de4bca No.23028 [View All]
It is the dawn of a new age on the continent of Innovelis as the Age of Silence passes. For thousands of years, the continent has laid untouched and silent, returning to its natural state as the remnants of the once great Kott Empire are consumed by the land. In this silence, your people found themselves upon this island. Whether through exploration or here from birth,, you now have claim to the land, building a nation for your intents and desires. Or, perhaps, you are a hero or explorer, here to claim the treasures of the now gone Kott Empire.
———-
Welcome to Innovelis!
We currently cap at 7 nations, and may extend to 10 if the game proves to be manageable. No limit on hero slots, but one may be implemented at a later date.
———-
IRC: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
Rules: https://docs.google.com/document/d/1_CNG5Bz0hSgqrAHC5vtfhwgICRY8v8ov9qkVDIC_2Ok/edit?usp=sharing
———-
Fill one of these out:
=Nation Sheet=
-Nation Name: (What is your nation called?)
-Nation Species: (What species makes up your nation?)
-Map Color: (What color do you want to be on the map? Please pick a color not already taken.)
-Nation Fluff: (Describe about your nation. This helps decide your starting technologies, bonus, and eccentricity.)
-Government Type: (What type of government do your people use?)
-Economy Type: (What kind of currency do your people use? What is their market like?)
-Religion: (Has varying effects based on the setting. Can affect bonus/eccentricity.)
=Hero Sheet=
-Hero Name: (What is your name, hero?)
-Hero Gender: (Male/Female)
-Hero Species: (What manner of creature are you?)
-Hero Color: (What color do you want to be on the map? Please pick a color not already taken.)
-Hero Fluff: (Describe your nation. This helps decide your starting technologies, bonus, and eccentricity.)
-Hero Type: (Pick one of the six basic tags. This will decide your hero’s stats as a unit. See Section 4.)
164 postsand51 image repliesomitted. Click reply to view. ____________________________
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de4bca No.23998
>>23852
>>23853
[COMBAT: MARADOZ vs ARGOR]
Maradoz [6/6][.5x][Defensive] vs Argor [5/5][.4x][Speed]
Argor hits first! .4*8=3.2=3
Maradoz [3/6]
Maradoz strikes! .5*7*1.5=5.25=5
Mercy? -> Yes
Mutilation? -> Yes
Argor [1/5][.3x] Lost an arm.
Final Results:
-Maradoz [3/6][.5x][Defensive]
-Argor [1/5][.3x][Speed]
You may fluff the results of combat if you wish.
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de4bca No.24000
——–Combat: Maradoz v. Argor ——– [Round 1]
Maradoz sniffed. There was meat nearby and he knew it. A few more sniffs caused him to tilt his nose in one direction. Suddenly, in one movement, the scent was properly his, and he moved toward it as a long reptilian tongue emerged and traced the outside of his considerable snout. With such a scent his nostrils flared with a mild amount of excitement; it had been some time since he had eaten, and even longer since he had eaten mortal flesh. Such flesh, if memory served, would have a tangy and sweet taste void of the desiccated and burnt aromatics more common in his memories…but his memories were vague. He still remembered hunger, though, but little else.
“It smells of…human? A man. Young. Strong. Good. Good.”
Maradoz stomped onward. His bulk was considerable: at nearly ten tons, he was a massive muscled creature no small stature with a face packed with rows of massive teeth not unlike tiny spears; his head was considerable in size with massive crushing jaws, and his body was both fleet and muscular with a considerable hide sitting atop two legs meant for travel. A gargantuan tail stabilized the beast as it moved along with a slight sway. Every so often Maradoz would pause and sniff the air. Closer. Closer. He drooled.
Then something happened Maradoz didn't expect: a sharp sting bit him in the side and he was bleeding; the sudden onset of his own cold blood alerted him to the fact. Indeed, he was bleeding from his side – Something had stabbed him and it was sticking out of him – it looked like a crude spear, but it didn't hurt that much. Maradoz looked around, not finding anyone, and sniffed some more. After that he rotated his head – his massive reptilian head – and pulled the spear out with his jaws. After dropping the spear with a clatter, Maradoz stopped and growled. It was the human and it was trying to kill him.
Maradoz looked up. The man was on top of a bit of the ruin. He had constructed a crude trap and was trying to use his elevation and the enclosed space for advantage; he let a weighted log fly; the log flew past Maradoz with good speed and landed hard in the distance as it missed.
At this point the massive reptile became increasingly annoyed. “Human, I'm going to eat you now. That little poker was QUITE ANNOYING. Maybe if you're lucky I'll just take a limb; mortals are always TOO FILLING.”
Maradoz's speech was interrupted by the man. In this case the man a decided – for whatever reason – to fight Maradoz directly by landing on Maradoz's head and slashing viciously at his face and eyes; in hindsight it would be clear why: Maradoz would have a profound weight, height, speed, and defensive advantage on open ground. At least in this situation of surprise some of these issues were negated, but, new ones emerged. There was still the issue of size, for example. The small sword the man had plunged into Maradoz's left eye; if it had been larger it might have entered the brain, but in this case it barely managed to make contact with the orbital bone of Maradoz's skull before being halted by thick layers of blood, sinew, and a particularly sturdy optic nerve. Maradoz, certainly not pleased by losing an eye, began to curse in some vile tongue before frantically whipping his head back and forth as one shakes a burning hand. As a response, the man grasped the semi-impaled sword and held on tight; this would prove problematic as the sword was eventually dislodged and flung – man and weapon – into a stone wall some twenty meters off.
Maradoz opened and closed his damaged eye and bared his teeth while frantically poking at the injury with his stubby left left hand. Already the eye was healing and the blood had started to clot; Maradoz's anger, however, remained. He stomped over to the stricken man – now face down – and leaned in slowly before applying his gargantuan foot to the man. A few nudges with his head forced the man to rotate his head toward the lizard as it spoke.
“Don't blink or you die. Now. Killing is easy. Torture, however, takes some skill. It is an art, and immensely gratifying when done properly. Any brute can just kill, and they do. I'm not going to kill you, but I am going to torture you. I like to torture. It was one thing others hardly understand. It needs no reason. Mortals cannot understand but the pain of it, and never the fun of it. What is it to destroy when to maim for a whole life yields a dividend of neurosis and pain?”
[1/2]
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de4bca No.24002
[2/2]
With that statement, Maradoz's foot applied more pressure and then he bit down on the man's arm as a sturdy oak door closes on the neck of a chicken. With a slight pull – hardly any force required – the arm dislocates. With another tug, the skin straightens to limit, and then with a third slight yank the arm breaks and tears from the socket; an ugly sickening crack is heard by anyone in the vicinity. Blood spurts out and a barely audible gurgle continues for a few moments as Maradoz retracts his head and steps back and off with a muscled arm hanging from his jaws.
A bird is watching nearby and chirps as Maradoz reels back and swallows the severed arm whole in a single bite. The man, traumatized and in shock, makes a groaning noise as he watches the entire horror transpire. Maradoz, noticing this, pauses for a moment speaks in a slightly annoyed tone to the man as he leans in.
“I'd forgotten how frail mortal life is, and how feeble. I barely pulled at all and now look at you – blood everywhere and about dead. Shock white."
Maradoz at this point licked his lips and made a face like he tasted something awful.
"You taste terrible. Good for you. It has saved your life. Never cross the powers, mortal, such things are always beyond what is transitory in life. You taste like sweat and dirt. Perhaps if you had been an elf you would be worth eating, but now you are only suitable for indigestion and a slow death. Consider how many of your kind have died with severed arms! That is your brotherhood, mortal. Hubris functions in the way of such rewards."
