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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1462413927809-0.jpg (111.74 KB,589x355,589:355,c3921d4663599497dd88375454….jpg)

File: 1462413927810-1.png (328.45 KB,1277x984,1277:984,FAS1.png)

46ca4e No.26801 [View All]

What a Fantastical Age (of Sail) Builder

In the fantastical world of Arantil a new continent has been discovered across from the old lands surging the world into an age of Sail. Old world nations rush to claim this land and it’s new resources. The world of Arantil is flush with exotic races and creatures with everything from elves to giant salamanders roam, while true magic has faded from the world some power still dwells in ancient magic and less powerful “Arcane” magic is used to do simple tasks and used to learn simple things such as the coming weather.

You can take control of a colony, pirate, adventurer or anyone else who has set off to

this new world.

Colony Types [Shamelessly ripped from Grand_Architect]:

Colonial Charter: You are head of a colonial effort from your home country, You have the financial and manpower backing that they can provide. This is a double edged sword however, they may make unreasonable request or punish you for decisions they deem inappropriate.

Independent: You may be a Merchant coalition trying to seek it rich, a group of religious refugees, or even a roaming pack of fishermen seeking better waters. Whatever you are, you take the dangerous journey at your volition, you have no backing and no master. It will be an arduous undertaking, but at least you are free

Outlaw: Whether you are a pirate outfit, slavers, or a group of marauders, you are the outcast of society and you like it that way. Everyone hates you and you are actively out to steal the fruit of other players hard work. It can be very profitable but it will be very difficult. Your people complain less when lacking creature comforts but to survive you will need to pillage and steal your way through life. Honest merchants won't trade with you but black markets prove to be useful assets in the new world.

>Nation Stats

Start Position:

Name:

Country of Origin:

*Country Fluff:

Nation Fluff:

Nation Type:

>Hero Stat Sheet

Starting Position:

Name:

Country of Origin:

Profession:

Fluff:

Dice are 4d100 for all

544 postsand150 image repliesomitted. Click reply to view. ____________________________
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46ca4e No.28161

>>28128

Population: 300

Food: 9 -3/turn +2 per turn

Resources:

Assets: [Medium Town Boat][Small Fishery]

Military: 100 Militia men 80 Naval Marines

Navy: 4 Lightly Armed Frigate

Bonus: [Boat People] You are a people of the sea and have great knowledge of anything to do with it.

Negative: [BOAT PEOPLE!!!] While you know many things of the sea your knowledge of land is quite lacking and you have minuses as such.

Tech: [Fishing I][Naval I]

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46ca4e No.28162

Dice rollRolled 91, 96, 53, 46 = 286 (4d100)

The Fleet

Population: 300

Food: 9 -3/turn +2 per turn

Resources:

Assets: [Medium Town Boat][Small Fishery]

Military: 100 Militia men 80 Naval Marines

Navy: 4 Lightly Armed Frigate

Bonus: [Boat People] You are a people of the sea and have great knowledge of anything to do with it.

Negative: [BOAT PEOPLE!!!] While you know many things of the sea your knowledge of land is quite lacking and you have minuses as such.

Tech: [Fishing I][Naval I]

Actions:

1. Set sail for the nearest bit of land, after this long journey we’ll need to gather some resources.

2. Once on the coast gather timber with which we can expand the fleet.

3. Also send some scouts out onto whichever bit of land we get to, see if anyone's there, and what potential trade goods are around.

4. Look into better techniques for shipbuilding

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46ca4e No.28183

Dice rollRolled 72, 8, 45, 32 = 157 (4d100)

Name:Ceh Metztli

Country of Origin:Felpin

Profession:Huntress

Fluff:Ceh Metztli is a proles Felpin who fell in love with the thrill of the hunt the second she got her fist taste of it, she has spent all her life trying to master her craft and has experimented with a few different strategy's for taking down her prey but has always used her favorite weapon, the spear, for its versatility, however she is foolhardy and even if a army of prey come past you can bet she will try to take them all down.

Followers:[2 Felpin Veteran Hunters][105 Felpin Veteran Drakeblood Warriors]

Assets:[None]

Inventory: [Legendary Spear][Leather Garb][5 Weak Armour][3 Weak Shields][6 Corvain Knick Knacks][Iron Drake Egg][26 Ancient Weapons]

Captives: [None]

Resources: [None]

Skills: [Average Stealth 6/8 Medium Stealth][Medium Spear-fighting][Weak Shadow Magic 4/6 Average Shadow Magic]

Status:[Injured]

Bonus:[Hunter of Man] You are a artful huntress who has dedicated her life to it giving bonuses to warfare and hunting

[Drakeblood] You have drunken the blood of the drake and you skin is now as hard as the iron of it’s scales.

[Piece of God [Skull]] The [Skull] allows you to pierce into the minds of other creatures and read their thoughts it also allows you to invade the dreams of creatures.

Negative: [Foolhardy] You cannot and will not back down from a direct challenge.

[Desynchronization] The [Skull] has not seemed to have meshed with your mind properly giving you negatives to it’s use and the other mental capabilities

>>-Actions-

Free action! Equip my warriors with the new weapons!

1. Gah, that was bad, i need too work on my skills more to make sure i don't end up doing that again. [Heal self.]

2, 3 A bit more practice before i go over the wall. [Train stealth.]

4 They wont see me coming… [Join the wall raid.]

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46ca4e No.28185

Dice rollRolled 11 (1d20)

Ceh Mitztli

[Hunter of man]

[Drakeblood]

[Average/Medium stealth]

[Medium Spear-fighting]

[Legendary Spear]

[7 Veteran Drake blood warriors.]

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46ca4e No.28195

Dice rollRolled 53, 67, 25, 51 = 196 (4d100)

Start Position: The easternmost tip of the main island

Name: Ibin Al'thir's Most Righteous Expedition to the New World

Country of Origin: The Ottobassid Empire

*Country Fluff:

The Ottobassid Empire are the true inheritors of God's Prophet (peace be upon him), having united the east under the Red Banner. Our glorious Sultan (son of the sun, may he live forever!), caliph of all the world, who leads an ever growing campaign of expansion to spread the empire and our holy faith to the vile infidels and barbarians of the world.

The Ottobassids have the most advanced gunpowder technology of any nation, thanks to a near limitless reserves of sulfure and saltpeter. Is it not written "blackpowder floweth through the land like the sands of the dunes"? As such their army focuses primarily on rifle armed Jannisaries supported by vast lines of great bombards and mortars, and this reflects in their navy as well. Their ships are, by necessity, built larger and heavier than the rest of the worlds due to the need to carry the bombards in multiple decks, as well as the powder supply for them. Their reliance on large triple deckers brimming with bombards makes the Ottobassid navy particularly slow to the point that it is easy to outrun them, but they are deadly in combat and the lack of focus on haste means a greater focus on supplies and equipment. Any ottoman heavy ship is able to survive an entire year on sea without stocking up for new supplies, and that's if they don't have any of their famed ship gardens.

Nation Fluff: Ibin Al'thir is one of 57 of Sultan's legitimate sons of one of his many concubines, as such he was born and raised in the sultan's very own academies. Choosing to become an explorer and to bring the words of the Prophet throughout the world, as is the duty of all faithful, he has been chosen to lead a great colonial expedition to the new world. Taking with him a mighty Ottobassid Warship and stocking it arms and equipment, they might not be the first to arrive but they will certainly be the most supplied.

Nation Type: Colony of the Caliphate

https://www.youtube.com/watch?v=NSwvym7ST5I

Population:

860 Humans

152 Snousies

Food: 11 -9/turn +9/turn

Resources:

20 Lumber +1/turn

13 Shiny Scales +1/turn

6 Hides +1/turn

Assets:

[Small Town] (Main)

[Small Town] (Snousies)

[Tiny Town] (south of mountain)

[Tiny Town] (north of mountain)

[Tiny Mosque]

[Weak Alliance: Flishy Village] 1/6 Standard

[Tiny Clomik Fishery] [+1 Food and +1 Shiny Scales per turn]

[Large Farm] (x2 - Tiny irrigation canal)

[Tiny Hunting Paths]

[Tiny Forge] [Master Smith](+5 to all metal working rolls)

[Tin vein]

[Tiny Obsidian Mine]

1 Imam

2 Lorbac Beast

2 Young Lorbac

1 Lavaturtle

1 Scovar Beetle

[Xorm Berries]

[Lalum Fruits]

Military:

25 Jannisaries

50 Ottobassid infantry

20 Snousy hunters

+3 Weak Artillery

+5 Strange Weapons

Navy:

1 Ship-of-the-line

1 Lightly Armed Frigate

Bonus: [We like the big boom] The Ottobassid empire focuses creatly on it’s gunpowder tech and has bonuses towards gunpowder related production and research.

Negative: [Zealots] Your people have a tough time coexisting with those of other religions.

Tech:[Gunpowder I][Naval I] [Firearms II] [Culture II] [Felpin Culture] [Religion II] [Strong Conversion: Felpin Agriculture Class]

1. Start mining the obsidian, and gift it to the felpin. No matter what, we keep to our end.

2-4. But the will of TASH be done. The faithful must be rallied as warriors to a battle, not of swords and spears but of truth and righteousness.

4/10 [Massive Conversion- Agricultural Class Felpin]

[Culture II] [Felpin Culture] [Religion II] [Strong Conversion: Felpin Agriculture Class]

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46ca4e No.28202

Dice rollRolled 95, 84, 17, 4 = 200 (4d100)

>>28138

Start Position: Any of the islands

Name: Port Rioux

Country of Origin: Andris

*Country Fluff: Andris is a largely landlocked nation with their only ports having a straight controlled by another nation blocking their water ways to the outside world. A largely military power their few attempts at naval ambitions have mainly failed, horribly.

Nation Fluff: Port Rioux is a port founded by Captain Levont Tiox after sailing to the new world after the accountants forgot to pay him and his men for weeks. He decided to take the ship as his payment and set off to the new world to make his fortune. He built up his port from stolen goods and scuttled ships. He and many of his men still believe that Andris owes them for that time of lacked payment.

Nation Type: Outlaw

Population: 425 (10% increase)

Food: 29 -4/turn

Resources:

+ Lumber: 27 +2/turn

+ Food/Farmed: +2/turn

+ Light Crystals (0.9 +0.1/turn)

+ Sluglings

+ Spice Sap (24 +2/turn)

+ Fireoctupus

+ 1 Merchant Cog

+ 190 Gold Coins (+10/turn)

+ 110 Slaves

+ Torch Fish oil (20 +3/turn)

+ Silver (18 +2/turn)

+ Emerald (8 +1/turn)

+ Stone (20 +5/turn)

+ Iron (21 +5/turn)

+ Strange Weapons (2)

+ Behemoth Coral (1 turns till arrival)

Assets: [Small Town][Tiny Farm][Tiny Lumberyard] [Tiny Slugling Farm] [Small Spicesap Farm] [Tiny Gun Smith] [Medium TorchFish Farm] [Tiny Slave Silver Mine][10] [Tiny Tavern]

[Tiny Emerald Mine]

[Massive Ancient Iron Mine /5 Stone/5 Iron per turn]

[Tiny Brewery]

[Tiny Mage Tower]

[Tiny Whorehouse] (+10 gold/turn, +2% pop)

Military: 100 Elite Militia men 10 Elite Naval Marines 25 Elite Raiders

15 Elite Sea Reavers

Navy: 3 Lightly Armed Frigate

1 Lightly armed sloop

50 Raiders

10 Shock-troopers

1 Heavily Armed Frigate

100 Paxslavian Marines (To guard imperial interests) (Lazy unfun bastards)

2 Stormseers (+1 success to all sailing rolls)

1 Primal Stormseer (better stormseer)

Bonus: [Naval Raiders] Your men are trained in the naval arts and are veteran raiders giving them bonuses for naval training and combat.

