de4bca No.23028 [Last50 Posts]
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.)
____________________________
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de4bca No.23029
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de4bca No.23031
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de4bca No.23032
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de4bca No.23034
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de4bca No.23035
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de4bca No.23036
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de4bca No.23037
-Nation Name: Llael
-Nation Species: Humans
-Map Color: Green
-Nation Fluff: Llael suffered under the boot of tyrants and wicked hearted people. The land withered and the people suffered under the ministrations of evil creatures and evil men with dark hearts. This was changed when the people rallied under the banner of the Chosen Hero wielding a magic sword blessed by the Omniscience. With his leadership and the blessing of this god the people cast down their evil overlords, and ran much of the evil from the land into the outskirts and deep forests to hide in fear of the new power of Good. With their land free and the Omniscience watching over them Llael was free to prosper once more.
-Government Type: Classical Feudalism - The magic sword Chyrsamere chooses a new Chosen Hero at the death of the old from among the purest and most virtuous of Llael's citizens. He or she leads the nation, blessed every so often by perfect insight from the Omniscience. The lands themselves are still ruled by local nobility which vary from good hearted to secretly wicked.
-Economy Type: Goods economy - the metal coinage of copper and iron coins are rarely used outside of exchanges between foreigners or very large guilds. Most taxes and trade is done through bartering of goods and services.
-Religion: Worship of the Omniscience: The Omniscience is a Good aligned force in the universe without the ability to directly influence the world. It has to work its power through priests, heroes, items, and dreams or visions but cannot take a direct role on the world. It instead uses Llael to influence the world and progress Good into it through its chosen people.
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de4bca No.23038
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de4bca No.23039
>>23028
-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
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de4bca No.23040
>>23028
Claiming a nation!
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de4bca No.23041
>>23028
=Nation Sheet=
-Nation Name: The Authority of Riga
-Nation Species: Kott-Descended Humans
-Map Color: Blue
-Nation Fluff: As the Kott Empire collapsed, some went as a group to the settlement of Riga. Their plans were to attempt to maintain the authority of the Kott Empire, but even there, the collapse was final. The modern humans of the Authority of Riga claims heritage of the Kott Empire and claims its body of laws were inherited from the last days of the Empire.
-Government Type: Authoritarian Magistrial Republic, effective rule by Magistrates. The Guard are run by the Magistrates, but do not have Magistrial Authority. New Magistrates are chosen from candidates within their district by the High Magistrate. The High Magistrate is chosen in a Magistrial Conclave by the other Magistrates.
-Economy Type: Early market, with fees for selling Licensed and Restricted Goods, such as weapons, better weapons, narcotics, etc. There is a literal Black Market as well, authorized by the Authority, that can sell licensed, restricted, and banned items to those who may be interested. The Authority gets a big cut.
-Religion: Riga follows the concept of the Living Law as a Religion. The effective Priesthood are Counselors of Law, who study the Law of the Authority and advise those who may come in conflict with it the course of action. The Living Law can be changed, as the fundamental Law is "The Laws of the People shall meet the Needs of the People, as Determined by the Proper Authority." Precedent can play a part, but the written Living Law trumps precedent.
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de4bca No.23043
- Nation Name: Sunflower Fairy Queendom of Flowers in the Woods
- Race (Determines bonuses): Sunflower Fairies - Sunflower fairies are an all-female race of humanoid fey resembling usually young to teenaged humans of fair skin with somewhat nonstandard hair color (blue and purple being common, followed by more mundane colours such as red and brown) with an intricate set of vaguely butterfly-like wings and the need to constantly grasp the plant that gives them their namesake, seldom standing taller than three feet in height, with the exception of great fairies, who appear as adult humanoids that stand the lower ends of five feet.
Sunflower fairies appear to grow sickly when deprived of sun or moonlight for more than a few hours, making it impossible to venture underground for extended periods of time. Pure iron is highly caustic to all varieties of fey.
- Map Color: (Determined map color): Gold
- Nation Fluff (Determines bonuses):
A specific type of elemental avatar, the fairies are a simplistic type of fey creature whose purpose is to maintain a particular facet of nature to the best of their abilities: be it planting flowers, starting forest fires, or spreading snow to points that might have been missed by the winter; in harmony, they make sure the cycles of nature continue uninhibited, even in the midst of magical tampering and other unnatural anomalies.
The fairies of the plains boardering Forever Forest are a group who have fairly recently become active for one reason or another, having studied a bunch of Kottian artifacts left behind by the ancients' destruction and deciding that starting a civilization must be fun and interesting with all the cool stuff they made, binding together and founding a new nation practically overnight. Being the only variety of fairy in their immediate region without any glaring defects to either the global leylines of the world or unnatural physical defects present nearby, they follow their basic directives of spreading vast sunflower fields across the world; while having fun doing it!.
- Government Type (Determines some stats): Monarchy headed by the Great Fairy of Spring, in this case The Princess of Spring, Aristea the Blue (Her real name being "Nymphaeaceae", one which she seldom uses); this is in spite of the fact that without any males to properly procreate with, she is the first and last in her line; good thing fairies are immortal, though bad thing if something happens to the Princess.
- Economy Type (Determines some stats): What's an economy? Not their specialization, sunflower fairies generally barter for what they need, and borrow what they can't, though lately the idea of trading flowers around as a form of currency has been attempted, without much success as said flowers tended to get smushed up and wilt after a while.
- Religion (Determines magic): Fairies believe, nay, are the avatars of specific forces of nature: the sunflower fairies are the spirits of the sunflowers, as their name would imply. The more sunflowers under their control, the more sunflower fairies are called into existence to grow and maintain them. Loss or deficiency of flowers causes those beyond the metaphorical "population cap" determined by standing flowers to become mortal; this is quite shocking as it means they have to consume food and rest as needed, greatly reducing their efficiency when working.
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de4bca No.23044
>>23039
>location; Greyreach mountains
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de4bca No.23045
Hero Name: Maradoz the Disagreeable
Hero Gender: Male
Hero Species: ???
Hero Color: Red
Hero Fluff: Maradoz is a creature that is, in a word, unpleasant, thanks to his fiendish origins. These origins are vague and contradictory and mostly a master of dispute for the peasants. Much as such creatures trend, Maradoz is a creature of fire and blood. In that vein he enjoys carnage for the threadbare amusement it provides; it is all humor to him. Mentally Maradoz is of average intelligence, but, he has a considerable amount of cunning: he engages with the world of violence intuitively and without elegance, preferring brute force to any form of diplomacy of tact: he deploys dark magic with a similar rude efficacy. Aesthetically, Maradoz resembles a massive emaciated lizard that walks on two legs with a massive jaw and snout given to biting. Two small hands function only to carry small objects. Maradoz, as in keeping with his manner, seeks godhood and power for the mere amusement that such a thing would provide.
Hero Type: [Attack]
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de4bca No.23046
>>23045
>>location: White Lake
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de4bca No.23047
File: 1454792636546.jpg (478.25 KB,920x1243,920:1243,f6c33359fc6580124b3bab86b0….jpg)
Hero Name: Argor
Hero Gender: Male
Hero Species: Human
Hero Color: Black
Hero Fluff: Argor grew up in a small village in the north. An idlic place that subsisted of the herding of simple Reindeer. One day they were raided by a ferocious band of goblins who killed everyone in the village except fro Argor who hide within a bail of hay. Taking a bronze sword from the corpse of his father he vowed to never be weak again. So for years he trained focusing his body and mind into becoming a weapon. After many years of isolation he has decided to travel the world to prove how strong he has become.
Hero Type: Speed
Location: The Shores of White Lake
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de4bca No.23049
>>23037
Location: Northern Barduin, on the shores of the Barduin sea.
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de4bca No.23050
-Hero Name: Fenja Goldenscale
-Hero Gender: Female
-Hero Species: Dragonling. Beings with the ability to shift forms between mostly human and mostly dragon.
-Hero Color: Pink
-Hero Fluff: Fenja has lived alone in the mountains of Greyreach for as long as she could remember, collecting trinkets and eating goats. However the pretty stones she has collected and the goats are no longer enough for her. She wants more out of her life then being a feral wanderling. It is time to see what the world has to offer.
-Hero Type: [Speed]
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de4bca No.23051
>>23028
-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
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de4bca No.23052
>>23051
location is on the coast of Nyhr
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de4bca No.23053
=Nation Sheet=
-Nation Name: "The Founders"
-Nation Species: Changelings (explained in fluff)
-Map Color: Crimson or Maroon
-Location: Unknown…
-Nation Fluff:
Changelings are horrid creatures of unknown origin. Of all the gods and magic to exist in our present world, none can explain where the beings of Change have come from. What they can explain is their awful abilities; Changelings gain their name through their ability to freely morph into any biological organism they can get their hands on. Needless to say, the absorbing process involves stabbing the victim with a proboscis and usually killing them in the process (a valid method of assassination). While meeting among each other, Changelings typically take a human appearance for convenience, but they can appear as any other organism if they have absorbed it. Changelings can not only manipulate their cells for transformation– but they can also manipulate their body for combat and utility (extending their arms out, squishing their body into vents, strangling someone with tentacle intestines, turning arms into sharp natural blades made from bone and cartilage, ect).
Changelings are typically solitary hunters whom have existed during the era of the Kott Empire and preyed upon their civilian populace for ages. Yet, despite that, Changelings were not a nation and they truly feared the Kott. Through technological and magical advances, the Kott Empire were able to begin hunting Changelings and wiping them out. Day by day, the population of the species began to drop drastically as they brought to justice by the ancient empire. They had no technology or organization, and had to rely on absorbing scientists and artists in order to understand. However, towards the end of the Kott Empire, a new society began to form underground (literally subterranean); The Founders. The Founders are a secret society of every surviving Changeling, who have chosen to unify under a single banner in order to escape the wrath of the Kott. Solitary changelings are deadly, but an organized group of Changelings who can share information and genomes together is a party. The Kott still fell because of invasion, but The Founders played a role in it, crippling parts of the empire while they dealt with the invaders. This was the most powerful moment for Changelings, where it felt like they had achieved their megalomaniac goal to assimilate and adapt the world. However, when the invaders finished off the empire, The Founders teared what last scraps of precious DNA they could, and retreated back into the underground.
.It is now the end of the Age of Silence…and the secret banner of The Founders has suddenly raised itself once more. After decades, it has returned; and Changelings everywhere skulk through the shadowy pathways to the subterranean city of Charl. This rebirth of The Founders has come because of a mutual goal– to watch the world burn through espionage and deception. Is it the true return of the Changelings, or just some pitiful gang trying to pose like the great ones? Time will tell, but a grotesque doom shrouds over the Young Ones…
-Government Type: The Founders leadership works more like an organized crime syndicate (ala the Mafia, Triad, Yakuza, ect) and less like some creepy cultist gang. It is a highly Meritocratic society, with the leaders being chosen by their merit and how qualified they are as Changelings and, more importantly, as spies. "Citizens" can be sent out to do jobs at any time, but they are usually in charge of running things back home in the underground cities. "Laws" are extensively written regulations that The Founders follow like a code, and Changeling spies who break the code (or anyone in The Founders, really) are usually subject to death. There is a well defined hierarhcy in the organization which has a major division in labor (the "henchmen" lower class usually do more menial work than the "professional" upper class, which are sent out to do high profile operations).
-Economy Type: Free trade is allowed between changelings within The Founders, but it is monitored somewhat by the higher ups. If it helps you get the job done as efficiently as possibly, then trade around with your friends! However, foreign trade and diplomacy with non-Founder bodies is strictly prohibited and usually results in death, since The Founders maintain a strict code of secrecy and dont like open interaction with other nations, let alone being discovered by them!
-Religion: Who gives a shit? Worship what/who you want, just don't do anything that would harm The Founders or our regulations. This is highly subjective and could change at anytime on a whim, based on what the higher-ups say.
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de4bca No.23054
>>23028
-Hero Name: Barduin
-Hero Gender: Male
-Hero Species: National Spirit
-Hero Color: Any
-Hero Fluff:
Once they were Kings, and the world trembled as they passed. Ancient tribes crumbled under their heavy hand, adversaries ground into dust, their bleak bones the fundament of the new Kingdom. Barduin they named it, the land of the Bards, after their fathers and their fathers before them.
With fire and sword they crossed the Barduin sea, shattering the southerners armies and shaking the world in its very foundation. But the ground did not quake because of the Barduin's numbers, it was their heavy armor and united step, the song of their lips and fire in their hearts that resonated from the mountains of the North to the sands of the South.
Their lands grew and so did their power as millenia old empires fell under their relentless march and the Bards praised the beast that they had created. Barduin, land of the Bards, born in ice, raised in fire. And amidst their songs and praise they made their own god. Not a pantheon in the sky but a way of life. A culture. The sigils of their Kings, the banners they carried into battle and the hymnes on their lips manifested in a being.
Barduin was born. But as it does with all things time eats away even at the greatest of civilizations and the people of Barduin became lazy and content. Their Kings grew idle and fat as pacifism nested itself within the Bards' hearts. The people became tolerant, they mixed and many of their traditions were forgotten, the banners that had once been carried into battle now decorating the halls of nobles. The beast grew old and soft, a weakness it would come to regret.
Eventually the Kott Empire arrived, it struck down the sleeping beast in one fell swoop, divided and helpless as it was. However even as the land of the Bards parted from this world it was not completely gone. With the collapse of the Bard culture and the death of nationalist frevour the upstart god they had made could no longer hold its own amongst the other gods, being cast out of heaven and onto Innovelis, little more than a common spirit.
With great compassion for its own people and contempt for nearly any other culture Barduin roams the continent, seeking to aid and protect the Bards whilst simultaneously looking for a way or two to get back at the gods who cast him out of heaven. In time, vengance will be his.
-Hero Type: [Support]
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de4bca No.23055
>>23028
>-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.)
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de4bca No.23056
>>23055
-Nation Name: Mak ‘Ars
-Nation Species: Crystalline Golems
-Map Color: Teal
-Nation Fluff:
In an abandoned super complex located deep within the largest mountain on Fahr, dwelled the Mak ‘Ars. A project of the Kott Empire that, while completed never saw proper activation. A millennium after the Empires demise an earthquake damages the facility, and by some freak accident, the Mak ‘Ars awaken. Each Mak ‘Ar stands exactly six feet tall, and is made from an unknown crystal-like material, while separate in body they are only partially separate in mind. Each Mak ‘Ar refers to itself as if referring to the whole of their people. While they acknowledge that they are individuals they also share a mental connection that allows the Mak ‘Ar to communicate over vast distances instantaneously, and their mental processing power is such that before any individual makes an important decision it is reviewed, given feedback, and improved upon by the rest of their species in a single instant. This connection has caused each Mak ‘Ar to develop while experiencing the exact same things that every other individual experiences, causing each Mak ‘Ar to be extremely similar. As such they have no ruling government and instead each individual decides on the best course of action for their people through their connection and the majority decision is the one taken, although nearly all Mak ‘Ar will normally agree with each other on these decisions.
