/30]

4. You continue work on anti-magic/projection weapons… [anti-magic/projection:3/20]

[Sunniria]

>>[You are mobilized. Your current industrial efficiency is: 100%]

>>[You gained the following units from mobilization: 4 Mobilized Sunnirian Mixed Divisions: [15x][Bombard][x2]

>>[[You are mobilized, 4 turns]]

>>[[Lose 2 pop]]

1. The techniques improve. (Runesmithing: 7/10)

2. The research continues… (Raging Strength: 2/10)

3. You merged: 1 Sunniria Shieldwall Formation [Epic][x32][Brave][Resilient]+Siege Weapon Squadron [Epic][3x][Bombard][5x][Resilient]+ 2 Sunniri Swordsmen [Very Strong][Resilient]

to 1 Sunnirian Mass Shieldwall [59x][Resilient][Bombard][x5]

4. The altar is silent, but you hear an unearthly laugh.

[Patchwork]

>>You will mobilize in 2 turns..

1) You merged [Warbirds] and [Tseyarian Birds] to 1 Patchwork Bird Corps [x42] (-10 gold)

2) You don't know how to forge sorenium, so you try to develop some basic methods.. (Sorenium: 6/10) (-30 gold)

3) You increase the size of the elemental, but it is not much bigger… [Revise: Air Elemental (x8) to Air Elemental [x12] (-30 Gold)

4) You are mobilizing!

[Necro Imperialis]

>>[You are mobilized. Your current industrial efficiency is: 100%]

>>[You gained the following units from mobilization:]

>>4 Necro Imperialis Mixed Divisions [x19][Bombard][x4]

>>[[You are mobilized, 4 turns]]

>>[[Lose 2 pop]]

1. You continue working on planar theory. (Planar Theory: 4/30)

2. You made another breakthrough in empiricism. (Revise empiricism to [Average])

3. The first level of Ntech theory is completed. (Add technology:Necro-Tech Theory [Simple])

Jesus that shit took way too long

4. You manage to examine the engine. It's a very small drive system that operates on certain necromatic principles. (Add technology: Necro-Tech Engines [Very Simple])

[Vincent]

>>The gate explodes when activated. There are many deaths.

1,2,3. The gate explodes, leaving you with nothing but fragments. (lose 5 population)

[Starkegrob]

1) You merged: 1 Starkengrober Riesengarde [Very Strong+][Brave], 1 Starkegian Infantry Brigade [x15][Brave], to 1 Starkegian Infantry Company [x22][Brave]

2) Surprisingly, you manage to find a little bit. (Add resource: Raw Magic [Trace])

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045820 No.18145

[Angles]

>>You mobilized! You will mobilize in 1 turns…

1. Much to your surprise, the pirates are in a surprisingly good mood. It must be the amount of sex, because they're really working hard out there… (Add 4 hex, roll 13)

2. You are looking at the designs… (Fixed wing craft: 6/8)

3. You are working on persuaders that can be carried by infantry… (Omni-persuaders: 5/10)

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045820 No.18154

File: 1449218131548-0.jpg (431.18 KB,1362x580,681:290,Evacuation_of_the_Capital_….jpg)

File: 1449218131640-1.png (291.69 KB,415x772,415:772,Evac_Path.png)

Dice rollRolled 91, 52, 80 = 223 (3d100)

>>17882

>>Local Event - Great Fairy Retreat: The Capital City of Flowers in the Sky begins to evacuate the Sunflower Fields. The EXCOM HQ Tower remains.

>>Trait: Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but cannot embark it onto the open sky.

1/2. - Steer the Capital City of Flowers in the Sky towards Vulmeria; take the swiftest route possible among those known, but keep it out of the way to minimize possible contact with outsiders of any description.

3. - Use all our obscurantism techniques ( Lumic Obscurantism [Simple]; Hybrid Obscurantism [Simple]; Natural Obscurantism [Simple]) plus Magiamps to hide the Tower's movements.

https://www.youtube.com/watch?v=_-KnoMJqwrQ

The mako reactor's eerie hum signified the start of the Great Fairy Retreat: moments later, the dwarven track system came to life and started to lumber the city-spire towards the south in a surreal spectacle of magic and machine: an unnaturally saccharine scent was faint in the air for a brief second as it was ionized by the flow of the practical lifeforce of Soren. Queen Cheri herself gave coordinates to their ultimate destination after much protest, feeling that her choice would be the best chance the Capital City had at remaining hidden for the extended future once it settled down; nobody but herself knew the exact significance of the location chosen, other than the fact it was near Vulmerian lands.

Queen Cheri Lilium the Cyan was standing on the highest balcony of the tower; floor 47, silently weeping as she gave her homeland one last farewell; in her hand, she carried a basket full of sunflower petals, which she scattered into the once blue skies as the tower slowly departed from her only known home. To leave the place she swore to help grow and recover tore through her internally like a cold iron blade, though she knew deep down that it was necessary that the Bank of Soren that they labored so hard to recreate remained safe, and their actions were ultimately to the best benefit of the plane, even if not to their local part of it.

King Yarrow lifted a hand upon her shoulder in an effort to comfort her. He threw a single gold coin off the balcony and onto the distant ground; a feat that took great mental fortitude for a leprechaun and his own token of sentiment as he watched the hole that was once his mighty halls become ever so distant until it vanished into the terrain. He never thought himself as that great of a ruler compared to Cheri, and could only stop and wonder how things would have turned out had he pursued a policy other than isolation and roped her into following it: alas, there was little use in him pondering the past at this point, not when the decisions he made, the decisions /they/ made weighed so heavily on the outcome of the future.

The low rumble of the massive dwarven tracks shook the surrounding ground and heedlessly trampled over sunflower and grass alike as the tower slowly advanced forward: in a way, it symbolized the fey destroying a part of themselves in order to ensure their survival, but with each plant crushed the sunflower fairies felt as though they were being pricked with thorns. As it faded from the distance, the Queen's scattered petals gingerly glided onto the grass, laying motionless once they touched.

>>18140

The rupture to the West causes a visible stutter in the Mako reactor's functioning, as well as a sharp pang in the backs of the heads of all the attending fey: they could only hope that their course of action was the correct one towards ensuring Soren's salvation before time ran out.

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045820 No.18156

>>18154

Lore: http://pastebin.com/CSSxQsH9

Nation: Plains Fairy Kingdom of Flowers in the Sky

Population: (37.2) (+1.2/turn)

Food: (N/A)

Raw Currency: (281) (+41/turn)

Legitimacy: Very Good

Culture: 24.5 (+1.5/turn)

Industry: 17

Buildings:

>Tower: The Capital City of Flowers in the Sky [Huge]: Leprechaun Hall, The Bronze Vault of Gul, The Embassy on Floors 25 and 26 [Vulmer], Spellcard Decker on Floor 14, The Sky Arena of Stardust Dreams, Wisp Quarters on Floor 34, The Golden Central Bank of Gul, Small Mako Reactor, The Steel Treads of Sjork

>Tower: EXCOM HQ: Fabricator Quarters, Small Mako Reactor

Defenses: Feytraps [Good], National Obscurantism [Extremely Complex]

Military Units: 4 Pikechaun Platoons [Very Strong], 2 Spring Herald Squads [Strong], 2 Soren Armadillo Packs [Strong][Armored]

Resources/Quantity: Power [Sustainable]; Copper [Sustainable]; Bronze [Sustainable]; Tin [Sustainable]; Feywood [Sustainable]; Gold [Sustainable]; Sunflowers [Sustainable][x3]; Magicite [Unmined][x2]; Loun [Unmined]; Lay Cards [Sustainable]; Sunstones [Sustainable]; Moonstones [Sustainable]; Weird Scrolls [Some]

Magic/Spells: [Sunflower-Chaun] (Spells: Taint Currency [Simple]; Disorient [Simple]; Query Rainbow [Simple]; Terrain Purification [Simple]) [Lumic] (spells: Lumic Ray [Simple])

Technology: (Stone, Feywood, Bronze, Copper, Magical Fuels); Feywar [Simple]; Economics [Simple]; Exotic Animal Training [Simple]; Scaled Building [Primitive]; Air War [Simple]; Coinage [Primitive]; Commodities [Simple]; Hardened Facilities [Simple]; Lumic Magic Theory [Simple]; Lay Cards [Simple]; War Magic [Simple]; Magiamps [Simple]; Magical Industry [Primitive]; Lumic Obscurantism [Simple]; Hybrid Obscurantism [Simple]; Natural Obscurantism [Simple]; General Magic Theory [Simple]; Events [Simple]; Transmute [Improvised]; Mako-Extraction Batteries [Simple]; Industrialization [Simple]; Mako Theory [Simple]

Trade Routes: Vulmer [Large: +4 currency/turn; +.5 culture/turn]; Sunniria [Tiny:+1 currency/turn]; Technocracy [Large:+4 currency/turn; +4 industry]; Necro Imperialis: [Med:+3 currency/turn; +.5 culture/turn]; Patchwork [Tiny:+1 currency/turn]

Territory: (15)

>Bonuses:

1. Feywild: Fey territories are a total nightmare to attack or occupy because it's basically a weaponized hedgemaze. As such, Fey units can act as infiltrators and guerrillas to bog down opposition armies in movement inside your territory.

2. Fey-Blooded: As fey, you have certain advantages - you do not typically eat and are resistant to most forms of blight. You are also effectively immortal barring getting killed by something (or someone). You also do not pay upkeep for units, but large standing armies are problematic.

3. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but cannot embark it onto the open sky.

>Eccentricities:

1. You Eat WHAT?: Reproduction and population expansion is tied to gold and sunflowers.

2.The Riddle of Steel Sucks: You suffer a general penalty if enemy units deploy iron (or derivations) as a weapon. Given that pretty much everything is made of iron, it must be a good portion of their army using it.

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045820 No.18157

Dice rollRolled 3, 25, 14, 94 = 136 (4d100)

>>18142

1. Re organize my [Pirate Marines] and my [Skyborn Scuttlers] into two sets of mixed infantry to try and get the best out of both sets of skills. Spend 30 currency towards that as needed

2-3. Buff up our Anti-Air tech before the fight. Reports of small, fixed winged fighters mean we need our point defenses as good as possible.

4. Rascal Roll.

Name:Skyrates

Race: Assorted

Color: Pink

Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to

strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic

mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over

arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains

represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The

Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any

one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic

enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful

balance they have worked to set up.

To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,

airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their

assorted functions.

Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.

Economy Type: Pirate Free Market

Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.

Location: Ribwall

Population: (54.4) (1.2/turn)

Food: (Good)

Raw Currency: (161) (+9/turn)

Legitimacy: (Average)

Culture: (9.5) (+.5/turn)

Industry: (21)

Unique Buildings: [1 Pirate Council Hall] [1 DreadDock Super Dock] [1 Black Market Goods Trade Emporium] [1 PYU Pirate Univerity] [Technocracy Embassy] [Angle Embassy, aka Best Embassy]

Defenses: Aerial Patrols [Large]

Military Units: {Unit Cap 7} 1 [SkyGalleon Formation][Epic/x8]; 2 [Pirate Marines][Epic/x6][Amphib]; 2 [Skyborn Scuttlers][x4][Marines] Skycutter Formation [x27][Quick][Bombard:5]; 3 [Machine Men Marksmen*][Strong]; 2 [Transports][medium]*; 1 [Super Dread "BlackBone"][x10][Quick][Bombard][x2]

Resources/Quantity: Rum [Sustainable][x3][Market]; Iron [Sustainable][x2]; Copper [Sustainable]; Wood [Sustainable][x3]; Magicite [A Lot]; Oil/Gas [Sustainable]; Flux [Sustainable]; Sorenium [Some]; Ioun [Sustainable][x2]; Gasoline [unmined]; Truesteel [x1]

Magic/Spells: (Aero-Piratical [Average]) (spells: Summon Ghost Pirates [Simple]) (War Magic [Simple])

Technology: (Iron, Stone, Wood, Copper) Airships [Average]; Air-War [Good]; Scaled Building [Average]; Economics

[Primitive]; Bombardment[Average]; Pioneering [Simple]; Standing Army [Simple]; Raiding [Average]; Magi-tek Engines [Super-Excellent]; AA [Simple]; Shot [Average]; Counterespionage [Simple]

Trade Routes: Advent[large, +3 Industry, +4 Currency/turn]; Patchwork [Small, +2 Currency/turn]; Angle Confederation [Large, +.5 culture/turn, +4 Currency/turn]

Territory: (24)

Bonuses:

1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or

opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes

undefended/non-military, roll 1d10. This does not apply to creatures.)

2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes

traditionally shipboard marines and boarding parties.

Eccentricities:

1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,

disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.

2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.

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045820 No.18167

>>In another place and time…

“Shalboz.”

“Morgaz. It is good to see you. You look well after the campaign.”

“Is this a joke about my eye Shalboz?”

“Yes, it is.”

Morgaz grins. “The eye still retains some sight. Truthfully my injuries are internal. I had to commit several of our fellows to the flames yesterday.”

Shalboz pauses. “… Morgaz you always take the rituals too seriously.”

Morgaz glares at him and grows severe. “It is because nobody takes the rituals seriously. With violence one must cling to ritual or drink of the blood. You know this, Shalboz.”

Shalboz nods a little. “This is the truth Morgaz. I do not like killing; I have rarely met a race that enjoys it. Even the Mericon experience only relief, which is different from enjoyment.”

As the two dragons talked a dwarven and elven ambassador argued in the hallway. They stood aloof of the two dragons as they gestured and pointed at each other. Their shouting is audible as the two retinues looked at their weapons with unease. The dragons looked at them with some confusion and annoyance.

“How long has the meeting been going on, Shalboz.”

“Four weeks, Morgaz. Four weeks.”

“By the powers. My hatred of this is intense Shalboz… the sophistry being deployed is matched only by the autocrats.”

Shalboz laughed to himself and scratched his considerable chin with his claw. “You never were much for discussion, Morgaz. That is how you will fail. Your intellect has given you power but not much wisdom; discussion leads to better results in time. Be wary of the intellect Morgaz, it leads to conceit.”

Morgaz scoffed and rolled his extremely large eyes. “We can see how much the debate has given us. The Mericon are here and every day I tally losses of our kind in the quadruple digits. My flight is nearly exhausted, and the young races are too young and bitter of their hearts to risk death.”

“It is the curse of youth, Morgaz. Attachment to life and love. You know of both of those things.”

Morgaz snorted. “Let us not speak of Sinoa here….I have already apologized…”

Shalboz laughed to himself. “I do not a require an apology from you. She takes what she wants at all times. You are still a young wurm and such things are simply the case; no apologies are required.” Shalboz flicks his tail in an effete dismissive way. “In any event. What of your lab? Have you devised a scheme to deal with this…coordination problem that plagues us? Perhaps your…cynicism will yield us something worthwhile.”

Morgaz listens to Shalboz talk and then nods a little bit and smiles. “A portal. I read, Shalboz. I read a good deal. Many books.” Morgaz pauses and laughs a little bit. “Your sister complains to me about them all the time but I have found one. It advances certain..theories…that I have developed.”

Shalboz listens with intent. “A portal?”

Morgaz smiles. “Yes. A portal. And it requires no debate.”

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045820 No.18174

File: 1449249884307.png (3.32 MB,2229x2066,2229:2066,World Fleet.png)

Dice rollRolled 46 (1d100)

http://pastebin.com/rh7nq1Mx

1. [Troop Movement]

Pick up whatever forces from Neu-Moco the Severan Dominate is willing to spare for the grand World Fleet, then head for Sunniria and pick them up as well.

We will converge close to the Fellscape. Where the first coalition of Soren stood against another world thread. This is both symbolic, and strategic, as it puts our airships within attack range of Shezeb. Should we wish to take action, we will be in range in the next turn, or should we wish to wait, we will have our forces ready and on standby to divert to anywhere in the world we may need it.

But we must act as one.

The fate of the world rests on the shoulders of all its inhabitants. And may the gods smile upon us.

>Super Sky-Dreadnought "Annihilator" [x50][BombardXL:10][Arm][Resilient]

>2 Mobilized Peacekeeper Formation [16x][Bombard][x4]

>1 Mobilized Subterine Formation [x58][Siege][Burrow][BombardXL:10]

>1 Mobilized Clockwork Combat Formation [x34]

>1 Mobilized Peacekeeper Formation [x34][Bombard:12]

>1st Amphibious Naval Fleet [66x][Bombard:24]

>1st Submersible Armored Brigade [x95][BombardXL:12]

>1st Heavy Infantry Brigade [x39][Bombard:10]

>1st Aerial-Interceptor Wing [x32][Bombard:8]

>1st Mobilized Bomber/Destroyer Fleet [x24][Bombard][x10][Comb.Arms]

>2nd Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms]

>3rd Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms]

>2 Destroyer Formation [Titanic]

>2 Clockwork Divisions [Titanic]

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045820 No.18175

File: 1449250950208-0.jpg (16.83 KB,420x236,105:59,0f8a6c22c2f5ec9db5647c3d88….jpg)

File: 1449250950208-1.jpg (143.75 KB,600x825,8:11,Azazis.jpg)

>>17980

>>18174

1. Troop Movement

We stand together. My oldest living ally has called. Soren itself has called. Let us show the might of the Necro Imperial Army. Meet at the designated point.