Negative: [Bad Reputation] You’re port has a bad reputation and has a hard time attracting settlers the normal way.

Tech: [Training I][Naval I][Guns I][Incendiaries I] [Slavery I] [Water Magic I] [Stormseers I] [Golems I]

1-3. Get the fort finished, now now now! 10/14

4. Small farm construction continues. 4/6

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46ca4e No.28206

Start Position: western forest of the north east isle

Name: The tidecallers

Nation Fluff:The tidecallers are an ancient group of naga. Only having recently returned to the surface following a prophecy of birth. The signs have pointed them to the northern isles. One of the signs they search for should be here. They quickly set up their camp on the shore of the forest as more of their kind arrive from the journey they will need to expand and resettle the land for their kind. But that is fine for the Tidecallers are a hardy race of soldiers and builders. And the endtime has come. A little more patience is all that will be needed.

Nation Type:Native

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46ca4e No.28305

>>28143

1. 3/10 [Elite]

2. 5/8 [Medium Dual-wielding]

3. The rebels see to have dedicated to the colonies new cause of converting the Felpin and no longer seem to cause much trouble.

>>28144

1. The lumberyard makes no progress as the hardwood makes your men feel inadequate

2. The normal lumberyard crawls along 5/8 [Medium Lumberyard]

3. The [Gunpowder I] is complete and your men even make a test model! +1 Weak Artillery

4.The ship is sent [5 turns]

>>28145

1. [58 + 42 Lumber] + [Medium Factory][Red you gain 5 kits per 1 resource spool]

2. The [Small Peon Farm] is complete

3. [Automata I] is complete and the engineers even manage to fix the war-golems!

4. The [Tiny Air-shipyard] is done to much celebration of the workers and the revelry is sure to boost more then just moral [Increase pop gain by 1 percent]

>>28147

1. The [Secret Police I] are formed and they seem to have managed to find the [Idol Cult] mole within the colonial government, he is now in custody. +[Idol Cult Mole]

2. What an amazing day! We got two farms done +[Increase 2 to Medium]

3. An idea so crazy it just might work +[Whaleship I][You need some way to get whales before making any]

4. -10 Lumber -5 Iron A [TIny Fort] is made on the edge of the colony

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46ca4e No.28307

>>28150

1. The [Small Library] is complete!

2. Hmmm are my hands turning grey? Surely not, I must continue my research 5/6 [Rot Magic I]

3-4. 1/6 [Small Hok Melon Farm]

>>28158

1. [You stall fleshling do not think we cannot see the lies that dwell deep in your heart. Try your little plan, use your little powder. I will eat your heart and all will be quite again. One more chance, STATE YOUR CASE]

Plan B is prepped

2. Nothing seems to be sneaking up on you

>>28159

+1 Obsidian from Ottobassid

1. The [Small Zinko Farm] is complete

2. Conversion goes nowhere as the Agricultural class seems more belligerent then ever.

3. The Tree proves hard to harvest and the Felpins spend most of their time pondering the problem

4-5. 3/8 [Nature Magic II]

>>28162

1. The Fleet sails towards the continent and stop on a fertile strip of beach which seem to teem with strange red fruits that make odd singing sounds in the wind +[Moograve Groves]

2. The men begin to gather timber +16 Lumber

3. You find a small village of zebra people they are a bit leery of you and wonder what you have to trade +[Zebruh village]

4. 2/6 [Shipbuilding I]

>>28183

+[ 105 Veteran Drakeblood Bladedancers]

1. You feel the power of the Drakeblood make your injury easier to heal [Full healed]

2-3. +[Medium Stealth]

4. A young albino Felpin by the name of Kel Gali has come to your tent and is begging that you take her under your wing so she can train to be a mighty hunter

>>28195

1. 2/6 [Small Obsidian Mine] >sent

2. 9/10 [Massive Conversion- Agricultural Class Felpin]

>>28202

1. The [Massive Fort] is complete!

2. The small farms burns down when some slaves try to free themselves -10 slaves -4 progress

>Next turn Behemoth Coral

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46ca4e No.28308

>>28206

Population: 800

Resources: Lumber +1/turn Food +5/turn

Food: 15 -8/turn

Assets: [Large Town][Massive FishFarm]

Military: 200 Tidecaller Bezerkers

Bonus: [Apocalypse Now] The end is nigh and you will be prepared for it gaining bonuses to unraveling the secrets of lost knowledge from before this time to prepare.

Negative: [Primitive] You have a lower tech level then the colonists and have minuses to using their technologies

Tech:[Warfare I][Religion I][Rage I]

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46ca4e No.28309

File: 1468902103454.jpg (769.88 KB,1920x1281,640:427,Motivation.jpg)

Dice rollRolled 65, 60, 54, 44 = 223 (4d100)

>>28307

Name: Gerry Fitzgerald

Country of Origin: Llywas

Profession: Conman, Rabble-rouser

Fluff: Gerry is a charismatic, forceful man. He could have made it as a revolutionary if he had a cause, or a general if he had any discipline. Instead, he became a conman, and he was one of the best. People naturally wanted to believe what he said. He could whip a crowd into a frenzy if he needed a distraction, and caused a couple of riots in his time. By the time the police decided to do something about him, he had already taken his earthly possessions and boarded a ship to the new world, with a dream to become a feared pirate captain.

———-++++++++++———-++++++++++———-++++++++++———-++++++++++———-

Followers: [65 Loyal Crew], [1 Loyal "First Mate" Captain]

Assets:[The Hugging Mary: Merchant Sloop][The Salty Bass: Merchant Sloop]

Inventory: [Dagger][Fine Clothes][Backpack][9 days rations][5 Frontier Supplies]

Resources and Loot: 50 Gold pieces, 20 various weapons, 8 Looted Treasures, 4 Moderate Knick-Knacks

Bonus:[Charming Rogue] You are a a very persuasive man, people trust you very easily and seem to be easily entrapped by your words, you gain a bonus to any persuasion roll.

Negative: [Wanted Man] You are hunted by the nation of Llywas and have a high bounty on your head.

Skills: [Weak Naval] [Weak Naval Combat] [Cri'Nik Language]

Training: None

Relations: [Cri’Nik Village: Friendly]

>3/10 journey around the continent

1/2/3/4. I am more terrified than I have ever been in my entire life. Lies can do no good, as it sees my heart. My plan probably won't work, unless he's bluffing, and would actually be blown to smithereens once I gave the word, but that's not a bluff I'm prepared to call. Right now, I think that I need to wing it, speak from the heart, and give it a reason to let me take my bounty from the temple. I will tell him in my mind, for these words may not go over so well with the Cri'Nik, though my crew probably expect such words from me:

"At the core of every man is a drive, a motivation so deep, that many do not know what it is that makes them keep going until they are old and weak. I have had the good fortune to know what drives me for as long as I can remember. I want power, I want gold, and I want freedom. These may seem to be shallow ambitions to some, but they are what makes me wake up in the morning, and keep living. I want to be able to take what I want from the world, and I want it to give to me with a smile on its face and a feeling of a job well done. I want to be able to roam the world, from pole to pole, and all the way around, without anyone thinking to stop me, and with every land awaiting my arrival with bated breath. After all, why shouldn't I have these things? I have the will to power: the will to thrive in a difficult world. Whatever treasures or secrets this temple holds, I am certain that they will make my quest for power, gold, and freedom easier and faster. I now render my case unto you for judgement, guardian."

After that, I will stand tall, and think of nothing but the treasures that the temple may hold. [Possible charming rogue bonus]

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46ca4e No.28310

Dice rollRolled 62, 80, 60, 24 = 226 (4d100)

>>28307

——-

Start Position: On the coast of the volcanic island

Name: Principality of Temnland

Country of Origin: The Empire of Drakensriech

*Country Fluff: The Empire of Drakensriech, allegedly founded by dragons, has a long and "prestigious" history of warfare with their neighbours having grown strong by eating anyone seen as too weak to rule themselves. In recent years however things have been stagnant, with most neighbours remaining strong enough to not seem an easy enough target. So when the new world was discovered the empire naturally wanted their slice of the cake.

Nation Fluff: Prince Temnick, fourth in line for the Imperial Throne is a scholar by preference, but still trained in the art of war by tradition. On his 23rd birthday he was declared lord of his on land, a tiny province in the new world. With the entire empire expecting their new lands to grow, Prince Temnick, lord of Temnland is sent to the new world. While annoyed that he's torn from his research he's now determined to make the most of things.

Nation Type: Colonial Charter

——–

Population: 611(+6%)

Food: 7 (-5/turn, +4/turn = -1/turn surplus)

Resources: [Lumber: 6 (+1/turn)] [Food +4/turn] [Gold: 6 (+1/turn)] [Iron: 5 (+1/turn)][Silver: 2 (+1/turn)] [Stone: 10] [Dark Tome] [Stamporf Herd]

Assets: [Large Town(Goldenhome)(400p)][Tiny Town(Dragon's Landing)(100p)] [Tiny Farm][Tiny Silver Mine][Tiny Gold Mine][Tiny Iron Mine][Tiny Hok Melon Farm(Double food production/+1 percent fertility)][Small Library(+10)][Tiny Shipyard]

[Gold Vein] [Iron Vein] [Silver Vein] [Hok Melons]

Military: 200 Naval Marines

Navy: 3 Heavily-Armed Sloops

Bonus: [Noble-lead] As your colony is lead by a prince the home-land is much more willingly to send you supplies

Negative: [Pampered] Your leader would much rather be lounging about reading then exploring giving your colony negatives to claiming new lands and resources

Tech:[Naval I][Warfare I]

Very curious, I must write down my progress. And any… phenomena, I discover. I'll master this lost art, I'll make this colony known for more than exotic food and precious metals. Hmm… I could go for a Hok Melon right now.

1. Study the dark tome, its secrets will be min- I mean ours! MWAAHAHAHA! [Dark Tome][Rot Magic] Bonus: [Tiny Library(+10)] [5/6]

2. Expand Dragon's Landing [Tiny -→ Small Town]

3. We're really running low on food, send out a ship to do some fishing.

4. Food is running low, expand the Hok Melon Farm [Tiny -→ Small Hok Melon Farm] [1/6]

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46ca4e No.28311

Dice rollRolled 96, 75, 67, 42 = 280 (4d100)

>>28305

Name: Álfar ná (typically mispronounced Alfarna)

Country of Origin: Myr av Havfolkene

*Country Fluff: Myrs av Havfolkene also known as Marshes of the Sea Folk. Is a small fairly unassuming nation with a small industrial base and no real worth to it's neighbors, except for it's location. It sits as a buffers state between several major powers, and has such been invaded several times. however said invasions have never really been successful. The marsh and sea elves of the land fade into their home terrain harrying invaders and running supply lines ragged, even when their cities are captured, or even sacked in some cases. This has led to Myrs av Havenfolke's reputation as being unconquerable, and frankly not worth the effort.

The people there are proud, and have a deep warrior and sailing tradition. In fact despite it's poor industrial base, the marshes have many ships, small shallow ships that function in the marshes as well as they do on the sea. what was at first a means to expedite movement and trade, became a way tow age war. This has led to the Northern Elves' reputation as raiders and thieves. Striking quickly and quietly, then disappearing back into their lands. Most nations would do something about it, but said endeavors are costly in the extreme and typically leave them open to reprisal from a third party.

Nation Fluff: Álfar ná has been established for three reasons. Firstly to explore and discover everything about this new land possible. Secondly to bring needed resourcfes back home. Thirdly to serve as a base and bastion in these new seas for all Myrsan ships, and thus extend Myrsan reach.