However, this is not the true strength of the Mal ‘Ar. They innately possess a unique magic known as coreworking. They shape different materials into spheres that have a wide range in power, and effect depending on the size as well as the material of the core. Once a sphere is created the makers utilize their unique magic to transmute the inside of the core into a crystal like substance which they then fine tune by using different, and precise, magical shocks that ‘program’ the core. Once completed a core is either laid upon or embedded into a material, and then activated with a spark of the Mak ‘Ars magic. Approximately fifteen seconds after activation the effect known as ‘creation point’ is achieved as the magic is amplified, and refined by the core until it overflows with sparking blue magic, which then flows into the material of its would-be body. If a body has not already been prepared for it then the core will follow whatever programming the makers have worked into it, and shape its own out of whatever material it can get ahold of. It is almost always better to have a body prepared beforehand for more efficient, and powerful golems. Golems created by this method will be of limited intelligence but capable of comprehending, and carrying out commands. Golems created through coreworking are very durable, and any damage done to the body is superficial, and at best temporarily crippling until repairs can be made, however, should the core be destroyed or heavily damaged then the golem will simply shut down immediately.
-Government Type: Anarchy
-Economy Type: The Mak ‘Ar at this moment have no concept of currency.
-Religion: The Mak ‘Ar have no religion, though they are interested in the concepts of gods.
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de4bca No.23057
>>23028
-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]
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de4bca No.23058
>>23028
-Nation Name: The Swarm
-Nation Species: Various, but all insectoid
-Map Color: Magenta
-Nation Fluff: Before. Long before all the petty squabbling of these new races, this world was ours. We cleaned it, picked it bones dry, then we slept. For aeons we slept. We have forgotten more in the lives of our civilization then the rest of the children of this world have even dreamed of know. Now, with the soils of Innovelis stained with the blood of conflict once more, we awaken, and we hunger. By the gods do we hunger. We will consume the meager civilizations of this world as we have done before, and we will forever after. The herald stirs the nest deep within the earth, and one by one we shall awaken, then feast on the bounty this world has seen fit to raise for us.
-Government Type: Caste-based hierarchy
-Economy Type: no currency, all serve the swarm
-Religion: Praise the Queen-Mothers, the birthers of the swarm. Praise the Grand-Hive, birthplace of the Queen-Mothers, who crawled out of the primordial seas to claim this world for the swarm.
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de4bca No.23059
=IF YOU HAVE A REQUESTED CHANGE OR QUESTIONS ABOUT YOUR STATS, PLEASE PM ME=
>>23037
[Llael]
Population: 5 (+1/turn)
Food: 5 (+1/turn)
Currency: 5 (+2/turn)
Industry: 3
Unique Buildings: [Player Named Capital City]
Defenses:
-[Player Named Archer Post][HP: 3/3][.3x][Basic]
Military Units:
-[Player Name], Chosen Hero [HP: 6/6][.6x][Basic][Holy]
Resources: [Wood:3:+.1/turn][Stone:3:+.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.
>>23039
[GreyRock GreatHome]
Population: 5 (+1/turn)
Food: 5 (+1/turn)
Currency: 5 (+2/turn)
Industry: 3
Unique Buildings: [Player Named Capital City]
Defenses:
-[Player Named Defense][HP: 3/3][.3x][Basic]
Military Units:
-[Player Named Unit][HP: 3/3][.3x][Basic]
-[Player Named Unit][HP: 3/3][.3x][Basic][AoE]
Resources: [Wood:3:+.1/turn][Stone:3:+.1/turn]
Technologies: [Coinage I][Boom Powered I]
Territory: 1
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.)
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de4bca No.23061
>>23041
Notes for self, will be rolling for Authority disposition on some or all following things later, may add more as I think of them or get suggestions. Most of this will be flavoring as the Authority heavily trends towards Lawful Neutral, 1s and 100s may modify that depending.
The Fall: "Enemies and Traitors" vs "Mistakes were made".
Strength of Belief of Kott Knowledge: "We KNOW the Truth" vs "We cannot know the whole truth".
Pretension to Kott Empire: "Everyone is either in rebellion or squatting" vs "The Empire is dead, we must forge it anew".
Tolerance of Others: "We are Kott, and thus Superior" vs "All are Equal under the Law."
Openness of Diplomacy and Trade: "The Authority of Riga is closed to outsiders" vs "The Authority of Riga seeks ambassadors and trade"
High Magistrate Legal Interpretation: "For His Own Enrichment" vs "The Needs of the People" (Evil vs Good flavoring).
Enforcement of Laws: "Oppressive and Pervasive" vs "Lax and Permissive"
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de4bca No.23062
>Nation Name:
Oresemar Kunggan
>Species:
Merfolk
>Color:
Royal Purple
>Fluff:
In the depths of Fahr Ocean, something stirs.
Once a great empire in their own right, the Merfolk of Fahr controlled the oceans of Innovelis, even having outposts in the distant Grandis Seas, until the mass extinction that decimated much of the life on Innovelis. Now, what little is left of the Mer are relegated to the remains of their once great Capitol city, Ianga'Taa. With most, if not all of their ancient knowledge lost and the terrors of the deep encroaching, a new King, taking the name Anusuhar, meaning 'Ambition' has risen to power, with promises to return what is now called 'Oresemar Kunggan', or 'First Kingdom' to its former glory, now lost to myth. Flanked by a new warrior aristocracy, the new young king dreams of taking the oceans of Innovelis back…. and much more.
>Government Type:
God-Kings
>Economy Type:
Traditional
>Religion:
While most of the common denizens of Oresemor Kunggan worship their new king as a God, the warrior aristocracy that makes up the upper crust of the kingdom's society worships the true power of Daal Oros, the Deep One, who gifted their King and his people the strength, cunning, and ambition to rule the seas of Innovelis, and even more.
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de4bca No.23064
>>23063
Location: The Ruins north of Grandis Sea Major, on the peninsula
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de4bca No.23065
-Nation Name: The Stringless Kott Empire
-Nation Species: Sentient Ragdolls and other crude creatures, with a very minor ruling class of humans. The dolls, or Stringless, are usually less intelligent, yet always far more obedient than any human. Physically, they are slightly below the strength of their Human masters, but carry with them a dogged foritude: Their boorish bodies, made of bits of metal, Wood, burlap, hemp, sand, cotton and what ever materials found nearby give them a fortitude against Crushing and piercing attacks, letting them stagger on even after arrows and swords stab clean through. However, slashing weapons can easily dismantle the weaker made of the dolls, cutting and ripping them apart. There is also a small divide between the Royal Dolls, and the Common dolls, as the Royal's bodies are well made out of expensive materials, while the Commons are rather shoddy and occasionally needs repairs.
-Map Color: Crimson/Maroon
-Nation Fluff: It was during the final days of the Kott Empire when the seeds of the stringless were planted. The Emperor, fearful of his precious daughters life being taken by the savage wars spanning the continent, decided to hide his beloved child far away, in a little known port city. Alone, and fully aware that her father was to soon die from the ever consuming ruin that had come upon her nation, she fell into a dark depression that threatened her life. The poor peasantry of the island, unsure of what to do, were frightened that the poor child would soon take her life. In desperation, they turned to one of the greatest toy makers of the island to help comfort the girl. The Toymaker accepted gladly, hopeful to help the troubled girl. Day and night he spent in his workshop, working on making the perfect gift. Eventually, he even called for the few royal mage's to help with the project. Finally, at the princess's birthday, he revealed the culmination of his effort: Out from the gift box, to the Princess's delight, marched a whole battalion of magically enchanted dolls. However, mere months later, the dire news they had all expected came: Her father had died, and with him, the Empire.
The princess, teetering on the brink of madness from grief, did despair. Turning towards the dolls that she had grown to cherish, and the Toymaker responsible for them, a wicked idea grew in her head. The New Empress began to set into motion a thousand year plan. When the fires of war had finally died, she would /personally/ lead her people in a glorious reclamation of her homelands. Driven to the point of insanity, she had her spirit imbued in the body of the Toymaker's most finest doll. And than, had his soul and her few remaining royal mages imbued as well, before finally casting a spell of eternal rest upon her court, never to awaken until a thousand years later. Of course, this was mostly allowed by the petty nobles below her, who wished to see her gone for their own gain. But now, the age of silence has ended. And the Dolls have returned to claim their twisted "Birth right", the empress at the charge once more.
((More to come))
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de4bca No.23066
>>23065
Location, west most island chain, in the middle.
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de4bca No.23067
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de4bca No.23068
-Nation Name: Steel Throne of Fahr
-Nation Species: Humans make up the majority, but all species are welcome to enter.
-Map Color: Steel Gray
-Nation Fluff: The first men to settle on the island of Fahr were exiles from Freebay, who set out in hopes of finding a new land. They were led by a man named Volkhardt, who is now a saint by order of High King Jannik VII, Volkhardt established a small village on the island, he also led in the subduing of the surrounding native tribes. Volkhardt was later proclaimed as the first king of the Throne. Many years later the Steel Throne had grown, but was still small, they seek to expand to engulf the whole island under High King Franz X.
-Government Type: Monarchy
-Economy Type: The currency of the kingdom is the Steel Koin, a coin simply made of steel, with the faces of kings on them to show value. The Steel Throne thrives on it's steel exports as well as it's weapon manufacturing.
-Religion: Religious Freedom
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de4bca No.23069
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de4bca No.23071
>>23041
[The Authority of Riga]
Population: 5 (+1/turn)
Food: 5 (+1/turn)
Currency: 5 (+1/turn)
Industry: 3
Unique Buildings: [Player Named Capital City]
Defenses:
-[Player Named Defense][HP: 3/3][.3x][Basic]
Military Units:
-[Player Named Unit][HP: 3/3][.3x][Basic]
-[Player Named Unit][HP: 3/3][.3x][Basic]
Resources: [Wood:3:+.1/turn][Stone:3:+.1/turn]
Technologies: [Scavenging I][Artifact Identification I]
Territory: 1
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.'
>>23043
[Sunflower Fairy Queendom of Flowers in the Woods]
Population: 5 (+1/turn)
Food: 5 (+1/turn)
Currency: 5 (+1/turn)
Industry: 3
Unique Buildings: [Player Named Capital City]
Defenses:
-[Player Named Defense][HP: 3/3][.3x][Basic]
Military Units:
-[Player Named Unit][HP: 2/2][.2x][Basic][Flying]
-[Player Named Unit][HP: 2/2][.2x][Basic][Flying]
Resources: [Wood:3:+.1/turn][Stone:3:+.1/turn]
Technologies: [Farming I][Bartering I]
Territory: 1
Bonus:
-Winged: You have wings! That means you can fly! Oh boy! All living fairy units get [Flying].
Eccentricity:
-Tiny: All of your military units are incredibly small, and suffer a penalty to their attack modifier and health.
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de4bca No.23072
>Hero Name: Sabe'Nazir Sa'yrurn
>Hero Gender: Female
>Hero Species: Desert Human
>Hero Color: Dark Tan
>Hero Fluff:
Sabe'Nazir was born in a not!arab town bordering south of the Grandis Sea Major, raised by a single cattle-herding mother due to a missing father. During her time before adulthood she would often get into conflicts with the boys and men of her village, and in spite of the latters' advantage in general size and strength, she often came out on top due to a natural toughness she had. However, in spite of the occasional brawls with the other gender, Sabe grew a wanderlust, to see what the world has to offer…
When she was around sixteen, a infamous pirate band arrived at the town's docks, but instead of the typical attempts of pillaging and looting that bandits often do, they came in peace. As it would soon become clear, the captain of the ship, Alexanis Sa'yrurn, was her father, and that she was raised up in a humble town in order to ensure that she would survive to be his heir. While some may reject the offer to join a band of highseasmen, Sabe's wanderlust forced her to accept, under the condition that the coastal town would be left alone. Her father accepted, and so she left her hometown for the open seas.
While she was at sea, her skills and strengths would be bolstered during her years as a pirate, pillaging coastal towns and trade ships for the profit and fun. Her natural toughness helped her through the fight as well, being able to hold off many men at once, and even fought off a entire Town Guard with merely a ship plank. However, all this not only made herself infamous around the Grandis Seas' coasts, but also would come to a end one fateful night…
During the travel northward to pillage fresher lands, a storm broke out, throwing the ship around like a mortal's toy, before a thunderous strike tore it apart in two… Sabe awoken on a unfamiliar shore, green foliage lay away from the sea behind her, as a rising twilight bringing forth the end of night. Lifting herself up, gathering what she could, and travelling inland, she would discover a man with a strange metal, /thing/ on his back. With her introducing herself to the latter figure. Now with her father missing or dead, and far away from the homeland she was raised in, Sabe'Nazir will be guided by her wanderlust to help her through this new chapter of her life.
>Hero Type:
[Defense]
(I would like it to be located with Bazrael/Hawks Stephenson over in the north, near the ruins he speaks of)
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de4bca No.23073
>>23053
[The Founders]
Population: 5 (+1/turn)
Food: 5 (+1/turn)
Currency: 5 (+1/turn)
Industry: 3
Unique Buildings: [Charl]
Defenses:
-[Player Named Defense][HP: 3/3][.3x][Basic]
Military Units:
-[Player Named Unit][HP: 3/3][.3x][Basic]
-[Player Named Unit][HP: 3/3][.3x][Basic]
Resources: [Wood:3:+.1/turn][Stone:3:+.1/turn]
Technologies: [Espionage I][Mining I]
Territory: 1
Bonus:
-Underground Fortress: Your home is built underground, and only when you have need do you go above the surface. Unless you alert people to your location (GM will usually state if this occurs) they will automatically tread through your territory as if it were not on the map. You may move to intercept them as if defending. Additionally, NPC Events will not take notice unless they also move through the underground.
Eccentricity:
-Deep: Your city is fairly deep underground, and you have already moved a fair chunk of stone from your path. All mining projects count as one difficulty harder, and you may upgrade a mine one less time than normal.
>>23056
[Mak 'Ars]
Population: 5 (+0/turn)
Food: 0 (+0/turn)
Currency: 5 (+1/turn)
Industry: 3
Unique Buildings: [Player Named Capital City]
Defenses:
-[Player Named Defense][HP: 3/3][.3x][Basic]
Military Units:
-[Player Named Unit][HP: 3/3][.3x][Basic]
-[Player Named Unit][HP: 3/3][.3x][Basic]
Resources: [Wood:3:+.1/turn][Stone:3:+.1/turn]
Technologies: [Construction I][Animation Magic I]
Territory: 1
Bonus:
-Construct: You are constructed humanoids that do not require food. Your food does not increase or decrease and you do not need more food than your current population. Additionally, you may increase your population by allocating actions and resources. Resources allocated dictate the population count.
Eccentricity:
-Construct: You are constructed humanoids and do not reproduce naturally. To increase your population you must allocate actions and expend resources.
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de4bca No.23074
>>23073
Addendum: [Mak 'Ars] set industry to 5.
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de4bca No.23075
Hero Name: Morian Feldt
Hero Gender: Female
Hero Species: Human
Hero Color: Purple
Hero Fluff: 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.
Hero Type: [Specialist]
Location: The ruins to the right of The Bungle, below Grandis Sea Major and above the Orange Ocean
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de4bca No.23076
>>23058
[The Swarm]
Population: 5 (+1/turn)
Food: 5 (+1/turn)
Currency: 0 (+0/turn)
Industry: 3
Unique Buildings: [Player Named Capital City]
Defenses:
-[Player Named Defense][HP: 3/3][.3x][Basic]
Military Units:
-[Player Named Unit][HP: 3/3][.3x][Basic][Swarm]
-[Player Named Unit][HP: 3/3][.3x][Basic][Swarm]
Resources: [Wood:3:+.1/turn][Stone:3:+.1/turn]
Technologies: [Swarm Tactics II]
Territory: 1
Bonus:
-Swarm: All living military units you create use the [Swarm] tag. For every military unit using the [Swarm] tag in combat, a special combat modifier of 1.X is increased, with X=The number of [Swarm] tag units.