NIAF transport and attack 1st wing [Epic][10x]

2 Assault ships [Very Strong]

13 Necro Imperialis Mixed Divisions [x19][Bombard][x4]]

NIA 1st magical division [Epic][x3][Mage]

[The People’s Shield III ][GMEN][Very Strong]

NIA 1st Shock Trooper Division [Titanic]

300 unit strength (Gmen don't count as they aren't direct combat troops they are there to protect from sabotage and if possible commit some of our own.)

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045820 No.18176

Dice rollRolled 67 (1d100)

>>18175

forgot dice

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045820 No.18185

Dice rollRolled 19, 27, 92 = 138 (3d100)

>>18142

http://pastebin.com/Hb96saUG

1. Begin repairs to the city. Stone buildings too damaged for realisitc repairs are torn down and replaced with fleshstone ones.

Spend 20 currency

2. Continue bioweapon research. We need to figure out the basics of how this works in order to form more potent immunity to it, and to learn how to turns this against our enemies.

+15 from bonus

3. Move the 2 Mobilized Kyrilith Megaswarm [x50][Deadly][Suicide] and Hierophant Composite Swarm [x22][Deadly][Burrower][Siege] to Shezeb.

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045820 No.18186

Dice rollRolled 92, 13 = 105 (2d100)

>>18185

Reroll 1 and 2

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045820 No.18191

Dice rollRolled 71, 28, 99, 65 = 263 (4d100)

>>18144

—-Actions–

All Rolls get +5 from Clever [Not put in to modifier field]

-Research Arceotech Scraps

-Mobilization: Magic and Support Units

-Raise Scout/Spy/Infiltration Units

-Vulmerian Legend [Fluff]

Population: (57.4) (+1.6/turn)

Food: (Good)

Raw Currency: (89) (+13/turn)

Legitimacy: (Good)

Culture: (6)

Industry: (11)

Unique Buildings:

-Vulmeria(Capitol)[High King's Palace] [Magic Research Academy,[Directed Research Wing]][School Network]

-Town of Dejima[0.2pop/turn, Dejima Thaumaturgial Tower, Ruins[Alch Lab, Armory], Embassy [Flowers], Technocracy [Embassy], Research Library, Fortuna Memorial University, Shezeb Memorial Planar Workshop, Ellis Temporary Housing Facility]

-Prepared Tower Site

Defenses: Vulmerian Walls and Traps [Large], [Minor Obscurantism Shroud]

Military Units: 4 Legio Vulpes Consularius[Very Strong]; 2 Legio Vulpes [Strong]; 3 Battlespheres Wings [Very Strong], 2 Vilon Avenger Formations [x10][Resilient]

Resources/Quantity: Iron [Sustainble]; Stone [Sustainable]; Wood [Sustainable]; Silver [Sustainable,+3 currency/turn], Rubicite [unmined], Arceotech Scrap [Some], Lay Cards [Trade]

Magic/Spells: [Vulmerian](spells: Invisibility [Good]; Body Alteration [Good], Death-Ray [Simple], Obscurantism [Average])

Technology: Metallurgy [Average]; General Magic Theory [Excellent]; Magical Industry [Very Simple]; Magical Fuels [Primitive], Espionage [Simple], Civil Defense [Simple], Directed Research [Simple], Empiricism [Primitive], Education [Simple],Directed Magic Research [Simple], Infantry Tactics [Average], Planar Theory [Simple]

Trade Routes: Patchwork [Medium; +2 currency/turn; +2 industry], Fae [Large:+3 currency/turn; +3 industry]

Territory: 7

Aware of: Dragon Den, the Patchwork, Kaldor, Clownbrood, Mycon, Sunflower Fae, Dominate, Technocracy, Sunniria, Necro Imperialis

Bonuses:

1. Like A Fox: Generally, very clever tactics don't work on you in combat. You're just super clever.

2. Clever: You know a thing or two about most things. You get +5 to all rolls.

Eccentricities:

1. What's That Smell?: You are vulnerable to fire. If the opposition uses fire against you, you are penalized by -1 in combat rolls. Generally the opposition must make an actual effort to use flame.

–In Progress–

-(Magic Theory: 5/20)

-Planar Theory: 7/20

-Research Methods: 8/20

-Vulmerian Legend, Stage 1 [Fluff]

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045820 No.18194

>>18191

The High King looks on at the panic and disorganization from the first Vulmerian mobilization, and sighs. He'll have to spend some extra resources to make certain this proceeds properly [[spend 30 Currency]].

Down the passage, untouched since the Plague, the Vulmerian kit continues down the passageway. He pauses as he comes across a body, skeletal, desiccated and boney, wearing the same armor the High King's royal guard did. But that wasn't the body of a fox…

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045820 No.18198

Dice rollRolled 34, 51, 49 = 134 (3d100)

>>18144

Race (Determines bonuses): Humans

Color: (Determined map color): Orange

Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.

Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"

Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.

Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.

Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.

Location:Gul

Population: (44.6)(1.2/turn) (8 mobilized)

Food: Good

Raw Currency: (39) (+12/turn)(-10 a turn due Vyriah's loss)

Legitimacy: Good

Culture: (25)

Industry: (31)

Unique Buildings: Hall of the Kings; Great Forge(+3 Industry); (Arena); +1 industry +2 culture.)(Grand Armory +3 Industry)(Grand smelter +3 Industry)(Elder's Runic Workshop)

Capitol Defenses: Stone Walls [Large]; Fortress Of Sunniria[Massive]

Military Units:

Morrigan's Cohort [Epic][Raging}[20x][Granix][Resilient]

Wulfgar's Cohort [Epic][Raging][32x][Granix][Resilient]

1 Sunniria Shieldwall Formation [Epic][x59][Brave][Resilient][Bombard x5]

1 Agarach's Cohort [Epic][10x][Granix][Resilient]

>Mobilized

Sunnirian Mixed Division: [19x][Bombard][x2]

16 Mobilized Sunnirian Mixed Division: [15x][Bombard][x2]

Resources/Quantity: Stone [Sustainable]; Copper [Sustainable] ; Iron [Sustainable] ; Steel [Sustainable]; Dark Iron [Sustainable];Feywood [Sustainable]; Sorenium [Average];

Magic/Spells: (The Way of Granix)(Runesmithing)(Raging Strength [Good])(2/10) Amplified Jump [Very Simple];

Technology: Metallurgy [Excellent];Professional Armies [Simple]; Drill [Average]; Equipment[Average]; Reorganization/Upgrades [Simple];Ranged Weapons [Simple]; Air Cavalry [Simple]; Gemworking[simple] ; Alchemy [Simple]; Systemized Cremation [Very Simple]; Infantry Tactics [Good]; Sorenium Working [Simple]; Purification Runes [Simple]; Runesmithing [Average](7/10)

Trade Routes: Patchwork [Medium: +2 currency/turn; +2 industry]; [Large:+4 currency/turn; +4 industry]

Territory: (11)

Bonuses:

1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).

2. This You Can Trust: You may reroll unit recruitment once if it below 50.

Eccentricities:

1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.

2. My Culture Is War: Culture now generally handles the amount of your standing unit slots

(cap is 8 atm)

[You are mobilized. Your current industrial efficiency is: 100%] 4 turns

Rating: [Very Good]

1. Prepare our soldier for transport so that we may take the fight to the Mericon! Yes this was grating, but it was the only way to take the fight to the true enemy.

+Professional Armies [Simple];

+Drill [Average];

Morrigan's Cohort [Epic][Raging}[20x][Granix][Resilient]

Wulfgar's Cohort [Epic][Raging][32x][Granix][Resilient]

1 Sunniria Shieldwall Formation [Epic][x59][Brave][Resilient][Bombard x5]

1 Agarach's Cohort [Epic][10x][Granix][Resilient]

>Mobilized

Sunnirian Mixed Division: [19x][Bombard][x2]

16 Mobilized Sunnirian Mixed Division: [15x][Bombard][x2]

2. Continue researching runesmithing! (7/10)

+31 Industry

+Metallurgy [Excellent];

+Equipment[Average];

+Runesmithing [Average]

3. Continue researching the Raging Strength of Granix. We will receive no help from the gods. We will make do without, as w always have, with the steel in our hands and the steel in our hearts. (2/10)

+31 Industry

+25 Culture

+Raging Strength(good)

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045820 No.18201

Dice rollRolled 88, 71, 29, 98 = 286 (4d100)

>>18142

[Morph/Tainted][Rattlehavoc's Advent]

http://pastebin.com/wGkYEbjx

Population: (69.6) (2.1 /turn)

Food: (Very Stable)

Raw Currency: (164) (+12/turn)

Legitimacy: (Stable)

Culture: 10

Industry: 6

Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town]; [First National Port of Ethos][Port];[Haven][Heavily Fortified Town];[Sanctum Minor][Town]; [Trading Post (+2 Currency/Turn)]; [GulGobs] [Town]; [Peacekeeper Factory +P] [Nearly Destroyed]

Defenses: Projection Turret Network [Medium] [Bombard][x2]

Military Units: [Rattlehavoc][x20][Resilient][Unique], [Rattlehavoc's Company] [Epic] [16x], [Tainted Company] [x16] [PEACEKEEPER ALPHA][Epic][x8][Bombard][x4], 1 Peacekeeper Formation [x16][Bombard][x4], 1 Peacekeeper Production-Model Formation [x12][Bombard][x4], 1 Herald of Arche [x???], 1 Limited Peacekeeper Formation [x9][Bombard][x4]

Resources/Quantity: Copper [Sustainable][x1]; Gems [Sustainable]; Iron [Sustainable][x1]; Wood [Strained]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x1]; Silver [Sustainable]; Coal [Sustainable]x2; Gas [Sustainable][x2], Raw Magic [Trace], Metaphysical Container Blueprints [Some]

Magic/Spells: [Morph Pluralist: Average][Summoning: Simple] (Arche's Fist [Simple])(General Summoning [Simple])(Shielding of Arche [Simple])

Technology: [Steel];[Metallurgy, Good];[Diplomacy, Average];[Communication, Simple];[Electricity, Primitive];[Walkers, Very Good];[Mechanized Warfare, Primitive];[Coinage, Good];[Sealed Construction, Primitive];[CMBatteries, Simple];[Projection Theory, Average];[Projection Weapons, Simple];[Advanced Hulls, Simple];[Cloaking, Simple];[Shielding, Very Simple];[Combustion Engine, Average];[Commodities, Average];[On-Board Weapons, Average];[Mech Flight Systems Simple]; [Standing Armies: Average]; [Magi-Leech: Simple]; [Armor-Piercing Weapons: Average]

Trade Routes: [none]

Territory: (28)

Bonuses:

1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.

2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.

3. Clever: +15 to a single roll per turn

CURRENTLY MOBILIZING IN 1 TURN: RATING: GOOD

1. Repair the Peacekeeper Factory. +15 Clever Bonus

2. Consolidate all Peacekeeper units into one larger Peacekeeper unit.

[x16] [PEACEKEEPER ALPHA][Epic][x8][Bombard][x4], 1 Peacekeeper Formation [x16][Bombard][x4], 1 Peacekeeper Production-Model Formation [x12][Bombard][x4], Limited Peacekeeper Formation [x9][Bombard][x4]

3. All units (once consolidation is done) join the Technocracy War Fleet massing near the Fellscape.

4. Pray to Doxa, the oldest member of the three lesser Morph gods, so that there may be stability and structure when Rattlehavoc departs, likely never to return.

–If Doxa would also like to send us a Herald y'know that'd be fine but no pressure.

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045820 No.18204

Dice rollRolled 47, 28, 10, 33 = 118 (4d100)

>>18144

>FluffnStuff: >>12010

Population: 102.3

Raw Currency: 100 (20/turn)

Legitimacy: Good

Culture: 14

Industry: 21

Unique Buildings:

>Patchwork City: [Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]

>New Patchwork: [Patchwork Heritage Museum], [Trade Port] [Patchwork Magic Academy] [Elton (Fortified)] [Patchwork Vault]

Professional Military (Unit Cap:8): Patchwork Flagship Mk. II (Epicx14)[Armored][Medical] Patchwork Birds [x42] Patchwork Infantry Division [x63](Mage)(Comb)(Sap) Air Elemental (x12)

Defenses: Cannon Tower Network (Large)[Bombard 3x] Elton [Fortified]

Resources/Quantity: [Stone, Sustainable], [Wood, Sustainable], [Iron, Sustainable] [Rubicite, Sustainable x3] [Steel, Sustainable] [Magicite, Sustainable] [Iron, Unmined] [Strange Ooze, Trace] [Dark Iron, Unminedx2] [Odium, Scarce] [Raw Magic, Trace,] [Sorenium, Some x2] [Mana Crystals, Sustainable]

Magic/Spells: (Air, Good) (spells: Summon Tseyarian Birds, Excellent; Tornado, Simple; Haste, Average; Summon Air Elemental, Average)

Technology: (Stone, Wood, Iron, Steel) [Airships, Average] [Aerial Navigation, Average] [Civil Defense, Basic] [Bureaucracy, Average] [Diplomacy, Simple] [Standardization, Simple] [Rationalization, Good] [Coinage, Simple] [Unit Upgrade, Improvised] [Economics, Primitive] [Equipment, Simple] [Standing Armies, Average] [Creature Equipment, Simple] [Medical, Simple] [Naval Marines, Simple] [Adverse Weather Tactics, Simple] [Magi-Infused Equipment, Improvised]

Trade Routes: Vulmer (Small) Sunniria (Huge) ITR (Small)

1) While the Republic isn't very religious, now is the time to pray to the great Traveler. Spare no expense on the ceremony. (20 gold)

2) Summon more elementals. (20 gold)

3) Examine our Tornado spell. Perhaps we can modify it for more personal use. (Tornado/wind armor get) (20 gold)

4) The Republic won't send everything, because this mission is only to bloody the Mericon, but we will send some aid- the Flagship for medical aid, and our air Elemental(s). Have them meet wherever the allied fleet is.

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045820 No.18205

Dice rollRolled 37, 21 = 58 (2d100)

[Sjork]

1&2. Convert old battleship blueprints, incorporating modern tech and designing them for optimal performance.

Re-direct our mobilization efforts towards retooling battleship production.

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045820 No.18206

Dice rollRolled 26, 36 = 62 (2d100)

>>18144

>FluffnStuff: >>12010

Population: 102.3

Raw Currency: 100 (20/turn)

Legitimacy: Good

Culture: 14

Industry: 21

>Starkegrob (City): [Dirigible Factory] [+P], [Klein Goods Plant], [Sunnirian King Mansion], [Embassy (Sunniria)], [Hydrogen Plant]

Defenses: Starkegrob Citadel [Fortress]

Starkegian Military:

>Starkegian Infantry Company [x22][Brave]

>Starkegian Zepplin Armada [Titanic][x32][Bombard][x4]

1) Send our military- the Infantry Company and the Armada- to aid the allied fleet.

2) Research ways to improve our air cannons, and make them longer range.

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045820 No.18207

Meant to spend 10 gold on action 2 as well

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045820 No.18208

>>18205

[Artisans +10]

"I trust our artisans know a thing or two about streamlined design."

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045820 No.18209

[Flowers]

1/2. You moved the tower. (You will arrive at the new location in 2 turns.)

3. The tower appears to move without being detected…

[Skyrates]

>>You mobilized! You will mobilize in 1 turn…

1. You merged: 2 [Pirate Marines][Epic/x6][Amphib]; 2 [Skyborn Scuttlers][x4][Marines] to 1 player's name choice pirate marine company [x20][Amphib]

2-3. It doesn't go very well…but….

4. ….much to your surprise, the pirates spend most of the day working on the AA! (Revise AA to [Average])

[Technocracy]

>>[You are mobilized. Your current industrial efficiency is: 100%]

>>[You gained the following units from mobilization:]

>>1 Mobilized Subterine Formation [x58][Siege][Burrow][BombardXL:10]

>>1 Mobilized Clockwork Combat Formation [x34]

>>1 Mobilized Peacekeeper Formation [x34][Bombard:12]

>>[[Lose 1.5 pop]]

>>[[You are mobilized, 5 turns]]

1. You moved your units. [You missed 3 dice…] [factor mobilized units this turn]

[Necro Imperialis]

>>[You are mobilized. Your current industrial efficiency is: 100%]

>>[You gained the following units from mobilization:]

>>4 Necro Imperialis Mixed Divisions [x19][Bombard][x4]

>>[[You are mobilized, 4 turns]]

>>[[Lose 2 pop]]

1. You moved your units. [You missed 3 dice..]

[Severans]

>>[You are mobilized [3 turns]. Your current industrial efficiency is: 100%]

>>[You gained the following units from mobilization: 1 Mobilized Kyrilith Megaswarm [x50][Deadly][Suicide]

>>[[Lose 1.5 pop]]

>>The contagion appears to be spreading. Lose 3 population.