Nation Type: Charter

Hexes:4

Population: 194

Food: 25-1/turn

Resources: Lumber 4+3/turn, Food +2/turn, +[Velsignelse Frukt] 20 +2/turn, +[Duftende Frukt]0 + 1/turn, Iron 8, +5/turn, [11 Infantry Kit], Mead, 220 Gold, 1 strange weapons, Celestium 4 +2/turn, 15 Celesteel Reaver kits

Assets: [Medium Town]

[Small Farm]

[Small Velsignelse Frukt Farm]

[Massive Iron Mine]

[Small Lumberyard](Medium 5/8)

[Large Shipyard]

[Tiny Duftende Frukt Farm]

[Tiny Tavern][Input one mead gain twenty gold]

[Tiny Meadery][Input one Frukt gain one Mead]

[Small Port]

[Tiny Forge]

[Tiny Apothecary][+1% population growth and reduced casualties]

[Small Lighthouse][Replaces resource node][Decreases all navigation failures by 1 within 10 hexes of the tower]

[Small Celestuim Mine]

[Tiny Veldig Lumberyard](2/4)

Defenses: Barracks [5 Raiders per turn max 50 percent of population]

+[Defensive Corals],

Military: 96 Myr Raiders[Elite]

+[1 Weak Artillery]

+[1 Average Artillery]

Navy: 3 Lightly Armed Sloops[Stormbreaker]

+[Heavily Armed Frigate][Stormbreaker]

+[Heavily Armed Sloop][Stormbreaker]

+[Medium Armed Frigate][Stormbreaker][Navi II]

+[Lightly armed Sloop][Stormbreaker][Navi II][5 turns til return from Myrsa]

Bonus: [Sea Raiders] Your people have a long tradition of naval combat and raiding giving them bonuses to combat and raiding.

Negative: [Industry?] Your people have very little industrial skills and have minuses to develop production and refinement of materials.

+[Saviour Complex]-Most of the colonists view Radnigar as their saviour and would even disobey the colonial government if he would ever ask.

Tech:[Naval I](II 1/6)

[Warfare II]

[Navigation Tools II]

[Stormbreaker Ships*][Ignore all weather effects]

[Gunpowder I]

Occurances: +[Behemoth Fight], +[Derfer Birds],+[Veldig løvtre],+[Norfil Spring]

Free: input one Duftende frukt to get 1 mead(already factored)

Free: Input 1 mead to get twenty gold (already factored)

Free: Input One Iron, One Celestium, One Lumber and One Strange weapon into the forge. (accounted already on resources)

1. You call yourself men? You're letting some fucking hardwood beat you! Grow a fucking set and get that veldig cut down now. I swear the easier are either laughing their arses off or weeping right now. (2/4)

2. Keeping work on that regular lumberyard too. At least you bloody cowards can make headway on that. (5/8)

3. Study the last of the strange weapons. Determine what they are made from and if making more is possible.

4.Start setting up a way to extract and store the Norfil. CAREFULLY. Make sure everything is metal or not naturally made. All of it.

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46ca4e No.28312

>>28311

Correction 4 turns till my small sloop returns from home now.

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46ca4e No.28315

File: 1468910163387.jpg (204.21 KB,760x596,190:149,roguearsenal1.jpg)

Dice rollRolled 52, 58, 25, 28 = 163 (4d100)

>>28305

Starting Position: Most Righteous Expedition

Name: Delilah Raha Souri Shiva Pouran Ashaemenid

Country of Origin: Persisia(Ottobassid Empire)

Profession: Sanctioned Inquisitor

Followers: 1 [Felpin Scout “Va’Li”]

Assets:[My Body];

Inventory: [Fine Pistol][Fine Sword][Fine Piece of Tits and Ass][Ottobassid Naval Uniform][Backpack][10 days rations]

Resources: 20 Gold pieces

Skills: [Felpin Tongue]; [Coastal Tongue]; [Average Persuasion]; [Average Dual-wielding];

Bonus:[Pirate Inquisitor] You have traveled the world as a pirate and know work as a inquisitor for the Ottobassid empire, having fought in the toughest of battles and made the toughest of men squeal for death you gain bonuses to combat and the gathering of information.

Negative: [Legacy] You have left behind a legacy of pain and suffering, though you have turned your ways around if your past is ever revealed it will not turn out well for you.

1-2; Train troops! 3/10 [Elite]

3-4; Train dualwielding with Va'Li 5/8

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46ca4e No.28317

File: 1468912800384-0.jpg (666.78 KB,1456x1869,208:267,1468564876550.jpg)

File: 1468912800384-1.jpg (114.67 KB,736x529,32:23,c301af1278140844702faf6fee….jpg)

Dice rollRolled 73, 76, 14, 53 = 216 (4d100)

The Governer shouts at the engineer as his patrol heads back to the colony "What floats in water, larger below the surface then above it, and is lighter then what it floats in."

Name: Kievan Rus

Country of Origin: Rus

Nation Fluff: The largest Empire of the old world, Rus was long considered the most primitive and barbaric of the Old world Empires, and often won wars through the sheer amount of men they could put on the field. The land was a cold one, with the sparse land suitable to farming available only to the Boyars of the royal court, who forced the serfs, common men reduced to slaves, work the land and themselves, often to death. Then came a new king, a man to force a change upon all of Kievan Rus that would rock the county to its core. Turmoil was rampant for the first few years, but soon the country was stable and prospering; a series of wars brought much land to the Rus Empire, and now it finds itself a rising Owlbear among it's once strong competitors. This is in no small part to a wonder technology discovered by it scientist-Emperor, a means through which feats of in-imaginable complexity are completed using some sort of arcane energy. This new discovery, deemed heretical by the rest of the world, has caused a massive falling off in foreign relations, and now the country prepares again for war, this time against most of the known world. In an attempt to further bring his country up to speed with the modern world, and attain new, exotic resources for the war effort, the newly crowned Emperor Scruffitius orders a fleet to be constructed to ferry his people to this "new world" and take it for Rus.

Nation Type: Colony/Tsardom

Population: 1922 peeples, 20 Nymphs & 29 Ice Nymphs

Food: 8 -18/turn from pop | +20/turn from food produc. [Net: +2/turn]

Resources: Lumber [36] +3/turn | Frostwood lumber[3] +1/turn | Fish & game (food) +20/turn | Pelts [24] +2/turn | Iron [6] +1/turn | 3 Strange Weapons | 3 Strange Idol | Murplish [5] +1 per turn | [Floatwhale Herds]

Beast: [3 Murplish] | 1 [Kralik Bird] [Floatwhale Herds]

Assets: [2 Small Town][1 Tiny Town][Medium Fishery][3 Tiny Wallerbeast Hunting Lodge][2 Tiny lumberyard] [Tiny Frostwood Luberyard][Large Farm][2 Medium Farm][ 2 Small Farm][Tiny Forge][Tiny Shipyard][Tiny Blockhouses][Tiny Wood Wall][Tiny Iron Mine][Tiny Fort]

Military: 170 Rus Riflemen

5 Rugged Rus Riflemen

5 Rugged Aquatic Rus Riflemen

50 Rus Marines

1 Steam Tank

60 Rus Militia

5 Nymph Militia (they fuck people to death)

Kits: 5 Rugged Rus kits, 0 Rugged Aquatic Infantry Kits

Navy:1 Ship-of-the-line

2 Civilian Sloops

Bonus: [Land of Science] A technological renaissance is flowing through your country and new improvements technology are to arrive to you first.

Negative: [World War] You are at war with almost every country in the world, this is no different with their official colonies

Tech:[Farming II][Research I][Steam I][Firearms I][Forestry I][Secret Police I]

>Ongoing

>[- 7 turns till sloop 1 completes trip]

Thorns in muh anus:

[Idol Cult]

[Idol Cult Mole]

1/2. Flying whales can be dragged to the ground via weighted ballast shot at the whales to drag them to the earth, alternatively, we could lure them with bait and tie them down with ropes.

3. Now, let us gleam exactly what this [Idol Cult] wants from the [Idol Cult Mole] we have in our custody. I shall handle this personally, gaining the information we need, fingernail by fingernail, tooth by tooth.

4. Finally, let us begin more research into the gunpowder firearms, we could really do with some modernization

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46ca4e No.28334

Dice rollRolled 79, 30, 89, 69 = 267 (4d100)

Name: The Yolian Excursion

Country of Origin: Yol

Country Fluff: Yol is notorious for a few things - industrial capacity, brutality, and constant wars with its neighbors. These fine traits has made the nation harsh and mean, as it has been engaged in nearly constant roiling conflict for the past ten years. This never-ending series of wars has also starved Yol of basic resources such as timber, tin, iron, and coal. Given the exhaustion of the Yol resource base, the situation has triggered a series of expeditions around the world as the Yolians butt heads with their neighbors in order to secure fuel for their constantly undersupplied industrial base. Reflecting such tensions, Yolians themselves are not – and never were – very pleasant: brutal and harsh gnomelike creatures, Yolians value the coin in their purse and the amount of things they level as their mark on the world. Indeed, while some cultures find value in nature or natural beauty, Yolians instead see “nature” as a standing reserve to exploit and convert to Yolbucks and prestige.

Nation Fluff: This Yolian excursion is tasked with a very simple mandate: feed the factories and industrial base of Yol by any means deemed expedient. As such , the colony has been offered all the resources of Yol for expansion: industrial peons, clockwork automata, slaves, ships, and technical knowledge. Indeed, the amount of support thrown behind the expedition is considerable, and a curt concluding statement at the end of the excursion charter simply reads: “Desolate everything. Feed the fires. We will accept nothing else.”

–Stats–

Nation Type: Colonial Charter

Population:738{+5%/turn} {Cap: 500}{+100}{+200} {Total Cap: 800}

Food: 11 [0/turn][+5: Small Peon Farm]

Resources: [Lumber:55 +3/t][Stone/Iron Mine→Iron:18+1/t] Stone:8+1/t}[Heathold Ore:17+2][Sharpleaf:8+1/turn][Gorim Tubes:0][Grav Stone:9+1/turn][Copper:18+2/turn][Strange Weapons: 5][Mithril:18+2/t] [Coal:16+2/turn]

–Assets–

[The End of Reason|Basic Town, Capital] {+500 pop}

+ [Medium Iron Mine:+3/turn]

+ [Small Mithril Mine] {+2.turn}

+ [Small Heathold Mine: +2/turn]

+ [Small Coal Mine: +2/turn}

+ [Medium Factory: Spooled - 1 iron → 5 Soldier Kit]

+ [Small Tenements: +100p}

+ [Small Tenements: +200p]

+ [Tiny Iron Foundry] {+Double Iron Output}

+ [Tiny Lumber Yard] {+1 Lumber/turn}

+ [Small Copper Mine] {+2 Copper/turn}

+ [Small Peon Farm] [+2 food/20 slaves]

–Slaves–

+46 [Furapes]{+1/t} {Used: 20}

[Grid|Small Town]

+[Small Farm]

+[Small Sharpleaf Farm]

–Military–

+ 20 Yolian Militia [Green]

+ 65 Yolian Infantry [Veterans]

+ 5 Experimental Yolian Shocktrooper [Veterans}

+ 148 Yolian War-Golems

+1 Yolian Deforester [Can desolate one hex for a massive lumber bonus but stops all but mining on that hex]

Navy: 1 Civilian Frigate, 1 Tiny Experimental Airship]

–Bonuses/Negatives–

[Rape the Earth] Your industrious people have a great skill in reaping resources from the earth and gain bonuses to extract resources

[GIB LAND] There will be no negotiations with natives, all is to be harvested.

