0ac5b3 No.21591 [View All]
It is the Age of Sail and YOU have set out to the "New World" to seek whatever it is you seek most. Are you here for adventure? Perhaps wealth. Or maybe even the power that goes with forming your colonies all throughout this new land. Whatever it is that has dragged you here you are not alone in that quest. There are others who seek the same that will stand in your way.. And the land itself will fight you every step of the way.
This is a NB/HB thread. There are three nation "Classes" to choose from.
Colonial Charter: You are head of a colonial effort from your home country, You have the financial and manpower backing that they can provide. This is a double edged sword however, they may make unreasonable request or punish you for decisions they deem inappropriate.
Independent: You may be a Merchant coalition trying to seek it rich, a group of religious refugees, or even a roaming pack of fishermen seeking better waters. Whatever you are, you take the dangerous journey at your voalition, you have no backing and no master. It will be an arduous undertaking, but at least you are free
Outlaw: Whether you are a pirate outfit, slavers, or a group of marauders, you are the outcast of society and you like it that way. Everyone hates you and you are actively out to steal the fruit of other players hard work. It can be very profitable but it will be very difficult. Your people complain less when lacking creature comforts but to survive you will need to pillage and steal your way through life. Honest merchants won't trade with you but black markets prove to be useful assets in the new world.
Heroes can be anything or nothing, the world is your oyster and can be anything for you.
(Keep in mind this is LOW fantasy, the only magic from the "European" side is very basic holy magic that constitutes healing and the like, it is very reagent heavy as well. You can use historical countries if you wish but I would prefer you to make up your own. Assume Age of Sail tech level, Decent gunpowder tech but melee still has its place.)
Dice at start are 3d100
>Nation Stats
Start Position:
Name:
Country of Origin:
*Country Fluff:
Nation Fluff:
Nation Type:
Dont Fill
Resources:
Assets:
Military:
Navy:
Bonus:
Negative:
Tech:
>Hero Stat Sheet
Starting Position:
Name:
Country of Origin:
Profession:
Fluff:
Do Not Fill
Followers:
Assets:
Inventory:
Resources:
Bonus:
Negative:
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0ac5b3 No.21694
| Rolled 84, 60, 15 = 159 (3d100) |
>>21684
Name: Captain Bragi Blackheart
Country of Origin: Corvaslav
Profession: Pirate Rabblerouser
Stocks:
+1 [L] Military Frigate (Corvaslavian Whore)
+1 Currency
Bonus: [She might be a piece of shit, But shes my piece of shit] You weren't an officer by any means, but you were skilled with your ship. You know the in and outs of this vessel and learned a few tricks during your time raiding trade lanes back in the old world. You will gain a strong combat bonus as long as you stay with your legendary ship.
Negative: [A man with a Past] You have made a large enemy with your actions, it may not be today, or tomorrow, but they will find you. And they will come after you with a might never seen in this world. Stay low, stay quiet. and you might make it out of here alive.
The warm sun bathed across Bragi’s face as he gazed across the rippling sea to the vast green canopy that opened before him. The rush of the untapped adventure and wealth rushed through his body, forcing his grin even wider. Life would be good hear, he just knew it.
1. Scout along the bottom part of the continent for natives and the likes.
2. Scout for a hidden cove with a new by fresh water source.
3. Get the men running through some drills to touch up on their swordplay we’ve had a long time at sea without a challenge.
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0ac5b3 No.21695
| Rolled 48, 36, 36 = 120 (3d100) |
>>21684
Name: Principality of Temnland
Colour: Orange
Country of Origin: Empire of Drakensriech
*Country Fluff: The Empire of Drakensriech has a long and "prestigious" history of warfare with their neighbours having grown strong by eating anyone seen as too weak to rule themselves. In recent years however things have been stagnant, with most neighbours remaining strong enough to not seem an easy target. So when the new world was discovered the empire wanted their slice of the cake
Nation Fluff: The lands of Prince Temnick, fourth in line for the Imperial Throne, a scholar by preference but still trained in the art of war by tradition. On his 23rd birthday he was declared lord of his on land, a tiny province in the new world. With the entire empire expecting their new lands to grow, Prince Temnick, lord of Temnland is sent to the new world.
Nation Type: Colonial Charter
Population: 100 pop
Resources: 10 currency, 9 food
Assets:
Military:
Navy: 1 Civilian Galleon
Bonus: [Military Tradition] Your people are strong combatants on land and won't be bested often. They carry some of the finest equipment the world has seen.
Negative: [Warlike] Your people are focused on besting others in combat, they will be slower to develop in other fields and will often have problems diplomatically with others and natives.
Tech:
Blast! This is going too slow, we need to claim more land for the glory of Drakensreich!
1 Push further north and keep flagging it.
2 Explore inland for resources
3 Set up fishing by the coast
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0ac5b3 No.21696
>>21683
>Name: Alianda Scarlett - "The Scarlet Swordswoman"
>Country of Origin: Nedelan
>Profession: Mercenary Swordswoman
>Skills:
[Novice Swordfighting]
>Assets:
>Inventory:
["Scarlet Rapier"] (Legendary weapon)
>Resources:
3 [Currency] (+2 per turn)
>Bonus:
[Elegant Swords(wo)man] You are a renowned and skilled warrior and one of the best mercenaries on the planet. You carry a reputation and the honor that comes with it. You will get combat bonuses and some persuasion bonuses
>Negative:
[Lone Wolf] You have always operated alone, its all you know. You don't need someone else with that hyper inflated ego. You can never have non-player followers as they would do nothing but slow you down.
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0ac5b3 No.21697
| Rolled 76, 95, 92 = 263 (3d100) |
>>21696
1: It felt good to once more slash her sword without someone complaining or tumbling over due to harsh waves, but this only restored her skills with her tool of warfare. With the continued use of the spare sword, she trained ever harder to be able to strike as hard as waves crashing against the beaches.
>Train up the Swordfighting skill once more.
2: While she practice with her means of offence, during the setting sun, she appealed to the dance within the colony as the music sets in. Music helps to tame and entertain those who's hopes are low, and while she found value of the music through that means, she also danced to improve the swiftness she has on her feet, to ensure blows barely get a chance to hit her.
>Improve upon her agility for the means of mobility and self-defence.
3: Finally, there needs to be more to her job than to merely tend to the colonial Militia… Heading to the
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0ac5b3 No.21698
| Rolled 34, 3, 69 = 106 (3d100) |
Name: The Expeditionary Force of the Xerxiad Caliphate
Country of Origin: The Xerxiad Caliphate
Country Fluff: http://pastebin.com/E7s9PWvG
Nation Fluff:
The Caliphate Colonial Expeditionary Force.
The Caliphate prides itself on gunpowder and large ships. Not the first to discover gunpowder, they were its greatest admirer and proponent, inventing gigantic bombards and heavy mortars, and their access to numerous forested states provides them with an overwhelming supply of lumber and manpower.
They favor large and extremely armed ships of gigantic size, as heavy ships of the line form the bulk of their navy. This is in stark contrast to the European and Eastern style, who favor lighter, more maneuverable and numerous ships such as destroyers and frigates and cruisers. Slow, but well armored and massively gunned on all sides, while notoriously easy to outpace at sea, it is known that only those who seek to catch a tiger by the tail tend to challenge a Caliphate ship without overwhelming numbers.
The Expeditionary force has been sent on such a ship, to establish a colony in the new world, and see what new peoples there are to be taught the way of many ways, and to hear of the truth of all truths.
Nation Type: Colony Multi-charter (that is, sanctioned by the Caliphate, but supported by funded by numerous states wishing to invest in the new world.)
Dont Fill
Resources:
+10 food
Assets:
+10 currency
+100 pop
Military:
Navy:
+1 [L] Military Galleon
Bonus: [Pride of the Fleet] They sent you with the pride and joy of the fleet. It is well armed and well suited to use as a base of operations.
Negative: [Home Away From Home] You better get comfortable, This vessel is the last you will see of your home country for a long time. Due to the distance between you and your home country, supply runs and reinforcements will be few and far between. They sent you this ship in order to ensure you would still be here when they got here.