Eccentricity:
-The Hunger: You cannot into diplomacy. Also you don't have currency.
=THIS IS THE LAST NATION BEING PROCESSED UNTIL I INCREASE NATION CAP=
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de4bca No.23077
>>23028
-Hero Name: Scion of Kott, Bob
-Hero Gender: Male
-Hero Species: Human
-Hero Color: Silver
-Hero Fluff:
The world revolves around the its residing forces, the foremost forces in Kott are Time and Duty which become everything we mortals know.
Duty to prepare the scion and time for duty to be fulfilled, Bob becomes the culmination of these powers spent to reclaim what was lost; the powerful regalia of all the great courts of Gods(emperors), generals and governors.
Blood and honor inherited down the line in perhaps the only branch to survive the Fall and bear fruit. The Empire had become over reliant on unworthy powers, things that detracted from the core strength of our ways, the martial and spiritual philosophies that made the Kotts masters of the world.
A spiritual warrior steps forth to oppose what is base, before destiny can be fulfilled he will no doubt be flung into the most extreme dangers which will determine where Bob is between the summit of all man's virtues and the dark path to to the unknown.
-Hero Type: [Basic]
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de4bca No.23078
-Hero Name: Thomas Bilde
-Hero Gender: Male
-Hero Species: Lich (once human)
-Hero Color: Beige
-Hero Fluff: Taken at a very young age, Thomas became the squire of a great knight. Thomas looked up to his master, striving to be like him. That is until one day he stumbled upon a dark secret. His master was using dark magic to try and become immortal. His master panicked and tried to drown Thomas in the incomplete brew. His flesh began to rot as he fainted. Thinking him dead, his master let his guard down only to be struck down by the Lich that once served him. Now Thomas goes about his life trying to right wrong doings and lose the stereotyping of an evil person that comes with being a Lich.
-Hero Type: Basic
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de4bca No.23079
>>23051
[Tareron]
Population: 5 (+1/turn)
Food: 5 (+1/turn)
Currency: 5 (+1/turn)
Industry: 3
Unique Buildings: [Player Named Capital City]
Defenses:
-[Player Named Defense][HP: 3/3][.3x][Basic]
Military Units:
-[Player Named], Dragon Rider [HP: 6/6][.6x][Basic][Flying]
Resources: [Wood:3:+.1/turn][Stone:3:+.1/turn][Dragon:1:+.1/turn]
Technologies: [Animal Taming 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.
[Accidentally missed Consul. Cap increased to 8 because I already made scruffy a delicious warmonger and don't want to lose that.]
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de4bca No.23080
>>23045
[Maradoz]
-Health:[6/6]
-Power:[.5x][Defensive]
-Food: [10](-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.
>>23047
[Argor]
-Health: [5/5]
-Power: [.4x][Speed]
-Food: [10](-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).
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de4bca No.23081
-Hero Name: Lord Volkhardt X
-Hero Gender: Male
-Hero Species: Human
-Hero Color: Grey
-Hero Fluff: Volkhardt was raised in a noble family from a young age, he was educated normally and also took up sword fighting, to the disappointment of his father. His training paid off however when his home was broken into and his family was killed by bandits, Volkhardt slew the bandits with his fathers sword. After this he took up the ancient armor of his family. He now ventures the country side, looking for a place to call home, but for now he fights for good whenever, and wherever he can.
-Hero Type: Attack
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de4bca No.23082
>>23065
-Government Type: Emergency Monarchy, as the Senate has yet to be recreated by the Empress
-Economy Type: The Kott Rubi is still in use, and the small enclave is currently under a feudal system, with the largest port city focusing on trade.
-Religion: a variety is allowed, but the traditional Ancestor worship of the newly re-annexed lands is now the majority. The Dolls themselves view the Empress, the magi, and the Toymaker as a sort of holy trifecta
>>23065
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de4bca No.23083
>>23082
Psst. Your nation was sadly on the cutoff list, but you can rejoin as a hero.
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de4bca No.23084
>>23054
Slight rework:
As all things Innovelish the Barduin traditions too were sucked up by the constantly stronger growing Kott Empire. The spirits of Innovelish nations merging under the banner of the Kott into one supreme being, a spirit strong enough to rival even the most powerful gods, or so they thought. As with all things it was the god of time who decided to ruin it all and the greatest empire the world had ever seen was forced onto its knees, unable to withstand the unstoppable force that was time.
In the turmoil that the downfall of the Kott brought faiths broke apart and cultures that had been thought long lost for centuries reemerged, claiming dominion over the lands. It was then that the many faced god the Kott had so carefully nutured to broker a fragile peace shattered into dozens and dozens of spirits, cast out of the heavens in the "Night of a hundred Stars" they came down onto Innovelis in a hail of shooting stars.
One of them was Barduin. The first weeks were confusing, the spirits mind quickly assimilating new languages, filling in gaps and mapping out its surroundings. However true revelation only came when Barduin met the first Bard. A humble farmer whose family had settled further south long ago. At first it was hard to understand why it was this man's family he felt so connected to, however the more Bards he encountered the clearer his vision became. Slowly he began to recognize them quicker and quicker, remembered their practices and holidays. Every person that silently hummed the hymne of the North was family, every house with the Agram engraving his home.
Though uncertain of origin and future Barduin knew that it was these people he lived for and that their well-being was of utmost importance. However early weeks were not only filled with joy and the feelings of homecoming and belonging. Barduin noticed how he grew less and less impatient with the people that did not have the soft glow about them, their customs were foreign and crude, uncultured or outright distrubing. A new and odd world he found himself in. He would have to make the best of it.
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de4bca No.23085
>>23050
[Fenja Goldenscale]
-Health: [5/5]
-Power: [.4x][Speed]
-Food: [10](-1/turn)
-Currency: [10]
Equipment:
-None
-Resources: [Gold:1]
-Knowledge: [Scavenging II]
-Followers: None
Bonus:
-Dragon Shift: You may actively shift between your human and dragonoid form. In dragonoid form, you cannot use equipment, however you gain [Flying] and an extra 1.2x modifier in combat.
Eccentricity:
-Feral: You do not have much experience with social interaction, and as such cannot recruit most wandering heroes that may appear from random events. Trading with random event merchants also suffers a -10 penalty.
>>23075
[Morian Feldt]
-Health: [5/5]
-Power: [.5x][Specialist: Team Attack Multiplier -.1x]
-Food: [10](-1/turn)
-Currency: [10]
Equipment:
-Regular Clothes [No Bonus]
-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.
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de4bca No.23086
>>23077
[Scion of Kott, Bob]
-Health: [5/5]
-Power: [.5x][Basic][Undead]
-Food: [10](-1/turn)
-Currency: [10]
Equipment:
-'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.)
>>23078
[Thomas Bilde]
-Health: [5/5]
-Power: [.4x][Speed]
-Food: 0
-Currency: [10]
Equipment:
-None
-Resources: [Phylactery:1]
-Knowledge: [Necromancy I]
-Followers: None
Bonus:
-Lich, Bitch: You are a litch and have no need for food, water, sleep or similar. You consume no need for food and feature a phylactery. If your opponent does not know about phylacteries or does not kill you on a 10, you may revive two turns later with 1 HP. You also get the nifty [Undead] tag.
Eccentricity:
-Rotting: Because you are quite literally a rotting corpse, and suffer 1 additional damage any time you take damage in combat.
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de4bca No.23087
>>23028
Rererework
-Hero Name: Babarya
-Hero Gender: Eh
-Hero Species: Spirit
-Hero Color: Any
-Hero Fluff:
Hailing from a young culture in the North Babarya is said to be a restless spirit trapped in a suit of armor.
The armor itself is unimpressive for the exception of a sigil on its chest piece. Often described as unnatural the sigil drives those who stare at it for too long mad, moving without ever changing shape, silently shouting, praisingly cursing all and no one.
While some believe that Barbarya hunts bandits and raiders others say it is the very embodyment of their ideals, relentlessly cutting down those who dare enter the snowy forests of the North.
The truth as is usually the case lies somewhere between the two. Where exactly remains to be seen.
-Hero Type: [Specialist]
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de4bca No.23089
>>23072
(Change of fluff: Instead of meeting Hawks near the ruins, she would instead be awoken by the east-most water tile of the Grandis sea, near the 'Grayreach Chain' of sorts)
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de4bca No.23090
>>23028
-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.
Location: Near Lahr's rock or on Fahr
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de4bca No.23091
-Hero Name: NIA
-Hero Gender: Male
-Hero Species: Undead
-Hero Color: dark green or purple if available if not then whatever is fine.
-Hero Fluff: He doesn't know he only recently awoke with his blade, armor, undead horse and oddly specific racist tendencies. He has no memories of who he was or is. His name is simply what is written on the hilt of the sword.
-Hero Type: Specialist
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de4bca No.23092
-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]
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de4bca No.23094
=THIS IS THE CUTOFF FOR NEW ENTRIES. CUTEBOLD AND TANSEN HAVE SPECIAL PERMISSION, BUT ASIDE FROM THAT, NEW ENTRIES ARE CLOSED FOR NOW=
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de4bca No.23095
>>23028
-Hero Name: Vezir Almari
-Hero Gender: Male
-Hero Species: Elf
-Hero Color: Red
-Hero Fluff: Vezir is a wizard, scholar, and adventurer. He is a man who wanders the world seeking knowledge of all kinds. Mainly he deals in the magical, seeking out places of power and artifacts to study. He doesn't have much of a goal per se, he just enjoys the research.
-Hero Type: Specialist
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de4bca No.23097
>>23028
-Hero Name: "Queen" Baroness Salvia Tilivia von Schottsplatz the first
-Hero Gender: Female
-Hero Species: A toy from the high point of the Kott empire, Salvia is a marvel of toymaking design. Imbued with magic that gives her a preciseness and speed beyond a mere human, she is almost entirely silent unless she chooses not to be. Built to be a playmate, a educator, a dancer, a caretaker and many other things, Salvia is not your average toy. Her internal's are a mixture of gears, springs, and a variety of other parts, each calibrated to perfection. Or, at least, they were millenia ago. As of now, she is still the graceful, Erie machine she had once been, but it is clear that her prime is long past. Cracks, smears, and a variety of other blemishes adorn her thin figure, her tattered but regal dress covering most of it.
-Hero Color: Crimson
-Hero Fluff: Long ago at the height of of the Kott Empire, a time of miraculous and amazing powers that even persist to this day, Salvia was but a toy to a noble daughter. Presented to her at a early age, Salvia was a simple machine, programmed to entertain and provide for the child while her parents did as they pleased. Little more than a simple machine, Salvia spent her years helping and entertaining for the young princess until her twentieth birthday. After spending every moment of her simple existence with the child, she dutifully deactivated, in preparation for her charge's own child. A event, which would never come.
Salvia's awakening was not a pleasant one. Buried under piles of debris and ruins, it would take her months to bury herself from the pile, all the while pondering her existence and purpose. What was she doing here? Who was she? Her ruined form was that of grace, of course. But all around her was not but the ruins of a prestigious civilization gone by. Wandering through the ashes, it slowly began to come back to her. It was upon finding a mirror did she realize who she was: None other than Baroness Salvia, unbeknownst to her now, her former charge. Not one to question her rebirth, nor probe too intensely, Salvia at first thought that somehow she had been mistakenly buried, or had been in some sort of accident. But, to her horror, her entire estate had been destroyed, and her Care taker had vanished as well! Cursing that even on her twentieth birthday she still could not catch a break, she soon discovered that not only had her estate fallen, but the entire Kott Empire! Cursing her foul luck, that she is the sole true survivor of this mess, she now sets off to restore the Fallen Kott Empire, under her command.
-Hero Type: [Specialist]
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de4bca No.23106
>>23043
>>23092
>>23071
Minor mechanics/fluff rewrite after much talking in the IRC!
- Nation Name: Principality of Flowers
- Race: Sunflower Fairies - Sunflower fairies are an all-female race of humanoid fey resembling usually young to teenaged humans of fair skin with somewhat nonstandard hair color (blue and purple being common, followed by more mundane colours such as red and brown) with an intricate set of vaguely butterfly-like wings and the need to constantly grasp the plant that gives them their namesake, seldom standing taller than three feet in height, with the exception of great fairies, who appear as adult humanoids that stand the lower ends of five feet.
- Map Color: Gold
- Nation Fluff:
A specific type of elemental avatar, the fairies are a simplistic type of fey creature whose purpose is to maintain a particular facet of nature to the best of their abilities: be it planting flowers, starting forest fires, or spreading snow to points that might have been missed by the winter; in harmony, they make sure the cycles of nature continue uninhibited, even in the midst of magical tampering and other unnatural anomalies.
The fairies of the plains bordering Forever Forest are a bunch who have created a new nation just today after finding the first male fairy some years ago; at first, responding to the guy among them with curiosity and confusion at his very non-fairy dour manurisms and existential mumbo-jumbo, I think we said something we shouldn't have at him and he was about to leave; until the discovery of another fairy, that is; she was larger then everyone else and had six wings, so they figured she was clearly important, and she also understood the male while not being a weirdo like he was as an additional bonus!
Later on, this male fairy found a bunch of strange picture books in the ruins; they detailed things like empires and marrages and ancient customs and it was about fairies! According to the book, the dude fairy is totally natural and was supposed to be there, but wasn't natural was him meeting the other big fairy; oops! Rather then try and fix things though, the fairies continued reading more and more on it and how apparently they were primed to start a cool civilization like all those tall people! And that's how the Principality of Flowers was born!
Oh, the book also says that they're supposed to fix something that's broken, but they don't know what it is yet. They're sure they'll figure out sometime in the future when they find it; for now, they want to use their civilization to grow more flowers!
- Government Type: Monarchy headed by the Great Fairy of Spring, Aristea the Blue (real name "Nymphaeaceae", a long complex name which is most agreed to be silly and impossible to say). In practice, the prince is also supposed to have some sort of power too, but he usually goes off exploring ruins or something in order to collect more gold to circulate into his "economy" because fairies don't know how to make it themselves; they're also pretty sure he needs it to live or something, and that's why he keeps searching for it. Marriage and reproduction not involving magically poping out of flowers are still new and frankly alien concepts to them, so they're still working out the basics of this deal.
- Economy Type: What's an economy? According to the Prince, you're supposed to trade these nifty coins made out of gold in order to get stuff you like, storing them in your pockets or a pot or chest or something when it's not needed. Fairies still have a relatively small grasp on money, however, being outside of their specialization; for now, they default to a barter system, or less pleasantly to non-fairies, a borrow system.
- Religion: Fairies believe, nay, are the avatars of specific forces of nature: the sunflower fairies are the spirits of the sunflowers, as their name would imply. The more sunflowers under their control, the more sunflower fairies are called into existence to grow and maintain them. Loss or deficiency of flowers causes those beyond the metaphorical "population cap" determined by standing flowers to become mortal; this is quite shocking as it means they have to consume food and rest as needed, greatly reducing their efficiency when working.