–Tech-

[Mining II];[Firearms I];[Airships I];[Peonage I];[Rationing I];[Automata I]

–In Progress–

>>Airship flight: 2 turns.

–Production–

Soldier Kits: 7+5/turn

–Policies–

>>Rationing cooldown: 5 turns

–Actions–

1. The Peon farm expands more. [Medium Peon Farm → Large Farm]

2. The factory also expands. [Medium Factory → Large Factory.]

3. The Yol seem to be developing a poison of some sort. [Poison Defoliant I]

4. They are also working on a deployment methodology for the poison. [Gas deployment I]

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46ca4e No.28344

Dice rollRolled 1, 18, 78, 82 = 179 (4d100)

>>28307

Start Position: Any of the islands

Name: Port Rioux

Country of Origin: Andris

*Country Fluff: Andris is a largely landlocked nation with their only ports having a straight controlled by another nation blocking their water ways to the outside world. A largely military power their few attempts at naval ambitions have mainly failed, horribly.

Nation Fluff: Port Rioux is a port founded by Captain Levont Tiox after sailing to the new world after the accountants forgot to pay him and his men for weeks. He decided to take the ship as his payment and set off to the new world to make his fortune. He built up his port from stolen goods and scuttled ships. He and many of his men still believe that Andris owes them for that time of lacked payment.

Nation Type: Outlaw

Population: 468 (10% increase)

Food: 27 -4/turn

Resources:

+ Lumber: 29 +2/turn

+ Food/Farmed: +2/turn

+ Light Crystals (1.0 +0.1/turn)

+ Sluglings

+ Spice Sap (26 +2/turn)

+ Fireoctupus

+ 1 Merchant Cog

+ 200 Gold Coins (+10/turn)

+ 100 Slaves

+ Torch Fish oil (23 +3/turn)

+ Silver (20 +2/turn)

+ Emerald (9 +1/turn)

+ Stone (25 +5/turn)

+ Iron (26 +5/turn)

+ Strange Weapons (2)

+ Behemoth Coral (SOON)

Assets: [Small Town][Tiny Farm][Tiny Lumberyard] [Tiny Slugling Farm] [Small Spicesap Farm] [Tiny Gun Smith] [Medium TorchFish Farm] [Tiny Slave Silver Mine][10] [Tiny Tavern]

[Tiny Emerald Mine]

[Massive Ancient Iron Mine /5 Stone/5 Iron per turn]

[Tiny Brewery]

[Tiny Mage Tower]

[Tiny Whorehouse] (+10 gold/turn, +2% pop)

[Massive Fort]

Military: 100 Elite Militia men 10 Elite Naval Marines 25 Elite Raiders

15 Elite Sea Reavers

Navy: 3 Lightly Armed Frigate

1 Lightly armed sloop

50 Raiders

10 Shock-troopers

1 Heavily Armed Frigate

100 Paxslavian Marines (To guard imperial interests) (Lazy unfun bastards)

2 Stormseers (+1 success to all sailing rolls)

1 Primal Stormseer (better stormseer)

Bonus: [Naval Raiders] Your men are trained in the naval arts and are veteran raiders giving them bonuses for naval training and combat.

Negative: [Bad Reputation] You’re port has a bad reputation and has a hard time attracting settlers the normal way.

Tech: [Training I][Naval I][Guns I][Incendiaries I] [Slavery I] [Water Magic I] [Stormseers I] [Golems I]

1-4. Everyone! All cannons aim towards the sea. All guns in the same direction. Be ready! The beast will be upon us soon. We either kill it, or give it a hell of a fight. (Prepare for the Behemoth Coral's arrival and fight)

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46ca4e No.28358

Dice rollRolled 50, 21, 21, 21, 99, 13, 68, 31 = 324 (8d100)

Population: 800

Resources: Lumber +1/turn=1 Food +5/turn

Food: 15 (-8/turn +5/turn=-3/turn)

Assets: [Large Town][Massive FishFarm]

Military: 200 Tidecaller Berzerkers

Bonus: [Apocalypse Now] The end is nigh and you will be prepared for it gaining bonuses to unraveling the secrets of lost knowledge from before this time to prepare.

Negative: [Primitive] You have a lower tech level then the colonists and have minuses to using their technologies

Tech:[Warfare I][Religion I][Rage I]

1. We must build more fishfarms lest we be unable to feed the people.

2. Send scouts inland to search for the local tribes. Slaves are needed and more importantly so is information, we must figure out what has been going on.

3. The sea serpents mate and howl and rage. This will drive many of the lesser beasts towards the islands in fear of the kings of the sea, easy catches they will serve as beasts of war.

4. Our time under the sea has made us weak we must improve our warfare techniques [Warfare II]

Extra turn

1. Continue work on the fishfarms

2. Continue scouting the lands I wish to know of every tribe on this island. Stay hidden whenever possible we don't want them to know of us.

3. Build a temple to the unknown god their favor will be needed to live through the new incarnation.

4. Continue hunting and taming the beasts of the sea.

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46ca4e No.28402

Dice rollRolled 48, 99, 73, 17 = 237 (4d100)

Name:Ceh Metztli

Country of Origin:Felpin

Profession:Huntress

Fluff:Ceh Metztli is a proles Felpin who fell in love with the thrill of the hunt the second she got her fist taste of it, she has spent all her life trying to master her craft and has experimented with a few different strategy's for taking down her prey but has always used her favorite weapon, the spear, for its versatility, however she is foolhardy and even if a army of prey come past you can bet she will try to take them all down.

Followers:[2 Felpin Veteran Hunters][105 Felpin Veteran Drakeblood Bladedancers][Kel Gali]

Assets:[None]

Inventory: [Legendary Spear][Leather Garb][5 Weak Armour][3 Weak Shields][6 Corvain Knick Knacks][Iron Drake Egg][26 Ancient Weapons]

Captives: [None]

Resources: [None]

Skills: [Medium Stealth][Medium Spear-fighting][Weak Shadow Magic 4/6 Average Shadow Magic]

Status:[Healthy/Uninjured]

Bonus:[Hunter of Man] You are a artful huntress who has dedicated her life to it giving bonuses to warfare and hunting

[Drakeblood] You have drunken the blood of the drake and you skin is now as hard as the iron of it’s scales.

[Piece of God [Skull]] The [Skull] allows you to pierce into the minds of other creatures and read their thoughts it also allows you to invade the dreams of creatures.

Negative: [Foolhardy] You cannot and will not back down from a direct challenge.

[Desynchronization] The [Skull] has not seemed to have meshed with your mind properly giving you negatives to it’s use and the other mental capabilities

>>-Actions-

1,2,3 "Kel, before I teach you anything i will spar with you to see how good you are in the art of basic combat first, pick a weapon of your choosing and we shall begin." [Spar/train Kel.]

4. "I wonder how much food they have, it shouldn't be long before they are starved out." [Standby for any combat against the corvain's]

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46ca4e No.28453

File: 1469235739333.jpg (280.75 KB,800x600,4:3,burning_tree_by_beingstone….jpg)

>>28160

>>28185

—Battle of the Tree of Life—

The raid on the Tree of Life goes quite well as the Shadowdancers manage to capture the gatehouse allowing the Felpin forces to flood in slaughtering the garrison. Weirdly there seems to only be 200 Corvain Warriors and 100 Corvain civilians, where are the rest of the Corvain forces and population.

-6 Shadowdancers

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46ca4e No.28455

Dice rollRolled 14, 52, 6, 94, 87 = 253 (5d100)

Population: 7085+1315

Resources: Lumber +1/turn [12] Food +60/turn 3 [Yolian Muskets] +[Zinko Beans] Stone +1/Turn [12] 20 Iron Drake Bone Armor 1 Iron Drake Scale Armor 1 Felpin Alpha Sharpleaf +5/T [10] Gorbug Shells +5/T [15] Ancient Weapons [231] Scovar [10 +1/T]

Food: 0 -80/turn

Assets: [Large City][Massive Zinko Bean Farm]*[Massive Zinko Bean Farm] [Tiny Stone Quarry][Small Training Field][Small Zinko Farm][Medium Zinko Farm][Medium Town][Small Pyramid][Tiny Workshop]

Military: 30 Felpin Warriors Veteran 225 Felpin Warriors Veteran 40 Felpin Zealots Veteran 65 Felpin Braves Veteran 120 Felpin Drakeguard 1 Veteran Felpin Prophet 80 Veteran Elite Felpin Braves 120 Veteran Felpin Fanatics 25 Veteran Elite Scovar Riders 25 Shadowdancers 150 Veteran Bladedancers

Bonus: [Savages] Born and bred in this land you have bonuses to obtaining resources and warfare.

Negative: [Primitive] You have a lower tech level then the colonists and have minuses to using their technologies

Tech:[Warfare II][Religion II][Shadow Magic I][Nature Magic I][Ancient Weapons I][Agriculture II]

Ceh hunt down the birds

1-4. Agriculture or something my population growth is going to perpetually outstrip my ability to feed anyone because of the growth:dice ratio

5. Guess I'll keep trying to convert the people. It's all their fault that they're worshiping some fucking bird instead of making food to feed themselves.

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46ca4e No.28460

Dice rollRolled 33, 76, 48, 78 = 235 (4d100)

Start Position: The easternmost tip of the main island

Name: Ibin Al'thir's Most Righteous Expedition to the New World

Country of Origin: The Ottobassid Empire

*Country Fluff:

The Ottobassid Empire are the true inheritors of God's Prophet (peace be upon him), having united the east under the Red Banner. Our glorious Sultan (son of the sun, may he live forever!), caliph of all the world, who leads an ever growing campaign of expansion to spread the empire and our holy faith to the vile infidels and barbarians of the world.

The Ottobassids have the most advanced gunpowder technology of any nation, thanks to a near limitless reserves of sulfure and saltpeter. Is it not written "blackpowder floweth through the land like the sands of the dunes"? As such their army focuses primarily on rifle armed Jannisaries supported by vast lines of great bombards and mortars, and this reflects in their navy as well. Their ships are, by necessity, built larger and heavier than the rest of the worlds due to the need to carry the bombards in multiple decks, as well as the powder supply for them. Their reliance on large triple deckers brimming with bombards makes the Ottobassid navy particularly slow to the point that it is easy to outrun them, but they are deadly in combat and the lack of focus on haste means a greater focus on supplies and equipment. Any ottoman heavy ship is able to survive an entire year on sea without stocking up for new supplies, and that's if they don't have any of their famed ship gardens.

Nation Fluff: Ibin Al'thir is one of 57 of Sultan's legitimate sons of one of his many concubines, as such he was born and raised in the sultan's very own academies. Choosing to become an explorer and to bring the words of the Prophet throughout the world, as is the duty of all faithful, he has been chosen to lead a great colonial expedition to the new world. Taking with him a mighty Ottobassid Warship and stocking it arms and equipment, they might not be the first to arrive but they will certainly be the most supplied.

Nation Type: Colony of the Caliphate

https://www.youtube.com/watch?v=NSwvym7ST5I

Population:

903 Humans

160Snousies

Food: 10 -10/turn +9/turn

Resources:

20 Lumber +1/turn

13 Shiny Scales +1/turn

6 Hides +1/turn

Assets:

[Small Town] (Main)

[Small Town] (Snousies)

[Tiny Town] (south of mountain)

[Tiny Town] (north of mountain)

[Tiny Mosque]

[Weak Alliance: Flishy Village] 1/6 Standard

[Tiny Clomik Fishery] [+1 Food and +1 Shiny Scales per turn]

[Large Farm] (x2 - Tiny irrigation canal)

[Tiny Hunting Paths]

[Tiny Forge] [Master Smith](+5 to all metal working rolls)

[Tin vein]

[Tiny Obsidian Mine]

1 Imam

2 Lorbac Beast

2 Young Lorbac

1 Lavaturtle

1 Scovar Beetle

[Xorm Berries]

[Lalum Fruits]

Military:

25 Jannisaries

50 Ottobassid infantry

20 Snousy hunters

+3 Weak Artillery

+5 Strange Weapons

Navy:

1 Ship-of-the-line

1 Lightly Armed Frigate

Bonus: [We like the big boom] The Ottobassid empire focuses creatly on it’s gunpowder tech and has bonuses towards gunpowder related production and research.