And with that Maradoz walks off to investigate the rest of the ruins…
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de4bca No.24003
| Rolled 7 + 1 (1d10) |
>>24002
——–Combat: Maradoz v. Argor ——– [Round 2]
Argor gripped his sword ever tighter, his blood boiled as the pain of his loss arm shoot through his body. If this be the end of Argor no one shall say he did not put up a fight. With a burst of speed He surges after the creature aiming for the ligaments of the massive creatures leg bringing it down to his level. It's arrogance would be it downfall, mercy is weakness and weakness is not needed in this world.
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de4bca No.24004
| Rolled 1 (1d10) |
[Maradoz Combat]
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de4bca No.24005
>>24003
>>24004
[COMBAT: MARADOZ vs ARGOR: ROUND 2]
Maradoz [3/6][.5x][Defensive] vs Argor [1/5][.3x][Speed]
Argor hits first! .3*8=2.4=2
Maradoz [1/6]
Maradoz strikes! .5*1*1.5=.75=0
Argor [1/5][.3x]
Final Results:
-Maradoz [1/6][.5x][Defensive]
-Argor [1/5][.3x][Speed]
You may fluff the results of combat if you wish.
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de4bca No.24006
>>24005
Argor strikes like lightning plunging his sword deep into the monsters's leg forcing it down to one leg. He rolls out from underneath as the creature comes crashing down reopening the viscous gashes streaking it's face.
Poised to attack again in a flash Argor bellows "Who fight well creature but arrogance is unbecoming of the strong. You have proven that you have great strength such that it matches by speed. We could bleed each other in this petty squabble in these ruins but I believe there are greater things that could be accomplished and even greater things we could accomplish by combining our strengths. I do not mean to make you my friend this day but an alliance would surely help us both."
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de4bca No.24007
>>24006
[Maradoz]
Maradoz makes a groaning noise and seems to appear woozy. A few seconds of thought seems to trace across his face and he responds with a sneer. "Fine, ape-man. For now."
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de4bca No.24013
>>23990
I want to point out that the stats you have given me go against my fluff completely, and makes me wonder if you read my fluff at all.
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de4bca No.24030
>>24013
To be fair, you guys getting raided all the time would out of necessity make them really good at fighting if only for defense, the abilities could have been better named though. You didn't much mention anything but the fact they have people attacking them all the time. Even your government is, by necessity, lead by a military leader.
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de4bca No.24043
>>24030
except I was pretty sure I mentioned how they weren't like that, and with my eccentricity it negates almost all of my fluff in that I can not research any sort of cultural tech what so ever. And it's all of 2 lines out of the entire thing that has anything to do with being warlike.
I'm sorry if it was unclear but the intention was a species of spiritualists and artists and whatnot who were seen as brutal beasts because of their race even if they were mainly a peaceful species.
That and I am pretty sure that the fact that it was me who posted influenced it a shit tonne, because why the fuck would Anni play something other than an evil rampaging fucking monster. It's the entire reason I made what I did, I'm sick and tired of it.
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de4bca No.24054
| Rolled 90, 57, 55, 91, 74, 71, 25, 61, 4 = 528 (9d100) |
[Tortoiseshell]
Population: 8 (+1/turn)
Food: 8 (+1/turn)
Currency: 11 (+2/turn)
Industry: 3
Unique Buildings: [Hall of the Tortoise]
Defenses:
-[Tirtiika Vorekoda - Tortoise Palisade][HP: 3/3][.3x][Basic]
Military Units:
-[Tortoiseshell Warrior][HP: 6/6][.6x][Basic]
Resources: Wood: 3.3 (+.1/turn) Stone: 3.3 (+.1/turn) Giant Tortoises:1.6 (+.2/turn)
Technologies: [Animal Taming I][Luxury Crafting I]
Territory: 1
Bonus:
-Tortoise Mongers: You have the only supply of Giant Tortoises in Innovelis, and have made it your goal to ensure only you have had them up until this point. You have the unique resource of [Giant Tortoises].
Eccentricity:
-Slow and Steady: You have lived by the tortoise for many generations. You have learned their ways, their pace. You cannot produce [Speed] units.
1/2) Scout the desert for resources for the Clan.
3/4) We shall take advantage of the one resource that surrounds us- the sand of the desert. Find some gifted young Uruk and start trying to teach them the ways of geomancy.
5/6) Have our craftsmen make some better armor for our warrior. [Luxury Crafting I]
7/8) Experiment with breeding our Tortoises. Start with pairing the ones that have the most offspring together and encouraging them to mate.(basic genetics/breeding)
9) Expand our borders. More room for the Clan and it's turtles is always welcome.
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de4bca No.24114
| Rolled 80, 95 = 175 (2d100) |
-Hero Name: Davian
-Hero Gender: Male
-Hero Species: Fair, metal element
It is unsure whether it is because he is the only male fairy in the species, or because his elemental effect, but it is known that many of the weaknesses of the female fairies do not affect him. He is not harmed by iron or other similar metals, and can go on extended underground journeys with little sunlight without ill health, in fact feeling at home among the ores.
-Hero Color:
Indigo
-Hero Fluff:
Davian is the only male fairy. Period. He is not sure whether his birth was a portent of fate, or pure chance, but he has had to learn to grow up the only male in his species and the obligations thrust upon him.
Davian was told he was a Prince. He was told it was expected of him to be betrothed to the Princess Aristea when he grew old enough. And that he would have to become King one day, and sire an heir in a way no other fairy ever could. His appearance and unique abilities is part of what sparked the fairies to establish their own nation.
Growing up he did not like this, being caged by his own species. He felt a burning need within him to explore, to discover, to to fight, and go beyond the limitations of fairy society. They were all bound to flowers, sun and moon, and burned in contact with iron but not him. The metals called to him, and whispered secrets of the deep. He was able to venture into the deep and see things none of them could dream of. He wished to go further, to see the world's secrets and wonders, and grow into a man. Maybe to find a companion or a love, feeling hollow and empty. Alone and overwhelmed by his obligations and desires, he nearly ran away.
Then he me Aristea. He was in fact actually running away and bumped into her. He was not supposed to, according to ancient custom they would have no contact until the wedding according to ancient laws. When he met this young fairy girl, something clicked. He began to talk with her, wanting to know more about her, feeling a curiosity and growing interest in another fairy he hadn't felt before. He did not run away, and in fact, returned to that part of the forest to speak to her again and again. He revealed to her he felt compelled to stay, because of her, and then she who knew him by his gender revealed who she was as well, and that she was excited to meet him.
This was the point in which Davian vowed to stay for her, and for his race, and fulfill his obligations to become a King and help lead the fairies to greatness.
-Hero Type: [Speed]
[Davian]
-Health: [5/5]
-Power: [.4x][Speed][Flying]
-Food: [0]
-Currency: [9.8] (-.1pt)
Equipment:
[Burned Book]
-Fairy Clothes [No Bonus]
-Resources:[Gold:1:-1/turn]
-Knowledge:[Training I]
-Followers: None
Bonus:
-Fairy Flight: You are a fairy and come with the ability of flight. You have the [Flying] tag.
Eccentricity:
-Expensive Tastes: Your diet consists of gold, and gold only. You do not have the need to consume regular food, however you consume .1 gold/turn, or else you suffer the regular starving penalty (-1 HP/turn).