Tech:
1. Land, make camp and settlement, and give praise to the many gods that we are here safe and sound.
"Those of Disclam are taught to preferably pray towards the Holy Kaaba, where the many gods hear our prayers. Unless your god asks thee to turn to another direction."
2. Once supplies and main civilian population has been unloaded, I want an expedition further westward to discover the lay of the land.
3. We need a stable source of food and water. Learning how to fish shall serve us well, as for the water we shall have to find a clear flowing river preferably.
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0ac5b3 No.21699
>>21697
*3: Finally, there needs to be more to her job than to merely tend to the colonial Militia… Heading to the colonial governor, she seeks to find a task for herself to do, in order to earn herself a bonus among other things…
>Get a quest!
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0ac5b3 No.21713
| Rolled 14, 25, 21 = 60 (3d100) |
Name: Belico Nervi
Country of Origin: Mellia, a Renaissance city state in the west of the old world. The small nation has recently been devastated by piracy and crime, and is unofficially ruled by a group of mercenaries.
Profession: Pirate is such an ugly word…
Fluff: Belico grew up in the crime ridden underworld, abandoned by- oh, no wait, that was a lie. Belico grew up the son of a mercenary captain, dealing with the insane mess of political intrigue in the small republic. He learned quickly, and managed to rather successfully outlive all of his siblings. The young man, through pragmatism, ruthlessness, and a personal dislike of mimes managed to escape the nation on his father's death, selling everything he could in order to purchase a ship and scarper to the new world.
Now he's there, on a sickly little ship with the remnants of his father's mercenary company, and a devoted obsession with the good things in life, much to his own detriment. Well, lets see where the world takes him, hopefully not back home into the waiting pikes of his former uncles.
>Assets: Weaponized civilian sloop [The Redblade]
>Inventory: +1 Currency
>Followers: +5 Mercenaries
>Skills: Novice Swordsman
Bonus: [Straight from the Underground] You have always been in the business of being seedy and have grown accustom to it. You can operate in all markets and are very good at dealing with the less desirable,
Weakness: [One trick Pony] For all of your talk and past experience.. You are really nothing more then a mercenary captains son, you have few skills and no reputation, just the things he left you. You will have a difficult time surviving in this new world.
1. Well that's rather unfortunate. I suppose we need income of some sort, so trade will have to do. Find ourselves some work as a trade vessel, I'm sure there must be something.
2. Try to contact the local black markets on this trade mission
3. Start building ourselves a little settlement in the cove.
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0ac5b3 No.21717
| Rolled 81, 52, 86 = 219 (3d100) |
>>21683
Name: Urza
Country of Origin: Relza
*Country Fluff: Relza is a country at war with itself where the cultist now reign supreme and has caused a war between believers and non belivers. Before the conflict Relza was a country of peace and trade. Having had no problems with any other countries but it all started to change when thousands of people began converting. Most people that converted became brainwashed and zombie like. Having no independent thought. And at one point people had enough and started a group against the cult. This caused a conflict that lasted for decades until the cultists won and forced of the remainder of the resistance group
Nation Fluff: The nation formed through the group that escaped Relza and are all experienced fighters but also very anti religous refusing to do trade with anyone related to gods,magic and the like. they're also very suspicous of outsiders and are all armed with atleast some kind of weapon incase of another cult uprising
Nation Type: Independent
Resources: 50 pop
5 food
2 Currency
Assets:
Military:
Navy: 1 Civilian Frigate
Bonus: [Hardened Warriors] Your people have fought in the civil war for all of their life, they fled desperately to get away from it and will fight tooth and nail to maintain a peaceful existence free from any outside intrusion. You get a bonus to combat rolls.
Negative: [Crazy Home Life] Your people have religion control their lives, they are very hostile to the very idea of it and won't participate very well with those who follow it. You may also see cultist pop up in one way or another due to the nature of your departure.
Tech:
Color: RED
Action 1: Start setting up lumber mill
Action 2: Scout the mountain
Action 3: Send out boat for more fishing
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0ac5b3 No.21718
| Rolled 99, 94, 44 = 237 (3d100) |
>>21683
Name: Mehgir
Country of Origin: Voxlisa
*Country Fluff: Voxlisa is an island nation in the Eastern part of the old world. Formed by the uniting of tribes by the first king after that king was converted to the Faith. It has held a strong naval and trade tradition since it's conception. Said to have one of the strongest navies in the old world. Embroiled in the war in Relza against the cultists at the moment. Have begun to use slavery in some of their colonies on other continents.
Nation Fluff: During the Cult War captain Mehga von Skein went rogue, and his crew followed. Mehga was a naval officer and noble in the kingdom, and apparently Mehga had issues with slavery. Heading to the new world after a few hits and gaining more men and freed slaves he set up a port in the new world.
Nation Type: Outlaw
Color: Purple
Resources: 3 Food
30 Pop
5 Currency
Assets:
Military:
Navy: Military Frigate
Bonus: [Naval Tradition] You are a skilled and respected naval captain, you get a combat bonus to naval combat and it will be much easier to recruit willing men to your cause due to your reputation:
Negative:[Traitor] You are nothing but a mutineer in the eyes of your old leaders, You have stolen a vessel and a good crew. They will actively hunt you down and any other nation will attempt to bring you to justice as well.
Tech:
1. Just sing a sea shanty and get to work. Lumberyard 1/4
2. What are you, pirates? Or a bunch of women? Get to exploring!
3. Look for farm-able food.
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0ac5b3 No.21726
| Rolled 49, 40, 88 = 177 (3d100) |
>>21683
Start Position: Western edge of Island to the south
Name: Agurian Freehold
Country of Origin: Aguria
*Country Fluff: Aguria - the land of constant turmoil. Located at the borders of three of the largest powers in the old world, Aguria has long been a country that had found itself not in charge of its own fate. The land itself is fertile and rich, more of a curse then a godsend, as armies from the three powers would often pillage it's lands for their wealth, and as such, the people quickly learned to not grow attached to many things they owned, be it crops, cows, daughters for pillage or sons for war. In the brief times Aguria was not located firmly under the heel of foreign oppression, it was often torn apart by the various parties fighting for control of its vast wealth. Feed up with this constant cycle of death and destruction, the Agurians took to the earth, hiding low from those who would oppress them and take what was theirs. Deep underground they dug and dug, until they arrived at a port city near the coast. There, using the resources they had left from their old lives and what little they had garnered in their underground exodus, they bought a few ships, ratty things that would carry them to this "new world" And that they did, though a few were lost on the journey there, and none at all survived the "landing"; that in and of itself being the Agurians swimming the last few hundred feet to shore, they were finally free at last, captains of their own destiny for the first time in their nation's history. They aim to make the most of it. Back in the old world, the mystery of what happened to the Agurians still perplexes the three power to this day, and their conflicts still fuel the fires of war over the now vacant land, fighting as much for blood debts and vengeance as honor and territory.
Nation Fluff: The remains of the once humble nation of Aguria, they now seek to make a new, free home among the vast lands of the new world. They have only the shirts on their backs and what little they managed to salvage from their now-sunken ships. A hard people used to adversity, they will overcome this challenge, as they have all challenges before it, and they will all challenges after it.
Nation Type: Independent
Dont Fill
>Resources:
+50 pop
+5 food
+3 currency
Assets:
Military:
Navy:
Bonus:[Men Of Dwarven Quality] During your exodus you people grasped the concept that they were really good miners. And so they will always be, they have more luck digging underground and can set up mines easily.
Negative: [Born From Rags] Your people haven't known wealth. They are very inept at trade and will often get cheated by it. They may misvalue things as well
Tech:
1. Good, a place to call our own after all this time! To make the most of our land above, we shall build our city below! Begin excavation of our new town, Nova Aguria!
2. Food is important too, see if any plant life around is suitable for farming, if so, gather seeds and start a farm, if not, then gather an assortment of food that won't kill everyone!
