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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1432772662565.jpg (250.36 KB,1009x555,1009:555,Midgard1.jpg)

2346f2 No.2506 [Last50 Posts]

(A huge thanks to Dafty for helping me out with the lore to this game, and big thanks to Baz for the map)

Welcome once again to Midgard, home of the humans, child of the cosmos. You have returned to the beginning of what will be known as the Age of Rebirth, the cycle of growth, following a spectacularly awful Age of Decay of which your kind just barely managed to survive. In this long period of fear and suffering your kind lived through much; blistering heat, torrential floods, disease, famine, creatures of towering height and deadly capability of tearing flesh and bone…all caused by the gods’ will to prepare Midgard for the coming era. And now YOU and your people have survived to stake a claim in this renewed world, and perhaps claim it all, entirely…for yourself.

However, the gods’ reawakening has not gone completely according to plan. Despite urging and instances of forceful relocation by the gods to their own worlds, many non-human residents of Midgard remain. Several gatherings of elvish and dwarven individuals hid out from relocation by the gods, either through magical means, divine intervention, or even burrowing so far beneath the world of the humans that the gods couldn’t detect them. And although the cleansing performed by the gods upon Midgard did well to remove most of the presence of the old world, mythical beasts of lore still walk the lands, while ancient remnants of what was still dot the landscape with their presence.

Though much of this world remains a mystery to you and your people, there is one truth that has been passed on throughout each cycle by the gods since the dawn of time; the epic of King Huthraddr. It is known in legend that the human King Huthraddr, First Lord of the Divine Compass, Uniter and King of all, Blessed by Odin himself, was the first ruler of the cycles to lead the entirety of Midgard without qualms. It is also known in myth that the hero who successfully performs King Huthraddr’s legacy once again by means of origin quests, including sagas such as his driving back of the Jotnars, slaying of Gyninbolki, servant of Hela-Half Dead, and learning of how to forge Velyn-Metal, will be blessed with his unwavering leadership ability.

So what will be your story of success, new leader? Will you participate in the retelling of the epic of King Huthraddr, and seek out the completion of other origin quests? Or perhaps seeking the divine favor of a god is more of your liking? Will you be known as a savage, letting no god or being alike stand in your way of conquest? An explorer, letting the treasures that dot Midgard be your reward? A magician, uncovering the mysteries of magic set forth by the gods’ creation of the world? Or something else entirely?

Above everything, there is one truth that remains certain.

In this Age of Rebirth…your story is your own.

Link to Lore (Required that you read before playing): http://pastebin.com/Ui0LVSEX

Please Fill this Out:

>Civilization Name:

>Color:

>Civilization Race:

>Racial Bonuses: {Copy/Paste from the Lore Pastebin}

>Civilization Fluff:

>Leader Name:

>Leader Fluff:

>Leader Traits: {Do Not Fill Out}

Do Not Fill this Out:

>Population:

>Food Levels: {Mediocre}

>Buildings:

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

____________________________
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2346f2 No.2507

>>2506

>Civilization Name: County of Teufelsstein

>Civilization Race: (You pick :3)

>Racial Bonuses: {Do Not Fill Out}

>Civilization Fluff:

Teufelsstein wasn't special in any way. No ancient tales of grandure. No legendary smiths. A mediocre castle that had an unbelievably beautiful view at sunset, but that was just about it. Probably the most exciting thing for Teufelsstein to ever do was to be invaded.

The three eldest Sons of Count Himmselswächter sacked the city in his name. Clad in their armor engraved with hellish runes, riding beasts born of nightmares they swung swords that tore the souls from the bodies of those whom they cut and the people despaired.

Now many years after invasion many of the wounds have healed, but the memories of the fateful day remains.

And of course a new ruler as well.

>Leader Name: Richard Himmelswächter

>Leader Fluff:

Born the bastard of Count Himmelswächter and the Countess of Teufelsstein he was legitimized by his father before his mother died (in Count Himmelswächter's dungeons respectively). As she had no other children he was the only heir, however the man who had devoted his life to Evil feared that his child would not be safe in the newly conquered lands and thus decided to keep him at home until he was old enough. Once he came of age Richard was then sent to Teufelsstein to rule over it alongside with one of his older brothers who was sent to protect him from both any attempts on his life and other local influences.

>Leader Traits: {Do Not Fill Out}

>Population:

>Food Levels: {Mediocre}

>Buildings:

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

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2346f2 No.2508

>>2506

>>2506

>Civilization Name: Feglar

>Color: Forest Green

>Civilization Race: Dwarf

>Racial Bonuses:

+/- [Terra Builders] For the shifters of the land and creator of its many monuments, manipulating Midgard’s geographic treasures occurs as easily as breathing. Dwarven civilizations possess significant innate bonuses towards construction, mining, and invention. On the flipside, the connection that the Dwarves have to the earth’s treasures has made them ignorant and stubborn to other realms of learning. The children of the underground suffer penalties towards comprehending lore, magic, and non-engineering technology.

+/- [Depthwalkers] Where the expanses of Midgard’s underground is a haven of danger for other races (save for perhaps the Svartalfs), the Dwarves regard it all as a haven. Dwarvish civilizations gain bonuses towards exploring what lies down under, and are much more aware of the dangers and treasures that lie beneath Midgard. However their natural proclivity towards living underground has disadvantaged the dwarves with actions done aboveground, hindering them with a penalty towards actions not done below ground.

>Civilization Fluff:

The World has many treasures, not all of them gems and gold. Let the Humans and the Elves fight amongst themselves for the surface. The dwarves will produce all we need to survive underneath the earth, and then we will reclaim the surface for ourselves.

>Leader Name: Lurnem Granitetoe

>Leader Fluff:

Lurnem Granitetoe is young for a leader, only 200. But what he has going for him are charisma and a good work ethic. He plans on leading the dwarven people to a new golden age. He and his people will build their future out of what they can find in the dirt.

>Leader Traits: {Do Not Fill Out}

Do Not Fill this Out:

>Population:

>Food Levels: {Mediocre}

>Buildings:

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

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2346f2 No.2509

>Civilization Name: Republic of Chukkeasan

>Color: Black

>Civilization Race: Nynsaig

>Racial Bonuses: +/- [The Suns of the West] Shadowy wanderers and proud explorers, the Nynsaig have long been described as the most discreet of the human races. The Western humans receive bonuses towards resisting the negative effects of weather and natural disaster due to their hardiness, and are very efficient at expanding. However, in-fighting remains a constant problem within every Nynsaig civilization, with proud nobles with supposed claimants of power threatening leadership on a less than comfortable basis of frequency.

>Civilization Fluff: Chukkeasan is a fairly new nomad tribe composed mostly of animal herders and a few merchants it has been around for about 2 generations and is fairly small compared to other tribes.

>Leader Name: Osol Gal

>Leader Fluff: Osol was a young man who dreamed big, he was always looking at thing differently for this he was outcast by his people he wandered the desert for decades and finally met the people of Chukkeasan who took him in like he was family, after the leader of the nomads died he handed ruler ship over to Osol because he had no heirs.

>Leader Traits: {Do Not Fill Out}

Do Not Fill this Out:

>Population:

>Food Levels: {Mediocre}

>Buildings:

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

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2346f2 No.2511

>>2506

>Civilization Name: Vaourus

>Color: Blue

>Civilization Race: Dwarf

>Racial Bonuses: +/- [Terra Builders] For the shifters of the land and creator of its many monuments, manipulating Midgard’s geographic treasures occurs as easily as breathing. Dwarven civilizations possess significant innate bonuses towards construction, mining, and invention. On the flipside, the connection that the Dwarves have to the earth’s treasures has made them ignorant and stubborn to other realms of learning. The children of the underground suffer penalties towards comprehending lore, magic, and non-engineering technology.

+/- [Depthwalkers] Where the expanses of Midgard’s underground is a haven of danger for other races (save for perhaps the Svartalfs), the Dwarves regard it all as a haven. Dwarvish civilizations gain bonuses towards exploring what lies down under, and are much more aware of the dangers and treasures that lie beneath Midgard. However their natural proclivity towards living underground has disadvantaged the dwarves with actions done aboveground, hindering them with a penalty towards actions not done below ground.

>Civilization Fluff: Hidden deep within the earth when the gods tried to remove them from Midgard the dwarves spread out. The Rustbeards took charge of the group the moved below the desert. They then waited, for the gods to move on. Then they began to build, to rise from their hiding. To show the world that the dwarves will not move from their home.

>Leader Name: Drakn Rustbeard

>Leader Fluff: Inheriting the position of lord from his father at the age of 340 he strives to be a great lord for his people. He took to the arts of combat quickly but loved to learn the knowledge of the world too. Although it has been noted that he can be quick to anger. Now it is time to strive for the future, and he plans to create an empire that will stand the test of time.

>Leader Traits: {Do Not Fill Out}

Do Not Fill this Out:

>Population:

>Food Levels: {Mediocre}

>Buildings:

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

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2346f2 No.2512

File: 1432774499607.jpg (164.06 KB,880x664,110:83,rhune_dwarf_by_d_mac-d375j….jpg)

>>2506

>Civilization Name: The State of Karak

>Color: Dark Grey

>Civilization Race: Dwarf

>Racial Bonuses: +/- [Terra Builders] For the shifters of the land and creator of its many monuments, manipulating Midgard’s geographic treasures occurs as easily as breathing. Dwarven civilizations possess significant innate bonuses towards construction, mining, and invention. On the flipside, the connection that the Dwarves have to the earth’s treasures has made them ignorant and stubborn to other realms of learning. The children of the underground suffer penalties towards comprehending lore, magic, and non-engineering technology.

+/- [Depthwalkers] Where the expanses of Midgard’s underground is a haven of danger for other races (save for perhaps the Svartalfs), the Dwarves regard it all as a haven. Dwarvish civilizations gain bonuses towards exploring what lies down under, and are much more aware of the dangers and treasures that lie beneath Midgard. However their natural proclivity towards living underground has disadvantaged the dwarves with actions done aboveground, hindering them with a penalty towards actions not done below ground.

>Civilization Fluff: Where some dwarves love gold, and others love ale, Karak loves land. A highly imperialistic nation state, the hereditary king has become little more than a figurehead, overshadowed by the militaristic State High Command. The State Karak believes in social order, rapid expansion, and the absolute will of the state.

>Leader Name: Karak Hol IV

>Leader Fluff:

Karak Hol claims that in the night, he recieved a vision. Of a world where wars are fought not with swords and blades up close, but with "Guns" and "Explosions launched from fingertips." While the state is always looking for innovation in war, few took these claims seriously, that is until Karak challenged his older brother in a duel for the, if more symbolic than truly powerful, throne.

Where Karak Og brought his mighty war axe and heavy armor, Karak Hol was dressed in light leather, and all wondered if he went mad. But he pulled out a strange device from a sheath, and aimed it at Karak Og. There was a mighty blast, and Karak Og lay dead, a hole in his head.

Now Karak Hol is King, and the State Council are ecstatic about his visions of a future "where dwarves rule through technology". The state is already reorganizing to meet his visions.

>Leader Traits: {Do Not Fill Out}>>2506

>the to

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2346f2 No.2513

>>2506

>Civilization Name: The World Carvers

>Color: Gray

>Civilization Race: Dwarf

>Racial Bonuses:

+/- [Terra Builders]

+/- [Depthwalkers]

>Civilization Fluff: The World Carvers dug deep into the earth to survive the Age of Decay. They become one with the earth for millennia before returning to flesh to reignite their great Dwarven kingdom! The World Carvers will shape the planet to their liking one stone at a time.

>Leader Name: Bacchus Steinnson

>Leader Fluff: A loud and stubborn dwarf that has lead his people since before the Age of Decay. His hobbies include mining, tinkering and brawling. He is from the proud Steinnson family and legend has it that his bloodline began when Sutur fell in love with a rock, the coupling resulted in the first Steinnson, hence the name.