Underground training 2/8
Bloody hell.
Who the hell are these guys?
Wait. . .did they say they were going to /teach/ me kottish?
Okay, now I want to know who these guys are.
>>23960
1-2. Learn Kottish, as well as the Rigan culture. There may be keys here to unlock the secrets of the ruins I have not yet learned of.
…why do they treat me like a child?
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de4bca No.24166
| Rolled 2, 1 = 3 (2d10) |
[MAGIC EVENT ROLLS]
>>23830
1. You continue to heave in an attempt to breathe fire. You break into a coughing fit.
2. You try to push yourself through the debris to get to the shiny. No luck. You think there might be a way around maybe?
>>23831
1. You complete the farm! Although meagre in size, it produces a quality amount of food! The barns and… stuff… seem to help in making them function well! Add structure: [Farm:Location Arnette:+.4 food/turn]
2. You complete your mine! Roll 1d10 to find out what mineral you found!
3. Your men come across some wild animals! They're… [Roll 1d10 to find out]
>>23833
1. You finish the mine! Roll 1d10 to find out what you found!
2. Your research into Boom Powder continues. You seem to be making clear progress. (3/6)
3. The groundwork for farms begins! In fact, they're nearly completed. (3/4)
>>23834
1. Try as you might, you still can't overcome the wall you've reached.
2. You begin to boobytrap the palace. You've come to terms with the beast, but you decide it's still for the best you have the palace ready for any other threats. (1/4)
>>23835
1. You discover a small silver button on the back of the armor. Pressing it, you find the armor's back pops open, allowing the wearer to step into it. The inside is coated with a strange fabric that emits warmth. You have no idea what it is, but it seems to ward off the effects of the Verulium. The powers of the armor are still unknown, but you understand how it works. (You may equip it as a free action).
2. You continue to explore, the passage begins to grow narrow as you move through it. (4/8)
>>23839
1. You continue to work on a new design for cores, and are quite successful! It seems that the new cores are more consolidated, durable, and efficient in producing energy for a golem of any type. [Coreworking II]
2. You manage to produce a few sample cores, but find that you'll need more stone in order to produce them consistantly. [Golem Core:.1] Lose:[.2 Stone]
3. You try to begin developing construction golems, but you have trouble finding a starting point.
>>23840
1. You begin to search the ruins for anything interesting. You're still a bit shaken up from that mortal attacking you. You discover notice something trapped in the wreckage of a building, but can't tell quite what. (1/4)
2. You feel your body twist and contort as the spines on your back become more flexible. This is the power you remember, the power to manipulate yourself at will! (2/4)
>>23842
1. Croske hurt hand on rock. Croske notice rock pointy and hurt. Croske decide no take rock.
2. Croske go to Freebay. Croske see big market. Croske see many humans who are scared of Croske.
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de4bca No.24167
>>23844
1. The ranches pretty much fall through, the peasants seem dissatisfied by the idea of a cattle ranch.
2. The dragons still refuse to breed at an increased rate. They seem very set in their current cycle.
3. While you search the land, you find that you're having trouble finding a large deposit. Shame.
>>23845
1. You complete the university! Add Building: [Player Named University: Location, Inemar]
2. You continue along with the golem research, making decent progress. (3/8)
3. You begin work on an aetherspring, pulling at the very fabric of the plane. (1/4)
>>23849
1. Ugh! More charred corpses, and none of them have something befitting of your nobility. No matter, you will find a new one.
2. Nothing around either! You need to have a word with the help! They're not doing their job AT ALL.
3. You look around, NOTHING. Ugh, this place is a big, empty mess.
4.You notice a small metal trapdoor on the floor of a collapsed building while searching. Maybe this place wasn't so empty after all… (1/4)
>>23851
1. You help the dwarves finish their farm! Add Building: [Farm:Location, Greathall:+.3 food/turn]
2. You try to train some while doing the farmwork, but don't find much time to.
>>23860
1. You notice the crystal's surroundings seem serene, but you aren't sure if it's a result of the crystal of the church you're in. While you can feel power exerted from it, it seems like that energy cannot be tapped at this time. (3/4)
2. You try to raise a corpse or two, but can't seem to quite manifest your new powers. Maybe you're forgetting a part of the incantation?
>>23871
>>23872
You find a [Sturdy Blade [+0.2x]]! You're sure that it's a REAL Kott Blade. Quite the quality find!
1. You start another search, but there aren't any more swords lying around…
2. You decide to refine your searching skills, making a little progress. Perhaps there's more to searching than finding swords on the ground… (1/4)
>>23873
1,2. You continue to try uprooting everything. Packing is going great again! Everyone is putting lots of flowers in chests! (5/8)
3. All the people who learned that word… foecuss! They all learned sunflower magic! [Sunflower Magic I]
>>23888
1-3. You expand outwards! Gain 3 hexes! (+.3 pop/turn, +.3 currency.turn).
4-7. Your research expertise goes swimmingly and you make great progress! [Research II]
8,9. You begin to try to master the sea. A good number of prototypes… sink… (1/4)
>>23896
1-3. You begin to work on creating better wines. They're already so divine though, but progress is being made. (5/6)
4,5. You begin to expand outwards! (1/4)
6. You move your military northward, which you have yet to claim
7,8. You study desert agriculture, making some progress. (3/4)
9. You start to study Civil Defense, but don't figure out a lot about it.
>>23960
1. You complete the scavenging! Roll 1d10 to see what you found!
2. You return to Riga with the fairy Davian!
3. You continue pushing through the expansion protocols. [2/5] (forgot to add your eccentricity here)
>>24054
1,2. You begin to scout the desert, finding something in your search! Roll 1d10 to find out!
3,4. Your young trainee begins to study into geomancy. (4/8)
5,6. You begin to increase the abilities of your luxury crafting! It goes great! You have just a bit more work to do. (5/6)
7,8. The breeding project is somewhat a success. (2/4)
9. You try to expand, but your land claiming tortoises are moving quite slowly, and no progress is made.
>>24114
1. You move to the Rigan capital. (Expended first action moving to the capital.)
2. You make great progress figuring out the language and culture, but haven't mastered it in full. (2/4)
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de4bca No.24168
| Rolled 2, 3 = 5 (2d10) |
>>24166
Mine roll
Animal roll
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de4bca No.24169
[EVENT]
The ground begins to shift slightly as a flash of purple light bathes ruins across Innovelis, visible to all heroes and nations. A distant rumbling to the south is heard as the flash of light fades. Nations and heroes across Innovelis are left confused and with an odd discomfort from the odd behavior of the ruins. Heroes and soldiers within the ruins are blinded by the light before it fades, and find themselves feeling with an odd chill. The already crumbling ruins seem to have cracked further, and are less stable than before.
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de4bca No.24170
| Rolled 62, 64, 40 = 166 (3d100) |
>>24167
-Nation Name: Tareron
-Nation Species: Human majority
-Map Color: blue or yellow
-Nation Fluff: Long ago, the men and women of Tareron discovered the means to harness dragons. Creatures ranging in both intellect and size, they have since been breed for a number of useful traits. As this great work has evolved, and dragons with it, a rank of dragons and their captains rose from nobility and squalor alike. United by their knowledge, they levied a demand to their ruler. Freedom for themselves and all citizens, as well as limits on the king's power. Now, with the breeding stock of dragons growing ever better, the nation of Tareron grows more powerful with them.