1. You start the repairs….and they finish! (reset Urbanization damage)(-20 currency)

2. You make some more progress… (Bioweapons: 7/8)

3. You moved your units. [Advantage: Very Good] [count mobilized units this turn]

[Vulmer]

1. The scraps are….from a …weapon of some sort… (Weapon/???)

2. You mobilize! [Rating: Not good]

3. You manage to raise some…really good units. (Add 3 units, player's named scouts [x3][Infiltrate])

[Sunniria]

>>[You are mobilized. Your current industrial efficiency is: 100%]

>>[You gained the following units from mobilization: 4 Mobilized Sunnirian Mixed Division: [15x][Bombard][x2]

>>[[You are mobilized, 3 turns]]

>>[[Lose 2 pop]]

1. You moved your units… [count mobilized units this turn]

2. You increased your knowledge of runesmithing! (Revise to: [Good])

3. The spell appears to be moving along… (7/10)

[Rattlehavoc]

>>[You are mobilized. Your current industrial efficiency is: 100%]

>>[You gained the following units from mobilization: 1 Mobilized Morph Division: [22x][Bombard][x2]

>>[[You are mobilized, 1 turns]]

>>[[Lose 2 pop]]

1. The factory is fixed! (Reset status: Factory)

2. You consolidated:

[x16] [PEACEKEEPER ALPHA][Epic][x8][Bombard][x4], 1 Peacekeeper Formation [x16][Bombard][x4], 1 Peacekeeper Production-Model Formation [x12][Bombard][x4], Limited Peacekeeper Formation [x9][Bombard][x4] to

3. You moved all of your units. [count mobilized units this turn]

4. Doxa remains quiet, but the Herald seems stronger… (revise: 1 Herald of Arche [x???] to 1 Avatar of Arche [x???])

[Patchwork]

>>You will mobilize in 1 turn..

1) The ceremony is ongoing. (-20 currency)

2) You summon a few more groups of elementals. They're sort of small, but they are numerous. (Add 1 unit, elementals, player's name choice [x6][Fly])

3) The spell research is quite slow, to be honest. (Tornado: 2/10) (-20 currency)

4) You sent your units…

[Starkegrob]

1) You moved your units.

2) You work on longer barrels… (Long Range Barrels: 3/10)

[Sjork]

1.2: You convert the old battleship blueprints for the next round of construction. (Set: Tooling to [Amazing])(+3 industry)

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045820 No.18210

>>18209

[Rattlehavoc]

2. [Fix]

[x16] [PEACEKEEPER ALPHA][Epic][x8][Bombard][x4], 1 Peacekeeper Formation [x16][Bombard][x4], 1 Peacekeeper Production-Model Formation [x12][Bombard][x4], Limited Peacekeeper Formation [x9][Bombard][x4] to 1 player's name peacekeeper formation [x65][Bombard:20]

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045820 No.18211

>>Global: If you are moving units this turn, add mobilized units to those moving groups.

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045820 No.18212

Dice rollRolled 87, 11 = 98 (2d100)

[Event Roll]

[Mericon Technicians][-20]

[Mericon Reinforcements]

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045820 No.18214

Dice rollRolled 61, 62, 1 = 124 (3d100)

[Morph][The Vincent Empire]

http://pastebin.com/wGkYEbjx

-Population:(14.8)(.6/turn)

-Food:(Very Stable)

-Raw Currency:(0)(+3/turn)

-Legitimacy:[Tyranny]

-Culture: 0

-Industry: 4

-Unique Buildings:[Peacekeeper Factory, +P];[Northpoint Fortress][Fortress];[Sanctum Minor][Town];[Sanctum Major][Town][Capital];[Technocracy Embassy];[First Post of Vincent][Trading Post][The Factory]

-Defenses: [None]

-Trade Routes: [none]

-Territory: (15)

-Military Units: 2 Loyalist Bodyguard Squads [Very Strong]; Tyrant Vincent [Epic][x13][Resilient][PSI][Flying]; 1 Peacekeeper Squadron [39x][Arm][Fly][Bombard][x8]; 1 Peacekeeper formation [x11][Bombard][x4]; Genesis [Epic][Mage][Resilient]

-Magic/Spells: [Morph Pluralist: Average][Summoning: Simple] (Arche's Fist [Simple])(General Summoning [Simple])(Shielding of Arche [Simple])

-Resources/Quantity:

Copper[Trade]; Gems[Trade]; Iron[Trade]; Wood[Trade]; Gold[Trade]; Rubies[Some]; Steel[Sustainable]; Stone[Trade]; Silver[Trade]; Coal[Unmined]; Gas[Unmined]; Iron [Sustainable]; Magicite Sustainable]; Lucentium [Sustainable]; Rubicite[Sustainable][x3]; A Dimensional Gate[Ruined]; Arceotech Cables[Some]

-Technology:

—Advanced Resource—

[Steel]

—Industry—

[Metallurgy, Good]

[Sealed Construction, Primitive]

[Electricity, Primitive]

[Combustion Engine, Average]

—Diplomacy/Government—

[Diplomacy, Average]

[Communication, Simple]

[State Intervention, Primitive]

—Advanced Mechanics—

[Walkers, Very Good]

[Advanced Hulls, Simple]

[Cloaking, Simple]

[Shielding, Very Simple]

[CMBatteries, Simple]

[Mech Flight Systems Simple]

—Combat/Military—

[Mechanized Warfare, Primitive]

[Projection Theory, Simple]

[Projection Weapons, Primitive]

[On-Board Weapons, Simple]

[Scouting, Simple]

[Air-War, Primitive]

—Economic—

[Coinage, Good]

[Commodities, Simple]

Bonuses:

1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.

2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.

3. Tyranny: Your nation is a tyranny. Legitimacy doesn't change.

Eccentricities:

1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)

—–

[IN PROGRESS]

-

-

-

—–

1. Send all troops aside from Genesis:

-2 Loyalist Bodyguard Squads [Very Strong]

-Tyrant Vincent [Epic][x13][Resilient][PSI][Flying]

-1 Peacekeeper Squadron [39x][Arm][Fly][Bombard][x8]

-1 Peacekeeper formation [x11][Bombard][x4]

2,3. Genesis prays to Ethos, god of moral strength and desire for good, speaker of peace to share with the morphs with his presence, or present himself through Genesis. In this times of need, and Vincent's certain death, the morphs of the plane need a leader.

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045820 No.18215

Dice rollRolled 62, 76, 53 = 191 (3d100)

>>18174

>>18208

LAST TURN -

2. Assist our artisans in the design and retooling of our Mobilization efforts to produce the battleships, which will be provided with the heavy forms of XL artillery we are recently deploying in Subterine and SSD.

Bonus:

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

Construction Technology:

Industry: (77) [Fixed from bonus IRC]

Large Scale Construction [Average]

Sturdy Construction, [Average]

Tooling [Excellent]

Rationalization [Good]

Standardization [Good]

Total Mobilization to [Average]

Military-Industrial Complex [Average]

Recycle/etc Technology:

Recycling [Very Good]

Salvage [Simple]

Ship/Weapons Technology:

[Airships, Basic]

[Advanced Hulls, Simple]

Bombardment [Good]

Firearms [Good]

Magi-tek Engines [Average]

Elemental Magitek [Simple]

Seismic Charges [Simple]

Electricity [Primitive]

3-4. Start studying the Runes and Iconography of Galgoroth, and how we can invoke the favor of the Annihilation god upon our weapons and artillery.

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045820 No.18216

>>18214

[Vincent Catch Up]

1. You moved your units.

2.3 Ethos laughs a little bit, noting your amorality. Nothing happens.

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045820 No.18217

Dice rollRolled 46, 55, 51 = 152 (3d100)

>Quick and dirty missed turn

last turn's stats >>17989

Angle Confederacy Actions:

1.

Transfer tech to Sunniria. Treaties we're not part of be damned, Soren is at stake!

>Airships [Average]

2.

Continue Fixed Wing research!

(Fixed Wing craft: 6/8)

3.

Our infantry must have better weapons!

Omni-persuaders: 5/10)

I also need to know what levels of tech I got from Skyrates last turn.

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045820 No.18218

Dice rollRolled 3 (1d3)

>>18217

and the 1d3 for expansion

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045820 No.18219

>>18215

[Technocracy Incomplete]

2. You start working on XL field pieces. The ones on the battleship are custom made. (XL Artillery: 4/12)

3.4. You start working on weapons to be blessed by the god of annihilation. Several priests lead you through the ritual… [Annihilation Weapons: 11/20)

[Angles]

1. You sent the tech to Sunniria]

2. You managed to develop the very basic concept for fixed wing craft….. (Add technology: Fixed Wing Aircraft [Simple])

3. You are almost done with omni-persuaders! (Omni-Persuaders: 9/10)

[Sunniria[

>>You got: Technology Airships [Average] from the Angles. It translates without issue.

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045820 No.18220

Dice rollRolled 15, 98, 86, 6 = 205 (4d100)

>>18209

>FluffnStuff: >>12010

Population: 104.7

Raw Currency: 60 (20/turn)

Legitimacy: Good

Culture: 14

Industry: 21

Unique Buildings:

>Patchwork City: [Council Headquarters], Aeroport [Large], [Temple of the Traveler], [Gobtown], [Bogart] [Patchwork City Marketplace]

>New Patchwork: [Patchwork Heritage Museum], [Trade Port] [Patchwork Magic Academy] [Elton (Fortified)] [Patchwork Vault]

Professional Military (Unit Cap:8): Patchwork Flagship Mk. II (Epicx14)[Armored][Medical] Patchwork Birds [x42] Patchwork Infantry Division [x63](Mage)(Comb)(Sap) Air Elemental (x12) Air Elemental Flyers [x6][Fly]

Defenses: Cannon Tower Network (Large)[Bombard 3x] Elton [Fortified]

1) Continue the ceremony. (Ceremony/???)(20 Gold)

2) And finish our research into Sorenium. (6/10)

3) Summon more birds for the Corps.

4) Work on our Personal Tornado spell. (2/10)

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045820 No.18221

>>18220

20 Gold to action 4

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045820 No.18222

>>18176

>>18198

>>18185

>>18201

The Fleet has arrived, and is prepared to attack.

We could wait another turn, or we could press in now.

All nations please vote your stance on whether we should attack now or for any reason later.

The ITR is in favor of an attack now. The previous issue of plannar destabilization, combined with potential disruption of their Portal, could give us an advantage this turn.

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045820 No.18223

Dice rollRolled 57, 92 = 149 (2d100)

>FluffnStuff: >>12010

Population: 104.7

Raw Currency: 60(20/turn)

Legitimacy: Good

Culture: 14

Industry: 21

>Starkegrob (City): [Dirigible Factory] [+P], [Klein Goods Plant], [Sunnirian King Mansion], [Embassy (Sunniria)], [Hydrogen Plant]

Defenses: Starkegrob Citadel [Fortress]

Starkegian Military:

>Starkegian Infantry Company [x22][Brave]

>Starkegian Zepplin Armada [Titanic][x32][Bombard][x4]

1/2) Continue work on long-range artillery. (3/10)

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045820 No.18224

>>18174

A single man approaches you covered head to toe in a black shroud. And asks for someone who may speak as the final and total authority of the ITR.

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045820 No.18225

>>18222

Wulfgar the wise say one word. "Now"

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045820 No.18226

>>18224

The man, after being checked and verified, is brought to the presence of the Technocratic Council, who welcome him behind a thick veil of bulletproof glass and robotic guards.

"Speak"

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045820 No.18227

>>18222

Rattlehavoc, adjusting the grip of his spear, turns his head upward a moment.

"Without the usurper here to imbibe raw magic and detonate upon the island, I feel as if an assault now may be fruitless. We should wait a few more days for his… -arrival-."

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045820 No.18228

[Skyrates]

>>Revise: You are now mobilized, 1 turn.

>>Industrial Efficiency 50%

>>You gained the following units:

2 Mobilized Skyrate Air-Marines [x11][Marines]

>>Lose 2 pop

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045820 No.18229

>>18222

A letter is sent to the ITR from Sigvar the Giant:

"Now is the time. I do not think we will be able to wholly destroy the Mericon yet, but we can bloody them at least. Starkegrob's army and Armada, as well as our Elemental units and Medical Flagship should be there soon, and are at your disposal.

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045820 No.18231

Dice rollRolled 89, 85, 36 = 210 (3d100)

[Morph][The Vincent Empire]

http://pastebin.com/wGkYEbjx

-Population:(15.4)(.6/turn)

-Food:(Very Stable)

-Raw Currency:(3)(+3/turn)

-Legitimacy:[Tyranny]

-Culture: 0

-Industry: 4

-Unique Buildings:[Peacekeeper Factory, +P];[Northpoint Fortress][Fortress];[Sanctum Minor][Town];[Sanctum Major][Town][Capital];[Technocracy Embassy];[First Post of Vincent][Trading Post][The Factory]

-Defenses: [None]

-Trade Routes: [none]

-Territory: (15)

-Military Units: 2 Loyalist Bodyguard Squads [Very Strong]; Tyrant Vincent [Epic][x13][Resilient][PSI][Flying]; 1 Peacekeeper Squadron [39x][Arm][Fly][Bombard][x8]; 1 Peacekeeper formation [x11][Bombard][x4]; Genesis [Epic][Mage][Resilient]

-Magic/Spells: [Morph Pluralist: Average][Summoning: Simple] (Arche's Fist [Simple])(General Summoning [Simple])(Shielding of Arche [Simple])

-Resources/Quantity:

Copper[Trade]; Gems[Trade]; Iron[Trade]; Wood[Trade]; Gold[Trade]; Rubies[Some]; Steel[Sustainable]; Stone[Trade]; Silver[Trade]; Coal[Unmined]; Gas[Unmined]; Iron [Sustainable]; Magicite Sustainable]; Lucentium [Sustainable]; Rubicite[Sustainable][x3]; A Dimensional Gate[Ruined]; Arceotech Cables[Some]

-Technology:

—Advanced Resource—

[Steel]

—Industry—

[Metallurgy, Good]

[Sealed Construction, Primitive]

[Electricity, Primitive]

[Combustion Engine, Average]

—Diplomacy/Government—

[Diplomacy, Average]

[Communication, Simple]

[State Intervention, Primitive]

—Advanced Mechanics—

[Walkers, Very Good]

[Advanced Hulls, Simple]

[Cloaking, Simple]

[Shielding, Very Simple]

[CMBatteries, Simple]

[Mech Flight Systems Simple]

—Combat/Military—

[Mechanized Warfare, Primitive]

[Projection Theory, Simple]

[Projection Weapons, Primitive]

[On-Board Weapons, Simple]

[Scouting, Simple]

[Air-War, Primitive]

—Economic—

[Coinage, Good]

[Commodities, Simple]

Bonuses:

1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.

2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.

3. Tyranny: Your nation is a tyranny. Legitimacy doesn't change.

Eccentricities:

1. Ice is Bad: The Morph aren't a big fan of ice, as it causes them to die. (If ice is deployed in some way in combat, you suffer -2 to combat rolls.)

—–

[IN PROGRESS]

-

-

-

—–

1,2,3. Genesis continues to pray to Ethos, waiting for his prayer to be heard. He understood that the gods may shun him, that they would turn away from the empire. Genesis had once tried to strike down the leader himself, but truly the gods had seen what Genesis had. Vincent had made such actions in the name of Arche because he truly wanted what was best for the morph people. The death of the council was a mistake, of course, but the plane had a chance for a newer, greater council. With an alcolyte of Arche on the plane, and potentially one of Doxa, all that would be left is one of Ethos and a new golden age of morphs would be ushered in, unifying morphs of the plane once more. Vincent was heading towards his death in an attempt to save the plane. Did the gods not recognize Vincent only wanted what was best for the people? Perhaps they were testing Genesis. Ethos had always been a god of faith, and it was clear Genesis needed to allow for his to persist. What little money the nation had was offered to the god in good will. (Spend 3 Currency)

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045820 No.18233

>>18226

"I have come with the final message of the NI to our oldest and closest Allies. You are now our inheritors. You may claim our lands and what is left of our population when the ceremony is completed. But bear in mind. Doing so means you inherit our final wishes. Close the plane so that the mericon may never again threaten it. End the police state the time of doubt and fear is drawing to a close. Build a monument of what has happened so that our story will not be forgotten do not sugar coat it we have made many mistakes let the future judge us knowingly and fairly.

Do these things and you will inherit everything we once held. Our resources, our technology, our lands, our very people or what is left of them anyways.

For now control of our military is immediately transferred to you."

He looks south towards his homeland. And feels the pull.

"My time is at end. Keep faith brothers."

Suddenly a flash of green light. You can see his very life force pulled from his body and fly south. The bones collapse lifeless under their funeral shroud.

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045820 No.18234

Dice rollRolled 34, 18, 69, 53, 8, 77, 4 = 263 (7d100)

1-7

Ultionem Morgaz

http://pastebin.com/x8LPGpj5

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045820 No.18235

Dice rollRolled 7, 61, 28, 48 = 144 (4d100)

>>18234

1,2,5,7

Perfectionist rerolls

It is a magic ritual

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045820 No.18237

Dice rollRolled 21, 32, 25 = 78 (3d100)

>>18209

1. GET THE FUCK ON THE SHIPS. Head over to fight, haul ass and play some FIGHTAN SONGS

2. RECRUIT MORE SWASHBUCKLER MARINES

3. GRAND SKYGALLEONS. MORE OF THEM

Name:Skyrates

Race: Assorted

Color: Pink

Fluff: Every world has that group of people that just don't fit in. Some of them want to shake things up, others want to

strike at what they see as a hidden injustice, and others just want to watch the world burn. Sky pirates are an eclectic

mix of people who gathered together under common desires and goals. The Skyrate Nation is the closest thing to a over

arching government for these various crews. Held together by tradition and ages old treaties, the Council of Captains

represents the crews with the most ships, the most pull with other nations, and other proofs of cunning or strength. The

Council's main goal is to avoid over piracy of any one group, to prevent the entire thing falling apart, or drawing any

one other country to their home city. Every generation or so the Council elects a single Pirate Lord, a person charismatic

enough to be able to bind all pirates together should there be a crisis, or a threat that could dismantle the careful

balance they have worked to set up.