>Leader Traits: {Do Not Fill Out}

>Population:

>Food Levels: {Mediocre}

>Buildings:

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

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2346f2 No.2514

File: 1432774796282.jpg (47.81 KB,736x552,4:3,f375763227febbee5cd3f24ac4….jpg)

>>2506

>Civilization Name: Dökkálfheim

>Color: Light Purple

>Civilization Race: Svartalfs (Dark Elves)

>ALL FLUFF

http://pastebin.com/0Z2DGsXh

>Leader Traits: {Do Not Fill Out}

Do Not Fill this Out:

>Population:

>Food Levels: {Mediocre}

>Buildings:

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

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2346f2 No.2515

File: 1432775418829.jpg (539.73 KB,750x1050,5:7,1362725522.jpg)

>>2506

>Civilization Name: Council of The God King

>Color: Purple

>Civilization Race: Dark Elves

>Racial Bonuses: +/-[The Ancient Ones] As the eldest race, Elves have an extensive knowledge and repertoire of various myths stories, and legends preserved primarily thanks to oral tradition. This grants bonuses towards completing origin quests, identifying landmarks as well as artifacts, and uncovering ancient mysteries. However, being the eldest race brings with it a certain amount of disconnect from the other younger races. Elves possess harsh diplomacy penalties against humans, and moderate diplomacy penalties against dwarves.

+/-[Shadewalkers] Being molded in the divine clarity of Hela Half-Dead’s psyche has granted the Svartalfs significant harmony with the domains she rules over. Svartalfs possess an innate attunement towards disease, death, and chaos magic and the undead, as well as other servants of the Half-Dead maiden, are more likely to be passive in their presence. However, this also grants the Svartalfs penalties towards spheres of life, among them being crops are more difficult to sow and rear, the living are more distrustful of Svartalfs, and population growth is more difficult to maintain.

>Civilization Fluff: Those that are gathered here below the mountains that separate The Endless Sands and the Frozen Wastes are the allies of the dark and those that seek shelter as outcasts of the other races who have no where left to turn but to serve a dark and powerful God. This gathering lays claim to the treasures and secrets that are hidden in the world to find the power left behind by Huthraddr's legacy.

>Leader Name: Rah Yrgdin

>Leader Fluff: The God King of Elves has pushed for advances and reforms that will bring out the true potential of the Dark Elves and those who would see the dark powers that can be achieved and his Champion Rah Yrgdin works tirelessly to see them achieved with as little elf blood as possible.

>Leader Traits: {Do Not Fill Out}

Do Not Fill this Out:

>Population:

>Food Levels: {Mediocre}

>Buildings:

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

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2346f2 No.2517

>>2506

>Civilization Name: Land Of The Rising Sun

>Color: Red

>Civilization Race: Axost

>Racial Bonuses: +/- [The Winds of the East] Thrifty swashbucklers and silver-tongued persuaders, the Axost have long been regarded on the whole as the most charismatic of all the human races. The Eastern humans receive definitive bonuses towards expansion and diplomacy, a natural by-product of their persuasion mastery preventing conflict within the ranks. However, for being more at home in the seas, the Axost receive penalties towards land construction and understanding the mysteries of lore.

>Civilization Fluff: Skilled sailers and expert traders, they thrive in rapid fire markets. Now as the lands lie open, these people will try everything they can to takeover the market, any way they can.

>Leader Name: Ajax

>Leader Fluff: The most skilled of traders, he became their leader by not selling goods, but governmental positions and leasing ships. Now as he bickered and backstabbed his way to the top he and his men seek to make their markets cover the world.

>Leader Traits: {Do Not Fill Out}

>Population:

>Food Levels: {Mediocre}

>Buildings:

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

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2346f2 No.2518

>>2506

>Civilization Name:Sláviðr

>Color:Dark Red

>Civilization Race:Dwarves

>Racial Bonuses: +/- [Terra Builders] For the shifters of the land and creator of its many monuments, manipulating Midgard’s geographic treasures occurs as easily as breathing. Dwarven civilizations possess significant innate bonuses towards construction, mining, and invention. On the flipside, the connection that the Dwarves have to the earth’s treasures has made them ignorant and stubborn to other realms of learning. The children of the underground suffer penalties towards comprehending lore, magic, and non-engineering technology.

+/- [Depthwalkers] Where the expanses of Midgard’s underground is a haven of danger for other races (save for perhaps the Svartalfs), the Dwarves regard it all as a haven. Dwarvish civilizations gain bonuses towards exploring what lies down under, and are much more aware of the dangers and treasures that lie beneath Midgard. However their natural proclivity towards living underground has disadvantaged the dwarves with actions done aboveground, hindering them with a penalty towards actions not done below ground.

>Civilization Fluff:Sláviðr is a place of Forges and Forests, the forges are made by dwarves long ago. Entire generations of Dwarves are born there and raised there. Their entire forges are underground being active many moons and many days. However they are sometimes seen above ground to get supplies and to taunt the elves.

>Leader Name:Korvag the Kinsaver

>Leader Fluff:Korvag was once a little dwarven boy who had once burned his hand touching a piece of white hot metal that he forged into a charm. At adolescence however the burn still lasted with his hand, however when a few dark elf scouts try to find a settlement to take for unknown reasons to this day. He had managed to donate his forge for one his friends and then entire strangers for shelter. Then when the dark elves found nothing he went out and told his friends and strangers to come out and he's granted the title of Kinsaver a title that he carries with pride.

>Leader Traits: {Do Not Fill Out}

Do Not Fill this Out:

>Population:

>Food Levels: {Mediocre}

>Buildings:

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

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2346f2 No.2519

File: 1432777340046.jpg (266.5 KB,659x932,659:932,1411204726675.jpg)

>>2506

>Civilization Name: Jarldom of Viglundr

>Color: Red

>Civilization Race: Hoiddem

>Racial Bonuses: +/-[The Frost of the North] Fearless barbarians and passionate warriors, the Hoiddem have been regaled through legend as being the most aggressive of the human races. The Northern humans receive bonuses towards resisting the negative effects of inclement weather and natural disasters, and are extraordinarily skilled at most forms of traditional combat. However, the Hoiddems remain troubled by an eternal curse placed on them by non-other than the Eternal Father, Odin, on the basis of being too full of “Foolish and Needless Rage.” This curse exacerbates the effects of all failures suffered by Hoiddem civilizations.

>Civilization Fluff: The Jarldom of Viglundr is brutal, frozen regime, populated by hard men, harder women and hardest axes. They are a people who pride themselves on strength and hardiness, a strong tradition of brotherhood and loyalty, and great, impressive raider ships that crack through sea ice and beach sand alike. Despite all this, they are a cultured people through and through, with intricate buildings, impressive hierarchy and cemented religion, devoted in their prayers to Odin despite his snub of their people, and in spite of his biting words, seek to prove their devotion to the Gods through martial mastery, their strong love of one another, and, should that not work, a tide of conquest never seen before in Middguard.

>Leader Name: Holmgeir Viglundrson

>Leader Fluff: Holmgeir, son of Magnus, descendant of Huthraddr. A strong man, a proud man, a young man. The most dangerous kind. Inheritor of the Jarldom of Vigilundr after his father Magnus's glorious, honorable death in a successful raid, Holmgeir seeks to prove himself as his father did, to Gods and man. Yet to take a wife or concubine, the boy is sixteen, and some claim he is too young to lead the Jarldom. By Odin's beard, they will be proven wrong when that mere sixteen year old boy slaughters more enemies than they could ever hope to see. So he swears, and the boy's got the physique and the burning desire to prove it.

>Leader Traits: {Do Not Fill Out}

>Population:

>Food Levels: {Mediocre}

>Buildings:

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

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2346f2 No.2520

>>2519

Forgot my name. This is me.

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2346f2 No.2522

File: 1432788014547-0.jpg (224.99 KB,870x800,87:80,8259497_orig.jpg)

File: 1432788014561-1.jpg (634.36 KB,2036x1200,509:300,world_tree.jpg)

>>2506

>Civilization Name: Myralem's Speakers

>Color: Brown

>Civilization Race: Goloil (Southern Tribals)

>Racial Bonuses:

+/- [The Trees of the South]

>Civilization Fluff: When the Age of Decay began the Southern Tribals had little choice but to join together as one unified force to survive the catastrophes. In the beginning the differences of the tribes and the petty squabbles of the past kept the members of this new union at ends with each other but then they discovered Myralem, an ancient tree in the center of the forest that was previously unreachable by man. The age of Decay had opened the path to the ancient and dying tree and so, a pact was forged. The humans would care for and tend to not just Myralem but all of the forests trees and in return the trees would grow into houses for the Goloil and provide them with food. As they survived hardship after hardship and endured together the boundaries that stood between the different tribes and the trees of the south where shattered and bonds stronger than the bindings of Fenrir where born. Over the years the various Chieftain families intermarried with one another until a single chieftain family emerged made up of the blood of all of the old tribes. Now that the Age of Rebirth has begun Myralem’s Speakers are ready to take on this reborn world in the name of Myralem.

>Leader Name: Arger Myralem

>Leader Fluff: The Myralem family has taken up the name of the ancient tree as their family name this was done long ago with the blessing of the ancient tree itself and they are considered to be of the same family, with Myralem being a respected grandfather figure. Arger is the newest chieftain of Myralem’s Speakers he has been groomed his entire life to take up this role and has the highest reverence for the ancient tree. He is prepared to face any challenge and ready to not only defend his home, but to expand it.

>Leader Traits: {Do Not Fill Out}

>Population:

>Food Levels: {Mediocre}

>Buildings:

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

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2346f2 No.2524

>>2506

>>2511

Changing, due to the amount of dwarves.

>Civilization Name: Dash'aktal

>Color: Blue

>Civilization Race: Light Elves

>Racial Bonuses: +/-[The Ancient Ones] As the eldest race, Elves have an extensive knowledge and repertoire of various myths stories, and legends preserved primarily thanks to oral tradition. This grants bonuses towards completing origin quests, identifying landmarks as well as artifacts, and uncovering ancient mysteries. However, being the eldest race brings with it a certain amount of disconnect from the other younger races. Elves possess harsh diplomacy penalties against humans, and moderate diplomacy penalties against dwarves.

+/- [Lightwalkers] As sons and daughters of Seith the Sorcerer, also known as Seith the All-Knowing, the Litalfars walk a path guided by order and the pursuit of knowledge. The elves of light have a natural affinity towards elemental and restorative magic and are the most scholarly out of any other race, giving them a bonus towards researching new technologies. However, due to their dedication towards following the path of order revealed to them by Seith, the Litalfars gain harsh penalties against actions seen as “disorderly”, including (but not limited to) acts of war and combat, sacrificing for other gods, and owning slaves.

>Civilization Fluff: When the gods began their purge the elves hid themselves in the desert. And to this day that is where they have been. Hiding themselves with magic and mirages. Now they come out of hiding. To assert their place in the world once more.

>Leader Name: Vishien'dan

>Leader Fluff: Head of the dan clan. He was made leader due to his due to his magical knowledge and knowledge of city planning and other such needed knowledge. He plans on creating a great city of magic. An oasis within the desert they call home.

>Leader Traits: {Do Not Fill Out}

Do Not Fill this Out:

>Population:

>Food Levels: {Mediocre}

>Buildings:

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

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2346f2 No.2529

File: 1432810618578.jpg (236.46 KB,569x850,569:850,PIRATE_TALES_1_by_nachomol….jpg)

>Civilization Name: Freedonia

>Color: Orange

>Civilization Race: Axost

>Racial Bonuses: +/- [The Winds of the East] Thrifty swashbucklers and silver-tongued persuaders, the Axost have long been regarded on the whole as the most charismatic of all the human races. The Eastern humans receive definitive bonuses towards expansion and diplomacy, a natural by-product of their persuasion mastery preventing conflict within the ranks. However, for being more at home in the seas, the Axost receive penalties towards land construction and understanding the mysteries of lore.

>Civilization Fluff:

Freedonia was originally a settlement on a small volcanic island in the Eastern sea, surrounded by treacherous reefs and atolls, however, it was soon realized that it made a convenient waypoint for a number of shipping lanes, and quickly grew to become a city. The channels between the reefs were dredged out, and urban sprawl covered any rock above, or even below the surface around the island. Freedonians grew into a strong nation, colonizing a number of islands in the vicinity, and becoming rich off of the trade routes that had it as their center. The city was considered a place of opportunity and new beginnings for many years, and it was said that any man could make a new life for himself, no matter who he was on the mainland. The people had been proud merchants and smugglers, but were never above some brigandry, or hunting for fabled lost treasure.