-Government Type: Constitutional Monarchy
-Economy Type: Laisse Faire Capitalism
-Religion: Monotheistic centered on a god of Light
Population: 8 (+1/turn)
Food: 8 (+1/turn)
Currency: 8 (+1/turn)
Industry: 3
Unique Buildings: [Tareria City]
Defenses:
-[City Wall][HP: 3/3][.3x][Basic]
Military Units:
-[Alekander on Bellerophon [HP: 6/6][.6x][Basic][Flying]
-[Jack on Karna][HP:6/6][.7x][Basic][Flying][Ranged]]
Resources: [Wood:3.3:+.1/turn][Stone:3.3+.1/turn][Dragon:1.3:+.1/turn]
Technologies: [Animal Taming I] [Tareron Bowcraft I]
Territory: 1
Bonus:
-Exotic Creature: Dragons are not naturally native to Innovelis, and the fact you have brought them here means you control the only supply. You start with the unique resource of dragons.
Eccentricity:
-Dragon Dependent: Due to your use of dragons in almost every task requiring heavy manual labor or effort, they are critical for completing projects. If you do not have at least 1 dragon currently in your resources, you cannot complete projects involving manual labor.
1 ) Improve our bows [Tareron Bowcraft I]
2 ) Begin a breeding program for the dragons, emphasizing stronger fire breath
3 ) Search the land for metals
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de4bca No.24171
| Rolled 8 (1d10) |
>>24167
Rolling 1d10 to see what I found
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de4bca No.24172
| Rolled 1 (1d10) |
>>24167
Rollan for resources
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de4bca No.24173
| Rolled 74, 23 = 97 (2d100) |
[Maradoz]
-Health:[6/6]
-Power:[.5x][Defensive]
-Food: [7](-1/turn)
-Currency: [0]
-Followers: None
Bonus:
-Demonic Mutation: You have strange, mutagenic properties allowing you to willfully become less pleasant than you started. Given enough time and actions, you can alter your very being to gain additional tags, power, and health.
Eccentricity:
-Monster: You are a monster. You do not have the intelligence to utilize equipment or knowledges, and cannot use them as such. While specialty equipment may be built for you by nations (you aren't exactly built for diplomacy either), you cannot equip/de-equip it on your own.
—–
In Progress
——
[Tentacles (2/4)]
[Minions: 3/6]
——-
Actions
———
1.2. Maradoz frantically digs around the ruin looking for the light. He is immensely interested and moves as fast he can. [Ruin: 1/4]
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de4bca No.24174
| Rolled 93, 53 = 146 (2d100) |
-Hero Name: Croske
-Hero Gender: Male
-Hero Species: Orkish Vampire
-Hero Color: White
-Hero Fluff:
People are fools. I was once a mortal like you, but now I know better. Born in a village within the Great Greyreach Chain, I was once just another warrior in his tribe, when his band and I were sent to deal with a cave where disappearances kept on happening. When we reached the cave, we were struck quickly by something supernatural, and everything went black.
When I woke up, days had passed, and my companions were lying dead around me. A strange elf was towering over me. He spoke, “You survived the trails. You must be hungry, and confused. Enjoy this, and I will tell you what is going on.” The elf handed me a body and began to tell the tale. The tale of the attack, and the results. I had become a vampire. The elf explained my situation, but it did not make me any less angry at him. I struck out, knocking him out of my way and leaving. It was nearing dawn when I approached a nearby village, and there, I sought refuge through the day.
Ever since, I have been wandering alone, taking only what I need, and leaving nothing out of place. Nothing, except a few corpses of travellers.
-Hero Type: [Speed]
[Croske]
-Health: [5/5]
-Power: [.4x][Speed]
-Food: -
-Currency: [10]
Equipment:
-Cloak [No Bonus]
-Dull Iron Blade [+.1x Power]
-Resources:
-Knowledge: [Training I][Stealth I]
-Followers: None
Bonus:
-Vampiric: You are a vampire, do not need to eat, sleep, or breathe, and can suck the blood from your enemies. You have the [Drain] tag. Every time you kill an enemy that is considered a living organic, you may heal 1 health.
Eccentricity:
-Feral: You cannot survive in the sun. You must have a cloak equipped at all times or you suffer 1 damage at the end of each turn.
1. Croske looks for weapon in market. More sword always better.
2. Croske has sword. Sword still not sharp. Croske finish making sharp. (1/2)
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de4bca No.24176
>>23090
-Hero Name: Prelkon
-Hero Gender: Male
-Hero Species: Known only to him, from another plane
-Hero Color: Same red/darker shade
-Hero Fluff: Nobody knows what Prelkon is. Found in the woods as a person white mettalic egg, Prelkon was taken by the elves, studied, and then hatched fully grown. Despite questioning and magical study from the elves he has not told why he is there or how he has gotten there, but he acts fully on the side of the elves and is quite cheerful. His tail is a huge snake that can exude many, many different types of poison, is prehensile, and at times seems to have a mind of its own. He is very eccentric, seemingly to the point of madness at times.
-Hero Type: Speed
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de4bca No.24177
| Rolled 49, 74, 9 = 132 (3d100) |
>>24167
Place previous expansion points 1 north, and 2 south, hugging the Grandis Sea Minor
1) Expand Again, continue expanding along the coast of the Grandis Sea Minor.
2) Send one of the Ghazi along the coast of Grandis Sea Minor until they have reached the far bank from our own city. Find a suitable place, such as near a river, and claim it as the furtherest point of our domain. Wherever you stop, shall be the end of what we shall claim of this world. ((Specifically targeting the tile JUST within 8 hexes of my city, the southern bank of the river next to the words "Grandis Sea Minor"))
>Research Unknown Ocean Going Tech
[Research II]
[Jalvoc] (Violet)
Population: 7 (+1.3/turn)
Food: 7 (+1/turn)
Currency: 7.3 (+1.3/turn)
Industry: 3
Unique Buildings:
>[RuneFall, Capital of the Jalvoc]
Defenses:
>[Hamin][HP: 3/3][.3x][Basic]
Military Units:
>[Ghazi][HP: 3/3][.3x][Basic]
>[Ghazi][HP: 3/3][.3x][Basic]
Resources:
>[Wood:3.1:+.1/turn]
>[Stone:3.1:+.1/turn]
Technologies:
>[Rune Magic I]
>[Research II]
Unfinished Research:
[??? Sea Travel Related I: 1/4]
Territory: 4
Bonus:
-Intelligent: Your culture is centered around knowledge, and you gain a +10 bonus to all research rolls. If the result (after bonus) is less than 50, you may reroll once per turn.
Eccentricity:
-Slaves to Knowledge: Your people lust for knowledge at all times. At least one roll every turn must go to discovering or upgrading a technology.
Lore Stuff: http://pastebin.com/CXnT8wHK
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de4bca No.24178
| Rolled 43 (1d100) |
>>24177
rerolling action 3, per bonus.
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de4bca No.24179
>>24178
>Applying Bonuses
Research Unknown Ocean Going Tech 1/4: 53
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de4bca No.24180
| Rolled 96, 11, 65 = 172 (3d100) |
>>24167
-Nation Name: The Inemari Magocracy
-Nation Species: Elves
-Map Color: Red
-Nation Fluff: The Inemari was once the court magicians for a kingdom long ago. Their magic and magi-tech discoveries and research brought great prosperity to the kingdom, and their wisdom in many matters were known throughout the nobles of the kingdom, and many sent their children to learn from them. The king grew suspicious and worried that the mages would pull a coup and as such banished them from the kingdom. The mages and their supporters were sent from the kingdom and forced to settle a new city in the wilderness. Now, so many years later, the Inemari are a proper city state, and are ready to be so much more.