To this effect they have created Port of Call currently known as Skytuga, a mess of trade, airship docks, airship repairs,

airship sellers, and more, the crowning piece being a large building that houses the Council and the Pirate Lord and their

assorted functions.

Government Type: Kratocracy based "Council of Captains" with one overcaptain referred to as the Pirate Lord.

Economy Type: Pirate Free Market

Religion: Worship the God of The Sky and Storms, The Goddess of Luck, and the Goddess of Wealth.

Location: Ribwall

Population: (53.6) (1.2/turn)

Food: (Good)

Raw Currency: (170) (+9/turn)

Legitimacy: (Average)

Culture: (10) (+.5/turn)

Industry: (21)

Unique Buildings: [1 Pirate Council Hall] [1 DreadDock Super Dock] [1 Black Market Goods Trade Emporium] [1 PYU Pirate Univerity] [Technocracy Embassy] [Angle Embassy, aka Best Embassy]

Defenses: Aerial Patrols [Large]

Military Units: {Unit Cap 7} 1 [SkyGalleon Formation][Epic/x8]; 1 Swashbuckling Marines [x20][Amphib]; Skycutter Formation [x27][Quick][Bombard:5]; 3 [Machine Men Marksmen*][Strong]; 2 [Transports][medium]*; 1 [Super Dread "BlackBone"][x10][Quick][Bombard][x2]; 2 Mobilized Skyrate Air-Marines [x11][Marines]

Resources/Quantity: Rum [Sustainable][x3][Market]; Iron [Sustainable][x2]; Copper [Sustainable]; Wood [Sustainable][x3]; Magicite [A Lot]; Oil/Gas [Sustainable]; Flux [Sustainable]; Sorenium [Some]; Ioun [Sustainable][x2]; Gasoline [unmined]; Truesteel [x1]

Magic/Spells: (Aero-Piratical [Average]) (spells: Summon Ghost Pirates [Simple]) (War Magic [Simple])

Technology: (Iron, Stone, Wood, Copper) Airships [Average]; Air-War [Good]; Scaled Building [Average]; Economics

[Primitive]; Bombardment[Average]; Pioneering [Simple]; Standing Army [Simple]; Raiding [Average]; Magi-tek Engines [Super-Excellent]; AA [Simple]; Shot [Average]; Counterespionage [Simple]

Trade Routes: Advent[large, +3 Industry, +4 Currency/turn]; Patchwork [Small, +2 Currency/turn]; Angle Confederation [Large, +.5 culture/turn, +4 Currency/turn]

Territory: (24)

Bonuses:

1. Boarding Action: You may board enemy craft and seize them. Every time you engage enemy convoys, trade routes, or

opposition airships, you can roll 1d10 after defeating the craft to see if you captured some them. (If routes

undefended/non-military, roll 1d10. This does not apply to creatures.)

2. Sketchy Gentlemen: Every time you recruit land units, you can reroll if you roll below 50 (once). This includes

traditionally shipboard marines and boarding parties.

Eccentricities:

1. Rascals: Pirates are notorious for a variety of sketchy outright outlandish acts of villain, vice, heroism, bravery,

disruption, and general scandal. Roll a 1d100 every 3rd round to see what's going on.

2. Why Is Rum Gone?: If your rum supply is damaged, you lose legitimacy.

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045820 No.18238

Dice rollRolled 65 (1d100)

>>18237

Sketchy Reroll for number 2

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045820 No.18239

Dice rollRolled 5, 82 = 87 (2d100)

>>18233

The Council is utterly speecheless after this.

And a few of them are in fact shaking in their bones, and trying to comprehend the sheer scale of what is going on.

All that is known is that something big, terrible, but they prayed, for the good of Soren would be happening soon.

>>18210

1. [Troop Movement]

>>1 Mobilized Subterine Formation [x58][Siege][Burrow][BombardXL:10]

>>1 Mobilized Clockwork Combat Formation [x34]

>>1 Mobilized Peacekeeper Formation [x34][Bombard:12]

Move these units to the front, whether they arrive late or otherwise, they'll either help push us on or buy time for a retreat.

2. [Troop Movement]

The Necro Imperialis has given us complete control over their military forces. As such, we hereby order their swift movement of:

>>4 Necro Imperialis Mixed Divisions [x19][Bombard][x4]

To the Grand Fleet

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045820 No.18241

Dice rollRolled 97, 50, 99, 53 = 299 (4d100)

>>18209

[Morph/Tainted][Rattlehavoc's Advent]

http://pastebin.com/wGkYEbjx

Population: (69.7) (2.1 /turn)

Food: (Very Stable)

Raw Currency: (164) (+12/turn)

Legitimacy: (Stable)

Culture: 10

Industry: 6

Unique Buildings: [Council Hall of the Advent][Government];[Tinyburg][Town]; [First National Port of Ethos][Port];[Haven][Heavily Fortified Town];[Sanctum Minor][Town]; [Trading Post (+2 Currency/Turn)]; [GulGobs] [Town]; [Peacekeeper Factory +P]

Defenses: Projection Turret Network [Medium] [Bombard][x2]

Military Units Away: [Rattlehavoc][x20][Resilient][Unique], [Rattlehavoc's Company] [Epic] [16x], [Tainted Company] [x16] 1 Avatar of Arche [x???], 1 Sorenian Vanguard Peacekeeper Formation [x65][Bombard: 20], 1 Mobilized Morph Division: [22x][Bombard][x2]

Resources/Quantity: Copper [Sustainable][x1]; Gems [Sustainable]; Iron [Sustainable][x1]; Wood [Strained]; Gold [Some]; Rubies [Some]; Steel [Sustainable]; Stone [Sustainable][x1]; Silver [Sustainable]; Coal [Sustainable]x2; Gas [Sustainable][x2], Raw Magic [Trace], Metaphysical Container Blueprints [Some]

Magic/Spells: [Morph Pluralist: Average][Summoning: Simple] (Arche's Fist [Simple])(General Summoning [Simple])(Shielding of Arche [Simple])

Technology: [Steel];[Metallurgy, Good];[Diplomacy, Average];[Communication, Simple];[Electricity, Primitive];[Walkers, Very Good];[Mechanized Warfare, Primitive];[Coinage, Good];[Sealed Construction, Primitive];[CMBatteries, Simple];[Projection Theory, Average];[Projection Weapons, Simple];[Advanced Hulls, Simple];[Cloaking, Simple];[Shielding, Very Simple];[Combustion Engine, Average];[Commodities, Average];[On-Board Weapons, Average];[Mech Flight Systems Simple]; [Standing Armies: Average]; [Magi-Leech: Simple]; [Armor-Piercing Weapons: Average]

Trade Routes: [none]

Territory: (28)

Bonuses:

1. Resources can work differently for you. You may absorb their properties easily without a roll; this can be used to upgrade or change units in some way. This consumes the resources.

2. Adaptable: Generally, most technology can be adopted by you without penalty. Size and other considerations do not bear, and the Morph are clever enough to make modifications.

3. Clever: +15 to a single roll per turn

MOBILIZED: 1 TURN

1. The morphs remaining in the Advent attempt to form a Second Council, to rule and maintain stability in the likely event of Rattlehavoc's death.

2. Metaphysical Box Research continues. 15/20, +15 Bonus.

3. Another group of Tainted are rallied to defend the homeland in the event of another assault.

4. Pray to Ethos for aid and guidance. May Ethos potect the morphs that have gone away to war against the greatest threat Soren has ever known.

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045820 No.18246

Dice rollRolled 75, 10 = 85 (2d100)

>>18209

Race (Determines bonuses): Humans

Color: (Determined map color): Orange

Fluff (Determines bonuses): The Suniri were once a disparate and scattered people, living in tribes or small family group on Gul until they were united. Granix, the Bear King. Granix had solved the riddles inherent in making metal weapons, and even more the magic of mastering the body.

Hundreds of competing warlords fell to his blade, until one day he was betrayed by his best friend. Silvgar the Rat. Granix was taken into the home of his foremost rival, and despite the rescue party being mustered and sent forth, presumed to be dead. It was not so. When the party arrived, the rivals fortress was burning and his head on a pike in Granix's hands.The people were amazed because except for minor nicks and cuts, Granix was unharmed. When asked how he survived without armor or weapons Granix answered, "Is it the sword, or the hand the wields it that has true power?"

Government Type (Determines some stats): merit based Monarchy. The strongest, smartest and most powerful rules, period.

Economy Type (Determines some stats): For the most part people buy what they want and build what they want. The king let's them pursue their own ends until someone does something wrong or a pressing need must be met.

Religion (Determines magic):The Gods are distant and capricious, they rarely answer prayers and mostly look upon the world for entertainment. Life should be lived by the strength of your steel and the strength of you arm. If you do well the Gods will notice you, whether you want them too or not.

Location:Gul

Population: (43.8)(1.2/turn) (10 mobilized)

Food: Good

Raw Currency: (41) (+12/turn)(-10 a turn due Vyriah's loss)

Legitimacy: Good

Culture: (25)

Industry: (31)

Unique Buildings: Hall of the Kings; Great Forge(+3 Industry); (Arena); +1 industry +2 culture.)(Grand Armory +3 Industry)(Grand smelter +3 Industry)(Elder's Runic Workshop)

Capitol Defenses: Stone Walls [Large]; Fortress Of Sunniria[Massive]

Military Units:

>Sent

Morrigan's Cohort [Epic][Raging}[20x][Granix][Resilient]

Wulfgar's Cohort [Epic][Raging][32x][Granix][Resilient]

1 Sunniria Shieldwall Formation [Epic][x59][Brave][Resilient][Bombard x5]

1 Agarach's Cohort [Epic][10x][Granix][Resilient]

>Mobilized

Sunnirian Mixed Division: [19x][Bombard][x2]

20 Mobilized Sunnirian Mixed Division: [15x][Bombard][x2]

Resources/Quantity: Stone [Sustainable]; Copper [Sustainable] ; Iron [Sustainable] ; Steel [Sustainable]; Dark Iron [Sustainable];Feywood [Sustainable]; Sorenium [Average];

Magic/Spells: (The Way of Granix)(Runesmithing)(Raging Strength [Good])(7/10) Amplified Jump [Very Simple];

Technology: Metallurgy [Excellent];Professional Armies [Simple]; Drill [Average]; Equipment[Average]; Reorganization/Upgrades [Simple];Ranged Weapons [Simple]; Air Cavalry [Simple]; Gemworking[simple] ; Alchemy [Simple]; Systemized Cremation [Very Simple]; Infantry Tactics [Good]; Sorenium Working [Simple]; Purification Runes [Simple]; Runesmithing [Good]; Airships [Average]

Trade Routes: Patchwork [Medium: +2 currency/turn; +2 industry]; [Large:+4 currency/turn; +4 industry]

Territory: (11)

Bonuses:

1. The Riddle of Steel: You get +1 to all combat rolls to everything – except aerial combat. The penalty is waved if actually manage to engage your ground units with aerial opposition somehow (such as jumping).

2. This You Can Trust: You may reroll unit recruitment once if it below 50.

Eccentricities:

1. States Can't Climb Hills: You have trouble with 'civilized' life. You suffer a general penalty to any technology relating to nation building or statecraft.

2. My Culture Is War: Culture now generally handles the amount of your standing unit slots

(cap is 8 atm)

[You are mobilized. Your current industrial efficiency is: 100%] 5 turns

Rating: [Very Good]

1. Continue working on the Raging strength of Granix. Our heroes need to be at their best and this will help immensely.(7/10)

+31 Industry

+25 Culture

+Raging strength (Good)

2. The Angles had sent us the concepts to build airships. Finally! The Sunniri needed a way to move about Soren if they were to fight, and fight they would! From the concepts the Sunniri people would make their own take on airships. Made of light but strong feywood and dark iron, with Runes of Strengthening and lightening added to it to allow it to float, driven by the winds honest and clean. It's armament will be ballistae mounted to it and Crewmen armed with siegebows. Both such weapons will be made of Feywood as well, the tips of the heads will be Sorenium. These will carry us across Soren and beyond at speed in the air.

+31 Industry

+Sorenium

+Feywood

+Dark Iron

+Equipment Average

+Metallurgy Excellent

+Drill Average

+Runesmithing Good

+This you can trust

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045820 No.18247

Dice rollRolled 17 (1d100)

>>18246

3. The gods won't help? Fine, that's their prerogative. IF thought won't help us we don't need them. Stoval himself went to the Arena grounds, which had been emptied of Shezeb refugees finally. He would lead the training of every man, woman, or child volunteering to fight. The training would be merciless, long, harsh and unforgiving. It would be the Training regimen of Granix himself, something even of this age Heroes now struggled with. While most would likely quit or fail, Even then they'd be improved enough to fight for Sunniria, not heroes but warriors all the same. Stoval however would not stop, would not relent, would not kneel. he would endure everything this training was and did to him. He would accept the pain, and move past it. He would find his limits, and shatter them. He would go above and beyond the call in order to become what his people NEEDED, a strong king willing to fight and defend his people. After training was done the people who passed or did will enough would be given the best equipment Sunniria could offer.

+31 Industry

+Professional Armies [Simple];

+Drill [Average];

+Equipment[Average];

+Reorganization/Upgrades [Simple];

+Ranged Weapons [Simple];

+Infantry Tactics [Good];

+Sorenium Working [Simple];

+Purification Runes [Simple];

+Runesmithing [Good];

+This you can trust

Plus

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045820 No.18249

Dice rollRolled 52, 29 = 81 (2d100)

>>18246

>>18247

This you can trust Reroll for 2 and 3

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045820 No.18267

File: 1449295266630.jpg (178.49 KB,1280x533,1280:533,tumblr_niapb8jo161qft2nco7….jpg)

Dice rollRolled 10, 3, 3, 5, 4, 2, 1, 9, 2, 4, 4, 8, 3, 6, 10, 3, 7, 2, 8, 3, 8, 10, 4, 5, 1 = 125 (25d10)

>>18249

ITR

>Super Sky-Dreadnought "Annihilator" [x50][BombardXL:10][Arm][Resilient]

>2 Mobilized Peacekeeper Formation [16x][Bombard][x4]

>1 Mobilized Subterine Formation [x58][Siege][Burrow][BombardXL:10]

>1 Mobilized Peacekeeper Formation [x34][Bombard:12]

>1st Amphibious Naval Fleet [66x][Bombard:24]

>1st Submersible Armored Brigade [x95][BombardXL:12]

>1st Heavy Infantry Brigade [x39][Bombard:10]

>1st Aerial-Interceptor Wing [x32][Bombard:8]

>1st Mobilized Bomber/Destroyer Fleet [x24][Bombard][x10][Comb.Arms]

>2nd Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms]

>3rd Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms]

Necro Imperialis

>13 Necro Imperialis Mixed Divisions [x19][Bombard][x4]

Sunniria

>1 Sunniria Shieldwall Formation [Epic][x59][Brave][Resilient][Bombard x5]

>1 Sunnirian Mixed Division: [19x][Bombard][x2]

>20 Mobilized Sunnirian Mixed Division: [15x][Bombard][x2]

Rattle Havoc

>1 Sorenian Vanguard Peacekeeper Formation [x65][Bombard: 20]

>1 Mobilized Morph Division: [22x][Bombard][x2]

Patchwork/Starkegian

>1 Starkegian Zepplin Armada [Titanic][x32][Bombard][x4]

Vincent's Empire

>1 Peacekeeper Squadron [39x][Arm][Fly][Bombard][x8]

>1 Peacekeeper formation [x11][Bombard][x4]

Total:

32 XL

253 Normal

"Sir, the fleet is in Range of Shezeb. We are prepared to commence the attack on the Mericon forces" says the Commander to the Admiral

"Good." replies the Admiral, who speaks past a bearded face.

The Admiral turns to the Commander "Give them a volley."

The Commander raises his arm high, as he shouts into the Radio.

"FIRE!"

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045820 No.18269

File: 1449295596256.png (1.01 MB,1314x580,657:290,Swampland_Movements.png)

Dice rollRolled 3, 93, 4 = 100 (3d100)

>>18154

https://www.youtube.com/watch?v=8UZCQmCcpoA

Now a good distance away from home, the Capital City was navigating through swamplands not too far from myceloid lands; the mushroom men were a reclusive people that had for most of known history kept to themselves, and were likely more confused as to the source of a sharp, reaching noise then any other emotion.

Though practically invisible, the sound of the tower's movements were plainly audible from a good distance in spite attempts to dampen the noise. The lowest floors of the massive spire were all but disused save for the occasional maintenance wisp: nobody wanted to deal with the earth-shattering shriek of the engines, and the higher parts of the tower gave a better view anyway.