-Starting Location: On one of the tropical tiles bordering the Forever Forest.
>>Mechanical Changes
Bonus:
-Winged: You have wings! That means you can fly! Oh boy! All living fairy units get [Flying].
Eccentricities:
-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!
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de4bca No.23139
>>23087
[Babarya]
-Health: [0/0]
-Power: [.5x][Specialist: Team Attack Multiplier -.1x][Armor: 5/5]
-Food: [10](-1/turn)
-Currency: [10]
Equipment:
-Haunt Armor: Gives [Armor: 5/5]
-Resources:
-Knowledge: [Scavenging I][Crafting I]
-Followers: None
Bonus:
-Haunt: You currently haunt a set of armor. This armor can be upgraded and increased in power by spending materials. You have no health, and when your [Armor] is reduced to 0, you are dead.
Eccentricity:
-Silent: You have no means of communication and are limited in your ability to communicate through action. You are also very offputting and seem to carry an evil nature. NPCs considered good will try to vanquish you.
>>23091
[NIA]
-Health: [5/5]
-Power: [.5x][Specialist: Team Attack Multiplier -.1x]
-Food: [10](-1/turn)
-Currency: [10]
Equipment:
-Nondescript Armor [No Bonus]
-NIA Sword [No Bonus]
-Resources:
-Knowledge: [Scavenging I][Training 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.
Eccentricity:
-Rotting: Because you are quite literally a rotting corpse, you suffer 1 additional damage any time you take damage in combat.
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de4bca No.23164
>>23092
[Davian]
-Health: [5/5]
-Power: [.4x][Speed][Flying]
-Food: [0]
-Currency: [10]
Equipment:
-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).
>>23097
[Queen]
-Health: [5/5]
-Power: [.5x][Specialist: Team Attack Multiplier -.1x]
-Food: 0
-Currency: [10]
Equipment:
-None
-Resources:
-Knowledge: [Scavenging I][Sewing I]
-Followers: None
Bonus:
-Integrate: You are a doll and do not need food, oxygen, or sleep. As a piece of ancient Kott technology, you are compatible with most other Kott technology. If an item relating to the Kott is found and relies on magitech, you may integrate it into your very being to upgrade yourself.
Eccentricity:
-Limited: As an automaton, you cannot increase your skill with training. Unlike normal heroes, you can not simply train yourself to increase your health or power, you require integrated technology and upgrades.
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de4bca No.23196
>>23057
[Croske]
-Health: [5/5]
-Power: [.4x][Speed]
-Food: [10](-1/turn)
-Currency: [10]
Equipment:
-Cloak [No Bonus]
-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.
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de4bca No.23213
>>23072
[Morian Feldt]
-Health: [6/6]
-Power: [.5x][Defense]
-Food: [10](-1/turn)
-Currency: [10]
Equipment:
-Regular Clothes [No Bonus]
-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.
=THE GAME NOW STARTS=
Nations have 3d100 and Heroes have 2d100
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de4bca No.23216
>>23196
[Argor]
-Health: [5/5]
-Power: [.4x][Speed]
-Food: [10](-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.Argor will travel to the ruins on White Lake to explore them.
2.Argor will continue to train his body in the way of combat
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de4bca No.23217
| Rolled 99, 91 = 190 (2d100) |
>>23216
Dice
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de4bca No.23219
| Rolled 14, 45 = 59 (2d100) |
1. All dragons can breath fire. I wonder if I can do the same? Time to practice!
2. There is some ruins of some sort to my southwest. I have always wondered what is contained within. I think I shall go explore it!
http://pastebin.com/bdRnfWDn
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de4bca No.23220
| Rolled 23, 19 = 42 (2d100) |
[Maradoz]
-Health:[6/6]
-Power:[.5x][Defensive]
-Food: [10](-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.
———-
Action
———-
1. "FINALLY I AWAKEN! I WILL TAKE THIS LAND IN FIRE AND BLOOD! HAHAH! Ah. Oh, there's nobody around…well, I will find someone. I suppose. Yes." (Coughing) [Head northwest to the ruins to investigate]
2. Along the way Maradroz feels his armor harden and grow increasingly spikey. Perhaps he's just ill tempered from the long sleep, but more than likely he's angry about sleeping for so long or whatever. [Mutate Armor]
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de4bca No.23221
| Rolled 86, 74, 82 = 242 (3d100) |
>>23213
-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: 6 (+1/turn)
Food: 6 (+1/turn)
Currency: 7 (+2/turn)
Industry: 3
Unique Buildings: [Player Named Capital City]
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:3.1:+.1/turn][Stone:3.1:+.1/turn]
Technologies: [Coinage I][Boom Powered I]
Territory: 1
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. Expand outwards!
2 Research better use and applications of Boom powder!
3. Start a mine see what we find!
+Bonus
+eccentrictiy
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de4bca No.23223
| Rolled 26, 69, 18 = 113 (3d100) |
>>23213
-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: 5 (+1/turn)
Food: 5 (+1/turn)
Currency: 5 (+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]
Resources: [Wood:3:+.1/turn][Stone:3:+.1/turn][Dragon:1:+.1/turn]
Technologies: [Animal Taming 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 ) Establish a better dragon breeding program, we need more middle and heavyweights.
2 ) Spread our sphere of influence to the land around Tareria.
3 ) Search for iron deposits in the lands near us.
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de4bca No.23224
| Rolled 78, 92 = 170 (2d100) |
>>23213
[Sabe'Nazir Sa'yrurn]
>Health: [6/6]
>Power: [.5x] [Defense]
>Food: [10](-1/turn)
>Currency: [10]
>Equipment:
-Not!Arabic Clothes [No Bonus]
>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: Awakening on the beaches of the strange lands, Sabe quickly fixed up her getup, as she looks at the beaches in front of her. Clearly, these were not the beaches of the Grandis Sea… However, she knew that in order to at least protect herself, she needs a weapon. Bare fists will only aid her so much, so she searched for something that she can use to fight a fucker, may it be a cutlass or just a stray plank washed upon the shores.
>Get some kind of basic weapon on the beach, for protection of herself.
2: With that done, she would then travel in-land, following the river forwards the mountain and down the mountain's path, in order to find any sign of civilization, no matter how small, to regain her bearings once more.
>Travel down the mountain, somewhat forwards the blue Dwarves.
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de4bca No.23225
| Rolled 17, 50 = 67 (2d100) |
>>23213
[Queen]
-Health: [5/5]
-Power: [.5x][Specialist: Team Attack Multiplier -.1x]
-Food: 0
-Currency: [10]
Equipment:
-None
-Resources:
-Knowledge: [Scavenging I][Sewing I]
-Followers: None
Bonus:
-Integrate: You are a doll and do not need food, oxygen, or sleep. As a piece of ancient Kott technology, you are compatible with most other Kott technology. If an item relating to the Kott is found and relies on magitech, you may integrate it into your very being to upgrade yourself.
Eccentricity:
-Limited: As an automaton, you cannot increase your skill with training. Unlike normal heroes, you can not simply train yourself to increase your health or power, you require integrated technology and upgrades.
1) Blinking, the queen can barely believe herself! Naked?! Why, how perverted! Unwilling to be caught in such a scandalous fashion, Salvia quickly scavenges about the ruins of her surrounding's to find a proper dress to wear. Or, if one can not be found, simply order some peasant to give her theirs. She is their queen after all, and peasant's must know their place!
2) Hmph. Still not enough. This dress is not suitable attire for a QUEEN of my stature! At once, begin heading north, towards the ruins at the inlet of the Nyhrian bay. Perhaps she'll find some sort of elegant affair there!
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de4bca No.23226
| Rolled 95, 80 = 175 (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]
-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 travel north, to town of Freebay. Croske need to move to survive.
2. Croske see many men here, many thing here. Croske look for weapon to buy. Croske like sword most.
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de4bca No.23227
| Rolled 21, 49 = 70 (2d100) |
>>23213
-Hero Name: Thomas Bilde
-Hero Gender: Male
-Hero Species: Lich (once human)
-Hero Color: Beige
-Hero Fluff: Taken at a very young age, Thomas became the squire of a great knight. Thomas looked up to his master, striving to be like him. That is until one day he stumbled upon a dark secret. His master was using dark magic to try and become immortal. His master panicked and tried to drown Thomas in the incomplete brew. His flesh began to rot as he fainted. Thinking him dead, his master let his guard down only to be struck down by the Lich that once served him. Now Thomas goes about his life trying to right wrong doings and lose the stereotyping of an evil person that comes with being a Lich.
-Hero Type: Basic
-Health: [5/5]
-Power: [.4x][Speed]
-Food: 0
-Currency: [10]
Equipment:
-None
-Resources: [Phylactery:1]
-Knowledge: [Necromancy I]
-Followers: None
Bonus:
-Lich, Bitch: You are a litch and have no need for food, water, sleep or similar. You consume no need for food and feature a phylactery. If your opponent does not know about phylacteries or does not kill you on a 10, you may revive two turns later with 1 HP. You also get the nifty [Undead] tag.
Eccentricity:
-Rotting: Because you are quite literally a rotting corpse, and suffer 1 additional damage any time you take damage in combat.
1&2. Head West in search of adventure. If I find something or someone in trouble, I must stop to help them though for I am a gentleman.
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de4bca No.23228
| Rolled 91, 18, 70 = 179 (3d100) |
>>23037
Population: 5 (+1/turn)
Food: 5 (+1/turn)
Currency: 5 (+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:+.1/turn][Stone:3:+.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. [Farms] Llael is a land rich in rivers and forests. Land that can be used to build farmsteads for new families.
2. [Resources] New mines and lumber mills are constructed in order to provide for the coming construction projects the Chosen Hero wishes to implement.
3. [Research Cavalry Equipment I] The nobility - with greater access to resources and wealth than the common freeman - begin acquiring and experimenting with equipment for use by their mounted household guards.
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de4bca No.23230
| Rolled 73, 67, 31, 57, 54, 98 = 380 (6d100) |
Authority Dispositions, Majority Beliefs of the Magisterium:
1:>The Fall: "Enemies and Traitors" vs "Mistakes were made".
2:>Knottiscism of the Past: "We KNOW the Truth" vs "Too much time has blurred knowledge".
3:>Pretension to Kott Empire: "Everyone is either in rebellion or squatting" vs "The Empire is dead, we must forge it anew".
4:>Superiority vs Tolerance: "We are Kott, and thus Superior" vs "All are Equal under the Law."
5:>Closed vs Open Borders: "The Authority of Riga is closed to outsiders" vs "The Authority of Riga seeks ambassadors and trade"
6:>Strict vs Lax Enforcement: "Oppressive and Pervasive" vs "Lax and Permissive"
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de4bca No.23232
>>23230
-Nation Fluff: As the Kott Empire collapsed, some went as a group to the settlement of Riga. Their plans were to attempt to maintain the authority of the Kott Empire, but even there, the collapse was final. The modern humans of the Authority of Riga claims heritage of the Kott Empire and claims its body of laws were inherited from the last days of the Empire.
-Government Type: Authoritarian Magistrial Republic, effective rule by Magistrates. The Guard are run by the Magistrates, but do not have Magistrial Authority. New Magistrates are chosen for life by the High Magistrate, from Counsellors within their district. The High Magistrate is chosen in a Magistrial Conclave called every 8 years, and may be removed by a majority vote of the Magistrates.
-Economy Type: Early market, with fees for selling Licensed and Restricted Goods, such as weapons, better weapons, narcotics, etc. There is a literal Black Market as well, authorized by the Authority, that can sell licensed, restricted, and banned items to those who may be interested. The Authority gets a big cut.
-Religion: Riga follows the concept of the Living Law as a Religion. The effective Priesthood are Counselors of Law, who study the Law of the Authority and advise those who may come in conflict with it the course of action. The Living Law can be changed, as the fundamental Law is "The Laws of the People shall meet the Needs of the People, as Determined by the Proper Authority." Precedent can play a part, but the written Living Law trumps precedent.
The Fall: The Authority feels that while the Kott Empire was beset by enemies without, and internal rebellions and traitors within, the Fall was mainly a result of failed policies, weak leadership, irresponsible governance, and botched diplomacy. Foreign foes and internal insurrection had been issues the Empire had dealt with before and would have survived, if not for the leadership making mistakes - although the Fall being as bad as it was could certainly be laid on those who sought the Empire's destruction.
Knowledge of the Past: The Authority feels it has a good grasp of some basics of Kottish history, but admit that some details might have been blurred.
Claims to Empire: The Authority feels that it is the direct succession of the Kott Empire, as the last remnant of the old government. The Authority thus has a mandate to re-establish Imperial Order in the lands, and will not recognize any de-jure claim for Imperial Territory but their own.
Superiority of Kottish Folk: The Authority believes that the Kott and Kott descendants should recieve preference under the laws - but only in cases where all else is equal, and giving undue weighting to Kottish heritage is frowned upon and grounds for appeal.
Closed vs Open borders: The Authority will allow trade and diplomacy, and within their own framework may seek it out, but there is no trend towards shunning or seeking outside contact.
Enforcement of Laws: The view of the Magesterium on enforcing the Living Laws is that less is more. Certainly in all cases a Magistrate seeks Justice and Balance, but the thoughts and writings of influential Magistrates over the years have spoken towards leadership and guidance, stating that part of the failures of the Kott Empire was too harsh an enforcement of the Law. Guards and Counsellors are given strong lattitude towards "Enforcing the Spirit of the Living Laws".
Interaction: "Imperial Pretensions" and "Lax Enforcement": "The Act of Recognition"
An ancient law dating to the early days of the Authority, it says that although the Authority is the rightful remanant of the Kott Empire, there would with the course of time be new settlements, founded by refugees of war and those who became lost in the chaos of the Fall. After so many generations, the Act continues, the ancient laws of the Empire would have the Authority recognize the right of these settlements to their now ancestral lands. Although any other governments within the Empire's borders are by default illegitimate, the Act noted that the Authority might not have the strength to enforce the Laws upon these other groups, and thus would have to treat with them as though they are not rebels or squatters. The Act concludes that the Authority may grant limited recognition of claims to these governments, and give full recognition of their supreme authority within the territories they control, without abandoning the Authority's claim to the Empire.
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de4bca No.23233
| Rolled 42, 4, 52 = 98 (3d100) |
>>23232
[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 7 Turns
Population: 6 (+1/turn)
Food: 6 (+1/turn)
Currency: 6 (+1/turn)
Industry: 3
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:3.1:+.1/turn]
–[Stone:3.1:+.1/turn]
Technologies: [Scavenging I][Artifact Identification I]
Territory: 1
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.'
The Act to Restore Order in the Kott Empire:
"As the Authority of Riga has now found itself with a regular growing surplus and survival is fully assured after generations of struggle, the time has come to begin the process of Restoring Order to the Empire and those who now live within it's borders. The High Magistrate shall be given authority to execute this act as he sees fit, within the boundaries of the Living Law."
1: Salvage Law: Send both Magistrates in Arms to the ruins in the West. All ruins belong to the Imperial Government - and that means us these days.
2: Authority Expansion Act: The hinterlands of Riga alone cannot support the efforts required to Restore Order, so we must Expand.