Negative: [Zealots] Your people have a tough time coexisting with those of other religions.

Tech:[Gunpowder I][Naval I] [Firearms II] [Culture II] [Felpin Culture] [Religion II] [Strong Conversion: Felpin Agriculture Class]

1. Continue to mine and send the Obsidian. 2/6 [Small Obsidian Mine] >sent

3-4.Great efforts go toward conversion of the Felpi Agricultural Class.

9/10 [Massive Conversion- Agricultural Class Felpin]

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46ca4e No.28470

File: 1469248240246.jpg (13.76 KB,200x354,100:177,BornToGondola.jpg)

>>28453

Updoot when?

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46ca4e No.28502

>>28309

1.[Your resolve is strong fleshling, but is your flesh strong enough]

Marching out from the temple is a stone golem riddled with red glowing eldricht script.

>>28310

1. What WONDERFUL POWER, you can feel the world on your fingertips. There is so much rot so much decay +[Rot Magic I]

2. The town is expanded +[Small Town]

3. Some fish are caught +6 Food

4. No progress is made on the farm

>>28311

1. Finally the [Hard Wood Lumberyard] is complete the men even get a head start on the next weeks work + 5 Hard Lumber

2. The [Medium Lumberyard] is complete

3. The strange weapons are a mystery though some understanding is slowly wrought from them 1/10 [Water Magic]

4. A small bottling plant for Norfil is under construction 2/4 [Tiny Norifl Plant]

>>28315

1. 5/10 [Elite]

2. Training stalls as Va’Li is distracted by the many sights and sounds of the colony

>>28317

1-2. The men begin to learn how to shepherd the whales 3/4 [Floatwhale Herd]

3. As you attempt to extract information from the mole salt water starts to spew from his mouth drowning him.

4. 2/8 [Firearms II]

>>28334

1. The peon farm steadily expands 3/10 [Large Peon Farm]

2. 1/10 [Large Factory]

3/4. [Poison Gas I] is developed for use by the Yol colony

>>28344

1/4. An explosion cripples the fort apparently someone thought it was smart to smoke a cigar in the powder room [Massive Fort: Damaged]

>>28358

1. The [Tiny Fish Farm] is completed

2. The tribes of long ago a no where to be seen…

3. A hunt is held though little is found as the fish have all left for calmer waters.

4. The warriors are rusty and take time to relearn old skills.

5. The island is barren except for this strange creatures of pink skin [Full free to contact curious]

6. 3/4 [Tiny Temple]

7. 1/6 [Beast Taming I]

>>28402

1. Training of Kell goes well as she seems a natural 6/10 [Training I]

2. [See Big Post]

>>28455

1-4. The farmers and earthsinger’s believe they have a solution to the food problem however they will not give it to you unless you allow them religious freedoms [Purge?Accept?Other?]

5. The teaching of the matriarch stall the ever pervasive word of Tash.

>>28460

1. 3/6 [Small Obsidian Mine]

2. The conversion is stalled by efforts of the matriarchy

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46ca4e No.28503

Dice rollRolled 76, 63, 64, 83 = 286 (4d100)

>>28502

Name: Álfar ná (typically mispronounced Alfarna)

Country of Origin: Myr av Havfolkene

*Country Fluff: Myrs av Havfolkene also known as Marshes of the Sea Folk. Is a small fairly unassuming nation with a small industrial base and no real worth to it's neighbors, except for it's location. It sits as a buffers state between several major powers, and has such been invaded several times. however said invasions have never really been successful. The marsh and sea elves of the land fade into their home terrain harrying invaders and running supply lines ragged, even when their cities are captured, or even sacked in some cases. This has led to Myrs av Havenfolke's reputation as being unconquerable, and frankly not worth the effort.

The people there are proud, and have a deep warrior and sailing tradition. In fact despite it's poor industrial base, the marshes have many ships, small shallow ships that function in the marshes as well as they do on the sea. what was at first a means to expedite movement and trade, became a way tow age war. This has led to the Northern Elves' reputation as raiders and thieves. Striking quickly and quietly, then disappearing back into their lands. Most nations would do something about it, but said endeavors are costly in the extreme and typically leave them open to reprisal from a third party.

Nation Fluff: Álfar ná has been established for three reasons. Firstly to explore and discover everything about this new land possible. Secondly to bring needed resourcfes back home. Thirdly to serve as a base and bastion in these new seas for all Myrsan ships, and thus extend Myrsan reach.

Nation Type: Charter

Hexes:4

Population: 206

Food: 25-2/turn

Resources: Lumber 8+4/turn, Food +2/turn, +[Velsignelse Frukt] 22 +2/turn, +[Duftende Frukt]0 + 1/turn, Iron 13, +5/turn, [11 Infantry Kit], Mead, 240 Gold, 1 strange weapons, Celestium 6 +2/turn, 20 Celesteel Reaver kits, Veldig løvtre 6 +1/turn

Assets: [Medium Town]

[Small Farm]

[Small Velsignelse Frukt Farm]

[Massive Iron Mine]

[Medium Lumberyard]

[Large Shipyard]

[Tiny Duftende Frukt Farm]

[Tiny Tavern][Input one mead gain twenty gold]

[Tiny Meadery][Input one Frukt gain one Mead]

[Small Port]

[Tiny Forge]

[Tiny Apothecary][+1% population growth and reduced casualties]

[Small Lighthouse][Replaces resource node][Decreases all navigation failures by 1 within 10 hexes of the tower]

[Small Celestuim Mine]

[Tiny Veldig løvtre Lumberyard]

[Tiny Norifl Plant] 2/4

Defenses: Barracks [5 Raiders per turn max 50 percent of population]

+[Defensive Corals],

Military: 101 Myr Raiders[Elite]

+[1 Weak Artillery]

+[1 Average Artillery]

Navy: 3 Lightly Armed Sloops[Stormbreaker]

+[Heavily Armed Frigate][Stormbreaker]

+[Heavily Armed Sloop][Stormbreaker]

+[Medium Armed Frigate][Stormbreaker][Navi II]

+[Lightly armed Sloop][Stormbreaker][Navi II][3 turns til return from Myrsa]

Bonus: [Sea Raiders] Your people have a long tradition of naval combat and raiding giving them bonuses to combat and raiding.

Negative: [Industry?] Your people have very little industrial skills and have minuses to develop production and refinement of materials.

+[Saviour Complex]-Most of the colonists view Radnigar as their saviour and would even disobey the colonial government if he would ever ask.

Tech:[Naval I](II 1/6)

[Warfare II]

[Navigation Tools II]

[Stormbreaker Ships*][Ignore all weather effects]

[Gunpowder I]

[Water magic (1/10)

Occurances: +[Behemoth Fight], +[Derfer Birds],[Norfil Spring]

Free: input one Duftende frukt to get 1 mead(already factored)

Free: Input 1 mead to get twenty gold (already factored)

1.Continue to build the Norfil bottling plant. CAREFULLY! 2/4

2.Begin researching Agriculture we need to be able to build more farms to sustain our population.

3. Distribute the Celesteel Reaver kits to some of our troops their kit can be redistributed or stored.

+20 Celesteel Reaver kits

4.Begin researching shipbuilding. That way we can sue our new resources to best effect.

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46ca4e No.28504

Dice rollRolled 100, 29, 53, 58 = 240 (4d100)

>>28502

——-

Start Position: On the coast of the volcanic island

Name: Principality of Temnland

Country of Origin: The Empire of Drakensriech

*Country Fluff: The Empire of Drakensriech, allegedly founded by dragons, has a long and "prestigious" history of warfare with their neighbours having grown strong by eating anyone seen as too weak to rule themselves. In recent years however things have been stagnant, with most neighbours remaining strong enough to not seem an easy enough target. So when the new world was discovered the empire naturally wanted their slice of the cake.

Nation Fluff: Prince Temnick, fourth in line for the Imperial Throne is a scholar by preference, but still trained in the art of war by tradition. On his 23rd birthday he was declared lord of his on land, a tiny province in the new world. With the entire empire expecting their new lands to grow, Prince Temnick, lord of Temnland is sent to the new world. While annoyed that he's torn from his research he's now determined to make the most of things.

Nation Type: Colonial Charter

——–

Population: 647(+6%)

Food: 11 (-6/turn, +4/turn = -2/turn surplus)

Resources: [Lumber: 7 (+1/turn)] [Food +4/turn] [Gold: 7 (+1/turn)] [Iron: 6 (+1/turn)][Silver: 2 (+1/turn)] [Stone: 10] [Dark Tome] [Stamporf Herd]

Assets: [Large Town(Goldenhome)(400p)][Small Town(Dragon's Landing)(200p)] [Tiny Farm][Tiny Silver Mine][Tiny Gold Mine][Tiny Iron Mine][Tiny Hok Melon Farm(Double food production/+1 percent fertility)][Small Library(+10)][Tiny Shipyard]

[Gold Vein] [Iron Vein] [Silver Vein] [Hok Melons]

Military: 200 Naval Marines

Navy: 3 Heavily-Armed Sloops

Bonus: [Noble-lead] As your colony is lead by a prince the home-land is much more willingly to send you supplies

Negative: [Pampered] Your leader would much rather be lounging about reading then exploring giving your colony negatives to claiming new lands and resources

Tech:[Naval I][Warfare I] [Rot Magic I]

I did it, I learned magic, this is amazing! But… my skin… and what do I do with magic like this. This won't help us build the colony! No, this is fine, there will be more to learn later. For now, I need to make sure we don't starve to death, expand EVERYTHING!

1. We need sturdier ships, study shipbuilding in the library. Bonus: [Tiny Library(+10)]

2. Expand Dragon's Landing [Small -→ Medium Town]

3. Food is running low, expand the Farm [Tiny -→ Small Farm]

4. Food is running low, expand the Hok Melon Farm [Tiny -→ Small Hok Melon Farm] [1/6]

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46ca4e No.28505

Dice rollRolled 4, 61, 88, 25 = 178 (4d100)

>>28358

Population: 800

Resources: Lumber +1/turn=2 Food +6/turn

Food: 13 (-8/turn +6/turn=-2/turn)

Assets: [Large Town][Massive FishFarm][tiny fishfarm]

Military: 200 Tidecaller Berzerkers

Bonus: [Apocalypse Now] The end is nigh and you will be prepared for it gaining bonuses to unraveling the secrets of lost knowledge from before this time to prepare.

Negative: [Primitive] You have a lower tech level then the colonists and have minuses to using their technologies

Tech:[Warfare I][Religion I][Rage I]

1. Upgrade tiny fishfarm to small fishfarm

2. They all disappeared……. Where did they go. Such knowledge could prove immensely important. Search for clues as to where they went ot what happened.

[Apocalypse Now]

3. Continuen work on the new God awaits. Our prayers. 3/4 [Tiny Temple]

4. Continue work on the beast taming. The old ways have been forgotten but will be regained mastery of our domain is key among these. 1/6 [Beast Taming I]

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46ca4e No.28507

Dice rollRolled 2 (1d3)

>>28506

These hairless apes prove….. Interesting they cross the water in massive constructs of wood. Definitely a new development. We should approach them and find out what they are and how they are connected to this world. But how should we do it?