-Government Type: Magocracy. The nation is ruled by mages with a bloodline of the strongest mages ruling as the Archmage.
-Economy Type: Guilds, the currency is enchanted glass balls that glow different colors for different monetary amounts.
-Religion: They do not worship any gods, but believe the world is created by the intertwining of 5 realms coming together. The Abyss ruled by demonic entities, the Heavens ruled by angelic beings, The Aether the realm of magic, The Elements where the elementals reside, and The Wilds where the powers of the nature and spirits come to bear. When a person dies their soul moves to one of these realms and they become a resident of the realm. They believe that the world has always been and always will be, but may reach a new balance in the powers of the Realms that may be disastrous for those that exist now.
Population: 7 (+1/turn)
Food: 7 (+1/turn)
Currency: 7 (+1/turn)
Industry: 3
Unique Buildings:
[Inemar (Capitol)]
-[The Floating University]
Defenses:
-[Rune towers][HP: 3/3][.3x][Basic]
Military Units:
-[Mage apprentice][HP: 3/3][.3x][Basic]
-[Mage apprentice][HP: 3/3][.3x][Basic]
Resources: [Wood:3.2:+.1/turn][Stone:1.2:+.1/turn][Pure Aether:0.2+.1/turn]
Technologies: [Magi-tech I][Aetherwarping I]
Territory: 1
Bonus:
-Aethersprings: During their exile, the Inemari came across a way to pull energy from the Aether as a pure and undiluted resource. This magic can be used to power magi-tech, as well as conduct great feats of magic. You may also conduct Aethersprings to generate more Pure Aether/turn.
Eccentricity:
-Magic Reliance: Due to the extensive reliance on magic and magi-tech over the years, your people have grown quite frail, and have trouble with physical labor. All techs and units you create must incorporate magic so that they are functional to your mages.
1. Begin expanding outwards.
2. Continue golem research. 3/8
+ University
3. Continue construction of the aetherspring. 1/4
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de4bca No.24181
| Rolled 34, 75 = 109 (2d100) |
>>24167
>[NIA]
>-Health: [4/4]
>-Power: [.6x][Attack]
>-Food: [10](-0/turn)
>-Currency: [10]
>Equipment:
>-Nondescript Armor [No Bonus]
>-NIA Sword [No Bonus]
>-Resources:
>-Knowledge: [Scavenging I][Training I][necromancy I]
>-Followers: None
>Bonus:
>-Clean Slate: You have no memories of your past life, and as such have plenty of room for new memories and information. You need 1 less success to learn new knowledges.
>-undead:requires no sleep/food/rest
>Eccentricity:
>-Bones: Because you are quite literally bones in armor, you suffer 1 additional damage any time you take damage in combat.
1. Finish up our study of the crystal we will learn how to harness or use the power(3/4)
Maybe we will socket it into our sword bringing back some of its original incantations
Maybe we can suck out the power to add to our own powers and knowledges.
Or maybe it forms some kind of protective magic and we can use it to form a village here in the ruins.
Only one way to find out
2. Once again try to raise some skelebros.
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de4bca No.24182
| Rolled 7 (1d100) |
>>24171
As per GM request in IRC, 1d100
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de4bca No.24183
| Rolled 95, 1 = 96 (2d100) |
1. The quest for dragon breath continues. Try lighting some debris on fire.
2. If the Shiny can't reached from here lets look for another way around. Last resort I can always become a dragon and dig it out. Quickly before the place collapses! (3/4)
-Hero Type: [Speed]
-Health: [5/5]
-Power: [.4x][Speed]
-Food: [7](-1/turn)
-Currency: [10]
Equipment:
-None
-Resources: [Gold:1]
-Knowledge: [Scavenging II]
-Followers: None
http://pastebin.com/bdRnfWDn
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de4bca No.24184
| Rolled 34, 99 = 133 (2d100) |
[Morian Feldt]
Morian Feldt is writing the definitive work on the decline and fall of the Kott Empire, or would be if she hadn’t been laughed out of the major universities and libraries for her radical theories that a major part of the decline was caused by the eunuchs in the imperial service turning to a hedonistic black magic cult that promised joys far greater than what they had, er, lost. Her scholarly reputation hasn’t exactly been improved by the fact that her research required dabbling in some of these unsavory magics, leaving her weary of orgies and cursed with sudden, dangerous mood swings, as well as a couple of rather … nasty tricks she uses to deter attackers and spice up dull conference presentations. Hired by a wealthy businessman to pillage curios from the long dead empire, Morian is also hoping to find evidence of the fall of the Empire – as long as the evidence supports her theories, that is.
-Health: [5/5]
-Power: [.5x][Specialist: Team Attack Multiplier -.1x]
-Food: [7](-1/turn)
-Currency: [10]
Equipment:
-Regular Clothes [No Bonus]
-Verulium Armor [???]
-Resources: [Morian's Journal:1]
-Knowledge: [Scavenging I][Research I]
-Followers: None
Bonus:
-Scholar: You gain a +15 to rolls relating to investigating lore, and may reroll once if the result is less than 50 (after bonus).
Eccentricity:
-Sophomoric: You are incredibly anal about your theories, and must dedicate an action(s) to destroy any evidence or item that proves them wrong.
I equip the Verulium Armor. [Free action]
1. What the hell was that? Investigate the source of the bright light. Rack my brain for things I’ve read – it’s got to be something to do with the Kottish Empire.
+15 to lore investigating
2. Keep exploring the passage. Squeeze into it, dammit. There’s got to be something exciting in here. [4/8]
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de4bca No.24190
| Rolled 10 (1d10) |
>>24166
Mine roll
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de4bca No.24192
| Rolled 34, 92, 44 = 170 (3d100) |
>>24166
-Nation Name: GreyRock GreatHome
-Nation Species: Dwarves, small smattering of humans too
-Map Color: Blue
-Nation Fluff: The dwarves of the GreyRock Great home have been in the Greyreaches for years. They endured the fall through a combination of living in a strong foundation and being both steadfast and stubborn. They survived the plagues, the invasions and loss after the Kott empire fell. They have lived long as a minor power, until the advent of boom powder by one of their greatest minds.
Now with a way to fight off the would be invaders and hold their lands with a minimum of force, the Grey Rock Great home looks out at Innovelis once more, to go out from their fortress home, into the land, to gather what was lost, and find any of their kin left after the years of lost communication.
-Government Type: a Monarchy unbroken since before the Rise of the Kott empire-Economy Type: The economy is a free market, every pays, from the highest noble to the lowest beggar. As for coinage, it's in denomination ranging from copper, to silver to gold.
-Religion: The dwarves of the GreyRock GreatHome worship both the gods of dwarvedom, and the great heroes of their kind, who they believe apotheosized into minor deities from their heroic and innovative actions
-location; Greyreach mountains
Population: 9.3 (+1.3/turn)
Food: 9.3 (+1.3/turn)
Currency: 13.6 (+2.3/turn)
Industry: 3
Unique Buildings: [Greathall]
Defenses:
-[Great home Garrison][HP: 3/3][.3x][Basic]
Military Units:
-[Dwarven Axemen][HP: 3/3][.3x][Basic]
-[Cannons][HP: 3/3][.3x][Basic][AoE]
Resources: [Wood:3.3:+.1/turn][Stone:3.3:+.1/turn](mine 4/4 resource pending) [Farm: +3 food/turn]
Technologies: [Coinage I][Boom Powered I](3/6)
Territory: 4
Bonus:
-Explosive Mining: Thanks to your invention of 'Boom Powder', you have developed advanced mining tech utilizing your invention. All mining projects you preform are treated as one difficulty lower. (Ie. 'Average' treated as 'Weak'.)