Lore: http://pastebin.com/CSSxQsH9

Nation: Plains Fairy Kingdom of Flowers in the Sky

Population: (38.4) (+1.2/turn)

Food: (N/A)

Raw Currency: (322) (+41/turn)

Legitimacy: Very Good

Culture: 26 (+1.5/turn)

Industry: 17

Buildings:

>Tower: The Capital City of Flowers in the Sky [Huge]: Leprechaun Hall, The Bronze Vault of Gul, The Embassy on Floors 25 and 26 [Vulmer], Spellcard Decker on Floor 14, The Sky Arena of Stardust Dreams, Wisp Quarters on Floor 34, The Golden Central Bank of Gul, Small Mako Reactor, The Steel Treads of Sjork

>Tower: EXCOM HQ: Fabricator Quarters, Small Mako Reactor

Defenses: Feytraps [Good], National Obscurantism [Extremely Complex]

Military Units: 4 Pikechaun Platoons [Very Strong], 2 Spring Herald Squads [Strong], 2 Soren Armadillo Packs [Strong][Armored]

Resources/Quantity: Power [Sustainable]; Copper [Sustainable]; Bronze [Sustainable]; Tin [Sustainable]; Feywood [Sustainable]; Gold [Sustainable]; Sunflowers [Sustainable][x3]; Magicite [Unmined][x2]; Loun [Unmined]; Lay Cards [Sustainable]; Sunstones [Sustainable]; Moonstones [Sustainable]; Weird Scrolls [Some]

Magic/Spells: [Sunflower-Chaun] (Spells: Taint Currency [Simple]; Disorient [Simple]; Query Rainbow [Simple]; Terrain Purification [Simple]) [Lumic] (spells: Lumic Ray [Simple])

Technology: (Stone, Feywood, Bronze, Copper, Magical Fuels); Feywar [Simple]; Economics [Simple]; Exotic Animal Training [Simple]; Scaled Building [Primitive]; Air War [Simple]; Coinage [Primitive]; Commodities [Simple]; Hardened Facilities [Simple]; Lumic Magic Theory [Simple]; Lay Cards [Simple]; War Magic [Simple]; Magiamps [Simple]; Magical Industry [Primitive]; Lumic Obscurantism [Simple]; Hybrid Obscurantism [Simple]; Natural Obscurantism [Simple]; General Magic Theory [Simple]; Events [Simple]; Transmute [Improvised]; Mako-Extraction Batteries [Simple]; Industrialization [Simple]; Mako Theory [Simple]

Trade Routes: Vulmer [Large: +4 currency/turn; +.5 culture/turn]; Sunniria [Tiny:+1 currency/turn]; Technocracy [Large:+4 currency/turn; +4 industry]; Necro Imperialis: [Med:+3 currency/turn; +.5 culture/turn]; Patchwork [Tiny:+1 currency/turn]

Territory: (15)

>Bonuses:

1. Feywild: Fey territories are a total nightmare to attack or occupy because it's basically a weaponized hedgemaze. As such, Fey units can act as infiltrators and guerrillas to bog down opposition armies in movement inside your territory.

2. Fey-Blooded: As fey, you have certain advantages - you do not typically eat and are resistant to most forms of blight. You are also effectively immortal barring getting killed by something (or someone). You also do not pay upkeep for units, but large standing armies are problematic.

3. Mobile: Your base of operations is effectively modular without end. You can continue to add additions and revisions to it so long as resources exist. You can also move your your capital to make it slightly harder to find, but cannot embark it onto the open sky.

>Eccentricities:

1. You Eat WHAT?: Reproduction and population expansion is tied to gold and sunflowers.

2.The Riddle of Steel Sucks: You suffer a general penalty if enemy units deploy iron (or derivations) as a weapon. Given that pretty much everything is made of iron, it must be a good portion of their army using it.

>Actions:

1. - Lets leave behind a box for the Mister Mushrooms containing a letter about a big event going on near the Fellscape and Shezeb as well as a box full of 20 currency and laycards with Lumic Ray transcribed onto them, and a sunflower. They can do whatever they want with these, but wish them the best of luck (in-letter, of course: can't have them spotting the tower!)

2. - Now that immediate danger is seemingly gone for the moment, we can start reading into those odd scrolls. You know, the ones the wisps were reading? (Research odd scrolls/???)

3. - We have lots of [Simple] concepts down…but do you ever think that there might be something beyond having a…[Simple] understanding of /something/? Lets find out what that is! (Improve Mako Theory [Simple] with better research!)

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045820 No.18270

File: 1449295734269.jpg (155.16 KB,1200x745,240:149,battleships_1552089.jpg)

Dice rollRolled 6, 3, 3, 6, 6, 9, 4, 6, 5, 5, 5, 2, 9, 1, 8, 5, 4, 7, 5, 5, 6, 6, 8, 8, 5 = 137 (25d10)

>>18267

"Sound the Great Klaxon Once!"

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045820 No.18271

File: 1449295761164.png (54.73 KB,143x163,143:163,Uh_oh.PNG)

>>18269

Oh, no. Not more fumbles; not in a time like this! Try again with the leaving the box (buy a new one), and pay off a good amount of gold to actually start interest in the research thingy! (Pay 40 currency for action 1, and 40 more for action 2.)

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045820 No.18272

File: 1449295778044.jpg (277.1 KB,1125x896,1125:896,leviathans1.jpg)

Dice rollRolled 4, 3, 1, 5, 9, 9, 2, 2, 7, 8, 5, 6, 3, 9, 5, 3, 10, 5, 2, 9, 5, 4, 7, 9, 9 = 141 (25d10)

>>18270

"Push the shell forward and into the"

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045820 No.18273

File: 1449295811900.jpg (208.44 KB,1191x670,1191:670,flyingfleetbattlefin2gro_a….jpg)

Dice rollRolled 9, 9, 3, 2, 3, 2, 7, 9, 10, 4, 5, 6, 8, 4, 3, 1, 6, 4, 10, 2, 7, 4, 4, 3, 8 = 133 (25d10)

>>18272

"Breech and barrel…"

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045820 No.18274

File: 1449295845741.jpg (94.6 KB,736x491,736:491,5f31d7e81213d24a914c6c3a6e….jpg)

Dice rollRolled 2, 8, 4, 9, 5, 7, 3, 8, 2, 10, 9, 6, 5, 10, 10, 7, 2, 9, 2, 5, 9, 4, 4, 5, 1 = 146 (25d10)

>>18273

"Sound the Great Klaxon Twice!"

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045820 No.18275

File: 1449295915053.png (1.19 MB,787x648,787:648,Air_Battle.png)

Dice rollRolled 9, 1, 3, 5, 5, 8, 8, 5, 4, 2, 3, 9, 6, 8, 2, 1, 10, 5, 6, 10, 5, 10, 10, 6, 6 = 147 (25d10)

>>18274

"With pull of Cord, fire the Gun"

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045820 No.18277

File: 1449296005933.jpg (249.13 KB,1156x614,578:307,Zeppelin_Battlefield (2).jpg)

Dice rollRolled 9, 5, 3, 7, 3, 1, 7, 8, 7, 9, 1, 3, 3, 7, 8, 9, 4, 4, 6, 7, 8, 4, 10, 9, 5 = 147 (25d10)

>>18275

"And spark Powder into life…"

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045820 No.18278

File: 1449296051271.jpg (114.24 KB,1280x720,16:9,last_exile_ginyoku_no_fam-….jpg)

Dice rollRolled 9, 5, 7, 2, 9, 6, 7, 10, 1, 5, 1, 8, 2, 1, 2, 3, 2, 6, 7, 9, 2, 6, 8, 1, 6 = 125 (25d10)

>>18277

"Sound the Great Klaxon Thrice!"

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045820 No.18279

File: 1449296142773.png (212.43 KB,300x300,1:1,MISC_CON_CarpetBombing_Por….png)

Dice rollRolled 4, 6, 3, 9, 9, 7, 1, 1, 8, 6, 9, 8, 9, 1, 8, 1, 8, 3, 10, 8, 5, 8, 6, 8, 6 = 152 (25d10)

>>18278

"Sing Praise to the"

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045820 No.18280

File: 1449296330413.jpg (101.7 KB,640x640,1:1,ExterminatusGarry.jpg)

Dice rollRolled 10, 4, 3, 7, 7, 1, 8, 4, 10, 8, 9, 8, 8, 6, 9, 1, 4, 8, 4, 6, 3, 10, 6, 10, 2 = 156 (25d10)

>>18279

"God of Annihilation"

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045820 No.18281

Dice rollRolled 2, 3, 10 = 15 (3d10)

>>18280

>Bombardment rolls complete (including this)

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045820 No.18282

Dice rollRolled 49, 66, 90, 13, 44, 95 = 357 (6d100)

[Strutural Impact]

The Main Portal [Massive]

The Secondary Portal [Massive]

The Tertiary Portal [Unfinished]

Stabilization Device A [Massive]

Stabilization Device B [Massive]

Stabilization Device C [Massive]

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045820 No.18284

Dice rollRolled 84, 58 = 142 (2d100)

[Soren Metaphsyics -5]

[Event A]

[Event B]

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045820 No.18286

Dice rollRolled 8, 5, 10 = 23 (3d10)

[Deity-Level Encounter]

[1 Avatar of Arche][???x][Flanked: -1]

[1 Mericon Planebreaker "Apex-Black"] [???x][Raging][Fearless][Resilient][CQB][Flanking: +1]

[1 Mericon Planebreaker "Sans-Draco" [???x][Raging][Fearless][Resilient][BombardXL:1][Flanking: +1]

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045820 No.18287

Dice rollRolled 10, 7 = 17 (2d10)

[Deity Level Encounter: Clash 2]

[1 Avatar of Arche][???x]

[1 Mericon Planebreaker "Sans-Draco" [???x][Raging][Fearless][Resilient][BombardXL:1][Enraged: +1]

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045820 No.18288

Dice rollRolled 4, 3 = 7 (2d10)

[Deity Level Encounter: Clash 3]

[1 Avatar of Arche][???x][Exhausted: -1]

[1 Mericon Planebreaker "Sans-Draco" [???x][Raging][Fearless][Resilient][BombardXL:1][Injured: -1]

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045820 No.18289

Dice rollRolled 4 (1d10)

Rolling for everybody.

Please red let me strategically plan everything tomorrow

ITR

>Super Sky-Dreadnought "Annihilator" [x50][BombardXL:10][Arm][Resilient]

>2 Mobilized Peacekeeper Formation [16x][Bombard][x4]

>1 Mobilized Subterine Formation [x58][Siege][Burrow][BombardXL:10]

>1 Mobilized Clockwork Combat Formation [x34]

>1 Mobilized Peacekeeper Formation [x34][Bombard:12]

>1st Amphibious Naval Fleet [66x][Bombard:24]

>1st Submersible Armored Brigade [x95][BombardXL:12]

>1st Heavy Infantry Brigade [x39][Bombard:10]

>1st Aerial-Interceptor Wing [x32][Bombard:8]

>1st Mobilized Bomber/Destroyer Fleet [x24][Bombard][x10][Comb.Arms]

>2nd Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms]

>3rd Mobilized Bomber/Destroyer Fleet [x45][Bombard][x16][Comb.Arms]

>2 Destroyer Formation [Titanic]

>2 Clockwork Divisions [Titanic]

.

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045820 No.18290

[Deity Encounter - Result]

All deity units have been destroyed in the field. The Avatar of Arche expires barely killing Sans-Draco.

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045820 No.18292

>>18231

[FLUFF]

Rattlehavoc's spines whipped backward as a torrent of destruction was rained down from the fleet. He turned towards Vincent's adjacent squadron, hefting his spear in one hand and drawing a magitech rifle with the other, keeping it held with absolute ease. His sleeveless chestpiece and heavy leggings have been swapped for a suit of plain, simple armor of Technocracy make.

"This is our finest hour. Likely our final one. What we do here, Morphish society will remember until its dying day. We must make sure that that day comes in the far, far future."

Rattlehavoc raised his spear and pointed it, pointedly, at Vincent.

"If I survive, and you do as you say you will do, I will clear your name. I promise you this."

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045820 No.18294

Dice rollRolled 10 (1d10)

>>18289

Necro Imperialis

>1 NIAF transport and attack 1st wing [Epic][10x]

>2 Assault ships [Very Strong]

>13 Necro Imperialis Mixed Divisions [x19][Bombard][x4]]

>NIA 1st magical division [Epic][x3][Mage]

>[The People’s Shield III ][GMEN][Very Strong]

>NIA 1st Shock Trooper Division [Titanic]

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045820 No.18295

Dice rollRolled 2 (1d10)

>>18294

Severan Dominate

2 Mobilized Kyrilith Megaswarm [x50][Deadly][Suicide]

Hierophant Composite Swarm [x22][Deadly][Burrower][Siege]

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045820 No.18296

Dice rollRolled 4 (1d10)

>>18295

Sunniria

Morrigan's Cohort [Epic][Raging}[20x][Granix][Resilient]

Wulfgar's Cohort [Epic][Raging][32x][Granix][Resilient]

1 Sunniria Shieldwall Formation [Epic][x59][Brave][Resilient][Bombard x5]

1 Agarach's Cohort [Epic][10x][Granix][Resilient]

Sunnirian Mixed Division: [19x][Bombard][x2]

16 Mobilized Sunnirian Mixed Division: [15x][Bombard][x2]

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045820 No.18297

Dice rollRolled 3 (1d10)

>>18296

Rattle Havoc

[Rattlehavoc][x20][Resilient][Unique]

[Rattlehavoc's Company] [Epic] [16x]

[Tainted Company] [x16] 1 Avatar of Arche [x???]

1 Sorenian Vanguard Peacekeeper Formation [x65][Bombard: 20]

1 Mobilized Morph Division: [22x][Bombard][x2]

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045820 No.18298

Dice rollRolled 9 (1d10)

>>18297

Patchwork/Starkegian

Patchwork Flagship Mk. II (Epicx14)[Armored][Medical]

Air Elemental (x12)

Starkegian Infantry Company [x22][Brave]

Starkegian Zepplin Armada [Titanic][x32][Bombard][x4]

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045820 No.18299

Dice rollRolled 10 (1d10)

>>18298

Vincent's Empire

2 Loyalist Bodyguard Squads [Very Strong]

Tyrant Vincent [Epic][x13][Resilient][PSI][Flying]

1 Peacekeeper Squadron [39x][Arm][Fly][Bombard][x8]

1 Peacekeeper formation [x11][Bombard][x4]

That's it.

TACTICS TOMMOROW

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045820 No.18301

Dice rollRolled 84 (1d100)

[Integrity of Shezeb]

[1st Event: Dispersion of Energy]

[Metaphysics of Soren -5]

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045820 No.18302

>>18292

Vincent nods, he is silent for a moment before speaking, "I only did it to forward the Advent. The council was close to death as it was, relying on a lack of action to sustain themselves. I believed that I could take control through power as Arche did. However, it only drove us apart, as it drove the three gods apart." Vincent pauses. "Genesis, the child I took in to lead my nation, I believe will be much more capable than me. He is a child of Ethos, a true leader of people." Vincent hangs his head for a moment. "I will not make it from here alive. Ensure the morph people are reunited, whether under you or Genesis or both." Vincent pauses again, watching the death of two gods at the hand of the Avatar of Arche at the cost of its own life. Its earthshaking power it wielded until its very dying breath struck awe in the tyrant morph. He thought about Genesis's project in the capital, his prayers. "Genesis has tried to bring forth Ethos, god of leadership, and likely tries as we speak. I fear his results may be for naught, as the gods look down on me and my actions, I can feel it." Vincent hangs his head before looking at Rattlehavoc once more. "We will win this battle and you will return to the people as a champion of Arche."

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045820 No.18303

>>18302

As the peacekeepers began to hover in low, for the combat to begin in earnest, Rattlehavoc simply turned to behold the extraplanar horde in front of him, his rifle glowing bright blue as he flicked off the safety.

"I do not intend on fighting as if I will see the next sunrise. My survival is doubtful.

"But if I do survive the events of today, then what you say may be true. I will make sure that they remember you. All of our people."

Rattlehavoc turned to the morphs arrayed on the peacekeepers behind him. His company, loyal for years on end– the conscripts from the Advent, ready to be thrown into a meatgrinder the likes of which they had never even fathomed before.

"SOREN'S VERY EXISTENCE DEPENDS ON US, BROTHERS AND SISTERS! PRAY TO WHICHEVER OF THE THREE YOU FAVOR, FOR WE GIVE OUR ALL FOR PLANE AND COUNTRY!

"WHO WANTS TO DIE A GOOD DEATH, TODAY?"

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045820 No.18304

Dice rollRolled 16, 77 = 93 (2d100)

[Device Effectiveness]

[Device][Ignorance -20]

[Deployment][Ignorance -20]

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045820 No.18305

Dice rollRolled 53, 23, 44 = 120 (3d100)

[Catastrophe Roll]

[Shezeb]

[Fleet]

[Mericon]

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045820 No.18306

File: 1449300710207.jpg (234.29 KB,1024x755,1024:755,glowing_grid_abstract_by_m….jpg)

Dice rollRolled 15, 33, 38, 40 = 126 (4d100)

>>18269

>>18301

https://www.youtube.com/watch?v=xZ97ij7Zv1Q

1/2/3/4.- The wisps cancel their current action and use the Mako Reactor in order to move directly into Soren's leyline network,attempting to stabilize the tower's integrity on the grid to the best of their abilities. They do this at whatever cost it might come to themselves, for after all, their presence and purpose is tied to the plane, and without it, they are nothing. They absorb 200 units of currency in order to energize themselves to their full potential, and every one of their number descends.

https://www.youtube.com/watch?v=1_uh3lYazqg

The Tower's Wisp network was detecting a severe amount of damage to the global magical grid from which Soren was based upon as virtual strands started to pull apart and the Mako Reactor started to blink a deep red shade of color. This alarmed the fairies greatly as the tower continued its advance: they were feeling it all on physical level, and there was nothing immediately on their minds that they could do: but for the wisps, one small line of reasoning did come up in the combined processing power that was allotted to them.