Slazin: allow me to go with sly words and cunning I will get the information we seek without violence they seem too confident to be like the weakling from around here.

Slydok: your words are lies and cunning is only the poison that seeps from your mind we should approach immediately and in strength be peaceful but make it obvious we will fight if that is what they seek.

Marguz : cowards and wretches the both of you. Blood is the answer. Kill the Warriors and enslave the tribesmen. Use only a small group of warriors to either prove our dominance or if they win prove them worthy of speaking to us.

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46ca4e No.28508

File: 1469425181834.jpg (161.76 KB,1351x591,1351:591,beneath_the_pier_city_by_s….jpg)

Dice rollRolled 19, 27, 20, 30 = 96 (4d100)

Name: The Yolian Excursion

Country of Origin: Yol

Country Fluff: Yol is notorious for a few things - industrial capacity, brutality, and constant wars with its neighbors. These fine traits has made the nation harsh and mean, as it has been engaged in nearly constant roiling conflict for the past ten years. This never-ending series of wars has also starved Yol of basic resources such as timber, tin, iron, and coal. Given the exhaustion of the Yol resource base, the situation has triggered a series of expeditions around the world as the Yolians butt heads with their neighbors in order to secure fuel for their constantly undersupplied industrial base. Reflecting such tensions, Yolians themselves are not – and never were – very pleasant: brutal and harsh gnomelike creatures, Yolians value the coin in their purse and the amount of things they level as their mark on the world. Indeed, while some cultures find value in nature or natural beauty, Yolians instead see “nature” as a standing reserve to exploit and convert to Yolbucks and prestige.

–Stats–

Nation Type: Colonial Charter

Population:790{+6%/turn} {Cap: 500}{+100}{+200} {Total Cap: 800}

Food: 11 [0/turn][+5: Small Peon Farm]

Resources: [Lumber:58 +3/t][Stone/Iron Mine→Iron:19+1/t] Stone:8+1/t}[Heathold Ore:17+2][Sharpleaf:8+1/turn][Gorim Tubes:0][Grav Stone:10+1/turn][Copper:20+2/turn][Strange Weapons: 5][Mithril:20+2/t] [Coal:18+2/turn]

–Assets–

[The End of Reason|Basic Town, Capital] {+500 pop}

+ [Medium Iron Mine:+3/turn]

+ [Small Mithril Mine] {+2.turn}

+ [Small Heathold Mine: +2/turn]

+ [Small Coal Mine: +2/turn}

+ [Medium Factory: Spooled - 1 iron → 5 Soldier Kit]

+ [Small Tenements: +100p}

+ [Small Tenements: +200p]

+ [Tiny Iron Foundry] {+Double Iron Output}

+ [Tiny Lumber Yard] {+1 Lumber/turn}

+ [Small Copper Mine] {+2 Copper/turn}

+ [Small Peon Farm] [+2 food/20 slaves]

+ [Tiny Air-shipyard]

–Slaves–

+47 [Furapes]{+1/t} {Used: 20}

[Grid|Small Town]

+[Small Farm]

+[Small Sharpleaf Farm]

–Military–

+ 20 Yolian Militia [Green]

+ 65 Yolian Infantry [Veterans]

+ 5 Experimental Yolian Shocktrooper [Veterans}

+ 148 Yolian War-Golems

+1 Yolian Deforester [Can desolate one hex for a massive lumber bonus but stops all but mining on that hex]

Navy: 1 Civilian Frigate, 1 Tiny Experimental Airship]

–Bonuses/Negatives–

[Rape the Earth] Your industrious people have a great skill in reaping resources from the earth and gain bonuses to extract resources

[GIB LAND] There will be no negotiations with natives, all is to be harvested.

–Tech-

[Mining II];[Firearms I];[Airships I];[Peonage I];[Rationing I];[Automata I]; [Poison Gas I]

–In Progress–

>>Airship flight: 1 turns.

–Production–

Soldier Kits: 12+5/turn

–Policies–

>>Rationing cooldown: 4 turns

–Actions–

1. The farm continues to expand the food needs of the colony. The apes appear to be doing good work adopting Yolian-style capitalism. {3/10 [Large Peon Farm]} [Clarify: do the apes utilize my housing or do I just have them in slumlike conditions?]

2. The factory continues to expand as the colony waits eagerly for the return of the airship. [Medium Factory → Large Factory.] {1/10}

3. The Yol have begun to expand their housing facilities to deal with the lates shortfall in available units. As has been the response in many situations, the Yol aren't interested in quality of life houses: they are trying another wave of cheap housing even more efficient than the tenements. These new houses are little more than slums meant to deal with the immediate crisis. Don't smoke near them though. [Housing expansion: Slums]

4. The local colony administrator has dispatched his finest men to the air shipyard to receive the returning airship [which is due back]. His report is fairly damning, but it is thorough: it lists the general exploitation potential colony, enemies, and other issues: particularly the expansion of the opposition forces, the attacks by natives, and the success of the colony. It is thought that such a report will gain the colony what it requires: soldiers, heavier equipment, and Yolian megafacturing equipment from the mainland. This local tooling is simply inadequate, and the colony is constantly under stress. His memorandum simply requests the following:

+ "Militia, of indentured or free sort. As many as possible. Basic arms manufacturing established, and we can absorb prison-soldiers from the mainland."

+ "Megafacturing equipment of any scale fitted for arms or automata."

+ "Chemists of skill. Military experience preferred."

+ "Tooling and blueprints for heavier automata."

The memorandum is signed with a typical Yolian manner: a wax seal with a plucked fingernail embedded it. The fingernails grow back quickly and don't hurt, of course. [Prep for airship arrival]

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46ca4e No.28510

File: 1469428405252.jpg (65.22 KB,960x441,320:147,1468557179129.jpg)

Dice rollRolled 33, 99, 15, 26 = 173 (4d100)

>>28502

>>28502

The Governer shouts at the engineer as his patrol heads back to the colony "What floats in water, larger below the surface then above it, and is lighter then what it floats in."

Name: Kievan Rus

Country of Origin: Rus

Nation Fluff: The largest Empire of the old world, Rus was long considered the most primitive and barbaric of the Old world Empires, and often won wars through the sheer amount of men they could put on the field. The land was a cold one, with the sparse land suitable to farming available only to the Boyars of the royal court, who forced the serfs, common men reduced to slaves, work the land and themselves, often to death. Then came a new king, a man to force a change upon all of Kievan Rus that would rock the county to its core. Turmoil was rampant for the first few years, but soon the country was stable and prospering; a series of wars brought much land to the Rus Empire, and now it finds itself a rising Owlbear among it's once strong competitors. This is in no small part to a wonder technology discovered by it scientist-Emperor, a means through which feats of in-imaginable complexity are completed using some sort of arcane energy. This new discovery, deemed heretical by the rest of the world, has caused a massive falling off in foreign relations, and now the country prepares again for war, this time against most of the known world. In an attempt to further bring his country up to speed with the modern world, and attain new, exotic resources for the war effort, the newly crowned Emperor Scruffitius orders a fleet to be constructed to ferry his people to this "new world" and take it for Rus.

Nation Type: Colony/Tsardom

Population: 1968 peeples, 21 Nymphs & 30 Ice Nymphs

Food: 9 -19/turn from pop | +20/turn from food produc. [Net: +1/turn]

Resources: Lumber [39] +3/turn | Frostwood lumber[4] +1/turn | Fish & game (food) +20/turn | Pelts [26] +2/turn | Iron [7] +1/turn | 3 Strange Weapons | 3 Strange Idol | Murplish [6] +1 per turn | [Floatwhale Herds]

Beast: [6 Murplish] | 1 [Kralik Bird] [Floatwhale Herds]

Assets: [2 Small Town][1 Tiny Town][Medium Fishery][3 Tiny Wallerbeast Hunting Lodge][2 Tiny lumberyard] [Tiny Frostwood Luberyard][Large Farm][2 Medium Farm][ 2 Small Farm][Tiny Forge][Tiny Shipyard][Tiny Blockhouses][Tiny Wood Wall][Tiny Iron Mine][Tiny Fort]

Military: 170 Rus Riflemen

5 Rugged Rus Riflemen

5 Rugged Aquatic Rus Riflemen

50 Rus Marines

1 Steam Tank

60 Rus Militia

5 Nymph Militia (they fuck people to death)

Kits: 5 Rugged Rus kits, 0 Rugged Aquatic Infantry Kits

Navy:1 Ship-of-the-line

2 Civilian Sloops

Bonus: [Land of Science] A technological renaissance is flowing through your country and new improvements technology are to arrive to you first.

Negative: [World War] You are at war with almost every country in the world, this is no different with their official colonies

Tech:[Farming II][Research I][Steam I][Firearms I][Forestry I][Secret Police I]

>Ongoing

>[- 7 turns till sloop 1 completes trip]

>2/8 [Firearms II]

>3/4 [Floatwhale Herd]

Thorns in muh anus:

[Idol Cult]

1. Drown on us eh, fine, then lets go the opposite route, have one of our most devote, loyal secret police be a mole for the idol cult, under the guise of a fisherman.

2. As a side note, begin construction of a new farm

3. Continue work on the floatwhale herding, the sooner we get these creatures under our control, the better off we are.

4. Finally, have the secret police investigate the mining town we rebuilt, something seemed off with all the people that suddenly appeared from there once we rebuilt it.

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46ca4e No.28515

Dice rollRolled 17, 45, 29, 94 = 185 (4d100)

>>28502

Name: Gerry Fitzgerald

Country of Origin: Llywas

Profession: Conman, Rabble-rouser

Fluff: Gerry is a charismatic, forceful man. He could have made it as a revolutionary if he had a cause, or a general if he had any discipline. Instead, he became a conman, and he was one of the best. People naturally wanted to believe what he said. He could whip a crowd into a frenzy if he needed a distraction, and caused a couple of riots in his time. By the time the police decided to do something about him, he had already taken his earthly possessions and boarded a ship to the new world, with a dream to become a feared pirate captain.

———-++++++++++———-++++++++++———-++++++++++———-++++++++++———-

Followers: [65 Loyal Crew], [1 Loyal "First Mate" Captain]

Assets:[The Hugging Mary: Merchant Sloop][The Salty Bass: Merchant Sloop]

Inventory: [Dagger][Fine Clothes][Backpack][9 days rations][5 Frontier Supplies]

Resources and Loot: 50 Gold pieces, 20 various weapons, 8 Looted Treasures, 4 Moderate Knick-Knacks

Bonus:[Charming Rogue] You are a a very persuasive man, people trust you very easily and seem to be easily entrapped by your words, you gain a bonus to any persuasion roll.

Negative: [Wanted Man] You are hunted by the nation of Llywas and have a high bounty on your head.

Skills: [Weak Naval] [Weak Naval Combat] [Cri'Nik Language]

Training: None

Relations: [Cri’Nik Village: Friendly]

>3/10 journey around the continent

1/2/3/4.

"Men! Cri'Nik! This is what we came here for! This is our destiny! We shall defeat this guardian, and claim what is ours!" [Charge the Golem with myself and the others.]

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46ca4e No.28654

File: 1469601782279.jpg (7.07 KB,331x152,331:152,download.jpg)

Dice rollRolled 14, 9, 16, 6 = 45 (4d20)

>>28344

—Coral Behemoth Attack—

Lumbering from the sea the great Coral Behemoth makes it’s way into Port Rioux. It dwarves even the massive fortress as it lumber onwards carelessly destroying ships and wharfs as it pulls itself from the sea. Following in it’s wake are swarms of smaller creatures that mimic it’s monstrous form which swarm on any survivors leaving only pale bone in their wake. The Behemoth seems to have set it’s sight on the Fort as it thunders through the town.