Eccentricity:
-Destructive Mining: Due to your invention of 'Boom Powder', mining materials can be quite destructive. When creating mines, your number of resources found is treated as being 1 tier higher. (Ie., Tier I mining yields the same amount as Tier II.)
1. Work on Expansion techniques, so we can claim more land faster
2.Continue Boom powder research!
3.Either improve our farms, or build more!
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de4bca No.24193
>>24192
3/6 progress on boom powder
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de4bca No.24194
| Rolled 33, 42 = 75 (2d100) |
>>24167
[Sabe'Nazir Sa'yrurn]
>Health: [6/6]
>Power: [.6x] [Defense]
>Food: [7](-1/turn)
>Currency: [10]
>Equipment:
-Not!Arabic Clothes [No Bonus]
-Driftwood Plank [+0.1x Power] [Left Hand]
>Resources:
>Knowledge:
-[Scavenging I]
-[Training I]
>Followers: None
>Bonus:
-Muscle: You gain +10 to rolls relating to training, and may reroll once a turn if the result for training is less than 50 (after bonus).
>Eccentricity:
-Brawn over Brain: You aren't very bright, are you? You suffer a -10 penalty on all research related rolls.
1: While the farm would be providing some boon to the Dwarven populous, it wasn't enough to feed her properly. Because of that, she continue to assist with the farm to expand it's operations, even if she /doesn't/ really understand it that much about farming.
>Upgrade the farm that Curious has.
2: With the main farm done, however, Sabe would find the time to train herself better, to be able to strike with a greater force and the likes.
>Improve the Power modifier. (4/8) +Muscle
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de4bca No.24198
| Rolled 81, 89, 78 = 248 (3d100) |
1-3. You begin to work on creating better wines. They're already so divine though, but progress is being made. (5/6)
4,5. You begin to expand outwards! (1/4)
6. You move your military northward, which you have yet to claim
7,8. You study desert agriculture, making some progress. (3/4)
9. You start to study Civil Defense, but don't figure out a lot about it.
>>I only moved those units after what I thought was irc confirmation from you they take control of land….
1. Winemaking V
2. Expansion (1/4)
3. Desert Agriculture (3/4)
——————————————
[Khalanid]
Population: 7 (+1/turn)
Food: 7 (+1/turn)
Currency: 9 (+2/turn)
Industry: 3
Unique Buildings: [Khala (City)]
Defenses:
-[Player Named Defense][HP: 3/3][.3x][Basic]
Military Units:
>Outside Khala
-[Sand Spears][HP: 3/3][.4x][Basic][Assassin]
-[Sand Spears][HP: 3/3][.4x][Basic][Assassin]
Resources: [Wood:3:+.1/turn][Stone:3:+.1/turn]
Technologies: [Winemaking I][Bladecraft I]
Territory: 1
Bonus:
-Assassin: Your units gain access to the [Assassin] tag! This tag gives the unit a 1.3x combat multiplier in combat if the unit is travelling alone.
Eccentricity:
-Yah'zu Requirement: All NPC's spawned via random events are without Yah'zu and you refuse to work with such cretins! You cannot interact positively with NPC's (You may still attack them and vice versa).
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de4bca No.24199
| Rolled 100, 14, 33 = 147 (3d100) |
Population: 8 (+1/turn)
Food: 8.4 (+1.4/turn)
Currency: 11 (+2/turn)
Industry: 3
Unique Buildings: [Arnette, Capitol]
Defenses:
-[Point Falconcrest][HP: 3/3][.3x][Basic]
Military Units:
-Artoria, the Chosen Hero [HP: 6/6][.6x][Basic][Holy]
Resources: [Wood:3.2:+.1/turn][Stone:3.2:+.1/turn]
Technologies: [Coinage I][Holy Magic I]
Territory: 1
Bonus:
-Omniscience's Blessing: All living units you create have the [Holy] tag, which causes your unit to heal itself 1 HP each time it deals damage in combat.
Eccentricity:
-Ruled By the Sword: You are lead by the magic sword Chyrsamere, and are forced to do as the wielder commands. Should a hero or villain gain control of the blade, you are forced to do as they command.
1. Resume work on Cavalry equipment [1/4]
2. Explore the region around us.
3. A grand cathedral to the Omniscience is planned. Lets get to work. -2 stone -2 wood
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de4bca No.24200
| Rolled 14, 36 = 50 (2d100) |
>>24167
[Scion of Kott, Bob]
-Health: [5/5]
-Power: [.5x][Basic][Undead]
-Food: [8](-1/turn)
-Currency: [10]
Equipment:
- [Sturdy Blade [+0.2x]]
-'Authentic' Kott Blade [No Bonus]
-'Genuine' Kott Heirloom Clothing [No bonus]
-Resources:
-Knowledge: [Swordsmanship II]
-Followers: None
Bonus:
-For Real Guys: You are a member of a royal Kott bloodline! You swear by it! Anyone who says otherwise shall be put to death! You may instantly combat and gain a 1.2x modifier against anyone spouting blasphemy against your name!
Eccentricity:
-Vengeance: You are driven by one goal, to restore the name of Kott. Any time you hear your good name smeared, you must change your course of action and make it your goal to strike down those who do not understand the divine will of the Kott! (You can choose your path and actions along the way.)
Ruins Explorer 1/4
1 Continue Search.This castle was once the seat of governing for the ruins of this city and perhaps all these mountains. Did they have dealings with other mountain dwelling folk? Did the Kott have a different name for these mountains and this land? Regardless, the crafts they left behind will serve the body enough to arm and strengthen this royal body but if some knowledge was preserved it would serve me well to know of past dealings.
2 Ruins Explorer. A rock here, some old rotted wood there and under these old floor boards…some dirt. It might be picked nearly clean but I am here to find destiny and by night or the light of the stars I will find my inheritance.
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de4bca No.24206
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de4bca No.24259
| Rolled 96, 39 = 135 (2d100) |
>>24167
[Argor]
-Health: [5/5]
-Power: [.3x][Speed]
-Food: [7](-1/turn)
-Currency: [10]
Equipment:
-Dad's Bronze Sword [No Bonus]
-Barbarian Cloth [No Bonus]
-Resources: None
-Knowledge: [Training I][Scavenging I]
-Followers: None
Bonus:
-Living Weapon: You are a living weapon and have advanced combat experience. Your combat roll (1d10) is increased by 1 (still not surpassing 10).
Eccentricity:
-Unintelligent: While you are quite skilled with the blade, you are lacking in other places. You cannot gain knowledges that require scholarly thought (such as lore).
——-
1.Scavenge the palace ruins
2. Fix my wounds as best as possible
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de4bca No.24292
| Rolled 26, 9 = 35 (2d100) |
-Hero Name: Davian
-Hero Gender: Male
-Hero Species: Fair, metal element
It is unsure whether it is because he is the only male fairy in the species, or because his elemental effect, but it is known that many of the weaknesses of the female fairies do not affect him. He is not harmed by iron or other similar metals, and can go on extended underground journeys with little sunlight without ill health, in fact feeling at home among the ores.