That is, until the Age of Decay struck. Terrible storms wracked the island, destroying much of the outlying construction on the reefs around the island, while the turmoil elsewhere in the world brought the shipping industry to its knees. Previously fortunate crews would sail off, never to be seen again. The trouble culminated with the eruption of the volcano in the middle of the city, resulting in almost universal destruction. Now, as dawn rises upon the world once again, only a few stragglers live on the mostly-barren rock, eve fewer of whom hope to raise Freedonia to its former glory.

One curious trait of the small band of survivors on the island is their matriarchal system. At the beginning of the last age, it had been men who had sailed, explored, and traded upon the high seas, but as the disasters took their toll, the population of men shrank to almost nothing, and the few who remained became prized possessions of the ladies of Freedonia, who took to sailing the seas themselves. Now, the ratio between the sexes has evened out, but the tradition of hearty sea wenches having a pretty husband at home on shore remains.

>Leader Name: Qiaohui McAllister

>Leader Fluff: A McAllister has held the title of Keeper of the maps since time immemorial–that is, until the eruption of the mountain destroyed and buried the near-sacred navigational charts. With fair weather once again returning to the Isle, she is determined to once again restore her people to their former greatness, and reclaim the knowledge of the seas lost in the preceding darkness.

>Leader Traits: {Do Not Fill Out}

Do Not Fill this Out:

>Population:

>Food Levels: {Mediocre}

>Buildings:

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

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2346f2 No.2535

File: 1432818339394.jpg (108.17 KB,1175x680,235:136,a_song_of_ice_and_fire__wi….jpg)

>>2506

>Civilization Name:

Mehed Põhja

>Color:

Light grey-blue

>Civilization Race:

Hoiddem

>Racial Bonuses:

+/-[The Frost of the North]

>Civilization Fluff:

The Mehed Põhja have lived in the furthest northern reaches of Midgard for generations. Where other men would fear to tread else they be swallowed up by the snows and the frost, they live out their daily lives - always on the move, always hunting, always seeking food. Their brutal, nomadic lifestyle leaves little room for weakness, and only by putting their communities above all else do they survive in as great numbers as they do.

These northern men give little thought to art outside of bone carvings and weapons embellished to draw the favour of the gods. They have a great affinity with the local wildlife - living alongside their large, wolf-like "dogs" that are occasionally employed to pull sledges filled with vital equipment. It's rumoured that in dire straits they practice cannibalism, devouring the old, the weak or the sick so that the young, the strong and the healthy may survive to see another day in the blasted, freezing wilderness they call their home - and, indeed, in the hardest times their spiritual leaders (Secretive pariahs who speak very little to mortal men, directing their words predominantly to appease local spirits of cold and death) have been known to take the weak away from their camps in the dead of night only to return later with soothingly anonymous cuts of meat.

In this way, the innocence of the people is preserved, at the expense of that of their shamans - who accept their lot to shoulder the heaviest burdens so that the common man need not suffer unduly.

>Leader Name:

Hendrik Koit

>Leader Fluff:

Hendrik is a grizzled hunter and champion. His broad physique speaks of a mighty strength, earned young and honed over years of backbreaking labour and desperate travel to keep himself and his people one step ahead of death's icy grasp during the Age of Decay.

His unwavering will in the face of armageddon and stubborn refusal to simply let the Mehed Põhja roll over and die in the snow has earned him the loyalty and admiration of his nomadic people - and some make flattering comparisons to King Huthraddr - but at the age of thirty-four he has little time left to live up to such a fantastic destiny before his body starts to flag and fail. In the privacy of his own mind, he instead holds the simple hope that his legacy means an easier life for his son and daughters.

>Leader Traits:

{Do Not Fill Out}

>Population:

>Food Levels: {Mediocre}

>Buildings:

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

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2346f2 No.2538

File: 1432823683790.jpg (33.13 KB,270x441,30:49,dfsf.jpg)

>Civilization Name: Farve'l

>Color: Gold/Green

>Civilization Race: Litalfars (Light Elves)

>Racial Bonuses:

+/-[The Ancient Ones] As the eldest race, Elves have an extensive knowledge and repertoire of various myths stories, and legends preserved primarily thanks to oral tradition. This grants bonuses towards completing origin quests, identifying landmarks as well as artifacts, and uncovering ancient mysteries. However, being the eldest race brings with it a certain amount of disconnect from the other younger races. Elves possess harsh diplomacy penalties against humans, and moderate diplomacy penalties against dwarves.

+/- [Lightwalkers] As sons and daughters of Seith the Sorcerer, also known as Seith the All-Knowing, the Litalfars walk a path guided by order and the pursuit of knowledge. The elves of light have a natural affinity towards elemental and restorative magic and are the most scholarly out of any other race, giving them a bonus towards researching new technologies. However, due to their dedication towards following the path of order revealed to them by Seith, the Litalfars gain harsh penalties against actions seen as “disorderly”, including (but not limited to) acts of war and combat, sacrificing for other gods, and owning slaves.

>Civilization Fluff: Tasked with Keeping order and balance by great Seith. The Elvish nation Of Farve'l Has stood longer than any other. When the Gods Turned their eyes to To the Great city, they were caught of Guard. The Gods were Peppered with Ancient Siege weapons and Magics given to The Litalfars by Great Seith. Farve'l withstood assaults of Fire, Ice, Thunder and even The Plague Of the Undead; With the Wisdom of Great Seith they withstood the Gods, but at a cost. The Once Great towers And walls Of the Ancient City were Recked; Millions Of elvish lives lost, and the Great Relics of Seith lay scattered alongside Fallen Heroes. This once ancient City, now but a speck of what It once was.

>Leader Name: Fin'dar Cuthulian

>Leader Fluff: Findar, A great warrior And leader; Excels at using The bow, Sword and both Fire and Healing Magics. He Was but a boy When the Gods Finally withdrew the Siege On Farve'l for an Unknown reason. Sadly, He was left An Orphan. His Father One of the Great Heroes who with an Ancient Blade Managed to Hold of A whole Army of undead. Great Seith Has come to Him in a vision, and has shown Him His path. He must Reclaim the Lands Of Midgard, he Must restore His Kingdom.

>Leader Traits: {Do Not Fill Out}

Do Not Fill this Out:

>Population:

>Food Levels: {Mediocre}

>Buildings:

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

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2346f2 No.2554

File: 1432847473511.jpg (89.39 KB,450x281,450:281,Wanderers.jpg)

>>2506

>Civilization Name: The Wanders

>Color:Brown if its open

>Civilization Race: Nynsaig

>Racial Bonuses: +/- [The Suns of the West] Shadowy wanderers and proud explorers, the Nynsaig have long been described as the most discreet of the human races. The Western humans receive bonuses towards resisting the negative effects of weather and natural disaster due to their hardiness, and are very efficient at expanding. However, in-fighting remains a constant problem within every Nynsaig civilization, with proud nobles with supposed claimants of power threatening leadership on a less than comfortable basis of frequency.

>Civilization Fluff: Born in the harsh deserts of the south west The Wanderers are spoken of as though they were a mirage. They appear to those of the desert who are in the most need, taking them in and getting them where they need to be. Then once they have escorted you, they'll disappear as if made of sand.

>Leader Name:He Who Glides Like Wind

>Leader Fluff: A man who wraps his features tightly with cloth, a quiet man who will always think before he leaps into conversation, but when he speaks those around listen. While he attempts to avoid the natural conflicts of the desert such as the beasts he is known to be able to hold himself with his spear when facing an enemy.

>Leader Traits: {Do Not Fill Out}

>Population:

>Food Levels: {Mediocre}

>Buildings:

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

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2346f2 No.2556

>>2506

>Civilization Name: Cabal of Fellafar

>Color: (GM pick, whatever works best since late join)

>Civilization Race: Svartalfs

>Racial Bonuses:

+/-[The Ancient Ones]

+/-[Shadewalkers]

>Civilization Fluff:

The Cabal of Fellafar is the creation of Eviatha Deepmound. Using her family's experience in carving their homes from the world itself, she led a small following to conceal themselves deep within the world. When the world's lesser races were ripe for harvest, the Cabal would strike.

>Leader Name:

Eviatha Luhelicha Deepmound

>Leader Fluff:

Eviatha Deepmound's family has always favored the depths of this world, but Eviatha has brought a cruel new bag of tricks as a leader. While many prefer to capture slaves to work the mushroom farms or excavate more of the world to enlarge the Cabal, Eviatha enjoys luring human prey to their own doom or capture in one of her intricate traps. Her personal favorite is the obvious trap that is easily disarmed or circumvented, lulling her victim into a false sense of confidence.

>Leader Traits: {Do Not Fill Out}

Do Not Fill this Out:

>Population:

>Food Levels: {Mediocre}

>Buildings:

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

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2346f2 No.2717

>>2507

>Color: White

>Race: Hoiddem

>Racial Bonuses:

+/-[The Frost of the North] Fearless barbarians and passionate warriors, the Hoiddem have been regaled through legend as being the most aggressive of the human races. The Northern humans receive bonuses towards resisting the negative effects of inclement weather and natural disasters, and are extraordinarily skilled at most forms of traditional combat. However, the Hoiddems remain troubled by an eternal curse placed on them by non-other than the Eternal Father, Odin, on the basis of being too full of “Foolish and Needless Rage.” This curse exacerbates the effects of all failures suffered by Hoiddem civilizations.

>Leader Traits:

+[My Brother's Keeper] Your brother, Seth, has sworn to protect your new reign even if it would mean his death. He will be your most loyal companion, and will advise you when you need him…and when necessary. He wields a bastard sword passed down through your family from generation to generation, the Uthbane, a magical artifact that can light on fire on command, but can only be extinguished when placed in its sheath.

-[The Bastard Son] The people of Teufelsstein still hold great contempt against the family name of Himmselswächter, no doubt because of your father's brutal and bloody reign. This legacy, combined with the fact that you are a bastard child and thus, in the minds of most of Teufelsstein's denizens, an illegitimate ruler, have citizens beginning to fan the winds of change. Beware a revolution, young ruler.

>Population: 4,000

>Food Levels: {Mediocre}

>Buildings:

+[Teufelsstein Castle] {Falling Apart} Withered with age, and left in disrepair by your father, the castle could be seen as a symbol of your dear daddy's broken legacy. Nonetheless, the castle could be a bastion of defence in the future, if it should be repaired.

+[Basic Fishery]

>Military:

+[Seth Himmelswächter, wielder of the Uthbane and Skilled General]

>>2508

>Leader Traits:

+[Natural Leader] Granitetoe is a determined ruler, possessing an aura of confidence that seems to inspire all those around him. Projects undertaken by the civilization of Feglar will be completed twice as quickly with Lurnem as an overseer. Additionally, warriors that are led by Feglar in combat will fight with an uncanny frenzy for their ruler.

-[Isolationist] Granitetoe is firm in his belief that all humans and elves are not to be trusted, no matter the circumstances. Massive penalties towards negotiation and diplomacy with these races.

>Population: 2,000

>Buildings:

+[Basic Underground Mushroom Grove]

+[Basic Mine]

>>2509

>Leader Traits:

+[Ambitious] Osol Gal has big dreams for the small Republic of Chukkeasan, hoping to one day turn this congregation of animal herders into a full blown kingdom. As such, Mega-Constructions begun within Chukkeasan will be completed twice as quickly, and "dangerous" actions partaken by the Republic will suffer less harsher penalties should they fail.

-[The Outcast] The people of Chukkeasan aren't too keen on the idea of having some random desert wanderer suddenly telling them what to do. You'll have to prove it to the people that you're a capable ruler if you want to have any hope of leading for a long time.

>Population: 4,000

>Buildings:

+[Obelisk to Shailak] {Minor God of Water}

+[Basic Desert Ranch] {Camels, Pigs, Donkeys}

>>2512

>Leader Traits:

+[Dwarven DaVinci] Karak Hol IV possesses a brilliant mind, far outpacing even the wisest of dwarf sages when it comes to invention. Innovation comes easily to him, as evidenced by his creation of the first firearm.

-[Figurehead] Despite his status as leader, Karak Hol enjoys practically none of the benefits beholden to the title, operating instead as a puppet for the mighty State of Karak. Beware of operating outside the desires of the State, dear Lord Ol, or you may find what little power you have…extinguished.