3. We'll need more tools to begin work proper on our colony, set up a blacksmith shop!
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0ac5b3 No.21728
| Rolled 79, 67, 79 = 225 (3d100) |
>>21683
Name: Absterlund
Country of Origin: Zelgund
*Country Fluff: Zelgund is a hard cold lonely island in the north. It's small and has a narrow growing season. It would be totally worthless except for two things, one an incredibly large mine of gemstones important to the Holy Church, and the large forests housing much wood, as well as monstrous creatures that call them home. The mine gives Zelgund a disproportionately large amount of wealth and world pull. The forest allows for the island to build up a rather impressive and highly mobile navy, which protects the island from those who would take the mine. Thus Zelgund has long been considered a tough nut to crack, doable yes, but it would cause Church censure and require so many resources that who ever did break it would be left open to further aggression.
Nation Fluff: Absterlund is a funded venture by Zelgund to create a colony in the new world. It's purpose is to keep a pulse on the happenings, trade with locals, merchants an d natives, and to supply Zelgund with materials it lacks and must buy at greater cost.
Nation Type: colonial Charter
Color. Yellow
Resources:
+10 currency
+9 food
+100 pop
Assets:
Military:
Navy:
+1 Civilian Galleon
Bonus: [Great Mines of Zelgund] Your people are very wealthy from these mines. They can almost spend at will. You can add +10 (before rolls) to any one action every two turns. (Never to exceed a 90) 2/2
Negative: [With Wealth Comes..] Every pirate/brigand/raider from here to the old world will know your ships carry valuable metals. You will be a prime target for those types and will occasionally have corruption rob your coffers or leave you in a weakened state.
Tech:
1. Start work on setting up a farm
+Bonus
2. Scout out the island for resources
3. Start planning out how to build our harbor.
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0ac5b3 No.21730
| Rolled 91, 72, 12 = 175 (3d100) |
>>21683
Name: Edelseer
Country of Origin: Nedelan
*Country Fluff: A small country in the north of the old world, Nedelan is a landlocked country. The rush to establish a foothold in the New World led the small, technologically advanced country to go on a warpath to the sea. The nation now resembles a tadpole on maps, with the 'tail' extending between it's neighbors to the sea. After taking control of the port city, Nedelan quickly began producing ships to ferry colonists to the new world.
Nation Fluff: The first ship to leave port was commanded by one Governor General Alexander Vien. A veteran of the Confederation of Nedelan's campaign to the sea, Alexander was given control of the Confederation's first colony in the New World for his actions. The colony is tasked with establishing a safe port in the new world and maintaining that the venture is profitable for the empire/
Nation Type: Colonial Charter
Population: 100
Resources: 10 currency, 10 food, 2 Sugarcrown Sap
Assets: 1 Civilian Galleon
Military: 10 Militia
Navy:
Bonus: [Desperate] Your people have spent a lot of lives and gold to get you here. You are the last hope, and as such will find a much easier time expanding and building into the virgin soil.
Negative: [What's a Portside?] This is likely the only boat your people have ever made. Your naval capacity is greatly reduced and your people will always be weak on the open seas.
Tech:
1 ) The men that discovered the sap bearing trees, named Sugarcrowns due to the leaves resembling the gold coins of Nedelan, set up a series of buckets to catch the runny sap. Back at the town, they begin processing it into solid cones. (get a steady supply of the sap)
2 ) With such amazing things just sitting out untended in this new world, there must be even more things we can harvest. More men, out into the forest! Get me something we can send back to the fatherland!
3 ) The construction of the palisade continues, each log hammered home in the earth. The spiked tips rise above the roofs of the town, wood slowly changing color and drying as time goes on. Palisade 1/4
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0ac5b3 No.21734
| Rolled 10, 19, 92 = 121 (3d100) |
>>21683
Current Position: On the coast - headed in-land
Name: Mr. Jonathan Coalburn
Country of Origin: Lesser Albion
Profession: Colonial Prospector
Fluff: While some nations hand out a charter willynilly to any old fool with ambition, Lesser Albion does not play that game. It has the navy to back any colonial venture, but it lacks the funds and the patience for frivolous attempts. Thisi s where individuals like Mr. Coalburn come into play. It is his job to go to the new world and find the most suitable and profitable locations for a new colony, prep the area, make friends with the locals, and of course, make sure no one else tries to muscle in one what will soon be an Albion colony. Mr. Coalburn takes his work very seriously, and he never leaves home without a trained escort of the Queen's Rangers to make sure that ill-doers and foreign scum alike don't impede his goal for Queen and Country.
Followers: 4 Queen's Rangers, 3 Picked Shipmates
Assets: 1 currency, 1 civilian sloop, 1 base Camp
Inventory: +1 surveyors map (Allows you to survey for metals easier and more effectively)
Resources:
Bonus: [Prospector] You seem to find resources where the once was none. You will have a bonus to searching for materials.
Negative: [White-Collar] You are posh and proper compared to locals, You aren't very good at exploring the wilds and lack combat skills. The common people see little value in your abilities.
Temp Bonuses: Extra Hands Extra Rations - bonus to the next exploration roll, negative counteracted.
1-2. With all of our preparations made it's time to start the first week-long expedition inland.
3. Careful mapping and documentation is made of the areas we travel through to keep accurate records for the Ministry of Colonial Affairs' records.
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0ac5b3 No.21761
| Rolled 60, 81, 83 = 224 (3d100) |
>>21683
Starting Position: ?
Name: Venceslás Erasmo de Pedreña
Country of Origin: Espanolia
Profession: High Inquisitor in the New World
Fluff:
Savages.
Millions - and millions - of savages.
A whole new world found, full of land and resources for good, Ikaldr-fearing men. A whole new world, filled to the brim with heathen, idol-worshipping, hedonistic savages. Not one worshiper of the Celestial Titan throughout the whole of their barbaric, unenlightened tribes. It DISGUSTS me. In the lands to the east, the worship of the Keeper has been spreading well enough. Now, we have a whole new land to attend to. It is our destiny to own these lands, and all the scum that inhabit them.
They will convert, or they will die. I do not particularly care which. I will tear down their primitive totems and temples and build churches on their bones, and in the name of the Keeper, nothing will stop me until we own every inch of these heathen lands.
Every. Last. Inch.
Followers: [4 Inquisitors] [one fucking coin]
Assets: [Sloop]
Inventory:
Resources:
Bonus: [Doing Gods Work] You are sent by the church and are the only hero that can request reinforcements or supplies. The church needs to be pleased with you however. They will occasionally offer gifts.
Negative: [Fanatical] There is no room for diplomacy with infidels and natives. You would not grant them your precious time. You must purge whatever heresy fills these lands. Covert, or die.
1. After arriving on the passage sloop with these four other high-ranked inquisitors who traveled with me, it it time to set up our base. First, I must set the soldiers and workers who manned this ship up under me - they are essentially the Church's men already, but I must steadfastly establish myself in full command now that we have arrived. This is, after all, my mission. [Note: Sloops have 35 or so people on them, usually.]
2. With this in mind, we must begin construction of our home fort in these fertile lands - this spot should be fine enough. Start by constructing a sturdy, large enough palisade and gate, made from the hardwood of our surrounding trees.
3. Then, it would be helpful to get an immediate supply of food quickly running. Inside the fort, before we have even started to build the living space, we should dedicate the space and area to planting an area wide enough to comfortably sustain the population of this small fort. At maximum, this place should hold two hundred - for now, this small group does not need much in the way of food.
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0ac5b3 No.21768
Start Position: As far as East as Possible
Name: The Cathay Trading Corporation
Country of Origin: Cathay
*Country Fluff: Located in the far east, it is a large and prosperous land now under the rule of the Xi Yong dynasty. After a great upheaval of the people, the mandate of the heavens was passed from the decadent Yung-shi and their bizarre cult, and passed onto the Righteous, yet non-spiritual Xi Yong. Preaching to the people the necessity of self reliance and finding your own spiritual calling under the guidance of Confusios, they cast out the foul cult, and rebuilt their nation. Now, with a stable and cemented kingdom, they look to the seas. The CTC are simply the first of many trading companies bound for this new world, and possibly new peoples.
Nation Fluff: Although not the largest of the Kingdom Companies, the CTC are well known for being the most opportunistic and risk taking of them all. This comes from a rather meek background as fishermen, that they eagerly seek to prove wrong. They are shrewd when it comes to low-level business, however and are always looking out for their own necks instead of others.