-Hero Color:
Indigo
-Hero Fluff:
Davian is the only male fairy. Period. He is not sure whether his birth was a portent of fate, or pure chance, but he has had to learn to grow up the only male in his species and the obligations thrust upon him.
Davian was told he was a Prince. He was told it was expected of him to be betrothed to the Princess Aristea when he grew old enough. And that he would have to become King one day, and sire an heir in a way no other fairy ever could. His appearance and unique abilities is part of what sparked the fairies to establish their own nation.
Growing up he did not like this, being caged by his own species. He felt a burning need within him to explore, to discover, to to fight, and go beyond the limitations of fairy society. They were all bound to flowers, sun and moon, and burned in contact with iron but not him. The metals called to him, and whispered secrets of the deep. He was able to venture into the deep and see things none of them could dream of. He wished to go further, to see the world's secrets and wonders, and grow into a man. Maybe to find a companion or a love, feeling hollow and empty. Alone and overwhelmed by his obligations and desires, he nearly ran away.
Then he me Aristea. He was in fact actually running away and bumped into her. He was not supposed to, according to ancient custom they would have no contact until the wedding according to ancient laws. When he met this young fairy girl, something clicked. He began to talk with her, wanting to know more about her, feeling a curiosity and growing interest in another fairy he hadn't felt before. He did not run away, and in fact, returned to that part of the forest to speak to her again and again. He revealed to her he felt compelled to stay, because of her, and then she who knew him by his gender revealed who she was as well, and that she was excited to meet him.
This was the point in which Davian vowed to stay for her, and for his race, and fulfill his obligations to become a King and help lead the fairies to greatness.
-Hero Type: [Speed]
[Davian]
-Health: [5/5]
-Power: [.4x][Speed][Flying]
-Food: [0]
-Currency: [9.7] (-.1pt)
Equipment:
[Burned Book]
-Fairy Clothes [No Bonus]
-Resources:[Gold:1:-1/turn]
-Knowledge:[Training I]
-Followers: None
Bonus:
-Fairy Flight: You are a fairy and come with the ability of flight. You have the [Flying] tag.
Eccentricity:
-Expensive Tastes: Your diet consists of gold, and gold only. You do not have the need to consume regular food, however you consume .1 gold/turn, or else you suffer the regular starving penalty (-1 HP/turn).
Underground training 2/8
Kottish/Rigan Language 2/4
1. Continue to learn Rigan culture and language.
It's fascinating. I have never seen a predominantly male society before. Although the maturity of my fellow "students". They really have shuffled me with their young, just because I look like them.
It matters now, I will continue to learn in this 'school' of theres. 2/4
2. Old habits die hard though. I'll continue to hone in my underground senses in their cities caves and catacombs. 2/8
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de4bca No.24315
[Meta: For the record, waiting for Regalia for an update on exactly what I found. Regalia had said on IRC that it was a Prototype Kott Armor of some type, but didn't want to specify further]
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de4bca No.24338
| Rolled 53, 100, 49, 46, 45 = 293 (5d100) |
>>24315
[The Authority of Riga]
Government: Authoritarian Magistrial Republic
Economy: Early Market, Government Controlled Black Market
Extended Fluff and Laws: http://pastebin.com/xvmRfy64
High Magistrial Election in 5 Turns
Population: 9 (+1/turn)
Food: 9 (+1/turn)
Currency: 9 (+1/turn)
Industry: 3
Territory: 1
Unique Buildings: [Riga, Capitol City]
Defenses:
-[Rigan Simple Garrison][HP: 3/3][.3x][Basic]
Military Units:
-[Magistrate in Arms, Simple][HP: 3/3][.3x][Basic]
-[Magistrate in Arms, Simple][HP: 3/3][.3x][Basic]
Resources:
–[Wood:3.2:+.1/turn]
–[Stone:3.2:+.1/turn]
-[Kott Power Armor:1]
Technologies: [Scavenging I][Artifact Identification I][Education I]
Bonus:
-Descendants: You are the descendants of the Kott Empire, and have a knack for recovering and understanding their lost technologies. Rolls to search ruins and identifying artifacts gain a +20 bonus.
Eccentricity:
-Living Laws: Your legal system is constantly changing, and your people rely wholeheartedly on the law to dictate every aspect of their lives. Every project you take requires an extra success to complete. It has to go through your 'legal process.'
In Progress:
-Expansion 2/5
Actions:
1: See Below, If/Elif/Else action
2: The Artifact Restoration Ordinence requires proper facilities. [Construct: Kott Academy of Antiquity Restoration] [Education I][ArtiIdent I]
3: The Expansion Protocols are to continue to be impliments [Expansion: 2/5]
Action 1 If/Elif/Else:
Case 1: If there is more scavanging that can be done at the ruins, continue to do so [Scavanging I][ArtiIdent I]
Case 2: Else if I'd get a an easier time to rebuild the town *and* can claim it with a unit while it's not adjacent, spend a turn to have the Magistrates claim it.
Case 3: If neither Case 1 nor Case 2 are applicable, the Magistrates are to head towards a hex adjacent to Riga to spend a claim action next turn.
>>24292
Johan Welk. the Magistrate that took Davian under his wing has also brought him into his own home and among his own children. The two eldest, a son (Albert) and a daugheter (Gabriele) are close to the age that Johan thinks Davian is. Dice 4 and 5 are their opinions of this stranger, 1 being hate, 100 thinking Davian is the best thing to happen to them since their father got appointed Magistrate, 50 ambivalent.
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de4bca No.24343
| Rolled 33, 40, 99 = 172 (3d100) |
>>24167
>>24292
https://www.youtube.com/watch?v=jqaNi3RbS_Q
A day had passed, or was it several? Fairies weren't exactly keen at keeping track of time, but nevertheless, the Prince had yet to return, and there was much worry as the packing neared completion and the caravan was about to start; yet without their beloved pioneer-leader to head it! Furthermore, the ruins he was purported to be in were glowing with an eerie magical energy; the Princess was in a state of great worry.
[Principality of Flowers]
Fluff: >>23106
Population: 7 (+1/turn)
Flowers: 7 (+1/turn)
Currency: 7 (+1/turn)
Industry: 3
Unique Buildings: [Old Sunset Point]
Defenses:
-[Venus Mantrap Garden][HP: 3/3][.3x][Basic]
Military Units:
-[Hana, Sentairy][HP: 2/2][.2x][Basic][Flying]
-[Scutellaria, Sentairy][HP: 2/2][.2x][Basic][Flying]
Resources: [Wood:3.2:+.1/turn][Stone:3.2:+.1/turn]
Technologies: [Farming I][Bartering I][Sunflower Magic I]
Territory: 1
Bonus:
-Winged: You have wings! That means you can fly! Oh boy! All living fairy units get [Flying].
Eccentricies:
-Tiny: All of your military units are incredibly small, and suffer a penalty to their attack modifier and health.
-Flowers: Your population is generated from the unique "Flower" resource. For most mechanical purposes, this works identically to standard food, but other nations can't really eat them; on the converse, their food is tasty, but it doesn't go towards growth!
1.)"Quite terrible news everybody! Prince Davian hasn't yet returned from the ruins!"
Some busy attempting to pack, others distracted with making pretty lights with their regained magical abilities, all the fairies halted their actions at the moment to stare at their leader.
Princess Water Lily continued, "Though I loathe to do this, I'm sending in scouts in attempts to find him in the case he has become lost or trapped. Which fairies wish to volunteer?