>Population: 2,000

>Resources:

+[Hol IV's Boomstick prototype, the First Firearm]

>Buildings:

+[Basic Underground Mushroom Grove]

>>2514

>Leader Traits: +/-[Dr. Jekyll, I presume?] Jack of all trades, and master of all of them at the same time (sometimes), Duke Lysoyne's engimatic mind is both his greatest boon and veritable achilles' heel. At his best, the great Svartalf ruler is a master of all realms of leadership; foreign relations, lore, you name it, he has a solution to it. However, whether due to a medical condition or ancient curse or otherwise, Lysoyne is prone to fits of aggressive madness, acting entirely erratically. This second "character" of Lysoyne's has managed to be cleverly hidden from the people of Dökkálfheim thus far, but with the grand state only growing in number by the day, it may be only a matter of time before Lysoyne's secret is found out.

>Population: 1,000

>Buildings:

+[Basic Underground Mushroom Grove]

+[Temple to Hela Half-Dead] {Major God of Disease and Death} {Stage II Construction}

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2346f2 No.2718

>>2515

>Leader Traits:

+/- [Mandate of Heaven] As God-King of your own council of Citizens, you have the unquestioning obedience and control of every facet of your kingdom in your divine grasp…as long as you STAY God-King, of course. Beware challengers to your celestial throne, and especially be wary of getting on the bad side of the transcendent gods, for all it takes is one symbol of your illegitimacy and it's all over.

>Population: 1,000

>Buildings:

+[Basic Underground Mushroom Grove]

>Known Lore:

+[The Creation of Gyninbolki: Hela's First Servant]

>>2517

>Leader Traits:

+[Snake Oil? Please. That's beneath me.] Over many years of swindeling, trading secrets, and buccaneering, Ajax has become a perennial symbol of the model expert negotiator in the minds of his people. Rumors of Ajax's master plan of toppling the former leadership of the Land of the Rising Sun are still spread relatively frequently, only reinforcing the fact that Ajax's persuasion skills are legendary.

-[Pompous] Contrary to the image he succesfully conveys to his people, the real Ajax is something of a real bastard. To the middle-aged leader's warped mind, what he must have is what he nominates is his, a dangerous flaw especially when considering that Ajax's ultimate goal is absorbing EVERY market into his kingdom. Such arrogance could prove to be the coup de grâce to Ajax's leadership should it be left unchecked.

>Population: 6,000

>Buildings:

+[Basic Fishery]

+[Basic Harbor]

>>2518

>Leader Traits:

+[The Warden] Long ago, near the beginning of the Age of Rebirth, Korvag sucessfully managed to save a number of dwarves from nigh extinction due to vicious Svartalf and Litalfar raiding campaigns. This ultimate test of defensive strategy catapulted Korvag to his leadership of Sláviðr and earning of the title of Kinsaver. All dwarves sleep soundly within the caverns of Korvag's former home, knowing that no matter what attack they may come under, The Warden will protect them.

-[Elvesbane] Do not think for a moment that the elves have forgotten the transgressions you've made against their people. In the process of defending the future people of Sláviðr, you slew hundreds upon hundreds of elven invaders, destroying numerous bloodlines. You suffer horrendous diplomatic penalties against elven races, and may once in awhile come under attack by upstart elven raiding forces seeking to mount the Elvesbane's head on a pike.

>Population: 2,000

>Buildings:

+[Basic Underground Mushroom Grove]

+[The Labyrinths of Sláviðr] {Mega-Structure, Moderate Defensive Bonuses}

>>2519

+/- [Huthraddr's Lineage] Through a long, ancient line of royalty the young Viglundrson can trace his ancestry back to the first Uniter of Midgard himself. Though the teenage king still has a ways to go before the full extent of having such a powerful genealogy is revealed, benefits have already begun to show, including Holmgeir's natural leadership capability, expertise with spear and shield, and prodigy craftsmanship prowess. However, possessing such a powerful origin brings with it a host of challenges. The people of the Jarldom of Viglundr will be yearning to see that you lead them to a golden age within this new Age of Rebirth, which will require you to complete, among other responsibilties, origin quests to secure your rightfulness as Huthraddr's heir. You may occasionally be challenged by the Gods' themselves to prove your worthiness as Huthraddr's successor.

>Population: 4,000

>Buildings:

+[Basic Hunting Camp]

+[Basic Barracks]

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2346f2 No.2719

>>2522

>Leader Traits:

+/- [High Priest of Myralem] Myralem, The Ancient Tree of Midgard, one of Seidric's first creations and everlasting presence throughout numerous Ages of Decay and Rebirth, has chosen you, Arger, to fulfill its wishes through the rest of the Speakers within this new cycle. You possess a high degree of loyalty among the rest of the Speakers for having such a title, and can practically do whatever you wish…with one exception. You MUST do all you can to accomplish Myralem's goals, no matter if they are against your wishes, for the fate of Myralem's Speakers is inexplicably intertwined with the great tree itself. Such a duty isn't entirely horrible however, for as long as Myralem is satisfied, you will see to it that great boons will come to your people.

>Population: 6,000

>Buildings:

+[Basic Orchard]

+[Obelisk to Seidric] {Major God of Order, Magic, and Knowledge}

>>2524

>Leader Traits:

+[Arcane Sage] An elder among the Litalfars, Vishien'dan has wandered the deserts of Midgard for centuries, learning all along the way. Such worldly experience has allowed Vishien'dan to become wise and informed on a number of different issues and situations, ranging from where to get water in the barren desert, to how to organize a city. Additionally, the elder possesses an affinity to learning and using magic only capable because he was born under Seith's Staff, a constellation of great power.

-[Ancient] With each passing day, Hela's death rattle grows louder and louder for the old elf. Vishien'dan's mobility, sight, and hearing capabilities have already begun to deteriorate as a consequence of being elderly, and rumors abound that the sage's once clear mind has fallen prey to forgetfulness. But these are only rumors, right? You'll finish your grand magical citadel in time…correct?

>Population: 1,000

>Buildings:

+[Basic Oasis Farm]

+[Temple to Seidric] {Major God of Order, Magic, and Knowledge} {Tier II Construction}

>>2529

>Leader Traits:

+[A Scholar and a Buccaneer] McAllister, lorekeeper of the great civilization of Freedonia, is as knowledgeable with text as she is dangerous on the high seas. Her skilled swordfighting and sailing ability pairs well with her extensive familiarity of ancient history, a skill so trained that it negates the lore penalty of +/-[The Winds of the East]. It is in McAllister's hands to restore the great traditions of Freedonia once more in this Age of Rebirth.

-[Divine Intervention] It seems as though the Pirate Queen McAllister's dedicated efforts to rebuild the state of Freedonia continue to be met with instance after instance of strange occurences, especially with regards to finding the ancient maps. Could it be that a divine has taken an interest into hindering your efforts?

>Population: 6,000

>Buildings:

+[Basic Fishery]

+[Basic Harbor]

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2346f2 No.2720

File: 1433046230950.jpg (1.99 MB,2000x1080,50:27,1384620279555.jpg)

Dice rollRolled 73, 55, 32, 51 = 211 (4d100)

>>2717

>Civilization Name: County of Teufelsstein

>Civilization Race: Hoiddem

>Racial Bonuses:

+/-[The Frost of the North] Fearless Barbarians and Warriors, but "foolish rage".

>Civilization Fluff:

Things and stuff but too long.

>Leader Name: Richard Himmelswächter

>Leader Fluff:

Much fluff, very important. Daddy loved me but Mommy died.

>Leader Traits:

+[My Brother's Keeper] Your brother, Seth, has sworn to protect your new reign even if it would mean his death. He will be your most loyal companion, and will advise you when you need him…and when necessary. He wields a bastard sword passed down through your family from generation to generation, the Uthbane, a magical artifact that can light on fire on command, but can only be extinguished when placed in its sheath.

-[The Bastard Son] The people of Teufelsstein still hold great contempt against the family name of Himmselswächter, no doubt because of your father's brutal and bloody reign. This legacy, combined with the fact that you are a bastard child and thus, in the minds of most of Teufelsstein's denizens, an illegitimate ruler, have citizens beginning to fan the winds of change. Beware a revolution, young ruler.

>Population: 4,000

>Food Levels: {Mediocre}

>Buildings:

+[Teufelsstein Castle] {Falling Apart} Withered with age, and left in disrepair by your father, the castle could be seen as a symbol of your dear daddy's broken legacy. Nonetheless, the castle could be a bastion of defence in the future, if it should be repaired.

+[Basic Fishery]

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

1-2. With great concern Richard looked into the slowly dying sun as it fell beyond the world only to rise again in the morning. The people despised him and his father had left them behind. Whether he had passed or simply vanished Richard could not tell. His entire life Richard's father had dedicated to the dark arts of magic and manipulation. Artifacts and rituals. Richard did not know who would take his place if a revolution was to occur, but he needed to be ready to prevent it. With the powers of Demons and Devils. He too would have to learn the ancient arts of his family, if not to conquer as his father did, but to hold. If nobody else, his brother would understand.

3. 4,000 weren't an unimaginable amount of people, however Richard would try his luck blending in with the common people. He would listen to their worries and their rumors. Certainly he could get to know an interesting thing or two. His father had always told Richard that compassion was a weakness, the people would rebel as soon as they had what they wanted, but Richard wanted to believe that there was another way.

Of course he would present himself as the Iron Ruler his father was before him, but he would know his people's worries and he would act to improve the situation. Though hopefully they would never find out. To show weakness was to invite defeat. Unless of course one was strong, however right now House Himmelswächter was about as weak as a newborn baby.

4. Of course Richard had learned a great many things from his father and brothers, however he would have to learn how to fight with a sword. Certainly he delved deep in the rituals of the ancients that would hopefully bless him with an unnatural life and resilience as well as power beyond that of a mortals, however he was still weak at this point and his brother could not be everywhere at the same time. He needed to be ready to deflect a deadly blow and dodge an arrow. As his father always said, a blade in the night could be as dangerous as a thousand at dawn.

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2346f2 No.2721

File: 1433046422965.png (72.39 KB,226x263,226:263,1420583443224.png)

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2346f2 No.2722

File: 1433046524915.jpg (42.51 KB,413x395,413:395,1395248192532.jpg)

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2346f2 No.2723

File: 1433046753075.jpg (37.39 KB,451x492,11:12,1432945055382.jpg)

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2346f2 No.2784

File: 1433169605604.gif (208.16 KB,270x180,3:2,17a.gif)

can we post yet or

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2346f2 No.2844

>>2535

>Leader Traits:

+[The Hunter's Legacy…] Living in the frozen north is rarely an easy time for anyone, a fact that Hendrik knows through thirty five years of living in the wastes. Through years of hunting elk, moose, and other game, as well as fighting back against ravenous wolf pack attacks, dreaded Jotun marches, and the scorn of the Nightwalkers, the aged Koit has been granted a strong physique and an even stronger willpower. The powerful tundra walker is both a skilled huntsman, having mastered combat with sword, bow, and spear, and a fearless leader, inspiring the people of Mehed Põhja with his determination to see to it that these Hoiddems finally tame the tundra for their own use.

-[…of hunting the most dangerous game] Cannibalism, a crime against nature for most races except the Hoiddems, has poisoned Mehed Põhja by becoming an ingrained elements of its culture. Indeed, this facet of barbarism has been practiced for so long by yourself and your people that it may be impossible to erase it from your identity. Continuing such practices will bring with it harsh penalties against diplomacy with races other than Hoiddems and gods other than Hela-Half Dead and Ymir the Immortal.

>Population: 4,000

>Buildings:

+[Basic Hunting Camp]

+[Basic Tanning Lodge]

>>2538

>Leader Traits:

+[The Universalist] Withstanding the latest Age of Decay seemed to be nigh impossible for the young Fin'dar Cuthulian…until mystical intervention in the form of a vision he saw in a dream, several staffs forming the stars themselves with fragments of raw magical energy. Most of the denizens of Farve'l are in unison agreement that such a vision was granted by Seith himself, thus explaining why Cuthulian was granted divine levels of power. Through the Age of Decay, the young elf practically single-handedly defended the people of Farve'l from complete annihilation by the heavens above, fighting back against enemies with sword, bow, and magic. Even now, Fin'dar has retained a remarkable ability to understand new material very quickly.