Nation Type: Independent
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0ac5b3 No.21781
| Rolled 32, 73, 40 = 145 (3d100) |
>>21683
>Name: "Bazmann"
>Country of Origin: Königreich Teetscher Lande
>Country Fluff:
In an act of incredible diplomatic, cultural and military prowess the Duchy of Precia found itself able to unite the long divided Teetsche people under a single banner, forming the Kingdom of Teetscher Lands forming a new technological and military powerhouse in the center of !Europe.
Alienating many of the powers in the old world it was clear that the young Kingdom had few friends outside its own borders and while none of the other central powers were believed capable of defeating the young Kingdom in open warfare the fickle balance of power was threatening to shift once more with the emergence of new colonies in the far West.
It was clear to the King's advisors that the one thing the new cultural union required more than anything was time. Time to fortify its new borders and time to centralize the hundreds of tiny fragmented Teetsche nations into the industrial Moloch it had the very potential to become.
>Profession: Diplomat/Spy
>Fluff:
Not bordering any seas and with its neighbors more than unwilling to land a hand it was nigh impossible for the Königreich Teetscher Lande to expand and it was decided that the Kingdom would have to seek expansions in military, technological and industrial matters within its own borders.
In order to gain the time required to do so one of the Kings most experienced and ruthless spies was deployed. A man so cruel and lethal his mere deployment within a nations borders could be considered a declaration of war. A master of disguise little more is known about this deceptive character except for the Alias he is referred to in official government documents: the "Bazmann".
Sent to the New World he is tasked with straining relations between the old and the new world, strengthening independents and criminals while stealing technologies and artifacts, constantly seeking to expand Teetsch influence, potentially going as far as to secure new alliances for an otherwise isolated nation.
>Location: Some rivaling States village
>Followers:
>Assets:
+ 1 civilian sloop
>Inventory:
+ 1 Fine Clothing
>Resources:
>Bonus:
+ [Web Weaver] You are here only to play pawns against each other, and thus you will get heavy bonuses to forcing others hands.
>Negative:
+ [Ticking Time Bomb] Your reputation is known in the old world. Its possible for you to be found out here and it could spell disaster for your plans. Be wary of revealing yourself to much or you may end up in jail.. Or worse.
1. Russian Washington? While he was unable to make any connections regarding !Europe and any major cities Bazmann did recall an old folktale about the people from vast lands seizing their rightful lands in a far away colony. It was perhaps even somewhat befitting the situation now that he came to think about it.
Either way the plan would remain unchanged. "Obtaining" a basis for trade was an inevitable cause of action and would enable the Bazmann to operate properly.
2. Introductions to the various factions would be most important as well. Primary any pirates that may have been roaming the seas ensuring their good will, promising them ample business opportunities if they worked with instead of against him.
Should Bazmann be able to obtain reliable data about trade routes this could greatly benefit both him and the pirates.
3. And last but not least his task was still to make contact with the natives. Of course they were a barbarous and simple people, however orders were orders.
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0ac5b3 No.21819
>>21692
(Keeping first rolls divided by 100)
You catch a few but they are smarter then chickens. But you do have some luck since they aren't hostile. They do have a bit of a bite.. Nothing threatening though, Just a few of the men complain about flesh wounds from them.
2/4 Lumber mill.
1/6 port
>>21694
You scout along the coast and set up camp near a small lake in a cove just big enough to hide your ship from prying eyes. However the men are tired from the journey and don't accomplish anything else.
>>21695
You put a flag further up the beach. You men jokingly mention that you are "Emperor of Sand" for your vast tracks of… Sand.. They fail to see the grander plan perhaps.
The hills inland have scattered woodlands on them but they lack much density. You are surrounded by fertile grasslands though. Otherwise.. Nothing of interest.
Your men begin setting up a little fishing shanty 1/2
>>21697
You continue to train your skills in sword fighting, but its difficult without a real foe… 1/4 Adept Swordfighting
You gain Novice Agility
While the colony has no present offers other then basic law keeping and pest slaying.. You have heard there is a prospector exploring inland and you figure there MUST be some sort of adventure to be had.. (If you wish to join him I will allow you to "teleport" for the time being, or you can stay here and work with consul)
(Also, Your income is .2 a turn, as in 1/5 of a currency a turn, not 2 a turn)
>>21698
You make camp and settle on a lake with rivers flowing out towards the ocean (Not shown on map due to shitty tools, use your imagination) the men are too tired after the long journey to do anything else.
>>21713
(Given starting out is difficult I will give you options despite your shit rolls, git gud kid)
You set up a campsite in the cove. (Not pictured in the map, You didn't have your location in your post, No idea where you are at) You sail around for awhile making contacts and discuss a black market, No one seems to of heard any in this land yet. You can find trade work to do at any of the colonies taking goods to and from. One trader offered that a colony south had some kind of foodstuff that he thinks will be valuable in the other colonies.
>>21717
You build a lumber mill in rapid time (What color are you? Red? I thought i told you about keeping your color..)
What you think are mountains are merely just hills, You find some rocky areas that normally would contain ores but you don't find anything of note just yet.
The boat goes out and find (Roll Hidden) 5 fish to bring back. A good bounty for you today!
>>21718
You finish the lumbermill is good order! infact the men overstocked some resources and you will get a +1 progress to your next build project.
You explore inland a ways (I will get you a map later, I had already built all of the maps when i saw this. Will PM a description before your next turn is taken)
You find a few fruit trees one tile north.. But they look sickly and don't look sustainable. You pick what you can and don't think this will be your food source.. But it will work for now. +3 food
>>21726
You have a few buildings set up top. But you don't have too much to worry about. You begin excavating under the town, but you can't make it too big in the soft plains you settled in. 1/4 Small Cavern
You find some wild berries floating around in the fields. Its enough to eat off of but they are sparse and you aren't sure how they spread being seedless in the berry. +3 food (IE you can't farm these. On that roll anyay.)
You build a blacksmith shop and make a few tools with what little metal your brought with you. You will need a proper metal source to do much with it though. +2 Basic Tools (+5 to build rolls PRE-ROLL each)
+Blacksmith
>>21728
Thanks to your wealth from home your people could afford to bring grains with them. You set up a small wheat farm in the village. To expand it you will have to claim grasslands and build there.
+1 Grain per turn (You can eat it, or convert it into trade goods later with other buildings.)
You actually lack hilly areas and will have to find other ways to get metals.. But you have a vast supply of wood on the eastern side of the island. Some of the trees are unusual to what you are used to. It will require further exposure to understand them. On the west you have nice rolling plains for farming However you find no animal tracks.
You begin planning and building a harbor for ships. 3/6
>>21730
Thanks to a quality system (aka rolls) you begin harvesting pretty rapidly, You will need to conquer the territory and expand operations to get more though. +2 Sugarcrown Syrup per turn.
Other then the sugarcrowns, you don't find much more extraordinary in the forest. The men give up the search early in order to help with the palisade though.
2/4 Palisade
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0ac5b3 No.21820
>>21819
>>21734
Your Journey is slowed down time and time again by small errors and the land being a little more difficult to navigate then you had anticipated. However your careful preperations keep you going all the way to the edge of uncharted territory, you will have to rest today however. While you are going to develop a Prospected Map [East coast Hills (92) ] which notes out all of the metals you came across in your journey. This could be very valuable
>>21761
Given your bravery and mission, you settle as far east as is mapped. (On the beach just under purpleish, Will map you in next turn) (As a Hero you may have a CREW of 35 that you can try and recruit, but for the most part they are just ship crew, for balance reasons)
2: You begin building a hasty palisade, given the lack of many buildings or equipment you finish a quick palisade around the tents you brought with you. It will need to be expanded as your operations expands.
+Small Palisade
You never thought to bring anything with you but your swords.. So your men get to searching the nearby area for foods and find a plant with a big hearty root that is edible. Its a big bland and hard to eat raw, but its food. You set a few growing, enough to feed the fort for now. +Edible Root (It is orange when fresh and mellows out to a green color after aging a few days, No gain of food yet because you are a hero and lack the manpower to cultivate it in excess yet.)
>>21768
Coming from the opposite direction you land in some uncharted waters bringing with you new ideas, and more importantly new resources.