They couldn't hope to repair and preserve all of Soren with such little resources at the rate it was currently decomposing, but they could attempt to ensure that at least part of it still remained enact.

Unaware of what the seemingly simple creatures were doing, the fairies are in a state of great unease as the tower continues towards its set course. /Were they too late?/ A sense of primordial fear tingled down the spine of each inhabitant of the Capital City of Flowers in the Sky as the fate of Soren hung at the mercy of Shezeb.

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045820 No.18308

>>World Event – The Rift: Shezeb, under massive stress, has broken into pieces and begun to collapse into a rift after massive planar eddies are unleashed by the prototype explosive. Large portions of the coalition fleet are swallowed in a massive rift, while the remainder attempts to disperse in chaos as unknown energies lance through the fleet. The destruction of so much effort is horrific and bordering on the unspeakable. Entire crews and their machines are unable to escape the massive energy produced by the rift, and strange..tentacles..lash out and grab other ships as they overload their engines trying to escape. The fleet is in tatters and barely manages to cohere itself.

>>Under such a threat, the Mericon host instinctively retreats under the massive press of bombardment and total chaos; their communication networks collapse under the force unleashed by device but soon they rally around their remaining infrastructure and equipment. Their force is shattered, but they live. The General Coordinator barely manages to re-establish its chain of command as additional Mericon begin to spill through the gate. The portion of the island that the remaining (single) gate is located on is stable, but large portions of the host are lost by a spew of metaphysical chaos that now vomits forth from the rift. Mericon drive systems are barely able to escape the rift, thanks to their superior technical capacity, and they begin attacking whatever is emerging from the rift…

>>It is a dark day for the world.

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045820 No.18309

Dice rollRolled 100, 28 = 128 (2d100)

[Soren Metaphysics]

[Device?]

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045820 No.18310

Dice rollRolled 97, 14 = 111 (2d100)

>>World Event – Soren: Somehow, the rift has managed to stabilize the fundamental substructure of Soren. While theoreticians continue to debate precisely how, it is fairly clear that the rift itself is having not-as-yet understood stabilizing effects on the plane. Currently two intellectual camps jockey about the issue, but there is no real clear explanation. As for the rift itself, the tentacles have retreated, and the rift is…strangely stable.

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045820 No.18312

Dice rollRolled 3, 74 = 77 (2d100)

>>World Event – Purple Skies: With the dispersion of energy, the skies of Soren have assumed a more neutral purple color reflecting the increased health of the plane. Scientist and philosophers of course dispute this, and claim the plane is actually more of a mauve color. Debates continue.

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045820 No.18314

File: 1449302837018.png (3.09 MB,2229x2066,2229:2066,Soren19.png)

>>Updated my journal [does not reflect player territory changes etcetera]

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045820 No.18315

[Fleet losses]

[Vincent]

All units.

[Patchwork]

All units aside from flagship.

[Rattlehavoc]

All units aside from Rattlehavoc [set to injured]

[Sunniria]

All units aside from Morrigan's unit..

[Severans]

All units.

[Necro Imperialis

All units.

[Technocracy]

All units aside from:

Super Sky-Dreadnought "Annihilator" [x50][BombardXL:10][Arm][Resilient] [Set to nearly destroyed]

1st Mobilized Bomber/Destroyer Fleet [x24][Bombard][x10][Comb.Arms] [reduce strength to x12]

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045820 No.18316

>>18315

This, thought Rattlehavoc, was the greatest fight any Morph would ever know.

The Tainted commander launched another Mericon from the tip of his spear in his right hand and raised his left arm to put down a hail of covering fire on an oncoming Mericon squad, as his Peacekeepers loomed ahead. All they had to do was keep the Mericon occupied until Vincent could let loose his 'bomb'.

Another Mericon launched forward, and it fell as Rattlehavoc swung his spear around and disemboweled it on its way by. These things, they had commanders– bigger ones, armored ones. He tried to see through all the magicshot and the fire and the blood and the struggling bodies, but he couldn't see one.

As he dropped the magazine from his rifle, he felt a tremor, a shiver through his very being. A bright light shone through the battle-lines. It was Vincent, he had made it.

But as Rattlehavoc rammed his spear into another Mericon's head, pinning it to a rock, he knew that something was wrong.

Very wrong.

Vincent's soul-light began growing in its amplitude, and he felt a wave of pure dread wash over him.

"Fall back," he growled, pulling his spear from the rock and starting to backpedal.

"FALL BACK! BACK TO THE PEACEKEEPERS!"

His morphs, his Company, looked at him in confusion as Vincent went nuclear. There was absolutely -no- way they'd be able to exfil in time.

"FALL BACK, MORPHS!" he bellowed, leaping several stories in a single bound to cling to a peacekeeper, hauling himself up with Arche-gifted strength. "THE EXPLOSION WILL NOT–"

Reality was undone before he could finish his sentence.

Everything was a blur of fire and sound and taste and smell and he could feel his spines shatter and his armor vaporize. He leapt with all his might from ship to ship towards the Annihilator, spear in hand, as the metaphysical shockwave rolled in, unmaking his soldiers, his company, grinding his peacekeepers into monomolecular powder.

As Rattlehavoc landed on his last, rearmost peacekeeper, he thought it safe to turn and behold what it was he was fleeing from.

The tentacle, barbed and blunt and every color at once, whipped at him as it tore through his ship like a hot knife through butter. He went sailing, careening through the sky, his left arm falling into the endless sky below. Then, he hit metal, and everything went black.

When he awoke, laying prone in the deck of the Annihilator with the bodies of the soon-to-be-disposed dead, he caused quite the fright, staggering from the room, dripping blood, grabbing the Technocracy grunt by the shirt and shoving him against a wall.

"How many?"

"How many morphs lost?"

"…And how many Mericon?"

Rattlehavoc took a moment, and then let go, stumbling back to collapse against the opposite wall in exsanguinated exhaustion.

"…Then we have won."

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045820 No.18323

"This is the ITR"

"Our losses, while horrific, are not in vain.

The Mericon have lost much of their forces and resource, and have been reduced to the remainder of one final gate.

One push is all that is needed. One push and we may save this realm.

Continue to keep up faith. And do not mourn our fallen, but instead, give them the honor of hope and our continued resistance that their sacrifice has earned."

>>18306

>>18194

VULMER AND FLOWERS IN THE SKY ARE OFFICIALLY GIVEN MORGAZIAN NOTES AND LOGS REGARDING HIS MACHINE, AS PROVIDED BY THE NECRO IMPERIALIS

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045820 No.18330

>>18296

[Meta: Bazrael I have told you again and again that since Red allowed it I sent all 20 Mobilized Sunnirian Mixed Division: [15x][Bombard][x2], not 16 stop trying to countermand my own unit movements. I told you repeatedly that the Sunniri would hold nothing back. They're MY units not yours. Don't even get my started on rolling for all of us when you said you'd let us handle it, and the dumbfuck decision of blowing Vincent so early.

Red I don't know if those 4 extra units affects you calculations at all but I wanted it to be known, and I'm not sure when I'll be back today.]

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045820 No.18335

>>18330

[Meta: Yes I made that mistake, I thought it was clarified in my list but evidently I missed that. This was not intentional.

I planned to let you all roll normally, but was asked to roll for all hosts to be given a 1d10 last night by Red Philosophy.

The decision to have vincent move forward with the strike on th the portal had the support members present last night, But I claim responsibility for it's effects]

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045820 No.18351

Dice rollRolled 59, 29, 91, 9 = 188 (4d100)

http://pastebin.com/rh7nq1Mx

1. [Troop Movement]

Pull back what remains of the Grand Fleet, including the reserves of other nations, to New Khazan. We will provide the repairs and replenishing for them there.

However, the ITR's reserve forces will land in Shezeb and proceed to commence another raid.

>1 Mobilized Subterine Formation [x58][Siege][Burrow][BombardXL:10]

>1 Mobilized Clockwork Combat Formation [x34]

>1 Mobilized Peacekeeper Formation [x34][Bombard:12]

2. [Battlefield Harvesting] Even in death our ships serve. Some of their hulls and wrecks float among the lower altitudes, and even as our forces retreat we can still haul some of the wrecked ships away. We shall attempt to harvest as much debris and wreckage from the battle as is possible, and bring it back for recycling.

Recycling [Very Good]

Salvage [Simple]

2. [Annihilation Weapons] May the destruction wrought this day on Mericon and Foe reach the ears of Galgoroth, Hear our prayers death lord, and bless our weapons that we can finish off our foes.

[Annihilation Weapons: 11/20]

4. [SSD Repairs] Commence repairs on the SSD

Large Scale Construction [Average]

Sturdy Construction, [Average]

Tooling [Amazing]

Rationalization [Good]

Standardization [Good]

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045820 No.18356

>>18351

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

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045820 No.18357

>>18351

And spend 50 Gold to purchase additional parts and supplies for the repairs to the SSD

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045820 No.18371

Dice rollRolled 42 (1d100)

[[The Purifier's Interest]]

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045820 No.18375

>>Somewhere else…

Here is the log, Purifier. Text only? It was the only record to survive purifier. It thinks for a moment before speaking. Understandable. The purifier reads.

The fleet of the other is approaching. Yes. They are numerous. Yes. Have the defense grid activate and coordinate firing on command elements and targets of opportunity. Yes. Firing. Weapons … finding nearly 100% of their targets. Feed information to the communications network and the boil; the boil must know of this place. Yes. Types … weapons? Conventional admixture. Advisory: section, combine, and formation coordinators report disruption. Weapons of interest? [inaudible] No, banal. Types? Numerous. Specialized? Yes. Volume is significant. [noise] Reporting considerable other barrage; front line infantry reporting causalities. [inaudible] … deity level unit present; brand conferred is &&&. Evaluation. Power level is intermediate; minor deity, provincial. #1226C and #1037 are responding. [Noise]… fighting has commenced. 1226 is reporting issues with its weapon. 1037 … [garbled] … in close combat. Other continues to shell 1037 and 1226. 1037 has been disarmed and is engaged in melee. 1037 down to repeated hits to the skull and cranium; armor holding. [tearing noise] … units are responding with artillery salvos. &&& is stunned and withdrawing. 1037 and 1226 are in pursuit. &&& is counterattacking. [noise]

Other is turning 1037. Understood. 1226 other is fast. Understood 1037 I am firing. Hits. [noise]…seem to have no effect; switching to overcharge. Firing. Impact. &&& remains. 1037 here, reporting micro-reactor damage to auxiliary power systems; &&& has pierced through my internal power unit and I risk internal engine explosion. Attempting to discharge energy capacitors; they are overloading. 1037 your communications system is down. Attempt to flank &&&. 1037. 1037. 1037 has gone silent; I am seizing its weapon. Engaging. Reporting massive damage to my left arm; weapon is inoperable. Initiating self destruct with 77.77% effectiveness. [inaudible screeching, noise]

What makes this log of my interest? What comes next.

[Noise] … coordinator #26 reporting; unknown detonation. Clarify, communications network appears to have failed. [inaudible]. Say again you are garbled. Unknown detonation. Clarify. Possible Metaphysical event, first order. Size? There is a pause. Fifth order breach, plus alterity; discrete Order? Unknown, alterity retreated… [inaudible]

It is of interest. Bring me the remainder of the information.

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045820 No.18394

Dice rollRolled 21, 85 = 106 (2d100)

[Sjork]

1. Sjork personally aides in the reconstruction of the SSD. [Artisans: +10]

2. Create a steamlined XL-Long Range Artillery design. [Artisans: +10]

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045820 No.18402

Dice rollRolled 18, 13, 37, 48 = 116 (4d100)

>>18323

—-Actions–

All Rolls get +5 from Clever [Not put in to modifier field]

-Research: Planar Theory: 7/20 + 20 wealth

-Research: Research Methods: 8/20 +20 wealth

-Research: Morgazian Notes +30 Wealth

-VULMERIAN LEGEND [ Fluff ]

MOBILIZATION: NOT GOOD

Population: (59) (+1.6/turn)

Food: (Good)

Raw Currency: (2) (+13/turn) [after actions]

Legitimacy: (Good)

Culture: (6)

Industry: (11)

Unique Buildings:

-Vulmeria(Capitol)[High King's Palace] [Magic Research Academy,[Directed Research Wing]][School Network]

-Town of Dejima[0.2pop/turn, Dejima Thaumaturgial Tower, Ruins[Alch Lab, Armory], Embassy [Flowers], Technocracy [Embassy], Research Library, Fortuna Memorial University, Shezeb Memorial Planar Workshop, Ellis Temporary Housing Facility]

-Prepared Tower Site

Defenses: Vulmerian Walls and Traps [Large], [Minor Obscurantism Shroud]

Military Units: 4 Legio Vulpes Consularius[Very Strong]; 2 Legio Vulpes [Strong]; 3 Battlespheres Wings [Very Strong], 2 Vilon Avenger Formations [x10][Resilient], 3 Vulmerian Scouts[x3][Infiltrate]

Resources/Quantity: Iron [Sustainble]; Stone [Sustainable]; Wood [Sustainable]; Silver [Sustainable,+3 currency/turn], Rubicite [unmined], Arceotech Scrap [Some], Lay Cards [Trade]

Magic/Spells: [Vulmerian](spells: Invisibility [Good]; Body Alteration [Good], Death-Ray [Simple], Obscurantism [Average])

Technology: Metallurgy [Average]; General Magic Theory [Excellent]; Magical Industry [Very Simple]; Magical Fuels [Primitive], Espionage [Simple], Civil Defense [Simple], Directed Research [Simple], Empiricism [Primitive], Education [Simple],Directed Magic Research [Simple], Infantry Tactics [Average], Planar Theory [Simple]

Trade Routes: Patchwork [Medium; +2 currency/turn; +2 industry], Fae [Large:+3 currency/turn; +3 industry]

Territory: 7

Aware of: Dragon Den, the Patchwork, Kaldor, Clownbrood, Mycon, Sunflower Fae, Dominate, Technocracy, Sunniria, Necro Imperialis

Bonuses:

1. Like A Fox: Generally, very clever tactics don't work on you in combat. You're just super clever.

2. Clever: You know a thing or two about most things. You get +5 to all rolls.

Eccentricities:

1. What's That Smell?: You are vulnerable to fire. If the opposition uses fire against you, you are penalized by -1 in combat rolls. Generally the opposition must make an actual effort to use flame.

–In Progress–

-(Magic Theory: 5/20)

-Planar Theory: 7/20

-Research Methods: 8/20

-(Weapon/???)[Arceotech Scraps]

-Vulmerian Legend, Stage 2 [Fluff]

The researchers of Dejima grew frenzied upon receipt of the Morgazian notes. Dozens of copies were made and spread about Dejima, with one copy being sent to Vulmeria itself.

The High King himself helped direct efforts, the elderly Vulmer pouring the nation's wealth into understanding.

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045820 No.18520

Dice rollRolled 39, 10, 92, 62 = 203 (4d100)

>>18209

>Nation Fluff:

>http://pastebin.com/FBM7X4GB

>[Kaldor]

>Population: (20.4) (1/turn)

>Food: (Average)

>Raw Currency: (60) (8/turn)

>Legitimacy: (Good)

>Culture: (3)

>Industry: (13)

>Unique Buildings: [Temple, Hunter's Calling]

>[Government building, Warrior's Hall] [Reinforced Freak-Troll Farm]

[Titanic Ritual Circle]

>[Northern Fell Chain Fortress, Huge, Imposing]

>Defenses: (Elaborate Wooden Fortifications, Strong)

>Military Units:

>Huntmaster Hunting Pack [Epic][14x]

>[Deathgaze]* Very Strong, Clever

>Verana, Priestess of Galgoroth [Epic][8x][Mage][Resiliant]

>Juvenile Roc Flock [Epic][8x]

>1st Spitter Company [Epic]

>1st Kaldorian Air Fleet [Epic][x2]

>Skydrum ship [Strong][Morale]

>Claw of Galgoroth (Skyship)[x15][Bombard x4][Resilient][Quick]

>Galgorath, God of Destruction [Deity][???x]

>Resources/Quantity:

>Copper [Sustainable][x3]

>[Pelts, Sustainable]

>[Stone, Sustainable]

>[Wood, Sustainable][x2]

>[Beetlechitin, some]

>Star Metal [Sustainable][Perishes:10 turns]

>Elemental Slaves [Overflowing; 2]

>[Wurms, some]

>[Prisoners, some]

>[Iron, Sustainable][x3]

>Mildly-Burnt Freak-troll hide [some]

>Freak Troll Minors [Some]

>Wurmscale [Strained]

>Fruit [Some]

>Gems [Lots] 5x

>Rubicite [Some]

>Magic/Spells: (Elemental, Average) [Spells: Pillar of Fire, Simple; Summon Earth Sprites, Simple, scry Animal [Simple]]

>Technology:

>+Iron

>+Stone

>+Copper

>+Wood

>+Hideworking

>+Exotic Creature Training[Average],

>+War Drums [Average]

>+War Animal Training, Average)

>+Drum Amplifiers [simple]

>+Composite-Material Armors [Simple]

>+War Magic [Simple]

>+Air Transport [Simple]

>+Professional Armies [Average]

>+Airships [Average]

>+ Night-Fighting [Primitive]

>+ Spitter-Guns [Simple]

>+Re-organization [primitive]

>+Urban Pacification [Primitive]

>+Sieging [Simple]

>+Total Mobilization [Primitive]

>+Logistics [Average]

>+Scaled Construction [Very Simple]

>+Bureaucracy [Simple]

>+Projection Weapons [Average]

>+Fortifications [Simple]

>+Projection-Spitters [Simple]

>+Rationalization [Good]

>+Standardization [Good]

>+Large Scale Construction [Primitive]

>+Tooling [Primitive]

>E-Drive [Simple]

>Antimagic Weapons [Simple]

>Territory: (38)

>Bonuses:

>1. Chosen: You have an extremely affinity for elemental magic. Your people can pursue elemental magic within the usual realm of the natural elements without much issue.