3: Education Bill: Responsibility and Authority come hand in hand, especially for our children. We must begin set up a Children's School to teach the basics of education.
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de4bca No.23234
File: 1455087005930.jpg (297.79 KB,1024x1448,128:181,the_thing_by_disse86-d92kf….jpg)
| Rolled 21, 86, 44 = 151 (3d100) |
>>23213
>Name: The Founders
>Species: Changelings
>Map Color: Find out..
>Government: Criminal Syndicate
>Economy: Free Trade among territories, strictly prohibited with outside influences.
>Religion: No one cares.
Population: 5 (+1/turn)
Food: 5 (+1/turn)
Currency: 5 (+1/turn)
Industry: 3
Unique Buildings: [Charl]
Defenses:
-[The Deep Wall][HP: 3/3][.3x][Basic]
Military Units:
-[Changeling Hunters][HP: 3/3][.3x][Basic]
-[Changeling Hunters][HP: 3/3][.3x][Basic]
Resources:
[Wood:3:+.1/turn]
[Stone:3:+.1/turn]
Technologies:
- [Espionage I]
- [Mining I]
Territory: 1
Bonus:
-Underground Fortress: Your home is built underground, and only when you have need do you go above the surface. Unless you alert people to your location (GM will usually state if this occurs) they will automatically tread through your territory as if it were not on the map. You may move to intercept them as if defending. Additionally, NPC Events will not take notice unless they also move through the underground.
Eccentricity:
-Deep: Your city is fairly deep underground, and you have already moved a fair chunk of stone from your path. All mining projects count as one difficulty harder, and you may upgrade a mine one less time than normal.
1. [Begin a mining project for Iron] As difficult as it may be, we need to get our shit into order. The Founders of the past were able to keep themselves stocked and ready to operate at a moments notice. We are gonna need to make our own production if we intend to get anything done.
2. [Research Cartography] To know where we will strike first, we must first know how to map out the world around us.
3. [Expansion] Send out a couple of changelings to survey and mark the lands above and around Charl. On the surface, these would be look empty– but we have Changelings implanted and disguised in the wildlife within. Anything or anyone that passes through wont even know that we are there…
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de4bca No.23236
| Rolled 30, 41, 78 = 149 (3d100) |
https://www.youtube.com/watch?v=JisGmngaNjc
"Okay everybody, finish up the packing; today is the day we travel, which shall-will-immediately begin shortly~!"
A winged being carrying a proportionally massive tome in comparison to her dimensions was shouting orders at a group of smaller, similar creatures at work in front of her from the sky; Princess Water Lily watched as her subjects began the final preperations for their destined travel across the plains and to a new land. The fairy princess was rather tall compared to the surrounding sprites, standing almost twice the size of her peers; her light blue, voluminous hair cascaded from a somewhat miter-shaped cap of white with blue embroidering, which matched the appearance of her dress and both of which were completed with two comparatively large blue ribbons. Aristea took the moment to pause her hover, landing two simple boots mounted on slender legs into recently upturned dirt, folding six somewhat feathery wings into her back in the process as she searched out a decent location to open her carried tome in face of the breeze, reaching for a bookmark consisting of a dried wildflower.
An eastern wind was causing the Golden Fields to sway as dozens of wagons were being loaded with ornately-potted helianthus along with various other goods of porcelain and copper; rudimentary sails were strapped to them in order to give them means of movement in lieu of beasts of burden, and on those sails were dyed crude emblems, which sort of resembled the head of a sunflower themselves. Taking shelter behind a still standing pillar of stone and sitting on its collapsed upper half, the princess started flipping through the pages until she came across a faded map of Barduin. On it was scrawled using plant-based dye a line detailing a path through most the lower continent, ending in a river near hills.
[Principality of Flowers]
Fluff: >>23106
Population: 5 (+1/turn)
Flowers: 5 (+1/turn)
Currency: 5 (+1/turn)
Industry: 3
Unique Buildings: [Old Sunset Point]
Defenses:
-[Venus Mantrap Garden][HP: 3/3][.3x][Basic]
Military Units:
-[Sentairy][HP: 2/2][.2x][Basic][Flying]
-[Sentairy][HP: 2/2][.2x][Basic][Flying]
Resources: [Wood:3:+.1/turn][Stone:3:+.1/turn]
Technologies: [Farming I][Bartering 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+2.) "Time to leave! As the no doubt important book says, or I think it says, turmoil and terrible things are going to be happening around this area soon; and it has something else about a valley to the east that's perfect for growing flowers, provided we prepared for it with farming knowledge, which we did! As much as I love this place, we must admit that this field is almost devoid of magical energy!" (Uproot Old Sunset Point; convert everything into a mobile settler caravan!)
3.) "Yet while we- before we begin our travels, we'll quite probably-likely-certainly need something to occupy the time in between the point we move and the time we get there! Girls, there is magic! Magic that I can't remember- we can't remember! A fairy without magic is no good at her job~! (Research Sunflower Magic I!)
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de4bca No.23237
>>23236
Aristea closed the book for a moment and stood up, hovering slightly to look over the field. She motioned towards a fairy wearing a dark dress and an apron to come near. "And might I ask where- the prince went off to? He's quite required to be here helping lead the caravan!" the princess was clearly struggling using formalities in an attempt to appear regal, in an attempt to resemble the royalty she was slated to emulate. The servant touched her chin for a moment in ponder before giving an answer. "Mister Dave-Prince? Uh, I think he set off for the ruins in the deeper part of the ruins again Miss Princess, said there was something important in there that needed getting before we can leave.
Aristea sighed. "I'll get- um, retrive him. Carry on with the packing, I hope to see it quitely completed once I retire and return back here?" Was she using that word right? She shrugged and hoped that she'd get the hang of these formalities and big words by the time it came to communicating with outsiders. Or was she only supposed to do that when talking to other royalty? For all the things she can interpret from the book Davian found in those strange ruins he was risking visiting a second time, there was a thousand more that were far beyond her grasp. Things were simple, much simpler when everyone was doing their own thing and nobody needed to be led by somebody else, but such times had passed when the gift of the ruins told them of the danger that would pass if they remained disorganized. Such thoughts raced through her head as she instinctively flew north to catch up with the position of the fairy prince, passing through what was by now the mostly bare fields, with the majority of the sunflowers making it up uprooted and stowed.
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de4bca No.23239
| Rolled 60, 15 = 75 (2d100) |
[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]
-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.
1.2. I will head north east. I sense power emanating from there. Old power. Maybe I can find answers of who I am there. (move to the ruins just north easy of me)
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de4bca No.23241
| Rolled 39, 75, 51 = 165 (3d100) |
>>23213
-Nation Name: Mak ‘Ars
-Nation Species: Crystalline Golems
-Map Color: Teal
-Nation Fluff:
http://pastebin.com/i8fcUr7K
-Government Type: Anarchy
-Economy Type: gems of varying colors.
-Religion: The Mak ‘Ar have no religion, though they are interested in the concepts of gods.
[Mak 'Ars]
Population: 5 (+0/turn)
Currency: 6 (+1/turn)
Industry: 5
Unique Buildings: [Home]
Defenses:
Mak ‘Ar Militia][HP: 3/3][.3x][Basic]
Military Units:
-2 [prototype CV MK1 Golem][HP: 3/3][.3x][Basic]
Resources:
[Wood:3.1:+.1/turn]
[Stone:3.1:+.1/turn]
Technologies:
[Construction I]
[Coreworking I]
Territory: 1
Bonus:
-Construct: You are constructed humanoids that do not require food. Your food does not increase or decrease and you do not need more food than your current population. Additionally, you may increase your population by allocating actions and resources. Resources allocated dictate the population count.
Eccentricity:
-Construct: You are constructed humanoids and do not reproduce naturally. To increase your population you must allocate actions and expend resources.
1. The Mak ‘Ars work on improving their Coreworking. [Coreworking 1] > [Coreworking II]
2. The Mak ‘Ars expand!
3. The Coreworkshop is commissioned. A unique building where the Mak ‘Ars can research the intricacies of their Coreworking and produce tools for their trade. It will be designed with the goal of expanding it into a larger facility as times goes on with additions and new facilities.
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de4bca No.23251
| Rolled 55, 82 = 137 (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: [9](-1/turn)
-Currency: [10]
Equipment:
-Regular Clothes [No Bonus]
-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.
1-2. Loot the ruins I’m in front of for artifacts of the Kott Empire and anything else cool I find. Look for secret passages, watch out for traps – I recall reading that some of the temples had well-hidden inner sanctuaries where the really good stuff is stored, and I want it.
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de4bca No.23285
>>23237
Aristea flew until she reached the ruins searching left and right through corridor and halway, almost getting lost. . .again. And again before she ventured any deeper into the dark, he would notice to her and get her attention first her.
"Princess." a voice would say behind her, startling her and causing her to turn around. There stood the Prince, his attire in stark contrast to her own part because he was a male, and partly because where hers was frilly and soft he wore the durable trappings fitting of exploration.
"Didn't I warn you how dangerous it is to head into these ruins alone? One day I worry what will happen when I'm not here to find you."
The male prince furrowed his brow seeing his princess wandering alone again around taking such risks. Then a sigh escaped him and his lips betrayed a slight smile at seeing her again.
"I told you, I would be back to see you soon Aristea. What is it you need?"
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de4bca No.23287
>>23285
The fairy princess nearly dropped the book in her hands as she flinched at the sudden voice. Aristea dropped all attempts at being formal and made a short shriek before realizing it was merely the prince and immediately regained her composure, turning to face him.
"Me!? What I worry about is yourself, Davian; these ruins are choke full of hazards and other terrible things that can crush us in an instant, and you're the only person I know brazen enough to face them head on! And the journey is about to start! I hope you'll be ready to lead it by the time everything is ready!"
She paused, lowering herself to ground level and fliping open the doorstopper in her arms.
"Are you hoping to find something to go with the book? I still can't read what most of the symbols mean, but I'm getting good at figuring out the pictures; as they say, something bad is going to start lurking around the corner soon. I want us to get out of this place before that happens, so please don't delay too much; I'm also trying to use an idea to get the fields moving that needs us to leave while it's still windy."
The Princess was of course, referring to the sails; they were ragged things, floormats and awnings scavanged from the edges of the ruin along with the wagons they were attached to and most of the tools they used: most of the surface was already stripped of useful objects to make the resettling possible.
"But, you are right in that it was stupid for me to search through this place alone; I nearly did your task for you, up to and including the part where I get eaten by one of those masked things!"
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de4bca No.23289
>>23237
"I am always ready to travel. And I'm definitely always ready to lead through any danger." says the Prince confidently. He turns to see her spread opn that big giant book he gave her. Was it really that heavy?
"Reading the pictures is all we can do right now. I'm need to find a translation stone so we can read it better than we can now."
The Prince had been searching these ruins over for some time, and there were still parts he hadn't yet fully explored. If they contained anything of that would help them read Kottish better, it would extend far beyond the book.
"As for that danger. . .but I won't be here when that happens and I don't intend to become the plaything of those masked monsters.
I just need to explore these ruins one last time. Make sure I didn't leave something important for our race. I'm the only fairy capable of it"
Even as he spoke, the Prince then saw the worry in the Princess' eyes. Both for him and her people if he were to fail. He sought to reassure her.
"I will return to you and the caravan, Aristea. I promise."
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de4bca No.23291
>>23289
"Yes. Come back as soon as you find it; if it reaches nightfall before you enter outward, I'm sending scouts to call you back… or-
To call you back; if you find anything moving, do not hesitate to-
Just come back before the other fairies get worried, okay?"
Princess Aristea closed the book and headed the direction from which she came, a faint amount of cyan dust falling from her wings, quickly elevating herself so as to keep as far from the ground as possible. Prince Davian would be left to his own devices to prowl around the ruins as he saw fit; their enchanting mystique drawing to him in a way quite oposite to his counterpart.
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de4bca No.23293
-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: [10]
Equipment:
-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).
Stat post
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de4bca No.23295
| Rolled 65, 71 = 136 (2d100) |
>>23293
1. Explore the ruins near my location, search specifically for something that will help us Translate Kottish script.
2. Train my underground senses and ability to navigate
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de4bca No.23315
| Rolled 5, 3 = 8 (2d100) |
>>23139
-Hero Name: Babarya
-Hero Gender: Eh
-Hero Species: Spirit
-Hero Color: Any
-Hero Fluff:
Hailing from a young culture in the North Babarya is said to be a restless spirit trapped in a suit of armor.
The armor itself is unimpressive for the exception of a sigil on its chest piece. Often described as unnatural the sigil drives those who stare at it for too long mad, moving without ever changing shape, silently shouting, praisingly cursing all and no one.
While some believe that Barbarya hunts bandits and raiders others say it is the very embodyment of their ideals, relentlessly cutting down those who dare enter the snowy forests of the North.
The truth as is usually the case lies somewhere between the two. Where exactly remains to be seen.
-Hero Type: [Specialist]
-Health: [0/0]
-Power: [.5x][Specialist: Team Attack Multiplier -.1x][Armor: 5/5]
-Food: [10](-1/turn)
-Currency: [10]
Equipment:
-Haunt Armor: Gives [Armor: 5/5]
-Resources:
-Knowledge: [Scavenging I][Crafting I]
-Followers: None
Bonus:
-Haunt: You currently haunt a set of armor. This armor can be upgraded and increased in power by spending materials. You have no health, and when your [Armor] is reduced to 0, you are dead.
Eccentricity:
-Silent: You have no means of communication and are limited in your ability to communicate through action. You are also very offputting and seem to carry an evil nature. NPCs considered good will try to vanquish you.
1. As a spooky ghost in an ice forest it was Babarya's sworn duty to learn the magic of ice and cold death to bring down those who strayed into its forest.
2. As a spooky ghost it was also a necessity for Babarya to move unseen, advancing its understanding of various ways in magic to remain hidden from the preying eyes of mortals.
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de4bca No.23324
| Rolled 27, 36 = 63 (2d100) |
>>23213
[Scion of Kott, Bob]
-Health: [5/5]
-Power: [.5x][Basic][Undead]
-Food: [10](-1/turn)
-Currency: [10]
Equipment:
-'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.)
1 The waters flow Forever Mountain's peaks feeds into the Grandis Sea, a crossing is needed and luck to find a path to aid my travels. Improve my path-finding abilities to help reveal shortcuts or veiled passages.
2 East of the Mountains of Forever that borders the Forest of Forever lies some forgotten ruins that perhaps may have been some ancient mining facility what depths could they have reached and what of the constructs that were built to last that might still serve. Though a simple swordsman may not have the powers of reclamation it may yet be made safe from any beastly squatters. Onward!
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de4bca No.23663
>>23216
1. You move to the ruins with haste and ease. You enter through the gate of a once great, walled city. A large palace is in the distance and you are currently located in what seems to have been a checkpoint at the gate. Between the checkpoint and the palace there seems to be a now crumpled market district.
2. As you travel, you train yourself in an attempt to grow stronger. You do so with much ease. [3/4]
>>23219
1. You try to breathe fire, but instead you just heave a little bit. Seems like you don't have fire breath… Maybe if you practiced more though…
2. You move to the ruins, landing on a post still standing from some now destroyed house. You can see a market in the distance. The town is rather small.