Bonus: [Asian Persuasian] You come from a whole new land, and with you comes rare resources. When your home country visits you can request unique resources that no one else can get and are worth very much. You also get a bonus to growing population
Negative: [Xenophobic Alien] Your people don't trust others and they don't trust you. Business will be difficult at first and the language barrier will be difficult. With bad luck they may actually regard you as natives.
+1 Civilian Frigate (Asian)
+5 pop
+5 food
+3 currency
>>21781
You scrap together a few pieces of trash that you can sort of pass off as wares.. But you will get a few questioning looks. +Weak Merchant Disguise
Trade is slow here for now, however you hear of a pirate faction up north by a few looselipped explorers. There are a few floating around but no one has heard of any attacks yet. However the colonies should be getting resupplied any day now..
You hear no rumors of natives yet.
AS WITH EVERY TURN -1 FOOD OR FOOD EQUIVALENT FOR NATIONS.
ALL NATIONS ROLL AN EXTRA 1d100 BEFORE YOU DO YOUR TURN (You can do your turn first, but you might regret it)
Some players are missing from the map probably. If you are please PM me on mibbit
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0ac5b3 No.21823
| Rolled 52 (1d100) |
>>21819
rawling
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0ac5b3 No.21827
>>21819
>Name: Alianda Scarlett - "The Scarlet Swordswoman"
>Country of Origin: Nedelan
>Profession: Mercenary Swordswoman
>Skills:
[Novice Swordfighting]
[Novice Agility]
>Assets:
>Inventory:
["Scarlet Rapier"] (Legendary weapon)
>Resources:
1.4 [Currency] (+.2 per turn)
>Bonus:
[Elegant Swords(wo)man] You are a renowned and skilled warrior and one of the best mercenaries on the planet. You carry a reputation and the honor that comes with it. You will get combat bonuses and some persuasion bonuses
>Negative:
[Lone Wolf] You have always operated alone, its all you know. You don't need someone else with that hyper inflated ego. You can never have non-player followers as they would do nothing but slow you down.
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0ac5b3 No.21828
| Rolled 80 (1d100) |
>>21819
roll
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0ac5b3 No.21829
| Rolled 18, 60, 3 = 81 (3d100) |
>>21819
Name: Absterlund
Country of Origin: Zelgund
*Country Fluff: Zelgund is a hard cold lonely island in the north. It's small and has a narrow growing season. It would be totally worthless except for two things, one an incredibly large mine of gemstones important to the Holy Church, and the large forests housing much wood, as well as monstrous creatures that call them home. The mine gives Zelgund a disproportionately large amount of wealth and world pull. The forest allows for the island to build up a rather impressive and highly mobile navy, which protects the island from those who would take the mine. Thus Zelgund has long been considered a tough nut to crack, doable yes, but it would cause Church censure and require so many resources that who ever did break it would be left open to further aggression.
Nation Fluff: Absterlund is a funded venture by Zelgund to create a colony in the new world. It's purpose is to keep a pulse on the happenings, trade with locals, merchants an d natives, and to supply Zelgund with materials it lacks and must buy at greater cost.
Nation Type: colonial Charter
Color. Yellow
Resources:
+10 currency
+9 food
+100 pop
Assets:
Farm +1 Grain a turn
Military:
Navy:
+1 Civilian Galleon
Bonus: [Great Mines of Zelgund] Your people are very wealthy from these mines. They can almost spend at will. You can add +10 (before rolls) to any one action every two turns. (Never to exceed a 90) 1/2
Negative: [With Wealth Comes..] Every pirate/brigand/raider from here to the old world will know your ships carry valuable metals. You will be a prime target for those types and will occasionally have corruption rob your coffers or leave you in a weakened state.
Tech:
1. Expand into the grasslands
2. Expand towards the forest
3. Continue work on the harbor (3/6)
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0ac5b3 No.21830
| Rolled 21, 1, 45 = 67 (3d100) |
>>21819
Start Position: Western edge of Island to the south
Name: Agurian Freehold
Country of Origin: Aguria
*Country Fluff: Aguria - the land of constant turmoil. Located at the borders of three of the largest powers in the old world, Aguria has long been a country that had found itself not in charge of its own fate. The land itself is fertile and rich, more of a curse then a godsend, as armies from the three powers would often pillage it's lands for their wealth, and as such, the people quickly learned to not grow attached to many things they owned, be it crops, cows, daughters for pillage or sons for war. In the brief times Aguria was not located firmly under the heel of foreign oppression, it was often torn apart by the various parties fighting for control of its vast wealth. Feed up with this constant cycle of death and destruction, the Agurians took to the earth, hiding low from those who would oppress them and take what was theirs. Deep underground they dug and dug, until they arrived at a port city near the coast. There, using the resources they had left from their old lives and what little they had garnered in their underground exodus, they bought a few ships, ratty things that would carry them to this "new world" And that they did, though a few were lost on the journey there, and none at all survived the "landing"; that in and of itself being the Agurians swimming the last few hundred feet to shore, they were finally free at last, captains of their own destiny for the first time in their nation's history. They aim to make the most of it. Back in the old world, the mystery of what happened to the Agurians still perplexes the three power to this day, and their conflicts still fuel the fires of war over the now vacant land, fighting as much for blood debts and vengeance as honor and territory.
Nation Fluff: The remains of the once humble nation of Aguria, they now seek to make a new, free home among the vast lands of the new world. They have only the shirts on their backs and what little they managed to salvage from their now-sunken ships. A hard people used to adversity, they will overcome this challenge, as they have all challenges before it, and they will all challenges after it.
Nation Type: Independent
Dont Fill
>Resources:
+50 pop
+7 food
+3 currency
+2 Basic Tools (+5 to build rolls PRE-ROLL each)
Buildings: Blacksmith
Assets:
Military:
Navy:
Bonus:[Men Of Dwarven Quality] During your exodus you people grasped the concept that they were really good miners. And so they will always be, they have more luck digging underground and can set up mines easily.
Negative: [Born From Rags] Your people haven't known wealth. They are very inept at trade and will often get cheated by it. They may misvalue things as well
Tech:
1. Soft earth eh? No matter, it will make ample storage area if nothing else, Continue work on the cavern
>Small Cavern 1/4
2. Metal is the lifeblood of the colony, without tools, we're doomed to starve. Begin prospecting and construction of an iron mine.
3. If all else fails, the sea will provide, Build a fishermen's wharf, so that we may reap the bounty of the sea
+1 Basic tool - +5 to roll
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0ac5b3 No.21831
| Rolled 2 (1d100) |
>>21819
Rolling for kintland
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0ac5b3 No.21834
| Rolled 33, 74, 38 = 145 (3d100) |
>>21827
1: If she required people to train against to gain any progress, then she already had some. Assisting the Edelseer militia with some combat training, Scarlett sees to improve upon her swordplay with wooden 'swords', just to ensure that the worst they would suffer would be a splinter from the wood.
>Continue training Swordfighting to a more Adept standard (1/4)
2: Through the spars with the local militia, and the midnight dancing with assistance of songs, Scarlett also trained how swift she was, to be as fast on her feet as she was with her sword.
>Improve upon her Agility, as well.
3: While the main island may host the means for her to unlock her potential, the new lands are still unfamiliar to her. Because of this, she will explore what the island that she found herself on, to not only learn how to handle the situations of the new world, but also potencally discover what lay inland for her to find…
With supplies stocked from the colony, she headed inland, and with her trusted blade by her side and curiosity in her heart, she will learn how to survive and thrive in this strange new world.
>Explore inland, partly for practice and partly to find stuff.
>>21734
(Since you are the prospector, I need to ask: Do you need a Merc to protect your crew?)
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0ac5b3 No.21835
Name: Cain Redwind [Alias: “Nightsoil”]
Country of Origin: Hibernia
Profession: Brigand
Fluff: Every so often, the conservative arguments put forward about the nature of human evil and freedom hold merit. Every so often, an example of such feared assertions can be found, and those examples do much to support the most draconian impositions on human life – faced with such trauma caused by such creatures, human liberty must yield and all things good are left a shattered mess of violated tears. Indeed, such men, if they might be called men, are are hard to find, but they do exist: men like Cain Redwind are of sort. They are evil. Pure evil. but in no simple way that is simple or average – men such as him traumatize societies and cause them to question their own blood, doubt their faith, fear for their children, and hate their fellow man. Perhaps it is right for them to question these things: men such as Cain are inexplicable, awful, and persistent. They have no cause, and no solution. They frighten all souls. They are pointless in their viciousness. Utterly pointless.