-[The Second Vision] In a vision long after the culmination of the Age of Decay, Farve'l received a second vision…his demise. Shackled to a wall and rendered mute by strong magic, Fin'dar would endure relentless maiming by shadowy individuals for a lengthy amount of time, continuing to be healed by magic only to suffer over and over again. Pouring through all the lore he knew, Fin'dar couldn't find an answer to his vision, who gave it to him, and what it all meant. It is up to Cuthulian to uncover more ancient mysteries, if only to shed light on his demise, and perhaps prevent it from occuring.

>Population: 1,000

>Buildings:

+[Basic Farm]

+[The Tower of Farve'l] {Falling Apart} Once the shining beacon of the great city of the Farve'l, the tower is now little more than a remnant of the Age of Decay. However, great sages still vehemently argue that the rubble still hums with ancient magic, that could perhaps be renewed if the tower is built up again.

>>2554

>Leader Traits:

+/-[The Cloaked Man] A friend of the sands themselves, He Who Glides Like Wind and his people have saved many a stranger walking the deserts searching for help, death, or otherwise. An exceptional wielder of the spear, He Who Glides Like Wind seems to hold an innate magical bond with the desert around him, to the extent that he can manipulate sand with simple hand movements. However all of this power seems to go away whenever the cloaked man isn't surrounded by desert, an odd boon indeed.

>Population: 4,000

>Buildings:

+[Small Oasis Farm]

+[Obelisk to Kaeshae] {Minor God of Luck}

>>2556

>Color: Pink

>Leader Traits:

+/-[Let's Play a Game] A ruthless savage and cunning trickster, Eviatha delights in seeing victims (especially HUMAN victims) fall into her traps and suffer. She is a master of creating several different existing types of traps, and does not face much difficulty in innovating new methods of torture. Such a sadistic lifestyle choice has rendered Eviatha very much unrelatable to creatures outside of her own civilization, contributing to significant diplomacy penalties.

>Population: 1,000

>Buildings:

+[Basic Underground Mushroom Grove]

+[Basic Slave Pens] {250 Slaves, Entirely Human}

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2346f2 No.2845

File: 1433270413065.jpg (125.9 KB,1009x555,1009:555,Midgard2.jpg)

>>2683

>Leader Traits:

+/-[Goddess Among Elves] An almost storybook depiction of a proper queen, Britheldylfa rules over the Litalfarsric in a manner that could be envisioned as textbook by leadership guidelines. Possessing a natural grace and beauty that grants her great ease in diplomatic relations, Britheldylfa also has Seidric's deity blood coursing through her veins, granting her an immense potential to learn and understand magic. However, as a result of being tied to a deity, the elf queen must model her life exactly according to Seidric's principles of order and restraint, else she suffer an untimely death. Additionally, she must somewhat regularly complete Seidric's origin quests, and those of the Litalfars, in order to prove her divine lineage and prevent her power from diminishing.

>Population: 1,000

>Buildings:

+[Basic Orchard]

+[Obelisk to Seidric] {Major God of Order, Magic, and Knowledge}

>>2720

You are now Purple.

>>2519

You are now Orange.

>>2518

You are now a dark shade of Pink, near the forests.

>>2556

You are now Pink.

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2346f2 No.2846

Dice rollRolled 990, 813, 113, 826 = 2742 (4d1000)

>>2719

>Civilization Name: Myralem's Speakers

>Color: Brown

>Civilization Race: Goloil (Southern Tribals)

>Racial Bonuses:

+/- [The Trees of the South]

>Civilization Fluff: When the Age of Decay began the Southern Tribals had little choice but to join together as one unified force to survive the catastrophes. In the beginning the differences of the tribes and the petty squabbles of the past kept the members of this new union at ends with each other but then they discovered Myralem, an ancient tree in the center of the forest that was previously unreachable by man. The age of Decay had opened the path to the ancient and dying tree and so, a pact was forged. The humans would care for and tend to not just Myralem but all of the forests trees and in return the trees would grow into houses for the Goloil and provide them with food. As they survived hardship after hardship and endured together the boundaries that stood between the different tribes and the trees of the south where shattered and bonds stronger than the bindings of Fenrir where born. Over the years the various Chieftain families intermarried with one another until a single chieftain family emerged made up of the blood of all of the old tribes. Now that the Age of Rebirth has begun Myralem’s Speakers are ready to take on this reborn world in the name of Myralem.

>Leader Name: Arger Myralem

>Leader Fluff: The Myralem family has taken up the name of the ancient tree as their family name this was done long ago with the blessing of the ancient tree itself and they are considered to be of the same family, with Myralem being a respected grandfather figure. Arger is the newest chieftain of Myralem’s Speakers he has been groomed his entire life to take up this role and has the highest reverence for the ancient tree. He is prepared to face any challenge and ready to not only defend his home, but to expand it.

>Leader Traits:

+/- [High Priest of Myralem] Myralem, The Ancient Tree of Midgard, one of Seidric's first creations and everlasting presence throughout numerous Ages of Decay and Rebirth, has chosen you, Arger, to fulfill its wishes through the rest of the Speakers within this new cycle. You possess a high degree of loyalty among the rest of the Speakers for having such a title, and can practically do whatever you wish…with one exception. You MUST do all you can to accomplish Myralem's goals, no matter if they are against your wishes, for the fate of Myralem's Speakers is inexplicably intertwined with the great tree itself. Such a duty isn't entirely horrible however, for as long as Myralem is satisfied, you will see to it that great boons will come to your people.

>Population: 6,000

>Buildings:

+[Basic Orchard]

+[Obelisk to Seidric] {Major God of Order, Magic, and Knowledge}

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

1. Arger will commune with Myralem to discern his divine will.

“Venerable Grandfather, I have come to hear you. Put thought to voice and see your will fulfilled.”

2. Now that the Age of Rebirth has begun animals have started to return to the world. Scout out our surrounding area, what kinds of animals live beside us? The old tales speak of how our ancestors used to tame beasts, can we do the same?

3. We will create an actual temple to Sedric and increase the worship of him, being the father of Myralem he deserves much more of our worship. Trees will be asked to move their roots so that we may access stone to build the temple.

4. Attempt to comprehend nature magic. The ability mend and grow trees, to commune with Nature and ask its favor, the power to strengthen the world around us. Offer a prayer to Sedric and the Venerable Grandfather for help in this endeavor.

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2346f2 No.2847

Dice rollRolled 51, 97, 94, 12 = 254 (4d100)

>>2846

Actual rolls.

Inb4 they are shit.

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2346f2 No.2848

Dice rollRolled 64, 10, 60, 32 = 166 (4d100)

>>2717

>Civilization Name: The State of Karak

>Color: Dark Grey

>Civilization Race: Dwarf

>Racial Bonuses: +/- [Terra Builders] For the shifters of the land and creator of its many monuments, manipulating Midgard’s geographic treasures occurs as easily as breathing. Dwarven civilizations possess significant innate bonuses towards construction, mining, and invention. On the flipside, the connection that the Dwarves have to the earth’s treasures has made them ignorant and stubborn to other realms of learning. The children of the underground suffer penalties towards comprehending lore, magic, and non-engineering technology.

+/- [Depthwalkers] Where the expanses of Midgard’s underground is a haven of danger for other races (save for perhaps the Svartalfs), the Dwarves regard it all as a haven. Dwarvish civilizations gain bonuses towards exploring what lies down under, and are much more aware of the dangers and treasures that lie beneath Midgard. However their natural proclivity towards living underground has disadvantaged the dwarves with actions done aboveground, hindering them with a penalty towards actions not done below ground.

>Civilization Fluff: Where some dwarves love gold, and others love ale, Karak loves land. A highly imperialistic nation state, the hereditary king has become little more than a figurehead, overshadowed by the militaristic State High Command. The State Karak believes in social order, rapid expansion, and the absolute will of the state.

>Leader Name: Karak Hol IV

>Leader Fluff:

Karak Hol claims that in the night, he recieved a vision. Of a world where wars are fought not with swords and blades up close, but with "Guns" and "Explosions launched from fingertips." While the state is always looking for innovation in war, few took these claims seriously, that is until Karak challenged his older brother in a duel for the, if more symbolic than truly powerful, throne.

Where Karak Og brought his mighty war axe and heavy armor, Karak Hol was dressed in light leather, and all wondered if he went mad. But he pulled out a strange device from a sheath, and aimed it at Karak Og. There was a mighty blast, and Karak Og lay dead, a hole in his head.

Now Karak Hol is King, and the State Council are ecstatic about his visions of a future "where dwarves rule through technology". The state is already reorganizing to meet his visions.

>Leader Traits:

+[Dwarven DaVinci] Karak Hol IV possesses a brilliant mind, far outpacing even the wisest of dwarf sages when it comes to invention. Innovation comes easily to him, as evidenced by his creation of the first firearm.

-[Figurehead] Despite his status as leader, Karak Hol enjoys practically none of the benefits beholden to the title, operating instead as a puppet for the mighty State of Karak. Beware of operating outside the desires of the State, dear Lord Ol, or you may find what little power you have…extinguished.

>Population: 2,000

>Resources:

+[Hol IV's Boomstick prototype, the First Firearm]

>Buildings:

+[Basic Underground Mushroom Grove]

1. Start working on my own Gunsmithy, we will need to arm the Dwarves!

+[Dwarven DaVinci] Karak Hol IV possesses a brilliant mind, far outpacing even the wisest of dwarf sages when it comes to invention. Innovation comes easily to him, as evidenced by his creation of the first firearm.

2. Make a rousing speech as King, to gain public support and favor for myself, and the state, espousing a new age for the Dwarves and Karak!

3. Find me a band of loyal men as my own personal body guard. In time, they shall become the first dwarf musketeers.

4. Iron for the dwarves, the dwarves for Iron! We have much to dig, and great Ironworks to construct.

I shall design a new smelting system that is more efficient than the last!

+[Dwarven DaVinci] Karak Hol IV possesses a brilliant mind, far outpacing even the wisest of dwarf sages when it comes to invention. Innovation comes easily to him, as evidenced by his creation of the first firearm.

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2346f2 No.2849

>>2717

>Civilization Name: Dökkálfheim

>Color: Light Purple

>Civilization Race: Svartalfs (Dark Elves)

>ALL FLUFF

http://pastebin.com/0Z2DGsXh

>Leader Traits: +/-[Dr. Jekyll, I presume?] Jack of all trades, and master of all of them at the same time (sometimes), Duke Lysoyne's engimatic mind is both his greatest boon and veritable achilles' heel. At his best, the great Svartalf ruler is a master of all realms of leadership; foreign relations, lore, you name it, he has a solution to it. However, whether due to a medical condition or ancient curse or otherwise, Lysoyne is prone to fits of aggressive madness, acting entirely erratically. This second "character" of Lysoyne's has managed to be cleverly hidden from the people of Dökkálfheim thus far, but with the grand state only growing in number by the day, it may be only a matter of time before Lysoyne's secret is found out.

>Population: 1,000

>Buildings:

+[Basic Underground Mushroom Grove]

+[Temple to Hela Half-Dead] {Major God of Disease and Death} {Stage II Construction}

>Known Lore:

>Magic:

>Relationship with the Divine: It's Complicated

>Afflictions:

1/2 - The realms of the Underland may be sunless and almost frozen of heat, but that does not preclude the fires of workmanship. As is common in a world of conflict and treachery, the natural first step for Lord Lysoyne is to form an army. His meticulous 'training' of the citizenry through various planned dwarf attacks and riots should make them well suited for war.

3 - What good is a temple to She Who Guides the Dead without an adjacent graveyard? Lysoyne will have to remember to have the architect turned into a sculpture of Hela. Still, there is yet time for him to make such a graveyard.

4 - The harvesting of mushrooms is a notable source of food for the dark elves. However, this grove is basic at best. Not nearly enough to feed a growing population. Something must be done on the matter.

>tfw still can't roll dice

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2346f2 No.2850

Dice rollRolled 47, 83 = 130 (2d101)

>Civilization Name:Sláviðr

>Color:dark pink

>Civilization Race:Dwarves

>Racial Bonuses: +/- [Terra Builders] For the shifters of the land and creator of its many monuments, manipulating Midgard’s geographic treasures occurs as easily as breathing. Dwarven civilizations possess significant innate bonuses towards construction, mining, and invention. On the flipside, the connection that the Dwarves have to the earth’s treasures has made them ignorant and stubborn to other realms of learning. The children of the underground suffer penalties towards comprehending lore, magic, and non-engineering technology.