>2. Predatory: During combat, roll an extra dice to determine what additional efforts your military has taken to ambush the enemy or lure them into traps. This works offensively and defensively.

>Eccentricity:

>1. Your people are not terribly good at civil construction projects and will suffer a -15 to construction project rolls generally. Defensive construction and religious constructions are not impacted

>>>You are mobilized.

>>>Set status: Mobilized, 7 turns; food supplies are taxed.

>>>Your industrial efficiency is 100%..

>>>You gained the following units from mobilization: 9 Mobilized Kaldorian Infantry Formations [Epic]

>1 Mobilized Kaldorian Warhost [x72]

2 Mobilized Kaldorian Warhosts [x48]

>4 Kaldorian Warhosts [x30][Bombard][x2]

1. Them anti-magic projection tech 3/20

2.3. Planar theory worked on [12/30]

4. Load up all Forces we're moving out…. SOUND THE DRUMS! it is time for war

https://www.youtube.com/watch?v=8tUcv_d7t3E

the Necro Imperialis, has debts of life that are long overdue.

9 Mobilized Kaldorian Infantry Formations [Epic]

>1 Mobilized Kaldorian Warhost [x72]

2 Mobilized Kaldorian Warhosts [x48]

>4 Kaldorian Warhosts [x30][Bombard][x2]

>Huntmaster Hunting Pack [Epic][14x]

>[Deathgaze]* Very Strong, Clever

>Verana, Priestess of Galgoroth [Epic][8x][Mage][Resiliant]

>Juvenile Roc Flock [Epic][8x]

>1st Spitter Company [Epic]

>1st Kaldorian Air Fleet [Epic][x2]

>Skydrum ship [Strong][Morale]

>Claw of Galgoroth (Skyship)[x15][Bombard x4][Resilient][Quick]

>Galgorath, God of Destruction [Deity][???x]

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045820 No.18521

>>18520

due to lack of necro imperialis, new target is the Technocracy, because.

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045820 No.18529

>>GM: Please post amenable scenarios for epilogue/game conclusion.

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045820 No.18532

>>Amenable Scenario: What your nation would be doing following game conclusion if things go well. This might involve long term activities, goals, or other issues of concern.

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045820 No.18536

File: 1449461354805.jpg (96.2 KB,425x375,17:15,1416169372222.jpg)

>>18532

>if things go well

>implying

Rattlehavoc returns, obtains a magitech prosthetic arm, a new spear, and leaves, with the new Council of Three governing the Advent. They expand peacefully and considerably, generating a thriving, technologically advanced morphish society that is mostly free of hostile outside influence.

Rattlehavoc and Vincent both become legendary heroes in Morph history, with statues erected in their honor and holidays to revere them and to pay respects to all the morphs killed in the Battle of Soren. Arche, depowered by the sacrifice of his Avatar, becomes a god in name only.

Eventually, a state of near-civil war develops due to ideological differences, with three 'factions' in the New Advent– pro-Doxa, descended from Vincent loyalists; pro-Ethos, descended from Old Advent loyalists; and pro-Arche, who are almost entirely Tainted that have heard of the brave exploits of Rattlehavoc and his Company. Tensions remain high.

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045820 No.18539

>>18532

>If Game ends…

>[[VULMERIAN RESEARCH INTENSIFIES]].

The Vulmer would continue to build up Dejima as a research center while building Vulmeria-the-City's defensiveness and ability to be hidden, while continuing to research Magic and all types. A particularly good event would be finding a seed of the Dead Tree, growing a new one in the Court of Vulmeria. Eventually they would seek other planes and send colonies there.

This would be done with their close allies, the Kingdom of the Flowers in the Sky.

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045820 No.18540

>>18237

>Go well.

The Skyrates put out a formal alliance with the Angle Confederation. For the most part though? Pirates going to pirate, going to privateer, and going to be scoundrels till the end days. Randomly raiding tradelanes because they can, or they were paid to, but otherwise just being themselves. They would continue to expand on Ribwall, outside of making sure the Confed had some more territory, maybe make a port on the main land, but outside of that? Pirates gonna pirate.

Oh, and they would renegotiate that Agreement with the Technocracy. And by renegotiate, I mean they would tell them to shove it for the next 20 years unless they want all their tradelanes shut down for a long, long time.

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045820 No.18542

>>18529

TAKE OVER THE WORLD! so in an "Amenable scenario" I'm dead.

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045820 No.18545

File: 1449462569271-0.jpg (757.06 KB,1920x1080,16:9,1532556.jpg)

File: 1449462569285-1.png (2.7 MB,1920x1080,16:9,Update_2.6.png)

>>18532

>>18542

Following the handing over of the Necro Imperialis resources, the Technocracy were quick to commence a general occupation and takeover of the now abandoned places with their legions of robots and restoring it to function.

However, their forces stretched to manage the depopulated Necro Imperialis, and the rest devoted entirely to the Mericon threat, were ill prepared when an army of Kaldorans arrived on their unprotected lands. Preferring to save their lives rather than save their faces, they adapted and bent the knee to Kaldor.

The dwarves and machine men that remained would be content to become managers of the automated empire they created, even if under new overlords. They would serve well as the Kapo's of Kaldor.

Having already begun a worship of Galgaroth, they would use their resources and science to forge a mighty space elevator and bridge to the moon itself, uniting the two lost love's once and for all, and establishing a moon colony for an even grander purpose.

Ever still the industrilialist they sought to build a fleet that sailed not in the skies but in the stars, as dwarves and machine men sought to expand the Kaldoran borders and build even such more massive ships that defied imagination.

Ships that would rule space itself and, in time, spread the message of Galgorath's Annihilation to any number of worlds beyond. Even if need be, Soren should the Mericon Return. They fell back from our original bombardment?

Let's see them hold out against the nuclear spears of Galgorath from the Moon and Stars.

It wasn't what we were aiming for, but sitting at the helm of our machines, ever building grander devices to their fancy, and lording over Soren (under our true overlords of course), this was far better than the mericon alternative.

And best of all, this fact. We won our bet with Vyriah, and we ruled Soren. Take that gnomish cowards!

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045820 No.18546

>>18529

With the ritual finished the 1/4th of necro population that was left split ways some taking up arms against the cowardly technocracy after it surrendered to the kaldorians traitors. Others finished studying the ntmachinery found in the ruins and used it to open a portal to the world pezar had shown them. A few staying back to destroy the machinery and any trace left of the portal it had opened soaking the area in necromantic magic to hide the trail.

As for what happened to the God creature made from the ritual. Some say it fought the kaldorians viewing them to be as bad as the mericon. Others say it focused only on the mericon. As for if it won or lost well. None of the necros know. As they are all dead now or on a completely different plane.

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045820 No.18547

>>18532

>>18529

Amenable Scenario: The survivors of Vyriah begin to rebuild their lives upon the peaceful plane. Focusing on feats of science, engineering, and magic. Wishing to learn from the mistake of the others of the old plane, in the ways of war during crucial times, and not cooperating.

There is much to do, farms to be made, mines to be found, and homes to be built. One of the first projects though, when resources are found, is the creation of an planar telescope to view the status of their old home. At some point, when this plane is fully colonized, they may set out and make an inter-planner empire of their own. For they are the gnomes of Vyriah, once a city and now a plane, they have survived storms and thrived under the calm skies. Now they prepare for new storms of the Mericon being revealed to them, the titles of empire to span a continent, and maybe even the mad empires of Soren surviving and coming for them.

But that was all for the future. Now it was the time to rebuild and relearn, to restart factories and academies, and start up villages and cities. Let blue skies shine upon the capital of Aris-Tiel, Fleet's Landing, and the gnomes of Vyriah, home.

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045820 No.18549

>>18532

With the Mericon threat taken care of, and the Technocracy bending the knee to the Kaldorians, the Patchwork Republic did as it had always done- secluded itself behind its walls. Patchwork mages summoned massive amounts of birds and Air Elementals to aid them, called great tornadoes around their villages and cities, and continued their ceremony, perhaps summoning an Avatar of the Great Traveler to their side, and the Starkegrob Protectorate poured its resources into their long-range cannons and installing them throughout the Republic's lands. If the Kaldorian's and the Technocracy attacked, they would be ready.

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045820 No.18550

At the end of the Crisis the Dominator Caste resumed its activities. The Cabal was already making great strides toward the eventual goal of goals - the dominance of life and death. After little more than a year of further intensive research, and several thousand test subjects later, they had developed a working prototype of the Moiran brain. With the ability to transfer consciousness from one brain to another in a basic and simple ritual Moirans and other Citizens of the Dominate were able to switch bodies at will. As the development of the Art beame more widespread so too did the number of people shifting bodies. Soon, to be a "moiran" was meaningless - as a Moiran could be anything they imagined. Some walked as perfect Adonises. Other chose the form of beasts or monsters. Others still chose different paths. Soon all of Moco was as the Eves had desired a paradise of change and adaptability. Their charges had done well, and it did not take long for the Moiran people to leave Soren altogether on their continent. It was now more flesh and bone than rock and resources, and in time it eventually floated away into the ether with all of Severan on it and the Moirans left to find a new home elsewhere, where they could share the Gift of Eternity.

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045820 No.18551

>>18532

>>18536

Genesis would consume some rubicite and magicite, allowing himself flight and enhanced magics he would try to protect his nation. He would continue to pray to Ethos until his prayers are answered. Should a threat ever come to his nation, he would fight until it was clear he would not win. He would flee, leaving in search of newfound power. He would try to find Sorenium, to make himself strong. He would wander the lands, looking for peace, and possibly more morphs sent to the cursed plane of Soren. Eventually he would come upon the Advent's disarray and attempt to quell the violence between factions. He would likely die to them as he refused to fight, speaking only of peace between the groups. Should he survive, he would attempt to stand against any who threatened the kingdom he would try so hard to keep safe.

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045820 No.18560

>>18532

The Sunniri people would attempt to rapidly rebuild their depleted forces and continue to train both more and greater heroes while working on Runic research. Stoval would attempt to bring his nations into a more modern framework, kicking and screaming. Sunniria had lost not because of lack of honor, or strength, but because it was young, and lacking in a resource, technology and logistics base necessary to fight and wage war effectively on a global scale.

He would with his nation's spirit battered and military forces broken bow to Kaldor, after a resistance of course. Such loyalty would hold until several projects long in the offing were done, deals were made and resources acquired, either by blade or by gold. Counter espionage and xenophobia would be amplified, Runes mastered, airships made with them the equal of anything in the sky, the ways of Granix empowering Heroes with methods never seen before, and in their hands would be Sorenium Runic weapons that cause the fabric of creation to quake and shudder. So terrible the Mericons would barely consider them "other", and so filled with hunger of annihilation only the hands of a Hero could wield them safely, anyone else risked being devoured. Then and only then would Sunniria strike, and show the fat, lazy,cowardly wretched Kaldorians and their bootlickers that anything and everything can die except glory and honor, even gods. ESPECIALLY gods, and that a strong heart can never be truly beaten.

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045820 No.18567

File: 1449472361708-0.jpg (599.78 KB,850x1275,2:3,sample-1f6f4788d4a0c5e866d….jpg)

File: 1449472361722-1.jpg (266.26 KB,850x605,170:121,a2171763af7732e2c1897d5037….jpg)

>>18532

>The Fairies of Gul:

Upon seeing the skies turn purple, the fae felt a large weight taken off of their backs as they carried onto Vulmeria without incident, the wisps having seemingly saved the day alongside the efforts of the rift. The Leprechaun King would be formally introduced to the Fox King of Vulmeria, and in the time the two kingdoms spent together, they would exchange the many things they learned in each others' company: the Vulmer learned of mako reactors, of using light magic to make it even harder to find themselves, and to work in concert with the spirits of the forest, while the fey learned of relationships, marriage, and other things, and King Yarrow would eventually wed Queen Lilium at an altar, causing many happy tears to be shed.

After a few years, it was found that the Mericon threat had been subdued by the combined efforts of the outside races (and EXCOM, which ever kept an eye looking out at them) that the tower could ultimately depart back to its home (after promising to keep the exact location of their allies a closely guarded secret), and when it did, Queen Cheri made true her promise to fix the Fellscape and repair Soren as a whole on both a physical, as well as spiritual level, working in concert with the Everlight to repair Soren's broken leylines and regulate the magical grid, perhaps some day restoring the sky-color to the natural blue it was ultimately meant to be.

They steadily served their secondary efforts maintaining the world economy: a more gentle brand of bankers from their predecessors, they were perhaps better received by the other peoples of Soren in the long run for being both lenient and forgiving in their financial dealings, forgiving the occasional slip up made by the King in his hunger for ever expanding riches, which was always shortly corrected by a stern talk from his consort. The tower would not only be built up to its originally intended 100 floor size, but it would be augmented with just about every popular luxury and object that was popular on the plane for whatever fleeting moment, becoming legendary to outsiders as it sat safe behind its shrouded borders, open to a select few whom the Queen trusted such as the Vulmerian Ambassador Luchs.

In time, the fairies began to wonder what became of the gnomes as their original job of repairing the Fellscape and the rest of Gul neared completion. Using the notes of Morgaz as well as the knowledge of the Vulmer and their vast financial reserves, they would recreate the machine that their predecessors spent much resources to produce themselves: whether or not they ever pinpointed the exact location of the Vyrian survivors remains ambiguous, but stories of winged maidens of gentle figure and mischievous demeanor occasionally graced the new homeplane of the gnomes, always dismissed as little more than fairytales as witnesses were unable to verify their claims.

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045820 No.18570

>>18567

>Luchs

"Even in epilogue, she mangles my name…"

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045820 No.18585

>>18546

Gonna rewrite this when I get home. Same idea just more and better quality hopefully.

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045820 No.18630

>>18532

The Confederacy would join the remainder of Soren in driving the Mericon back until their final portal could be destroyed, vengeance-seeking Vilon fighting beside Confederate Irregulars.

If victory ever came, the Confederacy would be forever changed. Reeling from the destruction of the Necro Imperialis and the carnage of the Mericon Invasion, Northwind and Pini would lead the formation of the Northwind Regulars. The Mericon were not just a threat to Soren, but a threat to worlds that existed beyond this one, and, some believed, worlds that may yet to be born.

The Confederacy would grow close to the Skyrates even as it picked at the bones of the Necro Imperialis. The Northwind Regulars would drive planar research and increased military research. Let Soren drift upon the winds as it pleased, the Confederacy and Northwind Regulars would prepare for the Mericon return.

But they would not sit idle, no. As Morgaz had warned Soren, the Confederacy would eventually begin to send taskforces to other planes. The Mericon were out there, and the only way to defeat them would be to go forth and prepare other planes to resist. There would be no better revenge for the Confederacy's Vilon, nor for Morgaz and Soren.

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045820 No.18631

Dice rollRolled 7, 94, 40, 98, 20, 21, 88, 77, 83, 2, 65, 2, 57, 13, 70, 95, 76, 81 = 989 (18d100)

[Concluding Event Rolls]

[Rattlehavoc]

[Vulmer]

[Skyrates]

[Angles]

[Kaldor]

[Technocracy]

[Necro]

[Vyriah]

[Severans]

[Genesis/Vincent]

[Sunniria]

[Flowers]

[Angles]

[Soren]

[Annunaki]

[The Mericon]

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045820 No.18826

File: 1449555123091.png (49.76 KB,186x219,62:73,46e39d4da7662f0a731c887754….png)

>>18631

THAN SUDDENLY BATMAN BURST FROM THE SHADE AND HIT OLD SOREN WITH A BAT GRENADE-THE END

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045820 No.18828

Dice rollRolled 2 (1d100)

[Patchwork]

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045820 No.18831

[[Final Posts: by GM]]

>>>In the years after…

Soren returned to an uneasy peace after the great war against the Mericon forces. The roaches, beaten by the combined force of the entire plane, had been destroyed after the portal rapidly expanded and then dispersed. The Mericon were, for whatever reason, unable to locate Soren again, though they could encounter the races they had fought there across the planes as they continued to menace the space beyond Soren.

From here the plane would remain mostly peaceful, barring the final war of the era of the Kaldor against the Technocracy; after that war, a loose coalition of nations would develop a relatively stable balance of powers that would effectively leave the plane at a reasonable peace. The remainder of this portion of Soren's history is of minor incident – technologies are had, money is made, but there is no more story of note to tell at this time.

Perhaps another.

[Rattlehavoc]

>>Ending Type: Morph Friends 4Ever Ending

>>Award Type: Regicide [You overthrew the “leader”!]

>>Award Type: Nerd! [Conducted a ton of research disproportional to time!]

>>Award Type: I'm helping! [Many actions were spent helping other players.]