>>23220
1. You begin to make your way to the ruins, but find the freezing water of the river quite unfavorable. You realize you could make it, but it would take some effort. (Moved part of the way from failed action. You may complete travel with another dedicated action.)
2. As you prepare to travel across the river, you attempt to harden your skin for defense, however find that your powers have not fully returned. You're probably still a little tired.
>>23221
1. Your people begin to move towards new locations to claim for GreyRock GreatHome! [2/4]
2.You begin to study the properties of boom powder and how they may better be honed and utilized. [2/6]
3.You begin to mine your way into the earth, looking for resources. You find this quite easy as you blast stone out of the way with your boom powder. [2/4]
>>23223
1. You try to get some dragons to mate, but it doesn't seem to be mating season, and the dragons are reluctant to act.
2. Settlers begin to move outwards, planning to claim lands for Tareron. [1/4]
3. You make a search for resource deposits, but the search shows to be fruitless.
>>23224
1. You find a Board [+0.1x Power] that seems to have drifted with you!
2. You make your way through the mountains. You see what appears to be civilization in the distance.
>>23225
1. Try as hard as you might, you can't seem to find any clothes that are fitting for a queen! You are forced to pull the Robe [Mo Bonus] off of a charred peasant's corpse.
2. You then make your way to a small port town. The buildings here are all destroyed. What has happened to your kingdom!? You notice one or two shops aren't completely collapsed, though.
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de4bca No.23664
>>23226
1. Croske begins the long trip to Freebay, but is still a short distance from the town. (You can only move 16 spaces a turn as a [Speed] unit.)
2. On your way you find a Dull Iron Blade [+.1x Power] in the grass.
>>23227
1,2. You make your way to the ruins of a now gone civilization. Many buildings and corpses are frozen over. A rather drab location if you do say so yourself.
>>23228
1. You begin on a farming initiative, setting apart a patch of land for farming. It makes great progress. [3/4]
2. The initiative to generate more wood and mines falls through.
3. The research for cavalry equipment begins. You might need to find some animals to domesticate first,though. Needless to say, the equipment is being worked upon. [1/4]
>>23233
1. Both of your Magistrate in Arms move to the walled city. It is what appears to be a now crumbling utopia of sorts. Buildings that once rose high into the sky now lay horizontal and odd bunkers seem to litter housing districts. While there, they encounter an odd boy searching among the wreckage. >>23295
2. The people seem against the act, and the motion to expand fails.
3. You begin the construction of a Children's School to help them grow into proper citizens. [1/4]
>>23234
1. You attempt to begin a mining project, however you seem to hit an incredibly hard patch of stone. Your workers look for a new spot to mine.
2. Research into cartography begins. You start by practicing mapping out tunnels and your capital. [2/4]
3. You begin to explore the area around, claiming your surroundings in preparation to claim them. [1/4]
>>23236
1,2. You start the uprooting process and packing everything, but you find out it's kind of hard to do! [2/8]
3. Everyone gets really excited about Sunflower Magic and starts studying super hard to learn it! [2/4]
>>23239
1,2. You make your way to a now destroyed port town. There is a small gate marked for entrance written in a foreign dialect. You make your way to what appears to be a small church. Within, there is a statue of a man hooked up to some strange machine. There is a small, oddly glowing rock embedded in the statue.
>>23241
1. You begin developing a way to make cores stronger and more efficient, but you have trouble finding a place to start…
2. You begin to expand outwards, claiming more territory for yourself! [2/4]
3. The Coreworkshop's construction goes underway. A genius way to produce cores at a constant rate, you declare. [1/4]
>>23293
1. You make your way to the ruins, finding a [Burned Book] among the wreckage. It might explain the Kott language, even though you can't read it. There are some strange men at the ruins >>23233 who claim to own the ruins. They seem suspicious, best not to let them know you have the book.
2. On your way there you attempt to use the ability to sense underground. You think you're making progress. [2/8]
>>23315
1,2. You come to realize you aren't in Babarya… You're outside of a forest in an area that seems unpleasantly warm compared to your home land…
>>23324
1. You try to practice your pathfinding abilities, but end up losing your way in a field of grass.
2. You make your way north towards a city in the distance. As you grow closer, you see a castle centered in the city. Your castle. Your birthright. It need cleaning up, of course.
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de4bca No.23665
| Rolled 70, 95 = 165 (2d100) |
[Maradoz]
-Health:[6/6]
-Power:[.5x][Defensive]
-Food: [10](-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.
———-
Action
———-
1. Maradroz grows annoyed at the river but fords across it. "Damnable hick wilderness. This water had better not be cold. What an idiotic world this is. Stupid. Idiotic. [Head northwest to the ruins to investigate]
2. Maradroz rests for a bit, but then attempts something odd: he attempts to find any small social creature he can – never goblins, he hates goblins – to enslave. For some reason he gets the idea that slightly more intelligent and stronger creatures – such as gnolls… [Locate social creatures to enslave]
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de4bca No.23666
| Rolled 7 (1d10) |
Roll for loot.
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de4bca No.23667
>>23251
>>23666
[QUICK FIX I MISSED YA PAL]
1,2. You move into the ruins, quickly making your way through a town now destroyed, quickly identifying a Kottian temple. There don't seem to be any traps, but you manage to find a strange suit of armor that seems to pulsate with energy. Gain ??? Armor [???].
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de4bca No.23668
| Rolled 31, 96 = 127 (2d100) |
>[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]
>-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. Attempt to study the crystal.
2. Start collecting enough energy for a resurrection spell. I will need to raise some corpses here as assistants.
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de4bca No.23669
| Rolled 100, 19, 74 = 193 (3d100) |
>>23663
-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: 6 (+1/turn)
Food: 6 (+1/turn)
Currency: 6 (+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]
Resources: [Wood:3.1:+.1/turn][Stone:3.1:+.1/turn][Dragon:1.1:+.1/turn]
Technologies: [Animal Taming 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 ) Attempt to make ranged weapons. A good bow would help greatly on dragonback
2 ) Continue claiming land for Tareria. 1/4
3 ) Search the land for metals
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de4bca No.23670
>>23669
I'm happy with this outcome
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de4bca No.23672
| Rolled 74, 88 = 162 (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: [10](-1/turn)
-Currency: [10]
Equipment:
-Regular Clothes [No Bonus]
-??? 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.
1. Study the new armor. Why is it pulsating with energy? What powers does it have? Is it safe to wear?
+15 to investigating lore
2. Continue looting the ruins. There have got to be some interesting artifacts here.
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de4bca No.23673
| Rolled 87, 72 = 159 (2d100) |
>>23664
[Scion of Kott, Bob]
-Health: [5/5]
-Power: [.5x][Basic][Undead]
-Food: [10](-1/turn)
-Currency: [10]
Equipment:
-'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.)
Time to start cleaning my castle picking up the pieces after many years of neglect, salvaging what could be recycled and keeping in mind my sacred duty. If I want this place to serve as my capital it does need to be something the people can look at and say "There resides the master of the world and by his wisdom he will uplift us"
12 The sacred duty to keep an eye out for the regalia of the Kotts who once resided in this castle to aid my labors in restoring the opulence and imperial power long lost and then the work to restore this seat to its former glory.
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de4bca No.23677
| Rolled 88, 21 = 109 (2d100) |
1. 2. A ruined town? I wonder what happened here? Still I can see the market, I'll head there first for shinies and other loot! Then I'll look over the rest of the town.
-Hero Type: [Speed]
-Health: [5/5]
-Power: [.4x][Speed]
-Food: [10](-1/turn)
-Currency: [10]
Equipment:
-None
-Resources: [Gold:1]
-Knowledge: [Scavenging II]
-Followers: None
http://pastebin.com/bdRnfWDn
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de4bca No.23678
| Rolled 57, 23 = 80 (2d100) |
>>23663
[Argor]
-Health: [5/5]
-Power: [.4x][Speed]
-Food: [9](-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. Head to the palace that is where the strongest must reside.
2. My body is my weapon and it must be strong or I will fall. Train more.
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de4bca No.23679
| Rolled 94, 91 = 185 (2d100) |
>>23663
[Sabe'Nazir Sa'yrurn]
>Health: [6/6]
>Power: [.6x] [Defense]
>Food: [9](-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: During her travel, she would've swung her plank around, in order to get used to how it handles as a form of personal training.
>Improve the Power modifier.
2: With the sight of civilization over the crevasse of the mountain, Sabe'Nazir made sure to reach such a destination, in order to resupply and get a bearing for the local landscape.
>Go to the dorfs.
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de4bca No.23706
| Rolled 2, 83 = 85 (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 finishes journeying to Freebay. Croske not realize how far the town was from Croske.
2. Croske likes new blade. But blade not sharp. Croske will find grindstone and fix that.
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de4bca No.23714
>>23672
I just realized I forgot to subtract food; I'm currently at 8 food.
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de4bca No.23717
| Rolled 90, 11, 37 = 138 (3d100) |
>>23663
-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: 7 (+1/turn)
Food: 7 (+1/turn)
Currency: 9 (+2/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:3.2:+.1/turn][Stone:3.2:+.1/turn](mine 2/4)
Technologies: [Coinage I][Boom Powered I](2/6)
Territory: 1(2/4)
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. Continue to expand for the Glory of GrayRock! (2/4)
2.Boom powder is the gift that keeps on giving! Let's keep making it better! (2/6)
3.Let's get this mine finished up! (2/4)
+explosive mining
-destructive mining
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de4bca No.23718
Population: 6 (+1/turn)
Food: 6 (+1/turn)
Currency: 7 (+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:3.1:+.1/turn][Stone:3.1:+.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. [Farms 3/4] Llael is a land rich in rivers and forests. Land that can be used to build farmsteads for new families.
2. [Resources] New mines and lumber mills are constructed in order to provide for the coming construction projects the Chosen Hero wishes to implement.
3. [Horse Domestication] I've been informed that we apparently have never domesticated horses, so I guess we'll do that now instead.
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de4bca No.23719
| Rolled 26, 76, 94 = 196 (3d100) |
>>23718
Dice
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de4bca No.23720
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de4bca No.23761
>>23293
>>23233
As he explores, Davian see's others in the dungeon. Experience tells him to be weary of anyone you meet in any ruins, but instinct tells him these do not appear to be evil men.
"Hail! Who are you?"
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de4bca No.23794
| Rolled 3, 30, 17 = 50 (3d100) |
Meanwhile, back in the fields, Aristea was continuing to oversee the packing operation, the sky having started to become pink. Her advisor fairy flew in front of her with a fake smile on her face, telling the Princess the bad news. "Not good, Miss Princess! We seem to have undermathed how much flowers we would have to pluck out, and how much time it would take to set everything up! It might not be until late next day that we're ready: terribly sorry about that! I thought my math was the strongest!"
The Princess sighed, brushing a lock of hair out of her eyes. "Very well. You know the ruins in the woods? The Prince is present in that location: if he doesn't return by nightfall, send a sentry team to scout them. That will be all." Advisor Fairy blinked and nodded before flying off to get a more accurate count on the sunflowers.
[Principality of Flowers]
Fluff: >>23106
Population: 6 (+1/turn)
Flowers: 6 (+1/turn)
Currency: 6 (+1/turn)
Industry: 3
Unique Buildings: [Old Sunset Point]
Defenses:
-[Venus Mantrap Garden][HP: 3/3][.3x][Basic]
Military Units:
-[Sentairy][HP: 2/2][.2x][Basic][Flying]
-[Sentairy][HP: 2/2][.2x][Basic][Flying]
Resources: [Wood:3.1:+.1/turn][Stone:3.1:+.1/turn]
Technologies: [Farming I][Bartering 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+2.) "I guess it'll quite be a while before we're ready. Everyfairy, continue loading up the wagons; we'll just have to take the short delay and hope the wind keeps up its pace in time." [Resettling 2/8]
3.) "But at least that'll give us time to complete our magic lessons on the ground." [Sunflower Magic 2/4]
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de4bca No.23819
>>23090
[Inemari]
Population: 5 (+1/turn)
Food: 5 (+1/turn)
Currency: 0 (+0/turn)
Industry: 3
Unique Buildings: [Player Named Capital City]
Defenses:
-[Player Named Defense][HP: 3/3][.3x][Basic]
Military Units:
-[Player Named Unit][HP: 3/3][.3x][Basic]
-[Player Named Unit][HP: 3/3][.3x][Basic]
Resources: [Wood:3:+.1/turn][Stone:3:+.1/turn][Pure Aether:1:+.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.
[PM ME IF YOU HAVE ANY CONCERNS]
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de4bca No.23820
| Rolled 94, 59 = 153 (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: [9.9] (-.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).
1. Study the Burned Book, even if it is illegible I may be able to use it to discover more about the Kott.
2. Continue training my underground senses 2/8
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de4bca No.23821
>>23028
-Nation Name: The Jalvoc
-Nation Species: Nephilim, humans who have colorful feathers in place of all hair on their bodies.
-Map Color: Blood Red
-Nation Fluff: The Jalvoc are a race blessed by The Nameless Scholar, the God of Genius and Madness, who rewards all who seek knowledge. Once a primitive tribe, he threw down a star etched with the language of the gods, and there it was the Jalvoc founded their first city, the first rune stone planted by their God at the tip of the sandy peninsula between the Grandis Sea Major and Minor. The Jalvoc are master craftsmen, using runes to manipulate their environment and change the properties of the things they work.
-Government Type: Geniocracy. Rulers must prove their scholarly or intelligent prowess simply to run for office, and the society is broken into tiers based upon this. Certain acts of callousness, especially attempts to prevent others from learning, are disqualifiers from office, and can even lead to impeachment. All Leaders of the Jalvoc are Rune Masters (those who study runes in a scholarly manner and use them to divine the future), Rune Smiths (those who craft things from runes), or Rune Knights (those who use Runes to do battle, either through their equipment or directly)
-Economy Type: The Jalvoc use a type of currency called a "Krona" which is based upon actions as approved by the local Rune Master (the usual village head). These Krona glow different colors based upon the values of the act preformed, and slowly lose their glow over time, and the Jalvoc use this to measure how much a person has contributed to the Jalvoc as a whole.
-Religion: The Jalvoc worship The Nameless Scholar, a mysterious deity who controls the domains of Genius and Madness in all their forms. He is a god of the stars and of the seas, the heights of genius and the depths of madness, and gives divine inspiration to those who seek out knowledge and share it with others. His adherents do not see the distinction between knowledge which should be shared and that which should be hidden, considering all knowledge to be a commodity that should be shared as freely as possible.
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de4bca No.23824
| Rolled 91, 83, 95 = 269 (3d100) |
>>23664
-Nation Name: Mak ‘Ars
-Nation Species: Crystalline Golems
-Map Color: Teal
-Nation Fluff:
http://pastebin.com/i8fcUr7K
-Government Type: Anarchy
-Economy Type: gems of varying colors.
-Religion: The Mak ‘Ar have no religion, though they are interested in the concepts of gods.
[Mak 'Ars]
Population: 5 (+0/turn)
Currency: 6 (+1/turn)
Industry: 5
Unique Buildings: [Home]
Defenses:
Mak ‘Ar Militia][HP: 3/3][.3x][Basic]
Military Units:
-2 [prototype CV MK1 Golem][HP: 3/3][.3x][Basic]
Resources:
[Wood:3.2:+.1/turn]
[Stone:3.2:+.1/turn]
Technologies:
[Construction I]
[Coreworking I]
Territory: 1
Bonus:
-Construct: You are constructed humanoids that do not require food. Your food does not increase or decrease and you do not need more food than your current population. Additionally, you may increase your population by allocating actions and resources. Resources allocated dictate the population count.