+/- [Depthwalkers] Where the expanses of Midgard’s underground is a haven of danger for other races (save for perhaps the Svartalfs), the Dwarves regard it all as a haven. Dwarvish civilizations gain bonuses towards exploring what lies down under, and are much more aware of the dangers and treasures that lie beneath Midgard. However their natural proclivity towards living underground has disadvantaged the dwarves with actions done aboveground, hindering them with a penalty towards actions not done below ground.

>Civilization Fluff:Sláviðr is a place of Forges and Forests, the forges are made by dwarves long ago. Entire generations of Dwarves are born there and raised there. Their entire forges are underground being active many moons and many days. However they are sometimes seen above ground to get supplies and to taunt the elves.

>Leader Name:Korvag the Kinsaver

>Leader Fluff:Korvag was once a little dwarven boy who had once burned his hand touching a piece of white hot metal that he forged into a charm. At adolescence however the burn still lasted with his hand, however when a few dark elf scouts try to find a settlement to take for unknown reasons to this day. He had managed to donate his forge for one his friends and then entire strangers for shelter. Then when the dark elves found nothing he went out and told his friends and strangers to come out and he's granted the title of Kinsaver a title that he carries with pride.

>Leader Traits: [The Warden] Long ago, near the beginning of the Age of Rebirth, Korvag successfully managed to save a number of dwarves from nigh extinction due to vicious Svartalf and Litalfar raiding campaigns. This ultimate test of defensive strategy catapulted Korvag to his leadership of Sláviðr and earning of the title of Kinsaver. All dwarves sleep soundly within the caverns of Korvag's former home, knowing that no matter what attack they may come under, The Warden will protect them. [Elvesbane] Do not think for a moment that the elves have forgotten the transgressions you've made against their people. In the process of defending the future people of Sláviðr, you slew hundreds upon hundreds of elven invaders, destroying numerous bloodlines. You suffer horrendous diplomatic penalties against elven races, and may once in awhile come under attack by upstart elven raiding forces seeking to mount the Elvesbane's head on a pike.

Do Not Fill this Out:

>Population:2,000

>Food Levels: {Mediocre}

>Buildings:[Basic Underground Mushroom Grove] [The Labyrinths of Sláviðr] {Mega-Structure, Moderate Defensive Bonuses}

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

1-2 Build the forges for our land make sure to clear a large amount of trees to both help the forge and piss off the knife ears.

3-4 Look for some of our dwarves they may be brothers or sisters, strangers or family, and even sons or daughters look for some survivors damn knife ears may try to kill our brothers and sisters like the old gods but as long as we live they shall be the end of a so called "noble race"

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2346f2 No.2851

Dice rollRolled 70, 80 = 150 (2d101)

>>2850

Forgot other roll

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2346f2 No.2852

Dice rollRolled 2, 34, 32, 39 = 107 (4d100)

>>2844

>>Civilization Name: The Wanders

>>Color:Brown if its open

>>Civilization Race: Nynsaig

>>Racial Bonuses: +/- [The Suns of the West] Shadowy wanderers and proud explorers, the Nynsaig have long been described as the most discreet of the human races. The Western humans receive bonuses towards resisting the negative effects of weather and natural disaster due to their hardiness, and are very efficient at expanding. However, in-fighting remains a constant problem within every Nynsaig civilization, with proud nobles with supposed claimants of power threatening leadership on a less than comfortable basis of frequency.

>>Civilization Fluff: Born in the harsh deserts of the south west The Wanderers are spoken of as though they were a mirage. They appear to those of the desert who are in the most need, taking them in and getting them where they need to be. Then once they have escorted you, they'll disappear as if made of sand.

>>Leader Name:He Who Glides Like Wind

>>Leader Fluff: A man who wraps his features tightly with cloth, a quiet man who will always think before he leaps into conversation, but when he speaks those around listen. While he attempts to avoid the natural conflicts of the desert such as the beasts he is known to be able to hold himself with his spear when facing an enemy.

>>Leader Traits: +/-[The Cloaked Man] A friend of the sands themselves, He Who Glides Like Wind and his people have saved many a stranger walking the deserts searching for help, death, or otherwise. An exceptional wielder of the spear, He Who Glides Like Wind seems to hold an innate magical bond with the desert around him, to the extent that he can manipulate sand with simple hand movements. However all of this power seems to go away whenever the cloaked man isn't surrounded by desert, an odd boon indeed.

>>Population: 4,000

>>Food Levels: {Mediocre}

>>Buildings:

+[Small Oasis Farm]

+[Obelisk to Kaeshae] {Minor God of Luck}

>>Resources:

>>Known Lore:

>>Magic:

>>Relationship with the Divine:

>>Afflictions:

1:Begin search of some kind of beast of burden for our people can use for travel.

2:keep an eye open for any people the gods send our way to aid.

3:Send scouts out in search of other cities nearby to know what areas to avoid.

4:Attempt to capture some of the hawks of the desert to use for communication between our people.

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2346f2 No.2854

Dice rollRolled 91, 64, 75, 42 = 272 (4d100)

>>2851

Those were 101's I apologize for the mix up

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2346f2 No.2856

>>2845

>Civilization Name: Jarldom of Viglundr

>Color: Orange

>Civilization Race: Hoiddem

>Racial Bonuses: +/-[The Frost of the North] Fearless barbarians and passionate warriors, the Hoiddem have been regaled through legend as being the most aggressive of the human races. The Northern humans receive bonuses towards resisting the negative effects of inclement weather and natural disasters, and are extraordinarily skilled at most forms of traditional combat. However, the Hoiddems remain troubled by an eternal curse placed on them by non-other than the Eternal Father, Odin, on the basis of being too full of “Foolish and Needless Rage.” This curse exacerbates the effects of all failures suffered by Hoiddem civilizations.

>Civilization Fluff: The Jarldom of Viglundr is brutal, frozen regime, populated by hard men, harder women and hardest axes. They are a people who pride themselves on strength and hardiness, a strong tradition of brotherhood and loyalty, and great, impressive raider ships that crack through sea ice and beach sand alike. Despite all this, they are a cultured people through and through, with intricate buildings, impressive hierarchy and cemented religion, devoted in their prayers to Odin despite his snub of their people, and in spite of his biting words, seek to prove their devotion to the Gods through martial mastery, their strong love of one another, and, should that not work, a tide of conquest never seen before in Middguard.

>Leader Name: Holmgeir Viglundrson

>Leader Fluff: Holmgeir, son of Magnus, descendant of Huthraddr. A strong man, a proud man, a young man. The most dangerous kind. Inheritor of the Jarldom of Vigilundr after his father Magnus's glorious, honorable death in a successful raid, Holmgeir seeks to prove himself as his father did, to Gods and man. Yet to take a wife or concubine, the boy is sixteen, and some claim he is too young to lead the Jarldom. By Odin's beard, they will be proven wrong when that mere sixteen year old boy slaughters more enemies than they could ever hope to see. So he swears, and the boy's got the physique and the burning desire to prove it.

>Leader Traits: +/- [Huthraddr's Lineage] Through a long, ancient line of royalty the young Viglundrson can trace his ancestry back to the first Uniter of Midgard himself. Though the teenage king still has a ways to go before the full extent of having such a powerful genealogy is revealed, benefits have already begun to show, including Holmgeir's natural leadership capability, expertise with spear and shield, and prodigy craftsmanship prowess. However, possessing such a powerful origin brings with it a host of challenges. The people of the Jarldom of Viglundr will be yearning to see that you lead them to a golden age within this new Age of Rebirth, which will require you to complete, among other responsibilties, origin quests to secure your rightfulness as Huthraddr's heir. You may occasionally be challenged by the Gods' themselves to prove your worthiness as Huthraddr's successor.

>Population: 4,000

>Food Levels: {Mediocre}

>Buildings:

+[Basic Hunting Camp]

+[Basic Barracks]

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

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2346f2 No.2857

Dice rollRolled 11, 80, 95, 59 = 245 (4d100)

>>2856

1. The time of Viglundrson has come once more, under my hand. The age of Rebirth dawns, bringing new light and opportunity with it.

Opportunity that we will not be quick to dismiss.

The time of rest and revelry has ended with my ascension. The barracks will be filled to the brim once more, the harsh training regimes we follow enacted once more for our warriors. Some men forge iron of unbendable quality on their anvils, marveling it to the world to hide behind as they are threatened.

Now, the Hoiddem forge soldiers on their anvils once more. The world best prepare, because Holmgeir Huthraddr will be preparing his own.

+ [Huthraddr's Lineage]

2. But still another fire lights up in the tundra of the North, as axes swing and rage is channeled into cold, brutal discipline. A blacksmith's forge, where a strong youth hammers at a runed weapon with unnatural skill. A weapon made to rival the work of the God's, so it was intended, in reverence to them. A spear, as it was. The first true work the boy had hammered at, done with determination and a flaming soul. A weapon designed to slay a thousand foes without dulling, to last longer than the strongest wearer, to make God and man proud of him. A true weapon, that Huthraddr himself would be proud of. If a warrior's worth was only as good as his weapon - then Holmgeir's worth would be strong indeed,

+ [Huthraddr's Lineage]

3. Speeches are often underestimated. Good, I say, for they are worthless. Talk and speak and meaningless without action to back it up, and my people hold little value for words without intent. I will inspire them to my rule and prove my worthiness as my father's son and descendant of Huthraddr in an entirely different way. They say many great beasts walk the frozen plains of the North. I hope they are true, that I might slay one in Odin's name with the spear I carry, to prove my worth and value and usher in the same fire that burns in my own soul in that of all my people, confidant in their leader's great worth.

+[Huthraddr's lineage]

4. It has been too long since we prayed in the proper, codified way, no matter what the Gods think of us themselves. A temple will be erected, beautiful in craftsmanship and design, standing tall and proud to usher in martial fervor and garner the respect of the Gods, that they know Huthraddr's descendant has not forsaken them, even as they forsake him. If they refuse all else, they will watch as I unite the world once more, and when I kneel in prayer with the world standing together under the fist of Holmgeir - perhaps then, they will know I am truly worthy.

+[Huthraddr's Lineage]

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2346f2 No.2858

File: 1433275329409.jpg (8.41 KB,190x200,19:20,KEK.jpg)

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2346f2 No.2859

File: 1433275639785.gif (379.25 KB,422x500,211:250,1432798934442.gif)

Dice rollRolled 21 (1d100)

>>2858

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2346f2 No.2860

Dice rollRolled 66, 7, 46, 82 = 201 (4d100)

>Civilization Name: Republic of Chukkeasan

>Color: Black

>Civilization Race: Nynsaig

>Racial Bonuses: +/- [The Suns of the West] Shadowy wanderers and proud explorers, the Nynsaig have long been described as the most discreet of the human races. The Western humans receive bonuses towards resisting the negative effects of weather and natural disaster due to their hardiness, and are very efficient at expanding. However, in-fighting remains a constant problem within every Nynsaig civilization, with proud nobles with supposed claimants of power threatening leadership on a less than comfortable basis of frequency.

>Civilization Fluff: Chukkeasan is a fairly new nomad tribe composed mostly of animal herders and a few merchants it has been around for about 2 generations and is fairly small compared to other tribes.

>Leader Name: Osol Gal

>Leader Fluff: Osol was a young man who dreamed big, he was always looking at thing differently for this he was outcast by his people he wandered the desert for decades and finally met the people of Chukkeasan who took him in like he was family, after the leader of the nomads died he handed ruler ship over to Osol because he had no heirs.

>Leader Traits: +[Ambitious] Osol Gal has big dreams for the small Republic of Chukkeasan, hoping to one day turn this congregation of animal herders into a full blown kingdom. As such, Mega-Constructions begun within Chukkeasan will be completed twice as quickly, and "dangerous" actions partaken by the Republic will suffer less harsher penalties should they fail.

-[The Outcast] The people of Chukkeasan aren't too keen on the idea of having some random desert wanderer suddenly telling them what to do. You'll have to prove it to the people that you're a capable ruler if you want to have any hope of leading for a long time.