The factions within the Advent eventually boil over in the days and years following the war. With the death of the avatar, the faith in the old gods has been shaken with the appearance of godlike creatures and the ascent of Morphs like Vincent to power. As the factions square off, the nation is gripped in a few years of uncertainty until Rattlehavoc is able to calm the disparate strife-ridden factions.

Despite the fighting and strife the nation goes on to be a middling power, but Rattlehavoc's injury never seems to heal. In the end the Advent are able, however, to reach a reconciliation with their fellow Morphs within the secessionist territories and the Advent stand reunited after many years of estrangement. Ultimately Rattlehavoc manages to arrive at a stable peace with the other nations on Gul and develop a working relationship with the other powers of the world to maintain relative stability.

[Vulmer]

>>Ending Type: Muh Research Muh Labs Muh Beakers Muh Tree Ending

>>Award Type: Insular [Didn't fight anyone or get attacked!]

>>Award Type: Nerd! [Conducted a ton of research disproportional to time!]

>>Award Type: I'm helping! [Many actions were spent helping other players.]

The Vulmer's alliance with the flowers does a good deal to balance out the plane's more aggressive nations, and those two nations (among others) gradually manage to enforce a defacto peace on the world through a series of economic measures, technological gambits, and smart diplomacy. In the fullness of time they are also able to locate a suitable seed to replace the tree in court of Vulmeria, and the kingdom seems to thrive. Further, the Vulmer also become known for a great deal of scientific, technical, and other research as their specialist labs come to be second-to-none. In the end Soren has been relatively hospitable to Soren and has spared the Vulmer much the grief put on other races.

[Skyrates]

>>Ending Type: Loveable Rascals Who Get Bored Ending

>>Award Type: This GM Sux [Didn't use bonuses very much…]

>>Award Type: Peaceful [Didn't really fight any wars or anything….]

>>Award Type: Big Fast Engines [You had the best engines in the world bar none.]

The Skyrates continue expanding into Ribwall under a nominal agreement with the Angles. This results in good returns for both parties, but there are some..ideological splits after…more angels start showing up in Angles territory for sexy reasons. In any event, the Skyrates go on to periodically annoy the other factions with raiding and destruction, but it never really gets out of hand or causes another major war in the immediate future. This has the effect of balancing the plane economically while also keeping the major powers constantly on their toes against assault. In the end the long peace puts the merry buccaneers out of a job, and many of them find themselves going on expeditions with the Angles to fight the Mericon threat on planes far afield. This isn't all bad, however, as the Skyrate society seems to maintain a certain free-wheeling character not really found anywhere else despite the peace and quiet of Soren.

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045820 No.18832

[Angles]

>>Ending Type: Angel Waifus Hero [Best] Ending

>>Award Type: Inoffensive [Didn't really declare war on anyone really and basically fought where needed.]

>>Award Type: MOM I'M LEAVING! [Divorced from parent nation peacefully.]

>>Award Type: I'm helping! [Many actions were spent helping other players.]

The Angles prosper after the great war against the Mericon. As more times goes on, their integration with the Vilon becomes more formal, and they mellow out a good deal as more and more Vilon start to appear within the ranks of the confederacy and government, bringing their democratic values and demeanor with them. Additionally, marriages increase and the population booms for a decade after the war for reasons that should be fairly obvious, but, apparently, the Vilon have a thing for stubby beards and the general beauty of the Vilon does a good deal to insinuate them into the population. Cough.

By the mid-epoch a good portion of the population is part Vilon and the general temper of the nation is good-hearted; this allows them to remain at peace with the Skyrates despite the ethical changes that are impressed upon them by the Vilon. Later, the last of Suinoz's followers join the Angles and establish a small autonomous city where they provide expertise (this is done after a minor amount of pillow talk).

Despite the change in demography the Confederacy never really looses their carefree attitude and remains piratical at heart if not so much in fact. Instead of raiding, they pursue their interest of planar travel, where they try to assist smaller planes faced with the Mericon threat through slightly more ethical raiding. This is often done clandestinely, as the Mericon will forever look for a way to locate Soren and destroy the nations that live there. So far the Angles have had some relatively good success, but time will tell if their luck stays with them. They are generally known to local planes as those “pirate angels” to simple folk whom they assist.

[Kaldor]

>>Ending Type: Deity Level Romance Ending + Chill Out Ending

>>Award Type: Goon [Participated in pretty much every major battle as hired gun]

>>Award Type: Muh Ritual [Summoned a god!]

>>Award Type: Pretty Much Not What GM expected [The GM had ideas for your nation but you confused him. It's cool.]

The final war against the Technocracy causes the world much grief and pain, and little is achieved. Eventually a ceasefire is issued after Galogorath is injured in battle against the Technocracy fleets and negotiations start. The peace is cemented as Galgorath eventually grows bored with the fighting; more importantly however, he is lovesick. During the negotiations, it is revealed that the dwarves could in theory create a device to move Galgorath to the moon to rescue his beloved Eliara. After a good deal of work during tense negotiations, it is agreed and a space elevator is constructed that would lead to Soren's only moon, Albaz. The construction is difficult, but is eventually done with Galgorath finally recovering his beloved Eliara and vanishing. This results in a a nominal peace between the Kaldorians and Dwarves, with the Dwarves eventually settling on Abaz in order to avoid the chafing of their desire for power with the races and nations of Soren; their undead constitution is well suited for the light atmosphere of the moon and deflates their hunger for land on Soren.

On Soren, the reunion of Galgorath with his beloved Eliara causes the Kaldorians to calm down a good deal. That is say, they lose most of their aggression and settle down to lead relatively banal and calm lives worthy of most typical humanoid races. Galgorath's injury never seems to heal, and so the Kaldorians never seem to attain the ferocity they once had. Perhaps this is better, as the plane lacks much the need for violence it once did….

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045820 No.18833

[Technocracy]

>>Ending Type: BITCH I LIVE ON THE MOON HAHAHHA Ending

>>Award: Cynical Arbitrariness [Behaved the most erratically!]

>>Award: FIRES OF INDUSTRY [Largest industrial base!]

>>Award: Not Vietnam [Lost the most units without losing somehow!]

The final war against the Technocracy causes the world much grief and pain, and little is achieved. Eventually a ceasefire is issued after Galogorath is injured in battle against the Technocracy fleets, and negotiations start as Galgorath eventually grows bored with the fighting; more importantly however, he is lovesick. During the negotiations, it is revealed that the dwarves could in theory create a device to move Galgorath to the moon. After a good deal of work during tense negotiations, it is agreed and a space elevator is constructed that would lead to Soren's only moon of Albaz. The construction is difficult, but is eventually done and the Technocracy finds itself humbled by the power of the gods.

This results in a a nominal peace between the Kaldorians and Dwarves, with the Dwarves eventually settling on Abaz in order to avoid the chafing of their desire for power with the races and nations of Soren; their undead constitution is well suited for the light atmosphere of the moon. Eventually the dwarves settle more properly on Albaz while finding expansion an easier way to amass power than fighting the (sometimes) annoying and (constantly) difficult other races of Soren.

[Necro]

>>Ending Type: Get Your Ass To Pezar LIKE IT AINT NO THANG Ending

>>Award: Overpowered Nerf PLZ [Fought off a sizeable player attack!]

>>Award: War crimes [Killed a bunch of people]

>>Award: Bureaucracy Nerd [Built the most bureaucracy buildings!]

The sacrifice of Necro Imperialis citizens attracts Pezar. Pezar, long ignoring his people, ultimately decides that Soren is unsuitable and provides a calm shadowy world of their own choosing far away. Most of Orgul is translated across, and the Necro Imperialis establish a relatively insular society that they had hoped for. The plane is perfect: it is totally isolated, dark, and damp in just the right way. Inside the plane the Necro Imperial establish an orderly, clean, insular, and generally dank place where undead can come to discuss issues of concern generally. Above it all stands Pezar, who watches his followers scurry and worship.

[Vyriah]

>>Ending Type: Get Your Ass To P2602[Hareev]. REMOVE INSECT REMOVE! Ending

>>Award: Gib Monies [Fought off a sizeable player attack!]

>>Award: Mid-Game Master! [Started at the beginning of the game and became a major power!]

>>Award: Life Raft of Troll! [You left the other players holding their dicks!]

The departure of Vyriah was made in haste but with a good deal of preparation. After punching through the liminal barrier to the new plane of P2602, the battleships and navy of Vyriah disembarked some 8000 Gnomes that began life anew on the somewhat unpleasant but safe world they dubbed Hareev. Hareev is mostly a boring world of lichens and small insects, itself only having recently evolved land-based life forms of any real size. This makes settling the world difficult as the population of draft animals is mall, but the gnomes make do and settle most of the world in the coming decades. The world itself a little strange – it orbits twin pulsars and has a strange ringed moon and has a light blue sky somewhat similar to early Soren. On Hareev the gnomes have developed a reasonable and quiet society of inoffensive character – much in keeping with their manner on Soren. In time the people of Vyriah manage to recover most of their previous technology, but the fundamental structures of their systems do not always seem to work on Hareev; the plane is exceedingly unmagical, and borders on the mundane.

This mundane nature of the plane generally indicates to Vyrian scientists that Hareev is…very different from Soren. Very different. The planar scope reads negative or malfunctions. There doesn't seem to be a plane where Hareev is, precisely. It seems that wherever Vyriah is, it won't need to deal with the nations of Soren (or the Mericon) for a very, very, very long time. Thank the powers.

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045820 No.18834

[Severans]

>>Ending Type: WE NEED FEMALE FLESHBEASTS! Okay fine I guess a plane is fine too Ending

>>Award: Overpowered Nerf PLZ [Fought off a sizeable player attack alone!]

>>Award: Fluff Award, 1st Place [Wrote the most fluff aside from GM!]

>>Award: ACTING [Behaved coherently!]

The Dominate continues to prosper in the years following the Mericon defeat, and soon grows to be a reasonably sized power on Soren. However, as it grows in size, it soon chafes under the boundaries imposed by the physical space of the plane. Eventually, researchers are able to make reasonable inroads within the capacities to manipulate planes, and the Dominate goes on to establish a small series of planar bases across the ruins of Moco in the vast reaches beyond the metaphysics of Soren. If the Dominate continues to flourish in the years ahead is a reasonable question, but the administration of that nation is borth capable and daring, and their small bridge to the wild expanse of the multiverse is a suitable bridge point…

[Genesis/Vincent]

>>Ending Type: WAY TO GO HERO [x2] + Statue Ending

>>Award: The Wheel [Your nations die alot!]

>>Award: Way To Go Hero [Nearly broke the plane twice!]

>>Award: Character Break Award [Vincent went from sociopath to altruistic hero quickly!]

The death of Vincent and the destruction of the Mericon host is hailed with the seperatist Advent with a good deal of celebration. However, the lack of bureaucratic procedure and clearly defined means of succession turns the battle for power into a bloodbath as Genesis-loyalist forces fight regional commanders and warlords for power inside the nation. Eventually the fighting ends, but the damage has be done and the nation really recovers. Only a consolidation with Rattlehavoc's Advent seems to to provide any hope, and the now reunited united nation functions better than the previous dark years. Vincent, despite the secession, is still viewed as a plane-wide hero – history finds more heroes than villains.

[Sunniria]

>>Ending Type: Pity The Warrior…WHO DOESN'T HAVE FAST FOOD! Ending

>>Award: Mighty Mouse [Fought a really big nation coalition and stalemated!]

>>Award: My Guys [Had the strongest infantry unit!]

>>Award: A BIG GUY [You buffed your units up the most!]

Sunniria in the years that follow the war against the Mericon encounters an existential crisis. With their foes nominally defeated and aggression within the world increasingly difficult, the Sunnirian people find themselves increasingly forced to adapt to a modern world with different values and concerns. Gradually they manage, and join the modern people in their taste, manner, and structure. Fortunately the transition goes well, and the generally good manner and brave character of the Sunnirians lingers on in their works, arts, and culture – so much so that Sunniria in the coming years becomes a veritable trove of songs, pictures, and exotic artisan weapons. As for the more violent of the Sunnirians, they often volunteer to fight with the angles on their periodic expeditions against the Mericon menace in the spaces beyond Soren. In the end their society remains much as it did, but it moves ahead as all societies must.

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045820 No.18835

[The Fairies of Gul]

>>Ending Type: Gib Monies 4 Peez Preez Ending

>>Award: Lt. Money [Stabilized the world economy!

>>Award: Flower Power [Had a big moving tower thing!]

>>Award: Fluff Award, 2nd Place [Wrote the most fluff aside from GM!]

With the threat passed, the fae and their toward rolls back home without incident. The arrival is generally heralded as the beginning of the current epoch of uneventfulness. Generally, combined with the Vulmer and the more peacefully inclined nations, the fae are able to exert a formidible economy lock on the world economy. This minimizes tensions and keeps the plane relatively free of major battles, with the more hostile nations often reaching tensions before relaxing again. The fae eventually become good at it – so good that the more expansionist nations generally try to avoid them. In the end they manage to repair a good deal of the damage inflicted upon the plane by the assorted wars: the fellscape is reclaimed, for example, but some damage such as the scar of Morgaz remains unfixed; EXCOM itself is disbanded, and the wisps return to the soil with their task largerly complete.

However, despite their best efforts, the fae are never able to find where the gnomes went, precisely. It's possible they are in another place and time, but nobody is sure. You get the feeling everything is fine, though.

[Patchwork]

>>Ending Type: Acts of Omission and Bashful Is You Ending

>>Award: Nice [Wars were minimized!]

>>Award: Isolationist [Interactions were minimal!]

>>Award: No techy Tradey [Didn't Trade Techs Much!]

The Patchwork Republic never sees an attack by Kaldor, and the amassed nations of the nation watch as the battle between the Technocracy and Kaldor transpires and dissapates. With most effective enemies defeated or losing their general temper, the republic takes a more diplomatic route and manages to work with other nations on Soren on more peaceful methods of dispute resolution while conveniently backed by the force of the republican navies. In the end these prove successful, and the plane enters a relatively stable and prosperous age. All told, the republic itself soon grows to encompass most of Gul with an effective structure of governance and goes on to act as a stabilizing anchor in the world political scene with the help the Fae, Vulmer, and others.

[Soren]

Soren itself deteriorates slowly over time from the rift. While initially stable, the rift itself cannot exist in standard reality for long period. However, thanks to the technical efficiency and skill of the nations of Soren, the damage is mostly contained. The color of the sky stays purple, however.

[The Mericon]

>>Ending Type: Cybernetic roach societies? Sorta resilient.

The Mericon remain, much as they have in planar space terrorizing and destroying planes at unprecedented rates despite often coherent resistance. The incident on Plane #2266409 largely goes unremarked until word is leaked by returning soldiers. This results in a series of brutal purges of the general staff as information about the plane leaks; the Mericon boil is wracked by fighting for several months as factions square off. Unfortunately, the fight results in increasingly effective methodologies, refinements in tactics, new procedures and better strategies. If is unclear if a defeat of the creatures was of a clear benefit to others in the long run, but the smaller battle has indeed been won – the Mericon are unable to find Soren again despite their best efforts. This makes them ANGRY to no end.

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045820 No.18836

>>Somewhere else..

“They nearly blew up the plane twice.”

“Yes, they did.”

“Twice, sweetie.”

“Stop looking at it.”

“Twice.”

There is a sigh.

“At least they lived. I even told them about the notes and they still blew everything up.”

There is another sigh. “They're fine, come here.”

There is a pause and a snort. “Fine.”

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045820 No.18837

File: 1449561253980-0.jpg (56.55 KB,800x450,16:9,hqf3wcvy51akkoz4kwli.jpg)

File: 1449561253995-1.jpg (212.73 KB,788x1000,197:250,Squats.jpg)

>>Somewhere else

"HAHA!

Told those Gnomes the plane wouldn't blow up.

That guy owe's me 10 gold!"

Thus ends the Dwarves on Soren.

Thus begins the Dwarves in SPACE.

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045820 No.18838

>>18831

"Sir?"

"Enter."

"It's time. The biography."

"We must do that, still?"

"The Triumverate insists– it's your three-hundredth year. More records are–"

"Fine. Come here."

The young Morph plodded over across the absolutely spartan room– a bed, a chair, a fireplace, a rug, and a weapon rack. Paltry accommodations for the Advent's greatest hero.

"How far back."

"As far as you can remember, sir."

"You've enough paper with you?"

"Yes. I do."

Rattlehavoc's one-sleeved jerkin shifted as he turned a spineless, eternally-wounded head to the young scribe. In his dark purple skin there was no hard sheen of an exoskeleton. In his black orb eyes, there was exhaustion and impatience but also a sense of peace. The peace that accompanies the knowledge of an impending, peaceful death.

"Once, a long time ago, long before the Mericon War, there was a tablet…"

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045820 No.18855

>>GM's Personal Note:

I'd like to thank everyone for playing. I realize that these sorts of games are never perfect, but I grew attached the to the nations and events in a fashion both severe and genuine. Hopefully you did, too.

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045820 No.18868

>>18855

Thank you for hosting. Like I said, this game will live on in the memory of #nation for a long while.

Hopefully you stick around, Red :^)

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045820 No.18869

>>18855

Thanks Red, this has been one of the best if not the best NB's I have been lucky to play in, and is pretty much how I envision the ideal NB to be. Really appreciate this, and I hope you stick around and keep on doing your awesome thing.

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