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0ac5b3 No.21836
| Rolled 50, 41, 13 = 104 (3d100) |
Name: The Cathay Trading Corporation
Country of Origin: Cathay
*Country Fluff: Located in the far east, it is a large and prosperous land now under the rule of the Xi Yong dynasty. After a great upheaval of the people, the mandate of the heavens was passed from the decadent Yung-shi and their bizarre cult, and passed onto the Righteous, yet non-spiritual Xi Yong. Preaching to the people the necessity of self reliance and finding your own spiritual calling under the guidance of Confusios, they cast out the foul cult, and rebuilt their nation. Now, with a stable and cemented kingdom, they look to the seas. The CTC are simply the first of many trading companies bound for this new world, and possibly new peoples.
Nation Fluff: Although not the largest of the Kingdom Companies, the CTC are well known for being the most opportunistic and risk taking of them all. This comes from a rather meek background as fishermen, that they eagerly seek to prove wrong. They are shrewd when it comes to low-level business, however and are always looking out for their own necks instead of others.
Nation Type: Independent
Resources:
+5 pop
+5 food
+3 currency
Assets:
Military:
Navy:
+1 Civilian Frigate (Asian)
Bonus:
Negative:
Tech:
1) Ah yes, this wirr be the perfect prace to set up our new trading outpost! Begin having the men start cutting up the trees for housing and other construction work. We wirr need a good suppry of rumber, so begin the organizing of a Rumber farm to the far west of us..
2) Begin having our men start setting up homes. If this prace is going to be the new rocar of a grourious trading empire, we wirr need a good foundation. Prus, if we set up homes, that means chirdren. And Chirdren means more men and woman for work.
3) Send out the Frigate to go exproring the nearby Isrands. Maybe we can find rocars, or other peopre to exproit.
3)
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0ac5b3 No.21838
| Rolled 6 (1d100) |
>>21820
Uh, okay
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0ac5b3 No.21839
| Rolled 39 (1d100) |
>>21820
Uh, okay
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0ac5b3 No.21840
| Rolled 37 (1d100) |
>>21820
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0ac5b3 No.21841
Starting Position: Kintland (Blue)
Name: Bohdan Reicher
Country of Origin: Swanden
Profession: Scientist
Fluff: Coming from the freezing nation of Swanden, known for it's oppressive military regime and authoritarian government. Working on what the public viewed as "unethical" and "amoral" projects, Bohdan was forced to flee in an attempt to preserve his research, though most of his notes were destroyed in the torching of his house by the military upon finding his location. Stowing away on a trading vessel, he found his way to the new world. One of his most criticized pieces of writing was the Codex Elysium, which denotes the theoretical creation of "superior" humans through the grafting of materials onto their body as well as augmentations to the limbs. The codex itself survived the torching along with some other notes and material samples that he hopes to find more of in the new world during his research.
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0ac5b3 No.21842
>>21823
Another refugee ship shows up. Giving you another 50 population and the 3 currency they brought with them. A few people take the ship and are set to return back to take more refugees. He ask if you have any special request.. He will try and bring it back for you.. No promises though given the circumstances..
>>21828
A ship from the homeland comes into your waters dropping off another 100 population. With them comes five pikemen and a cannon.
Given that you are a colonial charter they give you a mission after seeing your new syrup resource. They want you to have 10 syrup ready for shipping to the homeland in order to see how successful it is in the homeland. They are delighted with your progress.
They ask if you have any special request for bringing back on their next trip. They will do their best to acquire it granted you fill your end of the bargain.
>>21831
A battered and heavily damaged ship shows up to port. They bring you nothing but the 10 people they can spare. A few dead bodies rest on the deck of the ship, they seem rather fresh. They ask if you have any special request for the return trip back.
>>21829
Im gonna need your extra roll.
>>21838
It was time for a ship to arrive with resupply.. But it never did.. You worry that without a return ship they may assume the colony is destroyed. Only time will tell..
A RESUPPLY SHIP COMES THREE TURNS FROM NOW. IF YOU HAVE NOT ROLLED ON THIS SHIP YET, REPLY TO THIS POST.
>>21828
>>21829
>>21838
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0ac5b3 No.21847
| Rolled 45, 19, 23 = 87 (3d100) |
>>21842
Name: Edelseer
Country of Origin: Nedelan
*Country Fluff: A small country in the north of the old world, Nedelan is a landlocked country. The rush to establish a foothold in the New World led the small, technologically advanced country to go on a warpath to the sea. The nation now resembles a tadpole on maps, with the 'tail' extending between it's neighbors to the sea. After taking control of the port city, Nedelan quickly began producing ships to ferry colonists to the new world.
Nation Fluff: The first ship to leave port was commanded by one Governor General Alexander Vien. A veteran of the Confederation of Nedelan's campaign to the sea, Alexander was given control of the Confederation's first colony in the New World for his actions. The colony is tasked with establishing a safe port in the new world and maintaining that the venture is profitable for the empire/
Nation Type: Colonial Charter
Population: 200
Resources: 10 currency, 8 food, 4 Sugarcrown Sap(+2 per turn)
Assets: 1 Civilian Galleon
Military: 10 Militia, 5 Pikemen, 1 Cannon
Navy:
Bonus: [Desperate] Your people have spent a lot of lives and gold to get you here. You are the last hope, and as such will find a much easier time expanding and building into the virgin soil.
Negative: [What's a Portside?] This is likely the only boat your people have ever made. Your naval capacity is greatly reduced and your people will always be weak on the open seas.
Tech:
1 ) Putting the new men to work, land is tilled and weeded. The more people that come to the colony, the more food they'll need to produce. A farm should help alleviate the sudden spike in population.
2 ) The demand for sugarcrown in the Heartland causes a rush to claim land that bears Sugarcrown trees, the territory controlled by the colony suddenly growing markedly.
3 ) Work on the palisade continues, the new workers helping to complete the large wall. 2/4
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0ac5b3 No.21850
| Rolled 34 (1d100) |
>>21847
Governor Vien requests that the ships bring skilled workers and artisans, those capable of working stone, metal, and manufacturing weaponry so that the colony of Edelseer can build infrastructure and defenses for the Sugarcrown production.
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0ac5b3 No.21852
| Rolled 15 (1d100) |
>>21842
Bring skilled workers.
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0ac5b3 No.21853
| Rolled 21, 88, 35 = 144 (3d100) |
Current Position: On the coast - headed in-land
Name: Mr. Jonathan Coalburn
Country of Origin: Lesser Albion
Profession: Colonial Prospector
Fluff: While some nations hand out a charter willynilly to any old fool with ambition, Lesser Albion does not play that game. It has the navy to back any colonial venture, but it lacks the funds and the patience for frivolous attempts. Thisi s where individuals like Mr. Coalburn come into play. It is his job to go to the new world and find the most suitable and profitable locations for a new colony, prep the area, make friends with the locals, and of course, make sure no one else tries to muscle in one what will soon be an Albion colony. Mr. Coalburn takes his work very seriously, and he never leaves home without a trained escort of the Queen's Rangers to make sure that ill-doers and foreign scum alike don't impede his goal for Queen and Country.
Followers: 4 Queen's Rangers, 3 Picked Shipmates
Assets: 1 currency, 1 civilian sloop, 1 base Camp
Inventory: +1 surveyors map (Allows you to survey for metals easier and more effectively)
- Prospected Map [East coast Hills (92) ]
Resources:
Bonus: [Prospector] You seem to find resources where the once was none. You will have a bonus to searching for materials.
Negative: [White-Collar] You are posh and proper compared to locals, You aren't very good at exploring the wilds and lack combat skills. The common people see little value in your abilities.
1-2. The adventure continues!