>Population: 4,000

>Food Levels: {Mediocre}

>Buildings:

+[Obelisk to Shailak] {Minor God of Water}

+[Basic Desert Ranch] {Camels, Pigs, Donkeys}

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

1-2. Set up a blacksmith shop

3. Create a training field for troops to be trained quicker

4. Look for some ancient library in this desert for some Lore

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2346f2 No.2865

Dice rollRolled 3, 52, 44, 96 = 195 (4d100)

>>2844

>Civilization Name: Cabal of Fellafar

>Color: Pink

>Civilization Race: Svartalfs

>Racial Bonuses:

+/-[The Ancient Ones]

+/-[Shadewalkers]

>Civilization Fluff:

The Cabal of Fellafar is the creation of Eviatha Deepmound. Using her family's experience in carving their homes from the world itself, she led a small following to conceal themselves deep within the world. When the world's lesser races were ripe for harvest, the Cabal would strike.

>Leader Name:

Eviatha Deepmound

>Leader Fluff:

Eviatha Deepmound's family has always favored the depths of this world, but Eviatha has brought a cruel new bag of tricks as a leader. While many prefer to capture slaves to work the mushroom farms or excavate more of the world to enlarge the Cabal, Eviatha enjoys luring human prey to their own doom or capture in one of her intricate traps. Her personal favorite is the obvious trap that is easily disarmed or circumvented, lulling her victim into a false sense of confidence.

>Leader Traits:

+/-[Let's Play a Game] A ruthless savage and cunning trickster, Eviatha delights in seeing victims (especially HUMAN victims) fall into her traps and suffer. She is a master of creating several different existing types of traps, and does not face much difficulty in innovating new methods of torture. Such a sadistic lifestyle choice has rendered Eviatha very much unrelatable to creatures outside of her own civilization, contributing to significant diplomacy penalties.

Do Not Fill this Out:

>Population: 1,000

>Food Levels: {Mediocre}

>Buildings:

+[Basic Underground Mushroom Grove]

+[Basic Slave Pens] [250 human slaves]

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

1.

It is time… We shall send scouts into the over-world! Let us locate targets for future raids and resources both we and our prey may seek.

2.

The Mushroom Farms go unworked? I think not! Remember, humans! Good little slaves don't get the whip!

+ [Basic Underground Mushroom Farm]

+ [Human Slaves]

+/- [Shadewalkers]

3.

While the Farms are tended by some of the slaves, we shall have another group begin digging out an expansion to the farm! Remember, hard work means no whip!

+[Human Slaves]

4.

Eviatha giggles as an evil thought crosses her mind! Oh the traps she could create by combining magics and more traditional traps! But first, she shall need to learn magic…

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2346f2 No.2867

File: 1433278339501.png (1.06 MB,1280x720,16:9,WildlingsCompleteGuide.png)

Dice rollRolled 66, 100, 8, 50 = 224 (4d100)

>>2844

>Civilization Name:

The Mehed Põhja

>Color:

Light grey-blue

>Civilization Race:

Hoiddem

>Racial Bonuses:

+/-[The Frost of the North] Fearless barbarians and passionate warriors, the Hoiddem have been regaled through legend as being the most aggressive of the human races. The Northern humans receive bonuses towards resisting the negative effects of inclement weather and natural disasters, and are extraordinarily skilled at most forms of traditional combat. However, the Hoiddems remain troubled by an eternal curse placed on them by non-other than the Eternal Father, Odin, on the basis of being too full of “Foolish and Needless Rage.” This curse exacerbates the effects of all failures suffered by Hoiddem civilizations.

>Civilization Fluff:

The Mehed Põhja have lived in the furthest northern reaches of Midgard for generations. Where other men would fear to tread else they be swallowed up by the snows and the frost, they live out their daily lives - always on the move, always hunting, always seeking food. Their brutal, nomadic lifestyle leaves little room for weakness, and only by putting their communities above all else do they survive in as great numbers as they do.

These northern men give little thought to art outside of bone carvings and weapons embellished to draw the favour of the gods. They have a great affinity with the local wildlife - living alongside their large, wolf-like "dogs" that are occasionally employed to pull sledges filled with vital equipment. It's rumoured that in dire straits they practice cannibalism, devouring the old, the weak or the sick so that the young, the strong and the healthy may survive to see another day in the blasted, freezing wilderness they call their home - and, indeed, in the hardest times their spiritual leaders (Secretive pariahs who speak very little to mortal men, directing their words predominantly to appease local spirits of cold and death) have been known to take the weak away from their camps in the dead of night only to return later with soothingly anonymous cuts of meat.

In this way, the innocence of the people is preserved, at the expense of that of their shamans - who accept their lot to shoulder the heaviest burdens so that the common man need not suffer unduly.

>Leader Name:

Hendrik Koit

>Leader Fluff:

Hendrik is a grizzled hunter and champion. His broad physique speaks of a mighty strength, earned young and honed over years of backbreaking labour and desperate travel to keep himself and his people one step ahead of death's icy grasp during the Age of Decay.

His unwavering will in the face of armageddon and stubborn refusal to simply let the Mehed Põhja roll over and die in the snow has earned him the loyalty and admiration of his nomadic people - and some make flattering comparisons to King Huthraddr - but at the age of thirty-four he has little time left to live up to such a fantastic destiny before his body starts to flag and fail. In the privacy of his own mind, he instead holds the simple hope that his legacy means an easier life for his son and daughters.

>Leader Traits:

+[The Hunter's Legacy…] Living in the frozen north is rarely an easy time for anyone, a fact that Hendrik knows through thirty five years of living in the wastes. Through years of hunting elk, moose, and other game, as well as fighting back against ravenous wolf pack attacks, dreaded Jotun marches, and the scorn of the Nightwalkers, the aged Koit has been granted a strong physique and an even stronger willpower. The powerful tundra walker is both a skilled huntsman, having mastered combat with sword, bow, and spear, and a fearless leader, inspiring the people of Mehed Põhja with his determination to see to it that these Hoiddems finally tame the tundra for their own use.

-[…of hunting the most dangerous game] Cannibalism, a crime against nature for most races except the Hoiddems, has poisoned Mehed Põhja by becoming an ingrained elements of its culture. Indeed, this facet of barbarism has been practiced for so long by yourself and your people that it may be impossible to erase it from your identity. Continuing such practices will bring with it harsh penalties against diplomacy with races other than Hoiddems and gods other than Hela-Half Dead and Ymir the Immortal.

>Population: 4,000

>Food Levels: {Mediocre}

>Buildings:

+[Basic Hunting Camp]

+[Basic Tanning Lodge]

>Resources:

-

>Known Lore:

-

>Magic:

-

>Relationship with the Divine:

???

>Afflictions:

-

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2346f2 No.2868

File: 1433278380737.jpg (182.63 KB,1280x720,16:9,Free_folk_camp.jpg)

>>2867

1. Our lives are brutish and short. The northern wind is biting, and in the snows we suffer greatly. But we will not flourish if we simply rail against these unfortunate circumstances - no. We must build shelters all across the northern tundra so that no matter how far our people go in pursuit of game, we are never too far from safe refuge.

>Expand in the northern snows

+/-[The Frost of the North]

2, 3. If we are to truly tame this unwelcoming northern land, we must always be able to eat. Our people are great hunters and foragers, and this often suffices. But to improve our lot we will need more hunters, and more camps for them to work from.

>Get more food by improving our Hunting Camp

>Get more food by building more Hunting Camps

+[The Frost of the North]

+[The Hunter's Legacy…]

+[Basic Hunting Camp]

4. Our people are hardy, but in our hostile home we require all the edge we can find. Our hunters will return with beast after beast for us to feast upon, but it is our tanners who make our clothes. Warm cloaks for our wives and children - sturdy leather armour for our hunters.

>Produce better armour by improving our Tanning Lodge

+[Basic Tanning Lodge]

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2346f2 No.2877

>>2867

>>2868

Really? rolling and then posting actions later?

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2346f2 No.2883

File: 1433282851561.gif (1.52 MB,245x180,49:36,1420139569690.gif)

Dice rollRolled 18, 85, 60, 41 = 204 (4d100)

>>2868

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2346f2 No.2884

>>2883

That was me.

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2346f2 No.2888

>>2868

You're kidding me

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2346f2 No.2889

>>2844

>Civilization Name: Farve'l

>Color: Gold/Green

>Civilization Race: Litalfars (Light Elves)

>Racial Bonuses:

+/-[The Ancient Ones] As the eldest race, Elves have an extensive knowledge and repertoire of various myths stories, and legends preserved primarily thanks to oral tradition. This grants bonuses towards completing origin quests, identifying landmarks as well as artifacts, and uncovering ancient mysteries. However, being the eldest race brings with it a certain amount of disconnect from the other younger races. Elves possess harsh diplomacy penalties against humans, and moderate diplomacy penalties against dwarves.

+/- [Lightwalkers] As sons and daughters of Seith the Sorcerer, also known as Seith the All-Knowing, the Litalfars walk a path guided by order and the pursuit of knowledge. The elves of light have a natural affinity towards elemental and restorative magic and are the most scholarly out of any other race, giving them a bonus towards researching new technologies. However, due to their dedication towards following the path of order revealed to them by Seith, the Litalfars gain harsh penalties against actions seen as “disorderly”, including (but not limited to) acts of war and combat, sacrificing for other gods, and owning slaves.

>Civilization Fluff: Tasked with Keeping order and balance by great Seith. The Elvish nation Of Farve'l Has stood longer than any other. When the Gods Turned their eyes to To the Great city, they were caught of Guard. The Gods were Peppered with Ancient Siege weapons and Magics given to The Litalfars by Great Seith. Farve'l withstood assaults of Fire, Ice, Thunder and even The Plague Of the Undead; With the Wisdom of Great Seith they withstood the Gods, but at a cost. The Once Great towers And walls Of the Ancient City were Recked; Millions Of elvish lives lost, and the Great Relics of Seith lay scattered alongside Fallen Heroes. This once ancient City, now but a speck of what It once was.

>Leader Name: Fin'dar Cuthulian

>Leader Fluff: Findar, A great warrior And leader; Excels at using The bow, Sword and both Fire and Healing Magics. He Was but a boy When the Gods Finally withdrew the Siege On Farve'l for an Unknown reason. Sadly, He was left An Orphan. His Father One of the Great Heroes who with an Ancient Blade Managed to Hold of A whole Army of undead. Great Seith Has come to Him in a vision, and has shown Him His path. He must Reclaim the Lands Of Midgard, he Must restore His Kingdom.

>Leader Traits:

+[The Universalist] Withstanding the latest Age of Decay seemed to be nigh impossible for the young Fin'dar Cuthulian…until mystical intervention in the form of a vision he saw in a dream, several staffs forming the stars themselves with fragments of raw magical energy. Most of the denizens of Farve'l are in unison agreement that such a vision was granted by Seith himself, thus explaining why Cuthulian was granted divine levels of power. Through the Age of Decay, the young elf practically single-handedly defended the people of Farve'l from complete annihilation by the heavens above, fighting back against enemies with sword, bow, and magic. Even now, Fin'dar has retained a remarkable ability to understand new material very quickly.

-[The Second Vision] In a vision long after the culmination of the Age of Decay, Farve'l received a second vision…his demise. Shackled to a wall and rendered mute by strong magic, Fin'dar would endure relentless maiming by shadowy individuals for a lengthy amount of time, continuing to be healed by magic only to suffer over and over again. Pouring through all the lore he knew, Fin'dar couldn't find an answer to his vision, who gave it to him, and what it all meant. It is up to Cuthulian to uncover more ancient mysteries, if only to shed light on his demise, and perhaps prevent it from occuring.

—————-

>Population: 1,000

> Food levels:

>Resources:

—————–

—-

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

—-

>Buildings:

+[Basic Farm]

+[The Tower of Farve'l] {Falling Apart} Once the shining beacon of the great city of the Farve'l, the tower is now little more than a remnant of the Age of Decay. However, great sages still vehemently argue that the rubble still hums with ancient magic, that could perhaps be renewed if the tower is built up again.

———-

1/2. Create Hunting Squads. We Will need Food, Hides and Ivory from the Beast that dwell in the surrounding Area.