Eccentricity:
-Construct: You are constructed humanoids and do not reproduce naturally. To increase your population you must allocate actions and expend resources.
1. The Mak ‘Ars continue to work on improving their Coreworking. [Coreworking II] 1/6
2. The Mak ‘Ars continue their efforts to expand. Expansion 2/4
3. The Coreworkshop is now under construction, it will be an excellent location to create new cores. Core Workshop 1/4
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de4bca No.23826
| Rolled 36, 46, 7, 61, 11, 21 = 182 (6d100) |
>>23819
-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: 5 (+1/turn)
Food: 5 (+1/turn)
Currency: 0 (+0/turn)
Industry: 3
Unique Buildings: [Inemar (Capitol)]
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:+.1/turn][Stone:2:+.1/turn][Pure Aether:0+.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.
1-3. Begin building a university to consolidate the learning of the nation and accelerate it. [Using 1 Aether and 2 Stone]
4. Begin researching golem enchanting, so that we may have something to work the fields for food, and work the mines for resources.
5. Begin researching scrying magic so that we may better scout and find resources.
6. Begin creating an Aetherspring for more Aether production.
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de4bca No.23827
| Rolled 95, 54, 95 = 244 (3d100) |
>>23761
"We are Magistrates of the Authority of Riga, and owners of this ruin, in which you are tresspassing - but considering your apparent age and the total collapse of Kott authority in this region, I think we can let it pass with a warning. Where are you from, kid? You don't look Kottish at all, with those wings and all."
Noticing the book, one of the magistrates chuckles, "Written Kottish can be a bit of a problem, especially learning from a burned book. Maybe we should take you back to Riga, give you a proper Kottish education, eh? We'll even let you keep that book once we make a good copy of it - or you can have the copy, which would probably be easier to read."
[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 6 Turns
Population: 7 (+1/turn)
Food: 7 (+1/turn)
Currency: 7 (+1/turn)
Industry: 3
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:3.1:+.1/turn]
–[Stone:3.1:+.1/turn]
Technologies: [Scavenging I][Artifact Identification I]
Territory: 1
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.'
1. The Magistrates in the Ruins begin Scavanging/Salvaging Operations, as per the Salvage Law.
2. The Authority Expansion Act is reintroduced with ammendments.
3. The Education Bill shall continue to be implimented. [1/4]
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de4bca No.23828
>>23665
1. You move to the ruins, easily bounding across the river and making your way there. You immediately eye something… no, someone, is here, at the palace.
2. You begin the hunt for minions. You notice some rabbits, but they wouldn't make very good minions, you decide, before crushing them and their spawn underfoot.
>>23668
1. You stare at the crystal extensively, but still have no idea what it is!
2. You begin to draw in energy for a resurrection spell, you can feel the power welling within you! It feels almost… natural. [Gain Technology: Necromancy I]
>>23669
1. The bowmaking is a success! In fact, you develop a type of bow and arrow far superior to a regular bow and arrow! They seem to be lighter, stronger, and faster firing! [Gain Technology: Tareron Bowcraft I][Gain Unit: -[Player Named Archer/Dragon Unit][HP:6/6][.7x][Basic][Flying][Ranged]]
2. Everyone is so excited by the bows, expansion halts! Seems everyone was busy testing out the new technology.
3. You make a search of the land for metals or any other materials you can find. (2/4)
>>23672
1. You move close to the armor, touching it. Suddenly you feel cold, your energy feels drained. You quickly pull away, and the feeling subsides. It's almost like the armor pulled your energy from you. The armor's glow brightens. Verulium, the material that drains energy from whoever touches it. You aren't entirely sure why they would make an armor out of it… Perhaps if you study it more… (3/4)
2. You begin to search for any other treasures around… Nothing yet… Wait! Another passageway! (2/8)
>>23673
1,2. You almost immediately come across something! It's a… [Roll 1d10]
>>23677
1,2. You begin to root through the town's old junk. There's some pretty neat stuff here! You see something shiny just behind a beyond some debris![3/4]
>>23678
1. You go to the palace. There's not much here beyond some corpses. The ceiling has collapsed in on itself. At the end of a long hall sits a throne, overlooked by many balconies. You hear a rumbling in the distance, turning to see a large lizard-like creature in the distance.
2. You try to train further, but don't seem to have much success. (3/4) [Please post the current level you are at or put it somewhere in your post.]
>>23679
1. You practice swinging the plank a little bit. It goes well. You certainly swung that plank at the air well. [4/8]
2. You make your way to the dwarves. A dwarf fortress of sorts.
>>23706
1. Croske falls down a hole, taking a while to climb from hole. Some weird rocks were in Croske hole, very sharp and almost hurt Croske.
2. Croske grinds blade against a stone. Not real grindstone, but Croske make do. Croske blade sharper, but not sharp enough. (1/2)
>>23717
1. You expand! You gain 3 hexes! +.3 pop/turn, +.3 currency/turn
2. You continue to take notes on how to improve boom powder, but no one really knows how to make it… boom-ier.
3. You blow away some more rock, but haven't quite reached any materials… (3/4)
>>23718
1. As close as you are to putting new farms into effect, you aren't quite done… (3/4)
2. You start work on a mine. You'll need resources if you're wanting to build anything. (2/4)
3. You send some people on a hunt to find some horses. They think they're on the trail. They claim to have found tracks. (3/4)
>>23794
1,2. Absolutely nothing gets done about uprooting! Everyone is off trying to learn sunflower magic!
3. And then, to make things worse, not even sunflower magic is getting done! There's so many people here trying to learn that it's too crowded and no one can practice right!
>>23820
1. You flip through the pages of the book and find a few pictures of large men holding some circle to the sky. A lot of text is distorted and most of the other pictures are destroyed. On one of the last few pages, someone taller than the rest is depicted holding an axe. Otherwise, the book is useless.
2. You practice trying to sense underground and end up straining your neck a little. You make progress though!. (2/8)
>>23824
1. You manage to theorize a way to make smaller ruins. (4/6)
2. You have expanded! You gain 3 hexes! +.3 Currency/turn
3. You complete the Core Workshop! [Add Unique Building: Coreworkshop:-1 Material/Turn:+1 pop.turn]
>>23826
1,2,3. The university's construction is nearly done! The investment of Aether allows construction to go quite smoothly! (3/4)
4. You start studying the basics of golem creation, but it's a rather slow process. Especially because you've never really put life into anything before. (1/8)
>>23827
1.You begin to scavenge the ruins for anything useful. (3/4)
2.You start expanding, seems the people are slightly warmer to the idea and is begins to get done. (1/4)
3. The education bill goes through! Your children will be taught! [Education I]
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de4bca No.23829
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de4bca No.23830
| Rolled 23, 26 = 49 (2d100) |
1. The quest for dragon breath continues. Try lighting some debris on fire.
2. Shiny! (3/4)
-Hero Type: [Speed]
-Health: [5/5]
-Power: [.4x][Speed]
-Food: [10](-1/turn)
-Currency: [10]
Equipment:
-None
-Resources: [Gold:1]
-Knowledge: [Scavenging II]
-Followers: None
http://pastebin.com/bdRnfWDn
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de4bca No.23831
| Rolled 40, 52, 78 = 170 (3d100) |
Population: 7 (+1/turn)
Food: 7 (+1/turn)
Currency: 9 (+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. [Farms 3/4] The farmland is nearly cultivated. We just need [1 wood] for barns and stuff.
2. [Resources] The mines are making good progress. They're at the point where [1 wood] is needed to build supports.
3. [Horse Domestication] We've almost got them! Forward and get those horses!
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de4bca No.23832
>>23828
[Sabe'Nazir Sa'yrurn]
>Health: [6/6]
>Power: [.6x] [Defense]
>Food: [9](-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.
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de4bca No.23833
| Rolled 45, 64, 99 = 208 (3d100) |
>>23829
-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: 8 (+1.3/turn)
Food: 8 (+1/turn)
Currency: 11.3 (+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 3/4)
Technologies: [Coinage I][Boom Powered I](2/6)
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. Finish that blasted mine! (3/4)
(3 industry)
+explosive mining
-destructive mining
2. Keep working on making boom powder better! (2/6)
3. With our expanded lands we need something. FARMS! we need more food to make sure everyone has plenty!
(3 industry)
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de4bca No.23834
| Rolled 26, 37 = 63 (2d100) |
>>23828
[Argor]
-Health: [5/5]
-Power: [.4x][Speed]
-Food: [8](-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. Finish Training in the palace. [3/4]
2. Prepare traps in the palace for the creature such as failing boulders and pillars
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de4bca No.23835
| Rolled 46, 84 = 130 (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: [8](-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.
1. … No, seriously, who the fuck would make armor out of a material that drains the life force of the wearer? Something’s not right here … Continue studying the armor. [3/4]
+15 to investigating lore
2. A passage! Yes! Much exploring will be done. [2/8]
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de4bca No.23836
>>23832
>>23833
After weeks of endless wander, Sabe'Nazir finally reached some form of civilization. Asking the short bearded blokes for directions, she would soon present herself at the Greathall of the Dwarfs, the board by her side with her arms akimbo'd.
"Hey, is anyone's there? I need to talk with your leader, or boss-man."
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de4bca No.23837
>>23028
-Nation Name: Frostgard
-Nation Species: frost giant and ice spirits
-Map Color: dark blue if possible, or black if not
-Nation Fluff: People look at us, and they see monsters, oafish brutes, murderers, beings of mass destruction. No one sits and speaks with us, to learn of the songs of the mountain, to see the wonders that we can make with ice, to taste the brews that have been made from the blood of the earth. Instead we must defend ourselves from "adventurers" who seek to slay the "Evil giants" or to banish the "Spirits of ice". To those who would point evidence at giants who have attacked their lands we say this, do you not have murderers and criminals in your own lands? or people who would go out to seek vengeance upon an enemy, no matter how futile?
-Government Type: A tribal society lead by the Chieftain, The Chieftain has the both honored, and yet unenviable position of leading the defense of Frostgard against it's many enemies
-Economy Type: The difference in the size of the various races prevents a proper monetary equivalent so most trade is done via the barter system, though some have been known to accept a song in payment, and to the few who trade outside of their borders or the few traders who brave the north they often accept payment in stories of far off lands.
-Religion: The Great Dragon circles the heart of the world, ever slumbering. Upon it's back the world formed from the rains and snows, being brought into shape by the various spirits which are the caretakers of the Heart of the world and the Great Dragon. If the Great Dragon were to awaken then the entirety of the world would be destroyed in it's stretches and shakings, but the dragon shall not wake for the Heart is warm.
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de4bca No.23838
>>23837
location: the landbridge sort of hex to the north surrounded by the 4 hexes of mountains
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de4bca No.23839
| Rolled 93, 56, 9 = 158 (3d100) |
>>23828
-Nation Name: Mak ‘Ars
-Nation Species: Crystalline Golems
-Map Color: Teal
-Nation Fluff:
http://pastebin.com/i8fcUr7K
-Government Type: Anarchy
-Economy Type: gems of varying colors.
-Religion: The Mak ‘Ar have no religion, though they are interested in the concepts of gods.
[Mak 'Ars]
Population: 5 (+0/turn)
Currency: 7.3 (+1.3/turn)
Industry: 5
Unique Buildings: [Home]. Core Workshop.
Defenses:
Mak ‘Ar Militia][HP: 3/3][.3x][Basic]
Military Units:
-2 [prototype CV MK1 Golem][HP: 3/3][.3x][Basic]
Resources:
[Wood:3.3:+.1/turn]
[Stone:3.3:+.1/turn]
Technologies:
[Construction I]
[Coreworking I]
Territory: 4
Bonus:
-Construct: You are constructed humanoids that do not require food. Your food does not increase or decrease and you do not need more food than your current population. Additionally, you may increase your population by allocating actions and resources. Resources allocated dictate the population count.
Eccentricity:
-Construct: You are constructed humanoids and do not reproduce naturally. To increase your population you must allocate actions and expend resources.
1. Coreworking is a wondrous art. The Mak ‘Ars enjoy practicing it more than anything. First, they use stone to create a sphere with an incredibly smooth surface. After that is done they use their unique magic to transform the inside of the sphere into a crystal geode which looks suspiciously like the same crystal that the Mak ‘Ars are made from. This transmutation is caused when a Mak ‘Ar uses the tips of their fingers to introduce their distinct magic into the Stone, this process simultaneously causes the surface of the core to become covered with intricate runes, known as the Mak ‘Ars mark. Though they have a part to play it is not solely due to them that a core works. The Mak ‘Ar geode that comprises the core acts as a sort of reactor that powers the Golem, while the etched runes on the outside define it. The runes are what differentiate between a warrior, a builder or a miner. What they are doing now is experimenting and attempting to develop smaller, yet more intricate runes to allow for more complex, well defined golems. [Coreworking II] 4/6 + Core Workshop.
2. With their new coreworkshop the Mak ‘Ars begin using it to produce Golem Cores. Specifically ones designed to be miners. A Mak ‘Ar will act as their foreman and direct the miners once they are created. For now, resources and effort is put into making these cores. [Coreworking I] + Core Workshop.
3. The Mak ‘Ars also use their coreworkshop to produce construction golems, these will help to expedite future construction projects. [Construction I]
[Coreworking I] + Core Workshop.
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de4bca No.23840
| Rolled 41, 80 = 121 (2d100) |
[Maradoz]
-Health:[6/6]
-Power:[.5x][Defensive]
-Food: [8](-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.
——-
Actions
———
>>Free action: Combat, Argor
1. Investigate the ruin for anything of usage. Eat anything found and be bold. [Exploration/Combat]
2. Attempt to grow tentacles to help manipulate objects. [Tentacles]
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de4bca No.23841
>>23838
>>23837
better idea
Location: mountains north of the Winterspurn woods
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de4bca No.23842
| Rolled 22, 64 = 86 (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 grabs funny rocks. Croske thinks rocks might be useful to have
2. Croske climbs out of hole and continues to Freebay. Croske needs to be more careful
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de4bca No.23843
>>23836
A dwarf comes out with a pistol in hand. "Hmm? What do you want outlander?"
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de4bca No.23844
| Rolled 13, 25, 8 = 46 (3d100) |
>>23828
-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: 7 (+1/turn)
Food: 7 (+1/turn)
Currency: 7 (+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:3.2:+.1/turn][Stone:3.2+.1/turn][Dragon:1.2:+.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 ) Build large scale cattle ranches, offering our peasants small tax breaks if they take up ranching
2 ) Begin a breeding program for the dragons, emphasizing stronger fire breath
3 ) Search the land for metals 2/4
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de4bca No.23845
| Rolled 90, 79, 68 = 237 (3d100) |
>>23828
-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: 5 (+1/turn)
Food: 5 (+1/turn)
Currency: 0 (+0/turn)
Industry: 3
Unique Buildings: [Inemar (Capitol)]
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:3.1:+.1/turn][Stone:1.1:+.1/turn][Pure Aether:0.1+.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. Finish the construction of the university. 3/4
2. Continue researching golems. There is a first time for everything! 1/8
3. Begin constructing an Aetherspring.
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de4bca No.23846
>>23843
"I've been wandering for a damn long time trying to find a place to get my bearings. Do you know where I am, and what can I do to get a steady supply of food for myself?"