-50 population

-2 Frigates

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46ca4e No.28657

File: 1469602276739.webm (3.99 MB,480x360,4:3,hitler's influence on ger….webm)

Dice rollRolled 24, 87, 48, 13 = 172 (4d100)

>>28502

Starting Position: Most Righteous Expedition

Name: Delilah Raha Souri Shiva Pouran Ashaemenid

Country of Origin: Persisia(Ottobassid Empire)

Profession: Sanctioned Inquisitor

Followers: 1 [Felpin Scout “Va’Li”]

Assets:[My Body];

Inventory: [Fine Pistol][Fine Sword][Fine Piece of Tits and Ass][Ottobassid Naval Uniform][Backpack][10 days rations]

Resources: 20 Gold pieces

Skills: [Felpin Tongue]; [Coastal Tongue]; [Average Persuasion]; [Average Dual-wielding];

Bonus:[Pirate Inquisitor] You have traveled the world as a pirate and know work as a inquisitor for the Ottobassid empire, having fought in the toughest of battles and made the toughest of men squeal for death you gain bonuses to combat and the gathering of information.

Negative: [Legacy] You have left behind a legacy of pain and suffering, though you have turned your ways around if your past is ever revealed it will not turn out well for you.

1-2; Train troops

3; Train Dual-wielding with Va Li

4; Investigate the smithies in the colony and look into getting a better sword

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46ca4e No.28659

File: 1469602634994.jpg (472.46 KB,600x600,1:1,8e8b0511782985.560fd313db2….jpg)

>>28402

–Bonfire on the Plains of Thresh–

As the Felpin army make it’s way back towards the Heart after sacking the Tree of life they come across a peculiar sight. In the middle of the Plains of Thresh stands a massive bonfire which crackles above even the outlying trees, it spread a thick black smoke which smells of cooked flesh and burnt feathers. As they move closer they soon realize the bonfire seems to be fueled by the corpses of thousands of Corvains.

Sitting by the edge of the bonfire staring into the flames is none other then Supreme Leader Dis’Rac. Turning to greet the Felpins his voice cracks as he says simply “My people have all gone to meet the Ancestors, send your best warrior I wish to meet them there with honor.”

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46ca4e No.28677

Dice rollRolled 10 (1d20)

>>28654

All ships, fire at the big one. If there are any working cannons that are left on the fort fire them at the big one too! Infantry target the smaller ones. Fighting retreat to the mountains. Stormseers, fuck if I know what you can do, but whip up the storm in this area and call down lightning on that big fucker. Everyone, keep out of the arc of the ship and fort fire and if you have to die, die fighting.

Troops:

100 Elite Militia men 10 Elite Naval Marines 25 Elite Raiders

15 Elite Sea Reavers

Navy: 1 Lightly Armed Frigate

1 Lightly armed sloop

50 Raiders

10 Shock-troopers

1 Heavily Armed Frigate

100 Paxslavian Marines (To guard imperial interests) (Lazy unfun bastards)

2 Stormseers (+1 success to all sailing rolls)

1 Primal Stormseer (better stormseer)

+ Massive Fort (Damaged)

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46ca4e No.28679

Dice rollRolled 9 (1d20)

Name:Ceh Metztli

Country of Origin:Felpin

Profession:Huntress

Fluff:Ceh Metztli is a proles Felpin who fell in love with the thrill of the hunt the second she got her fist taste of it, she has spent all her life trying to master her craft and has experimented with a few different strategy's for taking down her prey but has always used her favorite weapon, the spear, for its versatility, however she is foolhardy and even if a army of prey come past you can bet she will try to take them all down.

Followers:[2 Felpin Veteran Hunters][105 Felpin Veteran Drakeblood Bladedancers][Kel Gali]

Assets:[None]

Inventory: [Legendary Spear][Leather Garb][5 Weak Armour][3 Weak Shields][6 Corvain Knick Knacks][Iron Drake Egg][26 Ancient Weapons]

Captives: [None]

Resources: [None]

Skills: [Medium Stealth][Medium Spear-fighting][Weak Shadow Magic 4/6 Average Shadow Magic][6/10 Training I]

Status:[Healthy/Uninjured]

Bonus:[Hunter of Man] You are a artful huntress who has dedicated her life to it giving bonuses to warfare and hunting

[Drakeblood] You have drunken the blood of the drake and you skin is now as hard as the iron of it’s scales.

[Piece of God [Skull]] The [Skull] allows you to pierce into the minds of other creatures and read their thoughts it also allows you to invade the dreams of creatures.

Negative: [Foolhardy] You cannot and will not back down from a direct challenge.

[Desynchronization] The [Skull] has not seemed to have meshed with your mind properly giving you negatives to it’s use and the other mental capabilities

>>-Action-

Naturally being overconfident and foolhardy Ceh steps forward as the Corvain requests a duel with the best warrior, she then says "I expect you to be worthy prey Corvain, please put up a good fight."

[Legendary spear]

[Drakeblood]

[Medium spear fighting]

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46ca4e No.28716

Dice rollRolled 16 (1d20)

>>28679

"Come Huntress let us dance the final dance"

Supreme Leader Dis’Rac [Warfare II]

-[Legendary Club]

-[Strong Fire Magic]

-[Strong Club-fighting]

-[Piece of God, Right Arm]

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46ca4e No.28737

>>28679

>>28716

You have shadow magic, too. This guy is in front of a humongous pile of flaming corpses, shadow magic is not really cheating.

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46ca4e No.28751

>>28502

Start Position: The easternmost tip of the main island

Name: Ibin Al'thir's Most Righteous Expedition to the New World

Country of Origin: The Ottobassid Empire

*Country Fluff:

The Ottobassid Empire are the true inheritors of God's Prophet (peace be upon him), having united the east under the Red Banner. Our glorious Sultan (son of the sun, may he live forever!), caliph of all the world, who leads an ever growing campaign of expansion to spread the empire and our holy faith to the vile infidels and barbarians of the world.

The Ottobassids have the most advanced gunpowder technology of any nation, thanks to a near limitless reserves of sulfure and saltpeter. Is it not written "blackpowder floweth through the land like the sands of the dunes"? As such their army focuses primarily on rifle armed Jannisaries supported by vast lines of great bombards and mortars, and this reflects in their navy as well. Their ships are, by necessity, built larger and heavier than the rest of the worlds due to the need to carry the bombards in multiple decks, as well as the powder supply for them. Their reliance on large triple deckers brimming with bombards makes the Ottobassid navy particularly slow to the point that it is easy to outrun them, but they are deadly in combat and the lack of focus on haste means a greater focus on supplies and equipment. Any ottoman heavy ship is able to survive an entire year on sea without stocking up for new supplies, and that's if they don't have any of their famed ship gardens.

Nation Fluff: Ibin Al'thir is one of 57 of Sultan's legitimate sons of one of his many concubines, as such he was born and raised in the sultan's very own academies. Choosing to become an explorer and to bring the words of the Prophet throughout the world, as is the duty of all faithful, he has been chosen to lead a great colonial expedition to the new world. Taking with him a mighty Ottobassid Warship and stocking it arms and equipment, they might not be the first to arrive but they will certainly be the most supplied.

Nation Type: Colony of the Caliphate

https://www.youtube.com/watch?v=NSwvym7ST5I

Population:

903 Humans

160Snousies

Food: 10 -10/turn +9/turn

Resources:

20 Lumber +1/turn

13 Shiny Scales +1/turn

6 Hides +1/turn

Assets:

[Small Town] (Main)

[Small Town] (Snousies)

[Tiny Town] (south of mountain)

[Tiny Town] (north of mountain)

[Tiny Mosque]

[Weak Alliance: Flishy Village] 1/6 Standard

[Tiny Clomik Fishery] [+1 Food and +1 Shiny Scales per turn]

[Large Farm] (x2 - Tiny irrigation canal)

[Tiny Hunting Paths]

[Tiny Forge] [Master Smith](+5 to all metal working rolls)

[Tin vein]

[Tiny Obsidian Mine]

1 Imam

2 Lorbac Beast

2 Young Lorbac

1 Lavaturtle

1 Scovar Beetle

[Xorm Berries]

[Lalum Fruits]

Military:

25 Jannisaries

50 Ottobassid infantry

20 Snousy hunters

+3 Weak Artillery

+5 Strange Weapons

Navy:

1 Ship-of-the-line

1 Lightly Armed Frigate

Bonus: [We like the big boom] The Ottobassid empire focuses creatly on it’s gunpowder tech and has bonuses towards gunpowder related production and research.

Negative: [Zealots] Your people have a tough time coexisting with those of other religions.

Tech:[Gunpowder I][Naval I] [Firearms II] [Culture II] [Felpin Culture] [Religion II] [Strong Conversion: Felpin Agriculture Class

1.continue building Obsidian mine 3/6

2.3.4. The conversion of felenids continues.

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46ca4e No.28752

Dice rollRolled 63, 97, 75, 17 = 252 (4d100)

>>28751

He changed his mind I am rolling for him.

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46ca4e No.28803

File: 1469839439250-0.png (2.13 MB,2971x2100,2971:2100,1461240727221.png)

File: 1469839439250-1.jpg (171.96 KB,484x757,484:757,1466903945124.jpg)

>>26801

Starting Position:

Name: Struggler

Country of Origin: The Middle Kingdom

Profession: Mercenary

Fluff: Cursed, branded and hunted the Struggler has no restful nights. His sword, It was too big to be called a sword. Massive, thick, heavy, and far too rough. Indeed, it was a heap of raw iron. He has sailed from The Middle Kingdom leaving behind him a mountain of corpses among them many companions the mighty vessel bore this swordsman to the island's northern coast. The winged elf Pob the only witness to the never ending nights of carnage, tending his wound with his magic dust and tries to piece together an understanding of what fuels this warrior. This island may be the next step in his journey, perhaps this is the destiny he seeks or is it the theater of his demise. Rumor has it the island is beset by dragons and giants and other beings besides perhaps some of them could lead him to his next destination or the tools he needs to accomplish even greater destruction. The battlelust cries inside him for carnage and the goodness of his past life withers in against questions that shake mortal sanity, questions that often take devious forms. Did destiny lead him here or the thirst for battle?

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46ca4e No.28831

File: 1469903106628.jpg (225.68 KB,1009x792,1009:792,the_second_return___batter….jpg)

Dice rollRolled 5, 12, 78, 1 = 96 (4d100)

Name: The Yolian Excursion

Country of Origin: Yol

Country Fluff: Yol is notorious for a few things - industrial capacity, brutality, and constant wars with its neighbors. These fine traits has made the nation harsh and mean, as it has been engaged in nearly constant roiling conflict for the past ten years. This never-ending series of wars has also starved Yol of basic resources such as timber, tin, iron, and coal. Given the exhaustion of the Yol resource base, the situation has triggered a series of expeditions around the world as the Yolians butt heads with their neighbors in order to secure fuel for their constantly undersupplied industrial base. Reflecting such tensions, Yolians themselves are not – and never were – very pleasant: brutal and harsh gnomelike creatures, Yolians value the coin in their purse and the amount of things they level as their mark on the world. Indeed, while some cultures find value in nature or natural beauty, Yolians instead see “nature” as a standing reserve to exploit and convert to Yolbucks and prestige.