3. As well as basic prospecting and mapping. This is our job after all!
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0ac5b3 No.21858
| Rolled 53, 66, 21 = 140 (3d100) |
>>21819
Name: Captain Bragi Blackheart
Country of Origin: Corvaslav
Profession: Pirate Rabblerouser
Stocks:
+1 [L] Military Frigate (Corvaslavian Whore)
+1 Currency
Bonus: [She might be a piece of shit, But shes my piece of shit] You weren't an officer by any means, but you were skilled with your ship. You know the in and outs of this vessel and learned a few tricks during your time raiding trade lanes back in the old world. You will gain a strong combat bonus as long as you stay with your legendary ship.
Negative: [A man with a Past] You have made a large enemy with your actions, it may not be today, or tomorrow, but they will find you. And they will come after you with a might never seen in this world. Stay low, stay quiet. and you might make it out of here alive.
1. Attack the Nedelan supply ship as it sets out for the old world.
2. Attack the Zelgund supply ship as it sets out for the old world.
3. Visit the Agurian Freehold
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0ac5b3 No.21865
| Rolled 42 (1d100) |
>>21819
>>21842
Name: Principality of Temnland
Rolling before the turn, sorry for being late
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0ac5b3 No.21868
| Rolled 23, 48, 70, 37 = 178 (4d100) |
>>21819
Name: Urza
Country of Origin: Relza
*Country Fluff: Relza is a country at war with itself where the cultist now reign supreme and has caused a war between believers and non belivers. Before the conflict Relza was a country of peace and trade. Having had no problems with any other countries but it all started to change when thousands of people began converting. Most people that converted became brainwashed and zombie like. Having no independent thought. And at one point people had enough and started a group against the cult. This caused a conflict that lasted for decades until the cultists won and forced of the remainder of the resistance group
Nation Fluff: The nation formed through the group that escaped Relza and are all experienced fighters but also very anti religous refusing to do trade with anyone related to gods,magic and the like. they're also very suspicous of outsiders and are all armed with atleast some kind of weapon incase of another cult uprising
Nation Type: Independent
Resources: 50 pop
5 food
4 fish
2 Currency
Assets: Lumber mill
Military:
Navy: 1 Civilian Frigate
Bonus: [Hardened Warriors] Your people have fought in the civil war for all of their life, they fled desperately to get away from it and will fight tooth and nail to maintain a peaceful existence free from any outside intrusion. You get a bonus to combat rolls.
Negative: [Crazy Home Life] Your people have religion control their lives, they are very hostile to the very idea of it and won't participate very well with those who follow it. You may also see cultist pop up in one way or another due to the nature of your departure.
Tech:
COLOR:
R
E
D
RIGHT THERE CAN YOU SEE IT NOW
Action 1: Start harvesting wood
Action 2: Keep looking
Action 3: Start using wood gained to construct additonal ships
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0ac5b3 No.21870
| Rolled 6 (1d100) |
>>21819
d100 for raisins
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0ac5b3 No.21872
| Rolled 41, 63, 39 = 143 (3d100) |
>>21819
Name: Belico Nervi
Country of Origin: Mellia, a Renaissance city state in the west of the old world. The small nation has recently been devastated by piracy and crime, and is unofficially ruled by a group of mercenaries.
Profession: Pirate is such an ugly word…
Fluff: Belico grew up in the crime ridden underworld, abandoned by- oh, no wait, that was a lie. Belico grew up the son of a mercenary captain, dealing with the insane mess of political intrigue in the small republic. He learned quickly, and managed to rather successfully outlive all of his siblings. The young man, through pragmatism, ruthlessness, and a personal dislike of mimes managed to escape the nation on his father's death, selling everything he could in order to purchase a ship and scarper to the new world.
Now he's there, on a sickly little ship with the remnants of his father's mercenary company, and a devoted obsession with the good things in life, much to his own detriment. Well, lets see where the world takes him, hopefully not back home into the waiting pikes of his former uncles.
>Assets: Weaponized civilian sloop [The Redblade]
>Inventory: +1 Currency
>Followers: +5 Mercenaries
>Skills: Novice Swordsman
Bonus: [Straight from the Underground] You have always been in the business of being seedy and have grown accustom to it. You can operate in all markets and are very good at dealing with the less desirable,
Weakness: [One trick Pony] For all of your talk and past experience.. You are really nothing more then a mercenary captains son, you have few skills and no reputation, just the things he left you. You will have a difficult time surviving in this new world.
>Location: Cove/Camp in the Southeastern island.
>Colour: Purple.
(Much appreciated!)
1. Hmmph. With the new knowledge of the food trade routes, and their value, they seem like an excellent place to start. Head down to the presumably nearby colony and acquire some food for resale. (If it's permissible in one action, then go sell it in the north. If not, nevermind)
2. Practice commanding these men. A measure of charisma comes with the position, but it's not going to be enough in every case.
3. Start gathering some wood from the area around the camp to build up some defenses. We may not be colonials in any case, but a safe-house is always good.
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0ac5b3 No.21873
| Rolled 22, 26, 44 = 92 (3d100) |
>>21842
Hmmmm this ten new pop will need time to settle in. That scientist while very weird seems to be enthusiastic and so he will be put in charge of them.
We need to keep an eye on all of them. Their arrival was….Circumspect to say the least.
Name:Kintland
color:Blue
Country of Origin: Relza
Nation Type:Independant
>Resources:
Pop: 50
food: 3
Currency: 3
>Assets:1/6 port
>Military:
>Navy:
+1 civilian frigate
>Bonus:Refugee Camp] You are nothing more then mere refugees, but that means you are just the right kind of place people want to go to! You will find the occasional gift of population and it will be easier to grow your population.
>Negative:[Crazy Home Life] Your people have religion control their lives, they are very hostile to the very idea of it and won't participate very well with those who follow it. You may also see cultist pop up in one way or another due to the nature of your departure.
>Tech:
1. Begin the domestication process for the Aurans we caught. (I don't actually know anything about domesticating wild animals other than horses so can't really fluff it)
2. Claim the land up north it will be needed for farmland.
3.Continue work on the lumber mill 2/4
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0ac5b3 No.21874
| Rolled 64, 97, 48 = 209 (3d100) |
>>21819
Name: Mehgir
Country of Origin: Voxlisa
*Country Fluff: Voxlisa is an island nation in the Eastern part of the old world. Formed by the uniting of tribes by the first king after that king was converted to the Faith. It has held a strong naval and trade tradition since it's conception. Said to have one of the strongest navies in the old world. Embroiled in the war in Relza against the cultists at the moment. Have begun to use slavery in some of their colonies on other continents.
Nation Fluff: During the Cult War captain Mehga von Skein went rogue, and his crew followed. Mehga was a naval officer and noble in the kingdom, and apparently Mehga had issues with slavery. Heading to the new world after a few hits and gaining more men and freed slaves he set up a port in the new world.
Nation Type: Outlaw
Color: Purple
Resources: 4 Food
30 Pop
5 Currency
Assets:
Lumbermill
Military:
Navy: Military Frigate
Bonus: [Naval Tradition] You are a skilled and respected naval captain, you get a combat bonus to naval combat and it will be much easier to recruit willing men to your cause due to your reputation:
Negative:[Traitor] You are nothing but a mutineer in the eyes of your old leaders, You have stolen a vessel and a good crew. They will actively hunt you down and any other nation will attempt to bring you to justice as well.
Tech:
1. Begin construction of some proper homes. +1
2. Explore around a bit for any resources or anything of interest.
3. If the fruits have seeds start planting a few of the seeds in a makeshift orchard.
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0ac5b3 No.21879
| Rolled 44, 7 = 51 (2d100) |
May I join?
Start Position: I don't really care. Wherever the GM sees fit
Name: The Holy Order of Saint Grainlan
Country of Origin: Hisdannia
*Country Fluff: A peninsula in the west of the Old Wolrd, Hisdannia has a long history of religious wars. The Holy Order of Saint Grain was born during this conflicts
Nation Fluff: Funded after the death of the great warrior Sir Grainlan, The Holy Order of Saint Grainlan original purpose was to rid the infidels out of Hisdannia. As the order gained power, it became involved in political intrigues and power fights, which eventually led to their downfall. Now that a New Wolrd has been discovered, the Great Master of the order has decided to set sail to the west, leaving corruption and treachery behind, reforming the order and spreading the values and virtues of Saint Grainlan in this new land.