For a long moment, there was silence as most of the winged beings were still trying to take in and process the information. One of them even asked aloud "We had a prince?" Eventually however, two individuals stood up.
The first was a brown-eyed fairy with light brunette (to the point it almost looked gray) hair of both many bangs and a ponytail; she wore an apron over a warm-colored dress and shoes, and carried a white wildflower in her hands; by all means, she was a garden variety of fairy and one could say that there were at least a couple hundred others in the group that looked almost exactly like her. She raised her hand and smiled. "Hana here! Don't worry Miss Princess, I'll find your Prince safe and sound!"
Standing tall and assertive, the second fairy was a blond-haired, blue-eyed individual wearing a maid's dress with two sharpened dual-cresent wings. Most peculiarly, she was wearing an odd half-rusted helmet made of tin; a child's toy from one of the ruins, while on her feet were a pair of jackboots. She spoke in an strange accent and used foreign, gibberish words that meant anything only to her, though she felt she got her point across. "Keine Angst, mein Prinzessin! Scutellaria, general of the Great Fairy Army at your service! We'll find this misbehaving prince and properly discipline him for his foolishness!''
"General" Scutellaria gave a strange salute that the Princess not so subtly dismissed; as far as she knew, there wasn't such a thing as a proper fairy military at the moment, and she didn't know where this individual had gotten the idea there was (or why she'd be the general of it), though she wasn't the fairy to look a gift-horse and eager volunteer in the mouth.
"Thank you both, and though I quite appreciate your bravery and vigor, I'll be the one to talk to the Prince; I just want you to make sure he's safe, or help him be safe if he isn't. He's very important, and though I don't want to ask either of you to risk your lives, please do a thorough search of the ruins."
The two fairies nodded. "Okay" and an enthusiastic "Jawohl!" were what came out of them as they moved out towards the northern ruin. (Send the two Sentairies to explore the northern ruin where Davian was last seen!)
2-3.) "Even with the Prince's absence, we certainly musn't delay the packing; I fear the magical energies flooding from the ruined lands are surely an ill omen!" [Resettling 6/8]
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de4bca No.24344
>>24343
Population: 8 (+1/turn)
Flowers: 8 (+1/turn)
Currency: 8 (+1/turn)
Resources: [Wood:3.3:+.1/turn][Stone:3.3:+.1/turn]
(Forgot to update these! Silly me!)
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de4bca No.24816
is this dead? I really hope it's not dead… the rules were really cool.
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de4bca No.27338
HELLO FORMER INNOV PLAYERS, I AM SAD TO ANNOUNCE THAT INNOV IS NO LONGER GOING TO BE CONTINUED, AND THAT IT IS BEING SCRAPPED RATHER THAN SHELVED.
I AM HAPPY TO ANNOUNCE, HOWEVER, THAT THE SETTING WILL REMAIN FOR A CURRENTLY TITLELESS, UPCOMING HEROBUILDER FEATURING HEROES FROM SUBMITTED NATIONS OF INNOVELIS CLASSIC.
>Why post this in the original Innovelis thread?
Because Innovelis Classic did not reach a very far point in the game, I am giving players a chance to post what their character would have done, tried to do, or their nation would have developed into, so as to make the lore and world more flushed out for the herobuilder. Any special languages developed, tech developments, or culture may be noted. A full description of each nation and how it functions will be written in the new thread. Heroes can also have eventually started their own nation if that is something you would have wished for them to do.
>Why are you doing this?
For a number of reasons. The main reason is technical issues relating to running Innov Classic and how Paint.net doesn't like linux and my Windows PC is a piece of junk that lags at just opening Paint.net. So as a result, I am doing something less map intensive until you inevitably become warlords or something, changing nation borders. Rules on those sorts of things will appear as Innov 2 draws nearer. The other reason I am doing this is to create a HB with the lore largely developed by players. While looming threats exist for overarching threats and plot, the player created parts of the world will largely feed into how the world functions and what the heroes place in society will be.
>I wasn't in Innov classic.
That's fine too! If you missed out on Innov classic or I didn't have an open slot for you at the time, feel free to write a nation or hero from an existing or nonexisting nation that you would have liked to have created! These characters and nations will also be included in the lore for the new herobuilder.
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de4bca No.27414
>>27338
The Jalvoc would have spread themselves across the Grandis Ea Major and Minor, establishing fortifications on both peninsulas that separate the Major from the Minor. They'd have tried to put colonies on every river mouth, and further, gotten trading districts put into most other cities and nations that would have accepted them. They were primarily peaceful, but their military would have been divided between a serious trading fleet, and most importantly a group of soldiers called "Seraphim" who were armed with really crazy weaponry. I can pull up their projected stats if you like at some point. I think I only planned on making 3 units of them…
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de4bca No.27417
>>27338
Explore the mysteries of the universe
Uncover strange and mysterious relics and develop them into fairy magitech
Eventually more metal fairy dudes from the Princess to raise as my sons
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de4bca No.27425
>>27417
Elaborating on this:
The Kingdom of Flowers
The fairies made their initial stop in the old Kot Remant of Riga, perceived as a "sudden boom in the of young lady population" as they hid their true forms, taking the moment to eke out an education on the world around them; though one could argue they didn't make very good students, the more studious individuals among them, including the young Princess, would learn a good deal about the nature of their world and their place among it.
The Prince would eventually reunite with the group, and having felt they stayed long enough, the Nomadic Principality of Flowers would slip away as suddently as it appeared, leaving behind a great deal of confused foster parents (and some sad feelings, though such would be repaired with time), continuing its journey to a place to call home. After a month's travel, the Principality of Flowers would settle in Eastern Barduin, between Freebay and Llael where the four rivers met: the fairies would come to reveal their true nature to the Kottians of Riga as well as open up to the stalwart men of Llael, seeking out nations to befriend and set up trade with, some fairies even taking up the example of the latter and setting up an organization using a combonation of light and sunflower magic to aid the sick, and heal the wounded, and make the harvests bountiful based on the teachings of Princess Aristea; known as the Heralds of Spring, these fairies themselves would spread their knowledge to any humans interested, leading to the creation of the generic White Mage, human and fairy magicians specializing in using "white" types of magic in order to purify the land and restore those ailing.
Prince Davian's efforts in spelunketing Kott ruins was a public secret that the Princess would never cease to berate him on, but his findings were no doubt the main means of the Principality's advancement, devising techniques thought to be long lost and using them to transform the land into a literal forest of tree-sized sunflowers, so hardy as to withstand even the cold winters that were a reality of the more northernly domain. After a decade of hard work, the Prince would finally find the time to settle down for a while, and Davian would wed Queen Aristea in the freshly constructed Palace of Flowers in the Sky.
From the Kingdom of Flowers would spawn the One Hundred Sons of King Dave, known colloquially as the Logheryman of the East: armed with musket and bayonet, they would be the first line of defence for the Kingdom, serving as spotters for a secret weapon uncovered by the King: though the fairies were never a beligerant people and their standing forces remained small in spite of their large population, they took care to keep a few reclaimed Kottian weapons, dubbed "Flower Howitzers" at the ready to deter the occasional monster or would-be invader encursion. It was hoped a reputation of steel hiding under silk would tell those that in spite of their small stature, the fairies were not to be pushed around.
And if all else failed, the entire nation was of course obscured under a jungle of sunflowers, curious flora, and peculiar illusions; it was certainly unwise for an outsider to wander into their domain without a guide. Yet, with the disposition of her close neighbors, the nation never really felt threatened to begin with.
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