–Stats–

Nation Type: Colonial Charter

Population:829{+6%/turn} {Cap: 500}{+100}{+200} {Total Cap: 800} {{{OVER CAP}}}

Food: 11 [0/turn][+5: Small Peon Farm]

Resources: [Lumber:61 +3/t][Stone/Iron Mine→Iron:20+1/t] Stone:9+1/t}[Heathold Ore:19+2][Sharpleaf:9+1/turn][Gorim Tubes:0][Grav Stone:11+1/turn][Copper:22+2/turn][Strange Weapons: 5][Mithril:22+2/t] [Coal:20+2/turn]

–Assets–

[The End of Reason|Basic Town, Capital] {+500 pop}

+ [Medium Iron Mine:+3/turn]

+ [Small Mithril Mine] {+2.turn}

+ [Small Heathold Mine: +2/turn]

+ [Small Coal Mine: +2/turn}

+ [Medium Factory: Spooled - 1 iron → 5 Soldier Kit]

+ [Small Tenements: +100p}

+ [Small Tenements: +200p]

+ [Tiny Iron Foundry] {+Double Iron Output}

+ [Tiny Lumber Yard] {+1 Lumber/turn}

+ [Small Copper Mine] {+2 Copper/turn}

+ [Small Peon Farm] [+2 food/20 slaves]

+ [Tiny Air-shipyard]

–Slaves–

+48 [Furapes]{+1/t} {Used: 20}

[Grid|Small Town]

+[Small Farm]

+[Small Sharpleaf Farm]

–Military–

+ 20 Yolian Militia [Green]

+ 65 Yolian Infantry [Veterans]

+ 5 Experimental Yolian Shocktrooper [Veterans}

+ 148 Yolian War-Golems

+1 Yolian Deforester [Can desolate one hex for a massive lumber bonus but stops all but mining on that hex]

Navy:

+1 Civilian Frigate

+1 Tiny Experimental Airship]

–Temporary In Dock:

+Yolian Battleship "The Visible Hand"

–Bonuses/Negatives–

[Rape the Earth] Your industrious people have a great skill in reaping resources from the earth and gain bonuses to extract resources

[GIB LAND] There will be no negotiations with natives, all is to be harvested.

–Tech-

[Mining II];[Firearms I];[Airships I];[Peonage I];[Rationing I];[Automata I]; [Poison Gas I]

–In Progress–

>>Airship flight: 1 turns.

–Production–

Soldier Kits: 17+5/turn

–Policies–

>>Rationing cooldown: 3 turns

–Actions–

1. Despite the arrival of the battleship the housing situation can't wait. Slums are drawn up and rapidly built. [Expand housing: Slums]

2.3.4: All other resources are poured in for he battleship retrofit. The colony has been anxious – coral behemoths do not engender confidence – but now there is some hope that the entire expedition will survive. [Repairs: Yolian Battleship]

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46ca4e No.28838

Start Position: The easternmost tip of the main island

Name: Ibin Al'thir's Most Righteous Expedition to the New World

Country of Origin: The Ottobassid Empire

*Country Fluff:

The Ottobassid Empire are the true inheritors of God's Prophet (peace be upon him), having united the east under the Red Banner. Our glorious Sultan (son of the sun, may he live forever!), caliph of all the world, who leads an ever growing campaign of expansion to spread the empire and our holy faith to the vile infidels and barbarians of the world.

The Ottobassids have the most advanced gunpowder technology of any nation, thanks to a near limitless reserves of sulfure and saltpeter. Is it not written "blackpowder floweth through the land like the sands of the dunes"? As such their army focuses primarily on rifle armed Jannisaries supported by vast lines of great bombards and mortars, and this reflects in their navy as well. Their ships are, by necessity, built larger and heavier than the rest of the worlds due to the need to carry the bombards in multiple decks, as well as the powder supply for them. Their reliance on large triple deckers brimming with bombards makes the Ottobassid navy particularly slow to the point that it is easy to outrun them, but they are deadly in combat and the lack of focus on haste means a greater focus on supplies and equipment. Any ottoman heavy ship is able to survive an entire year on sea without stocking up for new supplies, and that's if they don't have any of their famed ship gardens.

Nation Fluff: Ibin Al'thir is one of 57 of Sultan's legitimate sons of one of his many concubines, as such he was born and raised in the sultan's very own academies. Choosing to become an explorer and to bring the words of the Prophet throughout the world, as is the duty of all faithful, he has been chosen to lead a great colonial expedition to the new world. Taking with him a mighty Ottobassid Warship and stocking it arms and equipment, they might not be the first to arrive but they will certainly be the most supplied.

Nation Type: Colony of the Caliphate

https://www.youtube.com/watch?v=NSwvym7ST5I

Population:

903 Humans

160Snousies

Food: 10 -10/turn +9/turn

Resources:

20 Lumber +1/turn

13 Shiny Scales +1/turn

6 Hides +1/turn

Assets:

[Small Town] (Main)

[Small Town] (Snousies)

[Tiny Town] (south of mountain)

[Tiny Town] (north of mountain)

[Tiny Mosque]

[Weak Alliance: Flishy Village] 1/6 Standard

[Tiny Clomik Fishery] [+1 Food and +1 Shiny Scales per turn]

[Large Farm] (x2 - Tiny irrigation canal)

[Tiny Hunting Paths]

[Tiny Forge] [Master Smith](+5 to all metal working rolls)

[Tin vein]

[Tiny Obsidian Mine]

1 Imam

2 Lorbac Beast

2 Young Lorbac

1 Lavaturtle

1 Scovar Beetle

[Xorm Berries]

[Lalum Fruits]

Military:

25 Jannisaries

50 Ottobassid infantry

20 Snousy hunters

+3 Weak Artillery

+5 Strange Weapons

Navy:

1 Ship-of-the-line

1 Lightly Armed Frigate

Bonus: [We like the big boom] The Ottobassid empire focuses creatly on it’s gunpowder tech and has bonuses towards gunpowder related production and research.

Negative: [Zealots] Your people have a tough time coexisting with those of other religions.

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46ca4e No.29065

Dice rollRolled 3, 67, 65, 16, 64, 93 = 308 (6d100)

Population: 7925+1315

Resources: Lumber +1/turn [12] Food +60/turn 3 [Yolian Muskets] +[Zinko Beans] Stone +1/Turn [12] 20 Iron Drake Bone Armor 1 Iron Drake Scale Armor 1 Felpin Alpha Sharpleaf +5/T [10] Gorbug Shells +5/T [15] Ancient Weapons [231] Scovar [10 +1/T]

Food: 0 -80/turn

Assets: [Large City][Massive Zinko Bean Farm]*[Massive Zinko Bean Farm] [Tiny Stone Quarry][Small Training Field][Small Zinko Farm][Medium Zinko Farm][Medium Town][Small Pyramid][Tiny Workshop]

Military: 30 Felpin Warriors Veteran 225 Felpin Warriors Veteran 40 Felpin Zealots Veteran 65 Felpin Braves Veteran 120 Felpin Drakeguard 1 Veteran Felpin Prophet 80 Veteran Elite Felpin Braves 120 Veteran Felpin Fanatics 25 Veteran Elite Scovar Riders 25 Shadowdancers 150 Veteran Bladedancers

Bonus: [Savages] Born and bred in this land you have bonuses to obtaining resources and warfare.

Negative: [Primitive] You have a lower tech level then the colonists and have minuses to using their technologies

Tech:[Warfare II][Religion II][Shadow Magic I][Nature Magic I][Ancient Weapons I][Agriculture II]

1-5. Purge.

6. Bring the troops home and prepare for a march on those ottobassid infidels. This stops now.

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46ca4e No.29066

>>29065

new thread is up spacjesus

>>28088

link there boss

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46ca4e No.29068

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46ca4e No.29172

File: 1470263122303.jpg (129.13 KB,625x352,625:352,alpha21.jpg)

Dice rollRolled 58, 36, 13, 85 = 192 (4d100)

Name: The Yolian Excursion

Country of Origin: Yol

Country Fluff: Yol is notorious for a few things - industrial capacity, brutality, and constant wars with its neighbors. These fine traits has made the nation harsh and mean, as it has been engaged in nearly constant roiling conflict for the past ten years. This never-ending series of wars has also starved Yol of basic resources such as timber, tin, iron, and coal. Given the exhaustion of the Yol resource base, the situation has triggered a series of expeditions around the world as the Yolians butt heads with their neighbors in order to secure fuel for their constantly undersupplied industrial base. Reflecting such tensions, Yolians themselves are not – and never were – very pleasant: brutal and harsh gnomelike creatures, Yolians value the coin in their purse and the amount of things they level as their mark on the world. Indeed, while some cultures find value in nature or natural beauty, Yolians instead see “nature” as a standing reserve to exploit and convert to Yolbucks and prestige.

–Stats–

Nation Type: Colonial Charter

Population:829{+6%/turn} {Cap: 500}{+100}{+200} {Total Cap: 800} {{{OVER CAP}}}

Food: 11 [0/turn][+5: Small Peon Farm]

Resources: [Lumber:61 +3/t][Stone/Iron Mine→Iron:21+1/t] Stone:9+1/t}[Heathold Ore:19+2][Sharpleaf:10+1/turn][Gorim Tubes:0][Grav Stone:11+1/turn][Copper:22+2/turn][Strange Weapons: 5][Mithril:22+2/t] [Coal:20+2/turn]

–Assets–

[The End of Reason|Basic Town, Capital] {+500 pop}

+ [Medium Iron Mine:+3/turn]

+ [Small Mithril Mine] {+2.turn}

+ [Small Heathold Mine: +2/turn]

+ [Small Coal Mine: +2/turn}

+ [Medium Factory: Spooled - 1 iron → 5 Soldier Kits/turn]

+ [Small Tenements: +100p}

+ [Small Tenements: +200p]

+ [Tiny Iron Foundry] {+Double Iron Output}

+ [Tiny Lumber Yard] {+1 Lumber/turn}

+ [Small Copper Mine] {+2 Copper/turn}

+ [Small Peon Farm] [+2 food/20 slaves]

+ [Tiny Air-shipyard]

–Slaves–

+49 [Furapes]{+1/t} {Used: 20}

[Grid|Small Town]

+[Small Farm]

+[Small Sharpleaf Farm]

–Military–

+ 20 Yolian Militia [Green]

+ 65 Yolian Infantry [Veterans]

+ 5 Experimental Yolian Shocktrooper [Veterans}

+ 148 Yolian War-Golems

+1 Yolian Deforester [Can desolate one hex for a massive lumber bonus but stops all but mining on that hex]

[Navy: ]

+1 Civilian Frigate

+1 Tiny Experimental Airship ["The Victory of Greed"]

–Temporary In Dock:

+Yolian Battleship "The Visible Hand" [Ruined]

–Bonuses/Negatives–

[Rape the Earth] Your industrious people have a great skill in reaping resources from the earth and gain bonuses to extract resources

[GIB LAND] There will be no negotiations with natives, all is to be harvested.

–Tech-

[Mining II];[Firearms I];[Airships I];[Peonage I];[Rationing I];[Automata I]; [Poison Gas I]

–In Progress–

Battleship Repairs:???

–Production–

Soldier Kits: 23+5/turn

–Policies–

>>Rationing cooldown: 2 turns

–Actions–

1. The airship is retrofitted with primitive gas pods and send to the interior to poison the native population centers. There are rumors – and some chatter – that the creatures have begun their march to destroy the Otas and any resistance offered will be minimal. As such, the airship flies low and goes for maximum dispersal, and a few automata are kept aboard to burn the craft in case of total disaster. The commander in charge is a good shiny coin of a man. [Dispatch the airship] [Poison Gas I]

2.3.4: The Yolian engineers a good portion of the hulk can be repaired and retrofitted. Massive amounts of resources are allocated to the task and the [peonage] system is similarly deployed. So the entire colony is mobilized…. {Allocate all available resources: spend liberally} {3 turns remain}

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46ca4e No.29508

Cheers on ya for continuing the spirit of my thread.

Sorry everyone who participated in mine and then I mysteriously vanished. Life got in the way.

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cc48f5 No.46204

bumparoo

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