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de4bca No.23847
>>23846
The dwarf puts his hand to his head. "Yer in GrayRock Greathome Lass, and if'n ya want food ya gotta werk fer it. The Farms could sue some help"
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de4bca No.23848
>>23839
Relevant images to show what cores look like, sans runes.
Differences is that the crystals are blue, like the Mak 'Ars and have a stone casing that would be etched with the Mak 'Ar runes.
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de4bca No.23849
| Rolled 32, 20 = 52 (2d100) |
>>23663
[Queen]
-Health: [5/5]
-Power: [.5x][Specialist: Team Attack Multiplier -.1x]
-Food: 0
-Currency: [10]
Equipment:
-Robe
Resources:
Knowledge: [Scavenging I][Sewing I]
Followers: None
Bonus:
-Integrate: You are a doll and do not need food, oxygen, or sleep. As a piece of ancient Kott technology, you are compatible with most other Kott technology. If an item relating to the Kott is found and relies on magitech, you may integrate it into your very being to upgrade yourself.
Eccentricity:
-Limited: As an automaton, you cannot increase your skill with training. Unlike normal heroes, you can not simply train yourself to increase your health or power, you require integrated technology and upgrades.
1) Hmph. That is disappointing. Oh well. I'll look around a bit for some fabric to modify this robe with. Sewing is quite becoming of a queen.
2) Let us take a looksie afterwards for any one, or thing still around. And perhaps I can get them to help clean up. This is no proper place for a Queen!
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de4bca No.23850
| Rolled 23, 64 = 87 (2d100) |
>>23849
1) Oh darn it. I need some help looking around for things… Start looking for some sort of mechanism to help automate my searches. Some sort of servant. Even a fleshy one would do. Infact, Orphans make good servants, correct? Lets find one.
2) Look around and see if there is any Kott technology lying about. It would certainly help, even if it is useless. Or even any magical tech would be useful.
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de4bca No.23851
| Rolled 76, 33 = 109 (2d100) |
>>23832
>>23847
1: Farmwork? It isn't what she was used to, but if the Dwarfs hold true to their promise, it'll ensure that she will have a place where she wouldn't end up starving.
>Assist Curious by helping the production of the farms.
2: If the trainin' works well, it doesn't need to be changed. Because of that, Save continue the art of fighting with a plank, using the training dummies that the Dwarfs have if they allow her to.
>Improve the Power modifier. (4/8)
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de4bca No.23852
| Rolled 7 (1d10) |
[Combat: Maradoz]
[Maradoz]
-Health:[6/6]
-Power:[.5x][Defensive]
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de4bca No.23853
| Rolled 7 + 1 (1d10) |
>>23852
[Combat: Argor]
[Argor]
-Health:[5/5]
-Power:[.4x][Speed]
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de4bca No.23860
| Rolled 97, 29 = 126 (2d100) |
>>23668
>[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.continue studying the crystal and the contraption around it. The power coming from it is undeniable. I must find a way to harness and use it.
2. Raise a couple skelebros. Ruins are dangerous I will need them to watch my back. Thankfully the ruins are practically littered with corpses.
[necromancy I]
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de4bca No.23871
| Rolled 2 (1d10) |
>>23828
[Scion of Kott, Bob]
-Health: [5/5]
-Power: [.5x][Basic][Undead]
-Food: [8](-1/turn)
-Currency: [10]
Equipment:
-'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.)
It is a….
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de4bca No.23872
| Rolled 29, 39 = 68 (2d100) |
>>23871
1 Continue Search. Success! So this place has managed to keep some of its charm, or charms in this case. Finding one before I even begin has left me eager to find another!
2 Having found an artifact right as we start…perhaps I have an eye for this sort of work? Ruins Explorer.
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de4bca No.23873
| Rolled 90, 23, 81 = 194 (3d100) |
>>23828
https://www.youtube.com/watch?v=EU0abN5XT1s
The sun was beginning to set. Unfortunately, absolutely nothing seemed to had been completed in the passing hours with all the fairies getting their roles confused and generally acting in a disorganized, unhelpful fashion, such was their weakness. The Princess knew not whether to worry about the Prince or everyfairy except the Prince.
[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:
-[Sentairy][HP: 2/2][.2x][Basic][Flying]
-[Sentairy][HP: 2/2][.2x][Basic][Flying]
Resources: [Wood:3.2:+.1/turn][Stone:3.2:+.1/turn]
Technologies: [Farming I][Bartering 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+2.) "This…this is going much slower than it was supposed to. Do I have to read everyone what the book says again to remind them what to do?" [Resettling 2/8]
3.) "-What? Oh yes, the magic continues! Just remember we don't need everyfairy working on it, just a few! It'll be done soon, continue focusing on packing! …What does "focus" mean? It means to keep working on the task in question, which is packing!" [Sunflower Magic 2/4]
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de4bca No.23877
| Rolled 79, 7 = 86 (2d100) |
>>23850
1) scavenge ruins
2) look for a regal weapon
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de4bca No.23880
Apparently the Captcha is broken. This is to see if that's true.
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de4bca No.23882
-Nation Name:
"The Khalanid Sultanate"
-Nation Species:
The Imaskar, distant relatives of humans who evolved longer limbs and faster strides for hunting.
-Map Color:
Purple
-Nation Fluff:
Khalanids are hearty folk fond of rich wine and hidden blades. The Imaskar have developed to become keen hunters atop the dunes and mingling in the ballroom alike, and they are well known for both their assassins and their love of commerce. Outsiders disparage the Khalanids are dishonourable sell-outs, but this is due to their failure to understand Yah'zu, the complex institution of "face" in Khalanid society. One acquires and loses Yah'zu on the basis of a variety of interconnected prestige games, personal piety, and honourable conducts. Only those of a sufficiently low Yah'zu may be swindled in trade or assassinated via contract. Fiercely defensive, the Khalanids put aside internal conflicts in favour of solidarity against outsiders as a matter of utmost import to their Yah'zu–he who does not resist the foreigner or profits by their incursions is as guilty as those who aided them willingly in conquest against the Khalanids.
-Government Type:
Constitutional Matriarchal Monarchy
–(Villages elect elders, city elect Junkers, each form a House of Parliament–the Sultana retains an ultimate veto barring a 90% overturn vote from both houses, but she uses it sparingly)
-Economy Type:
Capitalist, occasional "charitable" exchange of goods utilizing Yah'zu
-Religion:
The Dunemother, who makes wine delicious and guards the Imaskar in her bosom amidst the sands, and from whom the royal lineage is traced, is respected by edict across the entire Sultanate. Other cults are allowed, but all must bow to Her Authority.
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de4bca No.23884
>>23028
>Name:
Tortoiseshell Clan
>Species:
Uruk
>Map Color:
Brown
>Fluff:
Originally hailing from the Great Greyreach Chain, the Uruk Tortoiseshell clan migrated to the sandy desert around Lahar's Rock to escape famine and war. Generations have passed, and the Clan, named for the great Tortoises that roam their new home, have become adept at carving intricate jewelry, armor, and even currency from the shells of the creatures.
>Government Type:
Tribal Council
>Economy Type:
Traditional
>Religion:
Graot Tirtiika, the Great Tortoise, who provides for the Tortoiseshell Clan.
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de4bca No.23886
>>23821
[Jalvoc]
Population: 5 (+1/turn)
Food: 5 (+1/turn)
Currency: 5 (+1/turn)
Industry: 3
Unique Buildings: [Player Named Capital City]
Defenses:
-[Player Named Defense][HP: 3/3][.3x][Basic]
Military Units:
-[Player Named Unit][HP: 3/3][.3x][Basic]
-[Player Named Unit][HP: 3/3][.3x][Basic]
Resources: [Wood:3:+.1/turn][Stone:3:+.1/turn][Pure Aether:1:+.1/turn]
Technologies: [Rune Magic I][Research I]
Territory: 1
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.
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de4bca No.23888
| Rolled 59, 95, 91, 22, 72, 2, 6, 24, 21 = 392 (9d100) |
>>23886
>>23829
[Jalvoc]
The Jalvoc have finished the city of RuneFall, their great capital, and now seek to expand their influence above and beyond this meager place on the edge of the great peninsula. Irrigation with the fresh water sea, goat herding, and fishing provide them with food, but this grand city should be a place of learning above all else. So they set about to work on that.
1,2,3) The Jalvoc send out riders into the surrounding territories down the penesula, They seek to convert more tribes with the primitive rune magic they hold, to show them that to unite with the Jalvoc is the correct way forward. The Nephilim have been splintered for too long.
4,5,6,7) Explore research and scientific and arcane techniques in the acquisition of knowledge. More than anything else, the ability to understand things will improve everything else down the line.
8,9) We are a sea side city, and yet we have almost no boats, no navy. We can defend ourselves thanks to the terrain from land, but what of the Oceans on either side of us? We must master the seas if we are to ever truly be secure.
Stats and Lore: http://pastebin.com/CXnT8wHK
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de4bca No.23889
| Rolled 72 (1d100) |
>>23888
[Bonus: Intelligence]
Rerolling Roll Number 6
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de4bca No.23890
>>23888
>>23888
Final Research Roll Results:
[Research I -> Research II]: 22,72,72,6
[Unknown Naval Tech I]: 24,21
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de4bca No.23891
>>23888
fucked up rolls calculation
Final Research Roll Results:
[Research I -> Research II]: 32,82,82,16
[Unknown Naval Tech I]: 34,31>>23889
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de4bca No.23895
>>23882
[Khalanid]
Population: 5 (+1/turn)
Food: 5 (+1/turn)
Currency: 5 (+2/turn)
Industry: 3
Unique Buildings: [Player Named Capital City]
Defenses:
-[Player Named Defense][HP: 3/3][.3x][Basic]
Military Units:
-[Player Named Unit][HP: 3/3][.4x][Basic][Assassin]
-[Player Named Unit][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.23896
| Rolled 87, 81, 21, 68, 7, 12, 67, 25, 31 = 399 (9d100) |
>>23895
1+2+3. [Winemaking Improvement]
By Edict of the Sultana, we must Appease the Tastes of the Dunemother through finer Winecraft. Make it so.
4+5. [Expansion]
Spread Our Wise Judgement and Rulership across the Dunes, as is the will of my Mother, eager citizens.
6. [Troop Movement]
Order our units into the nearest adjacent tiles our expansion has not yet securedis not in the process of securing.
7+8. [Research Desert Agriculture]
Let us learn of the rivers and their banks, to plant while the waters are low that seeds might grow virile and abundant whilst the waters are high. Lo, let the flood be our boon.
9. [Study Civil Defense/Architecture, Military]
By Edict of the Sultana, bring us those learn`ed in the ways of sandstone and bid them study together a finer form of construction that our walls might stand eternal against all who may come.
——————————————
[Khalanid]
Population: 6 (+1/turn)
Food: 6 (+1/turn)
Currency: 7 (+2/turn)
Industry: 3
Unique Buildings: [Khala]
Defenses:
-[Player Named Defense][HP: 3/3][.3x][Basic]
Military Units:
-[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.23897
>>23845
-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: 6 (+1/turn)
Food: 6 (+1/turn)
Currency: 6 (+1/turn)
Industry: 3
Unique Buildings: [Inemar (Capitol)]
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:3.1:+.1/turn][Stone:1.1:+.1/turn][Pure Aether:0.1+.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.
corrected stats, was given currency and I did not add food and pop.
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de4bca No.23960
| Rolled 41, 42, 43 = 126 (3d100) |
[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 6 Turns
Population: 8 (+1/turn)
Food: 8 (+1/turn)
Currency: 8 (+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:3.1:+.1/turn]
–[Stone:3.1:+.1/turn]
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 1/4
-Ruin Scavanging 3/4
Actions:
1: One of the Magistrate in Arms continues scavenging the ruins [3/4][Descendants: +20][Scavenging I][Artifact Identification I]
2: The other Magistrate takes >>23761 / Davian and his troops back to Riga.
3: The Expansion Protocols are to continue to be impliments [Expansion: 1/4]
The senior magistrate sighs, looking at Davian, then reaches to his side, where a porcelain mask, it's face set in a sternly neutral expression, rests. The troops and the other magistrate enters to a respectful silence as the senior dons it. "By the Authority vested in me, this Field Court is in session for a Speaking of Law." The voice behind the mask, previously jovial, is now one of well-practised neutrality.
Turning to look through the mask at Davian, "You shall return with us to Riga and be under our Authority and Protection until we find to whom you belong. You will not be a prisoner, but you will be kept safe for your Protection. You and your belongings shall not be bothered with, and you may retain that [Burned Book] - although we ask to make a copy of it should we not already have it in our library. You will also be taught how to read it. The Laws are written in Kottish, and all should know their Duties to Authority - but also their Protections."
Turning to speak to his troops, "The Authority of the Kott Empire is dormant. It may very well be none know else but the name, and ruins like these. We claim the Authority of the Empire, but our Laws only run so where we can Enforce them. The Magisterium seeks to restore proper Authority and Order in the lands - by force if necessary, but preferably by showing the advantage of the Law and Authority. All who live in the borders of the Kott Empire are subject to its Laws, and its Protections - and we shall start by showing that the Duty To Authority is matched by Duty Of Authority."
"This is a Speaking of Law. No comments shall be taken at this time. Appeals may be made before the Magistrial Committee of Field Courts. Adjourned."
Solemnly, he pulls off his mask and ties it to his side once again. Speaking once again with emotion in his voice, he turns to Davian, "We take the Law quite seriously. You shall not be harmed, nor kept from those whose Authority you directly belong."
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de4bca No.23990
[Tortoiseshell]
Population: 5 (+1/turn)
Food: 5 (+1/turn)
Currency: 5 (+2/turn)
Industry: 3
Unique Buildings: [Player Named Capital City]
Defenses:
-[Player Named Defense][HP: 3/3][.3x][Basic]
Military Units:
-[Player Named Unit][HP: 6/6][.6x][Basic]
Resources: [Wood:3:+.1/turn][Stone:3:+.1/turn][Giant Tortoises:1:+.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.
[Frostgard]
Population: 5 (+1/turn)
Food: 5 (+1/turn)
Currency: 5 (+1/turn)
Industry: 3
Unique Buildings: [Player Named Capital City]
Defenses:
-[Player Named Defense][HP: 3/3][.3x][Basic][Large]
Military Units:
-[Player Named Unit][HP: 6/6][.7x][Basic]
Resources: [Wood:3:+.1/turn][Stone:3:+.1/turn]
Technologies: [War Tactics II]
Territory: 1
Bonus:
-Brutal: Your people know no mercy in combat, desiring only to win with your superior strength and strategy. All units you produce gain +.1x to their combat multiplier. This includes stacking or consolidating units. Additionally you gain a 1.1x modifier to all combat you take part in, and all frost giants you produce have [Large].
Eccentricity:
-Warminded: You don't have time for petty technologies of luxury, only those of war. You may only research into technologies that directly assist in combat.
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de4bca No.23997
>>23896
Now that image uploading is working for me…
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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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