Nation Type: Independent
Resources:
Assets:
Military:
Navy:
Bonus:
Negative:
Tech:
>Hero Stat Sheet
Starting Position: Wherever our ships land, for that's the wish of God
Name: Great Master Herdan Fradinez
Country of Origin: Hisdannia
Profession: Great Master of the Holy Order of Saint Grainlan
Fluff: Middle aged and calm, Herdan is a warrior respected by his subordinates, though his decision to move the Holy Order of Saint Grainlan was met with skepticism by the rest of the knights. He is a decent manager and a great strategist, but despises scheming and subterfuge. Most knights in the order appreciate him due to his calm and diligent nature, but he is lacking in charisma. He aims to reform the order and bring the light to this new and savage world.
Followers:
Assets:
Inventory:
Resources:
Bonus:
Negative:
>Actions
1) Bless the land where we disembark, found a citadel and call it Port Grainlan. Start building some defences.
2) Scout the area. Search for resources and good pastures land for farming.
3) Pray.
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0ac5b3 No.21886
>>21865
A ship shows up but it isn't very well loaded.. I guess they didn't assume you would be alive still.
+50 population. They are dissapointed in your progress so far and ask you have some metals ready for transport when they come back (In three turns) one way or another.
They ask if you have any special request for them to bring something back.
>>21870
A ship arrives but it is that of your old nation.. It is merely a scout ship but gets away before you can do anything with it.. Expect visitors soon..
Yall go ahead and roll your turns now if you havent.
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0ac5b3 No.21917
| Rolled 70, 47, 94 = 211 (3d100) |
>>21820
Starting Position: ?
Name: Venceslás Erasmo de Pedreña
Country of Origin: Espanolia
Profession: High Inquisitor in the New World
Fluff:
Savages.
Millions - and millions - of savages.
A whole new world found, full of land and resources for good, Ikaldr-fearing men. A whole new world, filled to the brim with heathen, idol-worshipping, hedonistic savages. Not one worshiper of the Celestial Titan throughout the whole of their barbaric, unenlightened tribes. It DISGUSTS me. In the lands to the east, the worship of the Keeper has been spreading well enough. Now, we have a whole new land to attend to. It is our destiny to own these lands, and all the scum that inhabit them.
They will convert, or they will die. I do not particularly care which. I will tear down their primitive totems and temples and build churches on their bones, and in the name of the Keeper, nothing will stop me until we own every inch of these heathen lands.
Every. Last. Inch.
Followers: [4 Inquisitors] [35 Crewmen]
Assets: [Sloop] [One fucking coin] [Small Palisade]
Inventory:
Resources: [Edible Root]
Bonus: [Doing Gods Work] You are sent by the church and are the only hero that can request reinforcements or supplies. The church needs to be pleased with you however. They will occasionally offer gifts.
Negative: [Fanatical] There is no room for diplomacy with infidels and natives. You would not grant them your precious time. You must purge whatever heresy fills these lands. Covert, or die.
(Fucks sake mate, I've tried to talk to you three times on IRC about the gorillion mistakes and discrepencies and misinterpretations in stuff.)
1. First, we will set up basic necessities within the fort - living quarters, a small square, a command post for the Inquisition. And, of course, guard posts alongside the palisade. These are all simple projects, of course, and I suspect with haste and proper motivation in the name of the Lord above, we can get it done in record time. When we have a proper fort set up - then we will be able to raise the flag. Self-sufficient and ready to bring forth the Light.
2. Once the fort is set up, we will start exploring the reaches immediately around us and most accessible. It is better to find those around us and the proper resources of this land as fast as we can, and to scout the proper locations for the expansion of the Church. Mapping this land will be of critical importance to spreading the light of the Keeper.
3. With these tasks done, and the fort itself constructed, we can begin work on a somewhat more difficult project than setting up houses and guard lays - the first Church of the Celestial Titan in this new world. With these few men, it will not be much, certainly, and forced to stay inside the walls of the fort. Attached to my command center, it will certainly be much more difficult than any of our earlier work, because, after all, this must impress. Even with our limited resources, the few truly magnificent works of Old World artistry will go here, to make even when small-sized, an absolutely inspiring piece. We must install three things in all who see the high-reaching spire - knowledge that the Church is here, awe at the power of our God, and fear of the Inquisition that enacts his will.
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0ac5b3 No.21922
| Rolled 30, 85, 76 = 191 (3d100) |
>>21886
>>21819
Name: Principality of Temnland
Colour: Orange
Country of Origin: Empire of Drakensriech
*Country Fluff: The Empire of Drakensriech has a long and "prestigious" history of warfare with their neighbours having grown strong by eating anyone seen as too weak to rule themselves. In recent years however things have been stagnant, with most neighbours remaining strong enough to not seem an easy target. So when the new world was discovered the empire wanted their slice of the cake
Nation Fluff: The lands of Prince Temnick, fourth in line for the Imperial Throne, a scholar by preference but still trained in the art of war by tradition. On his 23rd birthday he was declared lord of his on land, a tiny province in the new world. With the entire empire expecting their new lands to grow, Prince Temnick, lord of Temnland is sent to the new world.
Nation Type: Colonial Charter
Population: 150 pop
Resources: 10 currency, 8 food
Assets:
Military:
Navy: 1 Civilian Galleon
Bonus: [Military Tradition] Your people are strong combatants on land and won't be bested often. They carry some of the finest equipment the world has seen.
Negative: [Warlike] Your people are focused on besting others in combat, they will be slower to develop in other fields and will often have problems diplomatically with others and natives.
Tech:
Metals? This changes things. We cannot waste time securing the coast, we need to head inland and find metals so we can supply the Imperial Army back home! And tell them we need engineers to help build roads and fortifications.
1 Claim the grassy plains
2 Send explorers deeper inland looking for possible mining opportunities.
3 Set up fishing by the coast(1/2)
>Shipment request: Engineers
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0ac5b3 No.21933
>>21842
Colony needs seeds badly, Hardy crop seeds pls
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0ac5b3 No.21947
| Rolled 51, 34, 76 = 161 (3d100) |
>>21819
Name: The Expeditionary Force of the Xerxiad Caliphate
Country of Origin: The Xerxiad Caliphate
Country Fluff: http://pastebin.com/E7s9PWvG
Nation Fluff:
The Caliphate Colonial Expeditionary Force.
The Caliphate prides itself on gunpowder and large ships. Not the first to discover gunpowder, they were its greatest admirer and proponent, inventing gigantic bombards and heavy mortars, and their access to numerous forested states provides them with an overwhelming supply of lumber and manpower.
They favor large and extremely armed ships of gigantic size, as heavy ships of the line form the bulk of their navy. This is in stark contrast to the European and Eastern style, who favor lighter, more maneuverable and numerous ships such as destroyers and frigates and cruisers. Slow, but well armored and massively gunned on all sides, while notoriously easy to outpace at sea, it is known that only those who seek to catch a tiger by the tail tend to challenge a Caliphate ship without overwhelming numbers.
The Expeditionary force has been sent on such a ship, to establish a colony in the new world, and see what new peoples there are to be taught the way of many ways, and to hear of the truth of all truths.
Nation Type: Colony Multi-charter (that is, sanctioned by the Caliphate, but supported by funded by numerous states wishing to invest in the new world.)
Dont Fill
Resources:
+10 food
Assets:
+10 currency
+100 pop
Military:
Navy:
+1 [L] Military Galleon
Bonus: [Pride of the Fleet] They sent you with the pride and joy of the fleet. It is well armed and well suited to use as a base of operations.
Negative: [Home Away From Home] You better get comfortable, This vessel is the last you will see of your home country for a long time. Due to the distance between you and your home country, supply runs and reinforcements will be few and far between. They sent you this ship in order to ensure you would still be here when they got here.
Tech:
1. Continue the search for a stable source of water and food (most likely fish)
2. Establish a settlement. Cut down some tree's to make buildings.
3. Establish a Temple of Worship. Where all faiths are welcome, where all faiths are one and many. Where all gods can dwell or answer the prayers of all worshipers.
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0ac5b3 No.21969
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