3. The Weaker People Should Focus On building farms and Raising crops.

4. Fin'dar Practices Flame Magic with some Of his Kin.

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2346f2 No.2890

Dice rollRolled 6, 89, 35, 49 = 179 (4d100)

>>2889

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2346f2 No.2894

Dice rollRolled 98, 6, 22, 22 = 148 (4d100)

>>2718

>Civilization Name: Council of The God King

>Color: Purple

>Civilization Race: Dark Elves

>Racial Bonuses: +/-[The Ancient Ones] As the eldest race, Elves have an extensive knowledge and repertoire of various myths stories, and legends preserved primarily thanks to oral tradition. This grants bonuses towards completing origin quests, identifying landmarks as well as artifacts, and uncovering ancient mysteries. However, being the eldest race brings with it a certain amount of disconnect from the other younger races. Elves possess harsh diplomacy penalties against humans, and moderate diplomacy penalties against dwarves.

+/-[Shadewalkers] Being molded in the divine clarity of Hela Half-Dead’s psyche has granted the Svartalfs significant harmony with the domains she rules over. Svartalfs possess an innate attunement towards disease, death, and chaos magic and the undead, as well as other servants of the Half-Dead maiden, are more likely to be passive in their presence. However, this also grants the Svartalfs penalties towards spheres of life, among them being crops are more difficult to sow and rear, the living are more distrustful of Svartalfs, and population growth is more difficult to maintain.

>Civilization Fluff: Those that are gathered here below the mountains that separate The Endless Sands and the Frozen Wastes are the allies of the dark and those that seek shelter as outcasts of the other races who have no where left to turn but to serve a dark and powerful God. This gathering lays claim to the treasures and secrets that are hidden in the world to find the power left behind by Huthraddr's legacy.

>Leader Name: Rah Yrgdin

>Leader Fluff: The God King of Elves has pushed for advances and reforms that will bring out the true potential of the Dark Elves and those who would see the dark powers that can be achieved and Rah Yrgdin works tirelessly to see them achieved with as little elf blood as possible.

>Leader Traits:

+/- [Mandate of Heaven] As God-King of your own council of Citizens, you have the unquestioning obedience and control of every facet of your kingdom in your divine grasp…as long as you STAY God-King, of course. Beware challengers to your celestial throne, and especially be wary of getting on the bad side of the transcendent gods, for all it takes is one symbol of your illegitimacy and it's all over.

>Population: 1,000

>Food Levels: {Mediocre}

>Buildings:

+[Basic Underground Mushroom Grove]

>Resources:

>Known Lore:

+[The Creation of Gyninbolki: Hela's First Servant]

>Magic:

>Relationship with the Divine:

>Afflictions:

1 Explore the immediate surroundings for landmarks, passes and any other things of note

23 The Lore of Gyninbolki granted to us Hela's children could prove useful in creating a servant of my own. The magic of making servants will endure

4 Build an aqueduct to bring the fresh water of mountain tops down to the people

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2346f2 No.2896

Dice rollRolled 55, 64, 51, 96 = 266 (4d100)

>>2719

>Civilization Name: Dash'aktal

>Color: Blue

>Civilization Race: Light Elves

>Racial Bonuses: +/-[The Ancient Ones] As the eldest race, Elves have an extensive knowledge and repertoire of various myths stories, and legends preserved primarily thanks to oral tradition. This grants bonuses towards completing origin quests, identifying landmarks as well as artifacts, and uncovering ancient mysteries. However, being the eldest race brings with it a certain amount of disconnect from the other younger races. Elves possess harsh diplomacy penalties against humans, and moderate diplomacy penalties against dwarves.

+/- [Lightwalkers] As sons and daughters of Seith the Sorcerer, also known as Seith the All-Knowing, the Litalfars walk a path guided by order and the pursuit of knowledge. The elves of light have a natural affinity towards elemental and restorative magic and are the most scholarly out of any other race, giving them a bonus towards researching new technologies. However, due to their dedication towards following the path of order revealed to them by Seith, the Litalfars gain harsh penalties against actions seen as “disorderly”, including (but not limited to) acts of war and combat, sacrificing for other gods, and owning slaves.

>Civilization Fluff: When the gods began their purge the elves hid themselves in the desert. And to this day that is where they have been. Hiding themselves with magic and mirages. Now they come out of hiding. To assert their place in the world once more.

>Leader Name: Vishien'dan

>Leader Fluff: Head of the dan clan. He was made leader due to his due to his magical knowledge and knowledge of city planning and other such needed knowledge. He plans on creating a great city of magic. An oasis within the desert they call home.

>Leader Traits: +[Arcane Sage] An elder among the Litalfars, Vishien'dan has wandered the deserts of Midgard for centuries, learning all along the way. Such worldly experience has allowed Vishien'dan to become wise and informed on a number of different issues and situations, ranging from where to get water in the barren desert, to how to organize a city. Additionally, the elder possesses an affinity to learning and using magic only capable because he was born under Seith's Staff, a constellation of great power.

-[Ancient] With each passing day, Hela's death rattle grows louder and louder for the old elf. Vishien'dan's mobility, sight, and hearing capabilities have already begun to deteriorate as a consequence of being elderly, and rumors abound that the sage's once clear mind has fallen prey to forgetfulness. But these are only rumors, right? You'll finish your grand magical citadel in time…correct?

>Population: 1,000

>Food Levels: {Mediocre}

>Buildings:

+[Basic Oasis Farm]

+[Temple to Seidric] {Major God of Order, Magic, and Knowledge} {Tier II Construction}

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

1&2. Begin research upon an art of magic. To turn the sand around us into glass. Possibly infuse it with magic as well to use as building material.

3&4. Expand the farm. More food is good for all.

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2346f2 No.2898

>>2877

pls no bully. I only "rolled first" because my post was too long and I had to split it, and forgot to clear the dice field.

If you think i'm such a meta scumbag that i'd write my actions to get the best of my rolls, then i'm flattered you think I could write my actions in less than a minute.

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2346f2 No.2913

File: 1433305307563.webm (361.91 KB,212x320,53:80,UWOTM8.webm)

Dice rollRolled 97, 14, 76, 88, 29, 83 = 387 (6d100)

>>2860

>>2865

>>2868

>>2889

>>2894

>>2896

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2346f2 No.2920

Dice rollRolled 66, 98, 58, 43 = 265 (4d100)

>>2849

DICE

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2346f2 No.2928

>>2898

I still love you.

But that 100, man. That 100! Such cruelty

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2346f2 No.2943

File: 1433357908088.png (950.57 KB,826x920,413:460,Pirate Woman.png)

Dice rollRolled 2, 21, 27, 26 = 76 (4d100)

>>2719

>>Civilization Name: Freedonia

>>Color: Orange

>>Civilization Race: Axost

>>Racial Bonuses: +/- [The Winds of the East] Thrifty swashbucklers and silver-tongued persuaders, the Axost have long been regarded on the whole as the most charismatic of all the human races. The Eastern humans receive definitive bonuses towards expansion and diplomacy, a natural by-product of their persuasion mastery preventing conflict within the ranks. However, for being more at home in the seas, the Axost receive penalties towards land construction and understanding the mysteries of lore.

>>Civilization Fluff:

>Freedonia was originally a settlement on a small volcanic island in the Eastern sea, surrounded by treacherous reefs and atolls, however, it was soon realized that it made a convenient waypoint for a number of shipping lanes, and quickly grew to become a city. The channels between the reefs were dredged out, and urban sprawl covered any rock above, or even below the surface around the island. Freedonians grew into a strong nation, colonizing a number of islands in the vicinity, and becoming rich off of the trade routes that had it as their center. The city was considered a place of opportunity and new beginnings for many years, and it was said that any man could make a new life for himself, no matter who he was on the mainland. The people had been proud merchants and smugglers, but were never above some brigandry, or hunting for fabled lost treasure.

>That is, until the Age of Decay struck. Terrible storms wracked the island, destroying much of the outlying construction on the reefs around the island, while the turmoil elsewhere in the world brought the shipping industry to its knees. Previously fortunate crews would sail off, never to be seen again. The trouble culminated with the eruption of the volcano in the middle of the city, resulting in almost universal destruction. Now, as dawn rises upon the world once again, only a few stragglers live on the mostly-barren rock, eve fewer of whom hope to raise Freedonia to its former glory.

>One curious trait of the small band of survivors on the island is their matriarchal system. At the beginning of the last age, it had been men who had sailed, explored, and traded upon the high seas, but as the disasters took their toll, the population of men shrank to almost nothing, and the few who remained became prized possessions of the ladies of Freedonia, who took to sailing the seas themselves. Now, the ratio between the sexes has evened out, but the tradition of hearty sea wenches having a pretty husband at home on shore remains.

>

>>Leader Name: Qiaohui McAllister

>>Leader Fluff: A McAllister has held the title of Keeper of the maps since time immemorial–that is, until the eruption of the mountain destroyed and buried the near-sacred navigational charts. With fair weather once again returning to the Isle, she is determined to once again restore her people to their former greatness, and reclaim the knowledge of the seas lost in the preceding darkness.

>>Leader Traits:

+[A Scholar and a Buccaneer] McAllister, lorekeeper of the great civilization of Freedonia, is as knowledgeable with text as she is dangerous on the high seas. Her skilled swordfighting and sailing ability pairs well with her extensive familiarity of ancient history, a skill so trained that it negates the lore penalty of +/-[The Winds of the East]. It is in McAllister's hands to restore the great traditions of Freedonia once more in this Age of Rebirth.

-[Divine Intervention] It seems as though the Pirate Queen McAllister's dedicated efforts to rebuild the state of Freedonia continue to be met with instance after instance of strange occurences, especially with regards to finding the ancient maps. Could it be that a divine has taken an interest into hindering your efforts?

>Do Not Fill this Out:

>>Population: 6,000

>>Food Levels: {Mediocre}

>>Buildings:

+[Basic Fishery]

+[Basic Harbor]

>>Resources:

>>Known Lore:

>>Magic:

>>Relationship with the Divine:

>>Afflictions:

1. Construct a trio of brigs to defend our small archipelago.

2. Build a foundry for the casting of brass cannon.

3. Dig around the island for maps, specifically the navigational charts of Freedonia itself, and the waters around it.

4. Construct a Frigate for the exploration, trade, and diplomacy beyond the horizon.

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2346f2 No.2967

Dice rollRolled 74, 13, 28, 55 = 170 (4d100)

>>2845

>Civilization Name: Land Of The Rising Sun

>Color: Red

>Civilization Race: Axost

>Racial Bonuses: +/- [The Winds of the East] Thrifty swashbucklers and silver-tongued persuaders, the Axost have long been regarded on the whole as the most charismatic of all the human races. The Eastern humans receive definitive bonuses towards expansion and diplomacy, a natural by-product of their persuasion mastery preventing conflict within the ranks. However, for being more at home in the seas, the Axost receive penalties towards land construction and understanding the mysteries of lore.

>Civilization Fluff: Skilled sailers and expert traders, they thrive in rapid fire markets. Now as the lands lie open, these people will try everything they can to takeover the market, any way they can.

>Leader Name: Ajax

>Leader Fluff: The most skilled of traders, he became their leader by not selling goods, but governmental positions and leasing ships. Now as he bickered and backstabbed his way to the top he and his men seek to make their markets cover the world.

>Leader Traits: +[Snake Oil? Please. That's beneath me.] Over many years of swindeling, trading secrets, and buccaneering, Ajax has become a perennial symbol of the model expert negotiator in the minds of his people. Rumors of Ajax's master plan of toppling the former leadership of the Land of the Rising Sun are still spread relatively frequently, only reinforcing the fact that Ajax's persuasion skills are legendary.

-[Pompous] Contrary to the image he succesfully conveys to his people, the real Ajax is something of a real bastard. To the middle-aged leader's warped mind, what he must have is what he nominates is his, a dangerous flaw especially when considering that Ajax's ultimate goal is absorbing EVERY market into his kingdom. Such arrogance could prove to be the coup de grâce to Ajax's leadership should it be left unchecked.

>Population: 6,000

>Food Levels: {Mediocre}

>Buildings: Basic Fishery, Basic Harbor

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

1: Order men to begin clearing land

2: Order men to begin felling trees

3: Order men to work on clearing land

4: Lets begin building some lighter ships to sail along the coast

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